344 lines
11 KiB
C#
344 lines
11 KiB
C#
using Sandbox;
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using Sandbox.Engine.Utils;
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using Sandbox.Game;
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using Sandbox.Game.World;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Globalization;
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using System.IO;
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Security.Principal;
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using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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using Microsoft.Xml.Serialization.GeneratedAssembly;
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using NLog;
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using Sandbox.Engine.Analytics;
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using Sandbox.Game.Multiplayer;
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using Sandbox.ModAPI;
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using SteamSDK;
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using Torch.API;
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using Torch.API.Managers;
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using Torch.API.Session;
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using Torch.Managers;
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using Torch.Server.Managers;
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using Torch.Utils;
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using VRage.Dedicated;
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using VRage.FileSystem;
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using VRage.Game;
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using VRage.Game.ModAPI;
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using VRage.Game.ObjectBuilder;
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using VRage.Game.SessionComponents;
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using VRage.Library;
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using VRage.ObjectBuilders;
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using VRage.Plugins;
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using VRage.Utils;
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#pragma warning disable 618
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namespace Torch.Server
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{
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public class TorchServer : TorchBase, ITorchServer
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{
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//public MyConfigDedicated<MyObjectBuilder_SessionSettings> DedicatedConfig { get; set; }
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/// <inheritdoc />
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public float SimulationRatio
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{
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get => _simRatio;
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set
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{
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_simRatio = value;
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OnPropertyChanged();
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}
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}
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/// <inheritdoc />
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public TimeSpan ElapsedPlayTime
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{
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get => _elapsedPlayTime;
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set
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{
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_elapsedPlayTime = value;
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OnPropertyChanged();
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}
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}
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/// <inheritdoc />
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public Thread GameThread { get; private set; }
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/// <inheritdoc />
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public ServerState State
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{
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get => _state;
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private set
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{
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_state = value;
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OnPropertyChanged();
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}
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}
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/// <inheritdoc />
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public bool IsRunning
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{
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get => _isRunning;
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set
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{
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_isRunning = value;
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OnPropertyChanged();
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}
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}
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/// <inheritdoc />
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public InstanceManager DedicatedInstance { get; }
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/// <inheritdoc />
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public string InstanceName => Config?.InstanceName;
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/// <inheritdoc />
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public string InstancePath => Config?.InstancePath;
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private bool _isRunning;
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private ServerState _state;
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private TimeSpan _elapsedPlayTime;
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private float _simRatio;
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private readonly AutoResetEvent _stopHandle = new AutoResetEvent(false);
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private Timer _watchdog;
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private Stopwatch _uptime;
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/// <inheritdoc />
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public TorchServer(TorchConfig config = null)
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{
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DedicatedInstance = new InstanceManager(this);
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AddManager(DedicatedInstance);
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AddManager(new EntityControlManager(this));
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Config = config ?? new TorchConfig();
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var sessionManager = Managers.GetManager<ITorchSessionManager>();
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sessionManager.AddFactory((x) => new MultiplayerManagerDedicated(this));
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}
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/// <inheritdoc/>
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protected override uint SteamAppId => 244850;
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/// <inheritdoc/>
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protected override string SteamAppName => "SpaceEngineersDedicated";
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/// <inheritdoc />
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public override void Init()
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{
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Log.Info($"Init server '{Config.InstanceName}' at '{Config.InstancePath}'");
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Sandbox.Engine.Platform.Game.IsDedicated = true;
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base.Init();
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Managers.GetManager<ITorchSessionManager>().SessionStateChanged += OnSessionStateChanged;
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GetManager<InstanceManager>().LoadInstance(Config.InstancePath);
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}
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private void OnSessionStateChanged(ITorchSession session, TorchSessionState newState)
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{
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if (newState == TorchSessionState.Unloading || newState == TorchSessionState.Unloaded)
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{
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_watchdog?.Dispose();
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_watchdog = null;
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}
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}
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/// <inheritdoc />
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public override void Start()
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{
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if (State != ServerState.Stopped)
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return;
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State = ServerState.Starting;
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IsRunning = true;
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Log.Info("Starting server.");
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MySandboxGame.ConfigDedicated = DedicatedInstance.DedicatedConfig.Model;
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DedicatedInstance.SaveConfig();
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_uptime = Stopwatch.StartNew();
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base.Start();
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}
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/// <inheritdoc />
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public override void Stop()
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{
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if (State == ServerState.Stopped)
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Log.Error("Server is already stopped");
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Log.Info("Stopping server.");
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base.Stop();
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Log.Info("Server stopped.");
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LogManager.Flush();
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_stopHandle.Set();
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State = ServerState.Stopped;
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IsRunning = false;
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}
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/// <summary>
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/// Restart the program.
