This commit is contained in:
Riley Labrecque
2014-01-29 13:00:47 +02:00
parent c089bcacfa
commit d733f538e6
36 changed files with 1345 additions and 417 deletions
+259 -146
View File
@@ -15,6 +15,7 @@
#include "ServerBrowser.h"
#include "Leaderboards.h"
#include "Lobby.h"
#include "p2pauth.h"
CSpaceWarClient *g_pSpaceWarClient = NULL;
CSpaceWarClient* SpaceWarClient() { return g_pSpaceWarClient; }
@@ -23,7 +24,7 @@ CSpaceWarClient* SpaceWarClient() { return g_pSpaceWarClient; }
// Purpose: Constructor
//-----------------------------------------------------------------------------
CSpaceWarClient::CSpaceWarClient( CGameEngine *pGameEngine, CSteamID steamIDUser ) :
m_SocketStatusCallback( this, &CSpaceWarClient::OnSocketStatusCallback ),
m_CallbackP2PSessionConnectFail( this, &CSpaceWarClient::OnP2PSessionConnectFail ),
m_LobbyGameCreated( this, &CSpaceWarClient::OnLobbyGameCreated ),
m_IPCFailureCallback( this, &CSpaceWarClient::OnIPCFailure ),
m_SteamShutdownCallback( this, &CSpaceWarClient::OnSteamShutdown )
@@ -39,11 +40,11 @@ CSpaceWarClient::CSpaceWarClient( CGameEngine *pGameEngine, CSteamID steamIDUser
m_uPlayerShipIndex = 0;
m_SteamIDLocalUser = steamIDUser;
m_eConnectedStatus = k_EClientNotConnected;
m_hSocketClient = NULL;
m_bTransitionedGameState = false;
m_rgchErrorText[0] = 0;
m_unServerIP = 0;
m_usServerPort = 0;
m_ulPingSentTime = 0;
for( uint32 i = 0; i < MAX_PLAYERS_PER_SERVER; ++i )
{
@@ -74,11 +75,15 @@ CSpaceWarClient::CSpaceWarClient( CGameEngine *pGameEngine, CSteamID steamIDUser
// Initialize sun
m_pSun = new CSun( pGameEngine );
// initialize P2P auth engine
m_pP2PAuthedGame = new CP2PAuthedGame( m_pGameEngine );
// Create matchmaking menus
m_pServerBrowser = new CServerBrowser( m_pGameEngine );
m_pLobbyBrowser = new CLobbyBrowser( m_pGameEngine );
m_pLobby = new CLobby( m_pGameEngine );
// Init stats
m_pStatsAndAchievements = new CStatsAndAchievements( pGameEngine );
m_pLeaderboards = new CLeaderboards( pGameEngine );
@@ -95,6 +100,13 @@ CSpaceWarClient::~CSpaceWarClient()
{
DisconnectFromServer();
if ( m_pP2PAuthedGame )
{
m_pP2PAuthedGame->EndGame();
delete m_pP2PAuthedGame;
m_pP2PAuthedGame = NULL;
}
if ( m_pServer )
{
delete m_pServer;
@@ -127,13 +139,6 @@ CSpaceWarClient::~CSpaceWarClient()
m_rgpShips[i] = NULL;
}
}
// Close down our socket if it appears to be valid
if ( m_hSocketClient )
{
SteamNetworking()->DestroySocket( m_hSocketClient, true );
m_hSocketClient = NULL;
}
}
@@ -147,9 +152,20 @@ void CSpaceWarClient::DisconnectFromServer()
SteamUser()->TerminateGameConnection( m_unServerIP, m_usServerPort );
MsgClientLeavingServer_t msg;
BSendServerData( (char*)&msg, sizeof(msg), true );
BSendServerData( &msg, sizeof(msg) );
m_eConnectedStatus = k_EClientNotConnected;
}
if ( m_pP2PAuthedGame )
{
m_pP2PAuthedGame->EndGame();
}
// forget the game server ID
if ( m_steamIDGameServer.IsValid() )
{
SteamNetworking()->CloseP2PSessionWithUser( m_steamIDGameServer );
m_steamIDGameServer = CSteamID();
}
}
@@ -160,6 +176,13 @@ void CSpaceWarClient::OnReceiveServerInfo( CSteamID steamIDGameServer, bool bVAC
{
m_eConnectedStatus = k_EClientConnectedPendingAuthentication;
m_pQuitMenu->SetHeading( pchServerName );
m_steamIDGameServer = steamIDGameServer;
// look up the servers IP and Port from the connection
P2PSessionState_t p2pSessionState;
