Files
Torch/Torch.Server/TorchServer.cs
2017-08-21 18:57:35 -07:00

269 lines
11 KiB
C#

using Sandbox;
using Sandbox.Engine.Utils;
using Sandbox.Game;
using Sandbox.Game.World;
using System;
using System.Diagnostics;
using System.Globalization;
using System.IO;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Security.Principal;
using System.Threading;
using System.Threading.Tasks;
using Microsoft.Xml.Serialization.GeneratedAssembly;
using Sandbox.Engine.Analytics;
using Sandbox.Game.Multiplayer;
using Sandbox.ModAPI;
using SteamSDK;
using Torch.API;
using Torch.Managers;
using Torch.Server.Managers;
using Torch.Utils;
using VRage.Dedicated;
using VRage.FileSystem;
using VRage.Game;
using VRage.Game.ModAPI;
using VRage.Game.ObjectBuilder;
using VRage.Game.SessionComponents;
using VRage.Library;
using VRage.ObjectBuilders;
using VRage.Plugins;
using VRage.Utils;
using ThreadState = System.Threading.ThreadState;
#pragma warning disable 618
namespace Torch.Server
{
public class TorchServer : TorchBase, ITorchServer
{
//public MyConfigDedicated<MyObjectBuilder_SessionSettings> DedicatedConfig { get; set; }
public float SimulationRatio { get => _simRatio; set { _simRatio = value; OnPropertyChanged(); } }
public TimeSpan ElapsedPlayTime { get => _elapsedPlayTime; set { _elapsedPlayTime = value; OnPropertyChanged(); } }
public Thread GameThread { get; private set; }
public ServerState State { get => _state; private set { _state = value; OnPropertyChanged(); } }
public bool IsRunning { get => _isRunning; set { _isRunning = value; OnPropertyChanged(); } }
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 readonly AutoResetEvent _stopHandle = new AutoResetEvent(false);
private Timer _watchdog;
private Stopwatch _uptime;
public TorchServer(TorchConfig config = null)
{
DedicatedInstance = new InstanceManager(this);
AddManager(DedicatedInstance);
Config = config ?? new TorchConfig();
MyFakes.ENABLE_INFINARIO = false;
}
/// <inheritdoc />
public override void Init()
{
Log.Info($"Init server '{Config.InstanceName}' at '{Config.InstancePath}'");
base.Init();
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 = 244850;
MyFinalBuildConstants.APP_VERSION = MyPerGameSettings.BasicGameInfo.GameVersion;
InvokeBeforeRun();
//MyObjectBuilderSerializer.RegisterFromAssembly(typeof(MyObjectBuilder_CheckpointSerializer).Assembly);
MyPlugins.RegisterGameAssemblyFile(MyPerGameSettings.GameModAssembly);
MyPlugins.RegisterGameObjectBuildersAssemblyFile(MyPerGameSettings.GameModObjBuildersAssembly);
MyPlugins.RegisterSandboxAssemblyFile(MyPerGameSettings.SandboxAssembly);
MyPlugins.RegisterSandboxGameAssemblyFile(MyPerGameSettings.SandboxGameAssembly);
MyPlugins.Load();
MyGlobalTypeMetadata.Static.Init();
GetManager<InstanceManager>().LoadInstance(Config.InstancePath);
Plugins.LoadPlugins();
}
private void InvokeBeforeRun()
{
MySandboxGame.Log.Init("SpaceEngineers-Dedicated.log", MyFinalBuildConstants.APP_VERSION_STRING);
MySandboxGame.Log.WriteLine("Steam build: Always true");
MySandboxGame.Log.WriteLine("Environment.ProcessorCount: " + MyEnvironment.ProcessorCount);
//MySandboxGame.Log.WriteLine("Environment.OSVersion: " + GetOsName());
MySandboxGame.Log.WriteLine("Environment.CommandLine: " + Environment.CommandLine);
MySandboxGame.Log.WriteLine("Environment.Is64BitProcess: " + MyEnvironment.Is64BitProcess);
MySandboxGame.Log.WriteLine("Environment.Is64BitOperatingSystem: " + Environment.Is64BitOperatingSystem);
//MySandboxGame.Log.WriteLine("Environment.Version: " + GetNETFromRegistry());
MySandboxGame.Log.WriteLine("Environment.CurrentDirectory: " + Environment.CurrentDirectory);
MySandboxGame.Log.WriteLine("MainAssembly.ProcessorArchitecture: " + Assembly.GetExecutingAssembly().GetArchitecture());
MySandboxGame.Log.WriteLine("ExecutingAssembly.ProcessorArchitecture: " + MyFileSystem.MainAssembly.GetArchitecture());
MySandboxGame.Log.WriteLine("IntPtr.Size: " + IntPtr.Size);
MySandboxGame.Log.WriteLine("Default Culture: " + CultureInfo.CurrentCulture.Name);
MySandboxGame.Log.WriteLine("Default UI Culture: " + CultureInfo.CurrentUICulture.Name);
