Texture2D is a very specific class that is used to load an image into something the GPU can easily consume and use as-is. You wouldn't want all this kind of data and the like inside of a server program. I'm going to give some advice here on what I think you want, feel free to comment if I don't meet your requirements.
First of all: I don't think you need per pixel collision checking on the server.
I don't know your game requirements or what kind of game you're trying to make but you should know that if you're hosting any more than a few moving clients at once that per-pixel collision for every movement for a LOT of clients is going to be expensive, and this probably is not what you want. You should look into a way of optimizing this. With this in mind, you may decide this is not the best route after all or decide this is necessary. Give this some thought, we'll return to it soon.
Next, are the height and width still necessary?
If your answer is yes, continue on.
The answer is to not read the entire file on the server and just extract what you need. The obvious thing may be to use a Bitmap object of some sort and just load like that - but the faster and more elegant approach is to just read the file headers and grab the information yourself. This StackOverflow post outlines a few method(s). For reference, I've included my favorite here:
using System;
using System.Collections.Generic;
using System.Drawing;
using System.IO;
using System.Linq;
namespace ImageDimensions
{
public static class ImageHelper
{
const string errorMessage = "Could not recognise image format.";
private static Dictionary<byte[], Func<BinaryReader, Size>> imageFormatDecoders = new Dictionary<byte[], Func<BinaryReader, Size>>()
{
{ new byte[]{ 0x42, 0x4D }, DecodeBitmap},
{ new byte[]{ 0x47, 0x49, 0x46, 0x38, 0x37, 0x61 }, DecodeGif },
{ new byte[]{ 0x47, 0x49, 0x46, 0x38, 0x39, 0x61 }, DecodeGif },
{ new byte[]{ 0x89, 0x50, 0x4E, 0x47, 0x0D, 0x0A, 0x1A, 0x0A }, DecodePng },
{ new byte[]{ 0xff, 0xd8 }, DecodeJfif },
};
/// <summary>
/// Gets the dimensions of an image.
/// </summary>
/// <param name="path">The path of the image to get the dimensions of.</param>
/// <returns>The dimensions of the specified image.</returns>
/// <exception cref="ArgumentException">The image was of an unrecognised format.</exception>
public static Size GetDimensions(string path)
{
using (BinaryReader binaryReader = new BinaryReader(File.OpenRead(path)))
{
try
{
return GetDimensions(binaryReader);
}
catch (ArgumentException e)
{
if (e.Message.StartsWith(errorMessage))
{
throw new ArgumentException(errorMessage, "path", e);
}
else
{
throw e;
}
}
}
}
/// <summary>
/// Gets the dimensions of an image.
/// </summary>
/// <param name="path">The path of the image to get the dimensions of.</param>
/// <returns>The dimensions of the specified image.</returns>
/// <exception cref="ArgumentException">The image was of an unrecognised format.</exception>
public static Size GetDimensions(BinaryReader binaryReader)
{
int maxMagicBytesLength = imageFormatDecoders.Keys.OrderByDescending(x => x.Length).First().Length;
byte[] magicBytes = new byte[maxMagicBytesLength];
for (int i = 0; i < maxMagicBytesLength; i += 1)
{
magicBytes[i] = binaryReader.ReadByte();
foreach(var kvPair in imageFormatDecoders)
{
if (magicBytes.StartsWith(kvPair.Key))
{
return kvPair.Value(binaryReader);
}
}
}
throw new ArgumentException(errorMessage, "binaryReader");
}
private static bool StartsWith(this byte[] thisBytes, byte[] thatBytes)
{
for(int i = 0; i < thatBytes.Length; i+= 1)
{
if (thisBytes[i] != thatBytes[i])
{
return false;
}
}
return true;
}
private static short ReadLittleEndianInt16(this BinaryReader binaryReader)
{
byte[] bytes = new byte[sizeof(short)];
for (int i = 0; i < sizeof(short); i += 1)
{
bytes[sizeof(short) - 1 - i] = binaryReader.ReadByte();
}
return BitConverter.ToInt16(bytes, 0);
}
private static int ReadLittleEndianInt32(this BinaryReader binaryReader)
{
byte[] bytes = new byte[sizeof(int)];
for (int i = 0; i < sizeof(int); i += 1)
{
bytes[sizeof(int) - 1 - i] = binaryReader.ReadByte();
}
return BitConverter.ToInt32(bytes, 0);
}
private static Size DecodeBitmap(BinaryReader binaryReader)
{
binaryReader.ReadBytes(16);
int width = binaryReader.ReadInt32();
int height = binaryReader.ReadInt32();
return new Size(width, height);
}
private static Size DecodeGif(BinaryReader binaryReader)
{
int width = binaryReader.ReadInt16();
int height = binaryReader.ReadInt16();
return new Size(width, height);
}
private static Size DecodePng(BinaryReader binaryReader)
{
binaryReader.ReadBytes(8);
int width = binaryReader.ReadLittleEndianInt32();
int height = binaryReader.ReadLittleEndianInt32();
return new Size(width, height);
}
private static Size DecodeJfif(BinaryReader binaryReader)
{
while (binaryReader.ReadByte() == 0xff)
{
byte marker = binaryReader.ReadByte();
short chunkLength = binaryReader.ReadLittleEndianInt16();
if (marker == 0xc0)
{
binaryReader.ReadByte();
int height = binaryReader.ReadLittleEndianInt16();
int width = binaryReader.ReadLittleEndianInt16();
return new Size(width, height);
}
binaryReader.ReadBytes(chunkLength - 2);
}
throw new ArgumentException(errorMessage);
}
}
}
And remember: Try keeping the graphical and client-like code off the server where it's possible. If you STILL Have the requirement in which you need to do per-pixel-collision, keep on reading.
If you're doing this because of cheating, you probably don't need to. Simple checks to make sure a player isn't blatantly cheating is always important - but for some things it just isn't worth it. If you're worried about players no-clipping, do generalized checks - not a pixel-perfect one. You can even use smaller bounding boxes, and it'll still be a lot cheaper.
You might already know all about masks, but I'm going to include a quick link here for reference. The main thing you really need to know here is that you should generate a mask for your objects if possible and use rectangles for a quick approximation check. This will significantly reduce load on your server where possible - and I think you'll need it!
In the end, it'll depend on your game requirements. Good luck!
