Beispiel #1
0
        /// <inheritdoc />
        public bool Start()
        {
            // Sets up the configMgr
            // If a config file path was passed, use it literally.
            // This ensures it's working-directory relative
            // (for people passing config file through the terminal or something).
            // Otherwise use the one next to the executable.
            if (_commandLineArgs?.ConfigFile != null)
            {
                _config.LoadFromFile(_commandLineArgs.ConfigFile);
            }
            else
            {
                var path = PathHelpers.ExecutableRelativeFile("server_config.toml");
                if (File.Exists(path))
                {
                    _config.LoadFromFile(path);
                }
                else
                {
                    _config.SetSaveFile(path);
                }
            }

            if (_commandLineArgs != null)
            {
                _config.OverrideConVars(_commandLineArgs.CVars);
            }


            //Sets up Logging
            _config.RegisterCVar("log.path", "logs", CVar.ARCHIVE);
            _config.RegisterCVar("log.format", "log_%(date)s-%(time)s.txt", CVar.ARCHIVE);
            _config.RegisterCVar("log.level", LogLevel.Info, CVar.ARCHIVE);

            var logPath     = _config.GetCVar <string>("log.path");
            var logFormat   = _config.GetCVar <string>("log.format");
            var logFilename = logFormat.Replace("%(date)s", DateTime.Now.ToString("yyyyMMdd"))
                              .Replace("%(time)s", DateTime.Now.ToString("hhmmss"));
            var fullPath = Path.Combine(logPath, logFilename);

            if (!Path.IsPathRooted(fullPath))
            {
                logPath = PathHelpers.ExecutableRelativeFile(fullPath);
            }

            fileLogHandler         = new FileLogHandler(logPath);
            _log.RootSawmill.Level = _config.GetCVar <LogLevel>("log.level");
            _log.RootSawmill.AddHandler(fileLogHandler);

            // Has to be done early because this guy's in charge of the main thread Synchronization Context.
            _taskManager.Initialize();

            LoadSettings();

            var netMan = IoCManager.Resolve <IServerNetManager>();

            try
            {
                netMan.Initialize(true);
                netMan.StartServer();
            }
            catch (Exception e)
            {
                var port = netMan.Port;
                Logger.Fatal(
                    "Unable to setup networking manager. Check port {0} is not already in use and that all binding addresses are correct!\n{1}",
                    port, e);
                return(true);
            }

            var dataDir = _commandLineArgs?.DataDir ?? PathHelpers.ExecutableRelativeFile("data");

            // Set up the VFS
            _resources.Initialize(dataDir);

#if FULL_RELEASE
            _resources.MountContentDirectory(@"./Resources/");
#else
            // Load from the resources dir in the repo root instead.
            // It's a debug build so this is fine.
            var contentRootDir = ProgramShared.FindContentRootDir();
            _resources.MountContentDirectory($@"{contentRootDir}RobustToolbox/Resources/");
            _resources.MountContentDirectory($@"{contentRootDir}bin/Content.Server/", new ResourcePath("/Assemblies/"));
            _resources.MountContentDirectory($@"{contentRootDir}Resources/");
#endif

            // Default to en-US.
            // Perhaps in the future we could make a command line arg or something to change this default.
            _localizationManager.LoadCulture(new CultureInfo("en-US"));

            //identical code in game controller for client
            if (!_modLoader.TryLoadAssembly <GameShared>(_resources, $"Content.Shared"))
            {
                Logger.FatalS("eng", "Could not load any Shared DLL.");
                return(true);
            }

            if (!_modLoader.TryLoadAssembly <GameServer>(_resources, $"Content.Server"))
            {
                Logger.FatalS("eng", "Could not load any Server DLL.");
                return(true);
            }

            // HAS to happen after content gets loaded.
            // Else the content types won't be included.
            // TODO: solve this properly.
            _serializer.Initialize();

            // Initialize Tier 2 services
            IoCManager.Resolve <IGameTiming>().InSimulation = true;

