Files
RobustToolbox/Robust.Server/BaseServer.cs
Moony 0e1328675c Toolshed (#4197)
* Saving work

* Move shit to engine

* lord

* merg

* awa

* bql is kill

* forgot the fucking bike rack

* bql is kill for real

* pjb will kill me

* aughfhbdj

* yo ho here we go on my way to the MINES

* a

* adgddf

* gdsgvfvxshngfgh

* b

* hfsjhghj

* hbfdjjh

* tf you mean i have to document it

* follow C# standards

* Assorted cleanup and documentation pass, minor bugfix in ValueRefParser.

* Start porting old commands, remove that pesky prefix in favor of integrating with the shell.

* Fix valueref up a bit, improve autocomplete for it.

* e

* Toolshed type system adventure.

* a log

* a

* a e i o u

* awa

* fix tests

* Arithmetic commands.

* a

* parse improvements

---------

Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
2023-08-02 16:06:16 -05:00

749 lines
27 KiB
C#

using System;
using System.IO;
using System.Linq;
using System.Threading;
using Prometheus;
using Robust.Server.Console;
using Robust.Server.DataMetrics;
using Robust.Server.GameObjects;
using Robust.Server.GameStates;
using Robust.Server.Log;
using Robust.Server.Placement;
using Robust.Server.Player;
using Robust.Server.Scripting;
using Robust.Server.ServerHub;
using Robust.Server.ServerStatus;
using Robust.Server.Upload;
using Robust.Server.Utility;
using Robust.Server.ViewVariables;
using Robust.Shared;
using Robust.Shared.Asynchronous;
using Robust.Shared.Configuration;
using Robust.Shared.ContentPack;
using Robust.Shared.Enums;
using Robust.Shared.Exceptions;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Profiling;
using Robust.Shared.Prototypes;
using Robust.Shared.Reflection;
using Robust.Shared.Replays;
using Robust.Shared.Toolshed;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager;
using Robust.Shared.Threading;
using Robust.Shared.Timing;
using Robust.Shared.Upload;
using Robust.Shared.Utility;
using Serilog.Debugging;
using Serilog.Sinks.Loki;
namespace Robust.Server
{
/// <summary>
/// The master class that runs the rest of the engine.
/// </summary>
internal sealed class BaseServer : IBaseServerInternal, IPostInjectInit
{
private static readonly Gauge ServerUpTime = Metrics.CreateGauge(
"robust_server_uptime",
"The real time the server main loop has been running.");
private static readonly Gauge ServerCurTime = Metrics.CreateGauge(
"robust_server_curtime",
"The IGameTiming.CurTime of the server.");
private static readonly Gauge ServerCurTick = Metrics.CreateGauge(
"robust_server_curtick",
"The IGameTiming.CurTick of the server.");
private static readonly Histogram TickUsage = Metrics.CreateHistogram(
"robust_server_update_usage",
"Time usage of the main loop Update()s",
new HistogramConfiguration
{
LabelNames = new[] {"area"},
Buckets = Histogram.ExponentialBuckets(0.000_01, 2, 13)
});
[Dependency] private readonly INetConfigurationManagerInternal _config = default!;
[Dependency] private readonly IServerEntityManager _entityManager = default!;
[Dependency] private readonly ILogManager _log = default!;
[Dependency] private readonly IRobustSerializer _serializer = default!;
[Dependency] private readonly IGameTiming _time = default!;
[Dependency] private readonly IResourceManagerInternal _resources = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly ITimerManager _timerManager = default!;
[Dependency] private readonly IServerGameStateManager _stateManager = default!;
[Dependency] private readonly IServerNetManager _network = default!;
[Dependency] private readonly ISystemConsoleManager _systemConsole = default!;
[Dependency] private readonly ITaskManager _taskManager = default!;
[Dependency] private readonly IRuntimeLog _runtimeLog = default!;