SteamNetworking()->GetP2PSessionState( steamIDGameServer, &p2pSessionState );
m_unServerIP = p2pSessionState.m_nRemoteIP;
m_usServerPort = p2pSessionState.m_nRemotePort;
MsgClientBeginAuthentication_t msg;
#ifdef USE_GS_AUTH_API
@@ -171,10 +194,12 @@ void CSpaceWarClient::OnReceiveServerInfo( CSteamID steamIDGameServer, bool bVAC
msg.m_SteamID = SteamUser()->GetSteamID();
#endif
Steamworks_TestSecret();
if ( msg.m_uTokenLen < 1 )
OutputDebugString( "Warning: Looks like InitiateGameConnection didn't give us a good token\n" );
BSendServerData( (char*)&msg, sizeof(msg), true );
BSendServerData( &msg, sizeof(msg) );
}
@@ -197,6 +222,11 @@ void CSpaceWarClient::OnReceiveServerAuthenticationResponse( bool bSuccess, uint
m_uPlayerShipIndex = uPlayerPosition;
m_eConnectedStatus = k_EClientConnectedAndAuthenticated;
// send a ping, to measure round-trip time
m_ulPingSentTime = m_pGameEngine->GetGameTickCount();
MsgClientPing_t msg;
BSendServerData( &msg, sizeof( msg ) );
}
}
@@ -264,6 +294,56 @@ void CSpaceWarClient::OnReceiveServerUpdate( ServerSpaceWarUpdateData_t UpdateDa
// Update who won last
m_uPlayerWhoWonGame = UpdateData.m_uPlayerWhoWonGame;
if ( m_pP2PAuthedGame )
{
// has the player list changed?
if ( m_pServer )
{
// if i am the server owner i need to auth everyone who wants to play
// assume i am in slot 0, so start at slot 1
for( uint32 i=1; i < MAX_PLAYERS_PER_SERVER; ++i )
{
CSteamID steamIDNew( UpdateData.m_rgPlayerSteamIDs[i] );
if ( steamIDNew == SteamUser()->GetSteamID() )
{
OutputDebugStringA( "Server player slot 0 is not server owner.\n" );
}
else if ( steamIDNew != m_rgSteamIDPlayers[i] )
{
if ( m_rgSteamIDPlayers[i].IsValid() )
{
m_pP2PAuthedGame->PlayerDisconnect( i );
}
if ( steamIDNew.IsValid() )
{
m_pP2PAuthedGame->RegisterPlayer( i, steamIDNew );
}
}
}
}
else
{
// i am just a client, i need to auth the game owner ( slot 0 )
CSteamID steamIDNew( UpdateData.m_rgPlayerSteamIDs[0] );
if ( steamIDNew == SteamUser()->GetSteamID() )
{
OutputDebugStringA( "Server player slot 0 is not server owner.\n" );
}
else if ( steamIDNew != m_rgSteamIDPlayers[0] )
{
if ( m_rgSteamIDPlayers[0].IsValid() )
{
OutputDebugStringA( "Server player slot 0 has disconnected - but thats the server owner.\n" );
m_pP2PAuthedGame->PlayerDisconnect( 0 );
}
if ( steamIDNew.IsValid() )
{
m_pP2PAuthedGame->StartAuthPlayer( 0, steamIDNew );
}
}
}
}
// Update the ships
for( uint32 i=0; i < MAX_PLAYERS_PER_SERVER; ++i )
{
@@ -336,9 +416,9 @@ void CSpaceWarClient::SetConnectionFailureText( const char *pchErrorText )
//-----------------------------------------------------------------------------
// Purpose: Send data to the current server
//-----------------------------------------------------------------------------
bool CSpaceWarClient::BSendServerData( char *pData, uint32 nSizeOfData, bool bSendReliably )
bool CSpaceWarClient::BSendServerData( const void *pData, uint32 nSizeOfData )
{
if ( !SteamNetworking()->SendDataOnSocket( m_hSocketClient, pData, nSizeOfData, bSendReliably ) )
if ( !SteamNetworking()->SendP2PPacket( m_steamIDGameServer, pData, nSizeOfData, k_EP2PSendUnreliable ) )
{
OutputDebugString( "Failed sending data to server\n" );
return false;
@@ -364,14 +444,10 @@ void CSpaceWarClient::InitiateServerConnection( uint32 unServerAddress, const in
// and so we will retry at appropriate intervals if packets drop
