Esempio n. 1
0
        public GameApplication()
        {
            IPAddress masterAddress;

            if (!IPAddress.TryParse(GameServerSettings.Default.MasterIPAddress, out masterAddress))
            {
                var addresses = Dns.GetHostEntry(GameServerSettings.Default.MasterIPAddress);
                if (addresses.AddressList == null || addresses.AddressList.Length == 0)
                {
                    throw new ConfigurationException(
                              "MasterIPAddress setting is neither an IP nor an DNS entry: "
                              + GameServerSettings.Default.MasterIPAddress);
                }

                masterAddress = addresses.AddressList[0];
            }

            int masterPort = GameServerSettings.Default.OutgoingMasterServerPeerPort;

            this.MasterEndPoint = new IPEndPoint(masterAddress, masterPort);

            this.GamingTcpPort       = GameServerSettings.Default.GamingTcpPort;
            this.GamingUdpPort       = GameServerSettings.Default.GamingUdpPort;
            this.GamingWebSocketPort = GameServerSettings.Default.GamingWebSocketPort;

            this.ConnectRetryIntervalSeconds = GameServerSettings.Default.ConnectReytryInterval;

            this.reader = new NodesReader(this.ApplicationRootPath, CommonSettings.Default.NodesFileName);
        }
        private void InitResolver()
        {
            string nodesFileName = CommonSettings.Default.NodesFileName;

            if (string.IsNullOrEmpty(nodesFileName))
            {
                nodesFileName = "Nodes.txt";
            }

            this.reader = new NodesReader(this.ApplicationRootPath, nodesFileName);

            // TODO: remove Proxy code completly
            //if (this.IsResolver && MasterServerSettings.Default.EnableProxyConnections)
            //{
            //    // setup for proxy connections
            //    this.reader.NodeAdded += this.NodesReader_OnNodeAdded;
            //    this.reader.NodeChanged += this.NodesReader_OnNodeChanged;
            //    this.reader.NodeRemoved += this.NodesReader_OnNodeRemoved;
            //    log.Info("Proxy connections enabled");
            //}

            this.reader.Start();

            // use local host id if nodes.txt does not exist or if line ending with 'Y' does not exist, otherwise use fixed node #1
            this.MasterNodeId = (byte)(this.LocalNodeId == 0 ? 0 : 1);

            log.InfoFormat(
                "Current Node (nodeId={0}) is {1}the active master (leader)",
                this.reader.CurrentNodeId,
                this.MasterNodeId == this.reader.CurrentNodeId ? string.Empty : "NOT ");
        }
Esempio n. 3
0
        public GameApplication()
        {
            UpdateMasterEndPoint();

            this.GamingTcpPort       = GameServerSettings.Default.GamingTcpPort;
            this.GamingUdpPort       = GameServerSettings.Default.GamingUdpPort;
            this.GamingWebSocketPort = GameServerSettings.Default.GamingWebSocketPort;

            this.ConnectRetryIntervalSeconds = GameServerSettings.Default.ConnectReytryInterval;

            this.reader = new NodesReader(this.ApplicationRootPath, CommonSettings.Default.NodesFileName);
        }
        public GameApplication()
        {
            AppDomain.CurrentDomain.AssemblyResolve += PluginManager.OnAssemblyResolve;

            this.UpdateMasterEndPoint();

            this.ServerId                  = Guid.NewGuid();
            this.GamingTcpPort             = GameServerSettings.Default.GamingTcpPort;
            this.GamingUdpPort             = GameServerSettings.Default.GamingUdpPort;
            this.GamingWebSocketPort       = GameServerSettings.Default.GamingWebSocketPort;
            this.GamingSecureWebSocketPort = GameServerSettings.Default.GamingSecureWebSocketPort;
            this.GamingHttpPort            = GameServerSettings.Default.GamingHttpPort;
            this.GamingHttpsPort           = GameServerSettings.Default.GamingHttpsPort;
            this.GamingHttpPath            = string.IsNullOrEmpty(GameServerSettings.Default.GamingHttpPath) ? string.Empty : "/" + GameServerSettings.Default.GamingHttpPath;
            this.GamingWebRTCPort          = GameServerSettings.Default.GamingWebRTCPort;

