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/*
* PARSEC - Main Server Functions
*
* $Author: uberlinuxguy $ - $Date: 2004/09/15 12:25:43 $
*
* Orginally written by:
* Copyright (c) Clemens Beer <cbx@parsec.org> 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 <stdio.h>
#include <stdlib.h>
#include <string.h>
// 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;
}
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