muddesigner/MudServer/Program.cs
Scionwest_cp 8b1be3d1eb MudEngine:
- CommandLogin no longer invokes the Look Command
 - Fixed CommandWalk no longer telling the player an invalid direction message when trying to walk to someplace that does not exist.
 - Moved PlayerCollection array referencing from Game.Start() to the Game's constructor so that scripts may change the player class during its startup.
 - BaseCharacter now invokes the Look command after Login command is completed.
 - ScriptEngine no longer sets the output path for a compiled script if the script is designated as compile to memory.
 - Fixed custom players not being able to access their own Methods and Properties during runtime.

MudServer:
 - Additional Console Log Messages added.
2010-08-06 23:37:52 -07:00

81 lines
3 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.IO;
using System.Net.Sockets;
using System.Text;
using MudEngine.FileSystem;
using MudEngine.GameManagement;
using MudEngine.GameObjects.Characters;
using MudEngine.Scripting;
using MUDGame; //Pulling this from the example game, no sense re-writing what already exists.
namespace MudServer
{
static class Program
{
static void Main(string[] args)
{
Log.Write("Launching...");
ScriptEngine scriptEngine;
Game game;
//Re-create the settings file if it is missing
if (!File.Exists("Settings.ini"))
{
Log.Write("Settings.ini missing!");
FileManager.WriteLine("Settings.ini", "Scripts", "ScriptPath");
FileManager.WriteLine("Settings.ini", ".cs", "ScriptExtension");
Log.Write("Settings.ini re-created with default values");
}
Log.Write("Loading settings...");
scriptEngine = new ScriptEngine(new Game(), ScriptEngine.ScriptTypes.SourceFiles);
scriptEngine.ScriptPath = FileManager.GetData("Settings.ini", "ScriptPath");
scriptEngine.ScriptExtension = FileManager.GetData("Settings.ini", "ScriptExtension");
//scriptEngine.CompileScripts();
Log.Write("Initializing Script Engine for Script Compilation...");
scriptEngine.Initialize();
GameObject obj = scriptEngine.GetObjectOf("Game");
Console.WriteLine(Log.GetMessages());
Log.FlushMessages();
if (obj == null)
{
Log.Write("Setting up the Default Engine Game Manager...");
game = new Game();
obj = new GameObject(game, "Game");
scriptEngine = new ScriptEngine((Game)obj.Instance, ScriptEngine.ScriptTypes.Assembly);
}
else
{
Log.Write("Setting up " + obj.GetProperty().GameTitle + " Manager...");
game = (Game)obj.Instance;
scriptEngine = new ScriptEngine(game, ScriptEngine.ScriptTypes.Assembly);
}
scriptEngine.ScriptPath = FileManager.GetDataPath(SaveDataTypes.Root);
//Force TCP
game.ServerType = ProtocolType.Tcp;
//Setup the scripting engine and load our script library
//MUST be called before game.Start()
//scriptEngine.Initialize();
//game.scriptEngine = scriptEngine; //Pass this script engine off to the game to use now.
Log.Write("Starting " + obj.GetProperty().GameTitle + "...");
Console.WriteLine(Log.GetMessages());
Log.FlushMessages();
game.Start();
while (game.IsRunning)
{
Console.Write(Log.GetMessages());
Log.FlushMessages();
System.Threading.Thread.Sleep(1);
}
}
}
}