            _stateManager.Initialize();
            _entities.Initialize();
            IoCManager.Resolve <IPlayerManager>().Initialize(MaxPlayers);
            _mapManager.Initialize();
            _mapManager.Startup();
            IoCManager.Resolve <IPlacementManager>().Initialize();
            IoCManager.Resolve <IViewVariablesHost>().Initialize();
            IoCManager.Resolve <IDebugDrawingManager>().Initialize();

            // Call Init in game assemblies.
            _modLoader.BroadcastRunLevel(ModRunLevel.Init);

            // because of 'reasons' this has to be called after the last assembly is loaded
            // otherwise the prototypes will be cleared
            var prototypeManager = IoCManager.Resolve <IPrototypeManager>();
            prototypeManager.LoadDirectory(new ResourcePath(@"/Prototypes"));
            prototypeManager.Resync();

            IoCManager.Resolve <IConsoleShell>().Initialize();
            IoCManager.Resolve <IConGroupController>().Initialize();
            _entities.Startup();

            _modLoader.BroadcastRunLevel(ModRunLevel.PostInit);

            IoCManager.Resolve <IStatusHost>().Start();

            AppDomain.CurrentDomain.ProcessExit += ProcessExiting;

            return(false);
        }
        public bool Startup()
        {
            SetupLogging(_logManager);

            _taskManager.Initialize();

            // Figure out user data directory.
            var userDataDir = GetUserDataDir();

            if (LoadConfigAndUserData)
            {
                var configFile = Path.Combine(userDataDir, "client_config.toml");
                if (File.Exists(configFile))
                {
                    // Load config from user data if available.
                    _configurationManager.LoadFromFile(configFile);
                }
                else
                {
                    // Else we just use code-defined defaults and let it save to file when the user changes things.
                    _configurationManager.SetSaveFile(configFile);
                }
            }

            if (_commandLineArgs != null)
            {
                _configurationManager.OverrideConVars(_commandLineArgs.CVars);
            }

            _signalHandler.MaybeStart();

            _resourceCache.Initialize(LoadConfigAndUserData ? userDataDir : null);

#if FULL_RELEASE
            _resourceCache.MountContentDirectory(@"Resources/");
#else
            var contentRootDir = ProgramShared.FindContentRootDir();
            _resourceCache.MountContentDirectory($@"{contentRootDir}RobustToolbox/Resources/");
            _resourceCache.MountContentDirectory($@"{contentRootDir}bin/Content.Client/",
                                                 new ResourcePath("/Assemblies/"));
            _resourceCache.MountContentDirectory($@"{contentRootDir}Resources/");
#endif

            // Default to en-US.
            // Perhaps in the future we could make a command line arg or something to change this default.
            _localizationManager.LoadCulture(new CultureInfo("en-US"));

            // Bring display up as soon as resources are mounted.
            if (!_clyde.Initialize())
            {
                return(false);
            }

            _clyde.SetWindowTitle("Space Station 14");

            _fontManager.Initialize();

            //identical code for server in baseserver
            if (!_modLoader.TryLoadAssembly <GameShared>(_resourceManager, $"Content.Shared"))
            {
                Logger.FatalS("eng", "Could not load any Shared DLL.");
                throw new NotSupportedException("Cannot load client without content assembly");
            }

            if (!_modLoader.TryLoadAssembly <GameClient>(_resourceManager, $"Content.Client"))
            {
                Logger.FatalS("eng", "Could not load any Client DLL.");
                throw new NotSupportedException("Cannot load client without content assembly");
            }

            // Call Init in game assemblies.
            _modLoader.BroadcastRunLevel(ModRunLevel.Init);

            _eyeManager.Initialize();
            _serializer.Initialize();
            _userInterfaceManager.Initialize();
            _networkManager.Initialize(false);
            _inputManager.Initialize();
            _console.Initialize();
            _prototypeManager.LoadDirectory(new ResourcePath(@"/Prototypes/"));
            _prototypeManager.Resync();
            _mapManager.Initialize();
            _entityManager.Initialize();
            _gameStateManager.Initialize();
            _placementManager.Initialize();
            _viewVariablesManager.Initialize();
            _conGroupController.Initialize();

