コード例 #1
0
        public override void Main(Godot.SceneTree tree)
        {
            PreInitIoC();
            IoCManager.Resolve <ISceneTreeHolder>().Initialize(tree);
            InitIoC();
            Godot.OS.SetWindowTitle("Space Station 14");

            tree.SetAutoAcceptQuit(false);

            // Load config.
            _configurationManager.LoadFromFile(PathHelpers.ExecutableRelativeFile("client_config.toml"));

            displayManager.Initialize();

            // Init resources.
            // Doesn't do anything right now because TODO Godot asset management is a bit ad-hoc.
            _resourceCache.LoadBaseResources();
            _resourceCache.LoadLocalResources();

            //identical code for server in baseserver
            if (!AssemblyLoader.TryLoadAssembly <GameShared>(_resourceManager, $"Content.Shared"))
            {
                if (!AssemblyLoader.TryLoadAssembly <GameShared>(_resourceManager, $"Sandbox.Shared"))
                {
                    Logger.Warning($"[ENG] Could not load any Shared DLL.");
                }
            }

            if (!AssemblyLoader.TryLoadAssembly <GameClient>(_resourceManager, $"Content.Client"))
            {
                if (!AssemblyLoader.TryLoadAssembly <GameClient>(_resourceManager, $"Sandbox.Client"))
                {
                    Logger.Warning($"[ENG] Could not load any Client DLL.");
                }
            }

            // Call Init in game assemblies.
            AssemblyLoader.BroadcastRunLevel(AssemblyLoader.RunLevel.Init);

            eyeManager.Initialize();
            inputManager.Initialize();
            _serializer.Initialize();
            _userInterfaceManager.Initialize();
            _tileDefinitionManager.Initialize();
            _networkManager.Initialize(false);
            _console.Initialize();
            _prototypeManager.LoadDirectory(@"./Prototypes/");
            _prototypeManager.Resync();
            _mapManager.Initialize();
            placementManager.Initialize();
            lightManager.Initialize();
            _entityManager.Initialize();

            _networkManager.RegisterNetMessage <MsgFullState>(MsgFullState.NAME, message => IoCManager.Resolve <IGameStateManager>().HandleFullStateMessage((MsgFullState)message));
            _networkManager.RegisterNetMessage <MsgStateUpdate>(MsgStateUpdate.NAME, message => IoCManager.Resolve <IGameStateManager>().HandleStateUpdateMessage((MsgStateUpdate)message));

            _client.Initialize();

            _stateManager.RequestStateChange <MainScreen>();
        }
コード例 #2
0
        public override void Main(Godot.SceneTree tree)
        {
#if !X64
            throw new InvalidOperationException("The client cannot start outside x64.");
#endif

            PreInitIoC();
            IoCManager.Resolve <ISceneTreeHolder>().Initialize(tree);
            InitIoC();
            Godot.OS.SetWindowTitle("Space Station 14");
            SetupLogging();

            tree.SetAutoAcceptQuit(false);

            // Load config.
            _configurationManager.LoadFromFile(PathHelpers.ExecutableRelativeFile("client_config.toml"));

            displayManager.Initialize();

            // Init resources.
            // Doesn't do anything right now because TODO Godot asset management is a bit ad-hoc.
            _resourceCache.LoadBaseResources();
            _resourceCache.LoadLocalResources();

            //identical code for server in baseserver
            if (!AssemblyLoader.TryLoadAssembly <GameShared>(_resourceManager, $"Content.Shared") &&
                !AssemblyLoader.TryLoadAssembly <GameShared>(_resourceManager, $"Sandbox.Shared"))
            {
                Logger.Warning($"[ENG] Could not load any Shared DLL.");
            }

            if (!AssemblyLoader.TryLoadAssembly <GameClient>(_resourceManager, $"Content.Client") &&
                !AssemblyLoader.TryLoadAssembly <GameClient>(_resourceManager, $"Sandbox.Client"))
            {
                Logger.Warning($"[ENG] Could not load any Client DLL.");
            }

            // Call Init in game assemblies.
            AssemblyLoader.BroadcastRunLevel(AssemblyLoader.RunLevel.Init);

            eyeManager.Initialize();
            _serializer.Initialize();
            _userInterfaceManager.Initialize();
            _tileDefinitionManager.Initialize();
            _networkManager.Initialize(false);
            inputManager.Initialize();
            _console.Initialize();
            _prototypeManager.LoadDirectory(new ResourcePath(@"/Prototypes/"));
            _prototypeManager.Resync();
            _mapManager.Initialize();
            placementManager.Initialize();
            lightManager.Initialize();
            _entityManager.Initialize();
            gameStateManager.Initialize();
            overlayManager.Initialize();