m_ulLastNetworkDataReceivedTime = m_ulLastConnectionAttemptRetryTime = m_pGameEngine->GetGameTickCount();
// Create UDP socket for the client to talk to the server over
m_hSocketClient = SteamNetworking()->CreateConnectionSocket( unServerAddress, nPort, 10 );
if ( !m_hSocketClient )
{
OutputDebugString( "Failed creating socket for CSpaceWarClient -- won't be able to talk to server\n" );
}
// wait for the callback before initiating connection
// ping the server to find out what it's steamID is
m_unServerIP = unServerAddress;
m_usServerPort = (uint16)nPort;
m_GameServerPing.RetrieveSteamIDFromGameServer( this, m_unServerIP, m_usServerPort );
}
@@ -387,52 +463,28 @@ void CSpaceWarClient::InitiateServerConnection( CSteamID steamIDGameServer )
SetGameState( k_EClientGameConnecting );
m_steamIDGameServer = steamIDGameServer;
// Update when we last retried the connection, as well as the last packet received time so we won't timeout too soon,
// and so we will retry at appropriate intervals if packets drop
m_ulLastNetworkDataReceivedTime = m_ulLastConnectionAttemptRetryTime = m_pGameEngine->GetGameTickCount();
// Create UDP socket for the client to talk to the server over
m_hSocketClient = SteamNetworking()->CreateP2PConnectionSocket( steamIDGameServer, 0, 10, true );
if ( !m_hSocketClient )
{
OutputDebugString( "Failed creating socket for CSpaceWarClient -- won't be able to talk to server\n" );
}
// wait for the callback before initiating connection
// send the packet to the server
MsgClientInitiateConnection_t msg;
BSendServerData( &msg, sizeof( msg ) );
}
//-----------------------------------------------------------------------------
// Purpose: steam callback, trigger when our connection state changes
//-----------------------------------------------------------------------------
void CSpaceWarClient::OnSocketStatusCallback( SocketStatusCallback_t *pCallback )
void CSpaceWarClient::OnP2PSessionConnectFail( P2PSessionConnectFail_t *pCallback )
{
// make sure the callback is for our socket
if ( pCallback->m_hSocket != m_hSocketClient )
return;
// Update out network data received time even though we haven't really received anything yet,
// this will help us make sure we don't time out prematurely during the handshake
m_ulLastNetworkDataReceivedTime = m_pGameEngine->GetGameTickCount();
// if we've finished connecting to the server, send the connect message
if ( pCallback->m_eSNetSocketState == k_ESNetSocketStateConnected )
{
MsgClientInitiateConnection_t msg;
BSendServerData( (char*)&msg, sizeof( msg ), true );
}
// handling being disconnect from the server signal via network breakage, or the remote end dying
if ( pCallback->m_eSNetSocketState == k_ESNetSocketStateRemoteEndDisconnected
|| pCallback->m_eSNetSocketState == k_ESNetSocketStateConnectionBroken )
if ( pCallback->m_steamIDRemote == m_steamIDGameServer )
{
// failed, error out
OutputDebugString( "Failed to make P2P connection, quiting server" );
OnReceiveServerExiting();
m_hSocketClient = NULL;
}
if ( pCallback->m_eSNetSocketState >= k_ESNetSocketStateDisconnecting )
{
m_hSocketClient = NULL;
}
}
@@ -442,9 +494,6 @@ void CSpaceWarClient::OnSocketStatusCallback( SocketStatusCallback_t *pCallback
//-----------------------------------------------------------------------------
void CSpaceWarClient::ReceiveNetworkData()
{
if ( !m_hSocketClient )
