예제 #1
0
 public void Initialize()
 {
     mapRepo = new MapRepo(WorldManager.getOrCreateWorld("DefaultWorld"), WorldManager.getOrCreateWorld("MapGenWorld"));
     ConfigVar.Init();
     StaticInputController.init();
     World mapGenWorld = WorldManager.getOrCreateWorld("MapGenWorld");
 }
예제 #2
0
        protected override void OnCreate()
        {
            FSLog.Info("PreviewClientSimulationSystemGroup OnCreate");
            Application.targetFrameRate     = 60;
            UnityEngine.Time.fixedDeltaTime = gameTime.TickInterval;
            ConfigVar.Init();
            ItemCreateUtilities.Init();
            ClientCharacterUtilities.Init();
            IconUtilities.Init();
            GameWorld.Active = new GameWorld();
            EntityManager.CreateEntity(typeof(Server));
            SetSingleton(new Server());

            inputSystem = World.GetOrCreateSystem <InputSystem>();
            m_systemsToUpdate.Add(inputSystem);

            initSystemGroup = World.GetOrCreateSystem <InitSystemGroup>();
            m_systemsToUpdate.Add(initSystemGroup);

            spawnCharacterSystem = World.GetOrCreateSystem <SpawnCharactersSystem>();
            m_systemsToUpdate.Add(spawnCharacterSystem);

            spawnSystemGroup = World.GetOrCreateSystem <SpawnSystemGroup>();
            m_systemsToUpdate.Add(spawnSystemGroup);

            updateReplicatedOwnerFlag = World.GetOrCreateSystem <UpdateReplicatedOwnerFlag>();
            m_systemsToUpdate.Add(updateReplicatedOwnerFlag);

            predictUpdateSystem = World.GetOrCreateSystem <PredictUpdateSystemGroup>();
            m_systemsToUpdate.Add(predictUpdateSystem);

            serverSystemGroup = World.GetOrCreateSystem <ServerSystemGroup>();
            m_systemsToUpdate.Add(serverSystemGroup);

            predictPresentationSystemGroup = World.GetOrCreateSystem <PredictPresentationSystemGroup>();
            m_systemsToUpdate.Add(predictPresentationSystemGroup);

            despawnSystemGroup = World.GetOrCreateSystem <DespawnSystemGroup>();
            m_systemsToUpdate.Add(despawnSystemGroup);

            addItemComponentSystem = World.GetOrCreateSystem <AddItemComponentSystem>();
            m_systemsToUpdate.Add(addItemComponentSystem);

            addDespawnServerSystem = World.GetOrCreateSystem <AddDespawnServerSystem>();
            m_systemsToUpdate.Add(addDespawnServerSystem);


            updateReplicatedOwnerFlag.SetLocalPlayerId(0);
        }
        protected override void OnCreate()
        {
            ConfigVar.Init();

            var commandLineArgs = Environment.GetCommandLineArgs();
            foreach (var commandLine in commandLineArgs)
            {
                if(commandLine.StartsWith("-Port:"))
                    NetworkConfig.serverPort.Value = commandLine.Substring(6);
                FSLog.Info($"commandLineArgs:{commandLine}");
            }
        

            ItemCreateUtilities.Init();

            GameWorld.Active = new GameWorld();
            UnityEngine.Time.fixedDeltaTime = GameTick.DefaultGameTick.TickInterval;

            EntityManager.CreateEntity(typeof(Server));
            SetSingleton(new Server());

            m_systemsToUpdate.Add(World.GetOrCreateSystem<WorldSceneEntitiesSystem>());
            networkServerSystem = World.GetOrCreateSystem<NetworkServerSystem>();

            m_systemsToUpdate.Add(World.GetOrCreateSystem<ReplicateEntityServerSystem>());
            m_systemsToUpdate.Add(World.GetOrCreateSystem<HandleCommandsSystem>());

            m_systemsToUpdate.Add(World.GetOrCreateSystem<InitSystemGroup>());
            m_systemsToUpdate.Add(World.GetOrCreateSystem<SpawnPlayerServerSystem>());
            m_systemsToUpdate.Add(World.GetOrCreateSystem<SpawnRobotsSystem>());
            m_systemsToUpdate.Add(World.GetOrCreateSystem<SpawnSystemGroup>());

