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-rw-r--r--Stars45/StarServer.cpp545
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diff --git a/Stars45/StarServer.cpp b/Stars45/StarServer.cpp
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+/* Project Starshatter 5.0
+ Destroyer Studios LLC
+ Copyright © 1997-2007. All Rights Reserved.
+
+ SUBSYSTEM: Stars
+ FILE: StarServer.cpp
+ AUTHOR: John DiCamillo
+
+*/
+
+#include "MemDebug.h"
+
+#include "StarServer.h"
+#include "Campaign.h"
+#include "CombatRoster.h"
+#include "Galaxy.h"
+#include "Mission.h"
+#include "Sim.h"
+#include "SimEvent.h"
+#include "Ship.h"
+#include "Contact.h"
+#include "QuantumDrive.h"
+#include "Power.h"
+#include "SystemDesign.h"
+#include "WeaponDesign.h"
+#include "Shot.h"
+#include "Drive.h"
+#include "Explosion.h"
+#include "FlightDeck.h"
+#include "RadioMessage.h"
+#include "RadioTraffic.h"
+#include "Random.h"
+#include "ModConfig.h"
+
+#include "NetLayer.h"
+#include "NetGame.h"
+#include "NetHost.h"
+#include "NetServer.h"
+#include "HttpServer.h"
+#include "HttpServletExec.h"
+#include "NetAdminServer.h"
+#include "NetLobbyServer.h"
+#include "NetServerConfig.h"
+
+#include "Token.h"
+#include "MachineInfo.h"
+#include "Game.h"
+#include "Keyboard.h"
+#include "Mouse.h"
+#include "EventDispatch.h"
+#include "MultiController.h"
+#include "DataLoader.h"
+#include "ParseUtil.h"
+#include "Resource.h"
+
+// +--------------------------------------------------------------------+
+
+StarServer* StarServer::instance = 0;
+
+static Mission* current_mission = 0;
+static double time_til_change = 0;
+static bool exit_latch = true;
+
+extern const char* versionInfo;
+
+// +--------------------------------------------------------------------+
+
+StarServer::StarServer()
+ : loader(0), time_mark(0), minutes(0), game_mode(MENU_MODE),
+ admin_server(0), lobby_server(0)
+{
+ if (!instance)
+ instance = this;
+
+ app_name = "Starserver 5.0";
+ title_text = "Starserver";
+ palette_name = "alpha";
+
+ Game::server = true;
+ Game::show_mouse = true;
+
+ DataLoader::Initialize();
+ loader = DataLoader::GetLoader();
+ int loadstat = loader->EnableDatafile("shatter.dat");
+
+ if (loadstat != DataLoader::DATAFILE_OK) {
+ const char* err_msg = loadstat == DataLoader::DATAFILE_INVALID ?
+ "The file 'shatter.dat' appears to have been damaged. Please re-install Starshatter." :
+ "Starshatter cannot open the file 'shatter.dat'. Please re-install Starshatter.";
+
+ ::MessageBox(hwnd, err_msg, "Starshatter - Error", MB_OK);
+ ::Print(err_msg);
+ ::Print("\n\nFATAL ERROR: EXIT.");
+ exit(-1);
+ }
+
+#ifndef STARSHATTER_DEMO_RELEASE
+ if (loader->FindFile("start.dat"))
+ loader->EnableDatafile("start.dat");
+#endif
+
+ // no images or sounds in server mode:
+ loader->EnableMedia(false);
+}
+
+StarServer::~StarServer()
+{
+ delete admin_server;
+ delete lobby_server;
+
+ admin_server = 0;
+ lobby_server = 0;
+
+ // delete all the ships and stuff
+ // BEFORE getting rid of the system
+ // and weapons catalogs!
