688 lines
20 KiB
C#
688 lines
20 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2014 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.Diagnostics;
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using System.Drawing;
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using System.IO;
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using System.Linq;
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using System.Net;
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using System.Threading;
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using MaxMind.GeoIP2;
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using OpenRA.FileSystem;
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using OpenRA.Graphics;
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using OpenRA.Network;
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using OpenRA.Primitives;
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using OpenRA.Support;
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using OpenRA.Widgets;
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namespace OpenRA
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{
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public static class Game
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{
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public static ModData modData;
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public static Settings Settings;
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static WorldRenderer worldRenderer;
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internal static OrderManager orderManager;
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static Server.Server server;
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public static MersenneTwister CosmeticRandom = new MersenneTwister(); // not synced
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public static Renderer Renderer;
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public static bool HasInputFocus = false;
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public static DatabaseReader GeoIpDatabase;
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public static OrderManager JoinServer(string host, int port, string password, bool recordReplay = true)
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{
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IConnection connection = new NetworkConnection(host, port);
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if (recordReplay)
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connection = new ReplayRecorderConnection(connection, ChooseReplayFilename);
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var om = new OrderManager(host, port, password, connection);
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JoinInner(om);
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return om;
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}
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static string ChooseReplayFilename()
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{
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return DateTime.UtcNow.ToString("OpenRA-yyyy-MM-ddTHHmmssZ");
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}
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static void JoinInner(OrderManager om)
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{
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if (orderManager != null) orderManager.Dispose();
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orderManager = om;
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lastConnectionState = ConnectionState.PreConnecting;
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ConnectionStateChanged(orderManager);
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}
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public static void JoinReplay(string replayFile)
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{
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JoinInner(new OrderManager("<no server>", -1, "", new ReplayConnection(replayFile)));
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}
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static void JoinLocal()
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{
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JoinInner(new OrderManager("<no server>", -1, "", new EchoConnection()));
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}
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// More accurate replacement for Environment.TickCount
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static Stopwatch stopwatch = Stopwatch.StartNew();
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public static int RunTime { get { return (int)Game.stopwatch.ElapsedMilliseconds; } }
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public static int RenderFrame = 0;
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public static int NetFrameNumber { get { return orderManager.NetFrameNumber; } }
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public static int LocalTick { get { return orderManager.LocalFrameNumber; } }
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public const int NetTickScale = 3; // 120 ms net tick for 40 ms local tick
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public const int Timestep = 40;
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public const int TimestepJankThreshold = 250; // Don't catch up for delays larger than 250ms
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public static event Action<OrderManager> ConnectionStateChanged = _ => { };
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static ConnectionState lastConnectionState = ConnectionState.PreConnecting;
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public static int LocalClientId { get { return orderManager.Connection.LocalClientId; } }
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// Hacky workaround for orderManager visibility
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public static Widget OpenWindow(World world, string widget)
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{
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return Ui.OpenWindow(widget, new WidgetArgs() { { "world", world }, { "orderManager", orderManager }, { "worldRenderer", worldRenderer } });
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}
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// Who came up with the great idea of making these things
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// impossible for the things that want them to access them directly?
