6f1197d633
HG : Enter commit message. Lines beginning with 'HG:' are removed.
153 lines
4.9 KiB
C++
153 lines
4.9 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include <string>
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#include "nel/misc/common.h"
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#include "nel/misc/path.h"
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#include "nel/misc/system_info.h"
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// contains the service base class
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#include "nel/net/service.h"
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using namespace std;
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using namespace NLMISC;
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using namespace NLNET;
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// a service is a process, a program. the goal is to automatically use
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// common initialization and features (like command line, file check,
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// debug features, signal redirection and more).
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// a service has a listen socket for external connection. when a message
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// comes on the socket, the message is automatically updated and the
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// associated callback is called.
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// to create a service, you have to inherit from IService and to implement
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// a few functions (init, update, release). you are not forced to implement
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// these functions if you have nothing to do in them.
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// to launch a service, the naming_service must run.
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// this stupid example creates a chat service. it's a 1 person chat, it
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// means that you can send strings to the service and it sends them back to you
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// (and only to you) so you can't see strings from other people :)
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// (i warned you! it's really stupid!)
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class CChatService : public IService
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{
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public:
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// FILE *fp;
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void init ()
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{
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// this function is called after all standard service initialization.
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// put here your code that inits your application.
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nlinfo ("init() was called");
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// fp = nlfopen (NLMISC::CFile::findNewFile("stat.csv"), "wt");
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}
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bool update ()
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{
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// this function is called every "loop". you return true if you want
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// to continue or return false if you want to exit the service.
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// the loop is called evenly (by default, at least one time per second).
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nlinfo ("update() was called");
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/* static uint ii = 0;
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if(ii++ == 15)
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{
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nlstop;
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}*/
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//////debug to test log flood for memory leak
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// DebugLog->addNegativeFilter("flood");
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// InfoLog->addNegativeFilter("flood");
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// WarningLog->addNegativeFilter("flood");
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/* string s;
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uint v = (uint)frand(80), i;
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for (i = 0; i < v; i++)
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{
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s+='a'+rand()%26;
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}
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static uint32 val = 0;
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for(i = 0; i < 10; i++)
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{
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nldebug ("debg flood %d %s", val++, s.c_str());
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nlinfo ("info flood %d %s", val++, s.c_str());
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nlwarning ("warn flood %d %s", val++, s.c_str());
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// nldebug ("debg flood %10d %s %d %d", val++, bytesToHumanReadable(CSystemInfo::getAllocatedSystemMemory ()).c_str(), UserSpeedLoop, NetSpeedLoop);
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// nlinfo ("info flood %10d %s %d %d", val++, bytesToHumanReadable(CSystemInfo::getAllocatedSystemMemory ()).c_str(), UserSpeedLoop, NetSpeedLoop);
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// nlwarning ("warn flood %10d %s %d %d", val++, bytesToHumanReadable(CSystemInfo::getAllocatedSystemMemory ()).c_str(), UserSpeedLoop, NetSpeedLoop);
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}
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*/
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/////////
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// fprintf (fp, "%d;%d;%d\n", CMemUtils::getAllocatedSystemMemory (), UserSpeedLoop, NetSpeedLoop);
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// fflush (fp);
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return true;
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}
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void release ()
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{
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// this function is called before all standard service release code.
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// put here your code that releases your application.
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// fclose (fp);
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nlinfo ("release() was called");
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}
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};
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// each time the message CHAT is received, this function is called.
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// the first param contains parameters of the message. the second one is the
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// identifier of who sent this message
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static void cbChat (CMessage &msgin, const std::string &serviceName, TServiceId sid)
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{
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// get the chat string of the client
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string chat;
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msgin.serial (chat);
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// create the message to send to the other
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CMessage msgout ("CHAT");
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msgout.serial (chat);
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// send it back to the sender
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CUnifiedNetwork::getInstance()->send (sid, msgout);
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}
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// this array contains all callback functions. it associates the callbackname (messagename),
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// with a callback
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TUnifiedCallbackItem CallbackArray[] =
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{
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{ "CHAT", cbChat }
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};
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// this macro is the "main". the first param is the class name inherited from IService.
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// the second one is the name of the service used to register and find the service
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// using the naming service. the third one is the port where the listen socket will
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// be created. If you put 0, the system automatically finds a port.
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NLNET_SERVICE_MAIN (CChatService, "CS", "chat_service", 0, CallbackArray, "", "");
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