[Dependency] private readonly IModLoaderInternal _modLoader = default!;
[Dependency] private readonly IWatchdogApi _watchdogApi = default!;
[Dependency] private readonly HubManager _hubManager = default!;
[Dependency] private readonly IScriptHost _scriptHost = default!;
[Dependency] private readonly IMetricsManager _metricsManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IRobustMappedStringSerializer _stringSerializer = default!;
[Dependency] private readonly ILocalizationManagerInternal _loc = default!;
[Dependency] private readonly IServerConsoleHost _consoleHost = default!;
[Dependency] private readonly IParallelManagerInternal _parallelMgr = default!;
[Dependency] private readonly ProfManager _prof = default!;
[Dependency] private readonly IPrototypeManagerInternal _prototype = default!;
[Dependency] private readonly IPlacementManager _placement = default!;
[Dependency] private readonly IServerViewVariablesInternal _viewVariables = default!;
[Dependency] private readonly ISerializationManager _serialization = default!;
[Dependency] private readonly IStatusHost _statusHost = default!;
[Dependency] private readonly IComponentFactory _componentFactory = default!;
[Dependency] private readonly IReplayRecordingManagerInternal _replay = default!;
[Dependency] private readonly IGamePrototypeLoadManager _protoLoadMan = default!;
[Dependency] private readonly NetworkResourceManager _netResMan = default!;
[Dependency] private readonly IReflectionManager _refMan = default!;
private readonly Stopwatch _uptimeStopwatch = new();
private CommandLineArgs? _commandLineArgs;
private Func<ILogHandler>? _logHandlerFactory;
private ILogHandler? _logHandler;
private IGameLoop _mainLoop = default!;
private ISawmill _logger = default!;
private bool _autoPause;
private string? _shutdownReason;
private readonly ManualResetEventSlim _shutdownEvent = new(false);
public ServerOptions Options { get; private set; } = new();
/// <inheritdoc />
public int MaxPlayers => _config.GetEffectiveMaxConnections();
/// <inheritdoc />
public string ServerName => _config.GetCVar(CVars.GameHostName);
public bool ContentStart { get; set; }
/// <inheritdoc />
public void Restart()
{
// FIXME: This explodes very violently.
Cleanup();
Start(Options, _logHandlerFactory);
}
/// <inheritdoc />
public void Shutdown(string? reason)
{
if (string.IsNullOrWhiteSpace(reason))
_logger.Info("Shutting down...");
else
_logger.Info($"{reason}, shutting down...");
_shutdownReason = reason ?? "Shutting down";
if (_mainLoop != null) _mainLoop.Running = false;
if (_logHandler != null)
{
_log.RootSawmill.RemoveHandler(_logHandler);
(_logHandler as IDisposable)?.Dispose();
}
}
public void SetCommandLineArgs(CommandLineArgs args)
{
_commandLineArgs = args;
}
/// <inheritdoc />
public bool Start(ServerOptions options, Func<ILogHandler>? logHandlerFactory = null)
{
Options = options;
_config.Initialize(true);
if (Options.LoadConfigAndUserData)
{
string? path = _commandLineArgs?.ConfigFile;
// Sets up the configMgr
// If a config file path was passed, use it literally.
// This ensures it's working-directory relative
// (for people passing config file through the terminal or something).
// Otherwise use the one next to the executable.
if (string.IsNullOrEmpty(path))
{
path = PathHelpers.ExecutableRelativeFile("server_config.toml");
}
if (File.Exists(path))
{
_config.LoadFromFile(path);
}
else
{
_config.SetSaveFile(path);
}
}
_config.LoadCVarsFromAssembly(typeof(BaseServer).Assembly); // Robust.Server
_config.LoadCVarsFromAssembly(typeof(IConfigurationManager).Assembly); // Robust.Shared
CVarDefaultOverrides.OverrideServer(_config);
_config.OverrideConVars(EnvironmentVariables.GetEnvironmentCVars());
