Пример #1
0
        private void Startup()
        {
            ThreadUtility.MainThread = Thread.CurrentThread;
            InitIoC();
            SetupLogging();

            // Set up custom synchronization context.
            // Sorry Godot.
            _taskManager.Initialize();

            // Load config.
            _configurationManager.LoadFromFile(PathHelpers.ExecutableRelativeFile("client_config.toml"));

            if (Mode == DisplayMode.Clyde)
            {
                _clyde = IoCManager.Resolve <IClyde>();
            }

            // Init resources.
            // Doesn't do anything right now because TODO Godot asset management is a bit ad-hoc.
            _resourceCache.LoadBaseResources();
            _resourceCache.LoadLocalResources();

            // Bring display up as soon as resources are mounted.
            _displayManager.Initialize();
            _displayManager.SetWindowTitle("Space Station 14");

            if (Mode == DisplayMode.Clyde)
            {
                _fontManager = IoCManager.Resolve <IFontManagerInternal>();
                _fontManager.Initialize();
            }

            //identical code for server in baseserver
            if (!AssemblyLoader.TryLoadAssembly <GameShared>(_resourceManager, $"Content.Shared"))
            {
                Logger.Warning($"[ENG] Could not load any Shared DLL.");
            }

            if (!AssemblyLoader.TryLoadAssembly <GameClient>(_resourceManager, $"Content.Client"))
            {
                Logger.Warning($"[ENG] Could not load any Client DLL.");
            }

            // Call Init in game assemblies.
            AssemblyLoader.BroadcastRunLevel(AssemblyLoader.RunLevel.Init);

            _eyeManager.Initialize();
            _serializer.Initialize();
            _userInterfaceManager.Initialize();
            _networkManager.Initialize(false);
            _inputManager.Initialize();
            _console.Initialize();
            _prototypeManager.LoadDirectory(new ResourcePath(@"/Prototypes/"));
            _prototypeManager.Resync();
            _tileDefinitionManager.Initialize();
            _mapManager.Initialize();
            _lightManager.Initialize();
            _entityManager.Initialize();
            _gameStateManager.Initialize();
            _overlayManager.Initialize();
            _placementManager.Initialize();
            _viewVariablesManager.Initialize();

            RichPresenceClient presence = new RichPresenceClient();

            _client.Initialize();

            AssemblyLoader.BroadcastRunLevel(AssemblyLoader.RunLevel.PostInit);

            _stateManager.RequestStateChange <MainScreen>();

            _clyde?.Ready();

            var args = GetCommandLineArgs();

            if (args.Contains("--connect"))
            {
                _client.ConnectToServer("127.0.0.1", 1212);
            }
        }
Пример #2
0
        public void Startup()
        {
            SetupLogging(_logManager);

            var args = GetCommandLineArgs();

            // Set up custom synchronization context.
            // Sorry Godot.
            _taskManager.Initialize();

            // Figure out user data directory.
            var userDataDir = _getUserDataDir(args);

            if (LoadConfigAndUserData)
            {
                var configFile = Path.Combine(userDataDir, "client_config.toml");
                if (File.Exists(configFile))
                {
                    // Load config from user data if available.
                    _configurationManager.LoadFromFile(configFile);
                }
                else
                {
                    // Else we just use code-defined defaults and let it save to file when the user changes things.
                    _configurationManager.SetSaveFile(configFile);
                }
            }

            _signalHandler.MaybeStart();

            _resourceCache.Initialize(LoadConfigAndUserData ? userDataDir : null);

#if FULL_RELEASE
            _resourceCache.MountContentDirectory(@"Resources/");
#else
            _resourceCache.MountContentDirectory($@"{ContentRootDir}RobustToolbox/Resources/");
            _resourceCache.MountContentDirectory($@"{ContentRootDir}bin/Content.Client/", new ResourcePath("/Assemblies/"));
            _resourceCache.MountContentDirectory($@"{ContentRootDir}Resources/");
#endif

            // Default to en-US.
            // Perhaps in the future we could make a command line arg or something to change this default.
            _localizationManager.LoadCulture(new CultureInfo("en-US"));

            // Bring display up as soon as resources are mounted.
            _displayManager.Initialize();
            _displayManager.SetWindowTitle("Space Station 14");

            _fontManager.Initialize();