            m_systemsToUpdate.Add(World.GetOrCreateSystem<RegisterEntityToNetwork>());

            m_systemsToUpdate.Add(World.GetOrCreateSystem<PrintGameStateSystem>());
            m_systemsToUpdate.Add(World.GetOrCreateSystem<RobotsControlSystem>());
            m_systemsToUpdate.Add(World.GetOrCreateSystem<UpdateReplicatedOwnerFlag>());

            m_systemsToUpdate.Add(World.GetOrCreateSystem<PredictUpdateSystemGroup>());
            m_systemsToUpdate.Add(World.GetOrCreateSystem<ServerSystemGroup>());

            m_systemsToUpdate.Add(World.GetOrCreateSystem<PredictPresentationSystemGroup>());
            
            m_systemsToUpdate.Add(World.GetOrCreateSystem<DespawnServerSystem>());
            m_systemsToUpdate.Add(World.GetOrCreateSystem<DespawnCharacterSystem>());
            m_systemsToUpdate.Add(World.GetOrCreateSystem<DespawnItemOwnerSystem>());
            m_systemsToUpdate.Add(World.GetOrCreateSystem<DespawnSystem>());            
        }
        protected override void OnCreate()
        {
            FSLog.Info("KitchenClientSimulationSystemGroup OnCreate");

            ConfigVar.Init();
            GameWorld.Active = new GameWorld();
            ItemCreateUtilities.Init();
            ClientCharacterUtilities.Init();
            MenuUtilities.Init();
            IconUtilities.Init();
            Application.targetFrameRate     = 60;
            UnityEngine.Time.fixedDeltaTime = GameTick.DefaultGameTick.TickInterval;

            worldSceneEntitiesSystem = World.GetOrCreateSystem <WorldSceneEntitiesSystem>();
            m_systemsToUpdate.Add(worldSceneEntitiesSystem);

            networkSystem = World.GetOrCreateSystem <NetworkClientSystem>();
            m_systemsToUpdate.Add(networkSystem);

            handleTimeSystem = World.GetOrCreateSystem <HandleTimeSystem>();
            m_systemsToUpdate.Add(handleTimeSystem);

            setRenderTimeSystem = World.GetOrCreateSystem <SetRenderTimeSystem>();
            m_systemsToUpdate.Add(setRenderTimeSystem);

            replicateEntitySystemGroup = World.GetOrCreateSystem <ReplicateEntitySystemGroup>();
            m_systemsToUpdate.Add(replicateEntitySystemGroup);


            setPredictTimeSystem = World.GetOrCreateSystem <SetPredictTimeSystem>();
            m_systemsToUpdate.Add(setPredictTimeSystem);

            predictSystem = World.GetOrCreateSystem <PredictSystem>();
            m_systemsToUpdate.Add(predictSystem);

            itemClientSystemGroup = World.GetOrCreateSystem <ItemClientSystemGroup>();
            m_systemsToUpdate.Add(itemClientSystemGroup);


            predictPresentationSystemGroup = World.GetOrCreateSystem <PredictPresentationSystemGroup>();
            m_systemsToUpdate.Add(predictPresentationSystemGroup);

            despawnSystemGroup = World.GetOrCreateSystem <DespawnSystemGroup>();
            m_systemsToUpdate.Add(despawnSystemGroup);
        }
예제 #5
0
    private void Awake()
    {
        Instance = this;
        DontDestroyOnLoad(gameObject);

        ConfigVar.Init();
        Application.targetFrameRate = -1;//default is to have no frame caps

        var commandLineArgs = new List <string>(System.Environment.GetCommandLineArgs());

#if UNITY_STANDALONE_LINUX || UNITY_SERVER
        IsHeadless = true;
#else
        IsHeadless = commandLineArgs.Contains("-batchmode");
        QualitySettings.vSyncCount = 0;//need to make the target frame rate work even in headless mode
#endif
        InitConsole(IsHeadless, commandLineArgs);

        if (IsHeadless)
        {
            Application.targetFrameRate = 60;
        }

        RegisterConsoleCommands();
        Console.SetOpen(true);

        m_StopwatchFrequency = System.Diagnostics.Stopwatch.Frequency;
        Clock = new System.Diagnostics.Stopwatch();
        Clock.Start();

        levelManager = new LevelManager();
        levelManager.Init();

        inputSystem = new InputSystem();

