public static void Main() { var assemblyNames = new [] { Assembly.GetExecutingAssembly().FullName, "EOLib", "EOLib.Config", "EOLib.Graphics", "EOLib.IO", "EOLib.Localization", "EOLib.Logger" }; using (ITypeRegistry registry = new UnityRegistry(assemblyNames)) { #if DEBUG _gameRunner = new DebugGameRunner(registry); #else _gameRunner = new ReleaseGameRunner(registry); #endif if (_gameRunner.SetupDependencies()) { _gameRunner.RunGame(); } } }
public FooBarSystem(IGameRunner game, FooSystem foo, TestSystem test, EmptySystem empty) : base(game) { TestSwitch = false; _foo = foo; _test = test; _empty = empty; }
public TestSystem(IGameRunner game, EmptySystem emptySystem) : base(game) { _prevStates = new Dictionary <TestComponent, bool>(); ComponentRegistered += OnComponentRegistered; ComponentUnRegistered += OnComponentUnRegistered; _emptySystem = emptySystem; }
public GameHostServerImpl( IGameRunner gameRunner, HostedEventEngineHook hostedEventEngineHook) { _gameRunner = gameRunner; _hostedEventEngineHook = hostedEventEngineHook; _formatter = new BinaryFormatter(); }
public TestSystem(IGameRunner game, SharperInputSystem inputSystem) : base(game) { _prevStates = new Dictionary <TestComponent, bool>(); _inputSystem = inputSystem; _inputSystem.NewInputEntityCreated += OnNewInputEntity; ComponentRegistered += OnComponentRegistered; ComponentUnRegistered += OnComponentUnRegistered; }
public void Shutdown() { if (Runner != null) { Runner.Shutdown(); Runner = null; } }
public object?LaunchGame(IGameRunner runner, string sessionId, int region, int expansionLevel, bool isSteamServiceAccount, string additionalArguments, DirectoryInfo gamePath, bool isDx11, ClientLanguage language, bool encryptArguments, DpiAwareness dpiAwareness) { Log.Information( $"XivGame::LaunchGame(steamServiceAccount:{isSteamServiceAccount}, args:{additionalArguments})"); var exePath = Path.Combine(gamePath.FullName, "game", "ffxiv_dx11.exe"); if (!isDx11) { exePath = Path.Combine(gamePath.FullName, "game", "ffxiv.exe"); } var environment = new Dictionary <string, string>(); var argumentBuilder = new ArgumentBuilder() .Append("DEV.DataPathType", "1") .Append("DEV.MaxEntitledExpansionID", expansionLevel.ToString()) .Append("DEV.TestSID", sessionId) .Append("DEV.UseSqPack", "1") .Append("SYS.Region", region.ToString()) .Append("language", ((int)language).ToString()) .Append("resetConfig", "0") .Append("ver", Repository.Ffxiv.GetVer(gamePath)); if (isSteamServiceAccount) { // These environment variable and arguments seems to be set when ffxivboot is started with "-issteam" (27.08.2019) environment.Add("IS_FFXIV_LAUNCH_FROM_STEAM", "1"); argumentBuilder.Append("IsSteam", "1"); } // This is a bit of a hack; ideally additionalArguments would be a dictionary or some KeyValue structure if (!string.IsNullOrEmpty(additionalArguments)) { var regex = new Regex(@"\s*(?<key>[^=]+)\s*=\s*(?<value>[^\s]+)\s*", RegexOptions.Compiled); foreach (Match match in regex.Matches(additionalArguments)) { argumentBuilder.Append(match.Groups["key"].Value, match.Groups["value"].Value); } } if (!File.Exists(exePath)) { throw new BinaryNotPresentException(exePath); } var workingDir = Path.Combine(gamePath.FullName, "game"); var arguments = encryptArguments ? argumentBuilder.BuildEncrypted() : argumentBuilder.Build(); return(runner.Start(exePath, workingDir, arguments, environment, dpiAwareness)); }
public MainInitializerApiController(IServiceProvider serviceProvider) : base(serviceProvider, false) { //Request.UserHostAddress _mainInitializer = serviceProvider.GetService <IMainInitializer>(); _authUsersInitializer = serviceProvider.GetService <IAuthUsersInitializer>(); _npcTaskRunner = serviceProvider.GetService <INpcTaskRunner>(); _hub = serviceProvider.GetService <IHubContext <MainGameHub> >(); _gameRunner = serviceProvider.GetService <IGameRunner>(); }
