Files
barecopper/src/main.c

786 lines
26 KiB
C

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <fcntl.h>
#include <errno.h>
#ifndef CLOCK_REALTIME
#define CLOCK_REALTIME 0
#endif
#ifdef ESP_PLATFORM
#include "freertos/FreeRTOS.h"
#include "freertos/task.h"
#include "nvs_flash.h"
#include "esp_wifi.h"
#include "esp_event.h"
#include "esp_timer.h"
#include "lwip/sockets.h"
#include "lwip/netdb.h"
#else
#include <sys/types.h>
#ifdef _WIN32
#include <winsock2.h>
#include <ws2tcpip.h>
#else
#include <sys/socket.h>
#include <netinet/in.h>
#include <arpa/inet.h>
#endif
#include <unistd.h>
#include <time.h>
#endif
#include "globals.h"
#include "tools.h"
#include "varnum.h"
#include "packets.h"
#include "worldgen.h"
#include "registries.h"
#include "procedures.h"
#include "serialize.h"
/**
* Routes an incoming packet to its packet handler or procedure.
*
* Full disclosure, I think this whole thing is a bit of a mess.
* The packet handlers started out as having proper error checks and
* handling, but that turned out to be very tedious and space/time
* consuming, and didn't really help with resolving errors. Not to mention
* that all those checks likely compound into a non-negligible performance
* hit on embedded systems.
*
* I think the way forward would be to gut the return values of the packet
* handlers, as most of them only ever return 0, and others aren't checked
* here. The length discrepancy checks at the bottom already do a good job
* at preventing this from derailing completely in case of a bad packet,
* and I think leaning into those is fine.
*
* In other words, I think the sc_/cs_ handlers should be of type `void`,
* and should simply return early when there's a failure that prevents the
* server from handling a packet. Any data that's left unhandled/unread
* will be caught by the length discrepancy checks. That's more or less
* how it already works, just not explicitly.
*
* Why have I not done this yet? Well, I'm close to uploading the video,
* and I don't want to risk refactoring anything this close to release.
*/
void handlePacket (int client_fd, int length, int packet_id, int state) {
// Count the amount of bytes received to catch length discrepancies
uint64_t bytes_received_start = total_bytes_received;
switch (packet_id) {
case 0x00:
if (state == STATE_NONE) {
if (cs_handshake(client_fd)) break;
} else if (state == STATE_STATUS) {
if (sc_statusResponse(client_fd)) break;
} if (state == STATE_LOGIN) {
uint8_t uuid[16];
char name[16];
if (cs_loginStart(client_fd, uuid, name)) break;
if (reservePlayerData(client_fd, uuid, name)) {
recv_count = 0;
return;
}
if (sc_loginSuccess(client_fd, uuid, name)) break;
} else if (state == STATE_CONFIGURATION) {
if (cs_clientInformation(client_fd)) break;
if (sc_knownPacks(client_fd)) break;
if (sc_registries(client_fd)) break;
#ifdef SEND_BRAND
if (sc_sendPluginMessage(client_fd, "minecraft:brand", (uint8_t *)brand, brand_len)) break;
#endif
}
break;
case 0x01:
// Handle status ping
if (state == STATE_STATUS) {
// No need for a packet handler, just echo back the long verbatim
writeByte(client_fd, 9);
writeByte(client_fd, 0x01);
writeUint64(client_fd, readUint64(client_fd));
// Close connection after this
recv_count = 0;
return;
}
break;
case 0x02:
if (state == STATE_CONFIGURATION) cs_pluginMessage(client_fd);
break;
case 0x03:
if (state == STATE_LOGIN) {
printf("Client Acknowledged Login\n\n");
setClientState(client_fd, STATE_CONFIGURATION);
} else if (state == STATE_CONFIGURATION) {
printf("Client Acknowledged Configuration\n\n");