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/// </summary>
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public override void Restart()
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{
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Save(0).Wait();
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Stop();
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LogManager.Flush();
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var exe = Assembly.GetExecutingAssembly().Location;
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((TorchConfig)Config).WaitForPID = Process.GetCurrentProcess().Id.ToString();
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Config.Autostart = true;
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Process.Start(exe, Config.ToString());
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Process.GetCurrentProcess().Kill();
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}
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/// <inheritdoc />
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public override void Init(object gameInstance)
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{
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base.Init(gameInstance);
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var game = gameInstance as MySandboxGame;
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if (game != null && MySession.Static != null)
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{
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State = ServerState.Running;
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// SteamServerAPI.Instance.GameServer.SetKeyValue("SM", "Torch");
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}
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else
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{
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State = ServerState.Stopped;
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}
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}
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/// <inheritdoc />
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public override void Update()
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{
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base.Update();
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SimulationRatio = Sync.ServerSimulationRatio;
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var elapsed = TimeSpan.FromSeconds(Math.Floor(_uptime.Elapsed.TotalSeconds));
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ElapsedPlayTime = elapsed;
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if (_watchdog == null && Config.TickTimeout > 0)
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{
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Log.Info("Starting server watchdog.");
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_watchdog = new Timer(CheckServerResponding, this, TimeSpan.Zero,
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TimeSpan.FromSeconds(Config.TickTimeout));
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}
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}
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#region Freeze Detection
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private static void CheckServerResponding(object state)
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{
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var mre = new ManualResetEvent(false);
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((TorchServer) state).Invoke(() => mre.Set());
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if (!mre.WaitOne(TimeSpan.FromSeconds(Instance.Config.TickTimeout)))
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{
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#if DEBUG
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Log.Error(
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$"Server watchdog detected that the server was frozen for at least {((TorchServer) state).Config.TickTimeout} seconds.");
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Log.Error(DumpFrozenThread(MySandboxGame.Static.UpdateThread));
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#else
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Log.Error(DumpFrozenThread(MySandboxGame.Static.UpdateThread));
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throw new TimeoutException($"Server watchdog detected that the server was frozen for at least {((TorchServer)state).Config.TickTimeout} seconds.");
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#endif
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}
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else
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{
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Log.Debug("Server watchdog responded");
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}
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}
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private static string DumpFrozenThread(Thread thread, int traces = 3, int pause = 5000)
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{
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var stacks = new List<string>(traces);
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var totalSize = 0;
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for (var i = 0; i < traces; i++)
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{
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string dump = DumpStack(thread).ToString();
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totalSize += dump.Length;
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stacks.Add(dump);
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Thread.Sleep(pause);
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}
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string commonPrefix = StringUtils.CommonSuffix(stacks);
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// Advance prefix to include the line terminator.
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commonPrefix = commonPrefix.Substring(commonPrefix.IndexOf('\n') + 1);
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var result = new StringBuilder(totalSize - (stacks.Count - 1) * commonPrefix.Length);
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result.AppendLine($"Frozen thread dump {thread.Name}");
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result.AppendLine("Common prefix:").AppendLine(commonPrefix);
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for (var i = 0; i < stacks.Count; i++)
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if (stacks[i].Length > commonPrefix.Length)
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{
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result.AppendLine($"Suffix {i}");
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result.AppendLine(stacks[i].Substring(0, stacks[i].Length - commonPrefix.Length));
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}
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return result.ToString();
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}
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private static StackTrace DumpStack(Thread thread)
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{
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try
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{
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thread.Suspend();
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}
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catch
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{
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// ignored
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}
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var stack = new StackTrace(thread, true);
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try
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{
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thread.Resume();
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}
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catch
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{
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// ignored
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}
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return stack;
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}
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#endregion
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/// <inheritdoc/>
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public override Task Save(long callerId)
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{
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return SaveGameAsync(statusCode => SaveCompleted(statusCode, callerId));
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}
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/// <summary>
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/// Callback for when save has finished.
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/// </summary>
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/// <param name="statusCode">Return code of the save operation</param>
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/// <param name="callerId">Caller of the save operation</param>
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private void SaveCompleted(SaveGameStatus statusCode, long callerId = 0)
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{
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string response = null;
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switch (statusCode)
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{
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case SaveGameStatus.Success:
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Log.Info("Save completed.");
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response = "Saved game.";
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break;
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case SaveGameStatus.SaveInProgress:
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Log.Error("Save failed, a save is already in progress.");
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response = "Save failed, a save is already in progress.";
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break;
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case SaveGameStatus.GameNotReady:
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Log.Error("Save failed, game was not ready.");
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response = "Save failed, game was not ready.";
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break;
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case SaveGameStatus.TimedOut:
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Log.Error("Save failed, save timed out.");
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response = "Save failed, save timed out.";
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break;
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default:
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break;
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}
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if (MySession.Static.Players.TryGetPlayerId(callerId, out MyPlayer.PlayerId result))
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{
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Managers.GetManager<IChatManagerServer>()?.SendMessageAsOther("Server", response,
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statusCode == SaveGameStatus.Success ? MyFontEnum.Green : MyFontEnum.Red, result.SteamId);
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}
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}
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}
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} |