Files
RobustToolbox/Robust.Client/GameController/GameController.cs
Pieter-Jan Briers ba2f464249 Restructure CEF stuff in preparation for launcher packaging.
Robust.Client.CEF Renamed to Robust.Client.WebView since CEF should really be an implementation detail.
Content is no longer responsible for initializing and managing the module, this is done automatically by the engine.
WebView is initialized by declaring it in a manifest.yml file in the game resources. In the future the launcher will read this same file to manage WebView module versions.
CefManager has been made private and the content-visible API is now IWebViewManager.
2021-11-01 21:03:51 +01:00

545 lines
20 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Net;
using System.Runtime;
using System.Threading.Tasks;
using Robust.Client.Audio.Midi;
using Robust.Client.Console;
using Robust.Client.GameObjects;
using Robust.Client.GameStates;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.Placement;
using Robust.Client.Player;
using Robust.Client.ResourceManagement;
using Robust.Client.State;
using Robust.Client.UserInterface;
using Robust.Client.Utility;
using Robust.Client.ViewVariables;
using Robust.Client.WebViewHook;
using Robust.LoaderApi;
using Robust.Shared;
using Robust.Shared.Asynchronous;
using Robust.Shared.Configuration;
using Robust.Shared.ContentPack;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using YamlDotNet.RepresentationModel;
namespace Robust.Client
{
internal sealed partial class GameController : IGameControllerInternal
{
[Dependency] private readonly IConfigurationManagerInternal _configurationManager = default!;
[Dependency] private readonly IResourceCacheInternal _resourceCache = default!;
[Dependency] private readonly IRobustSerializer _serializer = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IClientNetManager _networkManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IStateManager _stateManager = default!;
[Dependency] private readonly IUserInterfaceManagerInternal _userInterfaceManager = default!;
[Dependency] private readonly IBaseClient _client = default!;
[Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly IClientConsoleHost _console = default!;
[Dependency] private readonly ITimerManager _timerManager = default!;
[Dependency] private readonly IClientEntityManager _entityManager = default!;
[Dependency] private readonly IEntityLookup _lookup = default!;
[Dependency] private readonly IPlacementManager _placementManager = default!;
[Dependency] private readonly IClientGameStateManager _gameStateManager = default!;
[Dependency] private readonly IOverlayManagerInternal _overlayManager = default!;
[Dependency] private readonly ILogManager _logManager = default!;
[Dependency] private readonly ITaskManager _taskManager = default!;
[Dependency] private readonly IViewVariablesManagerInternal _viewVariablesManager = default!;
[Dependency] private readonly IDiscordRichPresence _discord = default!;
[Dependency] private readonly IClydeInternal _clyde = default!;
[Dependency] private readonly IFontManagerInternal _fontManager = default!;
[Dependency] private readonly IModLoaderInternal _modLoader = default!;
[Dependency] private readonly IScriptClient _scriptClient = default!;
[Dependency] private readonly IRobustMappedStringSerializer _stringSerializer = default!;
[Dependency] private readonly IAuthManager _authManager = default!;
[Dependency] private readonly IMidiManager _midiManager = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
private IWebViewManagerHook? _webViewHook;
private CommandLineArgs? _commandLineArgs;
// Arguments for loader-load. Not used otherwise.
private IMainArgs? _loaderArgs;
public bool ContentStart { get; set; } = false;
public GameControllerOptions Options { get; private set; } = new();
public InitialLaunchState LaunchState { get; private set; } = default!;
public void SetCommandLineArgs(CommandLineArgs args)
{
_commandLineArgs = args;
}
internal bool StartupContinue(DisplayMode displayMode)
{
_clyde.InitializePostWindowing();
_clyde.SetWindowTitle(Options.DefaultWindowTitle);
_taskManager.Initialize();
_fontManager.SetFontDpi((uint)_configurationManager.GetCVar(CVars.DisplayFontDpi));
// Disable load context usage on content start.
// This prevents Content.Client being loaded twice and things like csi blowing up because of it.
_modLoader.SetUseLoadContext(!ContentStart);
_modLoader.SetEnableSandboxing(Options.Sandboxing);
if (!_modLoader.TryLoadModulesFrom(Options.AssemblyDirectory, Options.ContentModulePrefix))
{
Logger.Fatal("Errors while loading content assemblies.");
return false;
}
foreach (var loadedModule in _modLoader.LoadedModules)
{
_configurationManager.LoadCVarsFromAssembly(loadedModule);
}
IoCManager.Resolve<ISerializationManager>().Initialize();
// Load optional Robust modules.
