mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-15 03:30:53 +01:00
702 lines
25 KiB
C#
702 lines
25 KiB
C#
using System;
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using System.IO;
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using System.Linq;
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using System.Threading;
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using Prometheus;
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using Robust.Server.Console;
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using Robust.Server.DataMetrics;
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using Robust.Server.Debugging;
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using Robust.Server.GameObjects;
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using Robust.Server.GameStates;
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using Robust.Server.Log;
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using Robust.Server.Placement;
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using Robust.Server.Player;
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using Robust.Server.Scripting;
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using Robust.Server.ServerHub;
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using Robust.Server.ServerStatus;
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using Robust.Server.Utility;
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using Robust.Server.ViewVariables;
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using Robust.Shared;
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using Robust.Shared.Asynchronous;
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using Robust.Shared.Configuration;
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using Robust.Shared.ContentPack;
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using Robust.Shared.Enums;
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using Robust.Shared.Exceptions;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Network;
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using Robust.Shared.Profiling;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager;
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using Robust.Shared.Threading;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using Serilog.Debugging;
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using Serilog.Sinks.Loki;
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namespace Robust.Server
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{
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/// <summary>
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/// The master class that runs the rest of the engine.
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/// </summary>
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internal sealed class BaseServer : IBaseServerInternal
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{
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private static readonly Gauge ServerUpTime = Metrics.CreateGauge(
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"robust_server_uptime",
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"The real time the server main loop has been running.");
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private static readonly Gauge ServerCurTime = Metrics.CreateGauge(
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"robust_server_curtime",
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"The IGameTiming.CurTime of the server.");
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private static readonly Gauge ServerCurTick = Metrics.CreateGauge(
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"robust_server_curtick",
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"The IGameTiming.CurTick of the server.");
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private static readonly Histogram TickUsage = Metrics.CreateHistogram(
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"robust_server_update_usage",
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"Time usage of the main loop Update()s",
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new HistogramConfiguration
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{
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LabelNames = new[] {"area"},
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Buckets = Histogram.ExponentialBuckets(0.000_01, 2, 13)
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});
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[Dependency] private readonly IConfigurationManagerInternal _config = default!;
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[Dependency] private readonly IServerEntityManager _entityManager = default!;
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[Dependency] private readonly ILogManager _log = default!;
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[Dependency] private readonly IRobustSerializer _serializer = default!;
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[Dependency] private readonly IGameTiming _time = default!;
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[Dependency] private readonly IResourceManagerInternal _resources = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly ITimerManager _timerManager = default!;
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[Dependency] private readonly IServerGameStateManager _stateManager = default!;
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[Dependency] private readonly IServerNetManager _network = default!;
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[Dependency] private readonly ISystemConsoleManager _systemConsole = default!;
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[Dependency] private readonly ITaskManager _taskManager = default!;
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[Dependency] private readonly IRuntimeLog _runtimeLog = default!;
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[Dependency] private readonly IModLoaderInternal _modLoader = default!;
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[Dependency] private readonly IWatchdogApi _watchdogApi = default!;
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[Dependency] private readonly HubManager _hubManager = default!;
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[Dependency] private readonly IScriptHost _scriptHost = default!;
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[Dependency] private readonly IMetricsManager _metricsManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IRobustMappedStringSerializer _stringSerializer = default!;
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[Dependency] private readonly ILocalizationManagerInternal _loc = default!;
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[Dependency] private readonly INetConfigurationManager _netCfgMan = default!;
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[Dependency] private readonly IServerConsoleHost _consoleHost = default!;
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[Dependency] private readonly IParallelManagerInternal _parallelMgr = default!;
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[Dependency] private readonly ProfManager _prof = default!;
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private readonly Stopwatch _uptimeStopwatch = new();
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private CommandLineArgs? _commandLineArgs;
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private Func<ILogHandler>? _logHandlerFactory;
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private ILogHandler? _logHandler;
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private IGameLoop _mainLoop = default!;
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private bool _autoPause;
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private string? _shutdownReason;
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private readonly ManualResetEventSlim _shutdownEvent = new(false);
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public ServerOptions Options { get; private set; } = new();
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/// <inheritdoc />
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public int MaxPlayers => _config.GetCVar(CVars.GameMaxPlayers);
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/// <inheritdoc />
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public string ServerName => _config.GetCVar(CVars.GameHostName);
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public bool ContentStart { get; set; }
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/// <inheritdoc />
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public void Restart()
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{
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// FIXME: This explodes very violently.
