/////////////////////////////////////////////////// // Member Functions /////////////////////////////////////////////////// /// <summary> /// Generic constructor /// </summary> public Team(Arena owner, ZoneServer server) { _arena = owner; _server = server; _players = new List <Player>(); _tInventory = new Dictionary <int, TeamInventoryItem>(); _currentGameKills = 0; _currentGameDeaths = 0; }
/////////////////////////////////////////////////// // Member Functions /////////////////////////////////////////////////// /// <summary> /// Generic constructor /// </summary> public Arena(ZoneServer server) { _server = server; _players = new List <Player>(); _teams = new Dictionary <string, Team>(); _vehicles = new Dictionary <ushort, Vehicle>(); _lastVehicleKey = (ushort)ZoneServer.maxPlayers; //The first vehicle key will naturally start //at the edge of the player base vehicles. _items = new Dictionary <ushort, ItemDrop>(); _lastItemKey = 0; }
static void Main(string[] args) { Console.WriteLine("Initializing logger.."); //Initialize the logging system if (!Log.init()) { //Abort.. Console.WriteLine("Logger initialization failed, exiting.."); Thread.Sleep(10000); return; } DdMonitor.bNoSync = false; DdMonitor.bEnabled = false; DdMonitor.DefaultTimeout = -1; //Register our catch-all exception handler Thread.GetDomain().UnhandledException += onException; //Create a logging client for the main server thread LogClient handlerLogger = Log.createClient("ServerHandler"); Log.assume(handlerLogger); //Set a handler for if we recieve Ctrl+C or Ctrl+BREAK Console.CancelKeyPress += new ConsoleCancelEventHandler(Exit); //Allow functions to pre-register Logic.Registrar.register(); //Create our zone server server = new InfServer.Game.ZoneServer(); //Initialize everything.. if (!server.init()) { Log.write(TLog.Error, "ZoneServer initialization failed, exiting.."); Thread.Sleep(10000); return; } //Good to go! Log.write(""); Log.write("Starting server.."); server.begin(); }