Erste Version

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-28 17:26:24 +01:00
co-authored by Claude Opus 5.5
commit cda31cd070
11 changed files with 846 additions and 0 deletions
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bin/
obj/
dist/
publish/
.vs/
*.user
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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net10.0</TargetFramework>
<Nullable>disable</Nullable>
<ImplicitUsings>enable</ImplicitUsings>
<RootNamespace>BSO.Server</RootNamespace>
<AssemblyName>BSO.Server</AssemblyName>
<Version>0.2.0</Version>
<Product>BSO Dedicated Server</Product>
<InvariantGlobalization>true</InvariantGlobalization>
<!-- Symbol der .exe (branding\make-assets.ps1) -->
<ApplicationIcon>logo.ico</ApplicationIcon>
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
</PropertyGroup>
<ItemGroup>
<Compile Remove="publish/**" />
</ItemGroup>
</Project>
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using System.Net;
using System.Net.Sockets;
using BSO.Net;
namespace BSO.Server;
/// <summary>
/// Dedizierter Server: nimmt Spieler an (Hello -> Welcome), merkt sich den letzten Zustand jedes Spielers und reicht
/// ihn an alle anderen weiter. Laeuft in einer einzigen Schleife (Tick) - alle Verbindungen werden dort abgefragt,
/// es braucht keine Sperren.
/// </summary>
public class GameServer
{
public const string Version = "0.2.0";
static readonly TimeSpan HelloTimeout = TimeSpan.FromSeconds(10);
static readonly TimeSpan SilenceTimeout = TimeSpan.FromSeconds(30); // Mod pingt alle 2 s
class Client
{
public int Id;
public string Name;
public string Address;
public Connection Conn;
public bool Welcomed;
public DateTime Connected, LastMessage;
public PlayerState State;
public bool HasState;
}
readonly TcpListener listener;
readonly Dictionary<int, Client> clients = new();
int nextId = 1;
public string Name { get; }
public int MaxPlayers { get; }
public TestBot Bot { get; private set; }
public GameServer(int port, string name, int maxPlayers)
{
Name = name;
MaxPlayers = maxPlayers;
listener = new TcpListener(IPAddress.Any, port);
listener.Start();
Log($"BSO Server {Version} (Protokoll {Protocol.Version}) auf Port {port} - \"{name}\", max. {maxPlayers} Spieler");
}
public static void Log(string line) => Console.WriteLine(DateTime.Now.ToString("HH:mm:ss") + " " + line);
public void Tick()
{
while (listener.Pending())
{
TcpClient tcp = listener.AcceptTcpClient();
var c = new Client
{
Id = nextId++,
Address = (tcp.Client.RemoteEndPoint as IPEndPoint)?.Address.ToString() ?? "?",
Conn = new Connection(tcp),
Connected = DateTime.UtcNow,
LastMessage = DateTime.UtcNow
};
clients[c.Id] = c;
}
DateTime now = DateTime.UtcNow;
foreach (Client c in clients.Values.ToList())
{
foreach (Message m in c.Conn.Poll())
{
c.LastMessage = now;
try { Handle(c, m); }
catch (Exception e) { c.Conn.Close("Ungueltige Nachricht " + m.Type + ": " + e.Message); }
}
if (!c.Welcomed && now - c.Connected > HelloTimeout) c.Conn.Close("Kein Hello");
if (now - c.LastMessage > SilenceTimeout) c.Conn.Close("Zeitueberschreitung");
if (c.Conn.IsClosed) Remove(c);
}
if (Bot != null && Bot.Tick(Players().Where(p => p.HasState).Select(p => p.State)))
Broadcast(MsgType.PlayerState, StatePayload(Bot.Id, Bot.State), except: 0);
}
void Handle(Client c, Message m)