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Cleanup();
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Start(Options, _logHandlerFactory);
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}
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/// <inheritdoc />
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public void Shutdown(string? reason)
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{
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if (string.IsNullOrWhiteSpace(reason))
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Logger.InfoS("srv", "Shutting down...");
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else
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Logger.InfoS("srv", $"{reason}, shutting down...");
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_shutdownReason = reason ?? "Shutting down";
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if (_mainLoop != null) _mainLoop.Running = false;
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if (_logHandler != null)
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{
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_log.RootSawmill.RemoveHandler(_logHandler);
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(_logHandler as IDisposable)?.Dispose();
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}
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}
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public void SetCommandLineArgs(CommandLineArgs args)
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{
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_commandLineArgs = args;
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}
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/// <inheritdoc />
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public bool Start(ServerOptions options, Func<ILogHandler>? logHandlerFactory = null)
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{
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Options = options;
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_config.Initialize(true);
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if (Options.LoadConfigAndUserData)
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{
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string? path = _commandLineArgs?.ConfigFile;
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// Sets up the configMgr
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// If a config file path was passed, use it literally.
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// This ensures it's working-directory relative
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// (for people passing config file through the terminal or something).
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// Otherwise use the one next to the executable.
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if (string.IsNullOrEmpty(path))
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{
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path = PathHelpers.ExecutableRelativeFile("server_config.toml");
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}
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if (File.Exists(path))
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{
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_config.LoadFromFile(path);
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}
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else
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{
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_config.SetSaveFile(path);
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}
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}
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_config.LoadCVarsFromAssembly(typeof(BaseServer).Assembly); // Robust.Server
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_config.LoadCVarsFromAssembly(typeof(IConfigurationManager).Assembly); // Robust.Shared
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_config.OverrideConVars(EnvironmentVariables.GetEnvironmentCVars());
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if (_commandLineArgs != null)
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{
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_config.OverrideConVars(_commandLineArgs.CVars);
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}
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ProfileOptSetup.Setup(_config);
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_parallelMgr.Initialize();
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//Sets up Logging
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_logHandlerFactory = logHandlerFactory;
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var logHandler = logHandlerFactory?.Invoke() ?? null;
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var logEnabled = _config.GetCVar(CVars.LogEnabled);
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if (logEnabled && logHandler == null)
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{
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var logPath = _config.GetCVar(CVars.LogPath);
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var logFormat = _config.GetCVar(CVars.LogFormat);
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var logFilename = logFormat.Replace("%(date)s", DateTime.Now.ToString("yyyy-MM-dd"))
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.Replace("%(time)s", DateTime.Now.ToString("hh-mm-ss"));
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var fullPath = Path.Combine(logPath, logFilename);
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if (!Path.IsPathRooted(fullPath))
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{
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logPath = PathHelpers.ExecutableRelativeFile(fullPath);
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}
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logHandler = new FileLogHandler(logPath);
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}
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_log.RootSawmill.Level = _config.GetCVar(CVars.LogLevel);
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if (logEnabled && logHandler != null)
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{
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_logHandler = logHandler;
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_log.RootSawmill.AddHandler(_logHandler!);
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}
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if (_commandLineArgs != null)
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{
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foreach (var (sawmill, level) in _commandLineArgs.LogLevels)
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{
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LogLevel? logLevel;
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if (level == "null")
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logLevel = null;
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else
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{
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if (!Enum.TryParse<LogLevel>(level, out var result))
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{
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System.Console.WriteLine($"LogLevel {level} does not exist!");
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continue;
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}
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logLevel = result;
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}
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_log.GetSawmill(sawmill).Level = logLevel;
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}
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}
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ProgramShared.PrintRuntimeInfo(_log.RootSawmill);
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SelfLog.Enable(s => { System.Console.WriteLine("SERILOG ERROR: {0}", s); });
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if (!SetupLoki())
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{
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return true;
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}
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// Has to be done early because this guy's in charge of the main thread Synchronization Context.