            //identical code for server in baseserver
            if (!_modLoader.TryLoadAssembly <GameShared>(_resourceManager, $"Content.Shared"))
            {
                Logger.FatalS("eng", "Could not load any Shared DLL.");
                throw new NotSupportedException("Cannot load client without content assembly");
            }

            if (!_modLoader.TryLoadAssembly <GameClient>(_resourceManager, $"Content.Client"))
            {
                Logger.FatalS("eng", "Could not load any Client DLL.");
                throw new NotSupportedException("Cannot load client without content assembly");
            }

            // Call Init in game assemblies.
            _modLoader.BroadcastRunLevel(ModRunLevel.Init);

            _eyeManager.Initialize();
            _serializer.Initialize();
            _userInterfaceManager.Initialize();
            _networkManager.Initialize(false);
            _inputManager.Initialize();
            _console.Initialize();
            _prototypeManager.LoadDirectory(new ResourcePath(@"/Prototypes/"));
            _prototypeManager.Resync();
            _mapManager.Initialize();
            _lightManager.Initialize();
            _entityManager.Initialize();
            _gameStateManager.Initialize();
            _placementManager.Initialize();
            _viewVariablesManager.Initialize();

            _client.Initialize();
            _discord.Initialize();
            _modLoader.BroadcastRunLevel(ModRunLevel.PostInit);

            _stateManager.RequestStateChange <MainScreen>();

            _clyde?.Ready();

            if (args.Contains("--connect"))
            {
                _client.ConnectToServer("127.0.0.1", 1212);
            }
        }
Пример #3
0
        private void Startup()
        {
            ThreadUtility.MainThread = Thread.CurrentThread;
            InitIoC();
            SetupLogging();

            var args = GetCommandLineArgs();

            // Set up custom synchronization context.
            // Sorry Godot.
            _taskManager.Initialize();

            // Figure out user data directory.
            var userDataDir = _getUserDataDir(args);

            var configFile = Path.Combine(userDataDir, "client_config.toml");

            if (File.Exists(configFile))
            {
                // Load config from user data if available.
                _configurationManager.LoadFromFile(configFile);
            }
            else
            {
                // Else we just use code-defined defaults and let it save to file when the user changes things.
                _configurationManager.SetSaveFile(configFile);
            }

            if (Mode == DisplayMode.Clyde)
            {
                _clyde = IoCManager.Resolve <IClyde>();
            }

            _resourceCache.Initialize(userDataDir);
            _resourceCache.LoadBaseResources();

            // Bring display up as soon as resources are mounted.
            _displayManager.Initialize();
            _displayManager.SetWindowTitle("Space Station 14");

            if (Mode == DisplayMode.Clyde)
            {
                _fontManager = IoCManager.Resolve <IFontManagerInternal>();
                _fontManager.Initialize();
            }

            //identical code for server in baseserver
            if (!AssemblyLoader.TryLoadAssembly <GameShared>(_resourceManager, $"Content.Shared"))
            {
                Logger.Warning($"[ENG] Could not load any Shared DLL.");
            }

            if (!AssemblyLoader.TryLoadAssembly <GameClient>(_resourceManager, $"Content.Client"))
            {
                Logger.Warning($"[ENG] Could not load any Client DLL.");
            }

            // Call Init in game assemblies.
            AssemblyLoader.BroadcastRunLevel(AssemblyLoader.RunLevel.Init);

            _eyeManager.Initialize();
            _serializer.Initialize();
            _userInterfaceManager.Initialize();
            _networkManager.Initialize(false);
            _inputManager.Initialize();
            _console.Initialize();
            _prototypeManager.LoadDirectory(new ResourcePath(@"/Prototypes/"));
            _prototypeManager.Resync();
            _mapManager.Initialize();
            _lightManager.Initialize();
            _entityManager.Initialize();
            _gameStateManager.Initialize();
            _overlayManager.Initialize();
            _placementManager.Initialize();
            _viewVariablesManager.Initialize();

            _client.Initialize();
            _discord.Connect();
            AssemblyLoader.BroadcastRunLevel(AssemblyLoader.RunLevel.PostInit);

            _stateManager.RequestStateChange <MainScreen>();

            _clyde?.Ready();

            if (args.Contains("--connect"))
            {
                _client.ConnectToServer("127.0.0.1", 1212);
            }
        }