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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 "StarServer.h"
#include <chrono>
#include <iostream>
#include <thread>
#include "Campaign.h"
#include "Clock.h"
#include "CombatRoster.h"
#include "DataLoader.h"
#include "Drive.h"
#include "Explosion.h"
#include "FlightDeck.h"
#include "Galaxy.h"
#include "Game.h"
#include "ModConfig.h"
#include "NetAdminServer.h"
#include "NetGame.cpp"
#include "NetLobby.h"
#include "NetLobbyServer.h"
#include "NetServerConfig.h"
#include "RadioTraffic.h"
#include "Random.h"
#include "Ship.h"
#include "Shot.h"
#include "Sim.h"
#include "SystemDesign.h"
#include "Types.h"
#include "Utils.h"
#include "WeaponDesign.h"
StarServer* StarServer::instance {nullptr};
StarServer*
StarServer::GetInstance()
{
return instance;
}
StarServer::StarServer() :
world {nullptr},
current_mission {nullptr},
admin_server {nullptr},
lobby_server {nullptr}
{
if (instance != nullptr)
throw "StarServer may have only one instance";
instance = this;
DataLoader::Initialize();
auto loader = DataLoader::GetLoader();
if (!loader) throw "Could not get DataLoader instance";
int loadstat = loader->EnableDatafile("shatter.dat");
if (loadstat == DataLoader::FAILED) {
throw loader->LastError();
}
if (loader->FindFile("start.dat"))
loader->EnableDatafile("start.dat");
loader->EnableMedia(false);
}
StarServer::~StarServer()
{
delete admin_server;
delete lobby_server;
admin_server = nullptr;
lobby_server = nullptr;
// delete all the ships and stuff
// BEFORE getting rid of the system
// and weapons catalogs!
if (world) delete world;
world = nullptr;
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();
if (instance == this)
instance = nullptr;
}
bool
StarServer::Init(HINSTANCE hi, HINSTANCE hpi, LPSTR cmdline, int nCmdShow)
{
if (auto loader = DataLoader::GetLoader())
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();
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;
if (auto sim = dynamic_cast<Sim*>(world))
sim->UnloadMission();
}
game_mode = m;
}
void
StarServer::CreateWorld()
{
RadioTraffic::Initialize();
// create world
if (!world) {
world = new Sim(nullptr);
Print(" World Created.\n");
}
}
void
StarServer::InstantiateMission()
{
current_mission = nullptr;
if (Campaign::GetCampaign()) {
current_mission = Campaign::GetCampaign()->GetMission();
}
if (auto sim = dynamic_cast<Sim*>(world)) {
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");
}
}
}
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());
}
}
void
StarServer::GameState()
{
if (lobby_server) {
lobby_server->ExecFrame();
if (lobby_server->GetStatus() == NetServerInfo::PERSISTENT)
paused = NetGame::NumPlayers() < 1;
}
if (game_mode == MENU_MODE) {
std::this_thread::sleep_for(std::chrono::milliseconds(30));
}
else if (game_mode == LOAD_MODE) {
CreateWorld();
InstantiateMission();
SetGameMode(PLAY_MODE);
}
else if (game_mode == PLAY_MODE) {
std::this_thread::sleep_for(std::chrono::milliseconds(10));
}
}
bool
StarServer::Server() const
{
return true;
}
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