Mud Engine + Server running on Mac OS X

As of tonight, the Mud Engine has been tested and runs on Macs running OS X. I was even able to wire up the server and get a OS X server running with the game.

Thanks to how the server was refactored into the adapter pattern I adopted a couple of weeks ago, it took very little code to wire up a OS X based server.

The code

class MainClass
{
    public static void Main(string[] args)
    {
        SetupMessageBrokering ();

        var bootstrap = new Bootstrap ();
        bool startupCompleted = false;
        bootstrap.Initialize ((game, server) =>
        {
            // Start the game loop.
            while(game.IsRunning)
            {
                if (!startupCompleted)
                {
                    startupCompleted = true;
                }

                Thread.Sleep(1);
            }
        });

        while(!startupCompleted)
        {
            Thread.Sleep (1);
        }
    }

    static void SetupMessageBrokering()
    {
        MessageBrokerFactory.Instance.Subscribe<InfoMessage>(
            (msg, subscription) => Console.WriteLine(msg.Content));

        MessageBrokerFactory.Instance.Subscribe<GameMessage>(
            (msg, subscription) => Console.WriteLine(msg.Content));

        MessageBrokerFactory.Instance.Subscribe<PlayerCreatedMessage>(
            (msg, sub) => Console.WriteLine("Player connected."));

        MessageBrokerFactory.Instance.Subscribe<PlayerDeletionMessage>(
            (msg, sub) =>
        {
            Console.WriteLine("Player disconnected.");
        });
    }
}

This code should look almost identical to the source previously posted showing the Mud Engine server running on Windows. The only difference is that I abstracted the code that can be shared across the two platforms into a bootstrap. The shared code is stuff like configuring the server and game, setting up the game and adapter and starting the game.

As development of the engine continues, I will regularly check and make sure it builds on OS X. The engine itself and its server should always run cross-platform without any issues.

I'm not sure yet what I am going to do in regards to the designer tools. Initially I was going to write it as a XAML app for Windows. Considering that the engine can now run on OS X (and I will be testing it on Linux soon), I might reconsider and look at a more cross-platform UI approach. Perhaps that would be a good excuse for me to pick up the new cross-platform ASP.Net MVC 6 stuff Microsoft is doing, and build a cross-platform self-contained web application for the designer.

Anyway, I wanted to share the progress on my cross-plat goals. At the moment, everything seems to be working just fine between Windows and OS X.

The new configurable Mud Engine Server Adapter

Back in May I posted about how you could configure the mud server for use with the Mud Engine. Since then, I have built out an implementation of the Adapter pattern. With that, I wanted to demonstrate how you would startup the server with the engine, and configure it.

Previously in the Mud Engine

In the last iteration of my configuration setup, you had to implement the abstract ServerBootstrap class, and then build out an implementation of IServerConfiguration. The bootstrap implementation looked something like this.

public class DefaultServerBootstrap : ServerBootstrap
{
    protected override void Run()
    {
        this.Server.GetCurrentGame()
            .NotificationCenter
            .Subscribe<ServerMessage>((msg, sub) => 
                Console.Write(msg.Content));

         while (this.Server.Status != ServerStatus.Stopped)
        {
            Thread.Sleep(100);
        }
    }

    protected override void RegisterAssemblies()
    {
        base.RegisterAssemblies();
    }

    protected override void ConfigureServices()
    {
    }

    protected override IServerConfiguration CreateServerConfiguration()
    {
        return new ServerConfiguration();
    }

    protected override IServer CreateServer()
    {
        var server = new Server();
        server.PlayerConnected += this.ExecuteInitialCommand;
        return server;
    }

    protected override IGame CreateGame()
    {
        return new DefaultGame();
    }

    protected override IInputCommand InitialConnectionCommand()
    {
        returnnew PlayerLoginCommand();
    }

    protected override void RegisterAllowedSecurityRoles(IEnumerable<ISecurityRole> roles)
    {
    }
}

Then in the application startup, you had to setup the bootstrap.

public static void Main(string[] args)
{
    var bootstrap = new DefaultServerBootstrap();    
    Task bootstrapTask = bootstrap.Initialize();
    bootstrapTask.Wait();
}

This was the minimum that had to be done in order to start the game with a server. There were several issues with this approach, one of which is violating SRP. The bootstrap does a lot of different things that aren't even related to the server. It defines the initial command, creates a player, and creates the game. None of which are specific to the server. These actions can be applicable in a single-player game as well.

