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ranvier
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ranvier
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#!/usr/bin/env node
'use strict';
/**
* Main file, use this to run the server:
* node ranvier [options]
*
* Options:
* -v Verbose loggin
* --port Port to listen on
* --locale Locale to act as the default
* --save Minutes between autosave
* --respawn Minutes between respawn
*/
/* NPM Modules */
const semver = require('semver');
const net = require('net');
const commander = require('commander');
const wrap = require('wrap-ansi');
const argv = require('optimist').argv;
// Package.json for versioning
const pkg = require('./package.json');
if (!semver.satisfies(process.version, pkg.engines.node)) {
throw new Error(
`Ranvier's core engine requires Node version ${pkg.engines.node},
you are currently running Node ${process.version}.`
);
}
// State managers and factories
const AccountManager = require('./src/AccountManager');
const AreaManager = require('./src/AreaManager');
const BehaviorManager = require('./src/BehaviorManager');
const ChannelManager = require('./src/ChannelManager');
const ClassManager = require('./src/ClassManager');
const CommandManager = require('./src/CommandManager');
const EffectFactory = require('./src/EffectFactory');
const EventManager = require('./src/EventManager');
const GameServer = require('./src/GameServer');
const HelpManager = require('./src/HelpManager');
const ItemFactory = require('./src/ItemFactory');
const ItemManager = require('./src/ItemManager');
const MobFactory = require('./src/MobFactory');
const MobManager = require('./src/MobManager');
const PartyManager = require('./src/PartyManager');
const PlayerManager = require('./src/PlayerManager');
const QuestFactory = require('./src/QuestFactory');
const QuestGoalManager = require('./src/QuestGoalManager');
const QuestRewardManager = require('./src/QuestRewardManager');
const RoomManager = require('./src/RoomManager');
const SkillManager = require('./src/SkillManager');
// Wrapper for ranvier.json
const Config = require('./src/Config');
// cmdline options
commander
.version(pkg.version)
.option('-s, --save [time]', 'Number of seconds between auto-save ticks [10]', 10)
.option('-r, --respawn [time]', 'Number of minutes between respawn ticks [120]', 120)
.option('-p, --port [portNumber]', 'Port to host the server [23]', Config.get('port', 23))
.option('-v, --verbose', 'Verbose console logging.', true)
.option('-e, --prettyErrors', 'Pretty-print formatting for error stack traces.', false)
.parse(process.argv);
// Set debug variable and encoding.
// 'net' by default to help find possible server errors.
process.env.NODE_DEBUG = 'net';
process.stdin.setEncoding('utf8');
const Logger = require('./src/Logger');
const logfile = Config.get('logfile');
if (logfile) {
Logger.setFileLogging(logfile);
}
if (commander.prettyErrors) {
Logger.enablePrettyErrors();
}
// Set logging level based on CLI option or environment variable.
const logLevel = commander.verbose ?
'verbose' :
process.env.LOG_LEVEL || Config.get('logLevel') || 'debug';
Logger.setLevel(logLevel);
// Global state object, server instance and configurable intervals.
let GameState = {};
let saveInterval, tickInterval, playerTickInterval;
/**
* Do the dirty work
*/
function init(restartServer) {
Logger.log("START - Loading entities");
restartServer = typeof restartServer === 'undefined' ? true : restartServer;
GameState = {
AccountManager: new AccountManager(),
AreaManager: new AreaManager(),
ChannelManager: new ChannelManager(),
ClassManager: new ClassManager(), // player class manager
CommandManager: new CommandManager(),
Config, // All global server settings like default respawn time, save interval, port, what bundles to load, etc.
EffectFactory: new EffectFactory(),
HelpManager: new HelpManager(),
InputEventManager: new EventManager(),
ItemBehaviorManager: new BehaviorManager(),
ItemFactory: new ItemFactory(),
ItemManager: new ItemManager(),
MobBehaviorManager: new BehaviorManager(),
MobFactory: new MobFactory(),
MobManager: new MobManager(),
PartyManager: new PartyManager(),
PlayerManager: new PlayerManager(),
QuestFactory: new QuestFactory(),
QuestGoalManager: new QuestGoalManager(),
QuestRewardManager: new QuestRewardManager(),
RoomBehaviorManager: new BehaviorManager(),
RoomManager: new RoomManager(),
SkillManager: new SkillManager(),
SpellManager: new SkillManager(),
ServerEventManager: new EventManager(),
GameServer: new GameServer(),
};
// Setup bundlemanager
const BundleManager = new (require('./src/BundleManager'))(GameState);
GameState.BundleManager = BundleManager;
BundleManager.loadBundles();
GameState.ServerEventManager.attach(GameState.GameServer);
// Set up web API
// TODO: move into a server-events bundle
const WebInterface = new (require('./src/Api/WebInterface'))(GameState);
WebInterface.init();
if (restartServer) {
Logger.log("START - Starting server");
GameState.GameServer.startup(commander);
// Save every 10 minutes by default.
Logger.log(`Setting autosave to ${commander.save} seconds.`);
clearInterval(saveInterval);
saveInterval = setInterval(() => {
GameState.PlayerManager.saveAll();
}, commander.save * 1000);
// Ticks for effect processing and combat happen every half second
clearInterval(tickInterval);
tickInterval = setInterval(() => {
GameState.AreaManager.tickAll(GameState);
GameState.ItemManager.tickAll();
}, Config.get('entityTickFrequency', 100));
clearInterval(playerTickInterval);
playerTickInterval = setInterval(() => {
GameState.PlayerManager.emit('updateTick');
}, Config.get('playerTickFrequency', 100));
}
}
// START IT UP!
init();
// vim: set syn=javascript :