//this is just easier than debugging unit tests static void Main(string[] args) { #if DEBUG StudioCommunicationServer.Run(); StudioCommunicationClient.Run(); #endif }
public override void Load() { Hotkeys.Load(); Core.Load(); FastForwardBoost.Load(); DisableAchievements.Load(); GraphicsCore.Load(); SimplifiedGraphicsFeature.Load(); CenterCamera.Load(); AutoMute.Load(); HideGameplay.Load(); HitboxTweak.Load(); InfoHud.Load(); ConsoleEnhancements.Load(); AttributeUtils.Invoke <LoadAttribute>(); // Open unix IO pipe for interfacing with Linux / Mac Celeste Studio if (UnixRtcEnabled) { File.Delete("/tmp/celestetas"); UnixRtc = new NamedPipeServerStream("/tmp/celestetas", PipeDirection.InOut); UnixRtc.WaitForConnection(); UnixRtcStreamOut = new StreamWriter(UnixRtc); UnixRtcStreamIn = new StreamReader(UnixRtc); Logger.Log("CelesteTAS", "Unix socket is active on /tmp/celestetas"); } // Open memory mapped file for interfacing with Windows Celeste Studio StudioCommunicationClient.Run(); #if DEBUG Benchmark.Load(); #endif }
public override void Unload() { Hotkeys.Unload(); Core.Instance.Unload(); FastForwardBoost.Unload(); DisableAchievements.Instance.Unload(); GraphicsCore.Instance.Unload(); SimplifiedGraphicsFeature.Instance.Unload(); CenterCamera.Instance.Unload(); AutoMute.Unload(); HideGameplay.Instance.Unload(); HitboxTweak.Unload(); InfoHud.Unload(); PlayerInfo.Unload(); On.Celeste.LevelLoader.LoadingThread -= LevelLoader_LoadingThread; StudioCommunicationClient.Destroy(); UnixRtc?.Dispose(); Manager.DisableExternal(); #if DEBUG Benchmark.Unload(); #endif }
public override void Load() { Hotkeys.Load(); Core.Instance = new Core(); Core.Instance.Load(); FastForwardBoost.Load(); DisableAchievements.Instance = new DisableAchievements(); DisableAchievements.Instance.Load(); GraphicsCore.Instance = new GraphicsCore(); GraphicsCore.Instance.Load(); SimplifiedGraphicsFeature.Instance = new SimplifiedGraphicsFeature(); SimplifiedGraphicsFeature.Instance.Load(); CenterCamera.Instance = new CenterCamera(); CenterCamera.Instance.Load(); AutoMute.Load(); HideGameplay.Instance = new HideGameplay(); HideGameplay.Instance.Load(); HitboxTweak.Load(); InfoHud.Load(); PlayerInfo.Load(); // Optional: Allow spawning at specified location On.Celeste.LevelLoader.LoadingThread += LevelLoader_LoadingThread; // Open unix IO pipe for interfacing with Linux / Mac Celeste Studio if (UnixRtcEnabled) { File.Delete("/tmp/celestetas"); UnixRtc = new NamedPipeServerStream("/tmp/celestetas", PipeDirection.InOut); UnixRtc.WaitForConnection(); UnixRtcStreamOut = new StreamWriter(UnixRtc); UnixRtcStreamIn = new StreamReader(UnixRtc); Logger.Log("CelesteTAS", "Unix socket is active on /tmp/celestetas"); } // Open memory mapped file for interfacing with Windows Celeste Studio if (StudioCommunicationClient.Instance == null) { StudioCommunicationClient.Run(); } #if DEBUG Benchmark.Load(); #endif }
