- Set the Game.PlayerCollection property to Protected. You can no longer modify this list unless the class inherits from Game. Only 1 script is allowed to inherit from Game. - Created Game.GetPlayerCollection() method for retrieving a read-only reference to the playerCollection so scripts can access player data it might needs. - Updated various classes and scripts due to no longer being able to access the PlayerCollection property.
138 lines
No EOL
5.4 KiB
C#
138 lines
No EOL
5.4 KiB
C#
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 Game game;
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static void Main(String[] args)
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{
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//Re-create the settings file if it is missing. Don't push any log messages until we know that this is
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//verbose or not
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Log.Write("Loading Settings...", false);
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if (!File.Exists(SettingsFile))
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{
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Log.Write("Settings.ini missing!", false);
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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", false);
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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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//Get are cached log messages and go forward from here.
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Console.Write(Log.GetMessages());
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Log.FlushMessages();
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Log.Write("Launching...", true);
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ScriptEngine scriptEngine;
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scriptEngine = new ScriptEngine(new Game(), ScriptEngine.ScriptTypes.Both);
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//scriptEngine.CompileScripts();
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Log.Write("Initializing Script Engine for Script Compilation...", true);
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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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game = new Game();
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obj = new GameObject(game, "Game");
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scriptEngine = new ScriptEngine((Game)obj.Instance, ScriptEngine.ScriptTypes.Both);
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}
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else
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{
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game = (Game)obj.Instance;
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scriptEngine = new ScriptEngine(game, ScriptEngine.ScriptTypes.Both);
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}
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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("");
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Log.Write("Starting " + obj.GetProperty().GameTitle + "...", true);
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Log.Write("");
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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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Log.Write("Error starting game!\nReview Log file for details.", true);
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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.GetPlayerCollection()[0] == null) || (game.GetPlayerCollection()[0].Name == "New BaseCharacter"))
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{
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Log.Write("Error! No player available for creation!", true);
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return;
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}
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}
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Console.Title = game.GameTitle;
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if (game.IsMultiplayer)
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Console.Title += " server running.";
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List<char> buf = new List<char>();
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try
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{
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while (game.IsRunning)
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{
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game.Update();
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System.Threading.Thread.Sleep(1);
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}
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}
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catch (Exception ex)
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{
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Log.Write("Critical Error! " + ex.Message);
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}
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//The Game should save itself during shutdown, requiring to save it on the runtime end will
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//present possible issues with 3rd party runtimes not saving if they don't know better to do so.
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//game.Save();
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}
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}
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} |