mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-14 19:29:36 +01:00
* oops
* fixes serialization il
* copytest
* typo & misc fixes
* 139 moment
* boxing
* mesa dum
* stuff
* goodbye bad friend
* last commit before the big (4) rewrite
* adds datanodes
* kills yamlobjserializer in favor of the new system
* adds more serializers, actually implements them & removes most of the last of the old system
* changed yamlfieldattribute namespace
* adds back iselfserialize
* refactors consts&flags
* renames everything to data(field/definition)
* adds afterserialization
* help
* dataclassgen
* fuggen help me mannen
* Fix most errors on content
* Fix engine errors except map loader
* maploader & misc fix
* misc fixes
* thing
* help
* refactors datanodes
* help me mannen
* Separate ITypeSerializer into reader and writer
* Convert all type serializers
* priority
* adds alot
* il fixes
* adds robustgen
* argh
* adds array & enum serialization
* fixes dataclasses
* adds vec2i / misc fixes
* fixes inheritance
* a very notcursed todo
* fixes some custom dataclasses
* push dis
* Remove data classes
* boutta box
* yes
* Add angle and regex serializer tests
* Make TypeSerializerTest abstract
* sets up ioc etc
* remove pushinheritance
* fixes
* Merge fixes, fix yaml hot reloading
* General fixes2
* Make enum serialization ignore case
* Fix the tag not being copied in data nodes
* Fix not properly serializing flag enums
* Fix component serialization on startup
* Implement ValueDataNode ToString
* Serialization IL fixes, fix return and string equality
* Remove async from prototype manager
* Make serializing unsupported node as enum exception more descriptive
* Fix serv3 tryread casting to serializer instead of reader
* Add constructor for invalid node type exception
* Temporary fix for SERV3: Turn populate delegate into regular code
* Fix not copying the data of non primitive types
* Fix not using the data definition found in copying
* Make ISerializationHooks require explicit implementations
* Add test for serialization inheritance
* Improve IsOverridenIn method
* Fix error message when a data definition is null
* Add method to cast a read value in Serv3Manager
* Rename IServ3Manager to ISerializationManager
* Rename usages of serv3manager, add generic copy method
* Fix IL copy method lookup
* Rename old usages of serv3manager
* Add ITypeCopier
* resistance is futile
* we will conquer this codebase
* Add copy method to all serializers
* Make primitive mismatch error message more descriptive
* bing bong im going to freacking heck
* oopsie moment
* hello are you interested in my wares
* does generic serializers under new architecture
* Convert every non generic serializer to the new format, general fixes
* Update usgaes of generic serializers, cleanup
* does some pushinheritance logic
* finishes pushinheritance FRAMEWORK
* shed
* Add box2, color and component registry serializer tests
* Create more deserialized types and store prototypes with their deserialized results
* Fixes and serializer updates
* Add serialization manager extensions
* adds pushinheritance
* Update all prototypes to have a parent and have consistent id/parent properties
* Fix grammar component serialization
* Add generic serializer tests
* thonk
* Add array serializer test
* Replace logger warning calls with exceptions
* fixes
* Move redundant methods to serialization manager extensions, cleanup
* Add array serialization
* fixes context
* more fixes
* argh
* inheritance
* this should do it
* fixes
* adds copiers & fixes some stuff
* copiers use context v1
* finishing copy context
* more context fixes
* Test fixes
* funky maps
* Fix server user interface component serialization
* Fix value tuple serialization
* Add copying for value types and arrays. Fix copy internal for primitives, enums and strings
* fixes
* fixes more stuff
* yes
* Make abstract/interface skips debugs instead of warnings
* Fix typo
* Make some dictionaries readonly
* Add checks for the serialization manager initializing and already being initialized
* Add base type required and usage for MeansDataDefinition and ImplicitDataDefinitionForInheritorsAttribute
* copy by ref
* Fix exception wording
* Update data field required summary with the new forbidden docs
* Use extension in map loader
* wanna erp
* Change serializing to not use il temporarily
* Make writing work with nullable types
* pushing
* check
* cuddling slaps HARD
* Add serialization priority test
* important fix
* a serialization thing
* serializer moment
* Add validation for some type serializers
* adds context
* moar context
* fixes
* Do the thing for appearance
* yoo lmao
* push haha pp
* Temporarily make copy delegate regular c# code
* Create deserialized component registry to handle not inheriting conflicting references
* YAML LINTER BABY
* ayes
* Fix sprite component norot not being default true like in latest master
* Remove redundant todos
* Add summary doc to every ISerializationManager method
* icon fixes
* Add skip hook argument to readers and copiers
* Merge fixes
* Fix ordering of arguments in read and copy reflection call
* Fix user interface components deserialization
* pew pew
* i am going to HECK
* Add MustUseReturnValue to copy-over methods
* Make serialization log calls use the same sawmill
* gamin
* Fix doc errors in ISerializationManager.cs
* goodbye brave soldier
* fixes
* WIP merge fixes and entity serialization
* aaaaaaaaaaaaaaa
* aaaaaaaaaaaaaaa
* adds inheritancebehaviour
* test/datafield fixes
* forgot that one
* adds more verbose validation
* This fixes the YAML hot reloading
* Replace yield break with Enumerable.Empty
* adds copiers
* aaaaaaaaaaaaa
* array fix
priority fix
misc fixes
* fix(?)