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public static Widget OpenWindow(string widget, WidgetArgs args)
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{
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return Ui.OpenWindow(widget, new WidgetArgs(args)
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{
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{ "world", worldRenderer.world },
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{ "orderManager", orderManager },
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{ "worldRenderer", worldRenderer },
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});
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}
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// Load a widget with world, orderManager, worldRenderer args, without adding it to the widget tree
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public static Widget LoadWidget(World world, string id, Widget parent, WidgetArgs args)
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{
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return modData.WidgetLoader.LoadWidget(new WidgetArgs(args)
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{
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{ "world", world },
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{ "orderManager", orderManager },
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{ "worldRenderer", worldRenderer },
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}, parent, id);
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}
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public static event Action LobbyInfoChanged = () => { };
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internal static void SyncLobbyInfo()
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{
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LobbyInfoChanged();
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}
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public static event Action BeforeGameStart = () => { };
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internal static void StartGame(string mapUID, bool isShellmap)
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{
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BeforeGameStart();
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Map map;
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using (new PerfTimer("PrepareMap"))
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map = modData.PrepareMap(mapUID);
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using (new PerfTimer("NewWorld"))
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{
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orderManager.World = new World(map, orderManager, isShellmap);
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orderManager.World.Timestep = Timestep;
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}
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if (worldRenderer != null)
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worldRenderer.Dispose();
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worldRenderer = new WorldRenderer(orderManager.World);
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using (new PerfTimer("LoadComplete"))
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orderManager.World.LoadComplete(worldRenderer);
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if (orderManager.GameStarted)
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return;
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Ui.MouseFocusWidget = null;
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Ui.KeyboardFocusWidget = null;
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orderManager.LocalFrameNumber = 0;
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orderManager.LastTickTime = RunTime;
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orderManager.StartGame();
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worldRenderer.RefreshPalette();
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GC.Collect();
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}
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public static bool IsHost
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{
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get
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{
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var id = orderManager.Connection.LocalClientId;
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var client = orderManager.LobbyInfo.ClientWithIndex(id);
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return client != null && client.IsAdmin;
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}
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}
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static Modifiers modifiers;
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public static Modifiers GetModifierKeys() { return modifiers; }
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internal static void HandleModifierKeys(Modifiers mods) { modifiers = mods; }
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public static void InitializeSettings(Arguments args)
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{
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Settings = new Settings(Platform.ResolvePath("^", "settings.yaml"), args);
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}
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internal static void Initialize(Arguments args)
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{
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Console.WriteLine("Platform is {0}", Platform.CurrentPlatform);
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AppDomain.CurrentDomain.AssemblyResolve += GlobalFileSystem.ResolveAssembly;
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InitializeSettings(args);
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Log.AddChannel("perf", "perf.log");
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Log.AddChannel("debug", "debug.log");
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Log.AddChannel("sync", "syncreport.log");
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Log.AddChannel("server", "server.log");
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Log.AddChannel("sound", "sound.log");
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Log.AddChannel("graphics", "graphics.log");
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Log.AddChannel("geoip", "geoip.log");
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if (Settings.Server.DiscoverNatDevices)
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UPnP.TryNatDiscovery();
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else
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{
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Settings.Server.NatDeviceAvailable = false;
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Settings.Server.AllowPortForward = false;
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}
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try
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{
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GeoIpDatabase = new DatabaseReader("GeoLite2-Country.mmdb");
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}
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catch (Exception e)
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{
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Log.Write("geoip", "DatabaseReader failed: {0}", e);
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}
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GlobalFileSystem.Mount(Platform.GameDir); // Needed to access shaders
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var renderers = new[] { Settings.Graphics.Renderer, "Sdl2", null };
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foreach (var r in renderers)
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{
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if (r == null)
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throw new InvalidOperationException("No suitable renderers were found. Check graphics.log for details.");
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Settings.Graphics.Renderer = r;
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try
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{
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Renderer = new Renderer(Settings.Graphics, Settings.Server);
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break;
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}
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catch (Exception e)
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{
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Log.Write("graphics", "{0}", e);
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Console.WriteLine("Renderer initialization failed. Fallback in place. Check graphics.log for details.");
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}
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}
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try
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{
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Sound.Create(Settings.Sound.Engine);
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}
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catch (Exception e)
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{
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Log.Write("sound", "{0}", e);
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Console.WriteLine("Creating the sound engine failed. Fallback in place. Check sound.log for details.");
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Settings.Sound.Engine = "Null";
