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 address
master
Loïc Blot 2017-09-28 13:47:30 +02:00 committed by GitHub
parent 27eeb3581f
commit 2afe62952c
4 changed files with 25 additions and 28 deletions

View File

@ -1886,10 +1886,8 @@ bool Game::createSingleplayerServer(const std::string &map_dir,
return false;
}
server = new Server(map_dir, gamespec, simple_singleplayer_mode,
bind_addr.isIPv6(), false);
server->start(bind_addr);
server = new Server(map_dir, gamespec, simple_singleplayer_mode, bind_addr, false);
server->start();
return true;
}

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@ -838,13 +838,13 @@ static bool run_dedicated_server(const GameParams &game_params, const Settings &
try {
// Create server
Server server(game_params.world_path, game_params.game_spec,
false, bind_addr.isIPv6(), true, &iface);
false, bind_addr, true, &iface);
g_term_console.setup(&iface, &kill, admin_nick);
g_term_console.start();
server.start(bind_addr);
server.start();
// Run server
dedicated_server_loop(server, kill);
} catch (const ModError &e) {
@ -872,8 +872,8 @@ static bool run_dedicated_server(const GameParams &game_params, const Settings &
try {
// Create server
Server server(game_params.world_path, game_params.game_spec, false,
bind_addr.isIPv6(), true);
server.start(bind_addr);
bind_addr, true);
server.start();
// Run server
bool &kill = *porting::signal_handler_killstatus();

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@ -149,10 +149,11 @@ Server::Server(
const std::string &path_world,
const SubgameSpec &gamespec,
bool simple_singleplayer_mode,
bool ipv6,
Address bind_addr,
bool dedicated,
ChatInterface *iface
):
m_bind_addr(bind_addr),
m_path_world(path_world),
m_gamespec(gamespec),
m_simple_singleplayer_mode(simple_singleplayer_mode),
@ -161,7 +162,7 @@ Server::Server(
m_con(std::make_shared<con::Connection>(PROTOCOL_ID,
512,
CONNECTION_TIMEOUT,
ipv6,
m_bind_addr.isIPv6(),
this)),
m_itemdef(createItemDefManager()),
m_nodedef(createNodeDefManager()),
@ -366,35 +367,33 @@ Server::~Server()
}
}
void Server::start(Address bind_addr)
void Server::start()
{
m_bind_addr = bind_addr;
infostream<<"Starting server on "
<< bind_addr.serializeString() <<"..."<<std::endl;
infostream << "Starting server on " << m_bind_addr.serializeString()
<< "..." << std::endl;
// Stop thread if already running
m_thread->stop();
// Initialize connection
m_con->SetTimeoutMs(30);
m_con->Serve(bind_addr);
m_con->Serve(m_bind_addr);
// Start thread
m_thread->start();
// ASCII art for the win!
actionstream
<<" .__ __ __ "<<std::endl
<<" _____ |__| ____ _____/ |_ ____ _______/ |_ "<<std::endl
<<" / \\| |/ \\_/ __ \\ __\\/ __ \\ / ___/\\ __\\"<<std::endl
<<"| Y Y \\ | | \\ ___/| | \\ ___/ \\___ \\ | | "<<std::endl
<<"|__|_| /__|___| /\\___ >__| \\___ >____ > |__| "<<std::endl
<<" \\/ \\/ \\/ \\/ \\/ "<<std::endl;
actionstream<<"World at ["<<m_path_world<<"]"<<std::endl;
actionstream<<"Server for gameid=\""<<m_gamespec.id
<<"\" listening on "<<bind_addr.serializeString()<<":"
<<bind_addr.getPort() << "."<<std::endl;
<< " .__ __ __ " << std::endl
<< " _____ |__| ____ _____/ |_ ____ _______/ |_ " << std::endl
<< " / \\| |/ \\_/ __ \\ __\\/ __ \\ / ___/\\ __\\" << std::endl
<< "| Y Y \\ | | \\ ___/| | \\ ___/ \\___ \\ | | " << std::endl
<< "|__|_| /__|___| /\\___ >__| \\___ >____ > |__| " << std::endl
<< " \\/ \\/ \\/ \\/ \\/ " << std::endl;
actionstream << "World at [" << m_path_world << "]" << std::endl;
actionstream << "Server for gameid=\"" << m_gamespec.id
<< "\" listening on " << m_bind_addr.serializeString() << ":"
<< m_bind_addr.getPort() << "." << std::endl;
}
void Server::stop()

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@ -118,14 +118,14 @@ public:
const std::string &path_world,
const SubgameSpec &gamespec,
bool simple_singleplayer_mode,
bool ipv6,
Address bind_addr,
bool dedicated,
ChatInterface *iface = nullptr
);
~Server();
DISABLE_CLASS_COPY(Server);
void start(Address bind_addr);
void start();
void stop();
// This is mainly a way to pass the time to the server.
// Actual processing is done in an another thread.