        //Instantiate here to avoid making changes to asset file.
        config = Instantiate((GameConfiguration)Resources.Load("GameConfiguration"));

        PushCamera(bootCamera);
    }
예제 #6
0
 public void Setup()
 {
     ConfigVar.Init();
 }
예제 #7
0
파일: Game.cs 프로젝트: nolovelost/le-mat
    public void Awake()
    {
        GameDebug.Log("-- Game Awakeing --");

        GameDebug.Assert(game == null);
        //DontDestroyOnLoad(gameObject);
        game = this;

        m_StopwatchFrequency = System.Diagnostics.Stopwatch.Frequency;
        m_Clock = new System.Diagnostics.Stopwatch();
        m_Clock.Start();

        var commandLineArgs = new List <string>(System.Environment.GetCommandLineArgs());

        var consoleRestoreFocus = commandLineArgs.Contains("-consolerestorefocus");

        var consoleUI = Instantiate(Resources.Load <ConsoleGUI>("Prefabs/ConsoleGUI"));

        DontDestroyOnLoad(consoleUI);
        Console.Init(consoleUI);

        m_DebugOverlay = Instantiate(Resources.Load <DebugOverlay>("Prefabs/DebugOverlay"));
        DontDestroyOnLoad(m_DebugOverlay);
        m_DebugOverlay.Init();

        // If -logfile was passed, we try to put our own logs next to the engine's logfile
        var engineLogFileLocation = ".";
        var logfileArgIdx         = commandLineArgs.IndexOf("-logfile");

        if (logfileArgIdx >= 0 && commandLineArgs.Count >= logfileArgIdx)
        {
            engineLogFileLocation = System.IO.Path.GetDirectoryName(commandLineArgs[logfileArgIdx + 1]);
        }

        var logName = m_isHeadless ? "game_" + DateTime.UtcNow.ToString("yyyyMMdd_HHmmss_fff") : "game";

        GameDebug.Init(engineLogFileLocation, logName);

        ConfigVar.Init();

#if UNITY_EDITOR
        GameDebug.Log("Build type: editor");
#elif DEVELOPMENT_BUILD
        GameDebug.Log("Build type: development");
#else
        GameDebug.Log("Build type: release");
#endif
        //GameDebug.Log("BuildID: " + buildId);
        GameDebug.Log("Cwd: " + System.IO.Directory.GetCurrentDirectory());


        // Game loops
        Console.AddCommand("zero", CmdZero, "Start preview mode");

        Console.AddCommand("gameloops", CmdGameLoops, "List all current game loops.");
        Console.AddCommand("clear", CmdClear, "Shutdown all initilized IGameLoop provided as argument.");
        Console.AddCommand("reset", CmdResetLoop, "Resets all initilized IGameLoop provided as argument.");

        // Utility commands
        Console.AddCommand("quit", CmdQuit, "Quits");
        Console.AddCommand("screenshot", CmdScreenshot, "Capture screenshot. Optional argument is destination folder or filename.");
        Console.AddCommand("crashme", (string[] args) => { GameDebug.Assert(false); }, "Crashes the game next frame ");

#if UNITY_STANDALONE_WIN
        Console.AddCommand("windowpos", CmdWindowPosition, "Position of window. e.g. windowpos 100,100");
#endif

        Console.SetOpen(true);
        Console.ProcessCommandLineArguments(commandLineArgs.ToArray());

        if (k_BootConfigFilename != null)
        {
            Console.EnqueueCommandNoHistory("exec -s " + k_BootConfigFilename);
        }

        GameDebug.Log("-- Game Awake --");
    }
예제 #8
0
    public void Awake()
    {
        GameDebug.Assert(game == null);
        DontDestroyOnLoad(gameObject);
        game = this;

        m_StopwatchFrequency = System.Diagnostics.Stopwatch.Frequency;
        m_Clock = new System.Diagnostics.Stopwatch();
        m_Clock.Start();

        var buildInfo = FindObjectOfType <BuildInfo>();

        if (buildInfo != null)
        {
            _buildId = buildInfo.buildId;
        }

        var commandLineArgs = new List <string>(System.Environment.GetCommandLineArgs());

