/// <inheritdoc /> public override void Attach() { MyFileSystem.ExePath = Path.Combine(_filesystemManager.TorchDirectory, "DedicatedServer64"); MyFileSystem.Init("Content", Torch.Config.InstancePath); //Initializes saves path. Why this isn't in Init() we may never know. MyFileSystem.InitUserSpecific(null); }
static void RunInternal() { MyFileSystem.InitUserSpecific(null); VRageRender.MyRenderProxy.Initialize(MySandboxGame.IsDedicated ? (IMyRender) new MyNullRender() : new MyDX9Render()); VRageRender.MyRenderProxy.IS_OFFICIAL = MyFinalBuildConstants.IS_OFFICIAL; using (MySteamService steamService = new MySteamService(MySandboxGame.IsDedicated, MyPerServerSettings.AppId)) { if (!steamService.HasGameServer) { MyLog.Default.WriteLineAndConsole("Steam service is not running! Please reinstall dedicated server."); return; } VRageGameServices services = new VRageGameServices(steamService); using (MySandboxGame game = new MySandboxGame(services, Environment.GetCommandLineArgs().Skip(1).ToArray())) { VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock(); VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock(); game.Run(); } if (MySandboxGame.IsConsoleVisible) { Console.WriteLine("Server stopped, press any key to close this window"); Console.ReadKey(false); } } }
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 void InitMyFileSystem(string instanceName = "", bool reset = true) { string contentPath = Path.Combine(new FileInfo(MyFileSystem.ExePath).Directory.FullName, "Content"); string userDataPath = Instance.GetUserDataPath(instanceName); if (reset) { MyFileSystem.Reset( ); } else { try { if (!string.IsNullOrWhiteSpace(MyFileSystem.ContentPath)) { return; } if (!string.IsNullOrWhiteSpace(MyFileSystem.UserDataPath)) { return; } } catch (Exception) { //Do nothing } } MyFileSystem.Init(contentPath, userDataPath); MyFileSystem.InitUserSpecific(null); m_instanceName = instanceName; }
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 void LoadInstance(string path, bool validate = true) { Log.Info($"Loading instance {path}"); if (validate) { ValidateInstance(path); } MyFileSystem.Reset(); MyFileSystem.Init("Content", path); //Initializes saves path. Why this isn't in Init() we may never know. MyFileSystem.InitUserSpecific(null); var configPath = Path.Combine(path, CONFIG_NAME); if (!File.Exists(configPath)) { Log.Error($"Failed to load dedicated config at {path}"); return; } var config = new MyConfigDedicated <MyObjectBuilder_SessionSettings>(configPath); config.Load(configPath); DedicatedConfig = new ConfigDedicatedViewModel(config); var worldFolders = Directory.EnumerateDirectories(Path.Combine(Torch.Config.InstancePath, "Saves")); foreach (var f in worldFolders) { try { if (!string.IsNullOrEmpty(f) && File.Exists(Path.Combine(f, "Sandbox.sbc"))) { DedicatedConfig.Worlds.Add(new WorldViewModel(f)); } } catch (Exception ex) { Log.Error("Failed to load world at path: " + f); continue; } } if (DedicatedConfig.Worlds.Count == 0) { Log.Warn($"No worlds found in the current instance {path}."); return; } SelectWorld(DedicatedConfig.LoadWorld ?? DedicatedConfig.Worlds.First().WorldPath, false); InstanceLoaded?.Invoke(DedicatedConfig); }
public void InitMyFileSystem(string instanceName = "") { string contentPath = Path.Combine(new FileInfo(MyFileSystem.ExePath).Directory.FullName, "Content"); string userDataPath = SandboxGameAssemblyWrapper.Instance.GetUserDataPath(instanceName); MyFileSystem.Reset(); MyFileSystem.Init(contentPath, userDataPath); MyFileSystem.InitUserSpecific((string)null); string debugContentPath = MyFileSystem.ContentPath; string debugUserDataPath = MyFileSystem.UserDataPath; }
