- Re-organized property layout in Game.cs - Realm now automatically sets Zone.Realm when a Zone is added via Realm.AddZone() - Zone now automatically sets Room.Zone and Room.Realm when Room is added via Zone.AddRoom() MudOfflineExample: - Updated to reflect the changes made to MudEngine.
384 lines
13 KiB
C#
384 lines
13 KiB
C#
//Microsoft .NET Framework
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using System.Text;
|
|
using System.ComponentModel;
|
|
using System.Xml.Serialization;
|
|
using System.Xml;
|
|
using System.IO;
|
|
using System.Net;
|
|
using System.Net.Sockets;
|
|
using System.Reflection;
|
|
|
|
//MUD Engine
|
|
using MudEngine.FileSystem;
|
|
using MudEngine.GameObjects;
|
|
using MudEngine.GameObjects.Characters;
|
|
using MudEngine.GameObjects.Environment;
|
|
using MudEngine.Scripting;
|
|
|
|
namespace MudEngine.GameManagement
|
|
{
|
|
|
|
#region Custom Types
|
|
public enum TimeOfDayOptions
|
|
{
|
|
AlwaysDay,
|
|
AlwaysNight,
|
|
Transition,
|
|
}
|
|
#endregion
|
|
|
|
/// <summary>
|
|
/// Manages all of the projects settings.
|
|
/// </summary>
|
|
[XmlInclude(typeof(StartingLocation))]
|
|
[XmlInclude(typeof(Currency))]
|
|
public class Game
|
|
{
|
|
#region ==== Properties & Types ====
|
|
|
|
#region Game Object Setup
|
|
/// <summary>
|
|
/// Gets or Sets if this game is running in debug mode. Additional information is sent to the log if enabled.
|
|
/// </summary>
|
|
public static bool IsDebug { get; set; }
|
|
|
|
/// <summary>
|
|
/// Gets or Sets if the game will run with a server or not.
|
|
/// </summary>
|
|
public bool IsMultiplayer { get; set; }
|
|
|
|
/// <summary>
|
|
/// Gets or Sets if this game is currently running.
|
|
/// </summary>
|
|
[Browsable(false)]
|
|
public bool IsRunning { get; internal set; }
|
|
|
|
/// <summary>
|
|
/// Gets or Sets the paths to various project related objects.
|
|
/// </summary>
|
|
public SaveDataPaths DataPaths { get; set; }
|
|
|
|
/// <summary>
|
|
/// Gets the scripting engine used by the game.
|
|
/// </summary>
|
|
public ScriptEngine scriptEngine { get; internal set; }
|
|
|
|
/// <summary>
|
|
/// Gets or Sets the path to the current project
|
|
/// </summary>
|
|
[Browsable(false)]
|
|
public string ProjectPath { get; set; }
|
|
|
|
/// <summary>
|
|
/// 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.
|
|
/// </summary>
|
|
[Category("Project Settings")]
|
|
[Description("If enabled, all objects will be loaded during server startup resulting in a slower server start time, but faster load time during gameplay")]
|
|
public bool PreCacheObjects { get; set; }
|
|
#endregion
|
|
|
|
#region Game Information
|
|
[Category("Company Settings")]
|
|
[Description("The name of the Company or Author building the game.")]
|
|
/// <summary>
|
|
/// Gets or Sets the name of the company
|
|
/// </summary>
|
|
public string CompanyName { get; set; }
|
|
|
|
[Category("Company Settings")]
|
|
[Description("The website URL that a player can visit to view additional information related to the game")]
|
|
/// <summary>
|
|
/// Gets or Sets the companies website for this project
|
|
/// </summary>
|
|
public string Website { get; set; }
|
|
|
|
[Category("Project Settings")]
|
|
[Description("The name of the game displayed to the users, and title bar of the runtime.")]
|
|
public string GameTitle { get; set; }
|
|
|
|
/// <summary>
|
|
/// Gets or Sets the current working version of the game.
|
|
/// </summary>
|
|
[Category("Project Settings")]
|
|
[Description("The current working version of the game.")]
|
|
public string Version { get; set; }
|
|
|
|
[Browsable(false)]
|
|
public List<Currency> CurrencyList { get; set; }
|
|
|
|
[Category("Environment Settings")]
|
|
[ReadOnly(true)]
|
|
public Realm InitialRealm
|
|
{
|
|
get;
|
|
private set;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the collection of Realms currently stored in the Game.
