- Fixed FileManager.GetDataSpan Index out of bounds exception. - Game.Save no long invokes the BaseCharacter.ExecuteCommand("Save"); rather it now just directly invokes BaseCharacter.Save(). This fixes the client typing bug where a new command line was printed to the screen everytime the game world saved. - GameWorld now supports storing and saving dynamically created Realms. - Renamed BaseCharacter.GetRoomByFilename() to just GetRoom() as all Get() named Methods require a filename. - Optimized the loading and saving of Realms, Zones and Rooms some. - Room now Loads and Saves the RoomLocation property instead of the Room's Zone and Realm properties individually. - GameWorld.GetRealm(), Realm.GetZone() and Zone.GetRoom() now perform case-insensitive checking when scanning for content. MudGame: - Re-wrote the 'Create' command script from the ground up. 50% less code and much better approach to creating content. Now to create content you will use the same formatting as the Room.RoomLocation property. Example: Creating a Realm is done with 'Create MyRealm' Example: Creating a Zone is done with 'Create MyRealm>MyZone' Example: Creating a Room is done with 'Create MyRealm>MyZone>MyRoom' If the Realm or Zone does not exist when creating a Room or Zone, then the parent will be created automatically for you. - Fixed a bug in the WorldCalifornia script were it was saving the Hallway Room with a Zone file extension, preventing it from working correctly during restoration.
443 lines
17 KiB
C#
443 lines
17 KiB
C#
//Microsoft .NET Framework
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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.Text;
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using System.ComponentModel;
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using System.Xml.Serialization;
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using System.Xml;
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using System.IO;
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using System.Net;
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using System.Net.Sockets;
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using System.Reflection;
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//MUD Engine
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using MudEngine.FileSystem;
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using MudEngine.GameObjects;
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using MudEngine.GameObjects.Characters;
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using MudEngine.GameObjects.Environment;
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using MudEngine.Scripting;
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using MudEngine.Networking;
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namespace MudEngine.GameManagement
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{
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/// <summary>
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/// Manages all of the projects settings.
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/// </summary>
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[XmlInclude(typeof(StartingLocation))]
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[XmlInclude(typeof(Currency))]
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public class Game
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{
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#region ==== Properties & Types ====
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#region Game Object Setup
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/// <summary>
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/// Gets or Sets if this game is running in debug mode. Additional information is sent to the log if enabled.
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/// </summary>
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public static Boolean IsDebug { get; set; }
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/// <summary>
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/// Gets or Sets if the game will run with a server or not.
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/// </summary>
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public Boolean IsMultiplayer { get; set; }
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/// <summary>
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/// Gets or Sets if this game is currently running.
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/// </summary>
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[Browsable(false)]
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public Boolean IsRunning { get; internal set; }
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/// <summary>
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/// Gets or Sets the paths to various project related objects.
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/// </summary>
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public SaveDataPaths DataPaths { get; set; }
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/// <summary>
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/// Gets the scripting engine used by the game.
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/// </summary>
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public ScriptEngine scriptEngine { get; internal set; }
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/// <summary>
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/// Gets or Sets the path to the current project
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/// </summary>
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[Browsable(false)]
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public String ProjectPath { get; set; }
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/// <summary>
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/// Gets or Sets if all objects will be laoded during server startup. Enabling this results in a slower server start time, but faster object access.
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/// </summary>
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[Category("Project Settings")]
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[Description("If enabled, all objects will be loaded during server startup resulting in a slower server start time, but faster load time during gameplay")]
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public Boolean PreCacheObjects { get; set; }
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/// <summary>
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/// Gets a copy of all identifiers being used in the game.
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/// </summary>
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internal List<BaseObject> WorldObjects { get; private set; }
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#endregion
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#region Game Information
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[Category("Company Settings")]
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[Description("The name of the Company or Author building the game.")]