// Enter client into "play" state
setClientState(client_fd, STATE_PLAY);
sc_loginPlay(client_fd);
PlayerData *player;
if (getPlayerData(client_fd, &player)) break;
// Send full client spawn sequence
spawnPlayer(player);
// Register all existing players and spawn their entities
for (int i = 0; i < MAX_PLAYERS; i ++) {
if (player_data[i].client_fd == -1) continue;
// Note that this will also filter out the joining player
if (player_data[i].flags & 0x20) continue;
sc_playerInfoUpdateAddPlayer(client_fd, player_data[i]);
sc_spawnEntityPlayer(client_fd, player_data[i]);
}
// Send information about all other entities (mobs):
// Use a random number for the first half of the UUID
uint8_t uuid[16];
uint32_t r = fast_rand();
memcpy(uuid, &r, 4);
// Send allocated living mobs, use ID for second half of UUID
for (int i = 0; i < MAX_MOBS; i ++) {
if (mob_data[i].type == 0) continue;
if ((mob_data[i].data & 31) == 0) continue;
memcpy(uuid + 4, &i, 4);
// For more info on the arguments here, see the spawnMob function
sc_spawnEntity(
client_fd, -2 - i, uuid,
mob_data[i].type, mob_data[i].x, mob_data[i].y, mob_data[i].z,
0, 0
);
broadcastMobMetadata(client_fd, -2 - i);
}
}
break;
case 0x07:
if (state == STATE_CONFIGURATION) {
printf("Received Client's Known Packs\n");
printf(" Finishing configuration\n\n");
sc_finishConfiguration(client_fd);
}
break;
case 0x08:
if (state == STATE_PLAY) cs_chat(client_fd);
break;
case 0x0B:
if (state == STATE_PLAY) cs_clientStatus(client_fd);
break;
case 0x0C: // Client tick (ignored)
break;
case 0x11:
if (state == STATE_PLAY) cs_clickContainer(client_fd);
break;
case 0x12:
if (state == STATE_PLAY) cs_closeContainer(client_fd);
break;
case 0x1B:
if (state == STATE_PLAY) {
// Serverbound keep-alive (ignored)
recv_all(client_fd, recv_buffer, length, false);
}
break;
case 0x19:
if (state == STATE_PLAY) cs_interact(client_fd);
break;
case 0x1D:
case 0x1E:
case 0x1F:
case 0x20:
if (state == STATE_PLAY) {
double x, y, z;
float yaw, pitch;
uint8_t on_ground;
// Read player position (and rotation)
if (packet_id == 0x1D) cs_setPlayerPosition(client_fd, &x, &y, &z, &on_ground);
else if (packet_id == 0x1F) cs_setPlayerRotation (client_fd, &yaw, &pitch, &on_ground);
else if (packet_id == 0x20) cs_setPlayerMovementFlags (client_fd, &on_ground);
else cs_setPlayerPositionAndRotation(client_fd, &x, &y, &z, &yaw, &pitch, &on_ground);
PlayerData *player;
if (getPlayerData(client_fd, &player)) break;
uint8_t block_feet = getBlockAt(player->x, player->y, player->z);
uint8_t swimming = block_feet >= B_water && block_feet < B_water + 8;
// Handle fall damage
if (on_ground) {
int16_t damage = player->grounded_y - player->y - 3;
if (damage > 0 && (GAMEMODE == 0 || GAMEMODE == 2) && !swimming) {
hurtEntity(client_fd, -1, D_fall, damage);
}
player->grounded_y = player->y;
} else if (swimming) {
player->grounded_y = player->y;
}
// Don't continue if all we got were flags
if (packet_id == 0x20) break;
// Update rotation in player data (if applicable)
if (packet_id != 0x1D) {
player->yaw = ((short)(yaw + 540) % 360 - 180) * 127 / 180;
player->pitch = pitch / 90.0f * 127.0f;
}
// Whether to broadcast player position to other players
uint8_t should_broadcast = true;
#ifndef BROADCAST_ALL_MOVEMENT
// If applicable, tie movement updates to the tickrate by using
// a flag that gets reset on every tick. It might sound better
// to just make the tick handler broadcast position updates, but
// then we lose precision. While position is stored using integers,
// here the client gives us doubles and floats directly.
