public void Awake() { // TODO: LZ: // to be removed PlayerPrefs.SetInt("Unity.Colletions.NativeLeakDetection.Mode", 0); ClientServerSystemManager.CollectAllSystems(); GameDebug.Assert(game == null); DontDestroyOnLoad(gameObject); game = this; m_StopwatchFrequency = System.Diagnostics.Stopwatch.Frequency; m_Clock = new System.Diagnostics.Stopwatch(); m_Clock.Start(); var buildInfo = FindObjectOfType <BuildInfo>(); if (buildInfo != null) { _buildId = buildInfo.buildId; } var commandLineArgs = new List <string>(System.Environment.GetCommandLineArgs()); #if UNITY_STANDALONE_LINUX m_isHeadless = true; #else m_isHeadless = commandLineArgs.Contains("-batchmode"); #endif var consoleRestoreFocus = commandLineArgs.Contains("-consolerestorefocus"); if (m_isHeadless) { #if UNITY_STANDALONE_WIN string consoleTitle; var overrideTitle = ArgumentForOption(commandLineArgs, "-title"); if (overrideTitle != null) { consoleTitle = overrideTitle; } else { consoleTitle = Application.productName + " Console"; } consoleTitle += " [" + System.Diagnostics.Process.GetCurrentProcess().Id + "]"; var consoleUI = new ConsoleTextWin(consoleTitle, consoleRestoreFocus); #elif UNITY_STANDALONE_LINUX var consoleUI = new ConsoleTextLinux(); #else UnityEngine.Debug.Log("WARNING: starting without a console"); var consoleUI = new ConsoleNullUI(); #endif Console.Init(consoleUI); } else { var consoleUI = Instantiate(Resources.Load <ConsoleGUI>("Prefabs/ConsoleGUI")); DontDestroyOnLoad(consoleUI); Console.Init(consoleUI); m_DebugOverlay = Instantiate(Resources.Load <DebugOverlay>("DebugOverlay")); DontDestroyOnLoad(m_DebugOverlay); m_DebugOverlay.Init(); var hdpipe = RenderPipelineManager.currentPipeline as HDRenderPipeline; if (hdpipe != null) { // TODO: LZ: // fix me //hdpipe.DebugLayer2DCallback = DebugOverlay.Render; //hdpipe.DebugLayer3DCallback = DebugOverlay.Render3D; } m_GameStatistics = new GameStatistics(); } // If -logfile was passed, we try to put our own logs next to the engine's logfile var engineLogFileLocation = "."; var logfileArgIdx = commandLineArgs.IndexOf("-logfile"); if (logfileArgIdx >= 0 && commandLineArgs.Count >= logfileArgIdx) { engineLogFileLocation = System.IO.Path.GetDirectoryName(commandLineArgs[logfileArgIdx + 1]); } var logName = m_isHeadless ? "game_" + DateTime.UtcNow.ToString("yyyyMMdd_HHmmss_fff") : "game"; GameDebug.Init(engineLogFileLocation, logName); ConfigVar.Init(); // Support -port and -query_port as per Multiplay standard var serverPort = ArgumentForOption(commandLineArgs, "-port"); if (serverPort != null) { Console.EnqueueCommandNoHistory("server.port " + serverPort); } var sqpPort = ArgumentForOption(commandLineArgs, "-query_port"); if (sqpPort != null) { Console.EnqueueCommandNoHistory("server.sqp_port " + sqpPort); } Console.EnqueueCommandNoHistory("exec -s " + k_UserConfigFilename); // Default is to allow no frame cap, i.e. as fast as possible if vsync is disabled Application.targetFrameRate = -1; if (m_isHeadless) { Application.targetFrameRate = serverTickRate.IntValue; QualitySettings.vSyncCount = 0; // Needed to make targetFramerate work; even in headless mode #if !UNITY_STANDALONE_LINUX if (!commandLineArgs.Contains("-nographics")) { GameDebug.Log("WARNING: running -batchmod without -nographics"); } #endif } else { RenderSettings.Init(); } // Out of the box game behaviour is driven by boot.cfg unless you ask it not to if (!commandLineArgs.Contains("-noboot")) { Console.EnqueueCommandNoHistory("exec -s " + k_BootConfigFilename); } if (m_isHeadless) { m_SoundSystem = new SoundSystemNull(); } else { m_SoundSystem = new SoundSystem(); m_SoundSystem.Init(audioMixer); m_SoundSystem.MountBank(defaultBank); GameObject go = (GameObject)GameObject.Instantiate(Resources.Load("Prefabs/ClientFrontend", typeof(GameObject))); UnityEngine.Object.DontDestroyOnLoad(go); clientFrontend = go.GetComponentInChildren <ClientFrontend>(); } sqpClient = new SQP.SQPClient(); GameDebug.Log("FPS Sample initialized"); #if UNITY_EDITOR GameDebug.Log("Build type: editor"); #elif