{
BinaryReader r = m.Reader();
switch (m.Type)
{
case MsgType.Info:
c.Conn.Send(MsgType.InfoReply, Wire.Build(w =>
{
w.Write(Name);
w.Write(Version);
w.Write(Players().Count());
w.Write(MaxPlayers);
}));
break;
case MsgType.Hello:
if (c.Welcomed) return;
int protocol = r.ReadInt32();
string modVersion = r.ReadString();
string name = Clean(r.ReadString(), c.Id);
if (protocol != Protocol.Version)
{
Reject(c, $"Versionen passen nicht: Server Protokoll {Protocol.Version}, Mod {modVersion} hat Protokoll {protocol}");
return;
}
if (Players().Count() >= MaxPlayers)
{
Reject(c, $"Server ist voll ({MaxPlayers} Spieler)");
return;
}
c.Name = name;
c.Welcomed = true;
var others = Others(c.Id).ToList();
c.Conn.Send(MsgType.Welcome, Wire.Build(w =>
{
w.Write(c.Id);
w.Write(Name);
w.Write(others.Count);
foreach ((int id, string n, _, _) in others) { w.Write(id); w.Write(n); }
}));
// Letzten Stand der anderen gleich mitschicken, damit sie nicht erst beim naechsten Paket auftauchen
foreach ((int id, _, bool has, PlayerState s) in others)
if (has) c.Conn.Send(MsgType.PlayerState, StatePayload(id, s));
Broadcast(MsgType.PlayerJoined, Wire.Build(w => { w.Write(c.Id); w.Write(c.Name); }), except: c.Id);
Log($"{c.Name} (#{c.Id}, {c.Address}, Mod {modVersion}) ist beigetreten - {Players().Count()} Spieler");
break;
case MsgType.PlayerState:
if (!c.Welcomed) return;
c.State = PlayerState.Read(r);
c.HasState = true;
Broadcast(MsgType.PlayerState, StatePayload(c.Id, c.State), except: c.Id);
break;
case MsgType.Ping:
c.Conn.Send(MsgType.Pong, m.Payload);
break;
}
}
void Reject(Client c, string reason)
{
Log($"{c.Address} abgelehnt: {reason}");
c.Conn.Send(MsgType.Reject, Wire.Build(w => w.Write(reason)));
c.Conn.Close(reason);
}
void Remove(Client c)
{
clients.Remove(c.Id);
if (!c.Welcomed) return;
Broadcast(MsgType.PlayerLeft, Wire.Build(w => w.Write(c.Id)), except: c.Id);
Log($"{c.Name} (#{c.Id}) ist gegangen: {c.Conn.CloseReason} - {Players().Count()} Spieler");
}
IEnumerable<Client> Players() => clients.Values.Where(c => c.Welcomed && !c.Conn.IsClosed);
/// <summary>Alle anderen Spieler inkl. Testbot: (ID, Name, hat Zustand, Zustand).</summary>
IEnumerable<(int, string, bool, PlayerState)> Others(int self)
{
foreach (Client p in Players())
if (p.Id != self) yield return (p.Id, p.Name, p.HasState, p.State);
if (Bot != null) yield return (Bot.Id, Bot.Name, Bot.HasState, Bot.State);
}
void Broadcast(MsgType type, byte[] payload, int except)
{
foreach (Client p in Players())
if (p.Id != except) p.Conn.Send(type, payload);
}
static byte[] StatePayload(int id, PlayerState s) => Wire.Build(w => { w.Write(id); s.Write(w); });
static string Clean(string name, int id)
{
name = new string((name ?? "").Where(ch => !char.IsControl(ch)).ToArray()).Trim();
if (name.Length > 24) name = name.Substring(0, 24);
return name.Length > 0 ? name : "Spieler" + id;
}
// ---------------------------------------------------------------------------------------------------------------
// Konsole
public void Command(string line)
{
string[] parts = line.Trim().Split(' ', 2, StringSplitOptions.RemoveEmptyEntries);
if (parts.Length == 0) return;
switch (parts[0].ToLowerInvariant())
{
case "help":
Log("Befehle: status, bot, kick <id> [grund], stop");
break;
case "status":
case "players":
