Esempio n. 1
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);
        }