#pragma once #include #include #include #include #include #include "TConsole.h" // static class handling application start, shutdown, etc. // yes, static classes, singletons, globals are all pretty // bad idioms. In this case we need a central way to access // stuff like graceful shutdown, global settings (its in the name), // etc. class Application final { public: // types struct TSettings { TSettings() noexcept : ServerName("BeamMP Server"), ServerDesc("BeamMP Default Description"), Resource("Resources"), MapName("/levels/gridmap/info.json"), MaxPlayers(10), Private(true), MaxCars(1), DebugModeEnabled(false), Port(30814){} std::string ServerName; std::string ServerDesc; std::string Resource; std::string MapName; std::string Key; int MaxPlayers; bool Private; int MaxCars; bool DebugModeEnabled; int Port; std::string CustomIP; [[nodiscard]] bool HasCustomIP() const { return !CustomIP.empty(); } }; using TShutdownHandler = std::function; // methods Application() = delete; // 'Handler' is called when GracefullyShutdown is called static void RegisterShutdownHandler(const TShutdownHandler& Handler); // Causes all threads to finish up and exit gracefull gracefully static void GracefullyShutdown(); static TConsole& Console() { return *mConsole; } static std::string ServerVersion() { return "2.0.3"; } static std::string ClientVersion() { return "2.0"; } static std::string PPS() { return mPPS; } static void SetPPS(std::string NewPPS) { mPPS = NewPPS; } static inline TSettings Settings {}; static std::string GetBackendUrlForAuth() { return "auth.beammp.com"; } static std::string GetBackendHostname() { return "backend.beammp.com"; } static std::string GetBackendUrlForSocketIO() { return "https://backend.beammp.com"; } private: static inline std::string mPPS; static std::unique_ptr mConsole; static inline std::mutex mShutdownHandlersMutex {}; static inline std::deque mShutdownHandlers {}; }; std::string ThreadName(); void RegisterThread(const std::string str); #define RegisterThreadAuto() RegisterThread(__func__) #define KB 1024 #define MB (KB * 1024) #define _file_basename std::filesystem::path(__FILE__).filename().string() #define _line std::to_string(__LINE__) #define _in_lambda (std::string(__func__) == "operator()") // we would like the full function signature 'void a::foo() const' // on windows this is __FUNCSIG__, on GCC it's __PRETTY_FUNCTION__, // feel free to add more #if defined(WIN32) #define _function_name std::string(__FUNCSIG__) #elif defined(__unix) || defined(__unix__) #define _function_name std::string(__PRETTY_FUNCTION__) #else #define _function_name std::string(__func__) #endif #if defined(DEBUG) // if this is defined, we will show the full function signature infront of // each info/debug/warn... call instead of the 'filename:line' format. #if defined(BMP_FULL_FUNCTION_NAMES) #define _this_location (ThreadName() + _function_name + " ") #else #define _this_location (ThreadName() + _file_basename + ":" + _line + " ") #endif #else // !defined(DEBUG) #define _this_location (ThreadName()) #endif // defined(DEBUG) #define warn(x) Application::Console().Write(_this_location + std::string("[WARN] ") + (x)) #define info(x) Application::Console().Write(_this_location + std::string("[INFO] ") + (x)) #define error(x) Application::Console().Write(_this_location + std::string("[ERROR] ") + (x)) #define luaprint(x) Application::Console().Write(_this_location + std::string("[LUA] ") + (x)) #define debug(x) \ do { \ if (Application::Settings.DebugModeEnabled) { \ Application::Console().Write(_this_location + std::string("[DEBUG] ") + (x)); \ } \ } while (false) #define Biggest 30000 std::string Comp(std::string Data); std::string DeComp(std::string Compressed);