should_broadcast = !(player->flags & 0x40);
if (should_broadcast) player->flags |= 0x40;
#endif
#ifdef SCALE_MOVEMENT_UPDATES_TO_PLAYER_COUNT
// If applicable, broadcast only every client_count-th movement update
if (++player->packets_since_update < client_count) {
should_broadcast = false;
} else {
// Note that this does not explicitly set should_broadcast to true
// This allows the above BROADCAST_ALL_MOVEMENT check to compound
// Whether that's ever favorable is up for debate
player->packets_since_update = 0;
}
#endif
if (should_broadcast) {
// If the packet had no rotation data, calculate it from player data
if (packet_id == 0x1D) {
yaw = player->yaw * 180 / 127;
pitch = player->pitch * 90 / 127;
}
// Send current position data to all connected players
for (int i = 0; i < MAX_PLAYERS; i ++) {
if (player_data[i].client_fd == -1) continue;
if (player_data[i].flags & 0x20) continue;
if (player_data[i].client_fd == client_fd) continue;
if (packet_id == 0x1F) {
sc_updateEntityRotation(player_data[i].client_fd, client_fd, player->yaw, player->pitch);
} else {
sc_teleportEntity(player_data[i].client_fd, client_fd, x, y, z, yaw, pitch);
}
sc_setHeadRotation(player_data[i].client_fd, client_fd, player->yaw);
}
}
// Don't continue if all we got was rotation data
if (packet_id == 0x1F) break;
// Players send movement packets roughly 20 times per second when
// moving, and much less frequently when standing still. We can
// use this correlation between actions and packet count to cheaply
// simulate hunger with a timer-based system, where the timer ticks
// down with each position packet. The timer value itself then
// naturally works as a substitute for saturation.
if (player->saturation == 0) {
if (player->hunger > 0) player->hunger--;
player->saturation = 200;
sc_setHealth(client_fd, player->health, player->hunger, player->saturation);
} else if (player->flags & 0x08) {
player->saturation -= 1;
}
// Cast the values to short to get integer position
short cx = x, cy = y, cz = z;
if (x < 0) cx -= 1;
if (z < 0) cz -= 1;
// Determine the player's chunk coordinates
short _x = (cx < 0 ? cx - 16 : cx) / 16, _z = (cz < 0 ? cz - 16 : cz) / 16;
// Calculate distance between previous and current chunk coordinates
short dx = _x - (player->x < 0 ? player->x - 16 : player->x) / 16;
short dz = _z - (player->z < 0 ? player->z - 16 : player->z) / 16;
// Prevent players from leaving the world
if (cy < 0) {
cy = 0;
player->grounded_y = 0;
sc_synchronizePlayerPosition(client_fd, cx, 0, cz, player->yaw * 180 / 127, player->pitch * 90 / 127);
} else if (cy > 255) {
cy = 255;
sc_synchronizePlayerPosition(client_fd, cx, 255, cz, player->yaw * 180 / 127, player->pitch * 90 / 127);
}
// Update position in player data
player->x = cx;
player->y = cy;
player->z = cz;
// Exit early if no chunk borders were crossed
if (dx == 0 && dz == 0) break;
// Check if the player has recently been in this chunk
int found = false;
for (int i = 0; i < VISITED_HISTORY; i ++) {
if (player->visited_x[i] == _x && player->visited_z[i] == _z) {
found = true;
break;
}
}
if (found) break;
// Update player's recently visited chunks
for (int i = 0; i < VISITED_HISTORY - 1; i ++) {
player->visited_x[i] = player->visited_x[i + 1];
player->visited_z[i] = player->visited_z[i + 1];
}
player->visited_x[VISITED_HISTORY - 1] = _x;
