Files
Torch/Torch.Server/TorchServer.cs

284 lines
8.7 KiB
C#

using NLog;
using Sandbox;
using Sandbox.Game.Multiplayer;
using Sandbox.Game.World;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Reflection;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using Torch.API;
using Torch.API.Managers;
using Torch.API.Session;
using Torch.Server.Managers;
using Torch.Utils;
using VRage.Game;
#pragma warning disable 618
namespace Torch.Server
{
public class TorchServer : TorchBase, ITorchServer
{
//public MyConfigDedicated<MyObjectBuilder_SessionSettings> DedicatedConfig { get; set; }
/// <inheritdoc />
public float SimulationRatio
{
get => _simRatio;
set
{
_simRatio = value;
OnPropertyChanged();
}
}
/// <inheritdoc />
public TimeSpan ElapsedPlayTime
{
get => _elapsedPlayTime;
set
{
_elapsedPlayTime = value;
OnPropertyChanged();
}
}
/// <inheritdoc />
public Thread GameThread { get; private set; }
/// <inheritdoc />
public ServerState State
{
get => _state;
private set
{
_state = value;
OnPropertyChanged();
}
}
/// <inheritdoc />
public bool IsRunning
{
get => _isRunning;
set
{
_isRunning = value;
OnPropertyChanged();
}
}
/// <inheritdoc />
public InstanceManager DedicatedInstance { get; }
/// <inheritdoc />
public string InstanceName => Config?.InstanceName;
/// <inheritdoc />
public string InstancePath => Config?.InstancePath;
private bool _isRunning;
private ServerState _state;
private TimeSpan _elapsedPlayTime;
private float _simRatio;
private Timer _watchdog;
private Stopwatch _uptime;
/// <inheritdoc />
public TorchServer(TorchConfig config = null)
{
DedicatedInstance = new InstanceManager(this);
AddManager(DedicatedInstance);
AddManager(new EntityControlManager(this));
Config = config ?? new TorchConfig();
var sessionManager = Managers.GetManager<ITorchSessionManager>();
sessionManager.AddFactory((x) => new MultiplayerManagerDedicated(this));
}
/// <inheritdoc/>
protected override uint SteamAppId => 244850;
/// <inheritdoc/>
protected override string SteamAppName => "SpaceEngineersDedicated";
/// <inheritdoc />
public override void Init()
{
Log.Info($"Init server '{Config.InstanceName}' at '{Config.InstancePath}'");
Sandbox.Engine.Platform.Game.IsDedicated = true;
base.Init();
Managers.GetManager<ITorchSessionManager>().SessionStateChanged += OnSessionStateChanged;
GetManager<InstanceManager>().LoadInstance(Config.InstancePath);
}
private void OnSessionStateChanged(ITorchSession session, TorchSessionState newState)
{
if (newState == TorchSessionState.Unloading || newState == TorchSessionState.Unloaded)
{
_watchdog?.Dispose();
_watchdog = null;
}
}
/// <inheritdoc />
public override void Start()
{
if (State != ServerState.Stopped)
return;
State = ServerState.Starting;
IsRunning = true;
Log.Info("Starting server.");
MySandboxGame.ConfigDedicated = DedicatedInstance.DedicatedConfig.Model;
DedicatedInstance.SaveConfig();
_uptime = Stopwatch.StartNew();
base.Start();
}
/// <inheritdoc />
public override void Stop()
{
if (State == ServerState.Stopped)
Log.Error("Server is already stopped");
Log.Info("Stopping server.");
base.Stop();
Log.Info("Server stopped.");
State = ServerState.Stopped;
IsRunning = false;
}
/// <summary>
/// Restart the program.
/// </summary>
public override void Restart()
{
Save().ContinueWith((task, torchO) =>
{
var torch = (TorchServer) torchO;
torch.Stop();
// TODO clone this
var config = (TorchConfig) torch.Config;
LogManager.Flush();
string exe = Assembly.GetExecutingAssembly().Location;
Debug.Assert(exe != null);
config.WaitForPID = Process.GetCurrentProcess().Id.ToString();
config.Autostart = true;
Process.Start(exe, config.ToString());
Process.GetCurrentProcess().Kill();
}, this, TaskContinuationOptions.RunContinuationsAsynchronously);
}
/// <inheritdoc />
public override void Init(object gameInstance)
{
base.Init(gameInstance);
var game = gameInstance as MySandboxGame;
if (game != null && MySession.Static != null)
{
State = ServerState.Running;
// SteamServerAPI.Instance.GameServer.SetKeyValue("SM", "Torch");
}
else
{
State = ServerState.Stopped;
}
}
/// <inheritdoc />
public override void Update()
{
base.Update();
SimulationRatio = Sync.ServerSimulationRatio;
var elapsed = TimeSpan.FromSeconds(Math.Floor(_uptime.Elapsed.TotalSeconds));
ElapsedPlayTime = elapsed;
if (_watchdog == null && Config.TickTimeout > 0)
{
Log.Info("Starting server watchdog.");
_watchdog = new Timer(CheckServerResponding, this, TimeSpan.Zero,
TimeSpan.FromSeconds(Config.TickTimeout));
}
}
#region Freeze Detection
private static void CheckServerResponding(object state)
{
var mre = new ManualResetEvent(false);
((TorchServer) state).Invoke(() => mre.Set());
if (!mre.WaitOne(TimeSpan.FromSeconds(Instance.Config.TickTimeout)))
{
#if DEBUG
Log.Error(
$"Server watchdog detected that the server was frozen for at least {((TorchServer) state).Config.TickTimeout} seconds.");
Log.Error(DumpFrozenThread(MySandboxGame.Static.UpdateThread));
#else
Log.Error(DumpFrozenThread(MySandboxGame.Static.UpdateThread));
throw new TimeoutException($"Server watchdog detected that the server was frozen for at least {((TorchServer)state).Config.TickTimeout} seconds.");
#endif
}
else
{
Log.Debug("Server watchdog responded");
}
}
private static string DumpFrozenThread(Thread thread, int traces = 3, int pause = 5000)
{
var stacks = new List<string>(traces);
var totalSize = 0;
for (var i = 0; i < traces; i++)
{
string dump = DumpStack(thread).ToString();
totalSize += dump.Length;
stacks.Add(dump);
Thread.Sleep(pause);
}
string commonPrefix = StringUtils.CommonSuffix(stacks);
// Advance prefix to include the line terminator.
commonPrefix = commonPrefix.Substring(commonPrefix.IndexOf('\n') + 1);
var result = new StringBuilder(totalSize - (stacks.Count - 1) * commonPrefix.Length);
result.AppendLine($"Frozen thread dump {thread.Name}");
result.AppendLine("Common prefix:").AppendLine(commonPrefix);
for (var i = 0; i < stacks.Count; i++)
if (stacks[i].Length > commonPrefix.Length)
{
result.AppendLine($"Suffix {i}");
result.AppendLine(stacks[i].Substring(0, stacks[i].Length - commonPrefix.Length));
}
return result.ToString();
}
private static StackTrace DumpStack(Thread thread)
{
try
{
thread.Suspend();
}
catch
{
// ignored
}
var stack = new StackTrace(thread, true);
try
{
thread.Resume();
}
catch
{
// ignored
}
return stack;
}
#endregion
}
}