* fix.
* funny map serialization (wip)
* funny map serialization (wip)
* Add TODO
* adds proper info the validation
* Make yaml linter 5 times faster (~80% less execution time)
* Improves the error message for missing fields in the linter
* Include component name in unknown component type error node
* adds alwaysrelevant usa
* fixes mapsaving
* moved surpressor to analyzers proj
* warning cleanup & moves surpressor
* removes old msbuild targets
* Revert "Make yaml linter 5 times faster (~80% less execution time)"
This reverts commit 2ee4cc2c26.
* Add serialization to RobustServerSimulation and mock reflection methods
Fixes container tests
* Fix nullability warnings
* Improve yaml linter message feedback
* oops moment
* Add IEquatable, IComparable, ToString and operators to DataPosition
Rename it to NodeMark
Make it a readonly struct
* Remove try catch from enum parsing
* Make dependency management in serialization less bad
* Make dependencies an argument instead of a property on the serialization manager
* Clean up type serializers
* Improve validation messages and resourc epath checking
* Fix sprite error message
* reached perfection
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
583 lines
21 KiB
C#
583 lines
21 KiB
C#
using System;
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using System.Diagnostics;
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using System.IO;
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using System.Runtime.InteropServices;
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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.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.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.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.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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using Stopwatch = Robust.Shared.Timing.Stopwatch;
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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 IComponentManager _components = default!;
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[Dependency] private readonly IServerEntityManager _entities = 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 IScriptHost _scriptHost = default!;
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[Dependency] private readonly IMetricsManager _metricsManager = 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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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 TimeSpan _lastTitleUpdate;
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private int _lastReceivedBytes;
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private int _lastSentBytes;
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private string? _shutdownReason;
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private readonly ManualResetEventSlim _shutdownEvent = new(false);
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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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/// <inheritdoc />
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public void Restart()
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{
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Logger.InfoS("srv", "Restarting Server...");
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Cleanup();
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Start(_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;
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_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(Func<ILogHandler>? logHandlerFactory = null)
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{
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_config.Initialize(true);
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if (LoadConfigAndUserData)
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{
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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 (_commandLineArgs?.ConfigFile != null)
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{
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_config.LoadFromFile(_commandLineArgs.ConfigFile);
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}
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else
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{
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var path = PathHelpers.ExecutableRelativeFile("server_config.toml");
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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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}
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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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//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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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 = 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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ProgramShared.DoMounts(_resources, _commandLineArgs?.MountOptions, "Content.Server");
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_modLoader.SetUseLoadContext(!DisableLoadContext);
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_modLoader.SetEnableSandboxing(false);
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if (!_modLoader.TryLoadModulesFrom(new ResourcePath("/Assemblies/"), "Content."))
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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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_stateManager.Initialize();
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IoCManager.Resolve<IPlayerManager>().Initialize(MaxPlayers);
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_mapManager.Initialize();
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_mapManager.Startup();
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IoCManager.Resolve<IPlacementManager>().Initialize();
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IoCManager.Resolve<IViewVariablesHost>().Initialize();
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IoCManager.Resolve<IDebugDrawingManager>().Initialize();
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// Call Init in game assemblies.
