MudGame added. From within Visual Studio set MudGame as the Startup Project.
Run the Game once, then edit the Settings.ini file generated to enable or disable the network server. Setting ServerEnabled to False will enable the Singleplayer offline mode within the engine.
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5 changed files with 259 additions and 11 deletions
147
MudGame/Program.cs
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147
MudGame/Program.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.IO;
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using System.Net.Sockets;
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using System.Text;
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using MudEngine.FileSystem;
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using MudEngine.GameManagement;
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using MudEngine.GameObjects.Characters;
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using MudEngine.Scripting;
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namespace MudGame
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{
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static class Program
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{
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const string SettingsFile = "Settings.ini";
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static void Main(string[] args)
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{
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Log.Write("Launching...");
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ScriptEngine scriptEngine;
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Game game;
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//Re-create the settings file if it is missing
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if (!File.Exists(SettingsFile))
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{
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Log.Write("Settings.ini missing!");
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FileManager.WriteLine(SettingsFile, "Scripts", "ScriptPath");
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FileManager.WriteLine(SettingsFile, ".cs", "ScriptExtension");
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FileManager.WriteLine(SettingsFile, "True", "ServerEnabled");
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Log.Write("Settings.ini re-created with default values");
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}
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if (FileManager.GetData(SettingsFile, "ServerEnabled").ToLower() == "false")
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Log.IsVerbose = true;
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else if (FileManager.GetData(SettingsFile, "ServerEnabled").ToLower() == "")
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Log.IsVerbose = false;
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else
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Log.IsVerbose = false;
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Log.Write("Loading settings...");
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scriptEngine = new ScriptEngine(new Game(), ScriptEngine.ScriptTypes.SourceFiles);
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scriptEngine.ScriptPath = FileManager.GetData(SettingsFile, "ScriptPath");
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scriptEngine.ScriptExtension = FileManager.GetData(SettingsFile, "ScriptExtension");
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//scriptEngine.CompileScripts();
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Log.Write("Initializing Script Engine for Script Compilation...");
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scriptEngine.Initialize();
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GameObject obj = scriptEngine.GetObjectOf("Game");
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Console.WriteLine(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 Default 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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}
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else
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{
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Log.Write("Setting up " + obj.GetProperty().GameTitle + " Manager...");
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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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//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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Log.Write("Starting " + obj.GetProperty().GameTitle + "...");
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Console.WriteLine(Log.GetMessages());
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Log.FlushMessages();
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//Server is only enabled if the option is in the settings file
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//Allows developers to remove the option from the settings file and letting
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//people host multiplayer games with the singleplayer MUD.
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//People won't know that it's an option if the option doesn't exist so if no
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//option is found in the sttings file, then we assume offline play.
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if (FileManager.GetData(SettingsFile, "ServerEnabled").ToLower() == "false")
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game.IsMultiplayer = false;
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else if (FileManager.GetData(SettingsFile, "ServerEnabled").ToLower() == "")
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game.IsMultiplayer = false;
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else
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game.IsMultiplayer = true;
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game.Start();
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//Make sure the Game is in fact running.
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if (!game.IsRunning)
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{
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Console.WriteLine("Error starting game!\nReview Log file for details.");
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return;
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}
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//If the game isn't in multiplayer mode, then the server doesn't create an instance of the players
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//We need to make sure that the Game created one. The default game handles this, but inherited Game
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//scripts might miss this, so we check for it.
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if (!game.IsMultiplayer)
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{
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if ((game.PlayerCollection[0] == null) || (game.PlayerCollection[0].Name == "New BaseCharacter"))
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{
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Console.WriteLine("Error! No player available for creation!");
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return;
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}
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}
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DateTime serverTime = new DateTime();
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DateTime systemTime = DateTime.Now;
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int lastSaveGap = 0;
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while (game.IsRunning)
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{
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if (lastSaveGap == 30)
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{
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game.Save();
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lastSaveGap = 0;
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}
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if (serverTime.Minute != DateTime.Now.Minute)
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{
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serverTime = DateTime.Now;
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lastSaveGap++;
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}
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if (game.IsMultiplayer)
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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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else
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{
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game.PlayerCollection[0].ExecuteCommand(Console.ReadLine());
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}
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}
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}
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}
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}
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