            _client.Initialize();

            _stateManager.RequestStateChange <MainScreen>();
        }
コード例 #3
0
        public void Startup(InitialWindowParameters windowParameters)
        {
            _logManager.RootSawmill.AddHandler(new ConsoleLogHandler());

            _taskManager.Initialize();

            _signalHandler.MaybeStart();

            _taskManager.Initialize();

            // TODO: Init user data maybe?
            _resourceCache.Initialize(null);

#if FULL_RELEASE
            _resourceCache.MountContentDirectory(@"Resources/");
#else
            _resourceCache.MountContentDirectory($@"../../RobustToolbox/Resources");
            _resourceCache.MountContentDirectory($@"../../Resources");
#endif

            _localizationManager.LoadCulture(CultureInfo.CurrentCulture);

            if (windowParameters?.Size != null)
            {
                var(w, h) = windowParameters.Size.Value;
                _configurationManager.SetCVar("display.width", w);
                _configurationManager.SetCVar("display.height", h);
            }

            _clyde.Initialize(true);
            if (windowParameters?.WindowTitle != null)
            {
                _clyde.SetWindowTitle(_localizationManager.GetString(windowParameters.WindowTitle));
            }

            _fontManager.Initialize();
            _clipboardManager.Initialize();

            _eyeManager.Initialize();

            _userInterfaceManager.Initialize();

            _inputManager.Initialize();

            _inputManager.AddClickBind();

            _clyde.Ready();
        }
コード例 #4
0
        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);
        }
コード例 #5
0
        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);
            }
        }
コード例 #6
0
        private void Startup()
        {
            ThreadUtility.MainThread = Thread.CurrentThread;
            InitIoC();
            SetupLogging();

            // Set up custom synchronization context.
            // Sorry Godot.
            _taskManager.Initialize();

            // Load config.
            _configurationManager.LoadFromFile(PathHelpers.ExecutableRelativeFile("client_config.toml"));

            if (Mode == DisplayMode.OpenGL)
            {
                _displayManagerOpenGL = IoCManager.Resolve <IDisplayManagerOpenGL>();
            }

            // Init resources.
            // Doesn't do anything right now because TODO Godot asset management is a bit ad-hoc.
            _resourceCache.LoadBaseResources();
            _resourceCache.LoadLocalResources();

            // Bring display up as soon as resources are mounted.
            _displayManager.Initialize();
            _displayManager.SetWindowTitle("Space Station 14");

            if (Mode == DisplayMode.OpenGL)
            {
                _fontManager = IoCManager.Resolve <IFontManagerInternal>();
                _fontManager.Initialize();
            }

            //identical code for server in baseserver
            if (!AssemblyLoader.TryLoadAssembly <GameShared>(_resourceManager, $"Content.Shared"))
            {
                Logger.Warning($"[ENG] Could not load any Shared DLL.");
            }

            if (!AssemblyLoader.TryLoadAssembly <GameClient>(_resourceManager, $"Content.Client"))
            {
                Logger.Warning($"[ENG] Could not load any Client DLL.");
            }

            // Call Init in game assemblies.
            AssemblyLoader.BroadcastRunLevel(AssemblyLoader.RunLevel.Init);

            _eyeManager.Initialize();
            _serializer.Initialize();
            _userInterfaceManager.Initialize();
            _networkManager.Initialize(false);
            _inputManager.Initialize();
            _console.Initialize();
            _prototypeManager.LoadDirectory(new ResourcePath(@"/Prototypes/"));
            _prototypeManager.Resync();
            _tileDefinitionManager.Initialize();
            _mapManager.Initialize();
            _placementManager.Initialize();
            _lightManager.Initialize();
            _entityManager.Initialize();
            _gameStateManager.Initialize();
            _overlayManager.Initialize();
            _viewVariablesManager.Initialize();

            _client.Initialize();

            AssemblyLoader.BroadcastRunLevel(AssemblyLoader.RunLevel.PostInit);

            _stateManager.RequestStateChange <MainScreen>();

            if (_displayManagerOpenGL != null)
            {
                _displayManagerOpenGL.Ready();
            }

            var args = GetCommandLineArgs();

            if (args.Contains("--connect"))
            {
                _client.ConnectToServer("127.0.0.1", 1212);
            }
        }
コード例 #7
0
        public override void Main(Godot.SceneTree tree)
        {
#if !X64
            throw new InvalidOperationException("The client cannot start outside x64.");
#endif
            ThreadUtility.MainThread = Thread.CurrentThread;
            PreInitIoC();
            IoCManager.Resolve <ISceneTreeHolder>().Initialize(tree);
            InitIoC();
            Godot.OS.SetWindowTitle("Space Station 14");
            SetupLogging();

