SQCSimulator2023/SQCSim-srv/server.cpp

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#include "server.h"
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Server::Server(LOG_DEST log) {
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m_log = log;
if (log == LOG_DEST::LOGFILE) {
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m_logfile = std::ofstream("server.log", std::ofstream::out);
if (!m_logfile.is_open()) {
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m_log = LOG_DEST::CONSOLE; // Fallback console.
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Log("Ouverture fichier log: repli vers console.", true, false);
}
}
}
Server::~Server() {
if (m_logfile.is_open())
m_logfile.close();
if (m_sock_udp)
closesocket(m_sock_udp);
if (m_sock_tcp)
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closesocket(m_sock_tcp);
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for (const auto& [key, player] : m_conns)
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closesocket(player->getSock());
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m_conns.clear();
delete m_world;
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#ifdef _WIN32
WSACleanup();
#endif
}
int Server::Init() {
Log("Initialisation du serveur...", false, false);
#ifdef _WIN32
if (WSAStartup(MAKEWORD(2, 2), &m_wsaData) != 0) { /* Initialisation de l'environnement reseau (Windows only) */
Log("Initialisation WinSock.", true, true);
return 1;
}
#endif
m_sock_udp = socket(AF_INET, SOCK_DGRAM, 0);
if (m_sock_udp == INVALID_SOCKET) { /* Creation du socket UDP */
Log("Creation Socket UDP.", true, true);
return 2;
}
m_sock_tcp = socket(AF_INET, SOCK_STREAM, 0);
if (m_sock_tcp == INVALID_SOCKET) { /* Creation du socket TCP */
Log("Creation Socket TCP.", true, true);
return 3;
}
/* Creation structure donnes descripteur du socket serveur */
sockaddr_in addr;
addr.sin_family = AF_INET;
addr.sin_port = htons(SRV_PORT);
addr.sin_addr.s_addr = htonl(INADDR_ANY);
if (bind(m_sock_udp, (sockaddr*)&addr, sizeof(addr)) != 0) { /* Associer le socket UDP au port */
Log("Association Socket UDP.", true, true);
return 4;
}
if (bind(m_sock_tcp, (sockaddr*)&addr, sizeof(addr)) != 0) { /* Associer le socket TCP au port */
Log("Association Socket TCP.", true, true);
return 5;
}
return 0;
}
int Server::Ready() {
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int nbrjoueurs = 0,
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nbrconn = 0;
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bool readystart = false;
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do {
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Log("Entrez la duree de la partie: ", false, false);
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std::cin.getline(m_buf.ptr, BUFFER_LENGTH);
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try {
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m_game.countdown = std::stoi(m_buf.ptr);
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}
catch (const std::exception& e) {
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Log(e.what(), true, false);
m_game.countdown = 0;
}
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} while (m_game.countdown < 1);
do {
Log("Entrez le seed de la partie: ", false, false);
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std::cin.getline(m_buf.ptr, BUFFER_LENGTH);
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try {
m_game.seed = 9370707;//std::stoi(m_buf.ptr);
}
catch (const std::exception& e) {
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Log(e.what(), true, false);
m_game.seed = 0;
}
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} while (m_game.seed < 1);
do {
Log("Entrez le nombre de joueurs: ", false, false);
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std::cin.getline(m_buf.ptr, BUFFER_LENGTH);
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try {
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nbrjoueurs = std::stoi(m_buf.ptr);
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}
catch (const std::exception& e) {
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Log(e.what(), true, false);
nbrjoueurs = 0;
}
if (nbrjoueurs <= 0 || nbrjoueurs > MAX_CONNECTIONS)
Log("Nombre de joueurs invalide.", true, false);
} while (nbrjoueurs <= 0 || nbrjoueurs > MAX_CONNECTIONS);
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m_game.gameType = 1;
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if (listen(m_sock_tcp, MAX_CONNECTIONS) < 0) {
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Log("Ecoute sur le port TCP.", true, true);
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return 1;
}
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buildIdList(ID_LIST_SIZE);
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Log("A l'ecoute sur le port: " + std::to_string(SRV_PORT), false, false);
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while (!readystart) {
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sockaddr_in sockad;
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addrlen_t addrlen = sizeof(sockad);
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SOCKET sock = accept(m_sock_tcp, (sockaddr*)&sockad, &addrlen);
if (sock < 0)
Log("Erreur de connexion", true, false);
else if (sock > 0) {
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std::string str = "Nouvelle connexion provenant de: ";
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str.append(inet_ntop(AF_INET, &sockad.sin_addr, m_buf.ptr, m_buf.len)).append(": ").append(std::to_string(sockad.sin_port));
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if (recv(sock, m_buf.ptr, m_buf.len, 0) > 0) {
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PlayerInfo play;
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m_buf.len = BUFFER_LENGTH;
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Packet pck = getPack(&m_buf);
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if (pck.type != PACKET_TYPE::LOGINF) {
Log("Paquet invalide.", true, false);
if (pck.type != PACKET_TYPE::ERR)
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netprot::emptyPack(pck);
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continue; // Passer au prochain appel si c'est pas un LoginInfo ou un LoginInfo invalide qui rentre.