if (_commandLineArgs != null)
{
_config.OverrideConVars(_commandLineArgs.CVars);
}
ProfileOptSetup.Setup(_config);
_parallelMgr.Initialize();
//Sets up Logging
_logHandlerFactory = logHandlerFactory;
var logHandler = logHandlerFactory?.Invoke() ?? null;
var logEnabled = _config.GetCVar(CVars.LogEnabled);
if (logEnabled && logHandler == null)
{
var logPath = _config.GetCVar(CVars.LogPath);
var logFormat = _config.GetCVar(CVars.LogFormat);
var logFilename = logFormat.Replace("%(date)s", DateTime.Now.ToString("yyyy-MM-dd"))
.Replace("%(time)s", DateTime.Now.ToString("hh-mm-ss"));
var fullPath = Path.Combine(logPath, logFilename);
if (!Path.IsPathRooted(fullPath))
{
logPath = PathHelpers.ExecutableRelativeFile(fullPath);
}
logHandler = new FileLogHandler(logPath);
}
_log.RootSawmill.Level = _config.GetCVar(CVars.LogLevel);
if (logEnabled && logHandler != null)
{
_logHandler = logHandler;
_log.RootSawmill.AddHandler(_logHandler!);
}
if (_commandLineArgs != null)
{
foreach (var (sawmill, level) in _commandLineArgs.LogLevels)
{
LogLevel? logLevel;
if (level == "null")
logLevel = null;
else
{
if (!Enum.TryParse<LogLevel>(level, out var result))
{
System.Console.WriteLine($"LogLevel {level} does not exist!");
continue;
}
logLevel = result;
}
_log.GetSawmill(sawmill).Level = logLevel;
}
}
ProgramShared.PrintRuntimeInfo(_log.RootSawmill);
SelfLog.Enable(s => { System.Console.WriteLine("SERILOG ERROR: {0}", s); });
if (!SetupLoki())
{
return true;
}
// Has to be done early because this guy's in charge of the main thread Synchronization Context.
_taskManager.Initialize();
LoadSettings();
// Load metrics really early so that we can profile startup times in the future maybe.
_metricsManager.Initialize();
try
{
_network.Initialize(true);
_network.StartServer();
}
catch (Exception e)
{
var port = _network.Port;
_logger.Fatal(
"Unable to setup networking manager. Check port {0} is not already in use and that all binding addresses are correct!\n{1}",
port, e);
return true;
}
var dataDir = Options.LoadConfigAndUserData
? _commandLineArgs?.DataDir ?? PathHelpers.ExecutableRelativeFile("data")
: null;
// Set up the VFS
_resources.Initialize(dataDir);
var mountOptions = _commandLineArgs != null
? MountOptions.Merge(_commandLineArgs.MountOptions, Options.MountOptions) : Options.MountOptions;
ProgramShared.DoMounts(_resources, mountOptions, Options.ContentBuildDirectory, Options.AssemblyDirectory,
Options.LoadContentResources, Options.ResourceMountDisabled, ContentStart);
// When the game is ran with the startup executable being content,
// we have to disable the separate load context.
// Otherwise the content assemblies will be loaded twice which causes *many* fun bugs.
_modLoader.SetUseLoadContext(!ContentStart);
_modLoader.SetEnableSandboxing(Options.Sandboxing);
if (!_modLoader.TryLoadModulesFrom(Options.AssemblyDirectory, Options.ContentModulePrefix))
{
_logger.Fatal("Errors while loading content assemblies.");
return true;
}
foreach (var loadedModule in _modLoader.LoadedModules)
{
_config.LoadCVarsFromAssembly(loadedModule);
}
_modLoader.BroadcastRunLevel(ModRunLevel.PreInit);
// HAS to happen after content gets loaded.
// Else the content types won't be included.
// TODO: solve this properly.
_serializer.Initialize();
_loc.AddLoadedToStringSerializer(_stringSerializer);
//IoCManager.Resolve<IMapLoader>().LoadedMapData +=
// IoCManager.Resolve<IRobustMappedStringSerializer>().AddStrings;
_prototype.LoadedData += data =>
{
if (!_stringSerializer.Locked)
{
_stringSerializer.AddStrings(data.Root);
}
};
// Initialize Tier 2 services
_time.InSimulation = true;
_config.SetupNetworking();
_playerManager.Initialize(MaxPlayers);
