|
|
|
|
//#define MONO
|
|
|
|
|
using System;
|
|
|
|
|
using System.Collections.Generic;
|
|
|
|
|
using System.IO;
|
|
|
|
|
using System.Linq;
|
|
|
|
|
using System.Text;
|
|
|
|
|
using System.Runtime.InteropServices;
|
|
|
|
|
using System.Threading;
|
|
|
|
|
using System.Globalization;
|
|
|
|
|
using System.Diagnostics;
|
|
|
|
|
using ProxyCore;
|
|
|
|
|
|
|
|
|
|
namespace ProxyMud
|
|
|
|
|
{
|
|
|
|
|
class Program
|
|
|
|
|
{
|
|
|
|
|
internal static ServerConfig Config;
|
|
|
|
|
|
|
|
|
|
static void Main(string[] args)
|
|
|
|
|
{
|
|
|
|
|
#if !MONO
|
|
|
|
|
_handler += new EventHandler(Handler);
|
|
|
|
|
SetConsoleCtrlHandler(_handler, true);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
// Set US culture so config and other formats are universal
|
|
|
|
|
Thread.CurrentThread.CurrentCulture = CultureInfo.CreateSpecificCulture("en-US");
|
|
|
|
|
Config = new ServerConfig();
|
|
|
|
|
|
|
|
|
|
Stopwatch watch = new Stopwatch();
|
|
|
|
|
watch.Start();
|
|
|
|
|
|
|
|
|
|
// This is the main loop of the server program
|
|
|
|
|
while(canContinue)
|
|
|
|
|
{
|
|
|
|
|
// The main loop time
|
|
|
|
|
const uint sleepTime = 5;
|
|
|
|
|
|
|
|
|
|
long time;
|
|
|
|
|
|
|
|
|
|
// This is the main loop of the game world
|
|
|
|
|
while(canContinue)
|
|
|
|
|
{
|
|
|
|
|
// Get time before loop
|
|
|
|
|
time = watch.ElapsedMilliseconds;
|
|
|
|
|
|
|
|
|
|
// Start server if needed
|
|
|
|
|
if(Server == null)
|
|
|
|
|
{
|
|
|
|
|
#if !DEBUG
|
|
|
|
|
try
|
|
|
|
|
{
|
|
|
|
|
#endif
|
|
|
|
|
Server = new Network.NetworkServer();
|
|
|
|
|
Server.Start();
|
|
|
|
|
#if !DEBUG
|
|
|
|
|
}
|
|
|
|
|
catch(Exception e)
|
|
|
|
|
{
|
|
|
|
|
Log.Error("Failed creating server: " + e.Message);
|
|
|
|
|
Shutdown();
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Update server and everything
|
|
|
|
|
#if !DEBUG
|
|
|
|
|
try
|
|
|
|
|
{
|
|
|
|
|
#endif
|
|
|
|
|
if(Server.Update(watch.ElapsedMilliseconds))
|
|
|
|
|
Shutdown();
|
|
|
|
|
#if !DEBUG
|
|
|
|
|
}
|
|
|
|
|
catch(Exception e)
|
|
|
|
|
{
|
|
|
|
|
Log.Crash(e, "server");
|
|
|
|
|
Shutdown();
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
// Now check time after loop and see how long we should sleep to fill loop time
|
|
|
|
|
time = watch.ElapsedMilliseconds - time;
|
|
|
|
|
|
|
|
|
|
// Need to sleep some time until next update
|
|
|
|
|
if(time <= sleepTime)
|
|
|
|
|
{
|
|
|
|
|
time = sleepTime - time;
|
|
|
|
|
Thread.Sleep((int)time);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
Thread.Sleep(0); // Sleep at least 0 every time so program wouldn't hog CPU
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Loop ended save and shut down
|
|
|
|
|
if(Server != null)
|
|
|
|
|
Server.Stop();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
isFinished = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static Network.NetworkServer Server = null;
|
|
|
|
|
|
|
|
|
|
#region CloseEvent
|
|
|
|
|
#if !MONO
|
|
|
|
|
[DllImport("Kernel32")]
|
|
|
|
|
private static extern bool SetConsoleCtrlHandler(EventHandler handler, bool add);
|
|
|
|
|
|
|
|
|
|
private delegate bool EventHandler(CtrlType sig);
|
|
|
|
|
static EventHandler _handler;
|
|
|
|
|
|
|
|
|
|
enum CtrlType
|
|
|
|
|
{
|
|
|
|
|
CTRL_C_EVENT = 0,
|
|
|
|
|
CTRL_BREAK_EVENT = 1,
|
|
|
|
|
CTRL_CLOSE_EVENT = 2,
|
|
|
|
|
CTRL_LOGOFF_EVENT = 5,
|
|
|
|
|
CTRL_SHUTDOWN_EVENT = 6
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static bool Handler(CtrlType sig)
|
|
|
|
|
{
|
|
|
|
|
switch(sig)
|
|
|
|
|
{
|
|
|
|
|
case CtrlType.CTRL_C_EVENT:
|
|
|
|
|
case CtrlType.CTRL_LOGOFF_EVENT:
|
|
|
|
|
case CtrlType.CTRL_SHUTDOWN_EVENT:
|
|
|
|
|
case CtrlType.CTRL_CLOSE_EVENT:
|
|
|
|
|
Shutdown();
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
while(!isFinished)
|
|
|
|
|
Thread.Sleep(10);
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
private static bool canContinue = true;
|
|
|
|
|
private static bool isFinished = false;
|
|
|
|
|
|
|
|
|
|
private static void Shutdown()
|
|
|
|
|
{
|
|
|
|
|
canContinue = false;
|
|
|
|
|
}
|
|
|
|
|
#endregion
|
|
|
|
|
}
|
|
|
|
|
}
|