#if UNITY_STANDALONE_LINUX
        m_isHeadless = true;
#else
        m_isHeadless = commandLineArgs.Contains("-batchmode");
#endif
        var consoleRestoreFocus = commandLineArgs.Contains("-consolerestorefocus");

        if (m_isHeadless)
        {
#if UNITY_STANDALONE_WIN
            string consoleTitle;

            var overrideTitle = ArgumentForOption(commandLineArgs, "-title");
            if (overrideTitle != null)
            {
                consoleTitle = overrideTitle;
            }
            else
            {
                consoleTitle = Application.productName + " Console";
            }

            consoleTitle += " [" + System.Diagnostics.Process.GetCurrentProcess().Id + "]";

            var consoleUI = new ConsoleTextWin(consoleTitle, consoleRestoreFocus);
#elif UNITY_STANDALONE_LINUX
            var consoleUI = new ConsoleTextLinux();
#else
            UnityEngine.Debug.Log("WARNING: starting without a console");
            var consoleUI = new ConsoleNullUI();
#endif
            Console.Init(consoleUI);
        }
        else
        {
            var consoleUI = Instantiate(Resources.Load <ConsoleGUI>("Prefabs/ConsoleGUI"));
            DontDestroyOnLoad(consoleUI);
            Console.Init(consoleUI);

            m_DebugOverlay = Instantiate(Resources.Load <DebugOverlay>("DebugOverlay"));
            DontDestroyOnLoad(m_DebugOverlay);
            m_DebugOverlay.Init();

            var hdpipe = RenderPipelineManager.currentPipeline as HDRenderPipeline;
            if (hdpipe != null)
            {
//                hdpipe.DebugLayer2DCallback = DebugOverlay.Render;
//                hdpipe.DebugLayer3DCallback = DebugOverlay.Render3D;
            }

            m_GameStatistics = new GameStatistics();
        }

        // If -logfile was passed, we try to put our own logs next to the engine's logfile
        var engineLogFileLocation = "./logs";
        var logfileArgIdx         = commandLineArgs.IndexOf("-logfile");
        if (logfileArgIdx >= 0 && commandLineArgs.Count >= logfileArgIdx)
        {
            engineLogFileLocation = System.IO.Path.GetDirectoryName(commandLineArgs[logfileArgIdx + 1]);
        }

        var logName = m_isHeadless ? "game_" + DateTime.UtcNow.ToString("yyyyMMdd_HHmmss_fff") : "game";
        GameDebug.Init(engineLogFileLocation, logName);

        ConfigVar.Init();

        Console.EnqueueCommandNoHistory("exec -s " + k_UserConfigFilename);

        // Default is to allow no frame cap, i.e. as fast as possible if vsync is disabled
        Application.targetFrameRate = -1;

        if (m_isHeadless)
        {
            Application.targetFrameRate = serverTickRate.IntValue;
            QualitySettings.vSyncCount  = 0; // Needed to make targetFramerate work; even in headless mode

#if !UNITY_STANDALONE_LINUX
            if (!commandLineArgs.Contains("-nographics"))
            {
                GameDebug.Log("WARNING: running -batchmod without -nographics");
            }
#endif
        }
        else
        {
            RenderSettings.Init();
        }

        // Out of the box game behaviour is driven by boot.cfg unless you ask it not to
        if (!commandLineArgs.Contains("-noboot"))
        {
            Console.EnqueueCommandNoHistory("exec -s " + k_BootConfigFilename);
        }

        var forceClientSystem = commandLineArgs.Contains("-forceclientsystems");
        if (!m_isHeadless || forceClientSystem)
        {
            m_SoundSystem = new SoundSystem();
            m_SoundSystem.Init(audioMixer);
            m_SoundSystem.MountBank(defaultBank);

            GameObject go = (GameObject)GameObject.Instantiate(Resources.Load("Prefabs/ClientFrontend", typeof(GameObject)));
            UnityEngine.Object.DontDestroyOnLoad(go);
            clientFrontend = go.GetComponentInChildren <ClientFrontend>();
        }

        sqpClient = new SQP.SQPClient();

        GameDebug.Log("FPS Sample initialized");
#if UNITY_EDITOR
        GameDebug.Log("Build type: editor");
#elif DEVELOPMENT_BUILD
        GameDebug.Log("Build type: development");
#else
        GameDebug.Log("Build type: release");
#endif
        GameDebug.Log("BuildID: " + buildId);
        GameDebug.Log("Cwd: " + System.IO.Directory.GetCurrentDirectory());