_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
_placement.Initialize();
_viewVariables.Initialize();
// Call Init in game assemblies.
_modLoader.BroadcastRunLevel(ModRunLevel.Init);
// Start bad file extensions check after content init,
// in case content screws with the VFS.
var checkBadExtensions = ProgramShared.CheckBadFileExtensions(
_resources,
_config,
_log.GetSawmill("res"));
_entityManager.Initialize();
_mapManager.Initialize();
_serialization.Initialize();
// Make sure this is done before we try to load prototypes,
// avoid any possibility of race conditions causing the check to not finish
// before prototype load and maybe break something.
ProgramShared.FinishCheckBadFileExtensions(checkBadExtensions);
// because of 'reasons' this has to be called after the last assembly is loaded
// otherwise the prototypes will be cleared
_prototype.Initialize();
_prototype.LoadDefaultPrototypes();
_prototype.ResolveResults();
_refMan.Initialize();
IoCManager.Resolve<ToolshedManager>().Initialize();
_consoleHost.Initialize();
_entityManager.Startup();
_mapManager.Startup();
_stateManager.Initialize();
_replay.Initialize();
var reg = _entityManager.ComponentFactory.GetRegistration<TransformComponent>();
if (!reg.NetID.HasValue)
throw new InvalidOperationException("TransformComponent does not have a NetId.");
_stateManager.TransformNetId = reg.NetID.Value;
_scriptHost.Initialize();
_protoLoadMan.Initialize();
_netResMan.Initialize();
_modLoader.BroadcastRunLevel(ModRunLevel.PostInit);
_statusHost.Start();
_hubManager.Start();
AppDomain.CurrentDomain.ProcessExit += ProcessExiting;
_watchdogApi.Initialize();
AddFinalStringsToSerializer();
_stringSerializer.LockStrings();
if (OperatingSystem.IsWindows() && _config.GetCVar(CVars.SysWinTickPeriod) >= 0)
{
WindowsTickPeriod.TimeBeginPeriod((uint) _config.GetCVar(CVars.SysWinTickPeriod));
}
_config.CheckUnusedCVars();
if (_config.GetCVar(CVars.SysGCCollectStart))
{
GC.Collect();
}
ProgramShared.RunExecCommands(_consoleHost, _commandLineArgs?.ExecCommands);
return false;
}
private void AddFinalStringsToSerializer()
{
foreach (var regType in _componentFactory.AllRegisteredTypes)
{
var reg = _componentFactory.GetRegistration(regType);
_stringSerializer.AddString(reg.Name);
}
using var extraMappedStrings = typeof(BaseServer).Assembly
.GetManifestResourceStream("Robust.Server.ExtraMappedSerializerStrings.txt");
if (extraMappedStrings != null)
{
using var sr = new StreamReader(extraMappedStrings);
string? line;
while ((line = sr.ReadLine()) != null)
{
_stringSerializer.AddString(line);
}
}
}
private bool SetupLoki()
{
var enabled = _config.GetCVar(CVars.LokiEnabled);
if (!enabled)
{
return true;
}
var logger = _log.GetSawmill("loki");
var serverName = _config.GetCVar(CVars.LokiName);
var address = _config.GetCVar(CVars.LokiAddress);
var username = _config.GetCVar(CVars.LokiUsername);
var password = _config.GetCVar(CVars.LokiPassword);
if (string.IsNullOrWhiteSpace(serverName))
{
logger.Fatal("Misconfiguration: Server name is not specified/empty.");
return false;
}
if (string.IsNullOrWhiteSpace(address))
{
logger.Fatal("Misconfiguration: Loki address is not specified/empty.");
return false;
}
LokiSinkConfiguration cfg = new()
{
LokiUrl = address
};
if (!string.IsNullOrWhiteSpace(username))
{
if (string.IsNullOrWhiteSpace(password))
{
logger.Fatal("Misconfiguration: Loki password is not specified/empty but username is.");
return false;
}
cfg.LokiUsername = username;
cfg.LokiPassword = password;
}
cfg.LogLabelProvider = new LogLabelProvider(serverName);
logger.Debug("Loki enabled for server {ServerName} loki address {LokiAddress}.", serverName,
address);
var handler = new LokiLogHandler(cfg);
_log.RootSawmill.AddHandler(handler);