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_taskManager.Initialize();
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LoadSettings();
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// Load metrics really early so that we can profile startup times in the future maybe.
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_metricsManager.Initialize();
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var netMan = IoCManager.Resolve<IServerNetManager>();
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try
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{
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netMan.Initialize(true);
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netMan.StartServer();
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}
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catch (Exception e)
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{
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var port = netMan.Port;
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Logger.Fatal(
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"Unable to setup networking manager. Check port {0} is not already in use and that all binding addresses are correct!\n{1}",
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port, e);
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return true;
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}
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var dataDir = Options.LoadConfigAndUserData
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? _commandLineArgs?.DataDir ?? PathHelpers.ExecutableRelativeFile("data")
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: null;
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// Set up the VFS
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_resources.Initialize(dataDir);
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var mountOptions = _commandLineArgs != null
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? MountOptions.Merge(_commandLineArgs.MountOptions, Options.MountOptions) : Options.MountOptions;
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ProgramShared.DoMounts(_resources, mountOptions, Options.ContentBuildDirectory, Options.AssemblyDirectory,
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Options.LoadContentResources, Options.ResourceMountDisabled, ContentStart);
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// When the game is ran with the startup executable being content,
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// we have to disable the separate load context.
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// Otherwise the content assemblies will be loaded twice which causes *many* fun bugs.
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_modLoader.SetUseLoadContext(!ContentStart);
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_modLoader.SetEnableSandboxing(Options.Sandboxing);
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if (!_modLoader.TryLoadModulesFrom(Options.AssemblyDirectory, Options.ContentModulePrefix))
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{
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Logger.Fatal("Errors while loading content assemblies.");
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return true;
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}
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foreach (var loadedModule in _modLoader.LoadedModules)
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{
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_config.LoadCVarsFromAssembly(loadedModule);
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}
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_modLoader.BroadcastRunLevel(ModRunLevel.PreInit);
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// HAS to happen after content gets loaded.
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// Else the content types won't be included.
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// TODO: solve this properly.
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_serializer.Initialize();
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_loc.AddLoadedToStringSerializer(_stringSerializer);
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//IoCManager.Resolve<IMapLoader>().LoadedMapData +=
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// IoCManager.Resolve<IRobustMappedStringSerializer>().AddStrings;
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IoCManager.Resolve<IPrototypeManager>().LoadedData += (yaml, name) =>
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{
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if (!_stringSerializer.Locked)
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{
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_stringSerializer.AddStrings(yaml);
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}
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};
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// Initialize Tier 2 services
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IoCManager.Resolve<IGameTiming>().InSimulation = true;
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IoCManager.Resolve<INetConfigurationManager>().SetupNetworking();
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_playerManager.Initialize(MaxPlayers);
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_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
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IoCManager.Resolve<IPlacementManager>().Initialize();
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IoCManager.Resolve<IViewVariablesHost>().Initialize();
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// Call Init in game assemblies.