Log($"{Players().Count()}/{MaxPlayers} Spieler" + (Bot != null ? " + Testbot" : ""));
foreach (Client p in Players())
Log($" #{p.Id} {p.Name} ({p.Address}) " + (p.HasState ? $"{p.State.Mode} bei {p.State.X / 100:0} / {p.State.Y / 100:0} m, {p.State.Speed * 0.036f:0} km/h" : "noch keine Position"));
break;
case "bot":
if (Bot == null) AddBot();
else
{
Broadcast(MsgType.PlayerLeft, Wire.Build(w => w.Write(Bot.Id)), except: 0);
Bot = null;
Log("Testbot entfernt");
}
break;
case "kick":
string[] args = parts.Length > 1 ? parts[1].Split(' ', 2) : Array.Empty<string>();
if (args.Length > 0 && int.TryParse(args[0], out int kickId) && clients.TryGetValue(kickId, out Client k))
{
string reason = args.Length > 1 ? args[1] : "Vom Server entfernt";
Reject(k, reason);
}
else Log("kick <id> [grund] - IDs siehe status");
break;
default:
Log("Unbekannter Befehl - help");
break;
}
}
public void AddBot()
{
Bot = new TestBot(nextId++);
Broadcast(MsgType.PlayerJoined, Wire.Build(w => { w.Write(Bot.Id); w.Write(Bot.Name); }), except: 0);
Log($"Testbot #{Bot.Id} da - faehrt Kreise um den ersten Spieler, der im Spiel ist");
}
public void Stop()
{
foreach (Client c in clients.Values) c.Conn.Close("Server beendet");
listener.Stop();
}
}
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using System.Collections.Concurrent;
using System.Diagnostics;
using System.Net.Sockets;
using BSO.Net;
using BSO.Server;
// BSO.Server [--port 7777] [--name "Mein Server"] [--max 8] [--bot]
// BSO.Server --probe host[:port] (Test: verbindet sich wie die Mod und zeigt, was ankommt)
int port = Protocol.DefaultPort, max = 8;
string name = "BSO Server", probe = null;
bool bot = false;
for (int i = 0; i < args.Length; i++)
{
switch (args[i])
{
case "--port": port = int.Parse(args[++i]); break;
case "--name": name = args[++i]; break;
case "--max": max = int.Parse(args[++i]); break;
case "--bot": bot = true; break;
case "--probe": probe = args[++i]; break;
default:
Console.WriteLine("BSO.Server [--port 7777] [--name \"Name\"] [--max 8] [--bot] | --probe host[:port]");
return 1;
}
}
if (probe != null) return Probe(probe);
var server = new GameServer(port, name, max);
if (bot) server.AddBot();
GameServer.Log("Befehle: help, status, bot, kick <id>, stop");
var commands = new ConcurrentQueue<string>();
new Thread(() =>
{
string line;
while ((line = Console.ReadLine()) != null) commands.Enqueue(line);
}) { IsBackground = true, Name = "Konsole" }.Start();
bool running = true;
Console.CancelKeyPress += (_, e) => { e.Cancel = true; running = false; };
while (running)
{
server.Tick();
while (commands.TryDequeue(out string cmd))
{
if (cmd.Trim().Equals("stop", StringComparison.OrdinalIgnoreCase)) running = false;
else server.Command(cmd);
}
Thread.Sleep(5);
}
server.Stop();
GameServer.Log("Server beendet");
return 0;
/// <summary>Verbindet sich wie die Mod (Info, dann Hello als "Probe") und zeigt 5 s lang alles, was ankommt.</summary>
static int Probe(string target)
{
string[] hp = target.Split(':');
int p = hp.Length > 1 ? int.Parse(hp[1]) : Protocol.DefaultPort;
var tcp = new TcpClient();
if (!tcp.ConnectAsync(hp[0], p).Wait(5000)) { Console.WriteLine("Keine Verbindung zu " + target); return 2; }
var conn = new Connection(tcp);
conn.Send(MsgType.Info, null);
conn.Send(MsgType.Hello, Wire.Build(w => { w.Write(Protocol.Version); w.Write("probe"); w.Write("Probe"); }));