The other thing that the bootstrap does is configures any services, and register security roles with the services. Gross. The server startup should be free of IoC dependency injection setup goo. So I set out to fix that with the new Mud Engine Adapters.

Setting up a server with adapters

Now that the server has been migrated over to use the adapter architecture, it's much more straight-forward to get a server running. Previously, the server owned the game. Now, the game owns the server - it just doesn't know it.

To start up the game, and give it a server, we do this.

static void Main(string[] args)
{        
    var serverConfig = new ServerConfiguration();
    IServer server = new WindowsServer(new TestPlayerFactory(), new ConnectionFactory(), serverConfig);

    var gameConfig = new GameConfiguration();
    gameConfig.UseAdapter(server);  

    var game = new MudGame();
    game.Configure(gameConfig);

    Task gameStartTask = game.StartAsync();
    gameStartTask.Wait();
}

In the code above, we create a serverconfiguration. Then we create a WindowsServer instance, giving it a couple of factories and our config. Next we we create a GameConfiguration and register our WindowsServer with the game config. When we call game.Configure(gameConfig), the game will consume the WindowsServer adapter and automatically configure the server using the ServerConfiguration.

Lastly, we start the game calling game.StartAsync(). This initialize and run all of the registered adapters that the game has. In our case, it initializes and runs the WindowsServer. At this point, the WindowsServer is running and can accept incoming client connections.

There is some flexability when it comes to configuring adapters. Each adapter can either skip configuration all-together, or opt into configuration by requiring a configuration class. This can be any class that implements the IConfiguration interface. Taking this approach allows each adapter to have their own config that can be tailored to what they want to expose. In the case of Server Configuration, there is quiet a bit we can do with it. For instance:

var serverConfig = new ServerConfiguration();
serverConfig.OnServerStartup = (context) => 
    Console.WriteLine($"Server running on port {context.Server.RunningPort}");

That code registers a callback that will be invoked when the server is starting. In this example, we just lookup the port the server is running on and write it out to the console. You can do more then just that however.

static void Main(string[] args)
{        
    var serverConfig = new ServerConfiguration();
    serverConfig.OnServerStartup = (context) =>
    {
        context.ListeningSocket.BeginAccept(
            new AsyncCallback(Program.HandleClientConnection), context.ListeningSocket);
        context.SetServerState(ServerStatus.Running);
        context.IsHandled = true;
    };

    IServer server = new WindowsServer(new TestPlayerFactory(), new ConnectionFactory(), serverConfig);

    var gameConfig = new GameConfiguration();
    gameConfig.UseAdapter(server);

    var game = new MudGame();
    game.Configure(gameConfig);

    Task gameStartTask = game.StartAsync();
    gameStartTask.Wait();
}

private static void HandleClientConnection(IAsyncResult result)
{
    Socket server = (Socket)result.AsyncState;
    Socket clientConnection = server.EndAccept(result);

    // Fetch the next incoming connection.
    server.BeginAccept(new AsyncCallback(HandleClientConnection), server);

    // Create player character here.
}

In this example, we used both the WindowsServer and it's Socket to completely replace the way incoming connections are handled. We're not replacing how client communication between the server and client are handled (that is planned) but allowing users to define custom server behavior without reimplementing IServer. At the end of the OnServerStartup callback, we set IsHandled to true, which tells the server to stop using its internal startup and rely on the custom logic being defined.

There are more things you can do, such as intercepting the shutdown of the server, client connections, disconnects and more.

