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;
}
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) {
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();
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),
m_con(std::make_shared<con::Connection>(PROTOCOL_ID,
512,
CONNECTION_TIMEOUT,
- ipv6,
+ m_bind_addr.isIPv6(),
this)),
m_itemdef(createItemDefManager()),
m_nodedef(createNodeDefManager()),
}
}
-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()
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.