public override void Init() { Log.Info("Initializing Torch Client"); base.Init(); if (!File.Exists("steam_appid.txt")) { Directory.SetCurrentDirectory(Path.GetDirectoryName(typeof(VRage.FastResourceLock).Assembly.Location) + "\\.."); } SpaceEngineersGame.SetupBasicGameInfo(); _startup = new MyCommonProgramStartup(RunArgs); if (_startup.PerformReporting()) { return; } _startup.PerformAutoconnect(); if (!_startup.CheckSingleInstance()) { return; } var appDataPath = _startup.GetAppDataPath(); MyInitializer.InvokeBeforeRun(APP_ID, MyPerGameSettings.BasicGameInfo.ApplicationName, appDataPath); MyInitializer.InitCheckSum(); if (!_startup.Check64Bit()) { return; } _startup.DetectSharpDxLeaksBeforeRun(); using (var mySteamService = new SteamService(Game.IsDedicated, APP_ID)) { _renderer = null; SpaceEngineersGame.SetupPerGameSettings(); OverrideMenus(); InitializeRender(); _services = new VRageGameServices(mySteamService); if (!Game.IsDedicated) { MyFileSystem.InitUserSpecific(mySteamService.UserId.ToString()); } } _startup.DetectSharpDxLeaksAfterRun(); MyInitializer.InvokeAfterRun(); }
public override void Init() { Directory.SetCurrentDirectory(Program.SpaceEngineersInstallAlias); MyFileSystem.ExePath = Path.Combine(Program.SpaceEngineersInstallAlias, Program.SpaceEngineersBinaries); Log.Info("Initializing Torch Client"); base.Init(); SpaceEngineersGame.SetupBasicGameInfo(); _startup = new MyCommonProgramStartup(RunArgs); if (_startup.PerformReporting()) { throw new InvalidOperationException("Torch client won't launch when started in error reporting mode"); } _startup.PerformAutoconnect(); if (!_startup.CheckSingleInstance()) { throw new InvalidOperationException("Only one instance of Space Engineers can be running at a time."); } var appDataPath = _startup.GetAppDataPath(); MyInitializer.InvokeBeforeRun(APP_ID, MyPerGameSettings.BasicGameInfo.ApplicationName, appDataPath); MyInitializer.InitCheckSum(); _startup.InitSplashScreen(); if (!_startup.Check64Bit()) { throw new InvalidOperationException("Torch requires a 64bit operating system"); } _startup.DetectSharpDxLeaksBeforeRun(); var steamService = new SteamService(Game.IsDedicated, APP_ID); MyServiceManager.Instance.AddService <IMyGameService>(steamService); _renderer = null; SpaceEngineersGame.SetupPerGameSettings(); // I'm sorry, but it's what Keen does in SpaceEngineers.MyProgram #pragma warning disable 612 SpaceEngineersGame.SetupRender(); #pragma warning restore 612 InitializeRender(); if (!_startup.CheckSteamRunning()) { throw new InvalidOperationException("Space Engineers requires steam to be running"); } if (!Game.IsDedicated) { MyFileSystem.InitUserSpecific(MyGameService.UserId.ToString()); } }
//internal static readonly string AppName = "SpaceEngineersDedicated"; /// <summary> /// The main entry point for the application. /// </summary> //[STAThread] public static void Start <T>() where T : MyObjectBuilder_SessionSettings, new() { Application.EnableVisualStyles(); Application.SetCompatibleTextRenderingDefault(false); SelectInstanceForm selectionForm; ConfigForm <T> configForm; var isService = false; var serviceName = ""; var serviceData = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.CommonApplicationData), MyPerServerSettings.GameDSName); var contentPath = Path.Combine(new FileInfo(MyFileSystem.ExePath).Directory.FullName, "Content"); do { selectionForm = new SelectInstanceForm(serviceData, MyPerServerSettings.GameDSName + ".exe"); Application.Run(selectionForm); if (selectionForm.DialogResult == DialogResult.OK) { if (selectionForm.SelectedInstance != null) { isService = true; serviceName = selectionForm.SelectedInstance.InstanceName; MyFileSystem.Init(contentPath, Path.Combine(serviceData, serviceName)); MyFileSystem.InitUserSpecific(null); } else { isService = false; serviceName = ""; MyFileSystem.Init(contentPath, Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), MyPerServerSettings.GameDSName)); MyFileSystem.InitUserSpecific(null); } } else { break; } MySandboxGame.Config = new MyConfig(MyPerServerSettings.GameNameSafe + ".cfg"); MySandboxGame.ConfigDedicated = new MyConfigDedicated <T>(MyPerServerSettings.GameNameSafe + "-Dedicated.cfg"); configForm = new ConfigForm <T>(isService, serviceName); Application.Run(configForm); }while (configForm.HasToExit); }
