muddesigner/MudGame/Program.cs
Scionwest_cp c7d227745c MudEngine:
- 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.
2010-08-20 14:55:06 -07:00

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5.4 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;
namespace MudGame
{
static class Program
{
const String SettingsFile = "Settings.ini";
static Game game;
static void Main(String[] args)
{
//Re-create the settings file if it is missing. Don't push any log messages until we know that this is
//verbose or not
Log.Write("Loading Settings...", false);
if (!File.Exists(SettingsFile))
{
Log.Write("Settings.ini missing!", false);
FileManager.WriteLine(SettingsFile, "Scripts", "ScriptPath");
FileManager.WriteLine(SettingsFile, ".cs", "ScriptExtension");
FileManager.WriteLine(SettingsFile, "True", "ServerEnabled");
Log.Write("Settings.ini re-created with default values", false);
}
if (FileManager.GetData(SettingsFile, "ServerEnabled").ToLower() == "false")
Log.IsVerbose = true;
else if (FileManager.GetData(SettingsFile, "ServerEnabled").ToLower() == "")
Log.IsVerbose = false;
else
Log.IsVerbose = false;
//Get are cached log messages and go forward from here.
Console.Write(Log.GetMessages());
Log.FlushMessages();
Log.Write("Launching...", true);
ScriptEngine scriptEngine;
scriptEngine = new ScriptEngine(new Game(), ScriptEngine.ScriptTypes.Both);
//scriptEngine.CompileScripts();
Log.Write("Initializing Script Engine for Script Compilation...", true);
scriptEngine.Initialize();
GameObject obj = scriptEngine.GetObjectOf("Game");
//Console.WriteLine(Log.GetMessages());
//Log.FlushMessages();
if (obj == null)
{
game = new Game();
obj = new GameObject(game, "Game");
scriptEngine = new ScriptEngine((Game)obj.Instance, ScriptEngine.ScriptTypes.Both);
}
else
{
game = (Game)obj.Instance;
scriptEngine = new ScriptEngine(game, ScriptEngine.ScriptTypes.Both);
}
//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("");
Log.Write("Starting " + obj.GetProperty().GameTitle + "...", true);
Log.Write("");
//Console.WriteLine(Log.GetMessages());
//Log.FlushMessages();
//Server is only enabled if the option is in the settings file
//Allows developers to remove the option from the settings file and letting
//people host multiplayer games with the singleplayer MUD.
//People won't know that it's an option if the option doesn't exist so if no
//option is found in the sttings file, then we assume offline play.
if (FileManager.GetData(SettingsFile, "ServerEnabled").ToLower() == "false")
game.IsMultiplayer = false;
else if (FileManager.GetData(SettingsFile, "ServerEnabled").ToLower() == "")
game.IsMultiplayer = false;
else
game.IsMultiplayer = true;
game.Start();
//Make sure the Game is in fact running.
if (!game.IsRunning)
{
Log.Write("Error starting game!\nReview Log file for details.", true);
return;
}
//If the game isn't in multiplayer mode, then the server doesn't create an instance of the players
//We need to make sure that the Game created one. The default game handles this, but inherited Game
//scripts might miss this, so we check for it.
if (!game.IsMultiplayer)
{
if ((game.GetPlayerCollection()[0] == null) || (game.GetPlayerCollection()[0].Name == "New BaseCharacter"))
{
Log.Write("Error! No player available for creation!", true);
return;
}
}
Console.Title = game.GameTitle;
if (game.IsMultiplayer)
Console.Title += " server running.";
List<char> buf = new List<char>();
try
{
while (game.IsRunning)
{
game.Update();
System.Threading.Thread.Sleep(1);
}
}
catch (Exception ex)
{
Log.Write("Critical Error! " + ex.Message);
}
//The Game should save itself during shutdown, requiring to save it on the runtime end will
//present possible issues with 3rd party runtimes not saving if they don't know better to do so.
//game.Save();
}
}
}