public SpaceEngineersCore() { var contentPath = ToolboxUpdater.GetApplicationContentPath(); string userDataPath = SpaceEngineersConsts.BaseLocalPath.DataPath; MyFileSystem.Reset(); MyFileSystem.Init(contentPath, userDataPath); MyLog.Default = MySandboxGame.Log; MySandboxGame.Config = new MyConfig("SpaceEngineers.cfg"); // TODO: Is specific to SE, not configurable to ME. MySandboxGame.Config.Load(); MyFileSystem.InitUserSpecific(null); SpaceEngineersGame.SetupPerGameSettings(); VRageRender.MyRenderProxy.Initialize(new MyNullRender()); // We create a whole instance of MySandboxGame! MySandboxGame gameTemp = new MySandboxGame(null); // creating MySandboxGame will reset the CurrentUICulture, so I have to reapply it. Thread.CurrentThread.CurrentUICulture = CultureInfo.GetCultureInfoByIetfLanguageTag(GlobalSettings.Default.LanguageCode); SpaceEngineersApi.LoadLocalization(); _stockDefinitions = new SpaceEngineersResources(); _stockDefinitions.LoadDefinitions(); _manageDeleteVoxelList = new List <string>(); }
public SpaceEngineersCore() { var contentPath = ToolboxUpdater.GetApplicationContentPath(); string userDataPath = SpaceEngineersConsts.BaseLocalPath.DataPath; MyFileSystem.Reset(); MyFileSystem.Init(contentPath, userDataPath); MyLog.Default = MySandboxGame.Log; MySandboxGame.Config = new MyConfig("SpaceEngineers.cfg"); // TODO: Is specific to SE, not configurable to ME. MySandboxGame.Config.Load(); MyFileSystem.InitUserSpecific(null); SpaceEngineersGame.SetupPerGameSettings(); VRageRender.MyRenderProxy.Initialize(new MyNullRender()); // We create a whole instance of MySandboxGame! // If this is causing an exception, then there is a missing dependency. MySandboxGame gameTemp = new MySandboxGame(new string[] { "-skipintro" }); // creating MySandboxGame will reset the CurrentUICulture, so I have to reapply it. Thread.CurrentThread.CurrentUICulture = CultureInfo.GetCultureInfoByIetfLanguageTag(GlobalSettings.Default.LanguageCode); SpaceEngineersApi.LoadLocalization(); MyStorageBase.UseStorageCache = false; #region MySession creation // Replace the private constructor on MySession, so we can create it without getting involed with Havok and other depdancies. var keenStart = typeof(Sandbox.Game.World.MySession).GetConstructor(BindingFlags.Instance | BindingFlags.NonPublic, null, new Type[] { typeof(MySyncLayer), typeof(bool) }, null); var ourStart = typeof(SEToolbox.Interop.MySession).GetConstructor(BindingFlags.Instance | BindingFlags.NonPublic, null, new Type[] { typeof(MySyncLayer), typeof(bool) }, null); ReflectionUtil.ReplaceMethod(ourStart, keenStart); // Create an empty instance of MySession for use by low level code. Sandbox.Game.World.MySession mySession = ReflectionUtil.ConstructPrivateClass <Sandbox.Game.World.MySession>(new Type[0], new object[0]); ReflectionUtil.ConstructField(mySession, "m_sessionComponents"); // Required as the above code doesn't populate it during ctor of MySession. mySession.Settings = new MyObjectBuilder_SessionSettings { EnableVoxelDestruction = true }; VRage.MyVRage.Init(new ToolboxPlatform()); // change for the Clone() method to use XML cloning instead of Protobuf because of issues with MyObjectBuilder_CubeGrid.Clone() ReflectionUtil.SetFieldValue(typeof(VRage.ObjectBuilders.MyObjectBuilderSerializer), "ENABLE_PROTOBUFFERS_CLONING", false); // Assign the instance back to the static. Sandbox.Game.World.MySession.Static = mySession; Sandbox.Game.GameSystems.MyHeightMapLoadingSystem.Static = new MyHeightMapLoadingSystem(); Sandbox.Game.GameSystems.MyHeightMapLoadingSystem.Static.LoadData(); #endregion _stockDefinitions = new SpaceEngineersResources(); _stockDefinitions.LoadDefinitions(); _manageDeleteVoxelList = new List <string>(); }