return;
char rgchRecvBuf[MAX_SPACEWAR_PACKET_SIZE];
char *pchRecvBuf = rgchRecvBuf;
uint32 cubMsgSize;
@@ -458,90 +507,115 @@ void CSpaceWarClient::ReceiveNetworkData()
}
// see if there is any data waiting on the socket
if ( !SteamNetworking()->RetrieveDataFromSocket( m_hSocketClient, rgchRecvBuf, sizeof( rgchRecvBuf ), &cubMsgSize ) )
if ( !SteamNetworking()->IsP2PPacketAvailable( &cubMsgSize ) )
break;
// not enough space in buffer, so message won't have been popped off of list
// not enough space in default buffer
// alloc custom size and try again
if ( cubMsgSize > sizeof(rgchRecvBuf) )
{
pchRecvBuf = (char *)malloc( cubMsgSize );
SteamNetworking()->RetrieveDataFromSocket( m_hSocketClient, pchRecvBuf, cubMsgSize, &cubMsgSize );
}
CSteamID steamIDRemote;
if ( !SteamNetworking()->ReadP2PPacket( pchRecvBuf, cubMsgSize, &cubMsgSize, &steamIDRemote ) )
break;
m_ulLastNetworkDataReceivedTime = m_pGameEngine->GetGameTickCount();
// make sure we're connected
if ( m_eConnectedStatus == k_EClientNotConnected && m_eGameState != k_EClientGameConnecting )
continue;
if ( cubMsgSize < sizeof( EMessage ) )
// see if it's from the game server
if ( steamIDRemote == m_steamIDGameServer )
{
OutputDebugString( "Got garbage on client socket, too short\n" );
}
m_ulLastNetworkDataReceivedTime = m_pGameEngine->GetGameTickCount();
EMessage *pEMsg = (EMessage*)pchRecvBuf;
switch ( *pEMsg )
// make sure we're connected
if ( m_eConnectedStatus == k_EClientNotConnected && m_eGameState != k_EClientGameConnecting )
continue;
if ( cubMsgSize < sizeof( EMessage ) )
{
OutputDebugString( "Got garbage on client socket, too short\n" );
}
EMessage *pEMsg = (EMessage*)pchRecvBuf;
switch ( *pEMsg )
{
case k_EMsgServerSendInfo:
{
if ( cubMsgSize != sizeof( MsgServerSendInfo_t ) )
{
OutputDebugString ("Bad server info msg\n" );
continue;
}
MsgServerSendInfo_t *pMsg = (MsgServerSendInfo_t*)pchRecvBuf;
// pull the IP address of the user from the socket
OnReceiveServerInfo( CSteamID( pMsg->m_ulSteamIDServer ), pMsg->m_bIsVACSecure, pMsg->m_rgchServerName );
}
break;
case k_EMsgServerPassAuthentication:
{
if ( cubMsgSize != sizeof( MsgServerPassAuthentication_t ) )
{
OutputDebugString( "Bad accept connection msg\n" );
continue;
}
MsgServerPassAuthentication_t *pMsg = (MsgServerPassAuthentication_t*)pchRecvBuf;
// Our game client doesn't really care about whether the server is secure, or what its
// steamID is, but if it did we would pass them in here as they are part of the accept message
OnReceiveServerAuthenticationResponse( true, pMsg->m_uPlayerPosition );
}
break;
case k_EMsgServerFailAuthentication:
{
OnReceiveServerAuthenticationResponse( false, 0 );
}
break;
case k_EMsgServerUpdateWorld:
{
if ( cubMsgSize != sizeof( MsgServerUpdateWorld_t ) )
{
OutputDebugString( "Bad server world update msg\n" );
continue;
}
MsgServerUpdateWorld_t *pMsg = (MsgServerUpdateWorld_t*)pchRecvBuf;
OnReceiveServerUpdate( pMsg->m_ServerUpdateData );
}
break;
case k_EMsgServerExiting:
{
if ( cubMsgSize != sizeof( MsgServerExiting_t ) )
{
OutputDebugString( "Bad server exiting msg\n" );
}
OnReceiveServerExiting();
}
break;
case k_EMsgServerPingResponse:
{
uint64 ulTimePassedMS = m_pGameEngine->GetGameTickCount() - m_ulPingSentTime;
char rgchT[256];
_snprintf( rgchT, sizeof(rgchT), "Round-trip ping time to server %d ms\n", (int)ulTimePassedMS );
