Files
RobustToolbox/Robust.Server/BaseServer.cs
2019-08-27 21:47:15 +02:00

368 lines
13 KiB
C#

using System;
using System.Diagnostics;
using System.Globalization;
using System.IO;
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.Shared.Localization;
namespace Robust.Server
{
/// <summary>
/// The master class that runs the rest of the engine.
/// </summary>
internal sealed class BaseServer : IBaseServerInternal
{
#pragma warning disable 649
[Dependency]
private readonly IConfigurationManager _config;
[Dependency]
private readonly IComponentManager _components;
[Dependency]
private readonly IServerEntityManager _entities;
[Dependency]
private readonly ILogManager _log;
[Dependency]
private readonly IRobustSerializer _serializer;
[Dependency]
private readonly IGameTiming _time;
[Dependency]
private readonly IResourceManagerInternal _resources;
[Dependency]
private readonly IMapManager _mapManager;
[Dependency]
private readonly ITimerManager timerManager;
[Dependency]
private readonly IServerGameStateManager _stateManager;
[Dependency]
private readonly IServerNetManager _network;
[Dependency]
private readonly ISystemConsoleManager _systemConsole;
[Dependency]
private readonly ITaskManager _taskManager;
[Dependency]
private readonly ILocalizationManager _localizationManager;
[Dependency]
private IRuntimeLog runtimeLog;
[Dependency]
private readonly IModLoader _modLoader;
#pragma warning restore 649
private CommandLineArgs _commandLineArgs;
private FileLogHandler fileLogHandler;
private IGameLoop _mainLoop;
private TimeSpan _lastTitleUpdate;
private int _lastReceivedBytes;
private int _lastSentBytes;
public string ContentRootDir { get; set; } = "../../../";
/// <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();
}
/// <inheritdoc />
public void Shutdown(string reason)
{
if (string.IsNullOrWhiteSpace(reason))
Logger.InfoS("srv", "Shutting down...");
else
Logger.InfoS("srv", $"{reason}, shutting down...");
_mainLoop.Running = false;
_log.RootSawmill.RemoveHandler(fileLogHandler);
fileLogHandler.Dispose();
}
public void SetCommandLineArgs(CommandLineArgs args)
{
_commandLineArgs = args;
}
/// <inheritdoc />
public bool Start()
{
// Sets up the configMgr
if (_commandLineArgs?.ConfigFile != null)
{
// 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.
var configPath = _commandLineArgs.ConfigFile ?? PathHelpers.ExecutableRelativeFile("server_config.toml");
_config.LoadFromFile(configPath);
}
//Sets up Logging
_config.RegisterCVar("log.path", "logs", CVar.ARCHIVE);
_config.RegisterCVar("log.format", "log_%(date)s-%(time)s.txt", CVar.ARCHIVE);
_config.RegisterCVar("log.level", LogLevel.Info, CVar.ARCHIVE);
var logPath = _config.GetCVar<string>("log.path");
var logFormat = _config.GetCVar<string>("log.format");
var logFilename = logFormat.Replace("%(date)s", DateTime.Now.ToString("yyyyMMdd")).Replace("%(time)s", DateTime.Now.ToString("hhmmss"));
var fullPath = Path.Combine(logPath, logFilename);
if (!Path.IsPathRooted(fullPath))
{
logPath = PathHelpers.ExecutableRelativeFile(fullPath);
}
fileLogHandler = new FileLogHandler(logPath);
_log.RootSawmill.Level = _config.GetCVar<LogLevel>("log.level");
_log.RootSawmill.AddHandler(fileLogHandler);
// Has to be done early because this guy's in charge of the main thread Synchronization Context.
_taskManager.Initialize();
LoadSettings();
var netMan = IoCManager.Resolve<IServerNetManager>();
try
{
netMan.Initialize(true);
netMan.StartServer();
}
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.
_resources.MountContentDirectory($@"{ContentRootDir}RobustToolbox/Resources/");
_resources.MountContentDirectory($@"{ContentRootDir}bin/Content.Server/", new ResourcePath("/Assemblies/"));
_resources.MountContentDirectory($@"{ContentRootDir}Resources/");
#endif
// Default to en-US.
// Perhaps in the future we could make a command line arg or something to change this default.
_localizationManager.LoadCulture(new CultureInfo("en-US"));
//mount the engine content pack
// _resources.MountContentPack(@"EngineContentPack.zip");
//mount the default game ContentPack defined in config
// _resources.MountDefaultContentPack();
//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;
}
// HAS to happen after content gets loaded.
// Else the content types won't be included.
// TODO: solve this properly.
_serializer.Initialize();
// Initialize Tier 2 services
_stateManager.Initialize();
_entities.Initialize();
IoCManager.Resolve<IPlayerManager>().Initialize(MaxPlayers);
_mapManager.Initialize();
IoCManager.Resolve<IPlacementManager>().Initialize();
IoCManager.Resolve<IViewVariablesHost>().Initialize();
// Call Init in game assemblies.
_modLoader.BroadcastRunLevel(ModRunLevel.Init);
// 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();
_modLoader.BroadcastRunLevel(ModRunLevel.PostInit);
IoCManager.Resolve<IStatusHost>().Start();
return false;
}
/// <inheritdoc />
public void MainLoop()
{
if (_mainLoop == null)
{
_mainLoop = new GameLoop(_time)
{
SleepMode = SleepMode.Delay,
DetectSoftLock = true
};
}
_mainLoop.Tick += (sender, args) => Update(args);
// set GameLoop.Running to false to return from this function.
_mainLoop.Run();
Cleanup();
}
public void OverrideMainLoop(IGameLoop gameLoop)
{
_mainLoop = gameLoop;
}
/// <summary>
/// Updates the console window title with performance statistics.
/// </summary>
private void UpdateTitle()
{
if (!Environment.UserInteractive)
{
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);
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}");
}
// called right before main loop returns, do all saving/cleanup in here
private void Cleanup()
{
// shut down networking, kicking all players.
_network.Shutdown("Server Shutdown");
// shutdown entities
_entities.Shutdown();
// Wrtie down exception log
var logPath = _config.GetCVar<string>("log.path");
var pathToWrite = Path.Combine(PathHelpers.ExecutableRelativeFile(logPath), "Runtime-" + DateTime.Now.ToString("yyyy-MM-dd-THH-mm-ss") + ".txt");
File.WriteAllText(pathToWrite, runtimeLog.Display(), EncodingHelpers.UTF8);
//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 Update(FrameEventArgs frameEventArgs)
{
UpdateTitle();
_systemConsole.Update();
IoCManager.Resolve<IServerNetManager>().ProcessPackets();
_modLoader.BroadcastUpdate(ModUpdateLevel.PreEngine, frameEventArgs);
timerManager.UpdateTimers(frameEventArgs);
_taskManager.ProcessPendingTasks();
_components.CullRemovedComponents();
_entities.Update(frameEventArgs.DeltaSeconds);
_modLoader.BroadcastUpdate(ModUpdateLevel.PostEngine, frameEventArgs);
_stateManager.SendGameStateUpdate();
}
}
/// <summary>
/// Type of game currently running.
/// </summary>
public enum GameType
{
MapEditor = 0,
Game,
}
}