public void LoadInstance(string path, bool validate = true) { if (validate) { ValidateInstance(path); } MyFileSystem.Reset(); MyFileSystem.ExePath = Path.Combine(_filesystemManager.TorchDirectory, "DedicatedServer64"); MyFileSystem.Init("Content", path); //Initializes saves path. Why this isn't in Init() we may never know. MyFileSystem.InitUserSpecific(null); var configPath = Path.Combine(path, CONFIG_NAME); if (!File.Exists(configPath)) { Log.Error($"Failed to load dedicated config at {path}"); return; } var config = new MyConfigDedicated <MyObjectBuilder_SessionSettings>(configPath); config.Load(configPath); DedicatedConfig = new ConfigDedicatedViewModel(config); var worldFolders = Directory.EnumerateDirectories(Path.Combine(Torch.Config.InstancePath, "Saves")); foreach (var f in worldFolders) { DedicatedConfig.WorldPaths.Add(f); } if (DedicatedConfig.WorldPaths.Count == 0) { Log.Warn($"No worlds found in the current instance {path}."); return; } ImportWorldConfig(); /* * if (string.IsNullOrEmpty(DedicatedConfig.LoadWorld)) * { * Log.Warn("No world specified, importing first available world."); * SelectWorld(DedicatedConfig.WorldPaths[0], false); * }*/ }
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>(); }
// This is mostly copied from MyProgram.Main(), with UI stripped out. protected virtual void InitSandbox(string[] args) { m_args = args; // Infinario was removed from SE in update 1.184.6, but is still in ME var infinario = typeof(MyFakes).GetField("ENABLE_INFINARIO"); if (infinario != null) { infinario.SetValue(null, false); } if (m_game != null) { m_game.Exit(); } if (!SetupBasicGameInfo()) { return; } // Init null render so profiler-enabled builds don't crash var render = new MyNullRender(); MyRenderProxy.Initialize(render); #if SE EmptyKeys.UserInterface.Engine engine = (EmptyKeys.UserInterface.Engine) new VRage.UserInterface.MyEngine(); if (System.Diagnostics.Debugger.IsAttached) { m_startup.CheckSteamRunning(); // Just give the warning message box when debugging, ignore for release } if (!Sandbox.Engine.Platform.Game.IsDedicated) { MyFileSystem.InitUserSpecific(m_steamService.UserId.ToString()); } #endif try { #if !SE MyRenderProxy.GetRenderProfiler().SetAutocommit(false); MyRenderProxy.GetRenderProfiler().InitMemoryHack("MainEntryPoint"); #endif // NOTE: an assert may be thrown in debug, about missing Tutorials.sbx. Ignore it. m_game = InitGame(); // Initializing the workshop means the categories are available var initWorkshopMethod = m_game.GetType().GetMethod("InitSteamWorkshop", BindingFlags.NonPublic | BindingFlags.Instance); MyDebug.AssertRelease(initWorkshopMethod != null); if (initWorkshopMethod != null) { var parameters = initWorkshopMethod.GetParameters(); MyDebug.AssertRelease(parameters.Count() == 0); } if (initWorkshopMethod != null) { initWorkshopMethod.Invoke(m_game, null); } else { MySandboxGame.Log.WriteLineAndConsole(string.Format(Constants.ERROR_Reflection, "InitSteamWorkshop")); } } catch (Exception ex) { // This shouldn't fail, but don't stop even if it does ex.Log("WARNING: An exception occured, ignoring: "); } AuthenticateWorkshop(); }
private void Create() { bool dedicated = true; Environment.SetEnvironmentVariable("SteamAppId", _appSteamId.ToString()); SpaceEngineersGame.SetupBasicGameInfo(); SpaceEngineersGame.SetupPerGameSettings(); MyFinalBuildConstants.APP_VERSION = MyPerGameSettings.BasicGameInfo.GameVersion; MySessionComponentExtDebug.ForceDisable = true; MyPerGameSettings.SendLogToKeen = false; // SpaceEngineersGame.SetupAnalytics(); //not implemented by keen.. removed in cross-play update //MyVRage.Platform.InitScripting(MyVRageScripting.Create()); _ = MyVRage.Platform.Scripting; MyFileSystem.ExePath = Path.GetDirectoryName(typeof(SpaceEngineersGame).Assembly.Location); _tweakGameSettings(); MyFileSystem.Reset(); MyInitializer.InvokeBeforeRun(_appSteamId, _appName, _userDataPath); _log.Info("Loading Dedicated Config"); // object created in SpaceEngineersGame.SetupPerGameSettings() MySandboxGame.ConfigDedicated.Load(); MyPlatformGameSettings.CONSOLE_COMPATIBLE = MySandboxGame.ConfigDedicated.ConsoleCompatibility; //Type.GetType("VRage.Steam.MySteamService, VRage.Steam").GetProperty("IsActive").GetSetMethod(true).Invoke(service, new object[] {SteamAPI.Init()}); _log.Info("Initializing network services"); var isEos = TorchBase.Instance.Config.UgcServiceType == UGCServiceType.EOS; if (isEos) { _log.Info("Running on Epic Online Services."); _log.Warn("Steam workshop will not work with current settings. Some functions might not work properly!"); } var aggregator = new MyServerDiscoveryAggregator(); MyServiceManager.Instance.AddService <IMyServerDiscovery>(aggregator); IMyGameService service; if (isEos) { service = MyEOSService.Create(); MyEOSService.InitNetworking(dedicated, "Space Engineers", service, "xyza7891A4WeGrpP85BTlBa3BSfUEABN", "ZdHZVevSVfIajebTnTmh5MVi3KPHflszD9hJB7mRkgg", "24b1cd652a18461fa9b3d533ac8d6b5b", "1958fe26c66d4151a327ec162e4d49c8", "07c169b3b641401496d352cad1c905d6", "https://retail.epicgames.com/", MyEOSService.CreatePlatform(), MySandboxGame.ConfigDedicated.VerboseNetworkLogging, Enumerable.Empty <string>(), aggregator, MyMultiplayer.Channels); var mockingInventory = new MyMockingInventory(service); MyServiceManager.Instance.AddService <IMyInventoryService>(mockingInventory); } else { service = MySteamGameService.Create(dedicated, _appSteamId); MyGameService.WorkshopService.AddAggregate(MySteamUgcService.Create(_appSteamId, service)); MySteamGameService.InitNetworking(dedicated, service, "Space Engineers", aggregator); } MyServiceManager.Instance.AddService(service); MyGameService.WorkshopService.AddAggregate(MyModIoService.Create(service, "spaceengineers", "264", "1fb4489996a5e8ffc6ec1135f9985b5b", "331", "f2b64abe55452252b030c48adc0c1f0e", MyPlatformGameSettings.UGC_TEST_ENVIRONMENT, true)); if (!isEos && !MyGameService.HasGameServer) { _log.Warn("Network service is not running! Please reinstall dedicated server."); return; } _log.Info("Initializing services"); MyServiceManager.Instance.AddService <IMyMicrophoneService>(new MyNullMicrophone()); MyNetworkMonitor.Init(); _log.Info("Services initialized"); MySandboxGame.InitMultithreading(); // MyInitializer.InitCheckSum(); // Hook into the VRage plugin system for updates. _getVRagePluginList().Add(_torch); if (!MySandboxGame.IsReloading) { MyFileSystem.InitUserSpecific(dedicated ? null : MyGameService.UserId.ToString()); } MySandboxGame.IsReloading = dedicated; // render init { IMyRender renderer = null; if (dedicated) { renderer = new MyNullRender(); } else { MyPerformanceSettings preset = MyGuiScreenOptionsGraphics.GetPreset(MyRenderPresetEnum.NORMAL); MyRenderProxy.Settings.User = MyVideoSettingsManager.GetGraphicsSettingsFromConfig(ref preset, false) .PerformanceSettings.RenderSettings; MyStringId graphicsRenderer = MySandboxGame.Config.GraphicsRenderer; if (graphicsRenderer == MySandboxGame.DirectX11RendererKey) { renderer = new MyDX11Render(new MyRenderSettings?(MyRenderProxy.Settings)); if (!renderer.IsSupported) { MySandboxGame.Log.WriteLine( "DirectX 11 renderer not supported. No renderer to revert back to."); renderer = null; } } if (renderer == null) { throw new MyRenderException( "The current version of the game requires a Dx11 card. \\n For more information please see : http://blog.marekrosa.org/2016/02/space-engineers-news-full-source-code_26.html", MyRenderExceptionEnum.GpuNotSupported); } MySandboxGame.Config.GraphicsRenderer = graphicsRenderer; } MyRenderProxy.Initialize(renderer); MyRenderProfiler.SetAutocommit(false); //This broke services? //MyRenderProfiler.InitMemoryHack("MainEntryPoint"); } // Loads