OutputDebugString( rgchT );
m_ulPingSentTime = 0;
}
break;
default:
OutputDebugString( "Unhandled message from server\n" );
break;
}
}
else
{
case k_EMsgServerSendInfo:
{
if ( cubMsgSize != sizeof( MsgServerSendInfo_t ) )
{
OutputDebugString ("Bad server info msg\n" );
continue;
}
MsgServerSendInfo_t *pMsg = (MsgServerSendInfo_t*)pchRecvBuf;
// pull the IP address of the user from the socket
SteamNetworking()->GetSocketInfo( m_hSocketClient, NULL, NULL, &m_unServerIP, &m_usServerPort );
OnReceiveServerInfo( CSteamID( pMsg->m_ulSteamIDServer ), pMsg->m_bIsVACSecure, pMsg->m_rgchServerName );
}
break;
case k_EMsgServerPassAuthentication:
{
if ( cubMsgSize != sizeof( MsgServerPassAuthentication_t ) )
{
OutputDebugString( "Bad accept connection msg\n" );
continue;
}
MsgServerPassAuthentication_t *pMsg = (MsgServerPassAuthentication_t*)pchRecvBuf;
// Our game client doesn't really care about whether the server is secure, or what its
// steamID is, but if it did we would pass them in here as they are part of the accept message
OnReceiveServerAuthenticationResponse( true, pMsg->m_uPlayerPosition );
}
break;
case k_EMsgServerFailAuthentication:
{
OnReceiveServerAuthenticationResponse( false, 0 );
}
break;
case k_EMsgServerUpdateWorld:
{
if ( cubMsgSize != sizeof( MsgServerUpdateWorld_t ) )
{
OutputDebugString( "Bad server world update msg\n" );
continue;
}
MsgServerUpdateWorld_t *pMsg = (MsgServerUpdateWorld_t*)pchRecvBuf;
OnReceiveServerUpdate( pMsg->m_ServerUpdateData );
}
break;
case k_EMsgServerExiting:
{
if ( cubMsgSize != sizeof( MsgServerExiting_t ) )
{
OutputDebugString( "Bad server exiting msg\n" );
}
OnReceiveServerExiting();
}
break;
default:
OutputDebugString( "Unhandled message from server\n" );
break;
EMessage *pEMsg = (EMessage*)pchRecvBuf;
m_pP2PAuthedGame->HandleMessage( *pEMsg, pchRecvBuf );
}
}
// if we're running a server, do that as well
if ( m_pServer )
{
m_pServer->ReceiveNetworkData();
}
}
@@ -550,6 +624,8 @@ void CSpaceWarClient::ReceiveNetworkData()
//-----------------------------------------------------------------------------
void CSpaceWarClient::OnReceiveServerExiting()
{
if ( m_pP2PAuthedGame )
m_pP2PAuthedGame->EndGame();
if ( m_eGameState != k_EClientGameActive )
return;
@@ -611,6 +687,18 @@ void CSpaceWarClient::OnLobbyEntered( LobbyEnter_t *pCallback, bool bIOFailure )
}
void CSpaceWarClient::OnLobbyDataChange( LobbyDataUpdate_t *pCallback, bool bIOFailure )
{
OutputDebugStringA( "OnLobbyDataChange ");
CSteamID steamIDLobbyMember( pCallback->m_ulSteamIDMember );
}
void CSpaceWarClient::OnLobbyChatUpdate( LobbyChatUpdate_t *pCallback, bool bIOFailure )
{
CSteamID steamIDLobbyMember( pCallback->m_ulSteamIDUserChanged );
CSteamID steamIDLobbyMember2( pCallback->m_ulSteamIDMakingChange );
OutputDebugStringA( "OnLobbyChatUpdate ");
}
//-----------------------------------------------------------------------------
// Purpose: Joins a game from a lobby
@@ -625,11 +713,6 @@ void CSpaceWarClient::OnLobbyGameCreated( LobbyGameCreated_t *pCallback )
{
InitiateServerConnection( CSteamID( pCallback->m_ulSteamIDGameServer ) );
}
else
{
// fall back to using the IP address directly
InitiateServerConnection( pCallback->m_unIP, pCallback->m_usPort );
}
}
@@ -701,7 +784,7 @@ void CSpaceWarClient::OnGameStateChanged( EClientGameState eGameStateNew )
if ( !m_SteamCallResultLobbyCreated.IsActive() )
