public void ThreadRun() { Thread.CurrentThread.CurrentCulture = CultureInfo.InvariantCulture; try { _cfgFile = new FLDataFile("flopenserver.cfg", false); FLPath = _cfgFile.GetSetting("server", "fl_path").Str(0); AcctPath = _cfgFile.GetSetting("server", "acct_path").Str(0); if (AcctPath == "") { AcctPath = Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments) + @"\My Games\Freelancer\Accts\MultiPlayer"; } if (_cfgFile.SettingExists("server", "server_id")) { ServerID = _cfgFile.GetSetting("server", "server_id").Str(0); } if (_cfgFile.SettingExists("server", "version")) { server_version = _cfgFile.GetSetting("server", "version").Str(0); } if (server_version == "") { FileVersionInfo myFileVersionInfo = FileVersionInfo.GetVersionInfo(FLPath + @"\EXE\Freelancer.exe"); var ver = new int[4]; ver[0] = myFileVersionInfo.FileMajorPart; ver[1] = myFileVersionInfo.FileMinorPart; ver[2] = myFileVersionInfo.FileBuildPart; ver[3] = myFileVersionInfo.FilePrivatePart; var sb = new StringBuilder(); foreach (var num in ver) { sb.Append("."); if (num < 10) { sb.Append("0"); } sb.Append(num); } server_version = sb.ToString().Substring(1); } ServerDescription = _cfgFile.GetSetting("server", "description").Str(0); server_news = _cfgFile.GetSetting("server", "news").Str(0); foreach (FLDataFile.Setting set in _cfgFile.GetSettings("intro_msg")) { IntroMsg += set.Line; } foreach (FLDataFile.Setting set in _cfgFile.GetSettings("banner_msg")) { BannerMsg += set.Line; } foreach (FLDataFile.Setting set in _cfgFile.GetSettings("user_help_msg")) { UserHelpMsg += set.Line; } foreach (FLDataFile.Setting set in _cfgFile.GetSettings("admin_help_msg")) { AdminHelpMsg += set.Line; } } catch (Exception e) { _log.AddLog(LogType.ERROR, "error: flopenserver.cfg not found or missing parameter " + e.Message); return; } string name = _cfgFile.GetSetting("server", "name").Str(0); uint port = _cfgFile.GetSetting("server", "port").UInt(0); var max_players = (int)_cfgFile.GetSetting("server", "max_players").UInt(0); if (ServerID == null) { ReadFLDefaults(); } _log.AddLog(LogType.GENERAL, "cfg_file = " + _cfgFile.FilePath); _log.AddLog(LogType.GENERAL, "fl_path = " + FLPath); _log.AddLog(LogType.GENERAL, "acct_path = " + AcctPath); _log.AddLog(LogType.GENERAL, "server_id = " + ServerID); _log.AddLog(LogType.GENERAL, "version = " + server_version); _log.AddLog(LogType.GENERAL, "name = " + name); _log.AddLog(LogType.GENERAL, "port = " + port); _log.AddLog(LogType.GENERAL, "max_players = " + max_players); ArchetypeDB.Load(FLPath, _log); UniverseDB.Load(FLPath, _log); News.Load(FLPath, _log); _log.AddLog(LogType.GENERAL, "Ready to start"); try { string[] arg = server_version.Split('.'); uint major = uint.Parse(arg[0]) & 0xFF; uint minor = uint.Parse(arg[1]) & 0xFF; uint patch = uint.Parse(arg[2]) & 0xFF; uint build = uint.Parse(arg[3]) & 0xFF; uint version = (major << 24) | (minor << 16) | (patch << 8) | build; server_version = version.ToString(CultureInfo.InvariantCulture); } catch { _log.AddLog(LogType.ERROR, "invalid server version string"); server_version = "0"; } // Try to start the direct play server. Complain if it fails but don't pass the exception on. try { _dplay = new DirectPlayServer(this, _log, (int)port) { server_name = name + "\0", server_id = ServerID, server_description = ServerDescription + "\0", server_version = server_version, max_players = (uint)max_players }; _log.AddLog(LogType.GENERAL, "Server started"); } catch (Exception e) { _log.AddLog(LogType.ERROR, "Cannot open socket reason={0}", e.Message); } _dplay.GotMessage += _dplay_GotMessage; _dplay.PlayerConnected += _dplay_PlayerConnected; _dplay.PlayerDestroyed += _dplay_PlayerDestroyed; // Kick off the game runner threads. We have one thread per system. New // players who have not selected a character are assigned to a random // runner thread. uint baseObjid = 1; foreach (var starSystem in UniverseDB.Systems.Values) { _runners[starSystem] = new DPGameRunner(this, _log, baseObjid, starSystem); baseObjid += 10000; } }