+ delete world;
+ world = 0; // don't let base class double delete the world
+
+ Drive::Close();
+ Explosion::Close();
+ FlightDeck::Close();
+ Campaign::Close();
+ CombatRoster::Close();
+ Galaxy::Close();
+ RadioTraffic::Close();
+ Ship::Close();
+ WeaponDesign::Close();
+ SystemDesign::Close();
+ DataLoader::Close();
+ NetServerConfig::Close();
+ ModConfig::Close();
+
+ instance = 0;
+
+ Game::server = false;
+}
+
+// +--------------------------------------------------------------------+
+
+bool
+StarServer::Init(HINSTANCE hi, HINSTANCE hpi, LPSTR cmdline, int nCmdShow)
+{
+ if (loader)
+ loader->UseFileSystem(false);
+
+ return Game::Init(hi, hpi, cmdline, nCmdShow);
+}
+
+// +--------------------------------------------------------------------+
+
+bool
+StarServer::InitGame()
+{
+ if (!Game::InitGame())
+ return false;
+
+ RandomInit();
+ ModConfig::Initialize();
+ NetServerConfig::Initialize();
+ SystemDesign::Initialize("sys.def");
+ WeaponDesign::Initialize("wep.def");
+ Ship::Initialize();
+ Galaxy::Initialize();
+ CombatRoster::Initialize();
+ Campaign::Initialize();
+
+ Drive::Initialize();
+ Explosion::Initialize();
+ FlightDeck::Initialize();
+ Ship::Initialize();
+ Shot::Initialize();
+ RadioTraffic::Initialize();
+
+ time_mark = Game::GameTime();
+ minutes = 0;
+
+ NetServerConfig* server_config = NetServerConfig::GetInstance();
+ if (!server_config)
+ return false;
+
+ ::Print("\n\n\nStarshatter Server Init\n");
+ ::Print("-----------------------\n");
+ ::Print("Server Name: %s\n", (const char*) server_config->Name());
+ ::Print("Server Type: %d\n", server_config->GetGameType());
+
+ if (server_config->GetMission().length() > 0)
+ ::Print("Server Mission: %s\n", (const char*) server_config->GetMission());
+
+ ::Print("Lobby Server Port: %d\n", server_config->GetLobbyPort());
+ ::Print("Admin Server Port: %d\n", server_config->GetAdminPort());
+ ::Print("-----------------------\n");
+
+ NetLobbyServer* nls = new(__FILE__,__LINE__) NetLobbyServer;
+ NetAdminServer* nas = NetAdminServer::GetInstance(server_config->GetAdminPort());
+ nas->SetServerName(server_config->Name());
+
+ lobby_server = nls;
+ admin_server = nas;
+
+ return true;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+StarServer::SetGameMode(int m)
+{
+ if (game_mode == m)
+ return;
+
+ if (m == LOAD_MODE) {
+ Print(" game_mode = LOAD_MODE\n");
+ paused = true;
+ }
+
+ else if (m == PLAY_MODE) {
+ Print(" game_mode = PLAY_MODE\n");
+
+ if (!world) {
+ CreateWorld();
+ InstantiateMission();
+ }
+
+ // stand alone server should wait for players to connect
+ // before unpausing the simulation...
