private static void Main(string[] args) { AppDomain.CurrentDomain.UnhandledException += (sender, e) => { Log.Error(e.ExceptionObject.ToString()); }; // 异步方法全部会回掉到主线程 SynchronizationContext.SetSynchronizationContext(ThreadSynchronizationContext.Instance); try { //初始化EventSystem { List <Type> types = new List <Type>(); types.AddRange(typeof(Game).Assembly.GetTypes()); types.AddRange(DllHelper.GetHotfixAssembly().GetTypes()); Game.EventSystem.AddRangeType(types); Game.EventSystem.TypeMonoInit(); Game.EventSystem.EventSystemInit(); } ProtobufHelper.Init(); MongoHelper.Init(); // 命令行参数 Options options = null; Parser.Default.ParseArguments <Options>(args) .WithNotParsed(error => throw new Exception($"命令行格式错误!")) .WithParsed(o => { options = o; }); GlobalDefine.Options = options; GlobalDefine.ILog = new NLogger(GlobalDefine.Options.AppType.ToString()); LogManager.Configuration.Variables["appIdFormat"] = $"{GlobalDefine.Options.Process:000000}"; Log.Info($"server start........................ {Game.Scene.Id}"); Game.EventSystem.Publish(new EventType.AppStart()); while (true) { try { Thread.Sleep(1); Game.Update(); Game.LateUpdate(); Game.FrameFinish(); } catch (Exception e) { Log.Error(e); } } } catch (Exception e) { Log.Error(e); } }
private static void Main(string[] args) { // 异步方法全部会回掉到主线程 SynchronizationContext.SetSynchronizationContext(ThreadSynchronizationContext.Instance); try { Game.EventSystem.Add(typeof(Game).Assembly); Game.EventSystem.Add(DllHelper.GetHotfixAssembly()); ProtobufHelper.Init(); MongoHelper.Init(); // 命令行参数 Options options = null; Parser.Default.ParseArguments <Options>(args) .WithNotParsed(error => throw new Exception($"命令行格式错误!")) .WithParsed(o => { options = o; }); Game.Options = options; Game.ILog = new NLogger(Game.Options.AppType.ToString()); LogManager.Configuration.Variables["appIdFormat"] = $"{Game.Options.Process:000000}"; Log.Info($"server start........................ {Game.Scene.Id}"); Game.EventSystem.Publish(new EventType.AppStart()); while (true) { try { Thread.Sleep(1); Game.Update(); Game.LateUpdate(); Game.FrameFinish(); } catch (Exception e) { Log.Error(e); } } } catch (Exception e) { Log.Error(e); } }
public void Run(string[] args) { // 异步方法全部会回掉到主线程 SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance); try { foreach (Assembly assembly in this._assemblies) { Game.EventSystem.Add(assembly); } MongoHelper.Init(); // 命令行参数 Options options = null; Parser.Default.ParseArguments <Options>(args) .WithNotParsed(error => throw new Exception($"命令行格式错误!")) .WithParsed(o => { options = o; }); Game.Scene.AddComponent(options); IdGenerater.Process = options.Process; LogManager.Configuration.Variables["appIdFormat"] = $"{Game.Scene.Id:0000}"; Log.Info($"server start........................ {Game.Scene.Id}"); Game.EventSystem.Publish(new EventType.AppStart()).Coroutine(); while (true) { try { Thread.Sleep(1); OneThreadSynchronizationContext.Instance.Update(); Game.EventSystem.Update(); } catch (Exception e) { Log.Error(e); } } } catch (Exception e) { Log.Error(e); } }
private static void Main(string[] args) { // 异步方法全部会回掉到主线程 SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance); try { Game.EventSystem.Add(typeof(Game).Assembly); Game.EventSystem.Add(DllHelper.GetHotfixAssembly()); MongoHelper.Init(); // 命令行参数 Options options = null; Parser.Default.ParseArguments <Options>(args) .WithNotParsed(error => throw new Exception($"命令行格式错误!")) .WithParsed(o => { options = o; }); Game.Scene.AddComponent(options); IdGenerater.Process = (byte)options.Process; LogManager.Configuration.Variables["appIdFormat"] = $"{Game.Scene.Id:0000}"; Log.Info($"server start........................ {Game.Scene.Id}"); // 先加这里,后面删掉 Game.EventSystem.Run(EventIdType.AfterScenesAdd); while (true) { try { Thread.Sleep(1); OneThreadSynchronizationContext.Instance.Update(); Game.EventSystem.Update(); } catch (Exception e) { Log.Error(e); } } } catch (Exception e) { Log.Error(e); } }