New saving system with proper waiting for file flush

Command context for servers now supports Respond()
Chat manager now treats the steam ID Sync.MyId as a local destination, and processes the event accordingly.
Save makes better use of Task<>
Restart actually waits for save
PlayerCollectionExtension uses a dictionary lookup for TryGetBySteamId
Shutting the UI window properly closes Torch
Torch Dispose renamed to Destroy, VRage Dispose marked as obsolete (do not use)
This commit is contained in:
Westin Miller
2017-12-02 21:19:09 -08:00
parent 897f75c069
commit d07caea0f6
17 changed files with 348 additions and 166 deletions

View File

@@ -18,21 +18,25 @@ namespace Torch.API
/// <summary>
/// Fired when the session begins loading.
/// </summary>
[Obsolete("Prefer using the TorchSessionManager.SessionStateChanged event")]
event Action SessionLoading;
/// <summary>
/// Fired when the session finishes loading.
/// </summary>
[Obsolete("Prefer using the TorchSessionManager.SessionStateChanged event")]
event Action SessionLoaded;
/// <summary>
/// Fires when the session begins unloading.
/// </summary>
[Obsolete("Prefer using the TorchSessionManager.SessionStateChanged event")]
event Action SessionUnloading;
/// <summary>
/// Fired when the session finishes unloading.
/// </summary>
[Obsolete("Prefer using the TorchSessionManager.SessionStateChanged event")]
event Action SessionUnloaded;
/// <summary>
@@ -90,15 +94,17 @@ namespace Torch.API
void Stop();
/// <summary>
/// Restart the Torch instance.
/// Restart the Torch instance, blocking until the restart has been performed.
/// </summary>
void Restart();
/// <summary>
/// Initializes a save of the game.
/// </summary>
/// <param name="callerId">Id of the player who initiated the save.</param>
Task Save(long callerId);
/// <param name="timeoutMs">timeout before the save is treated as failed, or -1 for no timeout</param>
/// <param name="exclusive">Only start saving if we aren't already saving</param>
/// <returns>Future result of the save, or null if one is in progress and in exclusive mode</returns>
Task<GameSaveResult> Save(int timeoutMs = -1, bool exclusive = false);
/// <summary>
/// Initialize the Torch instance. Before this <see cref="Start"/> is invalid.
@@ -108,7 +114,7 @@ namespace Torch.API
/// <summary>
/// Disposes the Torch instance. After this <see cref="Start"/> is invalid.
/// </summary>
void Dispose();
void Destroy();
/// <summary>
/// The current state of the game this instance of torch is controlling.

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@@ -0,0 +1,44 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Torch.API.Session
{
/// <summary>
/// The result of a save operation
/// </summary>
public enum GameSaveResult
{
/// <summary>
/// Successfully saved
/// </summary>
Success = 0,
/// <summary>
/// The game wasn't ready to be saved
/// </summary>
GameNotReady = -1,
/// <summary>
/// Failed to take the snapshot of the current world state
/// </summary>
FailedToTakeSnapshot = -2,
/// <summary>
/// Failed to save the snapshot to disk
/// </summary>
FailedToSaveToDisk = -3,
/// <summary>
/// An unknown error occurred
/// </summary>
UnknownError = -4,
/// <summary>
/// The save operation timed out
/// </summary>
TimedOut = -5
}
}

View File

@@ -187,6 +187,7 @@
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="ServerState.cs" />
<Compile Include="ModAPI\TorchAPI.cs" />
<Compile Include="Session\GameSaveResult.cs" />
<Compile Include="Session\ITorchSession.cs" />
<Compile Include="Session\ITorchSessionManager.cs" />
<Compile Include="Session\TorchSessionState.cs" />