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Sound.Create(Settings.Sound.Engine);
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}
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Console.WriteLine("Available mods:");
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foreach (var mod in ModMetadata.AllMods)
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Console.WriteLine("\t{0}: {1} ({2})", mod.Key, mod.Value.Title, mod.Value.Version);
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InitializeMod(Settings.Game.Mod, args);
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if (Settings.Server.DiscoverNatDevices)
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RunAfterDelay(Settings.Server.NatDiscoveryTimeout, UPnP.StoppingNatDiscovery);
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}
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public static void InitializeMod(string mod, Arguments args)
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{
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// Clear static state if we have switched mods
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LobbyInfoChanged = () => { };
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ConnectionStateChanged = om => { };
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BeforeGameStart = () => { };
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Ui.ResetAll();
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if (worldRenderer != null)
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worldRenderer.Dispose();
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worldRenderer = null;
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if (server != null)
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server.Shutdown();
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if (orderManager != null)
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orderManager.Dispose();
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if (modData != null)
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modData.Dispose();
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modData = null;
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// Fall back to default if the mod doesn't exist
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if (!ModMetadata.AllMods.ContainsKey(mod))
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mod = new GameSettings().Mod;
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Console.WriteLine("Loading mod: {0}", mod);
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Settings.Game.Mod = mod;
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Sound.StopMusic();
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Sound.StopVideo();
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Sound.Initialize();
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modData = new ModData(mod, true);
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Renderer.InitializeFonts(modData.Manifest);
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modData.InitializeLoaders();
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using (new PerfTimer("LoadMaps"))
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modData.MapCache.LoadMaps();
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PerfHistory.items["render"].hasNormalTick = false;
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PerfHistory.items["batches"].hasNormalTick = false;
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PerfHistory.items["render_widgets"].hasNormalTick = false;
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PerfHistory.items["render_flip"].hasNormalTick = false;
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JoinLocal();
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if (Settings.Server.Dedicated)
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{
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while (true)
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{
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Settings.Server.Map = WidgetUtils.ChooseInitialMap(Settings.Server.Map);
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Settings.Save();
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CreateServer(new ServerSettings(Settings.Server));
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while (true)
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{
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Thread.Sleep(100);
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if (server.State == Server.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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if (Settings.Server.DedicatedLoop)
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{
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Console.WriteLine("Starting a new server instance...");
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modData.MapCache.LoadMaps();
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continue;
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}
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break;
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}
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Environment.Exit(0);
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}
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else
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modData.LoadScreen.StartGame(args);
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}
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public static void LoadShellMap()
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{
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var shellmap = ChooseShellmap();
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using (new PerfTimer("StartGame"))
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StartGame(shellmap, true);
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}
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static string ChooseShellmap()
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{
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var shellmaps = modData.MapCache
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.Where(m => m.Status == MapStatus.Available && m.Map.UseAsShellmap)
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.Select(m => m.Uid);
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if (!shellmaps.Any())
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throw new InvalidDataException("No valid shellmaps available");
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return shellmaps.Random(CosmeticRandom);
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}
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static RunStatus state = RunStatus.Running;
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public static event Action OnQuit = () => { };
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// Note: These delayed actions should only be used by widgets or disposing objects
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// - things that depend on a particular world should be queuing them on the worldactor.
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static ActionQueue delayedActions = new ActionQueue();
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public static void RunAfterTick(Action a) { delayedActions.Add(a); }
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public static void RunAfterDelay(int delay, Action a) { delayedActions.Add(a, delay); }
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static float cursorFrame = 0f;
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static void InnerLogicTick(OrderManager orderManager)
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{
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var tick = RunTime;
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var world = orderManager.World;
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var uiTickDelta = tick - Ui.LastTickTime;
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if (uiTickDelta >= Timestep)
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{
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// Explained below for the world tick calculation
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var integralTickTimestep = (uiTickDelta / Timestep) * Timestep;
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Ui.LastTickTime += integralTickTimestep >= TimestepJankThreshold ? integralTickTimestep : Timestep;
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Viewport.TicksSinceLastMove += uiTickDelta / Timestep;
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Sync.CheckSyncUnchanged(world, Ui.Tick);
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cursorFrame += 0.5f;
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}
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var worldTimestep = world == null ? Timestep : world.Timestep;
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var worldTickDelta = (tick - orderManager.LastTickTime);
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if (worldTimestep != 0 && worldTickDelta >= worldTimestep)
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{
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using (new PerfSample("tick_time"))
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{
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// Tick the world to advance the world time to match real time:
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// If dt < TickJankThreshold then we should try and catch up by repeatedly ticking
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// If dt >= TickJankThreshold then we should accept the jank and progress at the normal rate
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// dt is rounded down to an integer tick count in order to preserve fractional tick components.