            // Set up custom synchronization context.
            // Sorry Godot.
            _taskManager.Initialize();

            tree.SetAutoAcceptQuit(false);

            // Load config.
            _configurationManager.LoadFromFile(PathHelpers.ExecutableRelativeFile("client_config.toml"));

            displayManager.Initialize();

            // Ensure Godot's side of the resources are up to date.
#if DEBUG
            GodotResourceCopy.DoDirCopy("../Resources", "Engine");
#endif

            // Init resources.
            // Doesn't do anything right now because TODO Godot asset management is a bit ad-hoc.
            _resourceCache.LoadBaseResources();
            _resourceCache.LoadLocalResources();

            //identical code for server in baseserver
            if (!AssemblyLoader.TryLoadAssembly <GameShared>(_resourceManager, $"Content.Shared"))
            {
                Logger.Warning($"[ENG] Could not load any Shared DLL.");
            }

            if (!AssemblyLoader.TryLoadAssembly <GameClient>(_resourceManager, $"Content.Client"))
            {
                Logger.Warning($"[ENG] Could not load any Client DLL.");
            }

            // Call Init in game assemblies.
            AssemblyLoader.BroadcastRunLevel(AssemblyLoader.RunLevel.Init);

            eyeManager.Initialize();
            _serializer.Initialize();
            _userInterfaceManager.Initialize();
            _networkManager.Initialize(false);
            inputManager.Initialize();
            _console.Initialize();
            _prototypeManager.LoadDirectory(new ResourcePath(@"/Prototypes/"));
            _prototypeManager.Resync();
            _tileDefinitionManager.Initialize();
            _mapManager.Initialize();
            placementManager.Initialize();
            lightManager.Initialize();
            _entityManager.Initialize();
            gameStateManager.Initialize();
            overlayManager.Initialize();
            _viewVariablesManager.Initialize();

            _client.Initialize();

            AssemblyLoader.BroadcastRunLevel(AssemblyLoader.RunLevel.PostInit);

            _stateManager.RequestStateChange <MainScreen>();

            var args = (ICollection <string>)Godot.OS.GetCmdlineArgs();
            if (args.Contains("--connect"))
            {
                _client.ConnectToServer("127.0.0.1", 1212);
            }
        }
コード例 #8
0
        private void Startup()
        {
            ThreadUtility.MainThread = Thread.CurrentThread;
            InitIoC();
            SetupLogging();

            var args = GetCommandLineArgs();

            // Set up custom synchronization context.
            // Sorry Godot.
            _taskManager.Initialize();

            // Figure out user data directory.
            var userDataDir = _getUserDataDir(args);

            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 (Mode == DisplayMode.Clyde)
            {
                _clyde = IoCManager.Resolve <IClyde>();
            }

            _resourceCache.Initialize(userDataDir);
            _resourceCache.LoadBaseResources();

            // Bring display up as soon as resources are mounted.
            _displayManager.Initialize();
            _displayManager.SetWindowTitle("Space Station 14");

            if (Mode == DisplayMode.Clyde)
            {
                _fontManager = IoCManager.Resolve <IFontManagerInternal>();
                _fontManager.Initialize();
            }

            //identical code for server in baseserver
            if (!AssemblyLoader.TryLoadAssembly <GameShared>(_resourceManager, $"Content.Shared"))
            {
                Logger.Warning($"[ENG] Could not load any Shared DLL.");
            }

            if (!AssemblyLoader.TryLoadAssembly <GameClient>(_resourceManager, $"Content.Client"))
            {
                Logger.Warning($"[ENG] Could not load any Client DLL.");
            }

            // Call Init in game assemblies.
            AssemblyLoader.BroadcastRunLevel(AssemblyLoader.RunLevel.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();
            _overlayManager.Initialize();
            _placementManager.Initialize();
            _viewVariablesManager.Initialize();

            _client.Initialize();
            _discord.Connect();
            AssemblyLoader.BroadcastRunLevel(AssemblyLoader.RunLevel.PostInit);

            _stateManager.RequestStateChange <MainScreen>();

            _clyde?.Ready();

            if (args.Contains("--connect"))
            {
                _client.ConnectToServer("127.0.0.1", 1212);
            }
        }