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/// <summary>
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/// Gets or Sets the name of the company
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/// </summary>
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public String CompanyName { get; set; }
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[Category("Company Settings")]
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[Description("The website URL that a player can visit to view additional information related to the game")]
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/// <summary>
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/// Gets or Sets the companies website for this project
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/// </summary>
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public String Website { get; set; }
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[Category("Project Settings")]
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[Description("The name of the game displayed to the users, and title bar of the runtime.")]
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public String GameTitle { get; set; }
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/// <summary>
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/// Gets or Sets the current working version of the game.
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/// </summary>
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[Category("Project Settings")]
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[Description("The current working version of the game.")]
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public String Version { get; set; }
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[Browsable(false)]
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public List<Currency> CurrencyList { get; set; }
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[Category("Environment Settings")]
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[ReadOnly(true)]
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public Realm InitialRealm
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{
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get;
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internal set;
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}
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/// <summary>
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/// The Story that is displayed on initial player entry into the game
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/// </summary>
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public String Story { get; set; }
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[Category("Project Settings")]
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[Description("Enable or Disable Auto-saving of players when the player travels")]
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/// <summary>
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/// Gets or Sets if the Game world is automatically saved at a specified interval.
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/// Players will be saved every-time they change location.
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/// </summary>
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public Boolean AutoSave { get; set; }
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/// <summary>
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/// Gets or Sets the interval in which the Game will automatically save every game object.
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/// </summary>
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public Int32 AutoSaveInterval { get; set; }
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/// <summary>
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/// Gets or Sets the minimum number of characters required to create a 'legal' password.
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/// Default value is 6 characters required for a password during character creation.
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/// </summary>
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public Int32 MinimumPasswordSize { get; set; }
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[Category("Project Settings")]
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[Description("Hide Room names from being outputted to the console.")]
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/// <summary>
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/// Gets or Sets if room names are hidden during console output.
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/// </summary>
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public Boolean HideRoomNames { get; set; }
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[Category("Game Currency")]
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[DefaultValue(1)]
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[Description("Sets the amount that the base currency is valued at.")]
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public Int32 BaseCurrencyAmount { get; set; }
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[Category("Game Currency")]
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[DefaultValue("Copper")]
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public String BaseCurrencyName { get; set; }
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public GameTime WorldTime { get; set; }
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public GameWorld World { get; set; }
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#endregion
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#region Networking
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/// <summary>
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/// Collection of players currently running on the server.
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/// </summary>
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protected BaseCharacter[] PlayerCollection;
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/// <summary>
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/// Gets the current running Server object.
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/// </summary>
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public Server Server { get; internal set; }
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/// <summary>
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/// Gets or Sets the protocol used by the server.
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/// </summary>
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public ProtocolType ServerType { get; set; }
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/// <summary>
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/// Gets or Sets the port that the server will run on
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/// </summary>
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public Int32 ServerPort { get; set; }
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/// <summary>
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/// Gets or Sets the maximum number of Players permitted to run on this Games server.
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/// </summary>
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public Int32 MaximumPlayers { get; set; }
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#endregion
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#endregion
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#region ==== Constructors ====
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public Game()
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{
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//Instance all of the Games Objects.
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CurrencyList = new List<Currency>();
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scriptEngine = new Scripting.ScriptEngine(this);
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World = new GameWorld(this);
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WorldTime = new GameTime(this);
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//Prepare the Save Paths for all of our Game objects.