public static IApplicationBuilder AddTimerExecutor(this IApplicationBuilder builder, IServiceProvider svp) { if (_gameRunner == null) { _svp = svp; _gameRunner = _svp.GetService <IGameRunner>(); } return(builder); }
public Cowboy(Game1 game, IGameRunner runner) :base(game, runner) { animationIdle = new SpriteRenderable(game, cowboyIdle, 1, 1); animationWalk = new SpriteRenderable(game, cowboyRun, 10, 1); animationJump = new SpriteRenderable(game, cowboyJump, 11, 1); animationCelebrate = new SpriteRenderable(game, cowboyCelebrate, 11, 1); animationDie = new SpriteRenderable(game, cowboyDie, 12, 1); }
public MathGameSystem(IGameRunner game, SharperInputSystem input) : base(game) { _game = game; _input = input; _random = new Random(); _input.NewInputEntityCreated += async(s, e) => { await RegisterComponentAsync(new MathGameComponent(await game.CreateEntityAsync(), e.Entity)); _inputEntity = e.Entity; }; }
public static void Main() { using (var unityContainer = new UnityContainer()) { #if DEBUG _gameRunner = new DebugGameRunner(unityContainer); #else _gameRunner = new ReleaseGameRunner(unityContainer); #endif if (_gameRunner.SetupDependencies()) { _gameRunner.RunGame(); } } }
public void UpdateGameView(IGameRunner runner) { var gs = (VsGame)runner.Game; var ngs = runner.GameInfo; var fighterGss = gs._fighters; if (fighterViews.Length != fighterGss.Length) { ResetView(gs); } for (int i = 0; i < fighterGss.Length; ++i) { fighterViews[i].Populate(fighterGss[i], ngs.players[i]); } }
public Game(IGameRunner runner, IGameRunnerStateBuilder gameStateBuilder, Field field, Team firstTeam, Team secondTeam, Ball ball) { Contract.Requires<ArgumentNullException>(runner != null); Contract.Requires<ArgumentNullException>(gameStateBuilder != null); Contract.Requires<ArgumentNullException>(firstTeam != null); Contract.Requires<ArgumentNullException>(secondTeam != null); Contract.Requires<ArgumentNullException>(ball != null); _runner = runner; _gameStateBuilder = gameStateBuilder; _field = field; _firstTeam = firstTeam; _secondTeam = secondTeam; _ball = ball; }
public void UpdateGameView(IGameRunner runner) { var gs = (VwGame)runner.Game; var ngs = runner.GameInfo; var shipsGss = gs._ships; if (shipViews.Length != shipsGss.Length) { ResetView(gs); } for (int i = 0; i < shipsGss.Length; ++i) { shipViews[i].Populate(shipsGss[i], ngs.players[i]); UpdateBullets(shipsGss[i].bullets, bulletLists[i]); } }
public NpcTaskRunner(IGameRunner gameRunner) { _gameRunner = gameRunner; _provider = _svp.GetService <IDbProvider>(); }
public BarExportSystem(IGameRunner game) : base(game) { }
public override void StartGGPOGame(IPerfUpdate perfPanel, IList <Connections> connections, int playerIndex) { runner = new GGPORunner("ecsgame", new EcsGame(ecsSceneInfo), perfPanel); ((GGPORunner)runner).Init(connections, playerIndex); StartGame(runner); }
public override void StartLocalGame() { runner = new LocalRunner(new EcsGame(ecsSceneInfo)); StartGame(runner); }
public AppVarsReader(IGameRunner gameRunner) { _gameRunner = gameRunner; }
public EmptySystem(IGameRunner game) : base(game) { TestSwitch = false; }
public LiteDbProvider(List <ISharperSystem> systems, IGameRunner runner) { _systems = systems; _runner = runner; }
public GameController(IServiceProvider serviceProvider, IGameUserService gameUserService, UserManager <ApplicationUser> userManager) : base(serviceProvider) { _gameUserService = gameUserService; _userManager = userManager; _gameRunner = _svp.GetService <IGameRunner>(); }
