mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-09-03 02:27:08 +02:00
289 lines
11 KiB
C#
289 lines
11 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.IO;
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using System.Reflection;
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using Robust.Client.Console;
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using Robust.Client.Interfaces;
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using Robust.Client.Interfaces.GameObjects;
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using Robust.Client.Interfaces.GameStates;
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using Robust.Client.Interfaces.Graphics;
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using Robust.Client.Interfaces.Graphics.ClientEye;
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using Robust.Client.Interfaces.Graphics.Lighting;
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using Robust.Client.Interfaces.Graphics.Overlays;
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using Robust.Client.Interfaces.Input;
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using Robust.Client.Interfaces.Placement;
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using Robust.Client.Interfaces.ResourceManagement;
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using Robust.Client.Interfaces.State;
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using Robust.Client.Interfaces.UserInterface;
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using Robust.Client.Interfaces.Utility;
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using Robust.Client.State.States;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Client.Utility;
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using Robust.Client.ViewVariables;
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using Robust.Shared;
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using Robust.Shared.Asynchronous;
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using Robust.Shared.ContentPack;
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using Robust.Shared.Interfaces.Configuration;
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using Robust.Shared.Interfaces.Log;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.Interfaces.Resources;
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using Robust.Shared.Interfaces.Serialization;
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using Robust.Shared.Interfaces.Timers;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Robust.Client
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{
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internal sealed partial class GameController : IGameControllerInternal
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{
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#pragma warning disable 649
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[Dependency] private readonly IConfigurationManager _configurationManager;
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[Dependency] private readonly IResourceCacheInternal _resourceCache;
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[Dependency] private readonly IResourceManager _resourceManager;
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[Dependency] private readonly IRobustSerializer _serializer;
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[Dependency] private readonly IPrototypeManager _prototypeManager;
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[Dependency] private readonly IClientNetManager _networkManager;
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[Dependency] private readonly IMapManager _mapManager;
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[Dependency] private readonly IStateManager _stateManager;
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[Dependency] private readonly IUserInterfaceManagerInternal _userInterfaceManager;
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[Dependency] private readonly IBaseClient _client;
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[Dependency] private readonly IInputManager _inputManager;
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[Dependency] private readonly IClientConsole _console;
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[Dependency] private readonly ILightManager _lightManager;
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[Dependency] private readonly ITimerManager _timerManager;
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[Dependency] private readonly IClientEntityManager _entityManager;
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[Dependency] private readonly IEyeManager _eyeManager;
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[Dependency] private readonly IPlacementManager _placementManager;
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[Dependency] private readonly IClientGameStateManager _gameStateManager;
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[Dependency] private readonly IOverlayManagerInternal _overlayManager;
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[Dependency] private readonly ILogManager _logManager;
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[Dependency] private readonly ITaskManager _taskManager;
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[Dependency] private readonly IViewVariablesManagerInternal _viewVariablesManager;
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[Dependency] private readonly IDiscordRichPresence _discord;
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[Dependency] private readonly IClydeInternal _clyde;
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[Dependency] private readonly IFontManagerInternal _fontManager;
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[Dependency] private readonly ILocalizationManager _localizationManager;
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[Dependency] private readonly IModLoader _modLoader;
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[Dependency] private readonly ISignalHandler _signalHandler;
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[Dependency] private readonly IFileDialogManagerInternal _fileDialogManager;
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#pragma warning restore 649
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public string ContentRootDir { get; set; } = "../../../";
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public bool LoadConfigAndUserData { get; set; } = true;
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public void Startup()
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{
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SetupLogging(_logManager);
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var args = GetCommandLineArgs();
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// Set up custom synchronization context.
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// Sorry Godot.
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_taskManager.Initialize();
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// Figure out user data directory.
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var userDataDir = _getUserDataDir(args);
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if (LoadConfigAndUserData)
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{
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var configFile = Path.Combine(userDataDir, "client_config.toml");
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if (File.Exists(configFile))
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{
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// Load config from user data if available.
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_configurationManager.LoadFromFile(configFile);
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}
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else
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{
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// Else we just use code-defined defaults and let it save to file when the user changes things.
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_configurationManager.SetSaveFile(configFile);
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}
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}
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_signalHandler.MaybeStart();
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_resourceCache.Initialize(LoadConfigAndUserData ? userDataDir : null);
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#if FULL_RELEASE
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_resourceCache.MountContentDirectory(@"Resources/");
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#else
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_resourceCache.MountContentDirectory($@"{ContentRootDir}RobustToolbox/Resources/");
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_resourceCache.MountContentDirectory($@"{ContentRootDir}bin/Content.Client/", new ResourcePath("/Assemblies/"));
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_resourceCache.MountContentDirectory($@"{ContentRootDir}Resources/");
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#endif
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// Default to en-US.
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// Perhaps in the future we could make a command line arg or something to change this default.
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_localizationManager.LoadCulture(new CultureInfo("en-US"));
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// Bring display up as soon as resources are mounted.