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var integralTickTimestep = (worldTickDelta / worldTimestep) * worldTimestep;
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orderManager.LastTickTime += integralTickTimestep >= TimestepJankThreshold ? integralTickTimestep : worldTimestep;
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Sound.Tick();
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Sync.CheckSyncUnchanged(world, orderManager.TickImmediate);
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if (world != null)
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{
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var isNetTick = LocalTick % NetTickScale == 0;
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if (!isNetTick || orderManager.IsReadyForNextFrame)
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{
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++orderManager.LocalFrameNumber;
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Log.Write("debug", "--Tick: {0} ({1})", LocalTick, isNetTick ? "net" : "local");
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if (isNetTick)
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orderManager.Tick();
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Sync.CheckSyncUnchanged(world, () =>
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{
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world.OrderGenerator.Tick(world);
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world.Selection.Tick(world);
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});
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world.Tick();
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PerfHistory.Tick();
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}
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else
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if (orderManager.NetFrameNumber == 0)
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orderManager.LastTickTime = RunTime;
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Sync.CheckSyncUnchanged(world, () => world.TickRender(worldRenderer));
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}
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}
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}
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}
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static void LogicTick()
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{
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delayedActions.PerformActions();
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if (orderManager.Connection.ConnectionState != lastConnectionState)
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{
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lastConnectionState = orderManager.Connection.ConnectionState;
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ConnectionStateChanged(orderManager);
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}
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InnerLogicTick(orderManager);
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if (worldRenderer != null && orderManager.World != worldRenderer.world)
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InnerLogicTick(worldRenderer.world.orderManager);
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}
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static void RenderTick()
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{
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using (new PerfSample("render"))
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{
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++RenderFrame;
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// worldRenderer is null during the initial install/download screen
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if (worldRenderer != null)
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{
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Renderer.BeginFrame(worldRenderer.Viewport.TopLeft, worldRenderer.Viewport.Zoom);
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Sound.SetListenerPosition(worldRenderer.Position(worldRenderer.Viewport.CenterLocation));
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worldRenderer.Draw();
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}
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else
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Renderer.BeginFrame(int2.Zero, 1f);
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using (new PerfSample("render_widgets"))
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{
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Ui.Draw();
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if (modData != null && modData.CursorProvider != null)
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{
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var cursorName = Ui.Root.GetCursorOuter(Viewport.LastMousePos) ?? "default";
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modData.CursorProvider.DrawCursor(Renderer, cursorName, Viewport.LastMousePos, (int)cursorFrame);
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}
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}
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using (new PerfSample("render_flip"))
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Renderer.EndFrame(new DefaultInputHandler(orderManager.World));
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}
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PerfHistory.items["render"].Tick();
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PerfHistory.items["batches"].Tick();
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PerfHistory.items["render_widgets"].Tick();
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PerfHistory.items["render_flip"].Tick();
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}
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static void Loop()
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{
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// The game loop mainly does two things: logic updates and
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// drawing on the screen.
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// ---
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// We ideally want the logic to run every 'Timestep' ms and
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// rendering to be done at 'MaxFramerate', so 1000 / MaxFramerate ms.
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// Any additional free time is used in 'Sleep' so we don't
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// consume more CPU/GPU resources than necessary.
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// ---
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// In case logic or rendering takes more time than the ideal
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// and we're getting behind, we can skip rendering some frames
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// but there's a fail-safe minimum FPS to make sure the screen
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// gets updated at least that often.
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// ---
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// TODO: Separate world/UI rendering
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// It would be nice to separate the world rendering from the UI rendering
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// so that we can update the UI more often than the world. This would
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// help make the game playable (mouse/controls) even in low world
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// framerates.
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// It's not possible at the moment because the render buffer is cleared
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// before rendering and we don't keep the last rendered world buffer.
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// When the logic has fallen behind by this much, skip the pending
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// updates and start fresh.
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// For example, if we want to update logic every 10 ms but each loop
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// temporarily takes 100 ms, the 'nextLogic' timestamp will be too low
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// and the current timestamp ('now') will have moved on. Even if the
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// update time returns to normal, it will take a long time to catch up
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// (if ever).
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// This also means that the 'logicInterval' cannot be longer than this
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// value.
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const int maxLogicTicksBehind = 250;
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// Try to maintain at least this many FPS during replays, even if it slows down logic.
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// However, if the user has enabled a framerate limit that is even lower
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// than this, then that limit will be used.
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const int minReplayFps = 10;
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// Timestamps for when the next logic and rendering should run
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var nextLogic = RunTime;
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var nextRender = RunTime;
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var forcedNextRender = RunTime;
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while (state == RunStatus.Running)
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{
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// Ideal time between logic updates. Timestep = 0 means the game is paused
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// but we still call LogicTick() because it handles pausing internally.