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_modLoader.BroadcastRunLevel(ModRunLevel.Init);
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_entityManager.Initialize();
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_mapManager.Initialize();
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IoCManager.Resolve<ISerializationManager>().Initialize();
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// because of 'reasons' this has to be called after the last assembly is loaded
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// otherwise the prototypes will be cleared
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var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
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prototypeManager.Initialize();
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prototypeManager.LoadDirectory(Options.PrototypeDirectory);
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prototypeManager.ResolveResults();
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_consoleHost.Initialize();
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_entityManager.Startup();
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_mapManager.Startup();
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_stateManager.Initialize();
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var reg = _entityManager.ComponentFactory.GetRegistration<TransformComponent>();
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if (!reg.NetID.HasValue)
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throw new InvalidOperationException("TransformComponent does not have a NetId.");
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_stateManager.TransformNetId = reg.NetID.Value;
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_scriptHost.Initialize();
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_modLoader.BroadcastRunLevel(ModRunLevel.PostInit);
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IoCManager.Resolve<IStatusHost>().Start();
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IoCManager.Resolve<HubManager>().Start();
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AppDomain.CurrentDomain.ProcessExit += ProcessExiting;
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_watchdogApi.Initialize();
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AddFinalStringsToSerializer();
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_stringSerializer.LockStrings();
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if (OperatingSystem.IsWindows() && _config.GetCVar(CVars.SysWinTickPeriod) >= 0)
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{
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WindowsTickPeriod.TimeBeginPeriod((uint) _config.GetCVar(CVars.SysWinTickPeriod));
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}
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GC.Collect();
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ProgramShared.RunExecCommands(_consoleHost, _commandLineArgs?.ExecCommands);
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return false;
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}
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private void AddFinalStringsToSerializer()
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{
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var factory = IoCManager.Resolve<IComponentFactory>();
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foreach (var regType in factory.AllRegisteredTypes)
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{
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var reg = factory.GetRegistration(regType);
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_stringSerializer.AddString(reg.Name);
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}
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using var extraMappedStrings = typeof(BaseServer).Assembly
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.GetManifestResourceStream("Robust.Server.ExtraMappedSerializerStrings.txt");
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if (extraMappedStrings != null)
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{
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using var sr = new StreamReader(extraMappedStrings);
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string? line;
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while ((line = sr.ReadLine()) != null)
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{
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_stringSerializer.AddString(line);
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}
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}
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}
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private bool SetupLoki()
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{
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var enabled = _config.GetCVar(CVars.LokiEnabled);
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if (!enabled)
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{
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return true;
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}
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var serverName = _config.GetCVar(CVars.LokiName);
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var address = _config.GetCVar(CVars.LokiAddress);
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var username = _config.GetCVar(CVars.LokiUsername);
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var password = _config.GetCVar(CVars.LokiPassword);
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if (string.IsNullOrWhiteSpace(serverName))
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{
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Logger.FatalS("loki", "Misconfiguration: Server name is not specified/empty.");
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return false;
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}
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if (string.IsNullOrWhiteSpace(address))
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{
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Logger.FatalS("loki", "Misconfiguration: Loki address is not specified/empty.");
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return false;
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}
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LokiSinkConfiguration cfg = new()
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{
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LokiUrl = address
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};
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if (!string.IsNullOrWhiteSpace(username))
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{
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if (string.IsNullOrWhiteSpace(password))
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{
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Logger.FatalS("loki", "Misconfiguration: Loki password is not specified/empty but username is.");
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return false;
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}
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cfg.LokiUsername = username;
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cfg.LokiPassword = password;
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}
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cfg.LogLabelProvider = new LogLabelProvider(serverName);
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Logger.DebugS("loki", "Loki enabled for server {ServerName} loki address {LokiAddress}.", serverName,
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address);
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var handler = new LokiLogHandler(cfg);
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_log.RootSawmill.AddHandler(handler);
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return true;
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}
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private void ProcessExiting(object? sender, EventArgs e)
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{
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// If the main loop is not running the task will never get processed on the main thread
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if (!_mainLoop.Running)
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{
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return;
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}
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_taskManager.RunOnMainThread(() => Shutdown("ProcessExited"));
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// Give the server 10 seconds to shut down.
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// If it still hasn't managed to assume it's stuck or something.
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if (!_shutdownEvent.Wait(10_000))
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{
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System.Console.WriteLine("ProcessExited timeout (10s) has been passed; killing server.");
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// This kills the server right? Returning?
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}
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}
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internal void SetupMainLoop()
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{
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if (_mainLoop == null)
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{
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_mainLoop = new GameLoop(_time, _runtimeLog, _prof)
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{
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SleepMode = SleepMode.Delay,
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DetectSoftLock = true,
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EnableMetrics = true
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};
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}
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_uptimeStopwatch.Start();
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_mainLoop.Input += (sender, args) => Input(args);
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_mainLoop.Tick += (sender, args) => Update(args);
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_mainLoop.Update += (sender, args) => FrameUpdate(args);
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// set GameLoop.Running to false to return from this function.
