ManicDigger.GameDataCsv.Load C# (CSharp) Method

Load() public method

public Load ( string csv, string defaultmaterialslots, string lightlevels ) : void
csv string
defaultmaterialslots string
lightlevels string
return void
        public void Load(string[] csv, string[] defaultmaterialslots, string[] lightlevels)
        {
            this.csv = new Csv();
            this.csv.LoadCsv(csv);
            int count = 256;
            Initialize(count);
            Update();
            for (int i = 0; i < 10; i++)
            {
                mDefaultMaterialSlots[i] = int.Parse(defaultmaterialslots[i]);
            }
            for (int i = 0; i < 16; i++)
            {
                mLightLevels[i] = float.Parse(lightlevels[i], System.Globalization.CultureInfo.InvariantCulture);
            }
        }

Usage Example

Beispiel #1
0
        public void Start()
        {
            Server server = new Server();
            server.LoadConfig();
            var map = new ManicDiggerServer.ServerMap();
            map.d_CurrentTime = server;
            map.chunksize = 32;

            // TODO: make it possible to change the world generator at run-time!
            var generator = new NewWorldGenerator();
            generator.ChunkSize = map.chunksize;
            // apply chunk size to generator
            map.d_Generator = generator;
            server.chunksize = 32;

            map.d_Heightmap = new InfiniteMapChunked2d() { chunksize = server.chunksize, d_Map = map };
            map.Reset(server.config.MapSizeX, server.config.MapSizeY, server.config.MapSizeZ);
            server.d_Map = map;
            server.d_Generator = generator;
            string[] datapaths = new[] { Path.Combine(Path.Combine(Path.Combine("..", ".."), ".."), "data"), "data" };
            string[] datapathspublic = new[] { Path.Combine(datapaths[0], "public"), Path.Combine(datapaths[1], "public") };
            server.PublicDataPaths = datapathspublic;
            var getfile = new GetFileStream(datapaths);
            var data = new GameDataCsv();
            data.Load(MyStream.ReadAllLines(getfile.GetFile("blocks.csv")),
                MyStream.ReadAllLines(getfile.GetFile("defaultmaterialslots.csv")),
                MyStream.ReadAllLines(getfile.GetFile("lightlevels.csv")));
            var craftingrecipes = new CraftingRecipes();
            craftingrecipes.data = data;
            craftingrecipes.Load(MyStream.ReadAllLines(getfile.GetFile("craftingrecipes.csv")));
            server.d_CraftingRecipes = craftingrecipes;
            server.d_Data = data;
            server.d_CraftingTableTool = new CraftingTableTool() { d_Map = map };
            server.LocalConnectionsOnly = !Public;
            server.d_GetFile = getfile;
            var networkcompression = new CompressionGzip();
            var diskcompression = new CompressionGzip();
            var chunkdb = new ChunkDbCompressed() { d_ChunkDb = new ChunkDbSqlite(), d_Compression = diskcompression };
            server.d_ChunkDb = chunkdb;
            map.d_ChunkDb = chunkdb;
            server.d_NetworkCompression = networkcompression;
            map.d_Data = server.d_Data;
            server.d_DataItems = new GameDataItemsBlocks() { d_Data = data };
            server.d_Water = new WaterFinite() { data = server.d_Data };
            server.d_GroundPhysics = new GroundPhysics() { data = server.d_Data };
            server.SaveFilenameWithoutExtension = SaveFilenameWithoutExtension;
            if (Socket == null)
            {
                server.d_MainSocket = new SocketNet()
                {
                    d_Socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp)
                };
            }
            else
            {
                server.d_MainSocket = Socket;
            }
            server.d_Heartbeat = new ServerHeartbeat();
            server.Start();
            if ((Public) && (server.config.Public))
            {
                new Thread((a) => { for (; ; ) { server.SendHeartbeat(); Thread.Sleep(TimeSpan.FromMinutes(1)); } }).Start();
            }
            for (; ; )
            {
                server.Process();
                Thread.Sleep(1);
                if (d_Exit != null && d_Exit.exit) { return; }
            }
        }