player->visited_z[VISITED_HISTORY - 1] = _z;
uint32_t r = fast_rand();
// One in every 4 new chunks spawns a mob
if ((r & 3) == 0) {
// The mob is placed in the middle of the new chunk row,
// at a random position within the chunk
short mob_x = (_x + dx * VIEW_DISTANCE) * 16 + ((r >> 4) & 15);
short mob_z = (_z + dz * VIEW_DISTANCE) * 16 + ((r >> 8) & 15);
// Start at the Y coordinate of the spawning player and move upward
// until a valid space is found
uint8_t mob_y = cy - 8;
uint8_t b_low = getBlockAt(mob_x, mob_y - 1, mob_z);
uint8_t b_mid = getBlockAt(mob_x, mob_y, mob_z);
uint8_t b_top = getBlockAt(mob_x, mob_y + 1, mob_z);
while (mob_y < 255) {
if ( // Solid block below, non-solid(spawnable) at feet and above
!isPassableBlock(b_low) &&
isPassableSpawnBlock(b_mid) &&
isPassableSpawnBlock(b_top)
) break;
b_low = b_mid;
b_mid = b_top;
b_top = getBlockAt(mob_x, mob_y + 2, mob_z);
mob_y ++;
}
if (mob_y != 255) {
// Spawn passive mobs above ground during the day,
// or hostiles underground and during the night
if ((world_time < 13000 || world_time > 23460) && mob_y > 48) {
uint32_t mob_choice = (r >> 12) & 3;
if (mob_choice == 0) spawnMob(25, mob_x, mob_y, mob_z, 4); // Chicken
else if (mob_choice == 1) spawnMob(28, mob_x, mob_y, mob_z, 10); // Cow
else if (mob_choice == 2) spawnMob(95, mob_x, mob_y, mob_z, 10); // Pig
else if (mob_choice == 3) spawnMob(106, mob_x, mob_y, mob_z, 8); // Sheep
} else {
spawnMob(145, mob_x, mob_y, mob_z, 20); // Zombie
}
}
}
int count = 0;
#ifdef DEV_LOG_CHUNK_GENERATION
printf("Sending new chunks (%d, %d)\n", _x, _z);
clock_t start, end;
start = clock();
#endif
sc_setCenterChunk(client_fd, _x, _z);
while (dx != 0) {
sc_chunkDataAndUpdateLight(client_fd, _x + dx * VIEW_DISTANCE, _z);
count ++;
for (int i = 1; i <= VIEW_DISTANCE; i ++) {
sc_chunkDataAndUpdateLight(client_fd, _x + dx * VIEW_DISTANCE, _z - i);
sc_chunkDataAndUpdateLight(client_fd, _x + dx * VIEW_DISTANCE, _z + i);
count += 2;
}
dx += dx > 0 ? -1 : 1;
}
while (dz != 0) {
sc_chunkDataAndUpdateLight(client_fd, _x, _z + dz * VIEW_DISTANCE);
count ++;
for (int i = 1; i <= VIEW_DISTANCE; i ++) {
sc_chunkDataAndUpdateLight(client_fd, _x - i, _z + dz * VIEW_DISTANCE);
sc_chunkDataAndUpdateLight(client_fd, _x + i, _z + dz * VIEW_DISTANCE);
count += 2;
}
dz += dz > 0 ? -1 : 1;
}
#ifdef DEV_LOG_CHUNK_GENERATION
end = clock();
double total_ms = (double)(end - start) / CLOCKS_PER_SEC * 1000;
printf("Generated %d chunks in %.0f ms (%.2f ms per chunk)\n", count, total_ms, total_ms / (double)count);
#endif
}
break;
case 0x29:
if (state == STATE_PLAY) cs_playerCommand(client_fd);
break;
case 0x2A:
if (state == STATE_PLAY) cs_playerInput(client_fd);
break;
case 0x2B:
if (state == STATE_PLAY) cs_playerLoaded(client_fd);
break;
case 0x34:
if (state == STATE_PLAY) cs_setHeldItem(client_fd);
break;
case 0x3C:
if (state == STATE_PLAY) cs_swingArm(client_fd);
break;
case 0x28:
if (state == STATE_PLAY) cs_playerAction(client_fd);
break;
case 0x3F:
if (state == STATE_PLAY) cs_useItemOn(client_fd);
break;
case 0x40:
if (state == STATE_PLAY) cs_useItem(client_fd);
break;
default:
#ifdef DEV_LOG_UNKNOWN_PACKETS
printf("Unknown packet: 0x");
if (packet_id < 16) printf("0");
printf("%X, length: %d, state: %d\n\n", packet_id, length, state);
#endif
recv_all(client_fd, recv_buffer, length, false);
break;