            this.ConnectRetryIntervalSeconds = GameServerSettings.Default.ConnectReytryInterval;

            this.reader = new NodesReader(this.ApplicationRootPath, CommonSettings.Default.NodesFileName);


            var env = new Dictionary <string, object>
            {
                { "AppId", this.HwId },
                { "AppVersion", "" },
                { "Region", "" },
                { "Cloud", "" },
            };

            var options = new HttpRequestQueueOptions(
                CommonSettings.Default.WebRpcHttpQueueMaxErrors,
                CommonSettings.Default.WebRpcHttpQueueMaxTimeouts,
                CommonSettings.Default.WebRpcHttpQueueRequestTimeout,
                CommonSettings.Default.WebRpcHttpQueueQueueTimeout,
                CommonSettings.Default.WebRpcHttpQueueMaxBackoffTime,
                CommonSettings.Default.WebRpcHttpQueueReconnectInterval,
                CommonSettings.Default.WebRpcHttpQueueMaxQueuedRequests,
                CommonSettings.Default.WebRpcHttpQueueMaxConcurrentRequests);

            var settings      = WebRpcSettings.Default;
            var webRpcEnabled = (settings != null && settings.Enabled);
            var baseUrlString = webRpcEnabled ? settings.BaseUrl.Value : string.Empty;

            this.webRpcManager = new WebRpcManager(webRpcEnabled, baseUrlString, env, options);
        }
Esempio n. 5
0
        public GameApplication()
        {
            AppDomain.CurrentDomain.AssemblyResolve += PluginManager.OnAssemblyResolve;

            this.UpdateMasterEndPoint();

            this.ServerId                  = Guid.NewGuid();
            this.GamingTcpPort             = GameServerSettings.Default.GamingTcpPort;
            this.GamingUdpPort             = GameServerSettings.Default.GamingUdpPort;
            this.GamingWebSocketPort       = GameServerSettings.Default.GamingWebSocketPort;
            this.GamingSecureWebSocketPort = GameServerSettings.Default.GamingSecureWebSocketPort;
            this.GamingHttpPort            = GameServerSettings.Default.GamingHttpPort;
            this.GamingHttpsPort           = GameServerSettings.Default.GamingHttpsPort;
            this.GamingHttpPath            = string.IsNullOrEmpty(GameServerSettings.Default.GamingHttpPath) ? string.Empty : "/" + GameServerSettings.Default.GamingHttpPath;

            this.ConnectRetryIntervalSeconds = GameServerSettings.Default.ConnectReytryInterval;

            this.reader = new NodesReader(this.ApplicationRootPath, CommonSettings.Default.NodesFileName);

            this.S2SCacheMan = new S2SCustomTypeCacheMan();
        }
Esempio n. 6
0
        static void Main(string[] args)
        {
            string answer = String.Empty;
            LoaderServiceClient loaderService = new LoaderServiceClient();

            while (answer != "Y" && answer != "N" && answer != "X")
            {
                Console.WriteLine("Do you want to clean db first? Please type Y/N or X for exit");
                answer = Console.ReadLine();
            }
            switch (answer)
            {
            case "Y":
                loaderService.ClearDatabase();
                break;

            case "N":
                break;

            case "X":
                return;

            default:
                throw  new ArgumentException();
            }
            var         path         = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
            var         files        = Directory.GetFiles(path, "*.xml");
            NodesReader nodeasReader = new NodesReader();
            var         graph        = nodeasReader.Read(files);

            foreach (var node in graph.NodesList.Values)
            {
                loaderService.SaveNode(node.UniqueId, node.Label);
            }
            foreach (var adjacency in graph.Adjacencies)
            {
                loaderService.SaveAdjacency(adjacency.Key, adjacency.Value);
            }
        }