/// <summary> /// Base constructor for any <see cref="BaseSharperSystem{T}"/>. This must be called for the system to function correctly. Do not pass <see cref="ISharperSystem{T}"/> types in an overriden constructor. Instead, use <see cref="SharperInjectAttribute"/>. /// </summary> /// <param name="game">The current GameRunner this system should be registered to.</param> protected BaseSharperSystem(IGameRunner game) { Components = new List <T>(); game.RegisterSystem(this); Game = game; }
public FooSystem(IGameRunner game, BarSystem barSystem) : base(game) { TestSwitch = false; _barSystem = barSystem; }
public void StartGame(IGameRunner runner) { Runner = runner; }
/// <param name="provider">The typeof <see cref="IDatabaseProvider"/> to use.</param> /// <param name="connectionString">The string for connecting to the database.</param> /// <param name="systems">The systems in the current <see cref="IGameRunner"/>.</param> /// <param name="runner">The <see cref="IGameRunner"/> for this game.</param> public PersistenceManager(Type provider, string connectionString, List <ISharperSystem> systems, IGameRunner runner) { _provider = (IDatabaseProvider)Activator.CreateInstance(provider, systems, runner); _provider.ConnectionString = connectionString; }
public MainGameHub(IServiceProvider svp) { #region Main _svp = svp; _hubCache = _svp.GetService <IMainGameHubLocalStorageCache>(); #endregion #region Main User _gameUserService = _svp.GetService <IGameUserService>(); _allianceService = _svp.GetService <IAllianceService>(); _channelService = (ChannelService)_svp.GetService <IChannelService>(); _mothershipService = _svp.GetService <IMothershipService>(); _motherJumpService = _svp.GetService <IUMotherJumpService>(); _storeService = _svp.GetService <IStoreService>(); #endregion #region World _gameTypeService = _svp.GetService <IGameTypeService>(); _gGeometryPlanetService = _svp.GetService <IGGeometryPlanetService>(); _gDetailPlanetService = _svp.GetService <IGDetailPlanetService>(); _gSectorsService = _svp.GetService <IGSectorsService>(); _mapInfoService = _svp.GetService <IMapInfoService>(); _systemService = _svp.GetService <ISystemService>(); _worldService = _svp.GetService <IWorldService>(); _gUserBookmarkService = (GUserBookmarkService)_svp.GetService <IGUserBookmarkService>(); #endregion #region builds //collections _commandCenter = _svp.GetService <ICommandCenter>(); _industrialComplex = _svp.GetService <IIndustrialComplex>(); _laboratory = _svp.GetService <ILaboratory>(); _shipyard = _svp.GetService <IShipyard>(); //items _energyConverter = _svp.GetService <IEnergyConverter>(); _extractionModule = _svp.GetService <IExtractionModule>(); _extractionModule = _svp.GetService <IExtractionModule>(); _spaceShipyard = _svp.GetService <ISpaceShipyard>(); _storage = _svp.GetService <IStorage>(); _turels = _svp.GetService <ITurels>(); //common _unit = _svp.GetService <IUnit>(); _storageResources = _svp.GetService <IStorageResourcesService>(); _transferResourceService = _svp.GetService <ITransferResourceService>(); #endregion #region Global User _estateOwnService = _svp.GetService <IEstateOwnService>(); _synchronizer = _svp.GetService <ISynchronizer>(); _estateListService = _svp.GetService <IEstateListService>(); _journalOutService = _svp.GetService <IJournalOutService>(); _gameRunner = _svp.GetService <IGameRunner>(); _dbProvider = _svp.GetService <IDbProvider>(); #endregion #region Confederation _confederationService = _svp.GetService <IConfederationService>(); #endregion }
public GameObjectAsync(Game game, IGameRunner runner) : base(game) { this.Runner = runner; }