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_modLoader.BroadcastRunLevel(ModRunLevel.Init);
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_entities.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(new ResourcePath(@"/Prototypes"));
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prototypeManager.Resync();
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IoCManager.Resolve<IServerConsoleHost>().Initialize();
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_entities.Startup();
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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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AppDomain.CurrentDomain.ProcessExit += ProcessExiting;
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_watchdogApi.Initialize();
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_stringSerializer.LockStrings();
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if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows) && _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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return false;
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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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LokiCredentials credentials;
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if (string.IsNullOrWhiteSpace(username))
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{
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credentials = new NoAuthCredentials(address);
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}
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else
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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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credentials = new BasicAuthCredentials(address, username, password);
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}
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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(serverName, credentials);
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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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_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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/// <inheritdoc />
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public void MainLoop()
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{
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if (_mainLoop == null)
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{
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_mainLoop = new GameLoop(_time)
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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);
|
|
|
|
_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 bool LoadConfigAndUserData { private get; set; } = true;
|
|
|
|
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.OnValueChanged(CVars.NetTickrate, i =>
|
|
{
|
|
var b = (byte) i;
|
|
_time.TickRate = b;
|
|
|
|
Logger.InfoS("game", $"Tickrate changed to: {b} on tick {_time.CurTick}");
|
|
});
|
|
|
|
_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", $"Max players: {MaxPlayers}");
|
|
}
|
|
|
|
// called right before main loop returns, do all saving/cleanup in here
|
|
private void Cleanup()
|
|
{
|
|
IoCManager.Resolve<INetConfigurationManager>().FlushMessages();
|
|
|
|
// shut down networking, kicking all players.
|
|
_network.Shutdown($"Server shutting down: {_shutdownReason}");
|
|
|
|
// shutdown entities
|
|
_entities.Shutdown();
|
|
|
|
if (_config.GetCVar(CVars.LogRuntimeLog))
|
|
{
|
|
// Wrtie 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 (RuntimeInformation.IsOSPlatform(OSPlatform.Windows) && _config.GetCVar(CVars.SysWinTickPeriod) >= 0)
|
|
{
|
|
WindowsTickPeriod.TimeEndPeriod((uint) _config.GetCVar(CVars.SysWinTickPeriod));
|
|
}
|
|
}
|
|
|
|
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);
|
|
|
|
// These are always the same on the server, there is no prediction.
|
|
_time.LastRealTick = _time.CurTick;
|
|
|
|
UpdateTitle();
|
|
|
|
using (TickUsage.WithLabels("PreEngine").NewTimer())
|
|
{
|
|
_modLoader.BroadcastUpdate(ModUpdateLevel.PreEngine, frameEventArgs);
|
|
}
|
|
|
|
using (TickUsage.WithLabels("NetworkedCVar").NewTimer())
|
|
{
|
|
IoCManager.Resolve<INetConfigurationManager>().TickProcessMessages();
|
|
}
|
|
|
|
using (TickUsage.WithLabels("Timers").NewTimer())
|
|
{
|
|
timerManager.UpdateTimers(frameEventArgs);
|
|
}
|
|
|
|
using (TickUsage.WithLabels("AsyncTasks").NewTimer())
|
|
{
|
|
_taskManager.ProcessPendingTasks();
|
|
}
|
|
|
|
using (TickUsage.WithLabels("ComponentCull").NewTimer())
|
|
{
|
|
_components.CullRemovedComponents();
|
|
}
|
|
|
|
// Pass Histogram into the IEntityManager.Update so it can do more granular measuring.
|
|
_entities.Update(frameEventArgs.DeltaSeconds, TickUsage);
|
|
|
|
using (TickUsage.WithLabels("PostEngine").NewTimer())
|
|
{
|
|
_modLoader.BroadcastUpdate(ModUpdateLevel.PostEngine, frameEventArgs);
|
|
}
|
|
|
|
using (TickUsage.WithLabels("GameState").NewTimer())
|
|
{
|
|
_stateManager.SendGameStateUpdate();
|
|
}
|
|
|
|
_watchdogApi.Heartbeat();
|
|
}
|
|
}
|
|
}
|