/// <summary> /// Start up and run the server. /// </summary> public void StartUp(Action loaded = null) { CurThread = Thread.CurrentThread; SysConsole.Written += OnConsoleWritten; SysConsole.Output(OutputType.INIT, "Launching as new server, this is " + (this == Central ? "" : "NOT ") + "the Central server."); SysConsole.Output(OutputType.INIT, "Loading console input handler..."); ConsoleHandler.Init(); ConsoleHandler.OnCommandInput += CommandInputHandle; SysConsole.Output(OutputType.INIT, "Loading command engine..."); Commands = new ServerCommands(); Commands.Init(new ServerOutputter(this), this); SysConsole.Output(OutputType.INIT, "Loading CVar engine..."); CVars = new ServerCVar(); CVars.Init(this, Commands.Output); SysConsole.Output(OutputType.INIT, "Loading default settings..."); Config = new FDSSection(Files.ReadText("server_config.fds")); if (Files.Exists("serverdefaultsettings.cfg")) { string contents = Files.ReadText("serverdefaultsettings.cfg"); Commands.ExecuteCommands(contents); } if (Files.Exists("server_eid.txt")) { cID = long.Parse(Files.ReadText("server_eid.txt") ?? "1"); } SysConsole.Output(OutputType.INIT, "Loading player command engine..."); PCEngine = new PlayerCommandEngine(); SysConsole.Output(OutputType.INIT, "Loading item registry..."); ItemInfos = new ItemInfoRegistry(); Items = new ItemRegistry(this); Recipes = new RecipeRegistry() { TheServer = this }; SysConsole.Output(OutputType.INIT, "Loading model handler..."); Models = new ModelEngine(this); SysConsole.Output(OutputType.INIT, "Loading animation handler..."); Animations = new AnimationEngine(); SysConsole.Output(OutputType.INIT, "Preparing networking..."); Networking = new NetworkBase(this); Networking.Init(); SysConsole.Output(OutputType.INIT, "Loading plugins..."); Plugins = new PluginManager(this); Plugins.Init(); SysConsole.Output(OutputType.INIT, "Loading scripts..."); AutorunScripts(); SysConsole.Output(OutputType.INIT, "Building initial world(s)..."); foreach (string str in Config.GetStringList("server.worlds") ?? new List<string>()) { LoadWorld(str.ToLowerFast()); } SysConsole.Output(OutputType.INIT, "Preparing block image system..."); BlockImages = new BlockImageManager(); BlockImages.Init(this); if (loaded != null) { loaded.Invoke(); } SysConsole.Output(OutputType.INIT, "Ticking..."); // Tick double TARGETFPS = 30d; Stopwatch Counter = new Stopwatch(); Stopwatch DeltaCounter = new Stopwatch(); DeltaCounter.Start(); double TotalDelta = 0; double CurrentDelta = 0d; double TargetDelta = 0d; int targettime = 0; try { while (true) { // Update the tick time usage counter Counter.Reset(); Counter.Start(); // Update the tick delta counter DeltaCounter.Stop(); // Delta time = Elapsed ticks * (ticks/second) CurrentDelta = ((double)DeltaCounter.ElapsedTicks) / ((double)Stopwatch.Frequency); // Begin the delta counter to find out how much time is /really/ slept+ticked for DeltaCounter.Reset(); DeltaCounter.Start(); // How much time should pass between each tick ideally TARGETFPS = CVars.g_fps.ValueD; if (TARGETFPS < 1 || TARGETFPS > 600) { CVars.g_fps.Set("30"); TARGETFPS = 30; } TargetDelta = (1d / TARGETFPS); // How much delta has been built up TotalDelta += CurrentDelta; while (TotalDelta > TargetDelta * 3) { // Lagging - cheat to catch up! TargetDelta *= 2; } // As long as there's more delta built up than delta wanted, tick while (TotalDelta > TargetDelta) { if (NeedShutdown) { CurThread = Thread.CurrentThread; ShutDown(shutdownCallback); return; } lock (TickLock) { Tick(TargetDelta); } TotalDelta -= TargetDelta; } // The tick is done, stop measuring it Counter.Stop(); // Only sleep for target milliseconds/tick minus how long the tick took... this is imprecise but that's okay targettime = (int)((1000d / TARGETFPS) - Counter.ElapsedMilliseconds); // Only sleep at all if we're not lagging if (targettime > 0) { // Try to sleep for the target time - very imprecise, thus we deal with precision inside the tick code Thread.Sleep(targettime); } } } catch (ThreadAbortException) { return; } }
/// <summary> /// Called when the window is loading, only to be used by the startup process. /// </summary> void Window_Load(object sender, EventArgs e) { SysConsole.Output(OutputType.INIT, "Window generated!"); DPIScale = Window.Width / CVars.r_width.ValueF; SysConsole.Output(OutputType.INIT, "DPIScale is " + DPIScale + "!"); SysConsole.Output(OutputType.INIT, "Loading base textures..."); PreInitRendering(); Textures = new TextureEngine(); Textures.InitTextureSystem(this); ItemFrame = Textures.GetTexture("ui/hud/item_frame"); SysConsole.Output(OutputType.INIT, "Loading shaders..."); Shaders = new ShaderEngine(); GLVendor = GL.GetString(StringName.Vendor); CVars.s_glvendor.Value = GLVendor; GLVersion = GL.GetString(StringName.Version); CVars.s_glversion.Value = GLVersion; GLRenderer = GL.GetString(StringName.Renderer); CVars.s_glrenderer.Value = GLRenderer; SysConsole.Output(OutputType.INIT, "Vendor: " + GLVendor + ", GLVersion: " + GLVersion + ", Renderer: " + GLRenderer); if (GLVendor.ToLowerFast().Contains("intel")) { SysConsole.Output(OutputType.INIT, "Disabling good graphics (Appears to be Intel: '" + GLVendor + "')"); Shaders.MCM_GOOD_GRAPHICS = false; } Shaders.InitShaderSystem(this); View3D.CheckError("Load - Shaders"); SysConsole.Output(OutputType.INIT, "Loading rendering helper..."); Rendering = new Renderer(Textures, Shaders); Rendering.Init(); SysConsole.Output(OutputType.INIT, "Preparing load screen..."); Texture load_screen = Textures.GetTexture("ui/menus/loadscreen"); load_screen.Bind(); Shaders.ColorMultShader.Bind(); Establish2D(); Rendering.RenderRectangle(0, 0, Window.Width, Window.Height); Window.SwapBuffers(); SysConsole.Output(OutputType.INIT, "Loading block textures..."); TBlock = new TextureBlock(); TBlock.Generate(this, CVars, Textures); View3D.CheckError("Load - Textures"); SysConsole.Output(OutputType.INIT, "Loading fonts..."); Fonts = new GLFontEngine(Shaders); Fonts.Init(this); FontSets = new FontSetEngine(Fonts); FontSets.Init(this); View3D.CheckError("Load - Fonts"); SysConsole.Output(OutputType.INIT, "Loading animation engine..."); Animations = new AnimationEngine(); SysConsole.Output(OutputType.INIT, "Loading model engine..."); Models = new ModelEngine(); Models.Init(Animations, this); SysConsole.Output(OutputType.INIT, "Loading general graphics settings..."); CVars.r_vsync.OnChanged += onVsyncChanged; onVsyncChanged(CVars.r_vsync, null); CVars.r_cloudshadows.OnChanged += onCloudShadowChanged; View3D.CheckError("Load - General Graphics"); SysConsole.Output(OutputType.INIT, "Loading UI engine..."); UIConsole.InitConsole(); // TODO: make this non-static InitChatSystem(); View3D.CheckError("Load - UI"); SysConsole.Output(OutputType.INIT, "Preparing rendering engine..."); InitRendering(); View3D.CheckError("Load - Rendering"); SysConsole.Output(OutputType.INIT, "Loading particle effect engine..."); Particles = new ParticleHelper(this) { Engine = new ParticleEngine(this) }; SysConsole.Output(OutputType.INIT, "Preparing mouse, keyboard, and gamepad handlers..."); KeyHandler.Init(); GamePadHandler.Init(); View3D.CheckError("Load - Keyboard/mouse"); SysConsole.Output(OutputType.INIT, "Building the sound system..."); Sounds = new SoundEngine(); Sounds.Init(this, CVars); View3D.CheckError("Load - Sound"); SysConsole.Output(OutputType.INIT, "Building game world..."); BuildWorld(); View3D.CheckError("Load - World"); SysConsole.Output(OutputType.INIT, "Preparing networking..."); Network = new NetworkBase(this); RegisterDefaultEntityTypes(); View3D.CheckError("Load - Net"); SysConsole.Output(OutputType.INIT, "Playing background music..."); BackgroundMusic(); CVars.a_musicvolume.OnChanged += onMusicVolumeChanged; CVars.a_musicpitch.OnChanged += onMusicPitchChanged; CVars.a_music.OnChanged += onMusicChanged; CVars.a_echovolume.OnChanged += OnEchoVolumeChanged; OnEchoVolumeChanged(null, null); SysConsole.Output(OutputType.INIT, "Setting up screens..."); TheMainMenuScreen = new MainMenuScreen(this); TheGameScreen = new GameScreen(this); TheSingleplayerMenuScreen = new SingleplayerMenuScreen(this); SysConsole.Output(OutputType.INIT, "Preparing inventory..."); InitInventory(); SysConsole.Output(OutputType.INIT, "Showing main menu..."); ShowMainMenu(); SysConsole.Output(OutputType.INIT, "Trying to grab RawGamePad..."); try { RawGamePad = new XInput(); } catch (Exception ex) { SysConsole.Output(OutputType.INIT, "Failed to grab RawGamePad: " + ex.Message); } View3D.CheckError("Load - Final"); SysConsole.Output(OutputType.INIT, "Ready and looping!"); }
/// <summary> /// Prepares the model system. /// </summary> public void Init(AnimationEngine engine, Client tclient) { TheClient = tclient; AnimEngine = engine; Handler = new ModelHandler(); LoadedModels = new List<Model>(); Cube = GetModel("cube"); Cylinder = GetModel("cylinder"); Sphere = GetModel("sphere"); }
void PopulateChildren(ModelNode node, Model3DNode orin, Model model, AnimationEngine engine, List<ModelNode> allNodes) { allNodes.Add(node); if (engine.HeadBones.Contains(node.Name)) { node.Mode = 0; } else if (engine.LegBones.Contains(node.Name)) { node.Mode = 2; } else { node.Mode = 1; } for (int i = 0; i < orin.Children.Count; i++) { ModelNode child = new ModelNode() { Parent = node, Name = orin.Children[i].Name.ToLowerFast() }; PopulateChildren(child, orin.Children[i], model, engine, allNodes); node.Children.Add(child); } }
