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709 lines
20 KiB
C++
709 lines
20 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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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif // HAVE_CONFIG_H
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#ifndef SNOWBALLS_CONFIG
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#define SNOWBALLS_CONFIG ""
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#endif // SNOWBALLS_CONFIG
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#ifndef SNOWBALLS_LOGS
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#define SNOWBALLS_LOGS ""
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#endif // SNOWBALLS_LOGS
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// This include is mandatory to use NeL. It include NeL types.
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#include <nel/misc/types_nl.h>
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#include <nel/misc/vector.h>
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// We're using the NeL Service framework and layer 5
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#include <nel/net/service.h>
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#include <nel/net/login_server.h>
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#include <map>
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#include <utility>
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#ifdef NL_OS_WINDOWS
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#include <Windows.h>
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#endif
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using namespace NLMISC;
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using namespace NLNET;
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using namespace std;
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CCallbackServer *Clients = 0;
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//TSockId clientfrom;
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/*
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* Keep a list of the players connected to that Frontend. Only map Id
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* to a Connection
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*/
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struct CPlayer
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{
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enum PlayerState
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{
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IDENTIFYING,
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ONLINE
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};
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CPlayer(uint32 Id, TSockId Con) : id(Id), con(Con), State(IDENTIFYING) { }
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uint32 id;
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TSockId con;
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PlayerState State;
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};
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typedef map<uint32, CPlayer> _pmap;
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_pmap localPlayers;
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/****************************************************************************
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* cbChatClient
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*
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* Receive chat messages from a client and send it to the Chat Service.
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****************************************************************************/
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void cbChatClient ( CMessage& msgin, TSockId from, CCallbackNetBase& clientcb )
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{
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string message;
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// Input from the client is stored.
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msgin.serial (message);
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// Prepare the message to send to the CHAT service
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CMessage msgout ("CHAT");
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msgout.serial (message);
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/*
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* The incomming message from the client is sent to the CHAT service
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* under the "CHAT" identification.
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*/
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CUnifiedNetwork::getInstance ()->send( "CHAT", msgout );
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nldebug("SB: Received CHAT message \"%s\" from client \"%s\"", message.c_str(), clientcb.hostAddress(from).asString().c_str());
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}
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/****************************************************************************
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* cdChatService
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*
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* Receive chat messages from the Chat Service to send it to all the clients.
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****************************************************************************/
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void cbChatService (CMessage &msgin, const std::string &serviceName, TServiceId sid)
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{
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string message;
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// Input: process the reply of the chat service
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msgin.serial (message);
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// Output: send the reply to the client
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CMessage msgout ("CHAT");
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msgout.serial (message);
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// Send the message to all connected clients
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Clients->send (msgout, InvalidSockId);
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nldebug( "SB: Sent chat message \"%s\" to all clients", message.c_str());
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}
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/****************************************************************************
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* cbPosClient
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*
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* Receive position messages from a client and send it to the Position Service.
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****************************************************************************/
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void cbPosClient ( CMessage& msgin, TSockId from, CCallbackNetBase& clientcb )
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{
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uint32 id;
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CVector pos;
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float angle;
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uint32 state;
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// Input from the client is stored.
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msgin.serial( id );
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msgin.serial( pos );
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msgin.serial( angle );
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msgin.serial( state );
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// Prepare the message to send to the Position service
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CMessage msgout ("ENTITY_POS");
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msgout.serial( id );
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msgout.serial( pos );
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msgout.serial( angle );
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msgout.serial( state );
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/*
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* The incomming message from the client is sent to the Position service
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* under the "POS" identification.
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*/
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CUnifiedNetwork::getInstance ()->send( "POS", msgout );
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//nldebug( "SB: Received ENTITY_POS from the client");
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}
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/****************************************************************************
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* cbPosService
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*
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* Receive position messages from the Position Service to send it to all the
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* clients.
