Beispiel #1
0
        public void InitSinglePlayerServer(WorldParameters worldParam)
        {
            if (Server != null)
            {
                throw new InvalidOperationException("Already initialized");
            }

            _worldParam = worldParam;

            _serverFactory        = new EntityFactory();
            _serverFactory.Config = _worldParam.Configuration;
            var dbPath = Path.Combine(_vars.ApplicationDataPath, "Server", "Singleplayer", worldParam.WorldName, "ServerWorld.db");

            logger.Info("Local world db path is {0}", dbPath);

            _serverSqliteStorageSinglePlayer = new SqliteStorageManager(dbPath, _serverFactory, worldParam);
            _serverSqliteStorageSinglePlayer.Register("local", "qwe123".GetSHA1Hash(), UserRole.Administrator);

            var settings = new XmlSettingsManager <ServerSettings>(@"Server\localServer.config");

            settings.Load();
            settings.Save();

            //Utopia New Landscape Test

            IWorldProcessor          processor = null;
            IEntitySpawningControler entitySpawningControler = null;

            switch (worldParam.Configuration.WorldProcessor)
            {
            case WorldConfiguration.WorldProcessors.Flat:
                processor = new FlatWorldProcessor();
                break;

            case WorldConfiguration.WorldProcessors.Utopia:
                processor = new UtopiaProcessor(worldParam, _serverFactory, _landscapeEntityManager);
                entitySpawningControler = new UtopiaEntitySpawningControler((UtopiaWorldConfiguration)worldParam.Configuration);
                break;

            default:
                break;
            }

            var worldGenerator = new WorldGenerator(worldParam, processor);

            worldGenerator.EntitySpawningControler = entitySpawningControler;

            //Old s33m3 landscape
            //IWorldProcessor processor1 = new s33m3WorldProcessor(worldParam);
            //IWorldProcessor processor2 = new LandscapeLayersProcessor(worldParam, _serverFactory);
            //var worldGenerator = new WorldGenerator(worldParam, processor1, processor2);

            //Vlad Generator
            //var planProcessor = new PlanWorldProcessor(wp, _serverFactory);
            //var worldGenerator = new WorldGenerator(wp, planProcessor);
            settings.Settings.ChunksCountLimit = 1024 * 3; // better use viewRange * viewRange * 3

            var port = 4815;

            while (!TcpConnectionListener.IsPortFree(port))
            {
                port++;
            }
            settings.Settings.ServerPort = port;

            _server = new ServerCore(settings, worldGenerator, _serverSqliteStorageSinglePlayer, _serverSqliteStorageSinglePlayer, _serverSqliteStorageSinglePlayer, _serverSqliteStorageSinglePlayer, _serverFactory, worldParam);
            _serverFactory.LandscapeManager     = Server.LandscapeManager;
            _serverFactory.DynamicEntityManager = Server.AreaManager;
            _serverFactory.GlobalStateManager   = Server.GlobalStateManager;
            _serverFactory.ScheduleManager      = Server.Scheduler;
            _serverFactory.ServerSide           = true;

            _server.Initialize();

            Server.ConnectionManager.LocalMode = true;
            Server.ConnectionManager.Listen();
            Server.LoginManager.PlayerEntityNeeded  += LoginManagerPlayerEntityNeeded;
            Server.LoginManager.GenerationParameters = default(Utopia.Shared.World.PlanGenerator.GenerationParameters); // planProcessor.WorldPlan.Parameters;
            Server.Clock.SetCurrentTimeOfDay(UtopiaTimeSpan.FromHours(12));
        }
Beispiel #2
0
        //Will send back a dictionnary with the entity amount that have been generated
        public Dictionary <ushort, int> GenerateChunkStaticItems(ByteChunkCursor cursor, GeneratedChunk chunk, Biome biome, FastRandom rnd, EntityFactory entityFactory, UtopiaEntitySpawningControler spawnControler)
        {
            Dictionary <ushort, int> entityAmount = new Dictionary <ushort, int>();

            foreach (ChunkSpawnableEntity entity in SpawnableEntities.Where(x => x.IsChunkGenerationSpawning))
            {
                for (int i = 0; i < entity.MaxEntityAmount; i++)
                {
                    Vector3D entityPosition;
                    if (spawnControler.TryGetSpawnLocation(entity, chunk, cursor, rnd, out entityPosition))
                    {
                        //Create the entity
                        var createdEntity      = entityFactory.CreateFromBluePrint(entity.BluePrintId);
                        var chunkWorldPosition = chunk.BlockPosition;

                        //Should take into account the SpawnLocation ! (Ceiling or not !)
                        if (createdEntity is IBlockLinkedEntity)
                        {
                            Vector3I linkedCubePosition = BlockHelper.EntityToBlock(entityPosition);
                            linkedCubePosition.Y--;
                            ((IBlockLinkedEntity)createdEntity).LinkedCube = linkedCubePosition;
                        }

                        if (createdEntity is BlockLinkedItem)
                        {
                            Vector3I LocationCube = BlockHelper.EntityToBlock(entityPosition);
                            ((BlockLinkedItem)createdEntity).BlockLocationRoot = LocationCube;
                        }

                        createdEntity.Position = entityPosition;

                        chunk.Entities.Add((StaticEntity)createdEntity);
                        if (!entityAmount.ContainsKey(createdEntity.BluePrintId))
                        {
                            entityAmount[createdEntity.BluePrintId] = 0;
                        }
                        entityAmount[createdEntity.BluePrintId]++;
                    }
                }
            }

            return(entityAmount);
        }