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