public SpaceEngineersCore() { var path = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location); MyPlugins.RegisterGameObjectBuildersAssemblyFile(Path.Combine(path, "SpaceEngineers.ObjectBuilders.dll")); MyPlugins.RegisterSandboxAssemblyFile(Path.Combine(path, "Sandbox.Common.dll")); SpaceEngineersApi.LoadLocalization(); _stockDefinitions = new SpaceEngineersResources(); _stockDefinitions.LoadDefinitions(); _manageDeleteVoxelList = new List <string>(); }
public SpaceEngineersCore() { //SpaceEngineersGame.SetupPerGameSettings(); // not required currently. var path = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location); //MyPlugins.RegisterGameAssemblyFile(Path.Combine(path, "SpaceEngineers.Game.dll")); // not required currently. MyPlugins.RegisterGameObjectBuildersAssemblyFile(Path.Combine(path, "SpaceEngineers.ObjectBuilders.dll")); MyPlugins.RegisterSandboxAssemblyFile(Path.Combine(path, "Sandbox.Common.dll")); //MyPlugins.RegisterSandboxGameAssemblyFile(Path.Combine(path, "Sandbox.Game.dll")); // not required currently. MyObjectBuilderType.RegisterAssemblies(); MyObjectBuilderSerializer.RegisterAssembliesAndLoadSerializers(); SpaceEngineersApi.LoadLocalization(); _stockDefinitions = new SpaceEngineersResources(); _stockDefinitions.LoadDefinitions(); _manageDeleteVoxelList = new List <string>(); }
public SpaceEngineersCore() { var contentPath = ToolboxUpdater.GetApplicationContentPath(); string userDataPath = SpaceEngineersConsts.BaseLocalPath.DataPath; MyFileSystem.ExePath = Path.GetDirectoryName(Assembly.GetAssembly(typeof(FastResourceLock)).Location); MyLog.Default = MySandboxGame.Log; SpaceEngineersGame.SetupBasicGameInfo(); _startup = new MyCommonProgramStartup(new string[] { }); //var appDataPath = _startup.GetAppDataPath(); //MyInitializer.InvokeBeforeRun(AppId, MyPerGameSettings.BasicGameInfo.ApplicationName + "SEToolbox", appDataPath); //MyInitializer.InitCheckSum(); MyFileSystem.Reset(); MyFileSystem.Init(contentPath, userDataPath); // This will start the Steam Service, and Steam will think SE is running. // TODO: we don't want to be doing this all the while SEToolbox is running, // perhaps a once off during load to fetch of mods then disconnect/Dispose. _steamService = MySteamGameService.Create(MySandboxGame.IsDedicated, AppId); MyServiceManager.Instance.AddService(_steamService); IMyUGCService serviceInstance = MySteamUgcService.Create(AppId, _steamService); MyServiceManager.Instance.AddService(serviceInstance); MyFileSystem.InitUserSpecific(_steamService.UserId.ToString()); // This sets the save file/path to load games from. //MyFileSystem.InitUserSpecific(null); //SpaceEngineersWorkshop.MySteam.Dispose(); MySandboxGame.Config = new MyConfig("SpaceEngineers.cfg"); // TODO: Is specific to SE, not configurable to ME. MySandboxGame.Config.Load(); SpaceEngineersGame.SetupPerGameSettings(); VRage.MyVRage.Init(new ToolboxPlatform()); VRage.MyVRage.Platform.Init(); MySandboxGame.InitMultithreading(); VRageRender.MyRenderProxy.Initialize(new MyNullRender()); // We create a whole instance of MySandboxGame! // If this is causing an exception, then there is a missing dependency. MySandboxGame gameTemp = new DerivedGame(new string[] { "-skipintro" }); // creating MySandboxGame will reset the CurrentUICulture, so I have to reapply it. Thread.CurrentThread.CurrentUICulture = CultureInfo.GetCultureInfoByIetfLanguageTag(GlobalSettings.Default.LanguageCode); SpaceEngineersApi.LoadLocalization(); MyStorageBase.UseStorageCache = false; // Create an empty instance of