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DataPaths = new SaveDataPaths("World", "Player");
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//Setup default settings for the Game
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GameTitle = "New Game";
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BaseCurrencyAmount = 1;
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BaseCurrencyName = "Copper";
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Version = "1.0";
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Story = "";
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//Setup default Networking settings
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IsMultiplayer = true;
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ServerType = ProtocolType.Tcp;
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ServerPort = 555;
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MaximumPlayers = 1000;
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//Setup the player arrays
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//used to be in Start
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PlayerCollection = new BaseCharacter[MaximumPlayers];
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for (Int32 i = 0; i < MaximumPlayers; i++)
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PlayerCollection[i] = new BaseCharacter(this);
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AutoSave = true;
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AutoSaveInterval = 1;
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MinimumPasswordSize = 6;
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}
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#endregion
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#region ==== Methods ====
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/// <summary>
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/// Starts the game and runs the server if IsMultiplayer is true
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/// </summary>
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public virtual Boolean Start()
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{
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Log.Write("Game Initializing...");
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if (!Directory.Exists(DataPaths.Players))
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Directory.CreateDirectory(DataPaths.Players);
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//Load both pre-compiled and file based scripts
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scriptEngine.ScriptType = ScriptEngine.ScriptTypes.Both;
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scriptEngine.Initialize();
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/*
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* If a custom player script is loaded in the script engine, then the base commands are
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* loaded when the script is instanced automatically. If there is no script then these
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* don't get loaded and will need to be forced.
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* This prevents a duplicate "Loading Commands" message in the server console if the
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* player script exists and pre-loads the commands during script instancing in ScriptEngine.Initialize()
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*/
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Log.Write("Initializing Command Engine...");
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if ((CommandEngine.CommandCollection == null) || (CommandEngine.CommandCollection.Count == 0))
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CommandEngine.LoadBaseCommands();
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if (IsDebug)
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{
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foreach (String command in CommandEngine.CommandCollection.Keys)
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Log.Write("Command Loaded: " + command);
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}
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World.Start();
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//Start the Telnet server
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if (IsMultiplayer)
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{
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Log.Write("Starting Server...");
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this.StartServer();
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}
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else //Not multiplayer so we change the save locations
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{
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SaveDataPaths paths = new SaveDataPaths("World", "Player");
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DataPaths = paths;
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PlayerCollection[0].Initialize();
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}
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WorldTime.Initialize();
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//Game is running now.
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IsRunning = true;
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//Load the game and world if it was previously saved.
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Load();
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Log.Write("Game startup complete.");
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return true;
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}
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/// <summary>
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/// Shuts down the Game and Server.
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/// </summary>
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public virtual void Shutdown()
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{
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Log.Write("Server shutdown requested...");
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if (IsMultiplayer)
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Server.EndServer();
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Save();
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IsRunning = false;
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Log.Write("Shutdown completed...");
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}
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public virtual void Update()
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{
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WorldTime.Update();
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World.Update();
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if (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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PlayerCollection[0].ExecuteCommand(Console.ReadLine());
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}
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}
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public virtual void Save()
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{
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Log.Write("Saving Game world....");
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Log.Write("Saving Game Players...");
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for (Int32 i = 0; i <= PlayerCollection.Length - 1; i++)
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{
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if (PlayerCollection[i].Name == "New BaseCharacter")
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continue;
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PlayerCollection[i].Save(this.DataPaths.Players);
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}
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//Delete the last saved version of the World. We will dump the current version onto disk.
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if (Directory.Exists(DataPaths.Environment))
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Directory.Delete(DataPaths.Environment, true);
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//Re-create the environment directory
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Directory.CreateDirectory(DataPaths.Environment);
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//Save the Game World.