Sharing information across adapters

The server publishes out messages that you can intercept and react to as well. An example is this:

static void Main(string[] args)
{
    SetupMessageBrokering();

    var serverConfig = new ServerConfiguration();
    IServer server = new WindowsServer(new TestPlayerFactory(), new ConnectionFactory(), serverConfig);

    var gameConfig = new GameConfiguration();
    gameConfig.UseAdapter(server);

    var game = new MudGame();
    game.Configure(gameConfig);

    Task gameStartTask = game.StartAsync();
    gameStartTask.Wait();
}

static void SetupMessageBrokering()
{
    MessageBrokerFactory.Instance.Subscribe<InfoMessage>(
        (msg, subscription) => Console.WriteLine(msg.Content));

    MessageBrokerFactory.Instance.Subscribe<GameMessage>(
        (msg, subscription) => Console.WriteLine(msg.Content));

    MessageBrokerFactory.Instance.Subscribe<PlayerCreatedMessage>(
        (msg, sub) => Console.WriteLine("Player connected."));

    MessageBrokerFactory.Instance.Subscribe<PlayerDeletionMessage>(
        (msg, sub) =>
        {
            Console.WriteLine("Player disconnected.");
        });
}

The first thing we do is subscribe, via the MessageBroker, to a series of messages that can be published by other objects. In this scenario, the WindowsServer will publish messages that are InfoMessage, PlayerCreatedMessage and PlayerDeletionMessage. The MudGame will publish GameMessage notifications. This looks like this when the server is running and has accepted several connections, and had a few disconnects.

The flexability given now with adapters and their custom configurators will make it easy to get up and running, and still provide you with a lot of flexability when you want to do more advanced things.

As always you can replace the IServer or IServerConfiguration implementations with your own all together. Since IServer inherits from IAdapter your custom implementation can plug straight into the game using the game.UseAdapter(customServer) call.

Handling what is missing

The original implementation shown at the start of this post had some other things being done. It handled the setup of security and commanding. That responsibility will be moved to additional adapters, which will run independent of the server and game. They can subscribe to messages sent from the server and react to them, launching the initial login command and handling security without knowing that the server even exists.

var gameConfig = new GameConfiguration();
gameConfig.UseAdapter(new WindowsServer());
gameConfig.UseAdapter(new CommandManager());
gameConfig.UseAdapter(new SecurityBroker());
gameConfig.UseAdapter(new WorldManager());

var game = new MudGame();
game.Configure(gameConfig);

Task gameStartTask = game.StartAsync();

Each one of the adapters shown above have not been written yet; they are coming. When they are ready, they will share the same level of flexability as the server, using configuration objects that you can intercept and interact with.

There is a lot of other new stuff happening in the engine that won't fit into this post, like a new home on GitHub (more on that in a different post), character APIs and real usage documentation.

More coming soon!

Introducing adapters in Mud Engine

I've had a pretty configurable startup sequence with the Mud Engine for a bit now, but I wasn't really happy with it. The issue that I had was that you still performed to much initialization logic in a boot strap class, or in the server app startup (not the server implementation themselves).

I wanted to make the whole configuration piece of the engine more extensible, and easier to plug into. The engine already uses a custom message brokering pipeline to publish messages to subscribers, and so I wanted to harness that a bit with the configuration.

Adapters

There is a new interface in the engine called IAdapter. It provides a series of methods for letting adapters subscribe to messages published from within the engine, along with publishing their own. It's an IInitializableComponent, so it can be initialized and deleted. This allows for adapters to perform cleanup, such as unsubscribing from the message broker, when they are being deleted.

The IAdapter includes a Name property so that the adapter can have a name; most importantly though is the Start(IGame) method. This method allows your adapters to spin off their own background tasks and do what ever they want while the game continues to run.

The engine currently has a WorldManager adapter, which initializes all of the worlds it is given and starts the world clocks/weather climate clocks etc. The engine server is being modified as well allowing it to become an adapter that starts up and runs when the game starts.

How it works

So how do adapters fit in to the workflow of the engine? Adapters are registered with a modified IGameConfiguration interface. This interface is then given to an IGame when you call Configure() on the game instance. The default IGame implementation (MudGame) pulls all of the adapters out of the configuration class and initializes them when IGame.Initialize() is invoked. It then starts each one of the adapters when the IGame.StartAsync() method is invoked. When IGame.StartAsync() is invoked, an internal game loop is created and the game will forever run. Because of this, adapters must not perform any long running or blocking tasks. If you have to perform a long running operation, such as running a server, spin it up on a worker thread and do the work there.