object builder serializers. Intuitive, right? _log.Info("Setting up serializers"); MyPlugins.RegisterGameAssemblyFile(MyPerGameSettings.GameModAssembly); if (MyPerGameSettings.GameModBaseObjBuildersAssembly != null) { MyPlugins.RegisterBaseGameObjectBuildersAssemblyFile(MyPerGameSettings.GameModBaseObjBuildersAssembly); } MyPlugins.RegisterGameObjectBuildersAssemblyFile(MyPerGameSettings.GameModObjBuildersAssembly); MyPlugins.RegisterSandboxAssemblyFile(MyPerGameSettings.SandboxAssembly); MyPlugins.RegisterSandboxGameAssemblyFile(MyPerGameSettings.SandboxGameAssembly); //typeof(MySandboxGame).GetMethod("Preallocate", BindingFlags.Static | BindingFlags.NonPublic).Invoke(null, null); MyGlobalTypeMetadata.Static.Init(false); }
public void FindType() { Type ivms = typeof(VRage.Game.ModAPI.IMyVoxelMaps); var binPath = @"D:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers\Bin"; var assemblyFiles = Directory.GetFiles(binPath /*GlobalSettings.Default.SEBinPath*/, "*.dll"); _spaceEngineersAssemblies = assemblyFiles.Select(f => Path.GetFileName(f)).ToList(); Type baseType = typeof(Sandbox.Definitions.MyDefinitionManager); AppDomain currentDomain = AppDomain.CurrentDomain; currentDomain.AssemblyResolve += currentDomain_AssemblyResolve; currentDomain.ReflectionOnlyAssemblyResolve += currentDomain_ReflectionOnlyAssemblyResolve; currentDomain.TypeResolve += currentDomain_TypeResolve; try { MyFileSystem.Reset(); MyFileSystem.Init(@"C:\Program Files (x86)\Steam\SteamApps\common\SpaceEngineers\Content", Environment.ExpandEnvironmentVariables(@"%AppData%\SpaceEngineers")); MyFileSystem.InitUserSpecific((string)null); // ######################### // MySandboxGame (obsfcated) has to be created in memory to be able to load Voxel Material Definitions. // Without the Voxel Material Definitions, you cannot use the IMyStorage to load an asteroid. // So, this is a pointless waste of effort to try and use the in game code. // ######################### Sandbox.Definitions.MyDefinitionManager.Static.LoadData(new List <MyObjectBuilder_Checkpoint.ModItem>()); var materials = Sandbox.Definitions.MyDefinitionManager.Static.GetVoxelMaterialDefinitions(); //DictionaryValuesReader<string, MyVoxelMaterialDefinition>; //var dict = materials as Dictionary<string, MyVoxelMaterialDefinition>; //var matx = Sandbox.Definitions.MyDefinitionManager.Static.m_definitions.m_voxelMaterialsByName; var xz = Sandbox.Definitions.MyDefinitionManager.Static.GetDefaultVoxelMaterialDefinition(); //var tt = ass2.GetType("Sandbox.ModAPI.IMyVoxelMaps"); //var ass = System.Reflection.Assembly.ReflectionOnlyLoad("Sandbox.Game"); var ass = baseType.Assembly; // ass.GetType(); //var modules = ass.GetModules(false); //var types = modules[0].GetTypes(); var types = ass.GetTypes(); var myVoxelMapsType = types.Where(p => ivms.IsAssignableFrom(p)).First(); var myVoxelMaps = Activator.CreateInstance(myVoxelMapsType) as VRage.Game.ModAPI.IMyVoxelMaps; //5BCAC68007431E61367F5B2CF24E2D6F.5217D2CFAB7CCD6299A3F53DAEE1DEB1 //public static 6922E99EC72C10627AA239B8167BF7DC A109856086C45CF523B23AFCDDB82F43(byte[] 06D95B424FC4150954FF019440A547AE) var filename = @"C:\Program Files (x86)\Steam\SteamApps\common\SpaceEngineers\Content\VoxelMaps\Arabian_Border_7.vx2"; byte[] buffer = File.ReadAllBytes(filename); var storage = myVoxelMaps.CreateStorage(buffer); } catch (Exception) { throw; } }