}
// Detect and fix incorrectly parsed packets
int processed_length = total_bytes_received - bytes_received_start;
if (processed_length == length) return;
if (length > processed_length) {
recv_all(client_fd, recv_buffer, length - processed_length, false);
}
#ifdef DEV_LOG_LENGTH_DISCREPANCY
if (processed_length != 0) {
printf("WARNING: Packet 0x");
if (packet_id < 16) printf("0");
printf("%X parsed incorrectly!\n Expected: %d, parsed: %d\n\n", packet_id, length, processed_length);
}
#endif
#ifdef DEV_LOG_UNKNOWN_PACKETS
if (processed_length == 0) {
printf("Unknown packet: 0x");
if (packet_id < 16) printf("0");
printf("%X, length: %d, state: %d\n\n", packet_id, length, state);
}
#endif
}
int main () {
#ifdef _WIN32 //initialize windows socket
WSADATA wsa;
if (WSAStartup(MAKEWORD(2, 2), &wsa) != 0) {
fprintf(stderr, "WSAStartup failed\n");
exit(EXIT_FAILURE);
}
#endif
// Hash the seeds to ensure they're random enough
world_seed = splitmix64(world_seed);
printf("World seed (hashed): ");
for (int i = 3; i >= 0; i --) printf("%X", (unsigned int)((world_seed >> (8 * i)) & 255));
rng_seed = splitmix64(rng_seed);
printf("\nRNG seed (hashed): ");
for (int i = 3; i >= 0; i --) printf("%X", (unsigned int)((rng_seed >> (8 * i)) & 255));
printf("\n\n");
// Initialize block changes entries as unallocated
for (int i = 0; i < MAX_BLOCK_CHANGES; i ++) {
block_changes[i].block = 0xFF;
}
// Start the disk/flash serializer (if applicable)
if (initSerializer()) exit(EXIT_FAILURE);
// Initialize all file descriptor references to -1 (unallocated)
int clients[MAX_PLAYERS], client_index = 0;
for (int i = 0; i < MAX_PLAYERS; i ++) {
clients[i] = -1;
client_states[i * 2] = -1;
player_data[i].client_fd = -1;
}
// Create server TCP socket
int server_fd, opt = 1;
struct sockaddr_in server_addr, client_addr;
socklen_t addr_len = sizeof(client_addr);
server_fd = socket(AF_INET, SOCK_STREAM, 0);
if (server_fd == -1) {
perror("socket failed");
exit(EXIT_FAILURE);
}
#ifdef _WIN32
if (setsockopt(server_fd, SOL_SOCKET, SO_REUSEADDR,
(const char*)&opt, sizeof(opt)) < 0) {
#else
if (setsockopt(server_fd, SOL_SOCKET, SO_REUSEADDR, &opt, sizeof(opt)) < 0) {
#endif
perror("socket options failed");
exit(EXIT_FAILURE);
}
// Bind socket to IP/port
server_addr.sin_family = AF_INET;
server_addr.sin_addr.s_addr = INADDR_ANY;
server_addr.sin_port = htons(PORT);
if (bind(server_fd, (struct sockaddr *)&server_addr, sizeof(server_addr)) < 0) {
perror("bind failed");
close(server_fd);
exit(EXIT_FAILURE);
}
// Listen for incoming connections
if (listen(server_fd, 5) < 0) {
perror("listen failed");
close(server_fd);
exit(EXIT_FAILURE);
}
printf("Server listening on port %d...\n", PORT);
// Make the socket non-blocking
// This is necessary to not starve the idle task during slow connections
#ifdef _WIN32
u_long mode = 1; // 1 = non-blocking
if (ioctlsocket(server_fd, FIONBIO, &mode) != 0) {
fprintf(stderr, "Failed to set non-blocking mode\n");
exit(EXIT_FAILURE);
}
#else
int flags = fcntl(server_fd, F_GETFL, 0);
fcntl(server_fd, F_SETFL, flags | O_NONBLOCK);
#endif
// Track time of last server tick (in microseconds)
int64_t last_tick_time = get_program_time();
/**
* Cycles through all connected clients, handling one packet at a time
* from each player. With every iteration, attempts to accept a new
* client connection.