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****************************************************************************/
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void cbPosService (CMessage &msgin, const std::string &serviceName, TServiceId sid)
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{
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uint32 id;
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CVector pos;
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float angle;
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uint32 state;
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// Input: process the reply of the position service
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msgin.serial( id );
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msgin.serial( pos );
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msgin.serial( angle );
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msgin.serial( state );
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// Output: send the reply to the client
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CMessage msgout( "ENTITY_POS" );
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msgout.serial( id );
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msgout.serial( pos );
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msgout.serial( angle );
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msgout.serial( state );
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// Send the message to all connected clients
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Clients->send(msgout, InvalidSockId);
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//nldebug( "SB: Sent ENTITY_POS message to all the connected clients");
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}
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/****************************************************************************
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* cbTeleportService
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*
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* Test
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****************************************************************************/
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void cbTeleportService (CMessage &msgin, const std::string &serviceName, TServiceId sid)
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{
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uint32 id;
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CVector position;
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msgin.serial(id);
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msgin.serial(position);
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CMessage msgout("ENTITY_TP");
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msgout.serial(id);
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msgout.serial(position);
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Clients->send(msgout, InvalidSockId);
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nldebug("SB: Sent ENTITY_TP message to all the connected clients");
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}
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/****************************************************************************
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* cbAddClient
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*
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* Receive an ADD_ENTITY message from a client and send it to the Position
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* Service.
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****************************************************************************/
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void cbAddClient ( CMessage& msgin, TSockId from, CCallbackNetBase& clientcb )
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{
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uint32 id;
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string name;
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uint8 race;
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CVector start(1840.0f + ((float)(rand() % 100) / 10.0f), -970.0f + ((float)(rand() % 100) / 10.0f), -23.0f); // kaetemi_todo: from config
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// Input from the client is stored.
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msgin.serial(id);
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msgin.serial(name);
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msgin.serial(race);
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if(from->appId() != 0)
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{
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CPlayer *p = (CPlayer *)(uint)from->appId();
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if(id == p->id)
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p->State = CPlayer::ONLINE;
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}
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// Prepare the message to send to the Position service
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CMessage msgout("ADD_ENTITY");
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msgout.serial(id);
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msgout.serial(name);
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msgout.serial(race);
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msgout.serial(start);
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/*
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* The incoming message from the client is sent to the Position service
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* under the "POS" identification.
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*/
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CUnifiedNetwork::getInstance()->send("POS", msgout);
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nldebug("SB: Received ADD_ENTITY from the client");
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// kaetemi_todo: from config
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msgout = CMessage("CHAT");
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std::string chat_msg(std::string(">>>> Welcome to Snowballs, ") + name + std::string("!"));
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msgout.serial(chat_msg);
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Clients->send(msgout, from);
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}
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/****************************************************************************
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* cdAddService
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*
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* Receive an ADD_ENTITY messages from the Position Service to send it to all
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* the clients.
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****************************************************************************/
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void cbAddService (CMessage &msgin, const std::string &serviceName, TServiceId sid)
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{
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bool all;
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uint32 to;
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uint32 id;
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string name;
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uint8 race;
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CVector start;
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// Input: process the reply of the position service
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msgin.serial( all );
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msgin.serial( to );
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msgin.serial( id );
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msgin.serial( name );
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msgin.serial( race );
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msgin.serial( start );
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// Output: prepare the reply to the clients
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CMessage msgout( "ADD_ENTITY" );
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msgout.serial( id );
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msgout.serial( name );
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msgout.serial( race );
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msgout.serial( start );
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if ( all == true )
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{
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// Send the message to all connected clients
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Clients->send(msgout, InvalidSockId );
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nldebug( "SB: Sent ADD_ENTITY message to all the connected clients");
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}
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else
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{
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// Send the message about a former connected client to the new client
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_pmap::iterator ItPlayer;
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ItPlayer = localPlayers.find(to);
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if ( ItPlayer == localPlayers.end() )
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{
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nlwarning( "New player id %u not found !", to );
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}
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else
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{
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TSockId conToClient = ((*ItPlayer).second).con;
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Clients->send( msgout, conToClient );
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nldebug( "SB: Sent ADD_ENTITY about all the connected clients to the new client.");
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}
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}
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}
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/****************************************************************************
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* cbRemoveClient
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*
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* Receive an REMOVE_ENTITY message from a client and send it to the Position
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* Service.
