Move dedicated server code to OpenRA.Server.exe
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58
OpenRA.Server/Program.cs
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58
OpenRA.Server/Program.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Net;
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using System.Threading;
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using OpenRA.Support;
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namespace OpenRA.Server
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{
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class Program
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{
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static void Main(string[] args)
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{
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Log.AddChannel("debug", "dedicated-debug.log");
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Log.AddChannel("perf", "dedicated-perf.log");
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Log.AddChannel("server", "dedicated-server.log");
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// HACK: The engine code assumes that Game.Settings is set.
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// This isn't nearly as bad as ModData, but is still not very nice.
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Game.InitializeSettings(new Arguments(args));
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var settings = Game.Settings.Server;
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// HACK: The engine code *still* assumes that Game.ModData is set
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var mod = Game.Settings.Game.Mod;
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var modData = Game.ModData = new ModData(mod, false);
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modData.MapCache.LoadMaps();
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settings.Map = modData.MapCache.ChooseInitialMap(settings.Map, new MersenneTwister());
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Console.WriteLine("Starting dedicated server for mod: " + mod);
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while (true)
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{
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var server = new Server(new IPEndPoint(IPAddress.Any, settings.ListenPort), settings, modData, true);
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while (true)
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{
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Thread.Sleep(1000);
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if (server.State == ServerState.GameStarted && server.Conns.Count < 1)
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{
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Console.WriteLine("No one is playing, shutting down...");
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server.Shutdown();
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break;
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}
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}
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Console.WriteLine("Starting a new server instance...");
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}
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}
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}
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}
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