        SimpleBundleManager.Init();
        GameDebug.Log("SimpleBundleManager initialized");

        levelManager = new LevelManager();
        levelManager.Init();
        GameDebug.Log("LevelManager initialized");

        inputSystem = new InputSystem();
        GameDebug.Log("InputSystem initialized");
        inputSystem.SetVRInput();

        // TODO (petera) added Instantiate here to avoid making changes to asset file.
        // Feels like maybe SO is not really the right tool here.
        config = Instantiate((GameConfiguration)Resources.Load("GameConfiguration"));
        GameDebug.Log("Loaded game config");

        // Game loops
        Console.AddCommand("preview", CmdPreview, "Start preview mode");
        Console.AddCommand("serve", CmdServe, "Start server listening");
        Console.AddCommand("client", CmdClient, "client: Enter client mode. Looking for servers");
        Console.AddCommand("boot", CmdBoot, "Go back to boot loop");
        Console.AddCommand("connect", CmdConnect, "connect <ip>: Connect to server on ip (default: localhost)");

        Console.AddCommand("menu", CmdMenu, "show the main menu");
        Console.AddCommand("load", CmdLoad, "Load level");
        Console.AddCommand("quit", CmdQuit, "Quits");
        Console.AddCommand("screenshot", CmdScreenshot, "Capture screenshot. Optional argument is destination folder or filename.");
        Console.AddCommand("crashme", (string[] args) => { GameDebug.Assert(false); }, "Crashes the game next frame ");
        Console.AddCommand("saveconfig", CmdSaveConfig, "Save the user config variables");
        Console.AddCommand("loadconfig", CmdLoadConfig, "Load the user config variables");

#if UNITY_STANDALONE_WIN
        Console.AddCommand("windowpos", CmdWindowPosition, "Position of window. e.g. windowpos 100,100");
#endif

        Console.SetOpen(true);
        Console.ProcessCommandLineArguments(commandLineArgs.ToArray());

        PushCamera(bootCamera);
    }
예제 #9
0
    /*
     * THIS CAUSES RANDOM CRASHES
     *
     * private static void PreLoadAnimationNodes()
     * {
     *          // In Editor, convince Burst to JIT compile all Animation UNode types immediately.
     #if UNITY_EDITOR
     *          var start = UnityEngine.Time.realtimeSinceStartup;
     *          var wasSyncCompile = Menu.GetChecked("Jobs/Burst/Synchronous Compilation");
     *          Menu.SetChecked("Jobs/Burst/Synchronous Compilation", true);
     *          try
     *          {
     *              var animAssembly = typeof(Unity.Animation.AnimationGraphSystem).Assembly;
     *              var unodeNonGenericTypes = animAssembly.GetTypes().Where(t =>
     *                  t.IsClass && !t.IsAbstract && !t.IsGenericType &&
     *                  typeof(Unity.DataFlowGraph.INodeFunctionality).IsAssignableFrom(t));
     *              var unodeGenericTypesReferencedInData = animAssembly.GetTypes()
     *                  .Where(t => !t.IsClass && typeof(Unity.DataFlowGraph.INodeData).IsAssignableFrom(t))
     *                  .Select(t => t
     *                      .GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance)
     *                      .Select(fi => fi.FieldType)
     *                      .Where(ft => ft.IsGenericType && ft.GetGenericTypeDefinition() == typeof(Unity.DataFlowGraph.NodeHandle<>))
     *                      .Select(ft => ft.GetGenericArguments()[0])
     *                      .Where(ft => ft.IsGenericType))
     *                  .SelectMany(t => t)
     *                  .Distinct();
     *
     *              var nodeSet = new Unity.DataFlowGraph.NodeSet();
     *
     *              MethodInfo getFunctionality = nodeSet.GetType().GetMethod("GetFunctionality", new System.Type[0]);
     *              foreach (System.Type t in unodeNonGenericTypes.Concat(unodeGenericTypesReferencedInData))
     *                  getFunctionality.MakeGenericMethod(t).Invoke(nodeSet, null);
     *
     *              nodeSet.Dispose();
     *
     *              Debug.Log($"Compilation of Animation UNode types took {UnityEngine.Time.realtimeSinceStartup - start} seconds");
     *          }
     *          finally
     *          {
     *              Menu.SetChecked("Jobs/Burst/Synchronous Compilation", wasSyncCompile);
     *          }
     #endif
     * }
     */

    public void Awake()
    {
        GameDebug.Assert(game == null);
        DontDestroyOnLoad(gameObject);
        game = this;