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_clyde.Initialize();
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_clyde.SetWindowTitle("Space Station 14");
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_fontManager.Initialize();
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//identical code for server in baseserver
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if (!_modLoader.TryLoadAssembly<GameShared>(_resourceManager, $"Content.Shared"))
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{
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Logger.FatalS("eng", "Could not load any Shared DLL.");
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throw new NotSupportedException("Cannot load client without content assembly");
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}
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if (!_modLoader.TryLoadAssembly<GameClient>(_resourceManager, $"Content.Client"))
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{
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Logger.FatalS("eng", "Could not load any Client DLL.");
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throw new NotSupportedException("Cannot load client without content assembly");
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}
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// Call Init in game assemblies.
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_modLoader.BroadcastRunLevel(ModRunLevel.Init);
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_fileDialogManager.Initialize();
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_eyeManager.Initialize();
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_serializer.Initialize();
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_userInterfaceManager.Initialize();
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_networkManager.Initialize(false);
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_inputManager.Initialize();
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_console.Initialize();
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_prototypeManager.LoadDirectory(new ResourcePath(@"/Prototypes/"));
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_prototypeManager.Resync();
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_mapManager.Initialize();
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_lightManager.Initialize();
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_entityManager.Initialize();
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_gameStateManager.Initialize();
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_placementManager.Initialize();
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_viewVariablesManager.Initialize();
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_client.Initialize();
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_discord.Initialize();
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_modLoader.BroadcastRunLevel(ModRunLevel.PostInit);
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_stateManager.RequestStateChange<MainScreen>();
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_clyde.Ready();
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if (args.Contains("--connect"))
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{
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_client.ConnectToServer("127.0.0.1", 1212);
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}
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_checkOpenGLVersion();
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}
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private void _checkOpenGLVersion()
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{
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var debugInfo = _clyde.DebugInfo;
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// == null because I'm too lazy to implement a dummy for headless.
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if (debugInfo == null || debugInfo.OpenGLVersion >= debugInfo.MinimumVersion)
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{
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// OpenGL version supported, we're good.
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return;
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}
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var window = new BadOpenGLVersionWindow(debugInfo);
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window.OpenCentered();
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}
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public void Shutdown(string reason = null)
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{
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// Already got shut down I assume,
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if (!_mainLoop.Running)
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{
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return;
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}
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if (reason != null)
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{
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Logger.Info($"Shutting down! Reason: {reason}");
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}
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else
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{
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Logger.Info("Shutting down!");
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}
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_mainLoop.Running = false;
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}
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private void Update(float frameTime)
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{
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var eventArgs = new ProcessFrameEventArgs(frameTime);
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_networkManager.ProcessPackets();
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_modLoader.BroadcastUpdate(ModUpdateLevel.PreEngine, eventArgs.Elapsed);
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_timerManager.UpdateTimers(frameTime);
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_taskManager.ProcessPendingTasks();
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_userInterfaceManager.Update(eventArgs);
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_stateManager.Update(eventArgs);
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if (_client.RunLevel >= ClientRunLevel.Connected)
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{
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_gameStateManager.ApplyGameState();
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}
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_modLoader.BroadcastUpdate(ModUpdateLevel.PostEngine, eventArgs.Elapsed);
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}
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private void _frameProcessMain(float delta)
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{
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var eventArgs = new RenderFrameEventArgs(delta);
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_clyde.FrameProcess(eventArgs);
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_modLoader.BroadcastUpdate(ModUpdateLevel.FramePreEngine, eventArgs.Elapsed);
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_lightManager.FrameUpdate(eventArgs);
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_stateManager.FrameUpdate(eventArgs);
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_overlayManager.FrameUpdate(eventArgs);
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_userInterfaceManager.FrameUpdate(eventArgs);
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_modLoader.BroadcastUpdate(ModUpdateLevel.FramePostEngine, eventArgs.Elapsed);
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}
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internal static void SetupLogging(ILogManager logManager)
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{
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logManager.RootSawmill.AddHandler(new ConsoleLogHandler());
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logManager.GetSawmill("res.typecheck").Level = LogLevel.Info;
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logManager.GetSawmill("res.tex").Level = LogLevel.Info;
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logManager.GetSawmill("console").Level = LogLevel.Info;
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logManager.GetSawmill("go.sys").Level = LogLevel.Info;
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logManager.GetSawmill("ogl.debug.performance").Level = LogLevel.Fatal;
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// Stupid nvidia driver spams buffer info on DebugTypeOther every time you re-allocate a buffer.
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logManager.GetSawmill("ogl.debug.other").Level = LogLevel.Warning;
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logManager.GetSawmill("gdparse").Level = LogLevel.Error;
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logManager.GetSawmill("discord").Level = LogLevel.Warning;
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}
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public static ICollection<string> GetCommandLineArgs()
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{
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return Environment.GetCommandLineArgs();
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}
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private static string _getUserDataDir(ICollection<string> commandLineArgs)
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{
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if (commandLineArgs.Contains("--self-contained"))
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{
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// Self contained mode. Data is stored in a directory called user_data next to Robust.Client.exe.
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var exeDir = Assembly.GetExecutingAssembly().Location;
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if (string.IsNullOrEmpty(exeDir))
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{
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throw new Exception("Unable to locate client exe");
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}
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exeDir = Path.GetDirectoryName(exeDir);
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return Path.Combine(exeDir ?? throw new InvalidOperationException(), "user_data");
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}
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return UserDataDir.GetUserDataDir();
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}
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internal enum DisplayMode
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{
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Headless,
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Clyde,
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}
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}
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}
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