+ SetTimeCompression(1);
+ Pause(true);
+ }
+
+ else if (m == MENU_MODE) {
+ Print(" game_mode = MENU_MODE\n");
+ paused = true;
+
+ Sim* sim = (Sim*) world;
+
+ if (sim)
+ sim->UnloadMission();
+ }
+
+ game_mode = m;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+StarServer::SetNextMission(const char* script)
+{
+ if (lobby_server)
+ lobby_server->SetServerMission(script);
+}
+
+// +--------------------------------------------------------------------+
+
+void
+StarServer::CreateWorld()
+{
+ RadioTraffic::Initialize();
+
+ // create world
+ if (!world) {
+ Sim* sim = new(__FILE__,__LINE__) Sim(0);
+ world = sim;
+ Print(" World Created.\n");
+ }
+}
+
+void
+StarServer::InstantiateMission()
+{
+ Memory::Check();
+
+ current_mission = 0;
+
+ if (Campaign::GetCampaign()) {
+ current_mission = Campaign::GetCampaign()->GetMission();
+ }
+
+ Sim* sim = (Sim*) world;
+
+ if (sim) {
+ sim->UnloadMission();
+
+ if (current_mission) {
+ sim->LoadMission(current_mission);
+ sim->ExecMission();
+ sim->SetTestMode(false);
+
+ Print(" Mission Instantiated.\n");
+ }
+
+ else {
+ Print(" *** WARNING: StarServer::InstantiateMission() - no mission selected ***\n");
+ }
+ }
+
+ Memory::Check();
+}
+
+// +--------------------------------------------------------------------+
+
+bool
+StarServer::GameLoop()
+{
+ if (active && paused) {
+ UpdateWorld();
+ GameState();
+ }
+
+ else if (!active) {
+ UpdateWorld();
+ GameState();
+ Sleep(10);
+ }
+
+ Game::GameLoop();
+ return false; // must return false to keep processing
+ // true tells the outer loop to sleep until a
+ // windows event is available
+}
+
+// +--------------------------------------------------------------------+
+
+void
+StarServer::UpdateWorld()
+{
+ long new_time = real_time;
+ double delta = new_time - frame_time;
+ seconds = max_frame_length;
+ gui_seconds = delta * 0.001;
+
+ if (frame_time == 0)
+ gui_seconds = 0;
+
+ time_comp = 1;
+
+ if (delta < max_frame_length * 1000)
+ seconds = delta * 0.001;
+
+ frame_time = new_time;
+
+ Galaxy* galaxy = Galaxy::GetInstance();
+ if (galaxy) galaxy->ExecFrame();
+
+ Campaign* campaign = Campaign::GetCampaign();
+ if (campaign) campaign->ExecFrame();
+
+ if (paused) {
+ if (world)
+ world->ExecFrame(0);
+ }
+
+ else {
+ game_time += (DWORD) (seconds * 1000);
+
+ Drive::StartFrame();
+
+ if (world)
+ world->ExecFrame(seconds);
+ }
+
+ static DWORD refresh_time = 0;
+ if (RealTime() - refresh_time > 1000) {
+ refresh_time = RealTime();
+ RedrawWindow(hwnd, 0, 0, RDW_ERASE|RDW_INVALIDATE);
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+StarServer::GameState()
+{
+ if (lobby_server) {
+ lobby_server->ExecFrame();
+
+ if (lobby_server->GetStatus() == NetServerInfo::PERSISTENT)
+ paused = NetGame::NumPlayers() < 1;
+ }
+
+ if (game_mode == MENU_MODE) {
+ Sleep(30);
+ }
+
+ else if (game_mode == LOAD_MODE) {
+ CreateWorld();
+ InstantiateMission();
+
+ SetGameMode(PLAY_MODE);
+ }
+
+ else if (game_mode == PLAY_MODE) {
+ if (Game::GameTime() - time_mark > 60000) {
+ time_mark = Game::GameTime();
+ minutes++;
+ if (minutes > 60)
+ Print(" TIME %2d:%02d:00\n", minutes/60, minutes%60);