            _client.Initialize();
            _discord.Initialize();
            _modLoader.BroadcastRunLevel(ModRunLevel.PostInit);

            if (_commandLineArgs?.Launcher == true)
            {
                _stateManager.RequestStateChange <LauncherConnecting>();
            }
            else
            {
                _stateManager.RequestStateChange <MainScreen>();
            }

            if (_commandLineArgs?.Username != null)
            {
                _client.PlayerNameOverride = _commandLineArgs.Username;
            }

            _clyde.Ready();

            if (_commandLineArgs?.Connect == true || _commandLineArgs?.Launcher == true)
            {
                var addr = _commandLineArgs.ConnectAddress;
                if (!addr.Contains("://"))
                {
                    addr = "udp://" + addr;
                }

                var uri = new Uri(addr);

                if (uri.Scheme != "udp")
                {
                    Logger.Warning($"connect-address '{uri}' does not have URI scheme of udp://..");
                }

                _client.ConnectToServer(uri.Host, (ushort)(uri.IsDefaultPort ? 1212 : uri.Port));
            }

            _checkOpenGLVersion();
            return(true);
        }
Beispiel #3
0
        public bool Startup(Func <ILogHandler>?logHandlerFactory = null)
        {
            ReadInitialLaunchState();

            SetupLogging(_logManager, logHandlerFactory ?? (() => new ConsoleLogHandler()));

            _taskManager.Initialize();

            // Figure out user data directory.
            var userDataDir = GetUserDataDir();

            _configurationManager.Initialize(false);

            // MUST load cvars before loading from config file so the cfg manager is aware of secure cvars.
            // So SECURE CVars are blacklisted from config.
            _configurationManager.LoadCVarsFromAssembly(typeof(GameController).Assembly);        // Client
            _configurationManager.LoadCVarsFromAssembly(typeof(IConfigurationManager).Assembly); // Shared

            if (LoadConfigAndUserData)
            {
                var configFile = Path.Combine(userDataDir, "client_config.toml");
                if (File.Exists(configFile))
                {
                    // Load config from user data if available.
                    _configurationManager.LoadFromFile(configFile);
                }
                else
                {
                    // Else we just use code-defined defaults and let it save to file when the user changes things.
                    _configurationManager.SetSaveFile(configFile);
                }
            }

            _configurationManager.OverrideConVars(EnvironmentVariables.GetEnvironmentCVars());

            if (_commandLineArgs != null)
            {
                _configurationManager.OverrideConVars(_commandLineArgs.CVars);
            }

            _resourceCache.Initialize(LoadConfigAndUserData ? userDataDir : null);

            ProgramShared.DoMounts(_resourceCache, _commandLineArgs?.MountOptions, "Content.Client", _loaderArgs != null);
            if (_loaderArgs != null)
            {
                _stringSerializer.EnableCaching = false;
                _resourceCache.MountLoaderApi(_loaderArgs.FileApi, "Resources/");
                _modLoader.VerifierExtraLoadHandler = VerifierExtraLoadHandler;
            }

            // Bring display up as soon as resources are mounted.
            if (!_clyde.Initialize())
            {
                return(false);
            }

            _clyde.SetWindowTitle("Space Station 14");

            _fontManager.Initialize();

            // Disable load context usage on content start.
            // This prevents Content.Client being loaded twice and things like csi blowing up because of it.
            _modLoader.SetUseLoadContext(!_disableAssemblyLoadContext);
            _modLoader.SetEnableSandboxing(true);

            if (!_modLoader.TryLoadModulesFrom(new ResourcePath("/Assemblies/"), "Content."))
            {
                Logger.Fatal("Errors while loading content assemblies.");
                return(false);
            }

            foreach (var loadedModule in _modLoader.LoadedModules)
            {
                _configurationManager.LoadCVarsFromAssembly(loadedModule);
            }