MySandboxGame.Log.WriteLine("IsAdmin: " + new WindowsPrincipal(WindowsIdentity.GetCurrent()).IsInRole(WindowsBuiltInRole.Administrator));
MyLog.Default = MySandboxGame.Log;
Thread.CurrentThread.Name = "Main thread";
//Because we want exceptions from users to be in english
Thread.CurrentThread.CurrentCulture = CultureInfo.InvariantCulture;
Thread.CurrentThread.CurrentUICulture = CultureInfo.InvariantCulture;
MySandboxGame.Config = new MyConfig("SpaceEngineers-Dedicated.cfg");
MySandboxGame.Config.Load();
}
[ReflectedStaticMethod(Type = typeof(DedicatedServer), Name = "RunInternal")]
private static Action _dsRunInternal;
/// <inheritdoc />
public override void Start()
{
if (State != ServerState.Stopped)
return;
DedicatedInstance.SaveConfig();
_uptime = Stopwatch.StartNew();
IsRunning = true;
GameThread = Thread.CurrentThread;
State = ServerState.Starting;
Log.Info("Starting server.");
MySandboxGame.IsDedicated = true;
Environment.SetEnvironmentVariable("SteamAppId", MyPerServerSettings.AppId.ToString());
VRage.Service.ExitListenerSTA.OnExit += delegate { MySandboxGame.Static?.Exit(); };
base.Start();
//Stops RunInternal from calling MyFileSystem.InitUserSpecific(null), we call it in InstanceManager.
MySandboxGame.IsReloading = true;
_dsRunInternal.Invoke();
MySandboxGame.Log.Close();
State = ServerState.Stopped;
}
/// <inheritdoc />
public override void Init(object gameInstance)
{
base.Init(gameInstance);
State = ServerState.Running;
SteamServerAPI.Instance.GameServer.SetKeyValue("SM", "Torch");
}
/// <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));
}
}
private static void CheckServerResponding(object state)
{
var mre = new ManualResetEvent(false);
((TorchServer)state).Invoke(() => mre.Set());
if (!mre.WaitOne(TimeSpan.FromSeconds(Instance.Config.TickTimeout)))
{
var mainThread = MySandboxGame.Static.UpdateThread;
if (mainThread.ThreadState == ThreadState.Running)
mainThread.Suspend();
var stackTrace = new StackTrace(mainThread, true);
throw new TimeoutException($"Server watchdog detected that the server was frozen for at least {((TorchServer)state).Config.TickTimeout} seconds.\n{stackTrace}");
}
Log.Debug("Server watchdog responded");
}
/// <inheritdoc />
public override void Stop()
{
if (State == ServerState.Stopped)
Log.Error("Server is already stopped");
if (Thread.CurrentThread != MySandboxGame.Static.UpdateThread)
{
Log.Debug("Invoking server stop on game thread.");
Invoke(Stop);
return;
}
Log.Info("Stopping server.");
//Unload all the static junk.
//TODO: Finish unloading all server data so it's in a completely clean state.
MySandboxGame.Static.Exit();
Log.Info("Server stopped.");
_stopHandle.Set();
State = ServerState.Stopped;
IsRunning = false;
}
/// <summary>
/// Restart the program. DOES NOT SAVE!
/// </summary>
public override void Restart()
{
var exe = Assembly.GetExecutingAssembly().Location;
((TorchConfig)Config).WaitForPID = Process.GetCurrentProcess().Id.ToString();
Process.Start(exe, Config.ToString());
Environment.Exit(0);
}
/// <inheritdoc/>
public override Task Save(long callerId)
{
return SaveGameAsync(statusCode => SaveCompleted(statusCode, callerId));
}
/// <summary>
/// Callback for when save has finished.
/// </summary>
/// <param name="statusCode">Return code of the save operation</param>
/// <param name="callerId">Caller of the save operation</param>
private void SaveCompleted(SaveGameStatus statusCode, long callerId = 0)
{
switch (statusCode)
{
case SaveGameStatus.Success:
Log.Info("Save completed.");
Multiplayer.SendMessage("Saved game.", playerId: callerId);
break;
case SaveGameStatus.SaveInProgress:
Log.Error("Save failed, a save is already in progress.");
Multiplayer.SendMessage("Save failed, a save is already in progress.", playerId: callerId, font: MyFontEnum.Red);
break;
case SaveGameStatus.GameNotReady:
Log.Error("Save failed, game was not ready.");
Multiplayer.SendMessage("Save failed, game was not ready.", playerId: callerId, font: MyFontEnum.Red);
break;
case SaveGameStatus.TimedOut:
Log.Error("Save failed, save timed out.");
Multiplayer.SendMessage("Save failed, save timed out.", playerId: callerId, font: MyFontEnum.Red);
break;
default:
break;
}
}
}
}