using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Reflection; using System.Text; using System.Threading; using System.Threading.Tasks; using System.Windows; using Torch; using Sandbox; using Sandbox.Engine.Multiplayer; using Sandbox.Game; using Sandbox.Game.World; using SpaceEngineers.Game; using Torch.API; using VRage.Dedicated; using VRage.Game; using VRage.Game.SessionComponents; using VRage.Profiler; namespace Torch.Server { public class TorchServer : TorchBase, ITorchServer { public Thread ServerThread { get; private set; } public bool IsRunning { get; private set; } public event Action SessionLoading; private readonly ManualResetEvent _stopHandle = new ManualResetEvent(false); internal TorchServer() { MySession.OnLoading += OnSessionLoading; } public override void Init() { base.Init(); SpaceEngineersGame.SetupBasicGameInfo(); SpaceEngineersGame.SetupPerGameSettings(); MyPerGameSettings.SendLogToKeen = false; MyPerServerSettings.GameName = MyPerGameSettings.GameName; MyPerServerSettings.GameNameSafe = MyPerGameSettings.GameNameSafe; MyPerServerSettings.GameDSName = MyPerServerSettings.GameNameSafe + "Dedicated"; MyPerServerSettings.GameDSDescription = "Your place for space engineering, destruction and exploring."; MySessionComponentExtDebug.ForceDisable = true; MyPerServerSettings.AppId = 244850u; ConfigForm.GameAttributes = Game.SpaceEngineers; ConfigForm.OnReset = delegate { SpaceEngineersGame.SetupBasicGameInfo(); SpaceEngineersGame.SetupPerGameSettings(); }; var gameVersion = MyPerGameSettings.BasicGameInfo.GameVersion; MyFinalBuildConstants.APP_VERSION = gameVersion ?? 0; } private void OnSessionLoading() { SessionLoading?.Invoke(); MySession.Static.OnReady += OnSessionReady; } private void OnSessionReady() { Plugins.LoadAllPlugins(); InvokeSessionLoaded(); } /// /// Start server on the current thread. /// public override void Start() { if (IsRunning) throw new InvalidOperationException("Server is already running."); IsRunning = true; Log.Write("Starting server."); if (MySandboxGame.Log.LogEnabled) MySandboxGame.Log.Close(); DedicatedServer.Run(RunArgs); } /// /// Stop the server. /// public override void Stop() { if (Thread.CurrentThread.ManagedThreadId != ServerThread?.ManagedThreadId) { Log.Write("Requesting server stop."); MySandboxGame.Static.Invoke(Stop); _stopHandle.WaitOne(); return; } Log.Write("Stopping server."); MySession.Static.Save(); MySession.Static.Unload(); MySandboxGame.Static.Exit(); //Unload all the static junk. //TODO: Finish unloading all server data so it's in a completely clean state. VRage.FileSystem.MyFileSystem.Reset(); VRage.Input.MyGuiGameControlsHelpers.Reset(); VRage.Input.MyInput.UnloadData(); CleanupProfilers(); Log.Write("Server stopped."); _stopHandle.Set(); IsRunning = false; } private void CleanupProfilers() { typeof(MyRenderProfiler).GetField("m_threadProfiler", BindingFlags.Static | BindingFlags.NonPublic).SetValue(null, null); typeof(MyRenderProfiler).GetField("m_gpuProfiler", BindingFlags.Static | BindingFlags.NonPublic).SetValue(null, null); (typeof(MyRenderProfiler).GetField("m_threadProfilers", BindingFlags.Static | BindingFlags.NonPublic).GetValue(null) as List).Clear(); } } }