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****************************************************************************/
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void cbRemoveClient ( CMessage& msgin, TSockId from, CCallbackNetBase& clientcb )
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{
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uint32 id;
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// Input from the client is stored.
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msgin.serial( id );
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// Prepare the message to send to the Position service
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CMessage msgout( "REMOVE_ENTITY" );
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msgout.serial( id );
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/*
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* The incomming message from the client is sent to the Position service
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* under the "POS" identification.
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*/
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CUnifiedNetwork::getInstance ()->send( "POS", msgout );
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nldebug( "SB: Received REMOVE_ENTITY from the client");
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}
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/****************************************************************************
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* cdRemoveService
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*
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* Receive an REMOVE_ENTITY messages from the Position Service to send it to all
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* the clients.
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****************************************************************************/
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void cbRemoveService (CMessage &msgin, const std::string &serviceName, TServiceId sid)
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{
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uint32 id;
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// Input: process the reply of the position service
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msgin.serial( id );
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// Output: send the reply to the client
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CMessage msgout( "REMOVE_ENTITY" );
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msgout.serial( id );
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// Send the message to all connected clients
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Clients->send( msgout, InvalidSockId );
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nldebug( "SB: Sent REMOVE_ENTITY message to all the connected clients");
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}
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/****************************************************************************
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* cdSnowballService
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*
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* Receive an SNOWBALL messages from the Position Service to send it to all
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* the clients.
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****************************************************************************/
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void cbSnowballService (CMessage &msgin, const std::string &serviceName, TServiceId sid)
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{
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uint32 id,
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playerId;
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CVector start,
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target;
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float speed,
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explosionRadius;
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// Input: process the reply of the position service
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msgin.serial( id );
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msgin.serial( playerId );
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msgin.serial( start );
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msgin.serial( target );
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msgin.serial( speed );
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msgin.serial( explosionRadius );
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// Output: send the reply to the client
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CMessage msgout( "SNOWBALL" );
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msgout.serial( id );
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msgout.serial( playerId );
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msgout.serial( start );
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msgout.serial( target );
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msgout.serial( speed );
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msgout.serial( explosionRadius );
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// Send the message to all connected clients
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Clients->send( msgout, InvalidSockId );
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nldebug( "SB: Sent SNOWBALL message to all the connected clients");
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}
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/****************************************************************************
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* cbSnowballClient
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*
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* Receive an SNOWBALL message from a client and send it to the Position
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* Service.
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****************************************************************************/
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void cbSnowballClient ( CMessage& msgin, TSockId from, CCallbackNetBase& clientcb )
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{
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uint32 playerId;
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CVector start,
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target;
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float speed,
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explosionRadius;
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// Input from the client is stored.
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msgin.serial( playerId );
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msgin.serial( start );
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msgin.serial( target );
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msgin.serial( speed );
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msgin.serial( explosionRadius );
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// Prepare the message to send to the Position service
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CMessage msgout( "SNOWBALL" );
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msgout.serial( playerId );
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msgout.serial( start );
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msgout.serial( target );
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msgout.serial( speed );
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msgout.serial( explosionRadius );
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/*
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* The incomming message from the client is sent to the Position service
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* under the "POS" identification.
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*/
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CUnifiedNetwork::getInstance ()->send( "POS", msgout );
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nldebug( "SB: Received SNOWBALL from the client");
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}
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/****************************************************************************
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* cdHitService
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*
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* Receive an HIT messages from the Position Service to send it to all
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* the clients.