public Model FromScene(Model3D scene, string name, AnimationEngine engine) { if (scene.Meshes.Count == 0) { throw new Exception("Scene has no meshes! (" + name + ")"); } Model model = new Model(name); model.Engine = this; model.Original = scene; model.Root = convert(scene.MatrixA); foreach (Model3DMesh mesh in scene.Meshes) { if (mesh.Name.ToLowerFast().Contains("collision") || mesh.Name.ToLowerFast().Contains("norender")) { continue; } ModelMesh modmesh = new ModelMesh(mesh.Name); modmesh.vbo.Prepare(); bool hastc = mesh.TexCoords.Count == mesh.Vertices.Count; bool hasn = mesh.Normals.Count == mesh.Vertices.Count; if (!hasn) { SysConsole.Output(OutputType.WARNING, "Mesh has no normals! (" + name + ")"); } if (!hastc) { SysConsole.Output(OutputType.WARNING, "Mesh has no texcoords! (" + name + ")"); } for (int i = 0; i < mesh.Vertices.Count; i++) { BEPUutilities.Vector3 vertex = mesh.Vertices[i]; modmesh.vbo.Vertices.Add(new Vector3((float)vertex.X, (float)vertex.Y, (float)vertex.Z)); if (!hastc) { modmesh.vbo.TexCoords.Add(new Vector3(0, 0, 0)); } else { BEPUutilities.Vector2 texCoord = mesh.TexCoords[i]; modmesh.vbo.TexCoords.Add(new Vector3((float)texCoord.X, 1 - (float)texCoord.Y, 0)); } if (!hasn) { modmesh.vbo.Normals.Add(new Vector3(0, 0, 1)); } else { modmesh.vbo.Normals.Add(new Vector3((float)mesh.Normals[i].X, (float)mesh.Normals[i].Y, (float)mesh.Normals[i].Z)); } modmesh.vbo.Colors.Add(new Vector4(1, 1, 1, 1)); // TODO: From the mesh? } for (int i = 0; i < mesh.Indices.Count; i++) { modmesh.vbo.Indices.Add((uint)mesh.Indices[i]); } int bc = mesh.Bones.Count; if (bc > 200) { SysConsole.Output(OutputType.WARNING, "Mesh has " + bc + " bones! (" + name + ")"); bc = 200; } modmesh.vbo.BoneIDs = new Vector4[modmesh.vbo.Vertices.Count].ToList(); modmesh.vbo.BoneWeights = new Vector4[modmesh.vbo.Vertices.Count].ToList(); modmesh.vbo.BoneIDs2 = new Vector4[modmesh.vbo.Vertices.Count].ToList(); modmesh.vbo.BoneWeights2 = new Vector4[modmesh.vbo.Vertices.Count].ToList(); int[] pos = new int[modmesh.vbo.Vertices.Count]; for (int i = 0; i < bc; i++) { for (int x = 0; x < mesh.Bones[i].Weights.Count; x++) { int IDa = mesh.Bones[i].IDs[x]; float Weighta = (float)mesh.Bones[i].Weights[x]; int spot = pos[IDa]++; if (spot > 7) { //SysConsole.Output(OutputType.WARNING, "Too many bones influencing " + vw.VertexID + "!"); ForceSet(modmesh.vbo.BoneWeights, IDa, 3, modmesh.vbo.BoneWeights[IDa][3] + Weighta); } else if (spot > 3) { ForceSet(modmesh.vbo.BoneIDs2, IDa, spot - 4, i); ForceSet(modmesh.vbo.BoneWeights2, IDa, spot - 4, Weighta); } else { ForceSet(modmesh.vbo.BoneIDs, IDa, spot, i); ForceSet(modmesh.vbo.BoneWeights, IDa, spot, Weighta); } } } model.Meshes.Add(modmesh); } model.RootNode = new ModelNode() { Parent = null, Name = scene.RootNode.Name.ToLowerFast() }; List<ModelNode> allNodes = new List<ModelNode>(); PopulateChildren(model.RootNode, scene.RootNode, model, engine, allNodes); for (int i = 0; i < model.Meshes.Count; i++) { for (int x = 0; x < scene.Meshes[i].Bones.Count; x++) { ModelNode nodet = null; string nl = scene.Meshes[i].Bones[x].Name.ToLowerFast(); for (int n = 0; n < allNodes.Count; n++) { if (allNodes[n].Name == nl) { nodet = allNodes[n]; break; } } ModelBone mb = new ModelBone() { Offset = convert(scene.Meshes[i].Bones[x].MatrixA) }; nodet.Bones.Add(mb); model.Meshes[i].Bones.Add(mb); } } return model; }