DEVELOPMENT_BUILD GameDebug.Log("Build type: development"); #else GameDebug.Log("Build type: release"); #endif GameDebug.Log("BuildID: " + buildId); GameDebug.Log("Cwd: " + System.IO.Directory.GetCurrentDirectory()); SimpleBundleManager.Init(); GameDebug.Log("SimpleBundleManager initialized"); levelManager = new LevelManager(); levelManager.Init(); GameDebug.Log("LevelManager initialized"); inputSystem = new InputSystem(); GameDebug.Log("InputSystem initialized"); // TODO (petera) added Instantiate here to avoid making changes to asset file. // Feels like maybe SO is not really the right tool here. config = Instantiate((GameConfiguration)Resources.Load("GameConfiguration")); GameDebug.Log("Loaded game config"); // Game loops Console.AddCommand("preview", CmdPreview, "Start preview mode"); Console.AddCommand("serve", CmdServe, "Start server listening"); Console.AddCommand("client", CmdClient, "client: Enter client mode."); Console.AddCommand("thinclient", CmdThinClient, "client: Enter thin client mode."); Console.AddCommand("boot", CmdBoot, "Go back to boot loop"); Console.AddCommand("connect", CmdConnect, "connect <ip>: Connect to server on ip (default: localhost)"); Console.AddCommand("menu", CmdMenu, "show the main menu"); Console.AddCommand("load", CmdLoad, "Load level"); Console.AddCommand("quit", CmdQuit, "Quits"); Console.AddCommand("screenshot", CmdScreenshot, "Capture screenshot. Optional argument is destination folder or filename."); Console.AddCommand("crashme", (string[] args) => { GameDebug.Assert(false); }, "Crashes the game next frame "); Console.AddCommand("saveconfig", CmdSaveConfig, "Save the user config variables"); Console.AddCommand("loadconfig", CmdLoadConfig, "Load the user config variables"); #if UNITY_STANDALONE_WIN Console.AddCommand("windowpos", CmdWindowPosition, "Position of window. e.g. windowpos 100,100"); #endif Console.SetOpen(true); Console.ProcessCommandLineArguments(commandLineArgs.ToArray()); PushCamera(bootCamera); }
public bool Init(string[] args) { m_StateMachine = new StateMachine <ClientState>(); m_StateMachine.Add(ClientState.Browsing, EnterBrowsingState, UpdateBrowsingState, LeaveBrowsingState); m_StateMachine.Add(ClientState.Connecting, EnterConnectingState, UpdateConnectingState, null); m_StateMachine.Add(ClientState.Loading, EnterLoadingState, UpdateLoadingState, null); m_StateMachine.Add(ClientState.Playing, EnterPlayingState, UpdatePlayingState, LeavePlayingState); #if UNITY_EDITOR Game.game.levelManager.UnloadLevel(); #endif m_GameWorld = new GameWorld("ClientWorld"); m_NetworkTransport = new SocketTransport(); m_NetworkClient = new NetworkClient(m_NetworkTransport); if (Application.isEditor || Game.game.buildId == "AutoBuild") { NetworkClient.clientVerifyProtocol.Value = "0"; } m_NetworkClient.UpdateClientConfig(); m_NetworkStatistics = new NetworkStatisticsClient(m_NetworkClient); m_ChatSystem = new ChatSystemClient(m_NetworkClient); GameDebug.Log("Network client initialized"); m_requestedPlayerSettings.playerName = clientPlayerName.Value; m_requestedPlayerSettings.teamId = -1; Console.AddCommand("disconnect", CmdDisconnect, "Disconnect from server if connected", this.GetHashCode()); Console.AddCommand("prediction", CmdTogglePrediction, "Toggle prediction", this.GetHashCode()); Console.AddCommand("runatserver", CmdRunAtServer, "Run command at server", this.GetHashCode()); Console.AddCommand("respawn", CmdRespawn, "Force a respawn", this.GetHashCode()); Console.AddCommand("nextchar", CmdNextChar, "Select next character", this.GetHashCode()); Console.AddCommand("nextteam", CmdNextTeam, "Select next character", this.GetHashCode()); Console.AddCommand("spectator", CmdSpectator, "Select spectator cam", this.GetHashCode()); Console.AddCommand("matchmake", CmdMatchmake, "matchmake <hostname[:port]/{projectid}>: Find and join a server", this.GetHashCode()); if (args.Length > 0) { targetServer = args[0]; m_StateMachine.SwitchTo(ClientState.Connecting); } else { m_StateMachine.SwitchTo(ClientState.Browsing); } ReplicatedPrefabMgr.Initialize(); ClientServerSystemManager.InitClientSystems(); World.Active.GetExistingSystem <TickClientSimulationSystem>().Enabled = true; World.Active.GetExistingSystem <TickClientPresentationSystem>().Enabled = true; Unity.Networking.Transport.NetworkEndPoint ep = Unity.Networking.Transport.NetworkEndPoint.Parse(targetServer, (ushort)NetworkConfig.netcodeServerPort); World clientWorld = ClientServerSystemManager.clientWorld; EntityManager em = clientWorld.EntityManager; Entity ent = clientWorld.GetExistingSystem <NetworkStreamReceiveSystem>().Connect(ep); em.AddComponentData(ent, new NetworkStreamInGame()); GameDebug.Log("Client initialized"); return(true); }
public bool Init(string[] args) { ReplicatedPrefabMgr.Initialize(); ClientServerSystemManager.InitServerSystems(); World.Active.GetExistingSystem <TickServerSimulationSystem>().Enabled = true; Unity.Networking.Transport.NetworkEndPoint ep = Unity.Networking.Transport.NetworkEndPoint.AnyIpv4; ep.Port = (ushort)NetworkConfig.netcodeServerPort; World serverWorld = ClientServerSystemManager.serverWorld; serverWorld.GetExistingSystem <NetworkStreamReceiveSystem>().Listen(ep); // Set up statemachine for ServerGame m_StateMachine = new StateMachine <ServerState>(); m_StateMachine.Add(ServerState.Idle, null, UpdateIdleState, null); m_StateMachine.Add(ServerState.Loading, null, UpdateLoadingState, null); m_StateMachine.Add(ServerState.Active, EnterActiveState, UpdateActiveState, LeaveActiveState); m_StateMachine.SwitchTo(ServerState.Idle); m_NetworkTransport = new SocketTransport(NetworkConfig.serverPort.IntValue, serverMaxClients.IntValue); var listenAddresses = NetworkUtils.GetLocalInterfaceAddresses(); if (listenAddresses.Count > 0) { Console.SetPrompt(listenAddresses[0] + ":" + NetworkConfig.serverPort.Value + "> "); } GameDebug.Log("Listening on " + string.Join(", ", NetworkUtils.GetLocalInterfaceAddresses()) + " on port " + NetworkConfig.serverPort.IntValue); m_NetworkServer = new NetworkServer(m_NetworkTransport); if (Game.game.clientFrontend != null) { var serverPanel = Game.game.clientFrontend.serverPanel; serverPanel.SetPanelActive(true); serverPanel.serverInfo.text += "Listening on:\n"; foreach (var a in NetworkUtils.GetLocalInterfaceAddresses()) { serverPanel.serverInfo.text += a + ":" + NetworkConfig.serverPort.IntValue + "\n"; } } m_NetworkServer.UpdateClientInfo(); m_NetworkServer.serverInfo.compressionModel = m_Model; if (serverServerName.Value == "") { serverServerName.Value = MakeServername(); } #if false m_ServerQueryProtocolServer = new SQP.SQPServer(NetworkConfig.serverSQPPort.IntValue > 0? NetworkConfig.serverSQPPort.IntValue : NetworkConfig.serverPort.IntValue + NetworkConfig.sqpPortOffset); #endif #if UNITY_EDITOR Game.game.levelManager.UnloadLevel(); #endif m_GameWorld = new GameWorld("ServerWorld"); m_NetworkStatistics = new NetworkStatisticsServer(m_NetworkServer); m_ChatSystem = new ChatSystemServer(m_Clients, m_NetworkServer); GameDebug.Log("Network server initialized"); Console.AddCommand("load", CmdLoad, "Load a named scene", this.GetHashCode()); Console.AddCommand("unload", CmdUnload, "Unload current scene", this.GetHashCode()); Console.AddCommand("respawn", CmdRespawn, "Respawn character (usage : respawn playername|playerId)", this.GetHashCode()); Console.AddCommand("servername", CmdSetServerName, "Set name of the server", this.GetHashCode()); Console.AddCommand("beginnetworkprofile", CmdBeginNetworkProfile, "begins a network profile", this.GetHashCode()); Console.AddCommand("endnetworkprofile", CmdEndNetworkProfile, "Ends a network profile and analyzes. [optional] filepath for model data", this.GetHashCode()); Console.AddCommand("loadcompressionmodel", CmdLoadNetworkCompressionModel, "Loads a network compression model from a filepath", this.GetHashCode()); Console.AddCommand("list", CmdList, "List clients", this.GetHashCode()); CmdLoad(args); Game.SetMousePointerLock(false); m_ServerStartTime = Time.time; GameDebug.Log("Server initialized"); Console.SetOpen(false); return(true); }