MySession for use by low level code. var mySession = (Sandbox.Game.World.MySession)FormatterServices.GetUninitializedObject(typeof(Sandbox.Game.World.MySession)); // Required as the above code doesn't populate it during ctor of MySession. ReflectionUtil.ConstructField(mySession, "m_creativeTools"); ReflectionUtil.ConstructField(mySession, "m_sessionComponents"); ReflectionUtil.ConstructField(mySession, "m_sessionComponentsForUpdate"); mySession.Settings = new MyObjectBuilder_SessionSettings { EnableVoxelDestruction = true }; // change for the Clone() method to use XML cloning instead of Protobuf because of issues with MyObjectBuilder_CubeGrid.Clone() ReflectionUtil.SetFieldValue(typeof(VRage.ObjectBuilders.MyObjectBuilderSerializer), "ENABLE_PROTOBUFFERS_CLONING", false); // Assign the instance back to the static. Sandbox.Game.World.MySession.Static = mySession; var heightMapLoadingSystem = new MyHeightMapLoadingSystem(); mySession.RegisterComponent(heightMapLoadingSystem, heightMapLoadingSystem.UpdateOrder, heightMapLoadingSystem.Priority); heightMapLoadingSystem.LoadData(); _stockDefinitions = new SpaceEngineersResources(); _stockDefinitions.LoadDefinitions(); _manageDeleteVoxelList = new List <string>(); }
public SpaceEngineersCore() { var contentPath = ToolboxUpdater.GetApplicationContentPath(); string userDataPath = SpaceEngineersConsts.BaseLocalPath.DataPath; MyFileSystem.Reset(); MyFileSystem.Init(contentPath, userDataPath); MyLog.Default = MySandboxGame.Log; MySandboxGame.Config = new MyConfig("SpaceEngineers.cfg"); // TODO: Is specific to SE, not configurable to ME. MySandboxGame.Config.Load(); MyFileSystem.InitUserSpecific(null); MyFakes.ENABLE_INFINARIO = false; SpaceEngineersGame.SetupPerGameSettings(); VRageRender.MyRenderProxy.Initialize(new MyNullRender()); // We create a whole instance of MySandboxGame! MySandboxGame gameTemp = new MySandboxGame(null); // creating MySandboxGame will reset the CurrentUICulture, so I have to reapply it. Thread.CurrentThread.CurrentUICulture = CultureInfo.GetCultureInfoByIetfLanguageTag(GlobalSettings.Default.LanguageCode); SpaceEngineersApi.LoadLocalization(); MyStorageBase.UseStorageCache = false; try { // Replace the private constructor on MySession, so we can create it without getting involed with Havok and other depdancies. var keenStart = typeof(Sandbox.Game.World.MySession).GetConstructor(BindingFlags.Instance | BindingFlags.NonPublic, null, new Type[] { typeof(MySyncLayer), typeof(bool) }, null); var ourStart = typeof(SEToolbox.Interop.MySession).GetConstructor(BindingFlags.Instance | BindingFlags.NonPublic, null, new Type[] { typeof(MySyncLayer), typeof(bool) }, null); ReflectionUtil.ReplaceMethod(ourStart, keenStart); // Create an empty instance of MySession for use by low level code. ConstructorInfo constructorInfo = typeof(Sandbox.Game.World.MySession).GetConstructor(BindingFlags.Instance | BindingFlags.NonPublic, null, new Type[0], null); object mySession = constructorInfo.Invoke(new object[0]); // Assign the instance back to the static. Sandbox.Game.World.MySession.Static = (Sandbox.Game.World.MySession)mySession; Sandbox.Game.World.MySession.Static.Settings = new MyObjectBuilder_SessionSettings { EnableVoxelDestruction = true }; } catch (Exception ex) { Debugger.Break(); } try { Sandbox.Game.GameSystems.MyHeightMapLoadingSystem.Static = new MyHeightMapLoadingSystem(); Sandbox.Game.GameSystems.MyHeightMapLoadingSystem.Static.LoadData(); } catch (Exception ex) { Debugger.Break(); } _stockDefinitions = new SpaceEngineersResources(); _stockDefinitions.LoadDefinitions(); _manageDeleteVoxelList = new List <string>(); }