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World.Save();
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//Save the Game
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String filename = GameTitle + ".ini";
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if (File.Exists(filename))
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File.Delete(filename);
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FileManager.WriteLine(filename, this.AutoSave.ToString(), "AutoSave");
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FileManager.WriteLine(filename, this.AutoSaveInterval.ToString(), "AutoSaveInterval");
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FileManager.WriteLine(filename, this.BaseCurrencyAmount.ToString(), "BaseCurrencyAmount");
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FileManager.WriteLine(filename, this.BaseCurrencyName, "BaseCurrencyName");
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FileManager.WriteLine(filename, this.CompanyName, "CompanyName");
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FileManager.WriteLine(filename, this.DataPaths.Environment, "DataPathEnvironment");
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FileManager.WriteLine(filename, this.DataPaths.Players, "DataPathPlayers");
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FileManager.WriteLine(filename, this.GameTitle, "GameTitle");
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FileManager.WriteLine(filename, this.HideRoomNames.ToString(), "HideRoomNames");
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if (this.InitialRealm.Name != "New Realm")
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FileManager.WriteLine(filename, this.InitialRealm.Filename, "InitialRealm");
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FileManager.WriteLine(filename, this.IsMultiplayer.ToString(), "IsMultiplayer");
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FileManager.WriteLine(filename, this.MaximumPlayers.ToString(), "MaximumPlayers");
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FileManager.WriteLine(filename, this.PreCacheObjects.ToString(), "PreCacheObjects");
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FileManager.WriteLine(filename, this.ServerPort.ToString(), "ServerPort");
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FileManager.WriteLine(filename, this.ServerType.ToString(), "ServerType");
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FileManager.WriteLine(filename, this.Version, "Version");
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FileManager.WriteLine(filename, this.Website, "Website");
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foreach (Realm r in World.RealmCollection)
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{
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FileManager.WriteLine(filename, r.Filename, "RealmCollection");
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}
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//TODO: Save WorldTime
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//TODO: Save Story
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//TODO: Save Server Information
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//TODO: Save Currency Lists
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//TODO: Save Script Engine information
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}
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public virtual void Load()
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{
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String filename = GameTitle + ".ini";
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if (!File.Exists(filename))
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return;
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Log.Write("Restoring Game Settings...");
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this.AutoSave = Convert.ToBoolean(FileManager.GetData(filename, "AutoSave"));
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this.AutoSaveInterval = Convert.ToInt32(FileManager.GetData(filename, "AutoSaveInterval"));
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this.BaseCurrencyAmount = Convert.ToInt32(FileManager.GetData(filename, "BaseCurrencyAmount"));
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this.BaseCurrencyName = FileManager.GetData(filename, "BaseCurrencyName");
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this.CompanyName = FileManager.GetData(filename, "CompanyName");
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this.DataPaths = new SaveDataPaths(FileManager.GetData(filename, "DataPathEnvironment"), FileManager.GetData(filename, "DataPathPlayers"));
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this.GameTitle = FileManager.GetData(filename, "GameTitle");
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this.HideRoomNames = Convert.ToBoolean(FileManager.GetData(filename, "HideRoomNames"));
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this.InitialRealm = new Realm(this);
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this.IsMultiplayer = Convert.ToBoolean(FileManager.GetData(filename, "IsMultiplayer"));
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this.MaximumPlayers = Convert.ToInt32(FileManager.GetData(filename, "MaximumPlayers"));
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this.PreCacheObjects = Convert.ToBoolean(FileManager.GetData(filename, "PreCacheObjects"));
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this.ServerPort = Convert.ToInt32(FileManager.GetData(filename, "ServerPort"));
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this.Version = FileManager.GetData(filename, "Version");
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this.Website = FileManager.GetData(filename, "Webite");
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//Need to re-assign the enumerator value that was previously assigned to the ServerType property
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Array values = Enum.GetValues(typeof(ProtocolType));
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foreach (Int32 value in values)
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{
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//Since enum values are not strings, we can't simply just assign the String to the enum
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String displayName = Enum.GetName(typeof(ProtocolType), value);
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//If the value = the String saved, then perform the needed conversion to get our data back
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if (displayName.ToLower() == FileManager.GetData(filename, "ServerType").ToLower())
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{
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ServerType = (ProtocolType)Enum.Parse(typeof(ProtocolType), displayName);
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break;
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}
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}
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//Restore the world.
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World.Load();
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Log.Write("Game Restore complete.");
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}
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public BaseCharacter[] GetPlayerCollection()
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{
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return PlayerCollection;
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}
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/// <summary>
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/// Starts the Server.
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/// </summary>
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private void StartServer()
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{
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Server = new Networking.Server();
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Server.Initialize(ServerPort, ref PlayerCollection);
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Server.Start();
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}
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#endregion
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}
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}
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