conn.Send(MsgType.Ping, Wire.Build(w => w.Write(Stopwatch.GetTimestamp())));
// Eigene Position, damit der Testbot losfaehrt
var me = new PlayerState { Mode = PlayerMode.InBus, X = 70000, Y = 30000, Z = 760 };
var watch = Stopwatch.StartNew();
int states = 0;
while (watch.Elapsed.TotalSeconds < 5 && !conn.IsClosed)
{
conn.Send(MsgType.PlayerState, Wire.Build(w => me.Write(w)));
foreach (Message m in conn.Poll())
{
BinaryReader r = m.Reader();
switch (m.Type)
{
case MsgType.InfoReply:
Console.WriteLine($"Info: \"{r.ReadString()}\" Version {r.ReadString()}, {r.ReadInt32()}/{r.ReadInt32()} Spieler");
break;
case MsgType.Welcome:
int id = r.ReadInt32();
string server = r.ReadString();
int n = r.ReadInt32();
var list = Enumerable.Range(0, n).Select(_ => $"#{r.ReadInt32()} {r.ReadString()}").ToList();
Console.WriteLine($"Welcome: ich bin #{id} auf \"{server}\", andere: {(n == 0 ? "-" : string.Join(", ", list))}");
break;
case MsgType.Reject:
Console.WriteLine("Abgelehnt: " + r.ReadString());
break;
case MsgType.Pong:
Console.WriteLine($"Ping: {Stopwatch.GetElapsedTime(r.ReadInt64()).TotalMilliseconds:0.0} ms");
break;
case MsgType.PlayerJoined:
Console.WriteLine($"Beigetreten: #{r.ReadInt32()} {r.ReadString()}");
break;
case MsgType.PlayerLeft:
Console.WriteLine($"Gegangen: #{r.ReadInt32()}");
break;
case MsgType.PlayerState:
int who = r.ReadInt32();
PlayerState s = PlayerState.Read(r);
if (states++ % 10 == 0)
Console.WriteLine($"Zustand #{who}: {s.Mode} {s.X / 100:0.0} / {s.Y / 100:0.0} / {s.Z / 100:0.0} m, {s.Speed * 0.036f:0} km/h, {s.DistanceTo(me) / 100:0.0} m entfernt");
break;
}
}
Thread.Sleep(100);
}
Console.WriteLine($"{states} Zustaende in 5 s" + (conn.IsClosed ? " - getrennt: " + conn.CloseReason : ""));
conn.Close("Probe fertig");
return 0;
}
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# BSO Server
Dedizierter Server für **BSO – Bus Simulator Online** (Multiplayer-Mod für Bus-Simulator 2012).
- Mod: [BSO-Mod](https://git.mbm.wtf/MrMaho/BSO-Mod)
- Launcher: [BSO-Launcher](https://git.mbm.wtf/MrMaho/BSO-Launcher)
- Website, Konten und Releases: [BSO-Website](https://git.mbm.wtf/MrMaho/BSO-Website)
Nimmt Spieler an (Hello → Welcome), merkt sich den letzten Zustand jedes Spielers und reicht ihn an alle anderen
weiter. Eine einzige Schleife fragt alle Verbindungen ab – ohne Sperren. Protokoll wie bei MSCO:
`[int Länge][byte Typ][Daten]` über TCP.
`Shared\*.cs` (Protokoll, `PacketReader`, `Connection`) sind **dieselben Dateien wie in BSO-Mod** – bei Änderungen in
beiden Repos gleich halten und bei inkompatiblen Änderungen `Protocol.Version` erhöhen.
## Starten
Voraussetzung: .NET 10 Runtime.
```powershell
BSO.Server.exe --bot # Port 7777, mit Testbot
BSO.Server.exe --port 7777 --name "Mein Server" --max 8
BSO.Server.exe --probe host[:port] # Test: verbindet sich wie die Mod, zeigt was ankommt
```
Für Spieler von außen Port **7777/TCP** im Router/Firewall freigeben.
| Konsole | |
|---|---|
| `status` | Spieler mit Position, Modus und Tempo |
| `bot` | Testbot an/aus – fährt als „Bus“ 30 km/h Kreise (20 m) um den ersten Spieler |
| `kick <id> [grund]` | Spieler entfernen |
| `stop` | Server beenden |
## Bauen
```powershell
dotnet publish -c Release -o publish
.\release.ps1 -Product server -Version 0.2.0 -File BSO-Server.zip -Changelog "..."
