#![allow(incomplete_features)] #![feature(const_generics)] #![feature(maybe_uninit_extra)] #![feature(const_in_array_repeat_expressions)] mod common; mod entity; mod patch; mod login; mod ship; use std::time::SystemTime; use log::{info}; use patch::patch::{PatchServerState, generate_patch_tree, load_config, load_motd}; use login::login::LoginServerState; use login::character::CharacterServerState; use ship::ship::ShipServerState; use entity::account::{NewUserAccountEntity, NewUserSettingsEntity}; use entity::gateway::{EntityGateway, InMemoryGateway}; use entity::character::NewCharacterEntity; use entity::item::{NewItemEntity, ItemDetail, ItemLocation}; use crate::entity::item; fn setup_logger() { let colors = fern::colors::ColoredLevelConfig::new() .error(fern::colors::Color::Red) .warn(fern::colors::Color::Yellow) .info(fern::colors::Color::Green) .debug(fern::colors::Color::White) .trace(fern::colors::Color::BrightBlack); let stdio = fern::Dispatch::new() .level(log::LevelFilter::Debug) .format(move |out, message, record| { out.finish(format_args!( "\x1B[{}m[{}][{}][{}] {}\x1B[0m", colors.get_color(&record.level()).to_fg_str(), chrono::Local::now().format("%Y-%m-%d %H:%M:%S"), record.target(), record.level(), message, )) }) .chain(std::io::stdout()); let fileout = fern::Dispatch::new() .level(log::LevelFilter::Trace) .chain(fern::log_file(format!("elseware-{}.log", chrono::Local::now().format("%Y-%m-%d_%H:%M:%S"))).unwrap()); fern::Dispatch::new() .chain(stdio) .chain(fileout) .apply().unwrap(); } fn main() { setup_logger(); let mut entity_gateway = InMemoryGateway::new(); for i in 0..5 { let mut fake_user = NewUserAccountEntity { username: if i == 0 { "hi".to_string() } else { format!("hi{}", i+1) }, password: bcrypt::hash("qwer", 5).unwrap(), guildcard: i + 1, team_id: None, banned: false, muted_until: SystemTime::now(), created_at: SystemTime::now(), flags: 0, }; let fake_user = entity_gateway.create_user(fake_user).unwrap(); entity_gateway.create_user_settings(NewUserSettingsEntity::new(fake_user.id)); let mut character = NewCharacterEntity::new(fake_user.id); character.name = format!("Test Char {}", i*2); entity_gateway.create_character(character); let mut character = NewCharacterEntity::new(fake_user.id); character.slot = 2; character.name = "\tE12345678".into(); character.exp = 80000000; let character = entity_gateway.create_character(character).unwrap(); entity_gateway.create_item( NewItemEntity { item: ItemDetail::Weapon( item::weapon::Weapon { weapon: item::weapon::WeaponType::Handgun, grind: 5, special: Some(item::weapon::WeaponSpecial::Hell), attrs: [Some(item::weapon::WeaponAttribute{attr: item::weapon::Attribute::Hit, value: 100}), None, None,], tekked: true, } ), location: ItemLocation::Inventory { character_id: character.id, index: 0, equipped: true, } }); } async_std::task::block_on(async move { let thread_entity_gateway = entity_gateway.clone(); let patch = async_std::task::spawn(async { info!("[patch] starting server"); let patch_config = load_config(); let patch_motd = load_motd(); let (patch_file_tree, patch_file_lookup) = generate_patch_tree(patch_config.path.as_str()); let patch_state = PatchServerState::new(patch_file_tree, patch_file_lookup, patch_motd); crate::common::mainloop::mainloop_async(patch_state, patch_config.port).await; }); let thread_entity_gateway = entity_gateway.clone(); let auth = async_std::task::spawn(async { info!("[auth] starting server"); let auth_state = LoginServerState::new(thread_entity_gateway); common::mainloop::mainloop_async(auth_state, login::login::LOGIN_PORT).await; }); let thread_entity_gateway = entity_gateway.clone(); let character = async_std::task::spawn(async { info!("[character] starting server"); let char_state = CharacterServerState::new(thread_entity_gateway); common::mainloop::mainloop_async(char_state, login::character::CHARACTER_PORT).await; }); let thread_entity_gateway = entity_gateway.clone(); let ship = async_std::task::spawn(async { info!("[ship] starting server"); let ship_state = ShipServerState::new(thread_entity_gateway); common::mainloop::mainloop_async(ship_state, ship::ship::SHIP_PORT).await; }); futures::join!(patch, auth, character, ship); }); }