Files
RobustToolbox/Robust.Server/BaseServer.cs

559 lines
20 KiB
C#

using System;
using System.Diagnostics;
using System.IO;
using System.Threading;
using Prometheus;
using Robust.Server.Console;
using Robust.Server.Interfaces;
using Robust.Server.Interfaces.Console;
using Robust.Server.Interfaces.GameObjects;
using Robust.Server.Interfaces.GameState;
using Robust.Server.Interfaces.Placement;
using Robust.Server.Interfaces.Player;
using Robust.Shared.Configuration;
using Robust.Shared.ContentPack;
using Robust.Shared.Interfaces.Configuration;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.Interfaces.Serialization;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.Interfaces.Timers;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Prototypes;
using Robust.Server.Interfaces.ServerStatus;
using Robust.Server.ViewVariables;
using Robust.Shared.Asynchronous;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using Robust.Shared.Interfaces.Log;
using Robust.Shared.Interfaces.Resources;
using Robust.Shared.Exceptions;
using Robust.Server.Interfaces.Debugging;
using Robust.Server.Scripting;
using Robust.Server.ServerStatus;
using Robust.Shared;
using Robust.Shared.Network.Messages;
using Robust.Server.DataMetrics;
using Robust.Server.Log;
using Robust.Shared.Serialization;
using Serilog.Debugging;
using Serilog.Sinks.Loki;
using Stopwatch = Robust.Shared.Timing.Stopwatch;
namespace Robust.Server
{
/// <summary>
/// The master class that runs the rest of the engine.
/// </summary>
internal sealed class BaseServer : IBaseServerInternal
{
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.");
[Dependency] private readonly IConfigurationManager _config = default!;
[Dependency] private readonly IComponentManager _components = default!;
[Dependency] private readonly IServerEntityManager _entities = 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 IModLoader _modLoader = default!;
[Dependency] private readonly IWatchdogApi _watchdogApi = default!;
[Dependency] private readonly IScriptHost _scriptHost = default!;
[Dependency] private readonly IMetricsManager _metricsManager = default!;
private readonly Stopwatch _uptimeStopwatch = new Stopwatch();
private CommandLineArgs _commandLineArgs = default!;
private Func<ILogHandler>? _logHandlerFactory;
private ILogHandler? _logHandler;
private IGameLoop _mainLoop = default!;
private TimeSpan _lastTitleUpdate;
private int _lastReceivedBytes;
private int _lastSentBytes;
private string? _shutdownReason;
private readonly ManualResetEventSlim _shutdownEvent = new ManualResetEventSlim(false);
/// <inheritdoc />
public int MaxPlayers => _config.GetCVar<int>("game.maxplayers");
/// <inheritdoc />
public string ServerName => _config.GetCVar<string>("game.hostname");
/// <inheritdoc />
public void Restart()
{
Logger.InfoS("srv", "Restarting Server...");
Cleanup();
Start(_logHandlerFactory);
}
/// <inheritdoc />
public void Shutdown(string? reason)
{
if (string.IsNullOrWhiteSpace(reason))
Logger.InfoS("srv", "Shutting down...");
else
Logger.InfoS("srv", $"{reason}, shutting down...");
_shutdownReason = reason;
_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(Func<ILogHandler>? logHandlerFactory = null)
{
// 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 (_commandLineArgs?.ConfigFile != null)
{
_config.LoadFromFile(_commandLineArgs.ConfigFile);
}
else
{
var path = PathHelpers.ExecutableRelativeFile("server_config.toml");
if (File.Exists(path))
{
_config.LoadFromFile(path);
}
else
{
_config.SetSaveFile(path);
}
}
_config.OverrideConVars(EnvironmentVariables.GetEnvironmentCVars());
if (_commandLineArgs != null)
{
_config.OverrideConVars(_commandLineArgs.CVars);
}
//Sets up Logging
_config.RegisterCVar("log.enabled", true, CVar.ARCHIVE);
_config.RegisterCVar("log.path", "logs", CVar.ARCHIVE);
_config.RegisterCVar("log.format", "log_%(date)s-T%(time)s.txt", CVar.ARCHIVE);
_config.RegisterCVar("log.level", LogLevel.Info, CVar.ARCHIVE);
_logHandlerFactory = logHandlerFactory;
var logHandler = logHandlerFactory?.Invoke() ?? null;
var logEnabled = _config.GetCVar<bool>("log.enabled");
if (logEnabled && logHandler == null)
{
var logPath = _config.GetCVar<string>("log.path");
var logFormat = _config.GetCVar<string>("log.format");
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<LogLevel>("log.level");
if (logEnabled && logHandler != null)
{
_logHandler = logHandler;
_log.RootSawmill.AddHandler(_logHandler!);
}
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();
var netMan = IoCManager.Resolve<IServerNetManager>();
try
{
netMan.Initialize(true);
netMan.StartServer();
netMan.RegisterNetMessage<MsgSetTickRate>(MsgSetTickRate.NAME);
}
catch (Exception e)
{
var port = netMan.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 = _commandLineArgs?.DataDir ?? PathHelpers.ExecutableRelativeFile("data");
// Set up the VFS
_resources.Initialize(dataDir);
#if FULL_RELEASE
_resources.MountContentDirectory(@"./Resources/");
#else
// Load from the resources dir in the repo root instead.
