Move ServerTraits into Mods.
This commit is contained in:
@@ -192,10 +192,7 @@
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<Compile Include="Traits\ActorStance.cs" />
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<Compile Include="Traits\Armor.cs" />
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<Compile Include="Graphics\CursorProvider.cs" />
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<Compile Include="ServerTraits\TraitInterfaces.cs" />
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<Compile Include="ServerTraits\LobbyCommands.cs" />
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<Compile Include="ServerTraits\PlayerCommands.cs" />
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<Compile Include="ServerTraits\MasterServerPinger.cs" />
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<Compile Include="Server\TraitInterfaces.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">
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@@ -20,7 +20,6 @@ using System.Threading;
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using OpenRA.FileFormats;
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using OpenRA.GameRules;
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using OpenRA.Network;
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using OpenRA.Server.Traits;
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namespace OpenRA.Server
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{
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@@ -10,7 +10,7 @@
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using System;
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using OpenRA.Network;
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namespace OpenRA.Server.Traits
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namespace OpenRA.Server
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{
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// Returns true if order is handled
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public interface IInterpretCommand { bool InterpretCommand(Connection conn, Session.Client client, string cmd); }
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@@ -1,318 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 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 LICENSE.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Network;
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using OpenRA.FileFormats;
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namespace OpenRA.Server.Traits
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{
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public class LobbyCommands : ServerTrait, IInterpretCommand, INotifyServerStart, IClientJoined
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{
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public static int MaxSpectators = 4; // How many spectators to allow // @todo Expose this as an option
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public bool InterpretCommand(Connection conn, Session.Client client, string cmd)
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{
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if (Server.GameStarted)
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{
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Server.SendChatTo(conn, "Cannot change state when game started. ({0})".F(cmd));
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return false;
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}
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else if (client.State == Session.ClientState.Ready && !(cmd == "ready" || cmd == "startgame"))
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{
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Server.SendChatTo(conn, "Cannot change state when marked as ready.");
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return false;
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}
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var dict = new Dictionary<string, Func<string, bool>>
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{
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{ "ready",
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s =>
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{
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// if we're downloading, we can't ready up.
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if (client.State == Session.ClientState.NotReady)
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client.State = Session.ClientState.Ready;
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else if (client.State == Session.ClientState.Ready)
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client.State = Session.ClientState.NotReady;
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Log.Write("server", "Player @{0} is {1}",
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conn.socket.RemoteEndPoint, client.State);
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Server.SyncLobbyInfo();
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if (Server.conns.Count > 0 && Server.conns.All(c => Server.GetClient(c).State == Session.ClientState.Ready))
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InterpretCommand(conn, client, "startgame");
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return true;
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}},
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{ "startgame",
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s =>
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{
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Server.StartGame();
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return true;
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}},
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{ "lag",
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s =>
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{
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int lag;
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if (!int.TryParse(s, out lag)) { Log.Write("server", "Invalid order lag: {0}", s); return false; }
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Log.Write("server", "Order lag is now {0} frames.", lag);
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Server.lobbyInfo.GlobalSettings.OrderLatency = lag;
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Server.SyncLobbyInfo();
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return true;
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}},
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{ "spectator",
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s =>
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{
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var slotData = Server.lobbyInfo.Slots.Where(ax => ax.Spectator && !Server.lobbyInfo.Clients.Any(l => l.Slot == ax.Index)).FirstOrDefault();
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if (slotData == null)
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return true;
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client.Slot = slotData.Index;
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SyncClientToPlayerReference(client, slotData.MapPlayer != null ? Server.Map.Players[slotData.MapPlayer] : null);
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Server.SyncLobbyInfo();
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return true;
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}},
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{ "slot",
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s =>
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{
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int slot;
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if (!int.TryParse(s, out slot)) { Log.Write("server", "Invalid slot: {0}", s ); return false; }
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var slotData = Server.lobbyInfo.Slots.FirstOrDefault( x => x.Index == slot );
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if (slotData == null || slotData.Closed || slotData.Bot != null
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|| Server.lobbyInfo.Clients.Any( c => c.Slot == slot ))
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return false;
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client.Slot = slot;
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SyncClientToPlayerReference(client, slotData.MapPlayer != null ? Server.Map.Players[slotData.MapPlayer] : null);
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Server.SyncLobbyInfo();
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return true;
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}},
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{ "slot_close",
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s =>
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{
