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/* Starshatter OpenSource Distribution
Copyright (c) 1997-2004, Destroyer Studios LLC.
All Rights Reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* Neither the name "Destroyer Studios" nor the names of its contributors
may be used to endorse or promote products derived from this software
without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.
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);
}
if (loader->FindFile("start.dat"))
loader->EnableDatafile("start.dat");
// 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_s(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_s(buf, Game::GetText("server.users-and-players").data(), lobby_server->NumUsers(), NetGame::NumPlayers());
}
else {
sprintf_s(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);
if (stars) {
char cmdline[256];
strcpy_s(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();
CloseHandle( pi.hProcess );
CloseHandle( pi.hThread );
return 0;
}
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);
}
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