public bool PSystemsLoaded;//Signals that all PSystems have been loaded and the server is ready
        //TODO: Implement pause to object updating when additional systems need to be loaded while server is up

        public MasterServerMessageHandler(
            int mySlaveID,
            RedisServer redisServer,
            ConnectionManager connectionManager,
            LocatorService ls,
            AccountManager accountManager,
            LocalIDManager accountIdManager,
            IDatabaseManager databaseManager,
            GalaxyManager galaxyManager,
            LocalIDManager galaxyIDManager,
            PlayerManager playerManager,
            ShipManager shipManager,
            GalaxyRegistrationManager rm,
            LocalIDManager teamIDManager,
            MessageManager messageManager,
            GlobalTeamManager teamManager,
            WarpManager warpManager,
            LocalIDManager transactionIdManager,
            EventHandler <NetworkMessageContainer> routedMessageProcessor
            )
        {
            _connectionManager    = connectionManager;
            _accountManager       = accountManager;
            _accountIdManager     = accountIdManager;
            _databaseManager      = databaseManager;
            _galaxyIDManager      = galaxyIDManager;
            _galaxyManager        = galaxyManager;
            _teamIDManager        = teamIDManager;
            _playerManager        = playerManager;
            _shipManager          = shipManager;
            _registrationManager  = rm;
            _locatorService       = ls;
            _messageManager       = messageManager;
            _teamManager          = teamManager;
            _redisServer          = redisServer;
            _warpManager          = warpManager;
            _transactionIdManager = transactionIdManager;

            _mySlaveID = mySlaveID;

            _routedMessageProcessor = routedMessageProcessor;

            _redisServer.Subscribe(MessageTypes.Redis_LoginDataRequest, _handleLoginDataRequest);
            _redisServer.Subscribe(MessageTypes.Redis_ColonyDataPush, _handleColonyDataPush);
            _redisServer.Subscribe(MessageTypes.Redis_ClientHandoff, _handleHandoff);
            _redisServer.Subscribe(MessageTypes.Redis_StartUpdatingSystems, _handleMessageStartUpdatingSystems);
            _redisServer.Subscribe(MessageTypes.Redis_IDResponse, _handleMessageIDResponse);
            _redisServer.Subscribe(MessageTypes.Redis_AdminWarpPlayer, _handleAdminWarpPlayer);
        }
Example #2
0
        public MinimalMockServer(GalacticProperties gp, IDatabaseManager databaseManager, IDbIdIoService dbIdIoService)
        {
            Logger.Initialize();

            DatabaseManager = databaseManager;
            DbIdIoService   = dbIdIoService;

            //Minimal initializations
            GalaxyIDManager  = new LocalIDManager(null, IDTypes.GalaxyID);
            TeamIDManager    = new LocalIDManager(null, IDTypes.TeamID);
            accountIDManager = new LocalIDManager(null, IDTypes.AccountID);

            InitializeIdData(gp);

            globalGalaxyIDManager = new GlobalGalaxyIDManager(dbIdIoService, gp);
            GenerateIDsForLocalIDManager(globalGalaxyIDManager, GalaxyIDManager, gp.IdProperties[IDTypes.GalaxyID].LastIDAdded);

            globalTeamIDManager = new GlobalTeamIDManager(dbIdIoService, gp);
            GenerateIDsForLocalIDManager(globalTeamIDManager, TeamIDManager, gp.IdProperties[IDTypes.TeamID].LastIDAdded);

            globalAccountIDManager = new GlobalAccountIDManager(dbIdIoService, gp);
            GenerateIDsForLocalIDManager(globalAccountIDManager, accountIDManager, gp.IdProperties[IDTypes.AccountID].LastIDAdded);

            _redisServer = new RedisServer(Logger.LogRedisError, Logger.LogRedisInfo, new RedisConfig().Address);


            TeamManager        = new GlobalTeamManager(TeamIDManager, null, null, null, DatabaseManager);
            PlayerManager      = new PlayerManager(DatabaseManager, null, _redisServer, GalaxyIDManager, null);
            GalaxyManager      = new GalaxyManager(gp.SolID, TeamManager);
            shipManager        = new ShipManager(null, GalaxyManager, null, null, DatabaseManager);
            CollisionManager   = new CollisionManager(GalaxyManager, null, null, null);
            GalaxyGenerator    = new DebugGalaxyGenerator(PlayerManager, GalaxyManager, shipManager);
            AccountManager     = new AccountManager_MasterServer(accountIDManager, DatabaseManager, false);
            CargoSynchronizer  = new Server.Managers.CargoSynchronizer();
            StructureManager   = new StructureManager(DatabaseManager, GalaxyManager, GalaxyIDManager, CargoSynchronizer);
            RegistrationManger = new GalaxyRegistrationManager(GalaxyManager, shipManager, CollisionManager, GalaxyIDManager, PlayerManager, null, CargoSynchronizer, StructureManager);
            ColonyFactory.Initialize(GalaxyIDManager, RegistrationManger);
            StructureFactory.Initialize(GalaxyIDManager, RegistrationManger);
            LocatorService = new LocatorService(RegistrationManger, PlayerManager, GalaxyManager, shipManager, AccountManager, TeamManager, TeamManager, null, StructureManager, null);