return true;
}
private void ProcessExiting(object? sender, EventArgs e)
{
// If the main loop is not running the task will never get processed on the main thread
if (!_mainLoop.Running)
{
return;
}
_taskManager.RunOnMainThread(() => Shutdown("ProcessExited"));
// Give the server 10 seconds to shut down.
// If it still hasn't managed to assume it's stuck or something.
if (!_shutdownEvent.Wait(10_000))
{
System.Console.WriteLine("ProcessExited timeout (10s) has been passed; killing server.");
// This kills the server right? Returning?
}
}
internal void SetupMainLoop()
{
if (_mainLoop == null)
{
_mainLoop = new GameLoop(
_time,
_runtimeLog,
_prof,
_log.GetSawmill("eng"),
GameLoopOptions.FromCVars(_config))
{
SleepMode = SleepMode.Delay,
DetectSoftLock = true,
EnableMetrics = true
};
}
_uptimeStopwatch.Start();
_mainLoop.Input += (sender, args) => Input(args);
_mainLoop.Tick += (sender, args) => Update(args);
_mainLoop.Update += (sender, args) => FrameUpdate(args);
// set GameLoop.Running to false to return from this function.
_time.Paused = _autoPause;
}
internal void FinishMainLoop()
{
_time.InSimulation = true;
Cleanup();
_shutdownEvent.Set();
}
/// <inheritdoc />
public void MainLoop()
{
SetupMainLoop();
// If the server has been given a reason to shut down before the main loop has started,
// Don't start the main loop. This only works if a reason is passed to Shutdown(...)
if (_shutdownReason != null)
{
_logger.Fatal("Shutdown has been requested before the main loop has been started, complying.");
}
else _mainLoop.Run();
FinishMainLoop();
}
public void OverrideMainLoop(IGameLoop gameLoop)
{
_mainLoop = gameLoop;
}
/// <summary>
/// Loads the server settings from the ConfigurationManager.
/// </summary>
private void LoadSettings()
{
_config.OnValueChanged(CVars.NetTickrate, i =>
{
var b = (byte) i;
_time.TickRate = b;
_logger.Info($"Tickrate changed to: {b} on tick {_time.CurTick}");
});
var startOffset = TimeSpan.FromSeconds(_config.GetCVar(CVars.NetTimeStartOffset));
_time.TimeBase = (startOffset, GameTick.First);
_time.TickRate = (byte) _config.GetCVar(CVars.NetTickrate);
_logger.Info($"Name: {ServerName}");
_logger.Info($"TickRate: {_time.TickRate}({_time.TickPeriod.TotalMilliseconds:0.00}ms)");
_logger.Info($"Max players: {MaxPlayers}");
_config.OnValueChanged(CVars.GameAutoPauseEmpty, UpdateAutoPause, true);
}
private void UpdateAutoPause(bool doAutoPause)
{
_autoPause = doAutoPause;
if (doAutoPause)
{
if (!_time.Paused && CheckIfShouldAutoPause())
{
_logger.Debug("game.auto_pause_empty changed, pausing");
_time.Paused = true;
}
}
else if (_time.Paused)
{
_logger.Debug("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.Debug("Client connecting, unpausing automatically.");
_time.Paused = false;
}
if (e.NewStatus == SessionStatus.Disconnected && CheckIfShouldAutoPause())
{
_logger.Debug("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()
{
_replay.Shutdown();
_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)
{
using var _ = TickUsage.WithLabels("Inputs").NewTimer();
_systemConsole.UpdateInput();
_network.ProcessPackets();
_taskManager.ProcessPendingTasks();
_modLoader.BroadcastUpdate(ModUpdateLevel.InputPostEngine, args);
}
private void Update(FrameEventArgs frameEventArgs)
{
ServerCurTick.Set(_time.CurTick.Value);
ServerCurTime.Set(_time.CurTime.TotalSeconds);
_systemConsole.UpdateTick();
using (TickUsage.WithLabels("PreEngine").NewTimer())
{
_modLoader.BroadcastUpdate(ModUpdateLevel.PreEngine, frameEventArgs);
}
using (TickUsage.WithLabels("NetworkedCVar").NewTimer())
{
_config.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);
}
void IPostInjectInit.PostInject()
{
_logger = _log.GetSawmill("srv");
}
}
}