Platinus2016/www/Game/Console/gameserver.php

183 lines
7.6 KiB
PHP

<?php
ob_start();
?>
-- Start Game Script Arguments
local placeId, port, gameId, sleeptime, access, deprecated, timeout, machineAddress, gsmInterval, baseUrl, maxPlayers, maxGameInstances, injectScriptAssetID, apiKey, libraryRegistrationScriptAssetID, deprecated_pingTimesReportInterval, gameCode, universeId, preferredPlayerCapacity, matchmakingContextId, placeVisitAccessKey, assetGameSubdomain, protocol = ...
-----------------------------------"CUSTOM" SHARED CODE----------------------------------
pcall(function() settings().Network.UseInstancePacketCache = true end)
pcall(function() settings().Network.UsePhysicsPacketCache = true end)
pcall(function() settings()["Task Scheduler"].PriorityMethod = Enum.PriorityMethod.AccumulatedError end)
settings().Network.PhysicsSend = Enum.PhysicsSendMethod.TopNErrors
settings().Network.ExperimentalPhysicsEnabled = true
settings().Network.WaitingForCharacterLogRate = 100
pcall(function() settings().Diagnostics:LegacyScriptMode() end)
-----------------------------------START GAME SHARED SCRIPT------------------------------
local assetId = placeId -- might be able to remove this now
local url = nil
local assetGameUrl = nil
if baseUrl~=nil and protocol ~= nil then
url = protocol .. "www." .. baseUrl --baseUrl is actually the domain, no leading .
assetGameUrl = protocol .. assetGameSubdomain .. "." .. baseUrl
end
local scriptContext = game:GetService('ScriptContext')
pcall(function() scriptContext:AddStarterScript(libraryRegistrationScriptAssetID) end)
scriptContext.ScriptsDisabled = true
game:SetPlaceID(assetId, false)
pcall(function () if universeId ~= nil then game:SetUniverseId(universeId) end end)
game:GetService("ChangeHistoryService"):SetEnabled(false)
-- establish this peer as the Server
local ns = game:GetService("NetworkServer")
-- Detect cloud edit mode by checking for the dedicated cloud edit matchmaking context
local isCloudEdit = matchmakingContextId == 3
if isCloudEdit then
print("Configuring as cloud edit server!")
game:SetServerSaveUrl(url .. "/ide/publish/UploadFromCloudEdit")
ns:ConfigureAsCloudEditServer()
end
local badgeUrlFlagExists, badgeUrlFlagValue = pcall(function () return settings():GetFFlag("NewBadgeServiceUrlEnabled") end)
local newBadgeUrlEnabled = badgeUrlFlagExists and badgeUrlFlagValue
if url~=nil then
local apiProxyUrl = "https://api." .. baseUrl -- baseUrl is really the domain
pcall(function() game:GetService("Players"):SetAbuseReportUrl(url .. "/AbuseReport/InGameChatHandler.ashx") end)
pcall(function() game:GetService("ScriptInformationProvider"):SetAssetUrl(assetGameUrl .. "/Asset/") end)
pcall(function() game:GetService("ContentProvider"):SetBaseUrl(url .. "/") end)
pcall(function() game:GetService("Players"):SetChatFilterUrl(assetGameUrl .. "/Game/ChatFilter.ashx") end)
if gameCode then
game:SetVIPServerId(tostring(gameCode))
end
game:GetService("BadgeService"):SetPlaceId(placeId)
if newBadgeUrlEnabled then
game:GetService("BadgeService"):SetAwardBadgeUrl(apiProxyUrl .. "/assets/award-badge?userId=%d&badgeId=%d&placeId=%d")
end
if access ~= nil then
if not newBadgeUrlEnabled then
game:GetService("BadgeService"):SetAwardBadgeUrl(assetGameUrl .. "/Game/Badge/AwardBadge.ashx?UserID=%d&BadgeID=%d&PlaceID=%d")
end
game:GetService("BadgeService"):SetHasBadgeUrl(assetGameUrl .. "/Game/Badge/HasBadge.ashx?UserID=%d&BadgeID=%d")
game:GetService("BadgeService"):SetIsBadgeDisabledUrl(assetGameUrl .. "/Game/Badge/IsBadgeDisabled.ashx?BadgeID=%d&PlaceID=%d")
game:GetService("FriendService"):SetMakeFriendUrl(assetGameUrl .. "/Game/CreateFriend?firstUserId=%d&secondUserId=%d")
game:GetService("FriendService"):SetBreakFriendUrl(assetGameUrl .. "/Game/BreakFriend?firstUserId=%d&secondUserId=%d")