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}
LoginInfo* log = (LoginInfo*)pck.ptr;
log->sid = getUniqueId();
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log->tid = 1145389380; // TODO: À changer si on implemente un mode en equipe.
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Log(str.append(" Nom: ").append(log->name), false, false);
str.clear();
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sendPackTo<LoginInfo>(m_sock_udp, log, &m_buf, &sockad);
play.id = getUniqueId();
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play.tid = log->tid;
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strcpy(play.name, log->name);
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Log(str.append(play.name).append(" SID: [").append(std::to_string(log->sid)).append("]")
.append(" ID: [").append(std::to_string(play.id)).append("]")
.append(" TID: [").append(std::to_string(play.tid)).append("]"), false, false);
play.tid = log->tid;
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sendPackTo<GameInfo>(m_sock_udp, &m_game, &m_buf, &sockad);
std::cout << m_game.seed << std::endl;
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Connection* conn = new Connection(sock, sockad, *log, play);
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m_conns[log->sid] = conn;
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delete log;
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if (++nbrconn >= nbrjoueurs)
readystart = true;
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}
}
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}
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for (auto& [keyin, playin] : m_conns) // Not pretty, but it works.
for (auto& [keyout, playout] : m_conns) {
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if (keyin == keyout)
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continue;
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sendPackTo<PlayerInfo>(m_sock_udp, playout->getInfo(), &m_buf, playin->getAddr()); // et envoyer les infos des joueurs distants au nouveau joueur.
}
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return 0;
}
void Server::Run() {
bool endgame = false;
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Input in;
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sockaddr_in sockad;
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addrlen_t socklen = sizeof(sockad);
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Log("Debut de la partie...", false, false);
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int players = m_conns.size();
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m_world = new World();
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m_world->SetSeed(m_game.seed);
m_world->GetChunks().Reset(nullptr);
m_world->BuildWorld();
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for (auto& [key, conn] : m_conns) { // Creation des instances de joueurs et premier sync.
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int x = (rand() % (CHUNK_SIZE_X * WORLD_SIZE_X - 1)) - (CHUNK_SIZE_X * WORLD_SIZE_X / 2),
y = (rand() % (CHUNK_SIZE_Y * WORLD_SIZE_Y - 1)) - (CHUNK_SIZE_Y * WORLD_SIZE_Y / 2);
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conn->player = new Player(Vector3f(x + .5f, CHUNK_SIZE_Y + 1.8f, y + .5f));
m_players[key] = conn->player;
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Sync sync;
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sync.position = conn->player->GetPositionAbs();
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sync.hp = conn->player->GetHP();
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sync.sid = key;
sync.ammo = 0;
sync.timestamp = 0;
sync.timer = m_game.countdown;
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sendPackTo<Sync>(m_sock_udp, &sync, &m_buf, conn->getAddr());
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}
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int timer = m_game.countdown, sync_acc = 0, deadplayers = 0;
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std::chrono::high_resolution_clock::time_point start = std::chrono::high_resolution_clock::now();
Timestamp last = 0;
std::vector<Chat> chatlog;
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std::vector<ChunkMod*> chunkdiffs;
std::vector<Bullet*> bullets, outbox_bullets;
std::vector<BulletAdd*> netbull;
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while (!endgame) {
using namespace std::chrono;
Timestamp tstamp = duration_cast<milliseconds>(high_resolution_clock::now() - start).count();
if (last == 0)
last = tstamp;
sync_acc += tstamp - last;
if (sync_acc >= 1000) {
sync_acc -= 1000;
--timer;
}
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for (auto& [key, conn] : m_conns) {
/* In */
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std::vector<char*> lsPck;
Input in; Chat chat; Sync sync;
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lsPck = recvPacks(m_sock_udp, &m_buf);
for (auto& pck : lsPck) {
uint32_t bsize = m_buf.len - (pck - m_buf.ptr);
switch (netprot::getType(pck, 1)) {
using enum netprot::PACKET_TYPE;
case INPUT:
if (Deserialize(&in, pck, &bsize))
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m_conns[in.sid]->AddInput(in);
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break;
case SYNC:
if (Deserialize(&sync, pck, &bsize)) {}
break;
case CHAT:
if (Deserialize(&chat, pck, &bsize))
chatlog.push_back(chat);
break;
default: break;
}
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}
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lsPck.clear();
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/* Process */
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if (conn->m_nsync) {
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Timestamp tstamp = conn->Run(m_world);
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if (conn->player->AmIDead()) {
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Chat* chat = new Chat();
chat->dest_id = chat->dest_team_id = chat->src_id = 0;
strcpy(chat->mess, getDeathMessage(conn->player->GetUsername()).c_str());
m_chatlog[tstamp] = chat;
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++deadplayers;
conn->m_nsync == false;
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}
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else {
for (auto& chmo : conn->ChunkDiffs)
chunkdiffs.emplace_back(chmo);
conn->ChunkDiffs.clear();
for (auto& bull : conn->Bullets) {
bullets.emplace_back(bull);
BulletAdd* nbul = new BulletAdd();
nbul->pos = conn->player->GetPosition();
nbul->dir = conn->player->GetDirection();
nbul->id = key;
nbul->tstamp = tstamp;
netbull.emplace_back(nbul);
}
conn->Bullets.clear();
}
/* Out */
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conn->sendPacks(m_sock_udp, m_conns, timer);
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}
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if (deadplayers == players - 1 || timer <= 0)
endgame = true;
}
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for (auto& bull : netbull)
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for (auto& [key, conn] : m_conns)
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if (bull->id != conn->GetHash(false)) // Pour pas repitcher au joueur sa propre balle.