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****************************************************************************/
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void cbHitService (CMessage &msgin, const std::string &serviceName, TServiceId sid)
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{
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uint32 snowballId,
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victimId;
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bool direct;
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// Input: process the reply of the position service
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msgin.serial( snowballId );
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msgin.serial( victimId );
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msgin.serial( direct );
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// Output: send the reply to the client
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CMessage msgout( "HIT" );
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msgout.serial( snowballId );
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msgout.serial( victimId );
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msgout.serial( direct );
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// Send the message to all connected clients
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Clients->send( msgout, InvalidSockId);
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nldebug( "SB: Sent HIT message to all the connected clients");
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}
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/**
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* Contains all callbacks from client
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*/
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TCallbackItem ClientCallbackArray[] =
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{
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{ "ADD_ENTITY", cbAddClient },
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{ "ENTITY_POS", cbPosClient },
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{ "CHAT", cbChatClient },
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{ "REMOVE_ENTITY", cbRemoveClient },
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{ "SNOWBALL", cbSnowballClient },
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};
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/**
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* Contains *all* callbacks from the shard
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*/
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TUnifiedCallbackItem CallbackArray[] =
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{
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{ "CHAT", cbChatService },
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{ "ADD_ENTITY", cbAddService },
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{ "ENTITY_POS", cbPosService },
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{ "ENTITY_TP", cbTeleportService },
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{ "REMOVE_ENTITY", cbRemoveService },
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{ "SNOWBALL", cbSnowballService },
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{ "HIT", cbHitService },
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};
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/****************************************************************************
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* Connection callback for the Chat service
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****************************************************************************/
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void onReconnectChat (const std::string &serviceName, TServiceId sid, void *arg)
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{
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nldebug( "SB: Chat Service reconnected" );
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}
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/****************************************************************************
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* Disconnection callback for the Chat service
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****************************************************************************/
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void onDisconnectChat (const std::string &serviceName, TServiceId sid, void *arg)
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{
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/* Note: messages already forwarded should get no reply, but it may occure
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* (e.g. if the server reconnects before the forwarding of a message and
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* the reconnection callbacks is called after that). Then onReconnectChat()
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* may send messagess that have already been sent and the front-end may get
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* the same message twice. This is partially handled in cbChatService.
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*/
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nldebug( "SB: Chat Service disconnecting: messages will be delayed until reconnection" );
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}
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/****************************************************************************
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* Connection callback for the Position service
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****************************************************************************/
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void onReconnectPosition (const std::string &serviceName, TServiceId sid, void *arg)
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{
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nldebug( "SB: Position Service reconnected" );
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}
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/****************************************************************************
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* Disconnection callback for the Position service
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****************************************************************************/
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void onDisconnectPosition (const std::string &serviceName, TServiceId sid, void *arg)
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{
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/* Note: messages already forwarded should get no reply, but it may occure
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* (e.g. if the server reconnects before the forwarding of a message and
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* the reconnection callbacks is called after that). Then onReconnectChat()
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* may send messagess that have already been sent and the front-end may get
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* the same message twice. This is partially handled in cbPositionService.
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*/
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nldebug( "SB: Position Service disconnecting: messages will be delayed until reconnection" );
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}
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/****************************************************************************
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* Connection callback for a client
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****************************************************************************/
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void onConnectionClient (TSockId from, const CLoginCookie &cookie)
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{
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uint32 id;
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id = cookie.getUserId();
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nlinfo( "The client with unique Id %u is connected", id );
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// Add new client to the list of player managed by this FrontEnd
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pair<_pmap::iterator, bool> player = localPlayers.insert( make_pair( id, CPlayer( id, from )));
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// store the player info in appId
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_pmap::iterator it = player.first;
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CPlayer *p = &((*it).second);
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from->setAppId((uint64)(uintptr_t)p);
|
|
|
|
// Output: send the IDENTIFICATION number to the new connected client
|
|
CMessage msgout( "IDENTIFICATION" );
|
|
msgout.serial( id );
|
|
|
|
// Send the message to connected client "from"
|
|
Clients->send( msgout, from );
|
|
|
|
nldebug( "SB: Sent IDENTIFICATION message to the new client");
|
|
}
|
|
|
|
|
|
/****************************************************************************
|
|
* Disconnection callback for a client
|
|
****************************************************************************/
|
|
void onDisconnectClient ( TSockId from, void *arg )
|
|
{
|
|
uint32 id;
|
|
|
|
uint64 i = from->appId();
|
|
|
|
if(i == 0)
|
|
return;
|
|
|
|
CPlayer *p = (CPlayer *)(uint)i;
|
|
id = p->id;
|
|
|
|
nlinfo( "A client with unique Id %u has disconnected", id );
|
|
|
|
// tell the login system that this client is disconnected
|
|
CLoginServer::clientDisconnected ( id );
|
|
|
|
// remove the player from the local player list
|
|
localPlayers.erase( id );
|
|
|
|
// don't send remove messages for entities that haven't been created.