game:GetService("FriendService"):SetGetFriendsUrl(assetGameUrl .. "/Game/AreFriends?userId=%d")
end
game:GetService("BadgeService"):SetIsBadgeLegalUrl("")
game:GetService("InsertService"):SetBaseSetsUrl(assetGameUrl .. "/Game/Tools/InsertAsset.ashx?nsets=10&type=base")
game:GetService("InsertService"):SetUserSetsUrl(assetGameUrl .. "/Game/Tools/InsertAsset.ashx?nsets=20&type=user&userid=%d")
game:GetService("InsertService"):SetCollectionUrl(assetGameUrl .. "/Game/Tools/InsertAsset.ashx?sid=%d")
game:GetService("InsertService"):SetAssetUrl(assetGameUrl .. "/Asset/?id=%d")
game:GetService("InsertService"):SetAssetVersionUrl(assetGameUrl .. "/Asset/?assetversionid=%d")
if gameCode then
pcall(function() loadfile(assetGameUrl .. "/Game/LoadPlaceInfo.ashx?PlaceId=" .. placeId .. "&gameCode=" .. tostring(gameCode))() end)
else
--pcall(function() loadfile(assetGameUrl .. "/Game/LoadPlaceInfo.ashx?PlaceId=" .. placeId)() end)
end
pcall(function()
if access then
--loadfile(assetGameUrl .. "/Game/PlaceSpecificScript.ashx?PlaceId=" .. placeId)()
end
end)
end
--pcall(function() game:GetService("NetworkServer"):SetIsPlayerAuthenticationRequired(true) end)
settings().Diagnostics.LuaRamLimit = 0
game:GetService("Players").PlayerAdded:connect(function(player)
print("Player " .. player.userId .. " added")
if assetGameUrl and access and placeId and player and player.userId then
local didTeleportIn = "False"
if player.TeleportedIn then didTeleportIn = "True" end
game:HttpGet(assetGameUrl .. "/Game/ClientPresence.ashx?action=connect&PlaceID=" .. placeId .. "&UserID=" .. player.userId)
if not isCloudEdit then
game:HttpPost(assetGameUrl .. "/Game/PlaceVisit.ashx?UserID=" .. player.userId .. "&AssociatedPlaceID=" .. placeId .. "&placeVisitAccessKey=" .. placeVisitAccessKey .. "&IsTeleport=" .. didTeleportIn, "")
end
end
end)
game:GetService("Players").PlayerRemoving:connect(function(player)
print("Player " .. player.userId .. " leaving")
local isTeleportingOut = "False"
if player.Teleported then isTeleportingOut = "True" end
if assetGameUrl and access and placeId and player and player.userId then
game:HttpGet(assetGameUrl .. "/Game/ClientPresence.ashx?action=disconnect&PlaceID=" .. placeId .. "&UserID=" .. player.userId .. "&IsTeleport=" .. isTeleportingOut)
end
end)
local onlyCallGameLoadWhenInRccWithAccessKey = newBadgeUrlEnabled
if placeId ~= nil and assetGameUrl ~= nil and ((not onlyCallGameLoadWhenInRccWithAccessKey) or access ~= nil) then
-- yield so that file load happens in the heartbeat thread
wait()
-- load the game
game:Load("rbxasset://temp.rbxl")--assetGameUrl .. "/asset/?id=" .. placeId .. "&version=1")
end
-- Configure CloudEdit saving after place has been loaded
if isCloudEdit then
local doPeriodicSaves = true
local delayBetweenSavesSeconds = 5 * 60 -- 5 minutes
local function periodicSave()
if doPeriodicSaves then
game:ServerSave()
delay(delayBetweenSavesSeconds, periodicSave)
end
end
-- Spawn thread to save in the future
delay(delayBetweenSavesSeconds, periodicSave)
-- Hook into OnClose to save on shutdown
game.OnClose = function()
doPeriodicSaves = false
game:ServerSave()
end
end
-- Now start the connection
ns:Start(port, sleeptime)
if timeout then
scriptContext:SetTimeout(timeout)
end
scriptContext.ScriptsDisabled = false
-- StartGame --
if not isCloudEdit then
if injectScriptAssetID and (injectScriptAssetID < 0) then
pcall(function() Game:LoadGame(injectScriptAssetID * -1) end)
else
pcall(function() Game:GetService("ScriptContext"):AddStarterScript(injectScriptAssetID) end)
end
Game:GetService("RunService"):Run()
end
<?php
$newline="\n";
$signature;
$data = ob_get_clean();
$key = file_get_contents($_SERVER["DOCUMENT_ROOT"] . "/../key.pem");
openssl_sign($newline.$data, $signature, $key, OPENSSL_ALGO_SHA1);
echo sprintf("%s%%%s%%%s", "--rbxsig", base64_encode($signature), $newline.$data);
?>