            WarpManager = new WarpManager(GalaxyManager, null, null, _redisServer, AccountManager, null);

            CargoSynchronizer.Start(10, 4);
        }
Example #3
0
        /// <summary>
        /// Returns created NPCPlayers
        /// </summary>
        /// <param name="galaxyManager"></param>
        /// <param name="IDManager"></param>
        /// <param name="rm"></param>
        /// <param name="pm"></param>
        /// <param name="npcShips"></param>
        /// <returns></returns>
        async Task <IEnumerable <NPCPlayer> > CreateNPCs(GalaxyManager galaxyManager, LocalIDManager IDManager, GalaxyRegistrationManager rm, PlayerManager pm, LocatorService locatorService, CargoSynchronizer cargoSynchronizer, GlobalTeamManager teamManager, LocalIDManager galaxyIDManager)
        {
            Random r = new Random(666);


            var players = new List <NPCPlayer>();


            var systems  = galaxyManager.Systems;
            int npcCount = 0;

            foreach (PSystem s in systems)
            {
                List <Player> team1 = new List <Player>();
                List <Player> team2 = new List <Player>();
                List <Player> team3 = new List <Player>();
                for (int i = 0; i < _config.NumNPCsPerSystem; i++)
                {
                    List <WeaponTypes> weapons = new List <WeaponTypes>();

                    ShipTypes shipType = ShipTypes.Barge;
                    switch (npcCount % 3)
                    {
                    case 0:
                        shipType = ShipTypes.Penguin;
                        break;

                    case 1:
                        shipType = ShipTypes.Barge;
                        break;

                    case 2:
                        shipType = ShipTypes.Reaper;
                        break;
                    }

                    if (shipType == ShipTypes.Reaper)
                    {
                        weapons.Add(WeaponTypes.LaserWave);
                        weapons.Add(WeaponTypes.PlasmaCannon);
                    }
                    else
                    {
                        weapons.Add(WeaponTypes.AltLaser);
                        weapons.Add(WeaponTypes.LaserWave);
                    }

                    ShipCreationProperties props = new ShipCreationProperties(r.Next(-20, 20), r.Next(-20, 20), (int)galaxyManager.SolAreaID, PilotTypes.NPC, shipType, weapons);
                    IShip tempShip = _dbFillerUtils.ShipFactory.CreateShip(props);
                    tempShip.ShipStats.ShieldType = ShieldTypes.QuickRegen;

                    NPCPlayer p = pm.CreateNPCPlayer(locatorService);
                    pm.RegisterPlayer(p);
                    players.Add(p);

                    tempShip.SetPlayer(p);
                    p.SetActiveShip(tempShip, MockServer.WarpManager);


                    TransactionAddStatelessCargo tr = new TransactionAddStatelessCargo(tempShip,
                                                                                       StatelessCargoTypes.AmbassadorMissile, 666666, true);
                    cargoSynchronizer.RequestTransaction(tr);
                    await tr.ResultTask;

                    tr = new TransactionAddStatelessCargo(tempShip, StatelessCargoTypes.Biodome, 666666, true);
                    cargoSynchronizer.RequestTransaction(tr);
                    await tr.ResultTask;

                    Helpers.DebugWarp(s, p, tempShip);

                    ships.Add(tempShip);

                    //Random team assignment
                    switch (npcCount % 2)
                    {
                    case 0:
                        team1.Add(p);
                        break;

                    case 1:
                        team2.Add(p);
                        break;

                    case 2:
                        team3.Add(p);
                        break;
                    }


                    //Give the guy some turrets
                    for (int j = 0; j < _config.NumTurretsPerNPC; j++)
                    {
                        var t = StructureFactory.CreateStructure(StructureTypes.LaserTurret, r.Next(-20, 20),
                                                                 r.Next(-20, 20), p, null, (int)p.CurrentAreaID, locatorService.PlayerLocator, true, dbm);

                        p.GetArea().AddStructure(t);
                    }

                    AddModulesToShip(tempShip, 5, cargoSynchronizer, galaxyIDManager);

                    npcCount++;
                }

                foreach (Planet pl in s.GetPlanets())
                {
                    npcCount = 0;
                    for (int i = 0; i < _config.NumNpcsPerPlanet; i++)
                    {
                        ShipTypes shipType = ShipTypes.Barge;
                        switch (npcCount % 3)
                        {
                        case 0:
                            shipType = ShipTypes.Penguin;
                            break;