sendPackTo<BulletAdd>(m_sock_udp, bull, &m_buf, conn->getAddr());
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for (auto& bull : bullets) {
ChunkMod* cmod = nullptr;
if (bull->Update(m_world, (1. / 60.), 20, m_players, &cmod)) {
if (cmod)
chunkdiffs.emplace_back(cmod);
outbox_bullets.emplace_back(std::move(bull));
}
}
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for (auto& chat : chatlog)
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for (auto& [key, conn] : m_conns)
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sendPackTo<Chat>(m_sock_udp, &chat, &m_buf, conn->getAddr());
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for (auto& chmo : chunkdiffs) {
for (auto& [key, conn] : m_conns)
sendPackTo<ChunkMod>(m_sock_udp, chmo, &m_buf, conn->getAddr());
delete chmo;
}
for (auto& bull : outbox_bullets)
delete bull;
for (auto& bull : netbull)
delete bull;
outbox_bullets.clear();
netbull.clear();
chunkdiffs.clear();
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chatlog.clear();
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}
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Chat end;
end.src_id = 0;
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char endmess[] = "Game over, mothereffers.";
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strcpy(end.mess, endmess);
for (auto& [key, conn] : m_conns)
sendPackTo<Chat>(m_sock_udp, &end, &m_buf, conn->getAddr());
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// TODO: Gérer les 2-3 secondes post-game avant le billboard pour pas avoir un whiplash à la fin de la game.
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}
inline std::string Server::LogTimestamp() {
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time_t rawtime;
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tm timeinfo;
char buffer[50];
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time(&rawtime);
#ifdef _WIN32
localtime_s(&timeinfo, &rawtime);
#else
localtime_r(&rawtime, &timeinfo);
#endif
strftime(buffer, sizeof(buffer), "%d-%m-%Y %H:%M:%S", &timeinfo);
std::string str(buffer);
return "[" + str + "] ";
}
void Server::Log(std::string str, bool is_error = false, bool is_fatal = false) {
switch (m_log) {
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using enum LOG_DEST; // C++20!
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case LOGFILE:
m_logfile << LogTimestamp() << (is_fatal ? "FATAL " : "") << (is_error ? "ERROR " : "") << str << std::endl;
break;
case CONSOLE: [[fallthrough]]; // Pour dire que c'est voulu que ça traverse vers le case en dessous (C++17!)
default:
std::cout << LogTimestamp() << (is_fatal ? "FATAL " : "") << (is_error ? "ERROR " : "") << str << std::endl;
break;
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}
if (is_fatal) {
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if (m_logfile.is_open())
m_logfile.close();
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if (m_sock_udp)
closesocket(m_sock_udp);
if (m_sock_tcp)
closesocket(m_sock_tcp);
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for (const auto& [key, player] : m_conns)
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closesocket(player->getSock());
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delete m_world;
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m_conns.clear();
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#ifdef _WIN32
WSACleanup();
#endif
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exit(-1);
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}
}
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void Server::buildIdList(size_t size) {
std::set<uint64_t> lst;
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srand(time(NULL));
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do lst.insert(((uint64_t)rand() << 32 | rand()));
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while (lst.size() < size);
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m_ids = std::vector<uint64_t>(lst.begin(), lst.end());
}
uint64_t Server::getUniqueId() {
uint64_t id = m_ids.back();
m_ids.pop_back();
return id;
}
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std::string Server::getDeathMessage(std::string username) const {
std::string mess;
std::string temp = DEATHMESSAGES.at(rand() % DEATHMESSAGES.size());
size_t ind = temp.find('@');
mess.append(temp.substr(0, ind));
mess.append(username));
mess.append(temp.substr(ind + 1));
return mess;
}