```
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using System;
using System.Collections.Generic;
using System.IO;
using System.Net.Sockets;
using System.Threading;
namespace BSO.Net
{
/// <summary>Setzt aus einem Byte-Strom Nachrichten zusammen: [int Laenge][byte Typ][Payload].</summary>
public class FrameParser
{
const int MaxFrame = 1024 * 1024;
byte[] buffer = new byte[64 * 1024];
int count;
public void Append(byte[] data, int length)
{
EnsureCapacity(count + length);
Buffer.BlockCopy(data, 0, buffer, count, length);
count += length;
}
public void Parse(List<Message> messages)
{
int offset = 0;
while (count - offset >= 5)
{
int length = BitConverter.ToInt32(buffer, offset);
if (length < 1 || length > MaxFrame) throw new IOException("Invalid packet");
if (count - offset - 4 < length) break;
var payload = new byte[length - 1];
Buffer.BlockCopy(buffer, offset + 5, payload, 0, payload.Length);
messages.Add(new Message { Type = (MsgType)buffer[offset + 4], Payload = payload });
offset += 4 + length;
}
if (offset > 0)
{
Buffer.BlockCopy(buffer, offset, buffer, 0, count - offset);
count -= offset;
}
}
public static byte[] Frame(MsgType type, byte[] payload)
{
payload ??= Array.Empty<byte>();
var frame = new byte[5 + payload.Length];
int length = payload.Length + 1; // Little Endian wie BitConverter
frame[0] = (byte)length; frame[1] = (byte)(length >> 8); frame[2] = (byte)(length >> 16); frame[3] = (byte)(length >> 24);
frame[4] = (byte)type;
Buffer.BlockCopy(payload, 0, frame, 5, payload.Length);
return frame;
}
void EnsureCapacity(int needed)
{
if (needed <= buffer.Length) return;
var bigger = new byte[Math.Max(needed, buffer.Length * 2)];
Buffer.BlockCopy(buffer, 0, bigger, 0, count);
buffer = bigger;
}
}
/// <summary>
/// TCP-Verbindung wie bei MSCO: Lesen ist nicht-blockierend und wird ueber Poll() abgefragt (im Spiel im Hauptthread),
/// Senden laeuft ueber eine Warteschlange und einen eigenen Thread - eine kurz volle Leitung haelt das Spiel nicht an.
/// Kleine Pakete werden dabei zusammengefasst.
/// </summary>
public class Connection
{
volatile bool closed;
volatile string closeReason;
public bool IsClosed => closed;
public string CloseReason => closeReason;
// Mehr als das unterwegs = die Gegenseite nimmt nichts mehr an
const long MaxQueuedBytes = 16L * 1024 * 1024;
const int MaxBatchBytes = 256 * 1024;
readonly TcpClient client;
readonly NetworkStream stream;
readonly FrameParser parser = new();
readonly byte[] readBuffer = new byte[64 * 1024];
readonly Queue<byte[]> outgoing = new();
readonly object gate = new();
long queuedBytes;
readonly Thread writer;
public Connection(TcpClient client)
{
this.client = client;
client.NoDelay = true;
stream = client.GetStream();
writer = new Thread(WriteLoop) { IsBackground = true, Name = "BSO send" };
writer.Start();
}
/// <summary>Sende-Thread: wartet auf Pakete und schreibt sie (gebuendelt) in die Verbindung.</summary>
void WriteLoop()
{
var batch = new MemoryStream(MaxBatchBytes);
try
{
while (true)
{
batch.SetLength(0);
lock (gate)
{
while (outgoing.Count == 0 && !closed) Monitor.Wait(gate);
if (outgoing.Count == 0) return; // geschlossen und nichts mehr zu senden
do
{
byte[] frame = outgoing.Dequeue();
queuedBytes -= frame.Length;
batch.Write(frame, 0, frame.Length);
} while (outgoing.Count > 0 && batch.Length + outgoing.Peek().Length <= MaxBatchBytes);
Monitor.PulseAll(gate); // Close() wartet evtl. aufs Leerwerden
}
stream.Write(batch.GetBuffer(), 0, (int)batch.Length);
}
}
catch (Exception e)
{
if (!closed) Close("Netzwerkfehler: " + e.Message);
}
}
readonly List<Message> polled = new(); // wiederverwendet: der Aufrufer geht sie sofort durch
public List<Message> Poll()
{
var messages = polled;
messages.Clear();
if (IsClosed) return messages;
try
{
// Verbindung von der Gegenseite geschlossen?