*/
while (true) {
// Check if it's time to yield to the idle task
task_yield();
if (deferred_block_updates_count == MAX_DEFERRED_BLOCK_UPDATES) {
printf("WARNING: Deferred block update queue maxed out\n");
}
// Attempt to accept a new connection
for (int i = 0; i < MAX_PLAYERS; i ++) {
if (clients[i] != -1) continue;
clients[i] = accept(server_fd, (struct sockaddr *)&client_addr, &addr_len);
// If the accept was successful, make the client non-blocking too
if (clients[i] != -1) {
printf("New client, fd: %d\n", clients[i]);
#ifdef _WIN32
u_long mode = 1;
ioctlsocket(clients[i], FIONBIO, &mode);
#else
int flags = fcntl(clients[i], F_GETFL, 0);
fcntl(clients[i], F_SETFL, flags | O_NONBLOCK);
#endif
client_count ++;
}
break;
}
// Look for valid connected clients
client_index ++;
if (client_index == MAX_PLAYERS) client_index = 0;
if (clients[client_index] == -1) continue;
// Handle periodic events (server ticks)
int64_t time_since_last_tick = get_program_time() - last_tick_time;
if (time_since_last_tick > TIME_BETWEEN_TICKS) {
handleServerTick(time_since_last_tick);
last_tick_time = get_program_time();
}
// Handle this individual client
int client_fd = clients[client_index];
// Check if at least 2 bytes are available for reading
#ifdef _WIN32
recv_count = recv(client_fd, recv_buffer, 2, MSG_PEEK);
if (recv_count == 0) {
disconnectClient(&clients[client_index], 1);
continue;
}
if (recv_count == SOCKET_ERROR) {
int err = WSAGetLastError();
if (err == WSAEWOULDBLOCK) {
continue; // no data yet, keep client alive
} else {
disconnectClient(&clients[client_index], 1);
continue;
}
}
#else
recv_count = recv(client_fd, &recv_buffer, 2, MSG_PEEK);
if (recv_count < 2) {
if (recv_count == 0 || (recv_count < 0 && errno != EAGAIN && errno != EWOULDBLOCK)) {
disconnectClient(&clients[client_index], 1);
}
continue;
}
#endif
// Handle 0xBEEF and 0xFEED packets for dumping/uploading world data
#ifdef DEV_ENABLE_BEEF_DUMPS
// Received BEEF packet, dump world data and disconnect
if (recv_buffer[0] == 0xBE && recv_buffer[1] == 0xEF && getClientState(client_fd) == STATE_NONE) {
// Send block changes and player data back to back
// The client is expected to know (or calculate) the size of these buffers
send_all(client_fd, block_changes, sizeof(block_changes));
send_all(client_fd, player_data, sizeof(player_data));
// Flush the socket and receive everything left on the wire
shutdown(client_fd, SHUT_WR);
recv_all(client_fd, recv_buffer, sizeof(recv_buffer), false);
// Kick the client
disconnectClient(&clients[client_index], 6);
continue;
}
// Received FEED packet, load world data from socket and disconnect
if (recv_buffer[0] == 0xFE && recv_buffer[1] == 0xED && getClientState(client_fd) == STATE_NONE) {
// Consume 0xFEED bytes (previous read was just a peek)