                        case 1:
                            shipType = ShipTypes.Barge;
                            break;

                        case 2:
                            shipType = ShipTypes.Reaper;
                            break;
                        }

                        NPCPlayer p = pm.CreateNPCPlayer(locatorService);
                        pm.RegisterPlayer(p);
                        players.Add(p);
                        IShip tempShip = new NPCShip(ShipStatManager.TypeToStats[shipType], locatorService);
                        tempShip.ShipStats.ShieldType = ShieldTypes.QuickRegen;
                        tempShip.Id = IDManager.PopFreeID();
                        rm.RegisterObject(tempShip);
                        p.SetActiveShip(tempShip, MockServer.WarpManager);


                        tempShip.SetWeapon(WeaponManager.GetNewWeapon(WeaponTypes.MissileLauncher));


                        if (shipType == ShipTypes.Reaper)
                        {
                            tempShip.SetWeapon(WeaponManager.GetNewWeapon(WeaponTypes.LaserWave));
                            tempShip.SetWeapon(WeaponManager.GetNewWeapon(WeaponTypes.PlasmaCannon));
                        }
                        else
                        {
                            tempShip.SetWeapon(WeaponManager.GetNewWeapon(WeaponTypes.AltLaser));
                            tempShip.SetWeapon(WeaponManager.GetNewWeapon(WeaponTypes.LaserWave));
                        }



                        TransactionAddStatelessCargo tr = new TransactionAddStatelessCargo(tempShip,
                                                                                           StatelessCargoTypes.AmbassadorMissile, 666666, true);
                        cargoSynchronizer.RequestTransaction(tr);
                        await tr.ResultTask;

                        tr = new TransactionAddStatelessCargo(tempShip, StatelessCargoTypes.Biodome, 666666, true);
                        cargoSynchronizer.RequestTransaction(tr);
                        await tr.ResultTask;

                        tempShip.PosX = r.Next(-20, 20);
                        tempShip.PosY = r.Next(-20, 20);

                        Helpers.DebugWarp(pl, p, tempShip);


                        ships.Add(tempShip);

                        //Random team assignment
                        switch (npcCount % 2)
                        {
                        case 0:
                            team1.Add(p);
                            break;

                        case 1:
                            team2.Add(p);
                            break;

                        case 2:
                            team3.Add(p);
                            break;
                        }



                        AddModulesToShip(tempShip, 5, cargoSynchronizer, galaxyIDManager);

                        npcCount++;
                    }


                    teamManager.DebugCreateNewTeam(team1);
                    teamManager.DebugCreateNewTeam(team2);
                    teamManager.DebugCreateNewTeam(team3);
                }
            }

            return(players);
        }
Example #4
0
        /// <summary>
        /// Initializes the entire server
        /// </summary>
        private void Initialize()
        {
            for (int i = 0; i < 20; i++)
            {
                msgAvgQue.Enqueue(0);
            }

            var rand = new Random(3);

            // Logging Enabled
            Logger.Initialize();

            _synchronizers = new List <ISynchronizer>();


            //Load configs
            ConnectionManagerConfig connectionManagerConfig = new ConnectionManagerConfig(new CoreNetworkConfig());
            GalacticProperties      galacticProperties      = new GalacticProperties();

            _consoleManager = new ConsoleManager();

            _projectileManager = new ProjectileManager();

            ConsoleManager.WriteLine("Starting database...", ConsoleMessageType.Startup);
            _databaseManager = new MongoDatabaseManager();

            ShipStatManager.ReadShipsFromDBSList(_databaseManager.GetStatsFromDBAsync().Result);
            ConsoleManager.WriteLine("Ship types loaded.", ConsoleMessageType.Startup);

            RedisConfig rc = new RedisConfig();

            _redisServer = new RedisServer(LogRedisError, LogRedisInfo, rc.Address);

            var slaveId = SlaveServerConfigService.GetFreeSlaveID(_redisServer).Result;

            _slaveServerConfigService = new SlaveServerConfigService(_redisServer, slaveId);

            _masterServerManager = new MasterServerManager(new MasterServerConfig(), new GalacticProperties(), _databaseManager, _databaseManager, _redisServer, _slaveServerConfigService);

            _cargoSynchronizer = new CargoSynchronizer();
            _synchronizers.Add(_cargoSynchronizer);

            connectionManagerConfig.MyConfig.Port = ConnectionManager.GetFreePort(28002, 28010);
            _connectionManager = new ConnectionManager();
            _connectionManager.Initialize(connectionManagerConfig);