LoadOptionalRobustModules();
// Call Init in game assemblies.
_modLoader.BroadcastRunLevel(ModRunLevel.PreInit);
_modLoader.BroadcastRunLevel(ModRunLevel.Init);
_resourceCache.PreloadTextures();
_userInterfaceManager.Initialize();
_eyeManager.Initialize();
_networkManager.Initialize(false);
IoCManager.Resolve<INetConfigurationManager>().SetupNetworking();
_serializer.Initialize();
_inputManager.Initialize();
_console.Initialize();
_prototypeManager.Initialize();
_prototypeManager.LoadDirectory(Options.PrototypeDirectory);
_prototypeManager.Resync();
_mapManager.Initialize();
_entityManager.Initialize();
_gameStateManager.Initialize();
_placementManager.Initialize();
_viewVariablesManager.Initialize();
_scriptClient.Initialize();
_client.Initialize();
_discord.Initialize();
_modLoader.BroadcastRunLevel(ModRunLevel.PostInit);
if (_commandLineArgs?.Username != null)
{
_client.PlayerNameOverride = _commandLineArgs.Username;
}
_authManager.LoadFromEnv();
GCSettings.LargeObjectHeapCompactionMode = GCLargeObjectHeapCompactionMode.CompactOnce;
GC.Collect();
// Setup main loop
if (_mainLoop == null)
{
_mainLoop = new GameLoop(_gameTiming)
{
SleepMode = displayMode == DisplayMode.Headless ? SleepMode.Delay : SleepMode.None
};
}
_mainLoop.Tick += (sender, args) =>
{
if (_mainLoop.Running)
{
Tick(args);
}
};
_mainLoop.Render += (sender, args) =>
{
if (_mainLoop.Running)
{
_gameTiming.CurFrame++;
_clyde.Render();
}
};
_mainLoop.Input += (sender, args) =>
{
if (_mainLoop.Running)
{
Input(args);
}
};
_mainLoop.Update += (sender, args) =>
{
if (_mainLoop.Running)
{
Update(args);
}
};
_clyde.Ready();
if (!Options.DisableCommandLineConnect &&
(_commandLineArgs?.Connect == true || _commandLineArgs?.Launcher == true)
&& LaunchState.ConnectEndpoint != null)
{
_client.ConnectToServer(LaunchState.ConnectEndpoint);
}
return true;
}
private ResourceManifestData LoadResourceManifest()
{
// Parses /manifest.yml for game-specific settings that cannot be exclusively set up by content code.
if (!_resourceCache.TryContentFileRead("/manifest.yml", out var stream))
return new ResourceManifestData(Array.Empty<string>());
var yamlStream = new YamlStream();
using (stream)
{
using var streamReader = new StreamReader(stream, EncodingHelpers.UTF8);
yamlStream.Load(streamReader);
}
if (yamlStream.Documents.Count != 1 || yamlStream.Documents[0].RootNode is not YamlMappingNode mapping)
{
throw new InvalidOperationException(
"Expected a single YAML document with root mapping for /manifest.yml");
}
var modules = Array.Empty<string>();
if (mapping.TryGetNode("modules", out var modulesMap))
{
var sequence = (YamlSequenceNode)modulesMap;
modules = new string[sequence.Children.Count];
for (var i = 0; i < modules.Length; i++)
{
modules[i] = sequence[i].AsString();
}
}
return new ResourceManifestData(modules);
}
internal bool StartupSystemSplash(GameControllerOptions options, Func<ILogHandler>? logHandlerFactory)
{
Options = options;
ReadInitialLaunchState();
SetupLogging(_logManager, logHandlerFactory ?? (() => new ConsoleLogHandler()));
if (_commandLineArgs != null)
{
foreach (var (sawmill, level) in _commandLineArgs.LogLevels)
{
LogLevel? logLevel;
if (level == "null")
logLevel = null;
else
{
if (!Enum.TryParse<LogLevel>(level, out var result))
{
System.Console.WriteLine($"LogLevel {level} does not exist!");
continue;
}
logLevel = result;
}
_logManager.GetSawmill(sawmill).Level = logLevel;
}
}
ProgramShared.PrintRuntimeInfo(_logManager.RootSawmill);
// Figure out user data directory.
var userDataDir = GetUserDataDir();
_configurationManager.Initialize(false);
// MUST load cvars before loading from config file so the cfg manager is aware of secure cvars.
