示例#1
0
        public Engine(HostType hostType, ICommandLine commandLine, string gameDirectory, EngineConfiguration engineConfiguration, ILogger logger, ForwardingTextWriter forwardingTextWriter)
        {
            _hostType = hostType;

            CommandLine         = commandLine ?? throw new ArgumentNullException(nameof(commandLine));
            GameDirectory       = gameDirectory ?? throw new ArgumentNullException(nameof(gameDirectory));
            EngineConfiguration = engineConfiguration ?? throw new ArgumentNullException(nameof(engineConfiguration));
            Log.Logger          = Logger = logger ?? throw new ArgumentNullException(nameof(logger));
            LogTextWriter       = forwardingTextWriter ?? throw new ArgumentNullException(nameof(forwardingTextWriter));

            FileSystem = new DiskFileSystem();

            SetupFileSystem(GameDirectory);

            CommandSystem = new SharpLife.CommandSystem.CommandSystem(Logger, CultureInfo.InvariantCulture);

            EngineContext = CommandSystem.CreateContext("EngineContext");

            var startupState = new EngineStartupState(Logger, GameDirectory,
                                                      new IModelFormatProvider[]
            {
                new SpriteModelFormatProvider(),
                new StudioModelFormatProvider(),
                //BSP loader comes last due to not having a way to positively recognize the format
                new BSPModelFormatProvider(Framework.BSPModelNamePrefix)
            });

            //Add the engine assembly so builtin data gets added
            startupState.EntitySystemMetaData.AddAssembly(typeof(Engine).Assembly);

            //create the game window if this is a client
            if (_hostType == HostType.Client)
            {
                Client = new EngineClient(this, startupState);
            }

            Server = new EngineServer(this, Logger, startupState);

            PluginManager = startupState.PluginManager.Build();

            //Automatically add in all plugin assemblies to the entity system
            foreach (var pluginAssembly in PluginManager.Assemblies)
            {
                startupState.EntitySystemMetaData.AddAssembly(pluginAssembly);
            }

            var renderer = (IRenderer)Client?.UserInterface.Renderer ?? new ServerRenderer();

            World = new WorldState(
                Logger,
                EventSystem,
                FileSystem,
                startupState.EntitySystemMetaData.Build(),
                renderer,
                startupState.ModelFormats);

            _engineTimeStopwatch.Start();

            EngineContext.AddStuffCmds(Logger, CommandLine);
            EngineContext.AddExec(Logger, FileSystem, ExecPathIDs);
            EngineContext.AddEcho(Logger);
            EngineContext.AddAlias(Logger);
            EngineContext.AddFind(Logger);
            EngineContext.AddHelp(Logger);

            _fpsMax = EngineContext.RegisterVariable(
                new VirtualVariableInfo <uint>("fps_max", DefaultFPS)
                .WithHelpInfo("Sets the maximum frames per second")
                .WithChangeHandler((ref VariableChangeEvent <uint> @event) =>
            {
                @event.Value = Math.Min(@event.Value, MaximumFPS);

                var desiredFPS = @event.Value;

                if (desiredFPS == 0)
                {
                    desiredFPS = MaximumFPS;
                }

                _desiredFrameLengthSeconds = 1.0 / desiredFPS;
            }));

            EngineContext.RegisterVariable("engine_builddate", () => BuildDate, "The engine's build date");

            EngineContext.RegisterCommand(new CommandInfo("map", StartNewMap).WithHelpInfo("Loads the specified map"));

            //Get the build date from the generated resource file
            var assembly = typeof(Engine).Assembly;

            using (var reader = new StreamReader(assembly.GetManifestResourceStream($"{assembly.GetName().Name}.Resources.BuildDate.txt")))
            {
                string buildTimestamp = reader.ReadToEnd();

                BuildDate = DateTimeOffset.Parse(buildTimestamp);

                Logger.Information($"Exe: {BuildDate.ToString("HH:mm:ss MMM dd yyyy")}");
            }

            //TODO: initialize subsystems
        }