            // Call Init in game assemblies.
            _modLoader.BroadcastRunLevel(ModRunLevel.PreInit);
            _modLoader.BroadcastRunLevel(ModRunLevel.Init);

            _userInterfaceManager.Initialize();
            _networkManager.Initialize(false);
            IoCManager.Resolve <INetConfigurationManager>().SetupNetworking();
            _serializer.Initialize();
            _inputManager.Initialize();
            _consoleHost.Initialize();
            _prototypeManager.Initialize();
            _prototypeManager.LoadDirectory(new ResourcePath(@"/Prototypes/"));
            _prototypeManager.Resync();
            _mapManager.Initialize();
            _entityManager.Initialize();
            _gameStateManager.Initialize();
            _placementManager.Initialize();
            _viewVariablesManager.Initialize();
            _scriptClient.Initialize();

            _client.Initialize();
            _discord.Initialize();
            _modLoader.BroadcastRunLevel(ModRunLevel.PostInit);

            if (_commandLineArgs?.Username != null)
            {
                _client.PlayerNameOverride = _commandLineArgs.Username;
            }

            _authManager.LoadFromEnv();

            _clyde.Ready();

            if ((_commandLineArgs?.Connect == true || _commandLineArgs?.Launcher == true) &&
                LaunchState.ConnectEndpoint != null)
            {
                _client.ConnectToServer(LaunchState.ConnectEndpoint);
            }

            return(true);
        }
Beispiel #4
0
        public bool Startup(Func <ILogHandler>?logHandlerFactory = null)
        {
            ReadInitialLaunchState();

            SetupLogging(_logManager, logHandlerFactory ?? (() => new ConsoleLogHandler()));

            _taskManager.Initialize();

            // Figure out user data directory.
            var userDataDir = GetUserDataDir();

            if (LoadConfigAndUserData)
            {
                var configFile = Path.Combine(userDataDir, "client_config.toml");
                if (File.Exists(configFile))
                {
                    // Load config from user data if available.
                    _configurationManager.LoadFromFile(configFile);
                }
                else
                {
                    // Else we just use code-defined defaults and let it save to file when the user changes things.
                    _configurationManager.SetSaveFile(configFile);
                }
            }

            _configurationManager.OverrideConVars(EnvironmentVariables.GetEnvironmentCVars());

            if (_commandLineArgs != null)
            {
                _configurationManager.OverrideConVars(_commandLineArgs.CVars);
            }

            _signalHandler.MaybeStart();

            _resourceCache.Initialize(LoadConfigAndUserData ? userDataDir : null);

#if FULL_RELEASE
            _resourceCache.MountContentDirectory(@"Resources/");
#else
            var contentRootDir = ProgramShared.FindContentRootDir();
            _resourceCache.MountContentDirectory($@"{contentRootDir}RobustToolbox/Resources/");
            _resourceCache.MountContentDirectory($@"{contentRootDir}bin/Content.Client/",
                                                 new ResourcePath("/Assemblies/"));
            _resourceCache.MountContentDirectory($@"{contentRootDir}Resources/");
#endif

            // Bring display up as soon as resources are mounted.
            if (!_clyde.Initialize())
            {
                return(false);
            }

            _clyde.SetWindowTitle("Space Station 14");

            _fontManager.Initialize();

            // Disable load context usage on content start.
            // This prevents Content.Client being loaded twice and things like csi blowing up because of it.
            _modLoader.SetUseLoadContext(!_disableAssemblyLoadContext);

            //identical code for server in baseserver
            if (!_modLoader.TryLoadAssembly <GameShared>(_resourceManager, $"Content.Shared"))
            {
                Logger.FatalS("eng", "Could not load any Shared DLL.");
                throw new NotSupportedException("Cannot load client without content assembly");
            }

            if (!_modLoader.TryLoadAssembly <GameClient>(_resourceManager, $"Content.Client"))
            {
                Logger.FatalS("eng", "Could not load any Client DLL.");
                throw new NotSupportedException("Cannot load client without content assembly");
            }