// It's a debug build so this is fine.
var contentRootDir = ProgramShared.FindContentRootDir();
_resources.MountContentDirectory($@"{contentRootDir}RobustToolbox/Resources/");
_resources.MountContentDirectory($@"{contentRootDir}bin/Content.Server/", new ResourcePath("/Assemblies/"));
_resources.MountContentDirectory($@"{contentRootDir}Resources/");
#endif
_modLoader.SetUseLoadContext(!DisableLoadContext);
//identical code in game controller for client
if (!_modLoader.TryLoadAssembly<GameShared>(_resources, $"Content.Shared"))
{
Logger.FatalS("eng", "Could not load any Shared DLL.");
return true;
}
if (!_modLoader.TryLoadAssembly<GameServer>(_resources, $"Content.Server"))
{
Logger.FatalS("eng", "Could not load any Server DLL.");
return true;
}
_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();
//IoCManager.Resolve<IMapLoader>().LoadedMapData +=
// IoCManager.Resolve<IRobustMappedStringSerializer>().AddStrings;
IoCManager.Resolve<IPrototypeManager>().LoadedData +=
IoCManager.Resolve<IRobustMappedStringSerializer>().AddStrings;
// Initialize Tier 2 services
IoCManager.Resolve<IGameTiming>().InSimulation = true;
_stateManager.Initialize();
IoCManager.Resolve<IPlayerManager>().Initialize(MaxPlayers);
_mapManager.Initialize();
_mapManager.Startup();
IoCManager.Resolve<IPlacementManager>().Initialize();
IoCManager.Resolve<IViewVariablesHost>().Initialize();
IoCManager.Resolve<IDebugDrawingManager>().Initialize();
// Call Init in game assemblies.
_modLoader.BroadcastRunLevel(ModRunLevel.Init);
_entities.Initialize();
// because of 'reasons' this has to be called after the last assembly is loaded
// otherwise the prototypes will be cleared
var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
prototypeManager.LoadDirectory(new ResourcePath(@"/Prototypes"));
prototypeManager.Resync();
IoCManager.Resolve<IConsoleShell>().Initialize();
IoCManager.Resolve<IConGroupController>().Initialize();
_entities.Startup();
_scriptHost.Initialize();
_modLoader.BroadcastRunLevel(ModRunLevel.PostInit);
IoCManager.Resolve<IStatusHost>().Start();
AppDomain.CurrentDomain.ProcessExit += ProcessExiting;
_watchdogApi.Initialize();
return false;
}
private bool SetupLoki()
{
_config.RegisterCVar("loki.enabled", false);
_config.RegisterCVar("loki.name", "");
_config.RegisterCVar("loki.address", "");
_config.RegisterCVar("loki.username", "");
_config.RegisterCVar("loki.password", "");
var enabled = _config.GetCVar<bool>("loki.enabled");
if (!enabled)
{
return true;
}
var serverName = _config.GetCVar<string>("loki.name");
var address = _config.GetCVar<string>("loki.address");
var username = _config.GetCVar<string>("loki.username");
var password = _config.GetCVar<string>("loki.password");
if (string.IsNullOrWhiteSpace(serverName))
{
Logger.FatalS("loki", "Misconfiguration: Server name is not specified/empty.");
return false;
}
if (string.IsNullOrWhiteSpace(address))
{
Logger.FatalS("loki", "Misconfiguration: Loki address is not specified/empty.");
return false;
}
LokiCredentials credentials;
if (string.IsNullOrWhiteSpace(username))
{
credentials = new NoAuthCredentials(address);
}
else
{
if (string.IsNullOrWhiteSpace(password))
{
Logger.FatalS("loki", "Misconfiguration: Loki password is not specified/empty but username is.");
return false;
}
credentials = new BasicAuthCredentials(address, username, password);
}
Logger.DebugS("loki", "Loki enabled for server {ServerName} loki address {LokiAddress}.", serverName,
address);
var handler = new LokiLogHandler(serverName, credentials);
_log.RootSawmill.AddHandler(handler);
return true;
}
private void ProcessExiting(object? sender, EventArgs e)
{
_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?
