using Barotrauma.Networking; using Barotrauma.Steam; using FarseerPhysics.Dynamics; using GameAnalyticsSDK.Net; using Microsoft.Xna.Framework; using System; using System.Collections.Generic; using System.Diagnostics; using System.IO; using System.Linq; using System.Reflection; using System.Threading; using System.Xml.Linq; namespace Barotrauma { class GameMain { public static readonly Version Version = Assembly.GetEntryAssembly().GetName().Version; public static World World; public static GameSettings Config; public static GameServer Server; public static NetworkMember NetworkMember { get { return Server as NetworkMember; } } public static GameSession GameSession; public static GameMain Instance { get; private set; } //only screens the server implements public static GameScreen GameScreen; public static NetLobbyScreen NetLobbyScreen; //null screens because they are not implemented by the server, //but they're checked for all over the place //TODO: maybe clean up instead of having these constants public static readonly Screen SubEditorScreen = UnimplementedScreen.Instance; public static bool ShouldRun = true; private static Stopwatch stopwatch; public static HashSet SelectedPackages { get { return Config.SelectedContentPackages; } } public readonly string[] CommandLineArgs; public GameMain(string[] args) { Instance = this; CommandLineArgs = args; World = new World(new Vector2(0, -9.82f)); FarseerPhysics.Settings.AllowSleep = true; FarseerPhysics.Settings.ContinuousPhysics = false; FarseerPhysics.Settings.VelocityIterations = 1; FarseerPhysics.Settings.PositionIterations = 1; Config = new GameSettings(); SteamManager.Initialize(); if (GameSettings.SendUserStatistics) GameAnalyticsManager.Init(); GameScreen = new GameScreen(); } public void Init() { MissionPrefab.Init(); MapEntityPrefab.Init(); MapGenerationParams.Init(); LevelGenerationParams.LoadPresets(); ScriptedEventSet.LoadPrefabs(); StructurePrefab.LoadAll(GetFilesOfType(ContentType.Structure)); ItemPrefab.LoadAll(GetFilesOfType(ContentType.Item)); JobPrefab.LoadAll(GetFilesOfType(ContentType.Jobs)); ItemAssemblyPrefab.LoadAll(); NPCConversation.LoadAll(GetFilesOfType(ContentType.NPCConversations)); ItemAssemblyPrefab.LoadAll(); LevelObjectPrefab.LoadAll(); AfflictionPrefab.LoadAll(GetFilesOfType(ContentType.Afflictions)); GameModePreset.Init(); LocationType.Init(); Submarine.RefreshSavedSubs(); Screen.SelectNull(); NetLobbyScreen = new NetLobbyScreen(); CheckContentPackage(); } private void CheckContentPackage() { foreach (ContentPackage contentPackage in Config.SelectedContentPackages) { var exePaths = contentPackage.GetFilesOfType(ContentType.ServerExecutable); if (exePaths.Count() > 0 && AppDomain.CurrentDomain.FriendlyName != exePaths.First()) { DebugConsole.ShowQuestionPrompt(TextManager.Get("IncorrectExe") .Replace("[selectedpackage]", contentPackage.Name) .Replace("[exename]", exePaths.First()), (option) => { if (option.ToLower() == "y" || option.ToLower() == "yes") { string fullPath = Path.GetFullPath(exePaths.First()); Process.Start(fullPath); ShouldRun = false; } }); break; } } } /// /// Returns the file paths of all files of the given type in the currently selected content packages. /// public IEnumerable GetFilesOfType(ContentType type) { return ContentPackage.GetFilesOfType(SelectedPackages, type); } public void StartServer() { string name = "Server"; int port = NetConfig.DefaultPort; int queryPort = NetConfig.DefaultQueryPort; bool publiclyVisible = false; string password = ""; bool enableUpnp = false; int maxPlayers = 10; int ownerKey = 0; XDocument doc = XMLExtensions.TryLoadXml(ServerSettings.SettingsFile); if (doc?.Root == null) { DebugConsole.ThrowError("File \"" + ServerSettings.SettingsFile + "\" not found. Starting the server with default settings."); } else { name = doc.Root.GetAttributeString("name", "Server"); port = doc.Root.GetAttributeInt("port", NetConfig.DefaultPort); queryPort = doc.Root.GetAttributeInt("queryport", NetConfig.DefaultQueryPort); publiclyVisible = doc.Root.GetAttributeBool("public", false); password = doc.Root.GetAttributeString("password", ""); enableUpnp = doc.Root.GetAttributeBool("enableupnp", false); maxPlayers = doc.Root.GetAttributeInt("maxplayers", 10); ownerKey = 0; } for (int i = 0; i < CommandLineArgs.Length; i++) { switch (CommandLineArgs[i].Trim()) { case "-name": name = CommandLineArgs[i + 1]; i++; break; case "-port": int.TryParse(CommandLineArgs[i + 1], out port); i++; break; case "-queryport": int.TryParse(CommandLineArgs[i + 1], out queryPort); i++; break; case "-public": bool.TryParse(CommandLineArgs[i + 1], out publiclyVisible); i++; break; case "-password": password = CommandLineArgs[i + 1]; i++; break; case "-upnp": case "-enableupnp": bool.TryParse(CommandLineArgs[i + 1], out enableUpnp); i++; break; case "-maxplayers": int.TryParse(CommandLineArgs[i + 1], out maxPlayers); i++; break; case "-ownerkey": int.TryParse(CommandLineArgs[i + 1], out ownerKey); i++; break; } } Server = new GameServer( name, port, queryPort, publiclyVisible, password, enableUpnp, maxPlayers, ownerKey); } public void CloseServer() { Server.Disconnect(); Server = null; } public void Run() { Hyper.ComponentModel.HyperTypeDescriptionProvider.Add(typeof(Character)); Hyper.ComponentModel.HyperTypeDescriptionProvider.Add(typeof(Item)); Hyper.ComponentModel.HyperTypeDescriptionProvider.Add(typeof(Items.Components.ItemComponent)); Hyper.ComponentModel.HyperTypeDescriptionProvider.Add(typeof(Hull)); Init(); StartServer(); ResetFrameTime(); double frequency = (double)Stopwatch.Frequency; if (frequency <= 1500) { DebugConsole.NewMessage("WARNING: Stopwatch frequency under 1500 ticks per second. Expect significant syncing accuracy issues.", Color.Yellow); } stopwatch = Stopwatch.StartNew(); long prevTicks = stopwatch.ElapsedTicks; while (ShouldRun) { long currTicks = stopwatch.ElapsedTicks; double elapsedTime = Math.Max(currTicks - prevTicks, 0) / frequency; Timing.Accumulator += elapsedTime; if (Timing.Accumulator > 1.0) { //prevent spiral of death Timing.Accumulator = Timing.Step; } Timing.TotalTime += elapsedTime; prevTicks = currTicks; while (Timing.Accumulator >= Timing.Step) { DebugConsole.Update(); if (Screen.Selected != null) Screen.Selected.Update((float)Timing.Step); Server.Update((float)Timing.Step); SteamManager.Update((float)Timing.Step); CoroutineManager.Update((float)Timing.Step, (float)Timing.Step); Timing.Accumulator -= Timing.Step; } int frameTime = (int)(((double)(stopwatch.ElapsedTicks - prevTicks) / frequency) * 1000.0); frameTime = Math.Max(0, frameTime); Thread.Sleep(Math.Max(((int)(Timing.Step * 1000.0) - frameTime) / 2, 0)); } stopwatch.Stop(); CloseServer(); SteamManager.ShutDown(); if (GameSettings.SendUserStatistics) GameAnalytics.OnStop(); } public static void ResetFrameTime() { Timing.Accumulator = 0.0f; stopwatch?.Reset(); stopwatch?.Start(); } public CoroutineHandle ShowLoading(IEnumerable loader, bool waitKeyHit = true) { return CoroutineManager.StartCoroutine(loader); } public void Exit() { ShouldRun = false; } } }