            // Call Init in game assemblies.
            _modLoader.BroadcastRunLevel(ModRunLevel.PreInit);
            _modLoader.BroadcastRunLevel(ModRunLevel.Init);

            _userInterfaceManager.Initialize();
            _networkManager.Initialize(false);
            _serializer.Initialize();
            _inputManager.Initialize();
            _console.Initialize();
            _prototypeManager.LoadDirectory(new ResourcePath(@"/Prototypes/"));
            _prototypeManager.Resync();
            _mapManager.Initialize();
            _entityManager.Initialize();
            _gameStateManager.Initialize();
            _placementManager.Initialize();
            _viewVariablesManager.Initialize();
            _conGroupController.Initialize();
            _scriptClient.Initialize();

            _client.Initialize();
            _discord.Initialize();
            _modLoader.BroadcastRunLevel(ModRunLevel.PostInit);

            if (_commandLineArgs?.Username != null)
            {
                _client.PlayerNameOverride = _commandLineArgs.Username;
            }

            _clyde.Ready();

            if ((_commandLineArgs?.Connect == true || _commandLineArgs?.Launcher == true) &&
                LaunchState.ConnectEndpoint != null)
            {
                _client.ConnectToServer(LaunchState.ConnectEndpoint);
            }

            return(true);
        }
Beispiel #5
0
        /// <inheritdoc />
        public bool Start(Func <ILogHandler>?logHandlerFactory = null)
        {
            if (LoadConfigAndUserData)
            {
                // Sets up the configMgr
                // If a config file path was passed, use it literally.
                // This ensures it's working-directory relative
                // (for people passing config file through the terminal or something).
                // Otherwise use the one next to the executable.
                if (_commandLineArgs?.ConfigFile != null)
                {
                    _config.LoadFromFile(_commandLineArgs.ConfigFile);
                }
                else
                {
                    var path = PathHelpers.ExecutableRelativeFile("server_config.toml");
                    if (File.Exists(path))
                    {
                        _config.LoadFromFile(path);
                    }
                    else
                    {
                        _config.SetSaveFile(path);
                    }
                }
            }

            _config.OverrideConVars(EnvironmentVariables.GetEnvironmentCVars());

            if (_commandLineArgs != null)
            {
                _config.OverrideConVars(_commandLineArgs.CVars);
            }


            //Sets up Logging
            _config.RegisterCVar("log.enabled", true, CVar.ARCHIVE);
            _config.RegisterCVar("log.path", "logs", CVar.ARCHIVE);
            _config.RegisterCVar("log.format", "log_%(date)s-T%(time)s.txt", CVar.ARCHIVE);
            _config.RegisterCVar("log.level", LogLevel.Info, CVar.ARCHIVE);
            _config.RegisterCVar("log.runtimelog", true, CVar.ARCHIVE);

            _logHandlerFactory = logHandlerFactory;

            var logHandler = logHandlerFactory?.Invoke() ?? null;

            var logEnabled = _config.GetCVar <bool>("log.enabled");

            if (logEnabled && logHandler == null)
            {
                var logPath     = _config.GetCVar <string>("log.path");
                var logFormat   = _config.GetCVar <string>("log.format");
                var logFilename = logFormat.Replace("%(date)s", DateTime.Now.ToString("yyyy-MM-dd"))
                                  .Replace("%(time)s", DateTime.Now.ToString("hh-mm-ss"));
                var fullPath = Path.Combine(logPath, logFilename);

                if (!Path.IsPathRooted(fullPath))
                {
                    logPath = PathHelpers.ExecutableRelativeFile(fullPath);
                }

                logHandler = new FileLogHandler(logPath);
            }

            _log.RootSawmill.Level = _config.GetCVar <LogLevel>("log.level");

            if (logEnabled && logHandler != null)
            {
                _logHandler = logHandler;
                _log.RootSawmill.AddHandler(_logHandler !);
            }

            SelfLog.Enable(s =>
            {
                System.Console.WriteLine("SERILOG ERROR: {0}", s);
            });

            if (!SetupLoki())
            {
                return(true);
            }

            // Has to be done early because this guy's in charge of the main thread Synchronization Context.
            _taskManager.Initialize();