{
// ask steam to create a lobby
SteamAPICall_t hSteamAPICall = SteamMatchmaking()->CreateLobby( k_ELobbyTypePublic /* public lobby, anyone can find it */ );
SteamAPICall_t hSteamAPICall = SteamMatchmaking()->CreateLobby( k_ELobbyTypePublic /* public lobby, anyone can find it */, 4 );
// set the function to call when this completes
m_SteamCallResultLobbyCreated.Set( hSteamAPICall, this, &CSpaceWarClient::OnLobbyCreated );
}
@@ -838,11 +921,9 @@ void CSpaceWarClient::RunFrame()
if ( m_pServer && m_pServer->IsConnectedToSteam() )
{
// server is up; tell everyone else to connect
SteamMatchmaking()->SetLobbyGameServer( m_steamIDLobby, m_pServer->GetIP(), m_pServer->GetPort(), m_pServer->GetSteamID() );
SteamMatchmaking()->SetLobbyGameServer( m_steamIDLobby, 0, 0, m_pServer->GetSteamID() );
// start connecting ourself via localhost (this will automatically leave the lobby)
uint32 unIPAddress = ( 1 ) + ( 0 << 8 ) + ( 0 << 16 ) + ( 127 << 24 );
InitiateServerConnection( unIPAddress, m_pServer->GetPort() );
InitiateServerConnection( m_pServer->GetSteamID() );
}
break;
@@ -884,9 +965,12 @@ void CSpaceWarClient::RunFrame()
// Check if we've waited too long and should time out the connection
if ( m_pGameEngine->GetGameTickCount() - m_ulStateTransitionTime > MILLISECONDS_CONNECTION_TIMEOUT )
{
if ( m_pP2PAuthedGame )
m_pP2PAuthedGame->EndGame();
if ( m_eConnectedStatus == k_EClientConnectedAndAuthenticated )
SteamUser()->TerminateGameConnection( m_unServerIP, m_usServerPort );
m_GameServerPing.CancelPing();
SetConnectionFailureText( "Timed out connecting to game server" );
SetGameState( k_EClientGameConnectionFailure );
}
@@ -941,14 +1025,13 @@ void CSpaceWarClient::RunFrame()
if ( !m_pServer )
{
m_pServer = new CSpaceWarServer( m_pGameEngine );
uint32 unIPAddress = ( 1 ) + ( 0 << 8 ) + ( 0 << 16 ) + ( 127 << 24 );
InitiateServerConnection( unIPAddress, SPACEWAR_SERVER_PORT );
}
else
{
OutputDebugString( "Server already started locally when in k_EClientGameStartServer state!\n" );
}
if ( m_pServer && m_pServer->IsConnectedToSteam() )
{
// server is ready, connect to it
InitiateServerConnection( m_pServer->GetSteamID() );
}
break;
case k_EClientGameDraw:
case k_EClientGameWinner:
@@ -1004,7 +1087,37 @@ void CSpaceWarClient::RunFrame()
// If this fails, it probably just means its not time to send an update yet
if ( m_rgpShips[ m_uPlayerShipIndex ]->BGetClientUpdateData( &msg.m_ClientUpdateData ) )
BSendServerData( (char*)&msg, sizeof( msg ), false );
BSendServerData( &msg, sizeof( msg ) );
}
if ( m_pP2PAuthedGame )
{
if ( m_pServer )
{
// Now if we are the owner of the game, lets make sure all of our players are legit.
// if they are not, we tell the server to kick them off
// Start at 1 to skip myself
for ( int i = 1; i < MAX_PLAYERS_PER_SERVER; i++ )
{
if ( m_pP2PAuthedGame->m_rgpP2PAuthPlayer[i] && !m_pP2PAuthedGame->m_rgpP2PAuthPlayer[i]->BIsAuthOk() )
{
m_pServer->KickPlayerOffServer( m_pP2PAuthedGame->m_rgpP2PAuthPlayer[i]->m_steamID );
}
}
}
else
{
// If we are not the owner of the game, lets make sure the game owner is legit
// if he is not, we leave the game
if ( m_pP2PAuthedGame->m_rgpP2PAuthPlayer[0] )
{
if ( !m_pP2PAuthedGame->m_rgpP2PAuthPlayer[0]->BIsAuthOk() )
{
// leave the game
SetGameState( k_EClientGameMenu );
}
}
}
}
// If we've started a local server run it