+ else
+ Print(" TIME %2d:00\n", minutes);
+ }
+
+ Sleep(10);
+ }
+
+ Memory::Check();
+}
+
+// +--------------------------------------------------------------------+
+
+bool
+StarServer::OnPaint()
+{
+ PAINTSTRUCT paintstruct;
+ HDC hdc = BeginPaint(hwnd, &paintstruct);
+
+ Text txt_title = title_text;
+ Text txt_mode;
+ Text txt_users = Game::GetText("server.no-users");
+ char buf[256];
+
+ txt_title += " ";
+ txt_title += versionInfo;
+
+ switch (game_mode) {
+ case LOAD_MODE:
+ case MENU_MODE:
+ txt_mode = Game::GetText("server.mode.lobby");
+
+ if (lobby_server) {
+ sprintf(buf, Game::GetText("server.users").data(), lobby_server->NumUsers());
+ txt_users = buf;
+ }
+ break;
+
+ case PLAY_MODE:
+ txt_mode = Game::GetText("server.mode.active");
+ if (lobby_server) {
+ sprintf(buf, Game::GetText("server.users-and-players").data(), lobby_server->NumUsers(), NetGame::NumPlayers());
+ }
+ else {
+ sprintf(buf, Game::GetText("server.players").data(), NetGame::NumPlayers());
+ }
+ txt_users = buf;
+ break;
+
+ default:
+ txt_mode = Game::GetText("server.mode.other");
+ break;
+ }
+
+ if (lobby_server && lobby_server->GetStatus() == NetServerInfo::PERSISTENT)
+ txt_mode += " " + Game::GetText("server.alt.persistent");
+
+ if (paused)
+ txt_mode += " " + Game::GetText("server.alt.paused");
+
+ TextOut(hdc, 4, 4, txt_title, txt_title.length());
+ TextOut(hdc, 4, 22, txt_mode, txt_mode.length());
+ TextOut(hdc, 4, 40, txt_users, txt_users.length());
+
+ Sim* sim = Sim::GetSim();
+ if (sim && sim->GetMission()) {
+ Mission* mission = sim->GetMission();
+ Text txt_msn = Game::GetText("server.mission");
+ txt_msn += mission->Name();
+ TextOut(hdc, 4, 58, txt_msn, txt_msn.length());
+ }
+
+ EndPaint(hwnd, &paintstruct);
+ return true;
+}
+
+// +--------------------------------------------------------------------+
+
+DWORD WINAPI StarServerShutdownProc(LPVOID link)
+{
+ StarServer* stars = (StarServer*) link;
+
+ Sleep(3000);
+
+ if (stars) {
+ stars->Exit();
+ return 0;
+ }
+
+ return (DWORD) E_POINTER;
+}
+
+DWORD WINAPI StarServerRestartProc(LPVOID link)
+{
+ StarServer* stars = (StarServer*) link;
+
+ Sleep(3000);
+
+#ifdef STARSHATTER_DEMO_RELEASE
+
+ if (stars) {
+ char cmdline[256];
+ strcpy(cmdline, "StarDemo -server");
+
+ STARTUPINFO s;
+ ZeroMemory(&s, sizeof(s));
+ s.cb = sizeof(s);
+
+ PROCESS_INFORMATION pi;
+ ZeroMemory(&pi, sizeof(pi));
+
+ CreateProcess("StarDemo.exe", cmdline, 0, 0, 0, 0, 0, 0, &s, &pi);
+ stars->Exit();
+ return 0;
+ }
+
+#else
+
+ if (stars) {
+ char cmdline[256];
+ strcpy(cmdline, "stars -server");
+
+ STARTUPINFO s;
+ ZeroMemory(&s, sizeof(s));
+ s.cb = sizeof(s);
+
+ PROCESS_INFORMATION pi;
+ ZeroMemory(&pi, sizeof(pi));
+
+ CreateProcess("stars.exe", cmdline, 0, 0, 0, 0, 0, 0, &s, &pi);
+ stars->Exit();
+ return 0;
+ }
+
+#endif
+
+ return (DWORD) E_POINTER;
+}
+
+void
+StarServer::Shutdown(bool restart)
+{
+ DWORD thread_id = 0;
+
+ if (restart)
+ CreateThread(0, 4096, StarServerRestartProc, (LPVOID) this, 0, &thread_id);
+ else
+ CreateThread(0, 4096, StarServerShutdownProc, (LPVOID) this, 0, &thread_id);
+} \ No newline at end of file