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_time.Paused = _autoPause;
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}
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internal void FinishMainLoop()
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{
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_time.InSimulation = true;
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Cleanup();
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_shutdownEvent.Set();
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}
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/// <inheritdoc />
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public void MainLoop()
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{
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SetupMainLoop();
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// If the server has been given a reason to shut down before the main loop has started,
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// Don't start the main loop. This only works if a reason is passed to Shutdown(...)
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if (_shutdownReason != null)
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{
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Logger.Fatal("Shutdown has been requested before the main loop has been started, complying.");
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}
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else _mainLoop.Run();
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FinishMainLoop();
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}
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public void OverrideMainLoop(IGameLoop gameLoop)
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{
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_mainLoop = gameLoop;
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}
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/// <summary>
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/// Loads the server settings from the ConfigurationManager.
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/// </summary>
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private void LoadSettings()
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{
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var cfgMgr = IoCManager.Resolve<IConfigurationManager>();
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cfgMgr.OnValueChanged(CVars.NetTickrate, i =>
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{
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var b = (byte) i;
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_time.TickRate = b;
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Logger.InfoS("game", $"Tickrate changed to: {b} on tick {_time.CurTick}");
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});
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|
var startOffset = TimeSpan.FromSeconds(_config.GetCVar(CVars.NetTimeStartOffset));
|
|
_time.TimeBase = (startOffset, GameTick.First);
|
|
_time.TickRate = (byte) _config.GetCVar(CVars.NetTickrate);
|
|
|
|
Logger.InfoS("srv", $"Name: {ServerName}");
|
|
Logger.InfoS("srv", $"TickRate: {_time.TickRate}({_time.TickPeriod.TotalMilliseconds:0.00}ms)");
|
|
Logger.InfoS("srv", $"Max players: {MaxPlayers}");
|
|
|
|
cfgMgr.OnValueChanged(CVars.GameAutoPauseEmpty, UpdateAutoPause, true);
|
|
}
|
|
|
|
private void UpdateAutoPause(bool doAutoPause)
|
|
{
|
|
_autoPause = doAutoPause;
|
|
if (doAutoPause)
|
|
{
|
|
if (!_time.Paused && CheckIfShouldAutoPause())
|
|
{
|
|
Logger.DebugS("srv", "game.auto_pause_empty changed, pausing");
|
|
_time.Paused = true;
|
|
}
|
|
}
|
|
else if (_time.Paused)
|
|
{
|
|
Logger.DebugS("srv", "game.auto_pause_empty changed, unpausing");
|
|
_time.Paused = false;
|
|
}
|
|
}
|
|
|
|
private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
|
|
{
|
|
if (!_autoPause)
|
|
return;
|
|
|
|
if (e.NewStatus == SessionStatus.Connected && _time.Paused)
|
|
{
|
|
Logger.DebugS("srv", "Client connecting, unpausing automatically.");
|
|
_time.Paused = false;
|
|
}
|
|
|
|
if (e.NewStatus == SessionStatus.Disconnected && CheckIfShouldAutoPause())
|
|
{
|
|
Logger.DebugS("srv", "Last client disconnected, pausing automatically.");
|
|
_time.Paused = true;
|
|
}
|
|
}
|
|
|
|
private bool CheckIfShouldAutoPause()
|
|
{
|
|
return _playerManager.Sessions.All(s => s.Status == SessionStatus.Disconnected);
|
|
}
|
|
|
|
// called right before main loop returns, do all saving/cleanup in here
|
|
public void Cleanup()
|
|
{
|
|
_modLoader.Shutdown();
|
|
|
|
_playerManager.Shutdown();
|
|
_playerManager.PlayerStatusChanged -= OnPlayerStatusChanged;
|
|
|
|
// shut down networking, kicking all players.
