//this is just easier than debugging unit tests static void Main(string[] args) { #if DEBUG StudioCommunicationServer.Run(); StudioCommunicationClient.Run(); #endif }
public void EnableStudio(bool hooked) { if (hooked) { try { string fileName; if (Environment.OSVersion.Platform == PlatformID.Unix) { if (null == (fileName = Environment.GetEnvironmentVariable("CELESTE_TAS_FILE"))) { fileName = Environment.GetEnvironmentVariable("HOME") + "/.steam/steam/steamapps/common/Celeste/Celeste.tas"; } } else { fileName = Path.Combine(Wrapper.gamePath, "Celeste.tas"); } if (!File.Exists(fileName)) { File.WriteAllText(fileName, string.Empty); } if (string.IsNullOrEmpty(tasText.LastFileName)) { if (string.IsNullOrEmpty(tasText.SaveToFileName)) { tasText.OpenBindingFile(fileName, Encoding.ASCII); } tasText.LastFileName = fileName; } tasText.SaveToFileName = fileName; if (tasText.LastFileName != tasText.SaveToFileName) { tasText.SaveFile(true); } tasText.Focus(); } catch (Exception e) { Console.WriteLine(e); } } else { lblStatus.Text = "Searching..."; tasText.Height += statusBar.Height - 22; statusBar.Height = 22; StudioCommunicationServer.Run(); } }