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/* Starshatter: The Open Source Project
Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
Copyright (c) 1997-2006, Destroyer Studios LLC.
AUTHOR: John DiCamillo
*/
#include <iostream>
#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 "Clock.h"
#include "ContentBundle.h"
#include "Keyboard.h"
#include "Mouse.h"
#include "EventDispatch.h"
#include "MultiController.h"
#include "DataLoader.h"
#include "ParseUtil.h"
#include "VersionInfo.h"
// +--------------------------------------------------------------------+
StarServer* StarServer::instance = 0;
static Mission* current_mission = 0;
static double time_til_change = 0;
static bool exit_latch = true;
// +--------------------------------------------------------------------+
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";
server = true;
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.";
::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;
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 = Clock::GetInstance()->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 NetLobbyServer;
NetAdminServer* nas = NetAdminServer::GetInstance(server_config->GetAdminPort());
nas->SetServerName(server_config->Name());
lobby_server = nls;
admin_server = nas;
std::cout << "Started server listening on port " << server_config->GetLobbyPort() << std::endl;
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...
Clock::GetInstance()->SetTimeCompression(1.0);
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 Sim(0);
world = sim;
Print(" World Created.\n");
}
}
void
StarServer::InstantiateMission()
{
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");
std::cout << "Loaded mission: " << current_mission->Name() << std::endl;
}
else {
Print(" *** WARNING: StarServer::InstantiateMission() - no mission selected ***\n");
}
}
}
// +--------------------------------------------------------------------+
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()
{
Galaxy* galaxy = Galaxy::GetInstance();
if (galaxy) galaxy->ExecFrame();
Campaign* campaign = Campaign::GetCampaign();
if (campaign) campaign->ExecFrame();
if (paused) {
if (world)
world->ExecFrame(0);
}
else {
Drive::StartFrame();
if (world)
world->ExecFrame(Clock::GetInstance()->Delta());
}
static DWORD refresh_time = 0;
if (Clock::GetInstance()->RealTime() - refresh_time > 1000) {
refresh_time = Clock::GetInstance()->RealTime();
}
}
// +--------------------------------------------------------------------+
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 (Clock::GetInstance()->GameTime() - time_mark > 60000) {
time_mark = Clock::GetInstance()->GameTime();
minutes++;
if (minutes > 60)
Print(" TIME %2d:%02d:00\n", minutes/60, minutes%60);
else
Print(" TIME %2d:00\n", minutes);
}
Sleep(10);
}
}
// +--------------------------------------------------------------------+
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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