/* * PARSEC - Main Server Functions * * $Author: uberlinuxguy $ - $Date: 2004/09/15 12:25:43 $ * * Orginally written by: * Copyright (c) Clemens Beer 2001-2003 * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include #include #include // compilation flags/debug support #include "config.h" #include "debug.h" // general definitions #include "general.h" #include "objstruc.h" // global externals #include "globals.h" // network subsystem & server headers #include "net_defs.h" #include "e_defs.h" // UNP header #include "net_wrap.h" // proprietary module headers #include "e_gameserver.h" #include "sys_util_sv.h" #include "MasterServer.h" // main entrypoint function for the gameserver -------------------------------- // int main( int argc, char** argv ) { // install any signal handlers SYSs_InstallSignalHandlers(); // get the server global TheServer = E_GameServer::GetGameServer(); // parsec the commandline and check for proper usage if ( TheServer->ParseCommandLine( argc, argv ) == FALSE ) { // print the program usage TheServer->PrintUsage(); } else { // if we get here, then things went ok, so // let's check if we are running as a Master Server // and overload ourselves to a MasterServer Object // if we are. if(TheServer->GetServerIsMaster()){ TheMaster = (MasterServer *)TheServer; //clever... } // initialize the server components if ( TheServer->Init() == FALSE ) { return 0; } // run the mainloop until server is stopped TheServer->MainLoop(); // kill the server components TheServer->Kill(); } return 0; }