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int slot;
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if (!int.TryParse(s, out slot)) { Log.Write("server", "Invalid slot: {0}", s ); return false; }
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var slotData = Server.lobbyInfo.Slots.FirstOrDefault( x => x.Index == slot );
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if (slotData == null)
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return false;
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if (conn.PlayerIndex != 0)
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{
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Server.SendChatTo( conn, "Only the host can alter slots" );
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return true;
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}
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slotData.Closed = true;
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slotData.Bot = null;
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/* kick any player that's in the slot */
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var occupant = Server.lobbyInfo.Clients.FirstOrDefault( c => c.Slot == slotData.Index );
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if (occupant != null)
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{
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var occupantConn = Server.conns.FirstOrDefault( c => c.PlayerIndex == occupant.Index );
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if (occupantConn != null)
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Server.DropClient( occupantConn, new Exception() );
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}
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Server.SyncLobbyInfo();
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return true;
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}},
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{ "slot_open",
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s =>
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{
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int slot;
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if (!int.TryParse(s, out slot)) { Log.Write("server", "Invalid slot: {0}", s ); return false; }
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var slotData = Server.lobbyInfo.Slots.FirstOrDefault( x => x.Index == slot );
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if (slotData == null)
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return false;
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if (conn.PlayerIndex != 0)
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{
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Server.SendChatTo( conn, "Only the host can alter slots" );
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return true;
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}
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slotData.Closed = false;
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slotData.Bot = null;
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Server.SyncLobbyInfo();
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return true;
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}},
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{ "slot_bot",
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s =>
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{
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var parts = s.Split(' ');
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if (parts.Length != 2)
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{
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Server.SendChatTo( conn, "Malformed slot_bot command" );
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return true;
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}
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int slot;
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if (!int.TryParse(parts[0], out slot)) { Log.Write("server", "Invalid slot: {0}", s ); return false; }
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var slotData = Server.lobbyInfo.Slots.FirstOrDefault( x => x.Index == slot );
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if (slotData == null)
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return false;
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if (conn.PlayerIndex != 0)
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{
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Server.SendChatTo( conn, "Only the host can alter slots" );
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return true;
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}
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slotData.Bot = parts[1];
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Server.SyncLobbyInfo();
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return true;
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}},
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{ "map",
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s =>
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{
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if (conn.PlayerIndex != 0)
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{
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Server.SendChatTo( conn, "Only the host can change the map" );
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return true;
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}
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Server.lobbyInfo.GlobalSettings.Map = s;
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LoadMap();
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foreach(var c in Server.lobbyInfo.Clients)
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{
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c.SpawnPoint = 0;
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var slotData = Server.lobbyInfo.Slots.FirstOrDefault( x => x.Index == c.Slot );
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if (slotData != null && slotData.MapPlayer != null)
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SyncClientToPlayerReference(c, Server.Map.Players[slotData.MapPlayer]);
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c.State = Session.ClientState.NotReady;
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}
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Server.SyncLobbyInfo();
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return true;
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}},
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{ "lockteams",
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s =>
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{
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if (conn.PlayerIndex != 0)
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{
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Server.SendChatTo( conn, "Only the host can set that option" );
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return true;
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}
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bool.TryParse(s, out Server.lobbyInfo.GlobalSettings.LockTeams);
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Server.SyncLobbyInfo();
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return true;
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}},
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};
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var cmdName = cmd.Split(' ').First();
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var cmdValue = string.Join(" ", cmd.Split(' ').Skip(1).ToArray());
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Func<string,bool> a;
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if (!dict.TryGetValue(cmdName, out a))
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return false;
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return a(cmdValue);
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}
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public void ServerStarted() { LoadMap(); }
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static Session.Slot MakeSlotFromPlayerReference(PlayerReference pr)
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{
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if (!pr.Playable) return null;
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return new Session.Slot
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{
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MapPlayer = pr.Name,
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Bot = null, /* todo: allow the map to specify a bot class? */
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Closed = false,
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};
