Files
RobustToolbox/Robust.Client/GameController.cs
T

289 lines
11 KiB
C#

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