Example Game setup

I wrote a quick unit test to demonstrate how you can setup a game using adapters.

private async Task TestGameStartup()
{
    // Mocks & Adapters
    IWorldFactory worldFactory = Mock.Of<IWorldFactory>();
    IAdapter server = Mock.Of<AdapterBase>();
    IAdapter worldManager = new WorldManager(worldFactory);

    // Create our game configuration
    IGameConfiguration configuration = new GameConfiguration { Name = "Sample Mud Game", };
    configuration.UseAdapter(server);
    configuration.UseAdapter(worldManager);

    // Setup and run the game.
    IGame game = new MudGame();
    await game.Configure(configuration);
    await game.StartAsync();
}

The above code creates a fake world factory, as an IWorldFactory implementation is required by the WorldManager adapter. I also create a fake server by mocking an adapter base class that the engine provides.

Once my adapters are setup, I create a new GameConfiguration and pass the adapters in to the config using the UseAdapter method. There is also a generic version of this method (UseAdapter<T>).

Lastly, we create a new MudGame, configure the game using our new GameConfiguration instance and then we start the game. Note that game.Initialize() did not get called here. That is because the MudGame class checks if it has been initialized upon starting and initializes itself and all its adapters if that has not happened yet.

At this point, the awaited StartAsync method will not end until something within the engine signals it needs to end, or something calls game.Stop(). It creates an internal game loop and runs.

There is another approach that can be used for those that want a custom game loop.

game.BeginStart(runningGame =>
    {
        Task.Run(() =>
        {
            while (runningGame.IsRunning)
            {
                // Thread.Sleep(1) is not available on Portable Libraries.
                Task.Delay(1).Wait();
            }
        });
    });

This will instead start the game and invoke your callback. This lets you run the game loop in a Task for things like an editor, and not block and UI threads. Your editor or client can still stop the game by invoking game.Stop(). As long as your while loop checks for IsRunning, you're game loop will safely be shut down.

There's a lot of additional new stuff that I couldn't fit in to this post, so I'll work on making more frequent posts with the change that have taken place over the last couple of months.

For now, EOF.

Mud Designer's first real sprint

Now that I have Mud Designer moved over to Visual Studio Online (VSO) I can start really making use of the Agile platform that VSO is built on top of. Going forward, the project will adopt the Agile methodology, with developing taking place during sprints.

The first sprint started today with three User Stories being brought in to the sprint.

  • Text File Data Storage Service
  • Character Security Permissions
  • Command Security

Text File Data Storage Service

Once this is completed, I will have the first of many data storage services created. The intent is to create a simple data store to use while I build the rest of the engine. I have other Stories for creating SQL and Cloud based services, but those are more complex. While the engine is being developed, I want to just use a simple local data store.

Character Security Permissions

This story contains the meat of the engines security framework. When completed, Permissions can be created and assigned to Roles. There will be a framework constructed for objects that need specific security permissions, to register for them.

Command Security

Pigging backing on top of the Character Security Permissions story, this will allow Commands to register for permissions they require. The engine will ensure that users have the required permissions within their roles before letting them execute the command.

Wrapping up

Since I am the only developer, each sprint is scheduled for 4 weeks, so it will be a bit before this sprint is completed. If the user stories are finished early, I will pull more stories in and continue working until the end of the sprint.

As each story is completed, I plan on writing a post on what work was done and what the features are. I would also like to do a code analysis and report the quality of the code for each story.

Mud Designer Migrated to Git

I have been really wanting to use the Visual Studio Online (VSO) service for a while now with Mud Designer. I have been holding back primarily because Mud Designer is open source, while VSO is meant for closed-source team projects. TFS doesn't come with an easy way of maintaining two repositories of the same code-base, while maintaining the version history of the source.

The solution to this was Git, but the Codeplex project was hosted on a TFS instance. I then discovered - (thanks to Richard Banks for answering my Stackoverflow post) - that the Codeplex team could convert my project to a Git repository. I promptly fired them an e-mail and had my project converted.

Now that Mud Designer was sitting in a Git project, I cloned it to VSO. Now any time I push changes to VSO, I can simultaneously push changes to Codeplex. This lets me make use of VSO's Agile work items, such as User Stories, sprints and bug tracking, while keeping the source freely available to the public. Win win!