            //Poll to listen to Lidgren until it is ready
            //LidgrenMessagePoller_Init initializationPoller = new LidgrenMessagePoller_Init(_connectionManager.Server, this);
            //initializationPoller.Poll();

            _galaxyIDManager      = new LocalIDManager(_masterServerManager, IDTypes.GalaxyID);
            _teamIDManager        = new LocalIDManager(_masterServerManager, IDTypes.TeamID);
            _accountIDManager     = new LocalIDManager(_masterServerManager, IDTypes.AccountID);
            _transactionIDManager = new LocalIDManager(_masterServerManager, IDTypes.TransactionID);

            _accountManager = new AccountManager(_accountIDManager, _databaseManager);

            _messageManager = new MessageManager(_connectionManager);

            _clientUpdateManager = new ClientUpdateManager(_playerManager);

            _playerManager = new PlayerManager(_databaseManager, _connectionManager, _redisServer, _galaxyIDManager, _clientUpdateManager);

            var chatCommands = new List <IChatCommand>()
            {
                new HelpCommand(),
                new ShoutCommand(_redisServer),
                new RadioCommand(),
                new TellCommand(_playerManager)
            };

            var asyncChatCommands = new List <IAsyncChatCommand>()
            {
                new AdminWarpCommand(_databaseManager, _redisServer, new Random())
            };

            _teamManager = new GlobalTeamManager(_teamIDManager, _connectionManager, _redisServer, _playerManager, _databaseManager);

            _galaxyManager = new GalaxyManager(galacticProperties.SolID, _teamManager);

            _chatManager = new ChatManager(chatCommands, asyncChatCommands, _playerManager, _messageManager, _redisServer);

            _warpManager = new WarpManager(_galaxyManager, _messageManager, _chatManager, _redisServer, _accountManager, _databaseManager);

            _shipManager = new ShipManager(_messageManager, _galaxyManager, _warpManager, _connectionManager, _databaseManager);

            _structureManager = new StructureManager(_databaseManager, _galaxyManager, _galaxyIDManager, _cargoSynchronizer);

            loginManager = new LoginManager(_accountManager, _playerManager, _connectionManager, _redisServer);

            // Todo: Convert everything over to ServerNetworkMessage to propogate full request context.
            _simulatorManager = new SimulatorManager(new SimulatorConfig(), _redisServer, (sender, container) => ProcessMessage(sender, new ServerNetworkMessage(container, null)));

            StructureStatManager.Initialize();

            ConsoleManager.WriteLine("Completed Initialization", ConsoleMessageType.Startup);

            _economyManager      = new EconomyManager(_transactionIDManager, _playerManager, _galaxyManager, _cargoSynchronizer, _shipManager, _databaseManager, _masterServerManager);
            _killManager         = new KillManager(_cargoSynchronizer, _playerManager, _galaxyManager, _messageManager, _connectionManager, _warpManager, _chatManager, _economyManager);
            _collisionManager    = new CollisionManager(_galaxyManager, _messageManager, _killManager, _projectileManager);
            _registrationManager = new GalaxyRegistrationManager(_galaxyManager, _shipManager, _collisionManager, _galaxyIDManager, _playerManager, _accountManager, _cargoSynchronizer, _structureManager);
            _warpManager.SetRegistrationManager(_registrationManager);//Gross, I know.
            _locatorService   = new LocatorService(_registrationManager, _playerManager, _galaxyManager, _shipManager, _accountManager, _teamManager, _teamManager, _messageManager, _structureManager, _masterServerManager);
            _msMessageHandler = new MasterServerMessageHandler((int)_masterServerManager.SlaveID, _redisServer, _connectionManager, _locatorService, _accountManager, _accountIDManager, _databaseManager, _galaxyManager, _galaxyIDManager, _playerManager, _shipManager, _registrationManager, _teamIDManager, _messageManager, _teamManager, _warpManager, _transactionIDManager, ProcessRoutedMessage);

            StructureFactory.Initialize(_galaxyIDManager, _registrationManager);
            ColonyFactory.Initialize(_galaxyIDManager, _registrationManager);

            dbSyncer = new DBSyncer(_databaseManager, _galaxyManager, _shipManager, _playerManager, _accountManager, _structureManager);

#if DEBUG
            _typesToExcludeIgnore.Add(MessageTypes.PositionUpdateData);
            _typesToExcludeIgnore.Add(MessageTypes.ShipFireRequest);
            _typesToExcludeIgnore.Add(MessageTypes.ProjectileCollisionReport);
            _typesToExcludeIgnore.Add(MessageTypes.StructureFireRequest);
            _typesToExcludeIgnore.Add(MessageTypes.ObjectPickupRequest);
#endif
        }