Files
RobustToolbox/Robust.Server/ServerIoC.cs
Ephememory 519c28cad2 Add a DebugDrawingManager for drawing server side events like Ra… (#892)
* add basis for debug drawing raycasts

* rays

* this was too much work

* i assumed you could do string object stuff. you cant.

* fixed a crash

* Greatly improved DebugDrawingManager code with a struct and list as opposed to dictionary

* change default ray debug color from green to magenta

* reviewed changes

* reviewed changes and adds network message to physicsmanager so it works without much user config
2019-11-23 13:09:48 +01:00

75 lines
3.3 KiB
C#

using Robust.Server.Console;
using Robust.Server.Debugging;
using Robust.Server.GameObjects;
using Robust.Server.GameStates;
using Robust.Server.Interfaces;
using Robust.Server.Interfaces.Console;
using Robust.Server.Interfaces.Debugging;
using Robust.Server.Interfaces.GameObjects;
using Robust.Server.Interfaces.GameState;
using Robust.Server.Interfaces.Maps;
using Robust.Server.Interfaces.Placement;
using Robust.Server.Interfaces.Player;
using Robust.Server.Interfaces.ServerStatus;
using Robust.Server.Interfaces.Timing;
using Robust.Server.Maps;
using Robust.Server.Placement;
using Robust.Server.Player;
using Robust.Server.Prototypes;
using Robust.Server.Reflection;
using Robust.Server.ServerStatus;
using Robust.Server.Timing;
using Robust.Server.ViewVariables;
using Robust.Shared;
using Robust.Shared.ContentPack;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.Interfaces.Reflection;
using Robust.Shared.Interfaces.Resources;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
namespace Robust.Server
{
internal static class ServerIoC
{
/// <summary>
/// Registers all the types into the <see cref="IoCManager"/> with <see cref="IoCManager.Register{TInterface, TImplementation}"/>
/// </summary>
internal static void RegisterIoC()
{
SharedIoC.RegisterIoC();
IoCManager.Register<IBaseServer, BaseServer>();
IoCManager.Register<IBaseServerInternal, BaseServer>();
IoCManager.Register<IComponentFactory, ServerComponentFactory>();
IoCManager.Register<IConGroupController, ConGroupController>();
IoCManager.Register<IConsoleShell, ConsoleShell>();
IoCManager.Register<IEntityManager, ServerEntityManager>();
IoCManager.Register<IEntityNetworkManager, ServerEntityNetworkManager>();
IoCManager.Register<IMapLoader, MapLoader>();
IoCManager.Register<IPauseManager, PauseManager>();
IoCManager.Register<IPlacementManager, PlacementManager>();
IoCManager.Register<IPlayerManager, PlayerManager>();
IoCManager.Register<IPrototypeManager, ServerPrototypeManager>();
IoCManager.Register<IReflectionManager, ServerReflectionManager>();
IoCManager.Register<IResourceManager, ResourceManager>();
IoCManager.Register<IResourceManagerInternal, ResourceManager>();
IoCManager.Register<IServerEntityManager, ServerEntityManager>();
IoCManager.Register<IServerEntityManagerInternal, ServerEntityManager>();
IoCManager.Register<IServerGameStateManager, ServerGameStateManager>();
IoCManager.Register<IServerNetManager, NetManager>();
IoCManager.Register<ISignalHandler, ServerSignalHandler>();
IoCManager.Register<IStatusHost, StatusHost>();
IoCManager.Register<ISystemConsoleManager, SystemConsoleManager>();
IoCManager.Register<ITileDefinitionManager, TileDefinitionManager>();
IoCManager.Register<IViewVariablesHost, ViewVariablesHost>();
IoCManager.Register<IDebugDrawingManager, DebugDrawingManager>();
}
}
}