/// <summary> /// Start and run the simulation for this system. /// </summary> public void GameThreadRun() { Thread.CurrentThread.CurrentCulture = CultureInfo.InvariantCulture; CurrentTime = Utilities.GetTime(); AddTimer(new UpdateMonitoredObjs(this)); AddTimer(new SpawnBackgroundNPCs(this)); bool running = true; while (running) { // Calculate the delta time. double delta = Utilities.GetTime() - CurrentTime; CurrentTime += delta; // Call the reactor to return the next event the process // and run any timer functions. ReactorEvent next_event = Run(CurrentTime, delta); if (next_event is DPGameRunnerRxMsgEvent) { var revent = next_event as DPGameRunnerRxMsgEvent; // Process a message from this player. If the message isn't for this runner because // the runner ownership changes, requeue in the right place. if (revent.player.Runner != this) { Log.AddLog(LogType.FL_MSG, "Warning: requeued rx msg onto changed runner"); revent.player.Runner.AddEvent(revent); } else { revent.player.RxMsgFromClient(revent.msg); } } else if (next_event is DPGameRunnerPlayerUpdateEvent) { var revent = next_event as DPGameRunnerPlayerUpdateEvent; // If the player is assigned to this runner, make sure we've got it in our // owned player list Player.Player player = revent.player; if (revent.runner == this) { if (!Players.ContainsKey(player.FLPlayerID)) { Log.AddLog(LogType.GENERAL, "Player control gained runner={0} flplayerid={1}", system.Nickname, player.FLPlayerID); Players.Add(player.FLPlayerID, player); if (player.Ship.Objid != 0) { AffObjects[player.Ship.Objid] = player.Ship; } Objects[player.Ship.Objid] = player.Ship; player.Runner = this; player.Ship.Runner = this; AddTimer(player.Ship); } } // If the player is not assigned to this runner, make sure it's not in our // owned player list. else { if (Players.ContainsKey(player.FLPlayerID)) { Log.AddLog(LogType.GENERAL, "Player control lost runner={0} flplayerid={1}", system.Nickname, player.FLPlayerID); if (player.Ship.Objid != 0) { AffObjects.Remove(player.Ship.Objid); } Objects.Remove(player.Ship.Objid); DelTimer(player.Ship); Players.Remove(player.FLPlayerID); } } PlayerListItem update; update = !Playerlist.ContainsKey(revent.flplayerid) ? new PlayerListItem() : Playerlist[revent.flplayerid]; update.Player = revent.player; update.FlPlayerID = revent.flplayerid; update.Name = revent.name; update.Rank = revent.rank; update.System = revent.system; update.Group = revent.group; update.GroupInvited = revent.groupInvited; Playerlist[revent.flplayerid] = update; // Notify all owned players of the player list update foreach (Player.Player p in Players.Values) { p.SendPlayerListUpdate(update); } } else if (next_event is DPGameRunnerPlayerDeletedEvent) { var revent = next_event as DPGameRunnerPlayerDeletedEvent; // fixme: might crash if the player leaves if (!Players.ContainsKey(revent.FlPlayerID)) { continue; } var player = Players[revent.FlPlayerID]; Players.Remove(revent.FlPlayerID); if (player.Ship.Objid != 0) { DelSimObject(player.Ship); } if (Playerlist.ContainsKey(revent.FlPlayerID)) { Playerlist.Remove(revent.FlPlayerID); } foreach (PlayerListItem item in Playerlist.Values) { item.Player.SendPlayerListDepart(player); } } else if (next_event is ReactorShutdownEvent) { running = false; } else if (next_event is DPGRAddCash) { var revent = next_event as DPGRAddCash; if (revent.player.Runner != this) { Log.AddLog(LogType.FL_MSG, "Warning: requeued rx msg onto changed runner"); revent.player.Runner.AddEvent(revent); } else { revent.player.Money += revent.cash; revent.player.SendSetMoney(); } } else if (next_event is DPGRSetCash) { var revent = next_event as DPGRSetCash; if (revent.player.Runner != this) { Log.AddLog(LogType.FL_MSG, "Warning: requeued rx msg onto changed runner"); revent.player.Runner.AddEvent(revent); } else { revent.player.Money = revent.cash; revent.player.SendSetMoney(); } } else if (next_event is DPGRBeam) { var revent = next_event as DPGRBeam; if (revent.Player.Runner != this) { Log.AddLog(LogType.FL_MSG, "Warning: requeued rx msg onto changed runner"); revent.Player.Runner.AddEvent(revent); } else { revent.Player.MonitoredObjs.Clear(); revent.Player.Ship.Basedata = revent.TargetBase; revent.Player.Ship.RespawnBasedata = revent.TargetBase; revent.Player.Ship.System = UniverseDB.FindSystem(revent.TargetBase.SystemID); revent.Player.Ship.IsDestroyed = false; revent.Player.SendServerLand(revent.Player.Ship, 0, revent.Player.Ship.Basedata.BaseID); revent.Player.Runner.Server.AddEvent(new DPGameRunnerPlayerUpdateEvent(revent.Player)); } } } }
public void ThreadRun() { Thread.CurrentThread.CurrentCulture = CultureInfo.InvariantCulture; try { _cfgFile = new FLDataFile("flopenserver.cfg", false); FLPath = _cfgFile.GetSetting("server", "fl_path").Str(0); AcctPath = _cfgFile.GetSetting("server", "acct_path").Str(0); if (AcctPath == "") { AcctPath = Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments) + @"\My Games\Freelancer\Accts\MultiPlayer"; } if (_cfgFile.SettingExists("server", "server_id")) { ServerID = _cfgFile.GetSetting("server", "server_id").Str(0); } if (_cfgFile.SettingExists("server", "version")) { server_version = _cfgFile.GetSetting("server", "version").Str(0); } if (server_version == "") { FileVersionInfo myFileVersionInfo = FileVersionInfo.GetVersionInfo(FLPath + @"\EXE\Freelancer.exe"); var ver = new int[4]; ver[0] = myFileVersionInfo.FileMajorPart; ver[1] = myFileVersionInfo.FileMinorPart; ver[2] = myFileVersionInfo.FileBuildPart; ver[3] = myFileVersionInfo.FilePrivatePart; var sb = new StringBuilder(); foreach (var num in ver) { sb.Append("."); if (num < 10) { sb.Append("0"); } sb.Append(num); } server_version = sb.ToString().Substring(1); } ServerDescription = _cfgFile.GetSetting("server", "description").Str(0); server_news = _cfgFile.GetSetting("server", "news").Str(0); foreach (FLDataFile.Setting set in _cfgFile.GetSettings("intro_msg")) { IntroMsg += set.Line; } foreach (FLDataFile.Setting set in _cfgFile.GetSettings("banner_msg")) { BannerMsg += set.Line; } foreach (FLDataFile.Setting set in _cfgFile.GetSettings("user_help_msg")) { UserHelpMsg += set.Line; } foreach (FLDataFile.Setting set in _cfgFile.GetSettings("admin_help_msg")) { AdminHelpMsg += set.Line; } } catch (Exception e) { _log.AddLog(LogType.ERROR, "error: flopenserver.cfg not found or missing parameter " + e.Message); return; } string name = _cfgFile.GetSetting("server", "name").Str(0); uint port = _cfgFile.GetSetting("server", "port").UInt(0); var