            LoadSettings();

            // Load metrics really early so that we can profile startup times in the future maybe.
            _metricsManager.Initialize();

            var netMan = IoCManager.Resolve <IServerNetManager>();

            try
            {
                netMan.Initialize(true);
                netMan.StartServer();
                netMan.RegisterNetMessage <MsgSetTickRate>(MsgSetTickRate.NAME);
            }
            catch (Exception e)
            {
                var port = netMan.Port;
                Logger.Fatal(
                    "Unable to setup networking manager. Check port {0} is not already in use and that all binding addresses are correct!\n{1}",
                    port, e);
                return(true);
            }

            var dataDir = LoadConfigAndUserData ?
                          _commandLineArgs?.DataDir ?? PathHelpers.ExecutableRelativeFile("data") :
                          null;

            // Set up the VFS
            _resources.Initialize(dataDir);

#if FULL_RELEASE
            _resources.MountContentDirectory(@"./Resources/");
#else
            // Load from the resources dir in the repo root instead.
            // It's a debug build so this is fine.
            var contentRootDir = ProgramShared.FindContentRootDir();
            _resources.MountContentDirectory($@"{contentRootDir}RobustToolbox/Resources/");
            _resources.MountContentDirectory($@"{contentRootDir}bin/Content.Server/", new ResourcePath("/Assemblies/"));
            _resources.MountContentDirectory($@"{contentRootDir}Resources/");
#endif

            _modLoader.SetUseLoadContext(!DisableLoadContext);

            //identical code in game controller for client
            if (!_modLoader.TryLoadAssembly <GameShared>(_resources, $"Content.Shared"))
            {
                Logger.FatalS("eng", "Could not load any Shared DLL.");
                return(true);
            }

            if (!_modLoader.TryLoadAssembly <GameServer>(_resources, $"Content.Server"))
            {
                Logger.FatalS("eng", "Could not load any Server DLL.");
                return(true);
            }

            _modLoader.BroadcastRunLevel(ModRunLevel.PreInit);

            // HAS to happen after content gets loaded.
            // Else the content types won't be included.
            // TODO: solve this properly.
            _serializer.Initialize();

            //IoCManager.Resolve<IMapLoader>().LoadedMapData +=
            //    IoCManager.Resolve<IRobustMappedStringSerializer>().AddStrings;
            IoCManager.Resolve <IPrototypeManager>().LoadedData +=
                IoCManager.Resolve <IRobustMappedStringSerializer>().AddStrings;

            // Initialize Tier 2 services
            IoCManager.Resolve <IGameTiming>().InSimulation = true;

            _stateManager.Initialize();
            IoCManager.Resolve <IPlayerManager>().Initialize(MaxPlayers);
            _mapManager.Initialize();
            _mapManager.Startup();
            IoCManager.Resolve <IPlacementManager>().Initialize();
            IoCManager.Resolve <IViewVariablesHost>().Initialize();
            IoCManager.Resolve <IDebugDrawingManager>().Initialize();

            // Call Init in game assemblies.
            _modLoader.BroadcastRunLevel(ModRunLevel.Init);

            _entities.Initialize();

            // because of 'reasons' this has to be called after the last assembly is loaded
            // otherwise the prototypes will be cleared
            var prototypeManager = IoCManager.Resolve <IPrototypeManager>();
            prototypeManager.LoadDirectory(new ResourcePath(@"/Prototypes"));
            prototypeManager.Resync();

            IoCManager.Resolve <IConsoleShell>().Initialize();
            IoCManager.Resolve <IConGroupController>().Initialize();
            _entities.Startup();
            _scriptHost.Initialize();

            _modLoader.BroadcastRunLevel(ModRunLevel.PostInit);

            IoCManager.Resolve <IStatusHost>().Start();

            AppDomain.CurrentDomain.ProcessExit += ProcessExiting;

            _watchdogApi.Initialize();

            return(false);
        }