|
|
if(p->State == CPlayer::ONLINE)
|
|
{
|
|
// Output: send the REMOVE_ENTITY to the position manager.
|
|
CMessage msgout( "REMOVE_ENTITY" );
|
|
msgout.serial( id );
|
|
|
|
// Send the message to the position manager
|
|
CUnifiedNetwork::getInstance ()->send( "POS", msgout);
|
|
nldebug( "SB: Sent REMOVE_ENTITY message to the position manager.");
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/****************************************************************************
|
|
* CFrontEndService
|
|
****************************************************************************/
|
|
class CFrontEndService : public IService
|
|
{
|
|
public:
|
|
|
|
// Initialisation
|
|
void init()
|
|
{
|
|
|
|
// Create the server where the client must connect into
|
|
// In a real game, it should be an UDP server with specific protocol to manage packet lost and so on.
|
|
|
|
Clients = new CCallbackServer ();
|
|
nlassert (Clients != 0);
|
|
|
|
// Set the callbacks for that connection (comming from the Chat service)
|
|
Clients->addCallbackArray (ClientCallbackArray, sizeof(ClientCallbackArray)/sizeof(ClientCallbackArray[0]));
|
|
|
|
// Set the callbacks for the client disconnection of the Frontend
|
|
Clients->setDisconnectionCallback (onDisconnectClient, 0);
|
|
|
|
Clients->init (37000);
|
|
|
|
// Connect the frontend to the login system
|
|
CLoginServer::init( *Clients, onConnectionClient);
|
|
|
|
/*
|
|
* Set the callback function when the Chat service reconnect to the
|
|
* frontend
|
|
*/
|
|
CUnifiedNetwork::getInstance ()->setServiceUpCallback ("CHAT", onReconnectChat, 0);
|
|
|
|
/*
|
|
* Set the callback function when the Chat service disconnect from
|
|
* frontend
|
|
*/
|
|
CUnifiedNetwork::getInstance ()->setServiceDownCallback ("CHAT", onDisconnectChat, 0);
|
|
|
|
/*
|
|
* Set the callback function when the Position service reconnect to the
|
|
* frontend
|
|
*/
|
|
CUnifiedNetwork::getInstance ()->setServiceUpCallback ("POS", onReconnectPosition, 0);
|
|
|
|
/*
|
|
* Set the callback function when the Position service disconnect from
|
|
* frontend
|
|
*/
|
|
CUnifiedNetwork::getInstance ()->setServiceDownCallback ("POS", onDisconnectPosition, 0);
|
|
}
|
|
|
|
bool update()
|
|
{
|
|
// Manage messages from clients
|
|
Clients->update ();
|
|
|
|
// we want to continue
|
|
return true;
|
|
}
|
|
|
|
void release()
|
|
{
|
|
delete Clients;
|
|
Clients = NULL;
|
|
}
|
|
};
|
|
|
|
|
|
/****************************************************************************
|
|
* SNOWBALLS FRONTEND SERVICE MAIN Function
|
|
*
|
|
* This call create a main function for a service:
|
|
*
|
|
* - based on the "CFrontEndService" class
|
|
* - having the short name "FS"
|
|
* - having the long name "frontend_service"
|
|
* - listening on the port "0" (dynamically determined)
|
|
* - and shard callback set to "CallbackArray"
|
|
*
|
|
****************************************************************************/
|
|
NLNET_SERVICE_MAIN (CFrontEndService, "FS", "frontend_service", 0, CallbackArray, SNOWBALLS_CONFIG, SNOWBALLS_LOGS)
|
|
|
|
|
|
/* end of file */
|