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var logicInterval = worldRenderer != null && worldRenderer.world.Timestep != 0 ? worldRenderer.world.Timestep : Game.Timestep;
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// Ideal time between screen updates
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var maxFramerate = Settings.Graphics.CapFramerate ? Settings.Graphics.MaxFramerate.Clamp(1, 1000) : 1000;
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var renderInterval = 1000 / maxFramerate;
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var now = RunTime;
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// If the logic has fallen behind too much, skip it and catch up
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if (now - nextLogic > maxLogicTicksBehind)
|
|
nextLogic = now;
|
|
|
|
// When's the next update (logic or render)
|
|
var nextUpdate = Math.Min(nextLogic, nextRender);
|
|
if (now >= nextUpdate)
|
|
{
|
|
var forceRender = now >= forcedNextRender;
|
|
|
|
if (now >= nextLogic)
|
|
{
|
|
nextLogic += logicInterval;
|
|
|
|
LogicTick();
|
|
|
|
// Force at least one render per tick during regular gameplay
|
|
if (orderManager.World != null && !orderManager.World.IsReplay)
|
|
forceRender = true;
|
|
}
|
|
|
|
var haveSomeTimeUntilNextLogic = now < nextLogic;
|
|
var isTimeToRender = now >= nextRender;
|
|
|
|
if ((isTimeToRender && haveSomeTimeUntilNextLogic) || forceRender)
|
|
{
|
|
nextRender = now + renderInterval;
|
|
|
|
// Pick the minimum allowed FPS (the lower between 'minReplayFPS'
|
|
// and the user's max frame rate) and convert it to maximum time
|
|
// allowed between screen updates.
|
|
// We do this before rendering to include the time rendering takes
|
|
// in this interval.
|
|
var maxRenderInterval = Math.Max(1000 / minReplayFps, renderInterval);
|
|
forcedNextRender = now + maxRenderInterval;
|
|
|
|
RenderTick();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Thread.Sleep(nextUpdate - now);
|
|
}
|
|
}
|
|
}
|
|
|
|
internal static RunStatus Run()
|
|
{
|
|
if (Settings.Graphics.MaxFramerate < 1)
|
|
{
|
|
Settings.Graphics.MaxFramerate = new GraphicSettings().MaxFramerate;
|
|
Settings.Graphics.CapFramerate = false;
|
|
}
|
|
|
|
try
|
|
{
|
|
Loop();
|
|
}
|
|
finally
|
|
{
|
|
// Ensure that the active replay is properly saved
|
|
if (orderManager != null)
|
|
orderManager.Dispose();
|
|
}
|
|
|
|
if (worldRenderer != null)
|
|
worldRenderer.Dispose();
|
|
modData.Dispose();
|
|
ChromeProvider.Deinitialize();
|
|
Renderer.Dispose();
|
|
|
|
OnQuit();
|
|
|
|
return state;
|
|
}
|
|
|
|
public static void Exit()
|
|
{
|
|
state = RunStatus.Success;
|
|
}
|
|
|
|
public static void Restart()
|
|
{
|
|
state = RunStatus.Restart;
|
|
}
|
|
|
|
public static void AddChatLine(Color color, string name, string text)
|
|
{
|
|
orderManager.AddChatLine(color, name, text);
|
|
}
|
|
|
|
public static void Debug(string s, params object[] args)
|
|
{
|
|
AddChatLine(Color.White, "Debug", string.Format(s, args));
|
|
}
|
|
|
|
public static void Disconnect()
|
|
{
|
|
if (orderManager.World != null)
|
|
orderManager.World.traitDict.PrintReport();
|
|
|
|
orderManager.Dispose();
|
|
CloseServer();
|
|
JoinLocal();
|
|
}
|
|
|
|
public static void CloseServer()
|
|
{
|
|
if (server != null)
|
|
server.Shutdown();
|
|
}
|
|
|
|
public static T CreateObject<T>(string name)
|
|
{
|
|
return modData.ObjectCreator.CreateObject<T>(name);
|
|
}
|
|
|
|
public static void CreateServer(ServerSettings settings)
|
|
{
|
|
server = new Server.Server(new IPEndPoint(IPAddress.Any, settings.ListenPort), settings, modData);
|
|
}
|
|
|
|
public static int CreateLocalServer(string map)
|
|
{
|
|
var settings = new ServerSettings()
|
|
{
|
|
Name = "Skirmish Game",
|
|
Map = map,
|
|
AdvertiseOnline = false,
|
|
AllowPortForward = false
|
|
};
|
|
|
|
server = new Server.Server(new IPEndPoint(IPAddress.Loopback, 0), settings, modData);
|
|
|
|
return server.Port;
|
|
}
|
|
|
|
public static bool IsCurrentWorld(World world)
|
|
{
|
|
return orderManager != null && orderManager.World == world;
|
|
}
|
|
}
|
|
}
|