static void Main(string[] args) { var baseDir = ConfigUtil.FindBasePath(); if (baseDir == null) { throw new InvalidOperationException("No base directory could be found."); } Encoding.RegisterProvider(CodePagesEncodingProvider.Instance); // Required for code page 850 support in .NET Core var commands = ParseCommands(args.Skip(1)).ToList(); if (!commands.Any()) { PrintUsage(); return; } var filename = args[0]; var stream = File.OpenRead(filename); using var br = new BinaryReader(stream, Encoding.GetEncoding(850)); var generalConfig = GeneralConfig.Load(Path.Combine(baseDir, "data", "config.json"), baseDir); var settings = GeneralSettings.Load(generalConfig.ResolvePath("$(DATA)/settings.json")); var assets = new AssetManager(); var loaderRegistry = new AssetLoaderRegistry(); var locatorRegistry = new AssetLocatorRegistry(); var containerLoaderRegistry = new ContainerLoaderRegistry().AddLoader(new RawContainerLoader()) .AddLoader(new XldContainerLoader()) .AddLoader(new BinaryOffsetContainerLoader()) .AddLoader(new ItemListContainerLoader()) .AddLoader(new SpellListContainerLoader()) .AddLoader(new DirectoryContainerLoader()) ; var modApplier = new ModApplier() // Register post-processors for handling transformations of asset data that can't be done by UAlbion.Formats alone. .AddAssetPostProcessor(new AlbionSpritePostProcessor()) .AddAssetPostProcessor(new InventoryPostProcessor()) .AddAssetPostProcessor(new ItemNamePostProcessor()); var exchange = new EventExchange(new LogExchange()); exchange .Attach(settings) .Register <IGeneralConfig>(generalConfig) .Attach(loaderRegistry) .Attach(locatorRegistry) .Attach(containerLoaderRegistry) .Attach(modApplier) .Attach(assets) ; modApplier.LoadMods(generalConfig); var save = SavedGame.Serdes(null, AssetMapping.Global, new AlbionReader(br, stream.Length)); if (!VerifyRoundTrip(stream, save, AssetMapping.Global)) { return; } foreach (var command in commands) { command.Action(save); Console.WriteLine(); } }
static async Task <(EventExchange, IContainer)> SetupAssetSystem(string baseDir) { var generalConfigTask = Task.Run(() => { var result = GeneralConfig.Load(Path.Combine(baseDir, "data", "config.json"), baseDir); PerfTracker.StartupEvent("Loaded general config"); return(result); }); var settingsTask = Task.Run(() => { var result = GeneralSettings.Load(Path.Combine(baseDir, "data", "settings.json")); PerfTracker.StartupEvent("Loaded settings"); return(result); }); var coreConfigTask = Task.Run(() => { var result = CoreConfig.Load(Path.Combine(baseDir, "data", "core.json")); PerfTracker.StartupEvent("Loaded core config"); return(result); }); var gameConfigTask = Task.Run(() => { var result = GameConfig.Load(Path.Combine(baseDir, "data", "game.json")); PerfTracker.StartupEvent("Loaded game config"); return(result); }); var assets = new AssetManager(); var factory = new VeldridCoreFactory(); var loaderRegistry = new AssetLoaderRegistry(); var locatorRegistry = new AssetLocatorRegistry(); var containerLoaderRegistry = new ContainerLoaderRegistry().AddLoader(new RawContainerLoader()) .AddLoader(new XldContainerLoader()) .AddLoader(new BinaryOffsetContainerLoader()) .AddLoader(new ItemListContainerLoader()) .AddLoader(new SpellListContainerLoader()) .AddLoader(new DirectoryContainerLoader()) ; var modApplier = new ModApplier() // Register post-processors for handling transformations of asset data that can't be done by UAlbion.Formats alone. .AddAssetPostProcessor(new AlbionSpritePostProcessor()) .AddAssetPostProcessor(new ImageSharpPostProcessor()) .AddAssetPostProcessor(new InterlacedBitmapPostProcessor()) .AddAssetPostProcessor(new InventoryPostProcessor()) .AddAssetPostProcessor(new ItemNamePostProcessor()); var settings = await settingsTask.ConfigureAwait(false); var services = new Container("Services", settings, // Need to register settings first, as the AssetLocator relies on it. loaderRegistry, locatorRegistry, containerLoaderRegistry, new MetafontBuilder(factory), new StdioConsoleLogger(), // new ClipboardManager(), new ImGuiConsoleLogger(), new WordLookup(), new AssetLocator(), modApplier, assets); var generalConfig = await generalConfigTask.ConfigureAwait(false); using var exchange = new EventExchange(new LogExchange()).Register <IGeneralConfig>(generalConfig) .Register <ICoreFactory>(factory) .Attach(services); PerfTracker.StartupEvent("Registered asset services"); Engine.GlobalExchange = exchange; generalConfig.SetPath("LANG", settings.Language.ToString() .ToUpperInvariant()); // Ensure that the LANG path is set before resolving any assets modApplier.LoadMods(generalConfig); PerfTracker.StartupEvent("Loaded mods"); var coreConfig = await coreConfigTask.ConfigureAwait(false); var gameConfig = await gameConfigTask.ConfigureAwait(false); exchange // Need to load game config after mods so asset ids can be parsed. .Register(coreConfig) .Register(gameConfig); PerfTracker.StartupEvent("Loaded core and game config"); return(exchange, services); }