public override void Load() { Hotkeys.InputInitialize(); Core.instance = new Core(); Core.instance.Load(); DisableAchievements.instance = new DisableAchievements(); DisableAchievements.instance.Load(); GraphicsCore.instance = new GraphicsCore(); GraphicsCore.instance.Load(); HitboxFixer.instance = new HitboxFixer(); HitboxFixer.instance.Load(); SimplifiedGraphics.instance = new SimplifiedGraphics(); SimplifiedGraphics.instance.Load(); CenterCamera.instance = new CenterCamera(); CenterCamera.instance.Load(); AutoMute.instance = new AutoMute(); AutoMute.instance.Load(); HideGameplay.instance = new HideGameplay(); HideGameplay.instance.Load(); HitboxColor.instance = new HitboxColor(); HitboxColor.instance.Load(); HitboxTweak.instance = new HitboxTweak(); HitboxTweak.instance.Load(); // Optional: Allow spawning at specified location On.Celeste.LevelLoader.LoadingThread += LevelLoader_LoadingThread; // Open unix IO pipe for interfacing with Linux / Mac Celeste Studio if (UnixRTCEnabled) { File.Delete("/tmp/celestetas"); UnixRTC = new NamedPipeServerStream("/tmp/celestetas", PipeDirection.InOut); UnixRTC.WaitForConnection(); UnixRTCStreamOut = new StreamWriter(UnixRTC); UnixRTCStreamIn = new StreamReader(UnixRTC); Logger.Log("CelesteTAS", "Unix socket is active on /tmp/celestetas"); } // Open memory mapped file for interfacing with Windows Celeste Studio if (StudioCommunicationClient.instance == null) { StudioCommunicationClient.Run(); } }
public override void Unload() { Core.instance.Unload(); DisableAchievements.instance.Unload(); GraphicsCore.instance.Unload(); HitboxFixer.instance.Unload(); SimplifiedGraphics.instance.Unload(); CenterCamera.instance.Unload(); AutoMute.instance.Unload(); HideGameplay.instance.Unload(); HitboxColor.instance.Unload(); HitboxTweak.instance.Unload(); On.Celeste.LevelLoader.LoadingThread -= LevelLoader_LoadingThread; StudioCommunicationClient.Destroy(); UnixRTC?.Dispose(); }
public override void Load() { Core.instance = new Core(); Core.instance.Load(); DisableAchievements.instance = new DisableAchievements(); DisableAchievements.instance.Load(); GraphicsCore.instance = new GraphicsCore(); GraphicsCore.instance.Load(); SimplifiedGraphics.instance = new SimplifiedGraphics(); SimplifiedGraphics.instance.Load(); CenterCamera.instance = new CenterCamera(); CenterCamera.instance.Load(); Hotkeys.instance = new Hotkeys(); Hotkeys.instance.Load(); // Optional: Approximate savestates On.Celeste.LevelLoader.LoadingThread += LevelLoader_LoadingThread; // Open unix IO pipe for interfacing with Linux / Mac Celeste Studio if (UnixRTCEnabled) { File.Delete("/tmp/celestetas"); UnixRTC = new NamedPipeServerStream("/tmp/celestetas", PipeDirection.InOut); UnixRTC.WaitForConnection(); UnixRTCStreamOut = new StreamWriter(UnixRTC); UnixRTCStreamIn = new StreamReader(UnixRTC); Logger.Log("CelesteTAS", "Unix socket is active on /tmp/celestetas"); } // Open memory mapped file for interfacing with Windows Celeste Studio StudioCommunicationClient.Run(); }
public override void Unload() { Hotkeys.Unload(); Core.Unload(); FastForwardBoost.Unload(); DisableAchievements.Unload(); GraphicsCore.Unload(); SimplifiedGraphicsFeature.Unload(); CenterCamera.Unload(); AutoMute.Unload(); HideGameplay.Unload(); HitboxTweak.Unload(); InfoHud.Unload(); ConsoleEnhancements.Unload(); StudioCommunicationClient.Destroy(); AttributeUtils.Invoke <UnloadAttribute>(); UnixRtc?.Dispose(); #if DEBUG Benchmark.Unload(); #endif }