BlacklistAssemblies() public method

Blacklist a series of assemblies by setting their assemblies to zero length files. This is a way of ensuring that we don't load them again, or replace them with fresh working copies because the file name gets reserved with an invalid assembly.
public BlacklistAssemblies ( string assemblies ) : void
assemblies string The assemblies to be blacklisted.
return void
Beispiel #1
0
        /// <summary>
        ///  Constructs a new game engine.
        /// </summary>
        /// <param name="dataPath">The path to save game directory.</param>
        /// <param name="useNetwork">Controls the usage of the network engine.</param>
        /// <param name="deserializeState">Controls if the state is deserialized or not.</param>
        /// <param name="fileName">The path to the state file.</param>
        /// <param name="reportData">Determines if data should be reported.</param>
        /// <param name="leds">Provides a listing of game leds that can be used.</param>
        /// <param name="trackLastRun">Controls whether the PAC keeps track of the last run creature for blacklisting.</param>
        private GameEngine(string dataPath, bool useNetwork, bool deserializeState, string fileName, bool reportData,
            TerrariumLed[] leds, bool trackLastRun)
        {
            _ledIndicators = leds;
            _currentStateFileName = fileName;

            // test to make sure we're not violating any constraints by current
            // physics settings in the engine.
            EngineSettings.EngineSettingsAsserts();

            // Calculate quanta and worldsize if we haven't done so yet
            if (_reloadSettings)
                CalculateWorldSize();

            _pac = new PrivateAssemblyCache(dataPath, fileName, true, trackLastRun);

            // Reset the appdomain policy since we changed the location of the organism dlls
            // This must be done before any animals are loaded in any way.  Make sure this call stays
            // as soon as possible
            AppDomain.CurrentDomain.SetAppDomainPolicy(SecurityUtils.MakePolicyLevel(_pac.AssemblyDirectory));

            _usingNetwork = useNetwork;
            _populationData = new PopulationData(reportData, leds[(int) LedIndicators.ReportWebService]);

            // Should only happen if an exception prevented a previous attempt to start a game
            if (AppMgr.CurrentScheduler != null)
            {
                AppMgr.DestroyScheduler();
            }

            // Create a scheduler that manages giving the creatures timeslices
            _scheduler = AppMgr.CreateSameDomainScheduler(this);
            _scheduler.Quantum = _organismQuanta;

            if (useNetwork)
            {
                // Required to start up the network listeners
                _networkEngine = new NetworkEngine();
            }

            WorldState currentState;
            Boolean successfulDeserialization = false;
            if (deserializeState && File.Exists(fileName))
            {
                try
                {
                    if (_pac.LastRun.Length != 0)
                    {
                        // The process was killed while an organism was being run, blacklist it
                        // Since this potentially means the animal hung the game.
                        _pac.BlacklistAssemblies(new string[] {_pac.LastRun});
                    }
                    this.deserializeState(fileName);
                    currentState = CurrentVector.State;
                    _scheduler.CurrentState = currentState;
                    _scheduler.CompleteOrganismDeserialization();
                    successfulDeserialization = true;
                }
                catch (Exception e)
                {
                    ErrorLog.LogHandledException(e);
                }
            }

            if (successfulDeserialization) return;

            // Set up initial world state
            currentState = new WorldState(GridWidth, GridHeight);
            currentState.TickNumber = 0;
            currentState.StateGuid = Guid.NewGuid();
            currentState.Teleporter = new Teleporter(AnimalCount/EngineSettings.NumberOfAnimalsPerTeleporter);
            currentState.MakeImmutable();

            WorldVector vector = new WorldVector(currentState);
            CurrentVector = vector;
            _scheduler.CurrentState = currentState;
        }
Beispiel #2
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        // Try to load a game
        private void LoadGame()
        {
            try
            {
                if (screenSaverMode != ScreenSaverMode.Run)
                {
                    if (GameConfig.WebRoot.Length == 0)
                    {
                        ShowPropertiesDialog("Server");
                    }

                    //if (GameConfig.UserEmail.Length == 0)
                    //{
                    //    ShowPropertiesDialog("Registration");
                    //}
                }

                this.Cursor = Cursors.WaitCursor;

                if (_options.BlackListCheck)
                {
                    // We have been launched and asked to check for blacklisted species before
                    // we start up.  Call the server and ask.
                    SpeciesService service = new SpeciesService();
                    service.Url = GameConfig.WebRoot + "/Species/AddSpecies.asmx";
                    service.Timeout = 60000;
                    string[] blacklist = null;
                    try
                    {
                        blacklist = service.GetBlacklistedSpecies();

                        if (blacklist != null)
                        {
                            PrivateAssemblyCache pac = new PrivateAssemblyCache(SpecialUserAppDataPath, ecosystemStateFileName, false, false);
                            pac.BlacklistAssemblies(blacklist);
                        }
                    }
                    catch (Exception e)
                    {
                        Debug.WriteLine("Problem blacklisting animals on startup");
                        ErrorLog.LogHandledException(e);
                    }

                    engineStateText += "Terrarium had to sanitize your ecosystem because it contained some bad animals.\r\n";
                }

                switch (screenSaverMode)
                {
                    case ScreenSaverMode.NoScreenSaver: // run ecosystem
                        GameEngine.LoadEcosystemGame(SpecialUserAppDataPath, ecosystemStateFileName, developerPanel.Leds);
                        break;
                    case ScreenSaverMode.Run:  // run the screensaver
                        GameEngine.LoadEcosystemGame(SpecialUserAppDataPath, ecosystemStateFileName, developerPanel.Leds);
                        break;
                    case ScreenSaverMode.RunLoadTerrarium:
                        GameEngine.LoadTerrariumGame(Path.GetDirectoryName(_gamePath), _gamePath, developerPanel.Leds);
                        break;
                    case ScreenSaverMode.RunNewTerrarium:
                        GameEngine.LoadTerrariumGame(Path.GetDirectoryName(_gamePath), _gamePath, developerPanel.Leds);
                        break;
                }
            }
            catch (SocketException e)
            {
                ErrorLog.LogHandledException(e);
                MessageBox.Show("A version of the Terrarium is already running.  If you are connected via Terminal Server you can shut down any instances of Terrarium by using the Task Manager.");
                Application.Exit();
            }
            catch (Exception e)
            {
                if (screenSaverMode == ScreenSaverMode.NoScreenSaver || screenSaverMode == ScreenSaverMode.Run)
                {
                    // Only assert in ecosystem mode because it should never fail
                    Debug.Assert(false, "Problem loading ecosystem: " + e.ToString());
                }

                MessageBox.Show(this, "Can't load game: " + e.Message, "Error Loading Game", MessageBoxButtons.OK, MessageBoxIcon.Exclamation);
                CloseTerrarium(false);
                return;
            }

            NewGameLoaded();
        }