        GameApp.IsInitialized = true;

        //PreLoadAnimationNodes();

        m_StopwatchFrequency = System.Diagnostics.Stopwatch.Frequency;
        m_Clock = new System.Diagnostics.Stopwatch();
        m_Clock.Start();

#if UNITY_EDITOR
        _buildUnityVersion = InternalEditorUtility.GetFullUnityVersion();
#endif
        var buildInfo = FindObjectOfType <BuildInfo>();
        if (buildInfo != null)
        {
            _buildId           = buildInfo.buildId;
            _buildUnityVersion = buildInfo.buildUnityVersion;
        }

        var commandLineArgs = new List <string>(System.Environment.GetCommandLineArgs());

        // TODO we should only initialize this if we have a graphics device (i.e. non-headless)
        Overlay.Managed.Initialize();

#if UNITY_STANDALONE_LINUX
        m_isHeadless = true;
#else
        m_isHeadless = commandLineArgs.Contains("-batchmode");
#endif
        var noconsole           = commandLineArgs.Contains("-noconsole");
        var consoleRestoreFocus = commandLineArgs.Contains("-consolerestorefocus");
        if (noconsole)
        {
            UnityEngine.Debug.Log("WARNING: starting without a console");
            var consoleUI = new ConsoleNullUI();
            Console.Init(buildId, buildUnityVersion, consoleUI);
        }
        else if (m_isHeadless)
        {
#if UNITY_EDITOR
            Debug.LogError("ERROR: Headless mode not supported in editor");
#endif

#if UNITY_STANDALONE_WIN
            string consoleTitle;

            var overrideTitle = ArgumentForOption(commandLineArgs, "-title");
            if (overrideTitle != null)
            {
                consoleTitle = overrideTitle;
            }
            else
            {
                consoleTitle = Application.productName + " Console";
            }

            consoleTitle += " [" + System.Diagnostics.Process.GetCurrentProcess().Id + "]";

            var consoleUI = new ConsoleTextWin(consoleTitle, consoleRestoreFocus);
#elif UNITY_STANDALONE_LINUX
            var consoleUI = new ConsoleTextLinux();
#else
            UnityEngine.Debug.Log("WARNING: starting without a console");
            var consoleUI = new ConsoleNullUI();
#endif
            Console.Init(buildId, buildUnityVersion, consoleUI);
        }
        else
        {
            var consoleUI = Instantiate(Resources.Load <ConsoleGUI>("Prefabs/ConsoleGUI"));
            DontDestroyOnLoad(consoleUI);
            Console.Init(buildId, buildUnityVersion, consoleUI);

            m_DebugOverlay = Instantiate(Resources.Load <DebugOverlay>("DebugOverlay"));
            DontDestroyOnLoad(m_DebugOverlay);
            m_DebugOverlay.Init();

            m_GameStatistics = new GameStatistics();
        }

        // If -logfile was passed, we try to put our own logs next to the engine's logfile
        // if -logfile was set to "-" we forward our logs to Debug.Log, so that it ends up on stdout.
        var engineLogFileLocation = ".";
        var logName             = m_isHeadless ? "game_" + DateTime.UtcNow.ToString("yyyyMMdd_HHmmss_fff") : "game";
        var logfileArgIdx       = commandLineArgs.IndexOf("-logfile");
        var forceForwardToDebug = false;
        if (logfileArgIdx >= 0 && commandLineArgs.Count >= logfileArgIdx)
        {
            var logFile = commandLineArgs[logfileArgIdx + 1];
            if (logFile == "-")
            {
                forceForwardToDebug = true;
            }
            else
            {
                engineLogFileLocation = System.IO.Path.GetDirectoryName(logFile);
            }
        }
        GameDebug.Init(engineLogFileLocation, logName, forceForwardToDebug);

        ConfigVar.Init();