}
}
/// <inheritdoc />
public void MainLoop()
{
if (_mainLoop == null)
{
_mainLoop = new GameLoop(_time)
{
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) => { ServerUpTime.Set(_uptimeStopwatch.Elapsed.TotalSeconds); };
// set GameLoop.Running to false to return from this function.
_time.Paused = false;
_mainLoop.Run();
_time.InSimulation = true;
Cleanup();
_shutdownEvent.Set();
}
public bool DisableLoadContext { private get; set; }
public void OverrideMainLoop(IGameLoop gameLoop)
{
_mainLoop = gameLoop;
}
/// <summary>
/// Updates the console window title with performance statistics.
/// </summary>
private void UpdateTitle()
{
if (!Environment.UserInteractive || System.Console.IsInputRedirected)
{
return;
}
// every 1 second update stats in the console window title
if ((_time.RealTime - _lastTitleUpdate).TotalSeconds < 1.0)
return;
var netStats = UpdateBps();
System.Console.Title = string.Format("FPS: {0:N2} SD: {1:N2}ms | Net: ({2}) | Memory: {3:N0} KiB",
Math.Round(_time.FramesPerSecondAvg, 2),
_time.RealFrameTimeStdDev.TotalMilliseconds,
netStats,
Process.GetCurrentProcess().PrivateMemorySize64 >> 10);
_lastTitleUpdate = _time.RealTime;
}
/// <summary>
/// Loads the server settings from the ConfigurationManager.
/// </summary>
private void LoadSettings()
{
var cfgMgr = IoCManager.Resolve<IConfigurationManager>();
cfgMgr.RegisterCVar("net.tickrate", 60, CVar.ARCHIVE | CVar.REPLICATED | CVar.SERVER, i =>
{
var b = (byte) i;
_time.TickRate = b;
Logger.InfoS("game", $"Tickrate changed to: {b} on tick {_time.CurTick}");
SendTickRateUpdateToClients(b);
});
cfgMgr.RegisterCVar("game.hostname", "MyServer", CVar.ARCHIVE);
cfgMgr.RegisterCVar("game.maxplayers", 32, CVar.ARCHIVE);
cfgMgr.RegisterCVar("game.type", GameType.Game);
_time.TickRate = (byte) _config.GetCVar<int>("net.tickrate");
Logger.InfoS("srv", $"Name: {ServerName}");
Logger.InfoS("srv", $"TickRate: {_time.TickRate}({_time.TickPeriod.TotalMilliseconds:0.00}ms)");
Logger.InfoS("srv", $"Max players: {MaxPlayers}");
}
private void SendTickRateUpdateToClients(byte newTickRate)
{
var msg = _network.CreateNetMessage<MsgSetTickRate>();
msg.NewTickRate = newTickRate;
_network.ServerSendToAll(msg);
}
// called right before main loop returns, do all saving/cleanup in here
private void Cleanup()
{
// shut down networking, kicking all players.
_network.Shutdown($"Server shutting down: {_shutdownReason}");
// shutdown entities
_entities.Shutdown();
// Wrtie down exception log
var logPath = _config.GetCVar<string>("log.path");
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.
}
private string UpdateBps()
{
var stats = IoCManager.Resolve<IServerNetManager>().Statistics;
var bps =
$"Send: {(stats.SentBytes - _lastSentBytes) >> 10:N0} KiB/s, Recv: {(stats.ReceivedBytes - _lastReceivedBytes) >> 10:N0} KiB/s";
_lastSentBytes = stats.SentBytes;
_lastReceivedBytes = stats.ReceivedBytes;
return bps;
}
private void Input(FrameEventArgs args)
{
_systemConsole.Update();
_network.ProcessPackets();
_taskManager.ProcessPendingTasks();
}
private void Update(FrameEventArgs frameEventArgs)
{
ServerCurTick.Set(_time.CurTick.Value);
ServerCurTime.Set(_time.CurTime.TotalSeconds);
UpdateTitle();
_modLoader.BroadcastUpdate(ModUpdateLevel.PreEngine, frameEventArgs);
timerManager.UpdateTimers(frameEventArgs);
_taskManager.ProcessPendingTasks();
_components.CullRemovedComponents();
_entities.Update(frameEventArgs.DeltaSeconds);
_modLoader.BroadcastUpdate(ModUpdateLevel.PostEngine, frameEventArgs);
_stateManager.SendGameStateUpdate();
_watchdogApi.Heartbeat();
}
}
/// <summary>
/// Type of game currently running.
/// </summary>
public enum GameType
{
MapEditor = 0,
Game,
}
}