|
|
/// </summary>
|
|
public List<Realm> RealmCollection { get; private set; }
|
|
|
|
/// <summary>
|
|
/// The Story that is displayed on initial player entry into the game
|
|
/// </summary>
|
|
public string Story { get; set; }
|
|
|
|
[Category("Project Settings")]
|
|
[Description("Enable or Disable Auto-saving of players when the player travels")]
|
|
/// <summary>
|
|
/// Gets or Sets if the game autosaves when the player changes locations.
|
|
/// </summary>
|
|
public bool AutoSave { get; set; }
|
|
|
|
[Category("Project Settings")]
|
|
[Description("Hide Room names from being outputted to the console.")]
|
|
/// <summary>
|
|
/// Gets or Sets if room names are hidden during console output.
|
|
/// </summary>
|
|
public bool HideRoomNames { get; set; }
|
|
|
|
/// <summary>
|
|
/// Gets or Sets what time of day the world is currently in.
|
|
/// </summary>
|
|
[Category("Day Management")]
|
|
[Description("Set what time of day the world will take place in.")]
|
|
public TimeOfDayOptions TimeOfDay { get; set; }
|
|
|
|
/// <summary>
|
|
/// Gets or Sets how long in minutes it takes to transition from day to night.
|
|
/// </summary>
|
|
[Category("Day Management")]
|
|
[Description("Set how long in minutes it takes to transition from day to night.")]
|
|
public int TimeOfDayTransition { get; set; }
|
|
|
|
/// <summary>
|
|
/// Gets or Sets how long in minutes a day lasts in the game world.
|
|
/// </summary>
|
|
[Category("Day Management")]
|
|
[Description("Sets how long in minutes a day lasts in the game world.")]
|
|
public int DayLength { get; set; }
|
|
|
|
[Category("Game Currency")]
|
|
[DefaultValue(1)]
|
|
[Description("Sets the amount that the base currency is valued at.")]
|
|
public uint BaseCurrencyAmount { get; set; }
|
|
|
|
|
|
[Category("Game Currency")]
|
|
[DefaultValue("Copper")]
|
|
public string BaseCurrencyName { get; set; }
|
|
#endregion
|
|
|
|
#region Networking
|
|
//TODO: This should be internal only; C# property using get; internal set; so only MudEngine.dll may edit this collection
|
|
/// <summary>
|
|
/// Collection of players currently running on the server.
|
|
/// </summary>
|
|
public BaseCharacter[] PlayerCollection;
|
|
|
|
/// <summary>
|
|
/// Gets the current running Server object.
|
|
/// </summary>
|
|
public MudEngine.Networking.Server Server { get; internal set; }
|
|
|
|
/// <summary>
|
|
/// Gets or Sets the protocol used by the server.
|
|
/// </summary>
|
|
public ProtocolType ServerType { get; set; }
|
|
|
|
/// <summary>
|
|
/// Gets or Sets the port that the server will run on
|
|
/// </summary>
|
|
public int ServerPort { get; set; }
|
|
|
|
/// <summary>
|
|
/// Gets or Sets the maximum number of Players permitted to run on this Games server.
|
|
/// </summary>
|
|
public int MaximumPlayers { get; set; }
|
|
#endregion
|
|
#endregion
|
|
|
|
#region ==== Constructors ====
|
|
public Game()
|
|
{
|
|
//Instance all of the Games Objects.
|
|
CurrencyList = new List<Currency>();
|
|
scriptEngine = new Scripting.ScriptEngine(this);
|
|
RealmCollection = new List<Realm>();
|
|
|
|
//Prepare the Save Paths for all of our Game objects.
|
|
SaveDataPaths paths = new SaveDataPaths();
|
|
paths.Environment = FileManager.GetDataPath(SaveDataTypes.Realms);
|
|
paths.Players = FileManager.GetDataPath(SaveDataTypes.Player);
|
|
DataPaths = paths;
|
|
|
|
//Setup default settings for the Game
|
|
GameTitle = "New Game";
|
|
BaseCurrencyAmount = 1;
|
|
BaseCurrencyName = "Copper";
|
|
Version = "1.0";
|
|
Story = "";
|
|
|
|
//Setup default Networking settings
|
|
IsMultiplayer = true;
|
|
ServerType = ProtocolType.Tcp;
|
|
ServerPort = 555;
|
|
MaximumPlayers = 1000;
|
|
|
|
//Setup the player arrays
|
|
//used to be in Start
|
|
PlayerCollection = new BaseCharacter[MaximumPlayers];
|
|
for (int i = 0; i < MaximumPlayers; i++)
|
|
PlayerCollection[i] = new BaseCharacter(this);
|
|
}
|
|
#endregion
|
|
|
|
#region ==== Methods ====
|
|
/// <summary>
|
|
/// Starts the game and runs the server if IsMultiplayer is true
|
|
/// </summary>
|
|
public bool Start()
|
|
{
|
|
Log.Write("Game Initializing...");
|
|
if (!Directory.Exists(DataPaths.Players))
|
|
Directory.CreateDirectory(DataPaths.Players);
|
|
|
|
//First, compile and execute all of the script files.