max_players = (int)_cfgFile.GetSetting("server", "max_players").UInt(0); if (ServerID == null) { ReadFLDefaults(); } _log.AddLog(LogType.GENERAL, "cfg_file = " + _cfgFile.FilePath); _log.AddLog(LogType.GENERAL, "fl_path = " + FLPath); _log.AddLog(LogType.GENERAL, "acct_path = " + AcctPath); _log.AddLog(LogType.GENERAL, "server_id = " + ServerID); _log.AddLog(LogType.GENERAL, "version = " + server_version); _log.AddLog(LogType.GENERAL, "name = " + name); _log.AddLog(LogType.GENERAL, "port = " + port); _log.AddLog(LogType.GENERAL, "max_players = " + max_players); ArchetypeDB.Load(FLPath, _log); UniverseDB.Load(FLPath, _log); News.Load(FLPath, _log); _log.AddLog(LogType.GENERAL, "Ready to start"); try { string[] arg = server_version.Split('.'); uint major = uint.Parse(arg[0]) & 0xFF; uint minor = uint.Parse(arg[1]) & 0xFF; uint patch = uint.Parse(arg[2]) & 0xFF; uint build = uint.Parse(arg[3]) & 0xFF; uint version = (major << 24) | (minor << 16) | (patch << 8) | build; server_version = version.ToString(CultureInfo.InvariantCulture); } catch { _log.AddLog(LogType.ERROR, "invalid server version string"); server_version = "0"; } // Try to start the direct play server. Complain if it fails but don't pass the exception on. try { _dplay = new DirectPlayServer(this, _log, (int)port) { server_name = name + "\0", server_id = ServerID, server_description = ServerDescription + "\0", server_version = server_version, max_players = (uint)max_players }; _log.AddLog(LogType.GENERAL, "Server started"); } catch (Exception e) { _log.AddLog(LogType.ERROR, "Cannot open socket reason={0}", e.Message); } // Kick off the game runner threads. We have one thread per system. New // players who have not selected a character are assigned to a random // runner thread. uint baseObjid = 1; foreach (var starSystem in UniverseDB.Systems.Values) { _runners[starSystem] = new DPGameRunner(this, _log, baseObjid, starSystem); baseObjid += 10000; } // Run the event/timer processing loop for this thread. var currentTime = Utilities.GetTime(); var running = true; while (running) { // Calculate the delta time. var delta = Utilities.GetTime() - currentTime; currentTime += delta; // Call the reactor to return the next event the process // and run any timer functions. var nextEvent = Run(currentTime, delta); if (nextEvent is DPSessionConnectedEvent) { // On receipt of a new connection, create a new player assigning it to a // random game thread. Notify all game threads of the new player. var serverEvent = nextEvent as DPSessionConnectedEvent; var defaultRunner = _runners.ElementAt(_rand.Next(_runners.Count - 1)).Value; var player = new Player.Player(serverEvent.dplayid, _log, NewPlayerID(), defaultRunner); Players[serverEvent.dplayid] = player; foreach (var runner in _runners.Values) { runner.AddEvent(new DPGameRunnerPlayerUpdateEvent(player)); } } else if (nextEvent is DPSessionTerminatedEvent) { // The session has died. Tell all game threads that it is dead and the player // is gone. // TODO: save player? var serverEvent = nextEvent as DPSessionTerminatedEvent; if (Players.ContainsKey(serverEvent.dplayid)) { var player = Players[serverEvent.dplayid]; Players.Remove(serverEvent.dplayid); foreach (var runner in _runners.Values) { runner.AddEvent(new DPGameRunnerPlayerDeletedEvent(player.FLPlayerID)); } } // Kill the dplay connection if it is not already dead try { /* fixme: dplay.DestroyClient(server_event.dplayid, null); */ } catch { } } else if (nextEvent