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}
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public static void LoadMap()
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{
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Server.Map = new Map(Server.ModData.AvailableMaps[Server.lobbyInfo.GlobalSettings.Map]);
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Server.lobbyInfo.Slots = Server.Map.Players
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.Select(p => MakeSlotFromPlayerReference(p.Value))
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.Where(s => s != null)
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.Select((s, i) => { s.Index = i; return s; })
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.ToList();
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// Generate slots for spectators
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for (int i = 0; i < MaxSpectators; i++)
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Server.lobbyInfo.Slots.Add(new Session.Slot
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{
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Spectator = true,
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Index = Server.lobbyInfo.Slots.Count(),
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MapPlayer = null,
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Bot = null
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});
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}
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public void ClientJoined(Connection newConn)
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{
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var defaults = new GameRules.PlayerSettings();
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var client = new Session.Client()
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{
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Index = newConn.PlayerIndex,
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Color1 = defaults.Color1,
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Color2 = defaults.Color2,
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Name = defaults.Name,
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Country = "random",
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State = Session.ClientState.NotReady,
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SpawnPoint = 0,
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Team = 0,
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Slot = ChooseFreeSlot(),
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};
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var slotData = Server.lobbyInfo.Slots.FirstOrDefault( x => x.Index == client.Slot );
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if (slotData != null)
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SyncClientToPlayerReference(client, Server.Map.Players[slotData.MapPlayer]);
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Server.lobbyInfo.Clients.Add(client);
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Log.Write("server", "Client {0}: Accepted connection from {1}",
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newConn.PlayerIndex, newConn.socket.RemoteEndPoint);
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Server.SendChat(newConn, "has joined the game.");
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Server.SyncLobbyInfo();
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}
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static int ChooseFreeSlot()
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{
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return Server.lobbyInfo.Slots.First(s => !s.Closed && s.Bot == null
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&& !Server.lobbyInfo.Clients.Any( c => c.Slot == s.Index )).Index;
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}
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public static void SyncClientToPlayerReference(Session.Client c, PlayerReference pr)
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{
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if (pr == null)
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return;
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if (pr.LockColor)
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{
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c.Color1 = pr.Color;
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c.Color2 = pr.Color2;
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}
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if (pr.LockRace)
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c.Country = pr.Race;
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}
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}
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}
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@@ -1,91 +0,0 @@
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#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation. For more information,
|
||||
* see LICENSE.
|
||||
*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Net;
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namespace OpenRA.Server.Traits
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{
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public class MasterServerPinger : ServerTrait, ITick, INotifySyncLobbyInfo, IStartGame
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{
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const int MasterPingInterval = 60 * 3; // 3 minutes. server has a 5 minute TTL for games, so give ourselves a bit
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// of leeway.
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public int TickTimeout { get { return MasterPingInterval * 10000; } }
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public void Tick()
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{
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if (Environment.TickCount - lastPing > MasterPingInterval * 1000)
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PingMasterServer();
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else
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lock (masterServerMessages)
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while (masterServerMessages.Count > 0)
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Server.SendChat(null, masterServerMessages.Dequeue());
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}
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public void LobbyInfoSynced() { PingMasterServer(); }
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public void GameStarted() { PingMasterServer(); }
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static int lastPing = 0;
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// Todo: use the settings passed to the server instead
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static bool isInternetServer = Game.Settings.Server.AdvertiseOnline;
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static string masterServerUrl = Game.Settings.Server.MasterServer;
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static int externalPort = Game.Settings.Server.ExternalPort;
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static bool isInitialPing = true;
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static volatile bool isBusy;
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static Queue<string> masterServerMessages = new Queue<string>();
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public static void PingMasterServer()
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{
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if (isBusy || !isInternetServer) return;
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lastPing = Environment.TickCount;
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isBusy = true;
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Action a = () =>
|
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{
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try
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{
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var url = "ping.php?port={0}&name={1}&state={2}&players={3}&mods={4}&map={5}";
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if (isInitialPing) url += "&new=1";
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using (var wc = new WebClient())
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{
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wc.DownloadData(
|
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masterServerUrl + url.F(
|
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externalPort, Uri.EscapeUriString(Server.Name),
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Server.GameStarted ? 2 : 1, // todo: post-game states, etc.
