Server: affect bind_addr on constructor instead of start() (#6474)
bind_addr is already ready when using constructor as we read is.IPv6 from it, instead pass the whole addressmaster
parent
27eeb3581f
commit
2afe62952c
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@ -1886,10 +1886,8 @@ bool Game::createSingleplayerServer(const std::string &map_dir,
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return false;
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}
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server = new Server(map_dir, gamespec, simple_singleplayer_mode,
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bind_addr.isIPv6(), false);
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server->start(bind_addr);
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server = new Server(map_dir, gamespec, simple_singleplayer_mode, bind_addr, false);
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server->start();
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return true;
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}
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@ -838,13 +838,13 @@ static bool run_dedicated_server(const GameParams &game_params, const Settings &
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try {
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// Create server
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Server server(game_params.world_path, game_params.game_spec,
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false, bind_addr.isIPv6(), true, &iface);
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false, bind_addr, true, &iface);
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g_term_console.setup(&iface, &kill, admin_nick);
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g_term_console.start();
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server.start(bind_addr);
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server.start();
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// Run server
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dedicated_server_loop(server, kill);
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} catch (const ModError &e) {
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@ -872,8 +872,8 @@ static bool run_dedicated_server(const GameParams &game_params, const Settings &
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try {
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// Create server
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Server server(game_params.world_path, game_params.game_spec, false,
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bind_addr.isIPv6(), true);
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server.start(bind_addr);
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bind_addr, true);
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server.start();
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// Run server
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bool &kill = *porting::signal_handler_killstatus();
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@ -149,10 +149,11 @@ Server::Server(
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const std::string &path_world,
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const SubgameSpec &gamespec,
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bool simple_singleplayer_mode,
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bool ipv6,
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Address bind_addr,
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bool dedicated,
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ChatInterface *iface
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):
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m_bind_addr(bind_addr),
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m_path_world(path_world),
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m_gamespec(gamespec),
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m_simple_singleplayer_mode(simple_singleplayer_mode),
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@ -161,7 +162,7 @@ Server::Server(
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m_con(std::make_shared<con::Connection>(PROTOCOL_ID,
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512,
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CONNECTION_TIMEOUT,
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ipv6,
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m_bind_addr.isIPv6(),
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this)),
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m_itemdef(createItemDefManager()),
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m_nodedef(createNodeDefManager()),
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@ -366,35 +367,33 @@ Server::~Server()
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}
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}
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void Server::start(Address bind_addr)
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void Server::start()
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{
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m_bind_addr = bind_addr;
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infostream<<"Starting server on "
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<< bind_addr.serializeString() <<"..."<<std::endl;
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infostream << "Starting server on " << m_bind_addr.serializeString()
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<< "..." << std::endl;
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// Stop thread if already running
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m_thread->stop();
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// Initialize connection
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m_con->SetTimeoutMs(30);
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m_con->Serve(bind_addr);
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m_con->Serve(m_bind_addr);
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// Start thread
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m_thread->start();
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// ASCII art for the win!
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actionstream
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<<" .__ __ __ "<<std::endl
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<<" _____ |__| ____ _____/ |_ ____ _______/ |_ "<<std::endl
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<<" / \\| |/ \\_/ __ \\ __\\/ __ \\ / ___/\\ __\\"<<std::endl
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<<"| Y Y \\ | | \\ ___/| | \\ ___/ \\___ \\ | | "<<std::endl
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<<"|__|_| /__|___| /\\___ >__| \\___ >____ > |__| "<<std::endl
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<<" \\/ \\/ \\/ \\/ \\/ "<<std::endl;
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actionstream<<"World at ["<<m_path_world<<"]"<<std::endl;
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actionstream<<"Server for gameid=\""<<m_gamespec.id
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<<"\" listening on "<<bind_addr.serializeString()<<":"
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<<bind_addr.getPort() << "."<<std::endl;
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<< " .__ __ __ " << std::endl
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<< " _____ |__| ____ _____/ |_ ____ _______/ |_ " << std::endl
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<< " / \\| |/ \\_/ __ \\ __\\/ __ \\ / ___/\\ __\\" << std::endl
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<< "| Y Y \\ | | \\ ___/| | \\ ___/ \\___ \\ | | " << std::endl
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<< "|__|_| /__|___| /\\___ >__| \\___ >____ > |__| " << std::endl
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<< " \\/ \\/ \\/ \\/ \\/ " << std::endl;
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actionstream << "World at [" << m_path_world << "]" << std::endl;
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actionstream << "Server for gameid=\"" << m_gamespec.id
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<< "\" listening on " << m_bind_addr.serializeString() << ":"
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<< m_bind_addr.getPort() << "." << std::endl;
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}
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void Server::stop()
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@ -118,14 +118,14 @@ public:
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const std::string &path_world,
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const SubgameSpec &gamespec,
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bool simple_singleplayer_mode,
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bool ipv6,
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Address bind_addr,
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bool dedicated,
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ChatInterface *iface = nullptr
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);
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~Server();
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DISABLE_CLASS_COPY(Server);
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void start(Address bind_addr);
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void start();
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void stop();
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// This is mainly a way to pass the time to the server.
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// Actual processing is done in an another thread.
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