is DPGameRunnerPlayerUpdateEvent) { // A game thread has sent a notification to say that the player has changed - either // name, rank or system. We might change the assigned thread as a result. // In any case, we notify all game threads of the current name, rank and system. var serverEvent = nextEvent as DPGameRunnerPlayerUpdateEvent; // Find runner for this system and if it's changed tell the old and new runners // of the change in ownership. var currRunner = serverEvent.runner; var newRunner = _runners[serverEvent.system]; if (newRunner != currRunner) { serverEvent.runner = newRunner; } // Notify all game threads of the current player info so they can update their // player lists. foreach (var runner in _runners.Values) { runner.AddEvent(serverEvent); } } else if (nextEvent is DPSessionRxMessageFromClient) { var server_event = nextEvent as DPSessionRxMessageFromClient; if (Players.ContainsKey(server_event.dplayid)) { Player.Player player = Players[server_event.dplayid]; player.Runner.AddEvent(new DPGameRunnerRxMsgEvent(player, server_event.msg)); } } else if (nextEvent is ReactorShutdownEvent) { foreach (DPGameRunner runner in _runners.Values) { runner.AddEvent(new ReactorShutdownEvent()); } running = false; } } }
public override void HandleTimerEvent(double deltaSeconds) { if (runner.system == UniverseDB.FindSystem("li01")) { //TODO: AI debug here for (int i = 0; i < 1; i++) { var npc = new Ship.Ship(runner); npc.AI = new AI.DebugAI(npc); npc.Arch = ArchetypeDB.Find(FLUtility.CreateID("dsy_csv")); if (npc.Arch == null) { return; } npc.Position = new Vector(-30000 + i * 300, i * 100, -25000); //npc.orientation = ; npc.Rank = 20; npc.System = runner.system; npc.Health = 1.0f; npc.faction = UniverseDB.FindFaction("fc_wild"); Loadout loadout = UniverseDB.FindLoadout("fc_j_ge_csv_loadout01"); if (loadout != null) { uint hpid = 34; foreach (ShipItem item in loadout.Items) { var new_item = new ShipItem(); new_item.arch = item.arch; new_item.count = item.count; new_item.health = 1.0f; new_item.hpid = hpid++; new_item.hpname = item.hpname; new_item.mounted = item.mounted; npc.Items.Add(new_item.hpid, new_item); } } npc.InitialiseEquipmentSimulation(); runner.CreateSimObject(npc); } } // int total = 0; // if (runner.players.Count > 0) // { // if (delta_seconds > 1.5) // runner.log.AddLog(LogType.FL_MSG, "bad delta " + delta_seconds); // // wow, this'll really suck if there are lots of NPCs // foreach (Zone z in runner.system.zones) // { // if (z.shape != null && z.density > 0) // { // while (z.interference < z.density) // borrow this // { // Ship npc = new Ship(runner); // npc.position = z.shape.position; // npc.orientation = z.shape.orientation; // npc.rank = 20; // npc.arch = ArchetypeDB.Find(FLUtility.CreateID("dsy_csv")); // npc.system = runner.system; // npc.health = 1.0f; // runner.CreateSimObject(npc); // z.interference++; // total++; // } // } // } // int working_npcs = 0; // foreach (SimObject o in runner.objects.Values) // { // if (o.health > 0) // { // working_npcs++; // foreach (Player player in runner.players.Values) // { // if (player.ship != o) // { // Vector position = player.ship.position; // position.x += rand.Next(100); // position.z += rand.Next(100); // o.SetUpdateObject(position, player.ship.orientation, 1.0f, 0); // } // } // } // } // runner.log.AddLog(LogType.GENERAL, "system={0} npcs={1} objects={2} running={3}", // runner.system.nickname, total, runner.objects.Count, working_npcs)); // } // ExpireAfter(1); }