public bool LoadGame(string seBinPath, string userDataPath, string savePath) { if (!Directory.Exists(seBinPath)) { return(false); } if (!Directory.Exists(savePath)) { return(false); } if (!savePath.StartsWith(userDataPath, StringComparison.OrdinalIgnoreCase)) { return(false); } string contentPath = Path.GetFullPath(Path.Combine(seBinPath, @"..\Content")); 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(null); #region Game Localization // creating MySandboxGame will reset the CurrentUICulture, so I have to reapply it. Thread.CurrentThread.CurrentUICulture = CultureInfo.GetCultureInfoByIetfLanguageTag(GlobalSettings.Default.LanguageCode); var culture = System.Threading.Thread.CurrentThread.CurrentUICulture; var languageTag = culture.IetfLanguageTag; var localizationPath = Path.Combine(contentPath, @"Data\Localization"); var codes = languageTag.Split(new char[] { '-' }, StringSplitOptions.RemoveEmptyEntries); var maincode = codes.Length > 0 ? codes[0] : null; var subcode = codes.Length > 1 ? codes[1] : null; MyTexts.Clear(); MyTexts.LoadTexts(localizationPath, maincode, subcode); #endregion 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(EconomyConfigurationEditor.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 }; // 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 #region Load Sandbox var filename = Path.Combine(savePath, SpaceEngineersConsts.SandBoxCheckpointFilename); MyObjectBuilder_Checkpoint checkpoint; string errorInformation; bool compressedCheckpointFormat; bool snapshot = false; bool retVal = SpaceEngineersApi.TryReadSpaceEngineersFile <MyObjectBuilder_Checkpoint>(filename, out checkpoint, out compressedCheckpointFormat, out errorInformation, snapshot); if (!retVal) { return(false); } #endregion MyDefinitionManager.Static.PrepareBaseDefinitions(); MyDefinitionManager.Static.LoadData(checkpoint.Mods); var MaterialIndex = new Dictionary <string, byte>(); return(true); }
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>(); }
static void RunInternal(string[] args) { using (MySteamService steamService = new MySteamService(MySandboxGame.IsDedicated, AppId)) { IMyRender renderer = null; SpaceEngineersGame.SetupPerGameSettings(); if (MySandboxGame.IsDedicated) { renderer = new MyNullRender(); } else if (MyFakes.ENABLE_DX11_RENDERER) { var rendererId = MySandboxGame.Config.GraphicsRenderer; if (rendererId == MySandboxGame.DirectX11RendererKey) { renderer = new MyDX11Render(); if (!renderer.IsSupported) { MySandboxGame.Log.WriteLine("DirectX 11 renderer not supported. Reverting to DirectX 9."); renderer = null; } } if (renderer == null) { renderer = new MyDX9Render(); rendererId = MySandboxGame.DirectX9RendererKey; } MySandboxGame.Config.GraphicsRenderer = rendererId; } else { renderer = new MyDX9Render(); } MyFakes.ENABLE_PLANETS &= MySandboxGame.Config.GraphicsRenderer != MySandboxGame.DirectX9RendererKey; VRageRender.MyRenderProxy.Initialize(renderer); VRageRender.MyRenderProxy.IS_OFFICIAL = MyFinalBuildConstants.IS_OFFICIAL; VRageRender.MyRenderProxy.GetRenderProfiler().SetAutocommit(false); VRageRender.MyRenderProxy.GetRenderProfiler().InitMemoryHack("MainEntryPoint"); VRageRender.MyRenderProxy.GetRenderProfiler().StartProfilingBlock("MyProgram.Init"); VRageRender.MyRenderProxy.GetRenderProfiler().StartProfilingBlock("MySteam.Init()"); if (!MySandboxGame.IsDedicated) { if (steamService.IsActive) { steamService.SetNotificationPosition(MySteamService.NotificationPosition.TopLeft); MySandboxGame.Log.WriteLineAndConsole("Steam.IsActive: " + steamService.IsActive); MySandboxGame.Log.WriteLineAndConsole("Steam.IsOnline: " + steamService.IsOnline); MySandboxGame.Log.WriteLineAndConsole("Steam.OwnsGame: " + steamService.OwnsGame); MySandboxGame.Log.WriteLineAndConsole("Steam.UserId: " + steamService.UserId); MySandboxGame.Log.WriteLineAndConsole("Steam.UserName: "******"[n/a]"); MySandboxGame.Log.WriteLineAndConsole("Steam.Branch: " + steamService.BranchName ?? "[n/a]"); MySandboxGame.Log.WriteLineAndConsole("Build date: " + MySandboxGame.BuildDateTime.ToString("yyyy-MM-dd hh:mm", CultureInfo.InvariantCulture)); MySandboxGame.Log.WriteLineAndConsole("Build version: " + MySandboxGame.BuildVersion.ToString()); } else if (MyFinalBuildConstants.IS_OFFICIAL) //We dont need Steam only in VS { if (!(steamService.IsActive && steamService.OwnsGame)) { if (MyFakes.ENABLE_RUN_WITHOUT_STEAM == false) { MessageBoxWrapper("Steam is not running!", "Please run this game from Steam." + Environment.NewLine + "(restart Steam if already running)"); return; } } } else { if (!