|
|
var shutdownReasonWithRedial = NetStructuredDisconnectMessages.Encode($"Server shutting down: {_shutdownReason}", true);
|
|
_network.Shutdown(shutdownReasonWithRedial);
|
|
|
|
// shutdown entities
|
|
_entityManager.Cleanup();
|
|
|
|
if (_config.GetCVar(CVars.LogRuntimeLog))
|
|
{
|
|
// Write down exception log
|
|
var logPath = _config.GetCVar(CVars.LogPath);
|
|
var relPath = PathHelpers.ExecutableRelativeFile(logPath);
|
|
Directory.CreateDirectory(relPath);
|
|
var pathToWrite = Path.Combine(relPath,
|
|
"Runtime-" + DateTime.Now.ToString("yyyy-MM-dd-THH-mm-ss") + ".txt");
|
|
File.WriteAllText(pathToWrite, _runtimeLog.Display(), EncodingHelpers.UTF8);
|
|
}
|
|
|
|
AppDomain.CurrentDomain.ProcessExit -= ProcessExiting;
|
|
|
|
//TODO: This should prob shutdown all managers in a loop.
|
|
|
|
if (OperatingSystem.IsWindows() && _config.GetCVar(CVars.SysWinTickPeriod) >= 0)
|
|
{
|
|
WindowsTickPeriod.TimeEndPeriod((uint) _config.GetCVar(CVars.SysWinTickPeriod));
|
|
}
|
|
|
|
_config.Shutdown();
|
|
}
|
|
|
|
private void Input(FrameEventArgs args)
|
|
{
|
|
_systemConsole.UpdateInput();
|
|
|
|
_network.ProcessPackets();
|
|
_taskManager.ProcessPendingTasks();
|
|
}
|
|
|
|
private void Update(FrameEventArgs frameEventArgs)
|
|
{
|
|
ServerCurTick.Set(_time.CurTick.Value);
|
|
ServerCurTime.Set(_time.CurTime.TotalSeconds);
|
|
|
|
// These are always the same on the server, there is no prediction.
|
|
_time.LastRealTick = _time.CurTick;
|
|
|
|
_systemConsole.UpdateTick();
|
|
|
|
using (TickUsage.WithLabels("PreEngine").NewTimer())
|
|
{
|
|
_modLoader.BroadcastUpdate(ModUpdateLevel.PreEngine, frameEventArgs);
|
|
}
|
|
|
|
using (TickUsage.WithLabels("NetworkedCVar").NewTimer())
|
|
{
|
|
_netCfgMan.TickProcessMessages();
|
|
}
|
|
|
|
using (TickUsage.WithLabels("Timers").NewTimer())
|
|
{
|
|
_consoleHost.CommandBufferExecute();
|
|
_timerManager.UpdateTimers(frameEventArgs);
|
|
}
|
|
|
|
using (TickUsage.WithLabels("AsyncTasks").NewTimer())
|
|
{
|
|
_taskManager.ProcessPendingTasks();
|
|
}
|
|
|
|
// Pass Histogram into the IEntityManager.Update so it can do more granular measuring.
|
|
_entityManager.TickUpdate(frameEventArgs.DeltaSeconds, noPredictions: false, TickUsage);
|
|
|
|
using (TickUsage.WithLabels("PostEngine").NewTimer())
|
|
{
|
|
_modLoader.BroadcastUpdate(ModUpdateLevel.PostEngine, frameEventArgs);
|
|
}
|
|
|
|
using (TickUsage.WithLabels("GameState").NewTimer())
|
|
{
|
|
_stateManager.SendGameStateUpdate();
|
|
}
|
|
}
|
|
|
|
private void FrameUpdate(FrameEventArgs frameEventArgs)
|
|
{
|
|
ServerUpTime.Set(_uptimeStopwatch.Elapsed.TotalSeconds);
|
|
|
|
_modLoader.BroadcastUpdate(ModUpdateLevel.FramePreEngine, frameEventArgs);
|
|
|
|
_watchdogApi.Heartbeat();
|
|
_hubManager.Heartbeat();
|
|
|
|
_modLoader.BroadcastUpdate(ModUpdateLevel.FramePostEngine, frameEventArgs);
|
|
}
|
|
}
|
|
}
|