        // Support -port and -query_port as per Multiplay standard
        var serverPort = ArgumentForOption(commandLineArgs, "-port");
        if (serverPort != null)
        {
            Console.EnqueueCommandNoHistory("server.port " + serverPort);
        }

        var sqpPort = ArgumentForOption(commandLineArgs, "-query_port");
        if (sqpPort != null)
        {
            Console.EnqueueCommandNoHistory("server.sqp_port " + sqpPort);
        }

        Console.EnqueueCommandNoHistory("exec -s " + k_UserConfigFilename);

        // Default is to allow no frame cap, i.e. as fast as possible if vsync is disabled
        Application.targetFrameRate = -1;

        if (m_isHeadless)
        {
            Application.targetFrameRate = serverTickRate.IntValue;
            QualitySettings.vSyncCount  = 0; // Needed to make targetFramerate work; even in headless mode

#if !UNITY_STANDALONE_LINUX
            if (!commandLineArgs.Contains("-nographics"))
            {
                GameDebug.Log("WARNING: running -batchmod without -nographics");
            }
#endif
        }
        else
        {
            RenderSettings.Init();
        }

        // Out of the box game behaviour is driven by boot.cfg unless you ask it not to
        if (!commandLineArgs.Contains("-noboot"))
        {
            Console.EnqueueCommandNoHistory("exec -s " + k_BootConfigFilename);
        }

        if (m_isHeadless)
        {
            SoundSystem.Initialize(new SoundSystemNull());
        }
        else
        {
            var soundSystem = new SoundSystemBase();
            soundSystem.Init(audioMixer);
            SoundSystem.Initialize(soundSystem);

            GameObject go = (GameObject)GameObject.Instantiate(Resources.Load("Prefabs/ClientFrontend", typeof(GameObject)));
            UnityEngine.Object.DontDestroyOnLoad(go);
            clientFrontend = go.GetComponentInChildren <ClientFrontend>();
        }

        sqpClient = new SQP.SQPClient();

        GameDebug.Log("A2 initialized");
#if UNITY_EDITOR
        GameDebug.Log("Build type: editor");
#elif DEVELOPMENT_BUILD
        GameDebug.Log("Build type: development");
#else
        GameDebug.Log("Build type: release");
#endif
        GameDebug.Log("BuildID: " + buildId);
        GameDebug.Log("Unity: " + buildUnityVersion);
        GameDebug.Log("Cwd: " + System.IO.Directory.GetCurrentDirectory());

        levelManager = new LevelManager();
        levelManager.Init();
        GameDebug.Log("LevelManager initialized");

        GameDebug.Log("InputSystem initialized");

        // Game loops
        Console.AddCommand("serve", CmdServe, "Start server listening");
        Console.AddCommand("client", CmdClient, "client: Enter client mode.");
        Console.AddCommand("thinclient", CmdThinClient, "client: Enter thin client mode.");
        Console.AddCommand("boot", CmdBoot, "Go back to boot loop");
        Console.AddCommand("connect", CmdConnect, "connect <ip>: Connect to server on ip (default: localhost)");

        Console.AddCommand("menu", CmdMenu, "show the main menu");
        Console.AddCommand("load", CmdLoad, "Load level");
        Console.AddCommand("quit", CmdQuit, "Quits");
        Console.AddCommand("screenshot", CmdScreenshot, "Capture screenshot. Optional argument is destination folder or filename.");
        Console.AddCommand("crashme", (string[] args) => { GameDebug.Assert(false); }, "Crashes the game next frame ");
        Console.AddCommand("saveconfig", CmdSaveConfig, "Save the user config variables");
        Console.AddCommand("loadconfig", CmdLoadConfig, "Load the user config variables");

        Console.AddCommand("profile", CmdProfile, "Run the profiling for a level");

#if UNITY_STANDALONE_WIN
        Console.AddCommand("windowpos", CmdWindowPosition, "Position of window. e.g. windowpos 100,100");
#endif

        Console.SetOpen(true);
        Console.ProcessCommandLineArguments(commandLineArgs.ToArray());
#if UNITY_IOS
        // (marton) This is a hack to work around command line arguments not working on iOS
        if (!Application.isEditor)
        {
            Console.EnqueueCommandNoHistory("preview Level_00");
        }
#endif



        GameApp.CameraStack.OnCameraEnabledChanged += OnCameraEnabledChanged;
        GameApp.CameraStack.PushCamera(bootCamera);
    }