MudEngine:
- Game now checks to see if there is a initial environment setup, if not an Abyss is created to store players in. - Game now compiles scripts prior to loading libary assemblies to ensure the latest assembly is loaded. - BaseCharacter now supports the Abyss room if no initial Game realm is set. - BaseCharacter will no longer load the player into a room that does not exist (was deleted or something), they are defaulted into the Abyss. - ScriptEngine checks for errors in the script prior to trying to reference the compiled assembly (was causing errors if scripts failed to compile; no assembly generated to reference) - Assembly libraries are now only loaded once. MudServer: - Example MyGame.cs script now constructs a realm and sets default properties. - MyPlayer script added to show how to write your own player script. - Server loop restored and now working correctly. - Server now outputs additional info regarding startup. - Server now forces TCP protocol.
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parent
c3c2d22ec7
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11 changed files with 199 additions and 30 deletions
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@ -37,9 +37,12 @@ namespace MudServer
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scriptEngine.Initialize();
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GameObject obj = scriptEngine.GetObjectOf("Game");
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Log.Write(Log.GetMessages());
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Log.FlushMessages();
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if (obj == null)
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{
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Log.Write("Setting up the Engine Game Manager...");
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game = new Game();
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obj = new GameObject(game, "Game");
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scriptEngine = new ScriptEngine((Game)obj.Instance, ScriptEngine.ScriptTypes.Assembly);
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@ -49,11 +52,23 @@ namespace MudServer
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game = (Game)obj.Instance;
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scriptEngine = new ScriptEngine(game, ScriptEngine.ScriptTypes.Assembly);
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}
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scriptEngine.ScriptPath = FileManager.GetDataPath(SaveDataTypes.Root);
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//Force TCP
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game.ServerType = ProtocolType.Tcp;
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scriptEngine.Initialize();
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//Setup the scripting engine and load our script library
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//MUST be called before game.Start()
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//scriptEngine.Initialize();
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//game.scriptEngine = scriptEngine; //Pass this script engine off to the game to use now.
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Console.WriteLine(game.GameTitle);
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Console.ReadKey();
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game.Start();
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while (game.IsRunning)
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{
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Console.Write(Log.GetMessages());
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Log.FlushMessages();
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System.Threading.Thread.Sleep(1);
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}
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/*
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