if (client.Client.Poll(0, SelectMode.SelectRead) && client.Available == 0)
{
Close("Verbindung getrennt");
return messages;
}
while (stream.DataAvailable)
{
int read = stream.Read(readBuffer, 0, readBuffer.Length);
if (read <= 0) break;
parser.Append(readBuffer, read);
}
parser.Parse(messages);
}
catch (Exception e)
{
Close("Netzwerkfehler: " + e.Message);
}
return messages;
}
public void Send(MsgType type, byte[] payload)
{
if (closed) return;
byte[] frame = FrameParser.Frame(type, payload);
bool tooMuch;
lock (gate)
{
tooMuch = queuedBytes + frame.Length > MaxQueuedBytes;
if (!tooMuch)
{
outgoing.Enqueue(frame);
queuedBytes += frame.Length;
Monitor.Pulse(gate);
}
}
if (tooMuch) Close("Verbindung zu langsam - zu viele Daten warten aufs Senden");
}
public void Close(string reason)
{
lock (gate)
{
if (closed) return;
// Was schon in der Warteschlange liegt (z.B. eine Abschiedsnachricht), kurz noch rausgehen lassen
var until = DateTime.UtcNow.AddMilliseconds(300);
while (outgoing.Count > 0 && DateTime.UtcNow < until && Thread.CurrentThread != writer)
Monitor.Wait(gate, 50);
closed = true;
closeReason = reason;
outgoing.Clear();
queuedBytes = 0;
Monitor.PulseAll(gate);
}
try { client.Close(); } catch { }
}
}
}
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using System.IO;
namespace BSO.Net
{
/// <summary>
/// BinaryReader fuer Daten aus dem Netz (wie bei MSCO): jede Laengenangabe wird gegen die tatsaechlich vorhandenen
/// Bytes geprueft - eine gefaelschte Laenge darf nicht zu einer riesigen Speicheranforderung fuehren.
/// </summary>
public sealed class PacketReader : BinaryReader
{
public PacketReader(byte[] data) : base(new MemoryStream(data ?? new byte[0], false)) { }
long Remaining => BaseStream.Length - BaseStream.Position;
public override byte[] ReadBytes(int count)
{
if (count < 0 || count > Remaining) throw new EndOfStreamException("Invalid length " + count);
return base.ReadBytes(count);
}
public override char[] ReadChars(int count)
{
if (count < 0 || count > Remaining) throw new EndOfStreamException("Invalid length " + count);
return base.ReadChars(count);
}
public override string ReadString()
{
long start = BaseStream.Position;
int length = Read7BitEncodedInt();
if (length < 0 || length > Remaining) throw new EndOfStreamException("Invalid string length " + length);
BaseStream.Position = start;
return base.ReadString();
}
}
}
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using System;
using System.IO;
namespace BSO.Net
{
/// <summary>
/// Netzwerkprotokoll von Mod und Server - beide binden diese Dateien ein (Shared\*.cs), es gibt also nur eine
/// Fassung. Aufbau wie bei MSCO: [int Laenge][byte Typ][Daten], Daten mit BinaryWriter, Positionen in cm (Engine).