// So SECURE CVars are blacklisted from config.
_configurationManager.LoadCVarsFromAssembly(typeof(GameController).Assembly); // Client
_configurationManager.LoadCVarsFromAssembly(typeof(IConfigurationManager).Assembly); // Shared
if (Options.LoadConfigAndUserData)
{
var configFile = Path.Combine(userDataDir, Options.ConfigFileName);
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);
}
}
_configurationManager.OverrideConVars(EnvironmentVariables.GetEnvironmentCVars());
if (_commandLineArgs != null)
{
_configurationManager.OverrideConVars(_commandLineArgs.CVars);
}
{
// Handle GameControllerOptions implicit CVar overrides.
_configurationManager.OverrideConVars(new[]
{
(CVars.DisplayWindowIconSet.Name, options.WindowIconSet.ToString()),
(CVars.DisplaySplashLogo.Name, options.SplashLogo.ToString())
});
}
ProfileOptSetup.Setup(_configurationManager);
_resourceCache.Initialize(Options.LoadConfigAndUserData ? userDataDir : null);
var mountOptions = _commandLineArgs != null
? MountOptions.Merge(_commandLineArgs.MountOptions, Options.MountOptions)
: Options.MountOptions;
ProgramShared.DoMounts(_resourceCache, mountOptions, Options.ContentBuildDirectory,
Options.AssemblyDirectory,
Options.LoadContentResources, _loaderArgs != null && !Options.ResourceMountDisabled, ContentStart);
if (_loaderArgs != null)
{
_stringSerializer.EnableCaching = false;
_resourceCache.MountLoaderApi(_loaderArgs.FileApi, "Resources/");
_modLoader.VerifierExtraLoadHandler = VerifierExtraLoadHandler;
}
_clyde.TextEntered += TextEntered;
_clyde.MouseMove += MouseMove;
_clyde.KeyUp += KeyUp;
_clyde.KeyDown += KeyDown;
_clyde.MouseWheel += MouseWheel;
_clyde.CloseWindow += args =>
{
if (args.Window == _clyde.MainWindow)
{
Shutdown("Main window closed");
}
};
// Bring display up as soon as resources are mounted.
return _clyde.InitializePreWindowing();
}
private Stream? VerifierExtraLoadHandler(string arg)
{
DebugTools.AssertNotNull(_loaderArgs);
if (_loaderArgs!.FileApi.TryOpen(arg, out var stream))
{
return stream;
}
return null;
}
private void ReadInitialLaunchState()
{
if (_commandLineArgs == null)
{
LaunchState = new InitialLaunchState(false, null, null, null);
}
else
{
var addr = _commandLineArgs.ConnectAddress;
if (!addr.Contains("://"))
{
addr = "udp://" + addr;
}
var uri = new Uri(addr);
if (uri.Scheme != "udp")
{
Logger.Warning($"connect-address '{uri}' does not have URI scheme of udp://..");
}
LaunchState = new InitialLaunchState(
_commandLineArgs.Launcher,
_commandLineArgs.ConnectAddress,
_commandLineArgs.Ss14Address,
new DnsEndPoint(uri.Host, uri.IsDefaultPort ? 1212 : uri.Port));
}
}
public void Shutdown(string? reason = null)
{
DebugTools.AssertNotNull(_mainLoop);
// Already got shut down I assume,
if (!_mainLoop!.Running)
{
return;
}
if (reason != null)
{
Logger.Info($"Shutting down! Reason: {reason}");
}
else
{
Logger.Info("Shutting down!");
}
_mainLoop.Running = false;
}
private void Input(FrameEventArgs frameEventArgs)
{
_clyde.ProcessInput(frameEventArgs);
_networkManager.ProcessPackets();
_taskManager.ProcessPendingTasks(); // tasks like connect
}
private void Tick(FrameEventArgs frameEventArgs)
{
_modLoader.BroadcastUpdate(ModUpdateLevel.PreEngine, frameEventArgs);
_timerManager.UpdateTimers(frameEventArgs);
_taskManager.ProcessPendingTasks();
// GameStateManager is in full control of the simulation update in multiplayer.