|
|
scriptEngine.ScriptType = ScriptEngine.ScriptTypes.SourceFiles;
|
|
scriptEngine.Initialize();
|
|
|
|
//Next, load any pre-compiled libraries.
|
|
scriptEngine.ScriptType = ScriptEngine.ScriptTypes.Assembly;
|
|
scriptEngine.Initialize();
|
|
|
|
/*
|
|
* If a custom player script is loaded in the script engine, then the base commands are
|
|
* loaded when the script is instanced automatically. If there is no script then these
|
|
* don't get loaded and will need to be forced.
|
|
* This prevents a duplicate "Loading Commands" message in the server console if the
|
|
* player script exists and pre-loads the commands during script instancing in ScriptEngine.Initialize()
|
|
*/
|
|
Log.Write("Initializing Command Engine...");
|
|
if ((CommandEngine.CommandCollection == null) || (CommandEngine.CommandCollection.Count == 0))
|
|
CommandEngine.LoadBaseCommands();
|
|
|
|
if (IsDebug)
|
|
{
|
|
foreach (string command in CommandEngine.CommandCollection.Keys)
|
|
Log.Write("Command Loaded: " + command);
|
|
}
|
|
|
|
//See if we have an Initial Realm set
|
|
//TODO: Check for saved Realm files and load
|
|
Log.Write("Initializing World...");
|
|
foreach (Realm r in RealmCollection)
|
|
{
|
|
if (r.IsInitialRealm)
|
|
{
|
|
InitialRealm = r;
|
|
break;
|
|
}
|
|
}
|
|
|
|
//Check if any the initial room exists or not.
|
|
if ((InitialRealm == null) || (InitialRealm.InitialZone == null) || (InitialRealm.InitialZone.InitialRoom == null))
|
|
{
|
|
Log.Write("ERROR: No initial location defined. Game startup failed!");
|
|
Log.Write("Players will start in the Abyss. Each player will contain their own instance of this room.");
|
|
//return false;
|
|
}
|
|
else
|
|
Log.Write("Initial Location loaded-> " + InitialRealm.Name + "." + InitialRealm.InitialZone.Name + "." + InitialRealm.InitialZone.InitialRoom.Name);
|
|
|
|
//Start the Telnet server
|
|
if (IsMultiplayer)
|
|
{
|
|
Log.Write("Starting Server...");
|
|
this.StartServer();
|
|
}
|
|
|
|
//Game is running now.
|
|
IsRunning = true;
|
|
|
|
Log.Write("Game startup complete.");
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Shuts down the Game and Server.
|
|
/// </summary>
|
|
public void Shutdown()
|
|
{
|
|
Log.Write("Server shutdown requested...");
|
|
|
|
//Place ending code here for game shut down.
|
|
//TODO: Save content on shutdown.
|
|
|
|
if (IsMultiplayer)
|
|
Server.EndServer();
|
|
|
|
IsRunning = false;
|
|
|
|
Log.Write("Shutdown completed...");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds a Realm to the Games current list of Realms.
|
|
/// </summary>
|
|
/// <param name="realm"></param>
|
|
public void AddRealm(Realm realm)
|
|
{
|
|
//If this Realm is set as Initial then we need to disable any previously
|
|
//set Realms to avoid conflict.
|
|
if (realm.IsInitialRealm)
|
|
{
|
|
foreach (Realm r in RealmCollection)
|
|
{
|
|
if (r.IsInitialRealm)
|
|
{
|
|
r.IsInitialRealm = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//Set this Realm as the Games initial Realm
|
|
if (realm.IsInitialRealm)
|
|
InitialRealm = realm;
|
|
|
|
//TODO: Check for duplicate Realms.
|
|
RealmCollection.Add(realm);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a Realm currently stored in the Games collection of Realms.
|
|
/// </summary>
|
|
/// <param name="realmName"></param>
|
|
/// <returns></returns>
|
|
public Realm GetRealm(string realmName)
|
|
{
|
|
foreach (Realm realm in RealmCollection)
|
|
{
|
|
if (realm.Name == realmName)
|
|
return realm;
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Starts the Server.
|
|
/// </summary>
|
|
private void StartServer()
|
|
{
|
|
Server = new Networking.Server();
|
|
Server.Initialize(ServerPort, ref PlayerCollection);
|
|
Server.Start();
|
|
}
|
|
#endregion
|
|
}
|
|
}
|