(steamService.IsActive && steamService.OwnsGame)) { if (MyFakes.ENABLE_RUN_WITHOUT_STEAM == false) { MessageBoxWrapper("Steam is not running!", "Game might be unstable when run without Steam!"); } } } } VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock(); VRageRender.MyRenderProxy.GetRenderProfiler().StartProfilingBlock("new MySandboxGame()"); VRageGameServices services = new VRageGameServices(steamService); if (!MySandboxGame.IsDedicated) { MyFileSystem.InitUserSpecific(steamService.UserId.ToString()); } using (MySandboxGame game = new MySandboxGame(services, args)) { VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock(); VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock(); game.Run(disposeSplashScreen: DisposeSplashScreen); } } }
// Main method static void Main(string[] args) { #if XB1 XB1Interface.XB1Interface.Init(); MyAssembly.Init(); #endif SpaceEngineersGame.SetupBasicGameInfo(); m_startup = new MyCommonProgramStartup(args); if (m_startup.PerformReporting()) { return; } m_startup.PerformAutoconnect(); #if !XB1 if (!m_startup.CheckSingleInstance()) { return; } #endif // !XB1 var appDataPath = m_startup.GetAppDataPath(); MyInitializer.InvokeBeforeRun(AppId, MyPerGameSettings.BasicGameInfo.ApplicationName, appDataPath); MyInitializer.InitCheckSum(); m_startup.InitSplashScreen(); if (!m_startup.Check64Bit()) { return; } m_startup.DetectSharpDxLeaksBeforeRun(); using (MySteamService steamService = new MySteamService(MySandboxGame.IsDedicated, AppId)) { m_renderer = null; SpaceEngineersGame.SetupPerGameSettings(); SpaceEngineersGame.SetupRender(); try { InitializeRender(); } catch (MyRenderException ex) { #if !XB1 MessageBox.Show(ex.Message); #else // XB1 System.Diagnostics.Debug.Assert(false, "InitializeRender failed"); #endif // XB1 return; } VRageRender.MyRenderProxy.GetRenderProfiler().StartProfilingBlock("MyProgram.Init"); VRageRender.MyRenderProxy.GetRenderProfiler().StartProfilingBlock("MySteam.Init()"); if (!m_startup.CheckSteamRunning(steamService)) { return; } VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock(); VRageRender.MyRenderProxy.GetRenderProfiler().StartProfilingBlock("new MySandboxGame()"); VRageGameServices services = new VRageGameServices(steamService); if (!MySandboxGame.IsDedicated) { MyFileSystem.InitUserSpecific(steamService.UserId.ToString()); } using (SpaceEngineersGame game = new SpaceEngineersGame(services, args)) { VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock(); VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock(); game.Run(disposeSplashScreen: m_startup.DisposeSplashScreen); } } m_startup.DetectSharpDxLeaksAfterRun(); #if PROFILING MyPerformanceTimer.WriteToLog(); #endif MyInitializer.InvokeAfterRun(); }
private void Create() { bool dedicated = Sandbox.Engine.Platform.Game.IsDedicated; Environment.SetEnvironmentVariable("SteamAppId", _appSteamId.ToString()); MyServiceManager.Instance.AddService <IMyGameService>(new MySteamService(dedicated, _appSteamId)); if (dedicated && !MyGameService.HasGameServer) { _log.Warn("Steam service is not running! Please reinstall dedicated server."); return; } SpaceEngineersGame.SetupBasicGameInfo(); SpaceEngineersGame.SetupPerGameSettings(); MyFinalBuildConstants.APP_VERSION = MyPerGameSettings.BasicGameInfo.GameVersion; MySessionComponentExtDebug.ForceDisable = true; MyPerGameSettings.SendLogToKeen = false; // SpaceEngineersGame.SetupAnalytics(); MyFileSystem.ExePath = Path.GetDirectoryName(typeof(SpaceEngineersGame).Assembly.Location); _tweakGameSettings(); MyFileSystem.Reset(); MyInitializer.InvokeBeforeRun(_appSteamId, _appName, _userDataPath); // MyInitializer.InitCheckSum(); // Hook into the VRage plugin system for updates. _getVRagePluginList().Add(_torch); if (!MySandboxGame.IsReloading) { MyFileSystem.InitUserSpecific(dedicated ? null : MyGameService.UserId.ToString()); } MySandboxGame.IsReloading = dedicated; // render init { IMyRender renderer = null; if (dedicated) { renderer = new MyNullRender(); } else { MyPerformanceSettings preset = MyGuiScreenOptionsGraphics.GetPreset(MyRenderQualityEnum.NORMAL); MyRenderProxy.Settings.User = MyVideoSettingsManager.GetGraphicsSettingsFromConfig(ref preset) .PerformanceSettings.RenderSettings; MyStringId graphicsRenderer = MySandboxGame.Config.GraphicsRenderer; if (graphicsRenderer == MySandboxGame.DirectX11RendererKey) { renderer = new MyDX11Render(new MyRenderSettings?(MyRenderProxy.Settings)); if (!renderer.IsSupported) { MySandboxGame.Log.WriteLine( "DirectX 11 renderer not supported. No renderer to revert back to."); renderer = null; } } if (renderer == null) { throw new MyRenderException( "The current version of the game requires a Dx11 card. \\n For more information please see : http://blog.marekrosa.org/2016/02/space-engineers-news-full-source-code_26.html", MyRenderExceptionEnum.GpuNotSupported); } MySandboxGame.Config.GraphicsRenderer = graphicsRenderer; } MyRenderProxy.Initialize(renderer); MyRenderProxy.GetRenderProfiler().SetAutocommit(false); MyRenderProxy.GetRenderProfiler().InitMemoryHack("MainEntryPoint"); } // Loads object builder serializers. Intuitive, right? _log.Info("Setting up serializers"); MyPlugins.RegisterGameAssemblyFile(MyPerGameSettings.GameModAssembly); if (MyPerGameSettings.GameModBaseObjBuildersAssembly != null) { MyPlugins.RegisterBaseGameObjectBuildersAssemblyFile(MyPerGameSettings.GameModBaseObjBuildersAssembly); } MyPlugins.RegisterGameObjectBuildersAssemblyFile(MyPerGameSettings.GameModObjBuildersAssembly); MyPlugins.RegisterSandboxAssemblyFile(MyPerGameSettings.SandboxAssembly); MyPlugins.RegisterSandboxGameAssemblyFile(MyPerGameSettings.SandboxGameAssembly); //typeof(MySandboxGame).GetMethod("Preallocate", BindingFlags.Static | BindingFlags.NonPublic).Invoke(null, null); MyGlobalTypeMetadata.Static.Init(false); }
// This is mostly copied from MyProgram.Main(), with UI stripped out. private static void InitSandbox(string instancepath) { MyFakes.ENABLE_INFINARIO = false; if (m_spacegame != null) { m_spacegame.Exit(); } SpaceEngineersGame.SetupBasicGameInfo(); m_startup = new MyCommonProgramStartup(new string[] { }); var appDataPath = m_startup.GetAppDataPath(); MyInitializer.InvokeBeforeRun(AppId_SE, MyPerGameSettings.BasicGameInfo.ApplicationName + "ModTool", appDataPath); MyInitializer.InitCheckSum(); if (!m_startup.Check64Bit()) { return; } m_steamService = new MySteamService(MySandboxGame.IsDedicated, AppId_SE); SpaceEngineersGame.SetupPerGameSettings(); if (System.Diagnostics.Debugger.IsAttached) { m_startup.CheckSteamRunning(m_steamService); // Just give the warning message box when debugging, ignore for release } VRageGameServices services = new VRageGameServices(m_steamService); if (!MySandboxGame.IsDedicated) { MyFileSystem.InitUserSpecific(m_steamService.UserId.ToString()); } try { // NOTE: an assert may be thrown in debug, about missing Tutorials.sbx. Ignore it. m_spacegame = new SpaceEngineersGame(services, null); // Initializing the workshop means the categories are available var initWorkshopMethod = typeof(SpaceEngineersGame).GetMethod("InitSteamWorkshop", BindingFlags.NonPublic | BindingFlags.Instance); MyDebug.AssertDebug(initWorkshopMethod != null); if (initWorkshopMethod != null) { var parameters = initWorkshopMethod.GetParameters(); MyDebug.AssertDebug(parameters.Count() == 0); } if (initWorkshopMethod != null) { initWorkshopMethod.Invoke(m_spacegame, null); } else { MySandboxGame.Log.WriteLineAndConsole(string.Format(Constants.ERROR_Reflection, "InitSteamWorkshop")); } } catch (Exception ex) { // This shouldn't fail, but don't stop even if it does MySandboxGame.Log.WriteLineAndConsole("An exception occured, ignoring: " + ex.Message); } }