static void MapSaveCallback([NotNull] object unused) { try { if (Map.ChangedSinceSave) { Map.ChangedSinceSave = false; Map.Save(MapFileName); Logger.Log("Map saved to {0}", MapFileName); } } catch (Exception ex) { Logger.LogError("Failed to save map: {0}", ex); } }
static void Shutdown() { Logger.Log("Shutting down"); lock ( PlayerListLock ) { foreach (Player player in PlayerIndex) { player.Kick("Server shutting down"); } } Map.ChangedSinceSave = false; Map.Save(MapFileName); Thread.Sleep(1000); }
public static void ChangeMap([NotNull] Map newMap) { if (newMap == null) { throw new ArgumentNullException("newMap"); } lock ( PlayerListLock ) { foreach (Player player in PlayerIndex) { player.ChangeMap(newMap); } Player.Console.Map = newMap; Map.IsActive = false; Map = newMap; Map.IsActive = true; Map.Save(MapFileName); } }
static int Main() { #if !DEBUG try { #endif Console.Title = VersionString; Logger.Log("Starting {0}", VersionString); // load config Config.Load(); Console.Title = Config.ServerName + " - " + VersionString; // prepare to accept players and fire up the heartbeat for (byte i = 1; i <= sbyte.MaxValue; i++) { FreePlayerIDs.Push(i); } UpdatePlayerList(); Heartbeat.Start(); // load player and IP lists Bans = new PlayerNameSet(BansFileName); Ops = new PlayerNameSet(OpsFileName); IPBans = new IPAddressSet(IPBanFileName); Logger.Log("Server: Tracking {0} bans, {1} ip-bans, and {2} ops.", Bans.Count, IPBans.Count, Ops.Count); if (Config.UseWhitelist) { Whitelist = new PlayerNameSet(WhitelistFileName); Logger.Log("Using a whitelist ({0} players): {1}", Whitelist.Count, Whitelist.GetCopy().JoinToString(", ")); } // load or create map if (File.Exists(MapFileName)) { Map = LvlMapConverter.Load(MapFileName); Logger.Log("Loaded map from {0}", MapFileName); } else { Logger.Log("Generating the map..."); Map = NotchyMapGenerator.Generate(256, 256, 64); Map.Save(MapFileName); } Map.IsActive = true; Player.Console.Map = Map; // start listening for incoming connections listener = new TcpListener(Config.IP, Config.Port); listener.Start(); // start the scheduler thread Thread schedulerThread = new Thread(SchedulerLoop) { IsBackground = true }; schedulerThread.Start(); // listen for console input while (true) { string input = Console.ReadLine(); if (input == null) { Shutdown(); return(0); } try { Player.Console.ProcessMessage(input.Trim()); } catch (Exception ex) { Logger.LogError("Could not process message: {0}", ex); } } #if !DEBUG } catch (Exception ex) { Logger.LogError("Server crashed: {0}", ex); return(1); } #endif }