/// </summary>
public static class Protocol
{
/// <summary>Bei jeder inkompatiblen Aenderung erhoehen - der Server lehnt andere Versionen ab.</summary>
public const int Version = 1;
public const int DefaultPort = 7777;
}
public enum MsgType : byte
{
Hello = 1, // Client -> Server: int Protokoll, string Mod-Version, string Name
Welcome = 2, // Server -> Client: int eigene ID, string Servername, int n, je [int ID, string Name]
Reject = 3, // Server -> Client: string Grund
PlayerState = 4, // Client -> Server: PlayerState; Server -> Client: int ID + PlayerState
PlayerJoined = 5, // Server -> Client: int ID, string Name
PlayerLeft = 6, // Server -> Client: int ID
Ping = 7, // long Zeitstempel (Stopwatch-Ticks des Senders)
Pong = 8, // Antwort auf Ping mit demselben Zeitstempel (Laufzeit messen)
Info = 9, // Abfrage ohne Hello (spaeter Server-Browser, jetzt --probe)
InfoReply = 10 // string Servername, string Version, int Spieler, int max. Spieler
}
public enum PlayerMode : byte
{
Menu = 0, // noch keine Szene / Ladebildschirm
OnFoot = 1, // Spielfigur (KeyControlledCharacter)
InBus = 2 // sitzt im eigenen Bus (CarVehicle)
}
public struct Message
{
public MsgType Type;
public byte[] Payload;
public BinaryReader Reader() => new PacketReader(Payload);
}
/// <summary>Was jeder Spieler ~10x pro Sekunde von sich schickt. Drehung wie die Engine: Grad (Gier, Nick, Roll).</summary>
public struct PlayerState
{
public PlayerMode Mode;
public float X, Y, Z;
public float Yaw, Pitch, Roll;
public float Speed; // cm/s
public void Write(BinaryWriter w)
{
w.Write((byte)Mode);
w.Write(X); w.Write(Y); w.Write(Z);
w.Write(Yaw); w.Write(Pitch); w.Write(Roll);
w.Write(Speed);
}
public static PlayerState Read(BinaryReader r) => new PlayerState
{
Mode = (PlayerMode)r.ReadByte(),
X = r.ReadSingle(), Y = r.ReadSingle(), Z = r.ReadSingle(),
Yaw = r.ReadSingle(), Pitch = r.ReadSingle(), Roll = r.ReadSingle(),
Speed = r.ReadSingle()
};
public float DistanceTo(PlayerState o)
{
float dx = X - o.X, dy = Y - o.Y, dz = Z - o.Z;
return MathF.Sqrt(dx * dx + dy * dy + dz * dz);
}
}
public static class Wire
{
public static byte[] Build(Action<BinaryWriter> write)
{
using var ms = new MemoryStream();
using var w = new BinaryWriter(ms);
write(w);
w.Flush();
return ms.ToArray();
}
}
}
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using System.Diagnostics;
using BSO.Net;
namespace BSO.Server;
/// <summary>
/// Fake-Mitspieler zum Alleine-Testen: faehrt als "Bus" Kreise (20 m Radius, ~30 km/h) um die Stelle, an der der erste
/// Spieler im Spiel ist. Entfernt sich der Spieler mehr als 300 m, zieht der Kreis zu ihm um.
/// </summary>
public class TestBot
{
const float Radius = 2000; // cm
const float SpeedCm = 30 / 0.036f; // 30 km/h in cm/s
const float Follow = 30000; // cm
static readonly TimeSpan SendInterval = TimeSpan.FromMilliseconds(100);
public int Id { get; }
public string Name => "Testbot";
public PlayerState State { get; private set; }
public bool HasState { get; private set; }
readonly Stopwatch clock = Stopwatch.StartNew();
TimeSpan lastSend;
float centerX, centerY, angle;
bool hasCenter;
public TestBot(int id) => Id = id;
/// <summary>Bewegt den Bot weiter; true = neuer Zustand ist faellig (10x pro Sekunde).</summary>
public bool Tick(IEnumerable<PlayerState> players)
{
TimeSpan now = clock.Elapsed;
if (now - lastSend < SendInterval) return false;
float dt = (float)(now - lastSend).TotalSeconds;
lastSend = now;
PlayerState? target = players.Where(p => p.Mode != PlayerMode.Menu).Cast<PlayerState?>().FirstOrDefault();
if (target == null) return false;
PlayerState t = target.Value;
float dx = t.X - centerX, dy = t.Y - centerY;
if (!hasCenter || dx * dx + dy * dy > Follow * Follow)
{
centerX = t.X;
centerY = t.Y;
hasCenter = true;
GameServer.Log($"Testbot faehrt jetzt Kreise um {centerX / 100:0} / {centerY / 100:0} m");
}
angle += SpeedCm / Radius * Math.Min(dt, 1);
State = new PlayerState
{
Mode = PlayerMode.InBus,
X = centerX + Radius * MathF.Cos(angle),
Y = centerY + Radius * MathF.Sin(angle),
Z = t.Z,
Yaw = (angle * 180 / MathF.PI + 90) % 360, // Fahrtrichtung = Tangente
Speed = SpeedCm
};
HasState = true;
return true;
}
}
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# Signiert ein Release und laedt es auf den BSO Master (wie release.ps1 bei MSCO).