if (_client.RunLevel == ClientRunLevel.InGame || _client.RunLevel == ClientRunLevel.Connected)
{
_gameStateManager.ApplyGameState();
}
// In singleplayer, however, we're in full control instead.
else if (_client.RunLevel == ClientRunLevel.SinglePlayerGame)
{
_entityManager.TickUpdate(frameEventArgs.DeltaSeconds);
_lookup.Update();
}
_modLoader.BroadcastUpdate(ModUpdateLevel.PostEngine, frameEventArgs);
}
private void Update(FrameEventArgs frameEventArgs)
{
_webViewHook?.Update();
_clyde.FrameProcess(frameEventArgs);
_modLoader.BroadcastUpdate(ModUpdateLevel.FramePreEngine, frameEventArgs);
_stateManager.FrameUpdate(frameEventArgs);
if (_client.RunLevel >= ClientRunLevel.Connected)
{
_placementManager.FrameUpdate(frameEventArgs);
_entityManager.FrameUpdate(frameEventArgs.DeltaSeconds);
}
_overlayManager.FrameUpdate(frameEventArgs);
_userInterfaceManager.FrameUpdate(frameEventArgs);
_modLoader.BroadcastUpdate(ModUpdateLevel.FramePostEngine, frameEventArgs);
}
internal static void SetupLogging(ILogManager logManager, Func<ILogHandler> logHandlerFactory)
{
logManager.RootSawmill.AddHandler(logHandlerFactory());
//logManager.GetSawmill("res.typecheck").Level = LogLevel.Info;
logManager.GetSawmill("res.tex").Level = LogLevel.Info;
logManager.GetSawmill("console").Level = LogLevel.Info;
logManager.GetSawmill("go.sys").Level = LogLevel.Info;
logManager.GetSawmill("ogl.debug.performance").Level = LogLevel.Fatal;
// Stupid nvidia driver spams buffer info on DebugTypeOther every time you re-allocate a buffer.
logManager.GetSawmill("ogl.debug.other").Level = LogLevel.Warning;
logManager.GetSawmill("gdparse").Level = LogLevel.Error;
logManager.GetSawmill("discord").Level = LogLevel.Warning;
logManager.GetSawmill("net.predict").Level = LogLevel.Info;
logManager.GetSawmill("szr").Level = LogLevel.Info;
logManager.GetSawmill("loc").Level = LogLevel.Error;
#if DEBUG_ONLY_FCE_INFO
#if DEBUG_ONLY_FCE_LOG
var fce = logManager.GetSawmill("fce");
#endif
AppDomain.CurrentDomain.FirstChanceException += (sender, args) =>
{
// TODO: record FCE stats
#if DEBUG_ONLY_FCE_LOG
fce.Fatal(message);
#endif
}
#endif
var uh = logManager.GetSawmill("unhandled");
AppDomain.CurrentDomain.UnhandledException += (sender, args) =>
{
var message = ((Exception)args.ExceptionObject).ToString();
uh.Log(args.IsTerminating ? LogLevel.Fatal : LogLevel.Error, message);
};
var uo = logManager.GetSawmill("unobserved");
TaskScheduler.UnobservedTaskException += (sender, args) =>
{
uo.Error(args.Exception!.ToString());
#if EXCEPTION_TOLERANCE
args.SetObserved(); // don't crash
#endif
};
}
private string GetUserDataDir()
{
if (_commandLineArgs?.SelfContained == true)
{
// Self contained mode. Data is stored in a directory called user_data next to Robust.Client.exe.
var exeDir = typeof(GameController).Assembly.Location;
if (string.IsNullOrEmpty(exeDir))
{
throw new Exception("Unable to locate client exe");
}
exeDir = Path.GetDirectoryName(exeDir);
return Path.Combine(exeDir ?? throw new InvalidOperationException(), "user_data");
}
return UserDataDir.GetUserDataDir();
}
internal enum DisplayMode : byte
{
Headless,
Clyde,
}
internal void Cleanup()
{
_modLoader.Shutdown();
_webViewHook?.Shutdown();
_networkManager.Shutdown("Client shutting down");
_midiManager.Shutdown();
IoCManager.Resolve<IEntityLookup>().Shutdown();
_entityManager.Shutdown();
_clyde.Shutdown();
}
private sealed record ResourceManifestData(string[] Modules);
}
}