//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 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
        }
Exemplo n.º 4
0
        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 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();
        }