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); }
/// <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(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); }
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); }
public void Startup() { SetupLogging(_logManager); var args = GetCommandLineArgs(); // Set up custom synchronization context. // Sorry Godot. _taskManager.Initialize(); // Figure out user data directory. var userDataDir = _getUserDataDir(args); 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); } } _signalHandler.MaybeStart(); _resourceCache.Initialize(LoadConfigAndUserData ? userDataDir : null); #if FULL_RELEASE _resourceCache.MountContentDirectory(@"Resources/"); #else _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. _displayManager.Initialize(); _displayManager.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(); _lightManager.Initialize(); _entityManager.Initialize(); _gameStateManager.Initialize(); _placementManager.Initialize(); _viewVariablesManager.Initialize(); _client.Initialize(); _discord.Initialize(); _modLoader.BroadcastRunLevel(ModRunLevel.PostInit); _stateManager.RequestStateChange <MainScreen>(); _clyde?.Ready(); if (args.Contains("--connect")) { _client.ConnectToServer("127.0.0.1", 1212); } }
/// <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); }
/// <inheritdoc /> public bool Start() { //Sets up the configMgr _config.LoadFromFile(_commandLine.ConfigFile); //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 exeDir = Assembly.GetExecutingAssembly().Location; if (string.IsNullOrEmpty(exeDir)) { throw new Exception("Unable to locate client exe"); } exeDir = Path.GetDirectoryName(exeDir); var dataDir = _commandLine.DataDir; // 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. _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")); //mount the engine content pack // _resources.MountContentPack(@"EngineContentPack.zip"); //mount the default game ContentPack defined in config // _resources.MountDefaultContentPack(); //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 _stateManager.Initialize(); _entities.Initialize(); IoCManager.Resolve <IPlayerManager>().Initialize(MaxPlayers); _mapManager.Initialize(); IoCManager.Resolve <IPlacementManager>().Initialize(); IoCManager.Resolve <IViewVariablesHost>().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(); return(false); }