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Server.lobbyInfo.Clients.Count,
|
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string.Join(",", Server.lobbyInfo.GlobalSettings.Mods),
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Server.lobbyInfo.GlobalSettings.Map));
|
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|
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if (isInitialPing)
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{
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isInitialPing = false;
|
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lock (masterServerMessages)
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masterServerMessages.Enqueue("Master server communication established.");
|
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}
|
||||
}
|
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}
|
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catch(Exception ex)
|
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{
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Log.Write("server", ex.ToString());
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lock( masterServerMessages )
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masterServerMessages.Enqueue( "Master server communication failed." );
|
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}
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|
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isBusy = false;
|
||||
};
|
||||
|
||||
a.BeginInvoke(null, null);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,102 +0,0 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation. For more information,
|
||||
* see LICENSE.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Drawing;
|
||||
using System.Linq;
|
||||
using OpenRA.Network;
|
||||
|
||||
namespace OpenRA.Server.Traits
|
||||
{
|
||||
public class PlayerCommands : ServerTrait, IInterpretCommand
|
||||
{
|
||||
public bool InterpretCommand(Connection conn, Session.Client client, string cmd)
|
||||
{
|
||||
if (Server.GameStarted)
|
||||
{
|
||||
Server.SendChatTo(conn, "Cannot change state when game started. ({0})".F(cmd));
|
||||
return false;
|
||||
}
|
||||
else if (client.State == Session.ClientState.Ready && !(cmd == "ready" || cmd == "startgame"))
|
||||
{
|
||||
Server.SendChatTo(conn, "Cannot change state when marked as ready.");
|
||||
return false;
|
||||
}
|
||||
|
||||
var dict = new Dictionary<string, Func<string, bool>>
|
||||
{
|
||||
{ "name",
|
||||
s =>
|
||||
{
|
||||
Log.Write("server", "Player@{0} is now known as {1}", conn.socket.RemoteEndPoint, s);
|
||||
client.Name = s;
|
||||
Server.SyncLobbyInfo();
|
||||
return true;
|
||||
}},
|
||||
{ "race",
|
||||
s =>
|
||||
{
|
||||
client.Country = s;
|
||||
Server.SyncLobbyInfo();
|
||||
return true;
|
||||
}},
|
||||
{ "team",
|
||||
s =>
|
||||
{
|
||||
int team;
|
||||
if (!int.TryParse(s, out team)) { Log.Write("server", "Invalid team: {0}", s ); return false; }
|
||||
|
||||
client.Team = team;
|
||||
Server.SyncLobbyInfo();
|
||||
return true;
|
||||
}},
|
||||
{ "spawn",
|
||||
s =>
|
||||
{
|
||||
int spawnPoint;
|
||||
if (!int.TryParse(s, out spawnPoint) || spawnPoint < 0 || spawnPoint > 8) //TODO: SET properly!
|
||||
{
|
||||
Log.Write("server", "Invalid spawn point: {0}", s);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (Server.lobbyInfo.Clients.Where( c => c != client ).Any( c => (c.SpawnPoint == spawnPoint) && (c.SpawnPoint != 0) ))
|
||||
{
|
||||
Server.SendChatTo( conn, "You can't be at the same spawn point as another player" );
|
||||
return true;
|
||||
}
|
||||
|
||||
client.SpawnPoint = spawnPoint;
|
||||
Server.SyncLobbyInfo();
|
||||
return true;
|
||||
}},
|
||||
{ "color",
|
||||
s =>
|
||||
{
|
||||
var c = s.Split(',').Select(cc => int.Parse(cc)).ToArray();
|
||||
client.Color1 = Color.FromArgb(c[0],c[1],c[2]);
|
||||
client.Color2 = Color.FromArgb(c[3],c[4],c[5]);
|
||||
Server.SyncLobbyInfo();
|
||||
return true;
|
||||
}}
|
||||
};
|
||||
|
||||
var cmdName = cmd.Split(' ').First();
|
||||
var cmdValue = string.Join(" ", cmd.Split(' ').Skip(1).ToArray());
|
||||
|
||||
Func<string,bool> a;
|
||||
if (!dict.TryGetValue(cmdName, out a))
|
||||
return false;
|
||||
|
||||
return a(cmdValue);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user