# .\release.ps1 -Product mod|launcher|server -Version 0.2.0 -File dist\BSO-Mod.zip [-Changelog "..."]
# Braucht: Release-Schluessel (BSO-Launcher\new-release-key.ps1), BSO_RELEASE_TOKEN (= RELEASE_TOKEN des Masters),
# optional BSO_MASTER_URL (Standard https://bso.mbm.wtf).
# Signiert wird "BSO-RELEASE|produkt|version|sha256" - der Launcher prueft das mit dem eingebauten oeffentlichen Schluessel.
param(
[Parameter(Mandatory)][ValidateSet("mod", "launcher", "server")][string]$Product,
[Parameter(Mandatory)][string]$Version,
[Parameter(Mandatory)][string]$File,
[string]$Changelog = ""
)
$ErrorActionPreference = "Stop"
Add-Type -AssemblyName System.Security
Add-Type -AssemblyName System.Net.Http
$master = ($env:BSO_MASTER_URL, "https://bso.mbm.wtf" | Where-Object { $_ } | Select-Object -First 1).TrimEnd('/')
$token = $env:BSO_RELEASE_TOKEN
if (-not $token) { Write-Host "BSO_RELEASE_TOKEN nicht gesetzt - nicht hochgeladen"; return }
$keyFile = Join-Path $env:APPDATA "BSO\release-key.dpapi"
if (-not (Test-Path $keyFile)) { throw "Kein Release-Schluessel ($keyFile) - erst new-release-key.ps1 im BSO-Launcher-Repo" }
$data = [IO.File]::ReadAllBytes((Resolve-Path $File))
$sha = ([System.Security.Cryptography.SHA256]::Create().ComputeHash($data) | ForEach-Object { $_.ToString("x2") }) -join ""
$private = [System.Security.Cryptography.ProtectedData]::Unprotect([IO.File]::ReadAllBytes($keyFile), $null,
[System.Security.Cryptography.DataProtectionScope]::CurrentUser)
$rsa = [System.Security.Cryptography.RSA]::Create()
$rsa.FromXmlString([Text.Encoding]::UTF8.GetString($private))
$message = [Text.Encoding]::UTF8.GetBytes("BSO-RELEASE|$Product|$Version|$sha")
$signature = [Convert]::ToBase64String($rsa.SignData($message, [System.Security.Cryptography.HashAlgorithmName]::SHA256,
[System.Security.Cryptography.RSASignaturePadding]::Pkcs1))
$http = New-Object System.Net.Http.HttpClient
$http.Timeout = [TimeSpan]::FromMinutes(10)
$http.DefaultRequestHeaders.Authorization = New-Object System.Net.Http.Headers.AuthenticationHeaderValue("Bearer", $token)
$form = New-Object System.Net.Http.MultipartFormDataContent
foreach ($pair in @(@("product", $Product), @("version", $Version), @("changelog", $Changelog), @("signature", $signature))) {
$form.Add((New-Object System.Net.Http.StringContent($pair[1])), "`"$($pair[0])`"")
}
$content = New-Object System.Net.Http.ByteArrayContent(, $data)
$form.Add($content, "`"file`"", "`"$(Split-Path $File -Leaf)`"")
$res = $http.PostAsync("$master/api/releases/upload", $form).Result
$body = $res.Content.ReadAsStringAsync().Result
if ($res.StatusCode -eq [Net.HttpStatusCode]::Conflict) { Write-Host "$Product $Version gibt es schon auf $master"; return }
if (-not $res.IsSuccessStatusCode) { throw "Hochladen fehlgeschlagen ($([int]$res.StatusCode)): $body" }
Write-Host "$Product $Version hochgeladen nach $master (sha256 $sha)"