recv_all(client_fd, recv_buffer, 2, false);
// Write full buffers straight into memory
recv_all(client_fd, block_changes, sizeof(block_changes), false);
recv_all(client_fd, player_data, sizeof(player_data), false);
// Recover block_changes_count
for (int i = 0; i < MAX_BLOCK_CHANGES; i ++) {
if (block_changes[i].block == 0xFF) continue;
if (block_changes[i].block == B_chest) i += 14;
if (i >= block_changes_count) block_changes_count = i + 1;
}
// Update data on disk
writeBlockChangesToDisk(0, block_changes_count);
writePlayerDataToDisk();
// Kick the client
disconnectClient(&clients[client_index], 7);
continue;
}
#endif
// Read packet length
int length = readVarInt(client_fd);
if (length == VARNUM_ERROR) {
disconnectClient(&clients[client_index], 2);
continue;
}
// Read packet ID
int packet_id = readVarInt(client_fd);
if (packet_id == VARNUM_ERROR) {
disconnectClient(&clients[client_index], 3);
continue;
}
// Get client connection state
int state = getClientState(client_fd);
// Disconnect on legacy server list ping
if (state == STATE_NONE && length == 254 && packet_id == 122) {
disconnectClient(&clients[client_index], 5);
continue;
}
// Handle packet data
handlePacket(client_fd, length - sizeVarInt(packet_id), packet_id, state);
if (recv_count == 0 || (recv_count == -1 && errno != EAGAIN && errno != EWOULDBLOCK)) {
disconnectClient(&clients[client_index], 4);
continue;
}
}
close(server_fd);
#ifdef _WIN32 //cleanup windows socket
WSACleanup();
#endif
printf("Server closed.\n");
}
#ifdef ESP_PLATFORM
void bareiron_main (void *pvParameters) {
main();
vTaskDelete(NULL);
}
static void wifi_event_handler (void *arg, esp_event_base_t event_base, int32_t event_id, void *event_data) {
if (event_base == WIFI_EVENT && event_id == WIFI_EVENT_STA_START) {
esp_wifi_connect();
} else if (event_base == WIFI_EVENT && event_id == WIFI_EVENT_STA_DISCONNECTED) {
esp_wifi_connect();
} else if (event_base == IP_EVENT && event_id == IP_EVENT_STA_GOT_IP) {
printf("Got IP, starting server...\n\n");
xTaskCreate(bareiron_main, "bareiron", 4096, NULL, 5, NULL);
}
}
void wifi_init () {
nvs_flash_init();
esp_netif_init();
esp_event_loop_create_default();
esp_netif_create_default_wifi_sta();
wifi_init_config_t cfg = WIFI_INIT_CONFIG_DEFAULT();
esp_wifi_init(&cfg);
esp_event_handler_instance_register(WIFI_EVENT, ESP_EVENT_ANY_ID, &wifi_event_handler, NULL, NULL);
esp_event_handler_instance_register(IP_EVENT, IP_EVENT_STA_GOT_IP, &wifi_event_handler, NULL, NULL);
wifi_config_t wifi_config = {
.sta = {
.ssid = WIFI_SSID,
.password = WIFI_PASS,
.threshold.authmode = WIFI_AUTH_WPA2_PSK
}
};
esp_wifi_set_mode(WIFI_MODE_STA);
esp_wifi_set_config(WIFI_IF_STA, &wifi_config);
esp_wifi_set_ps(WIFI_PS_NONE);
esp_wifi_start();
}
void app_main () {
esp_timer_early_init();
wifi_init();
}
#endif