mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-14 19:29:36 +01:00
* Adds ServerOptions, improve GameControllerOptions, fix engine integration tests * Do component auto-registration in engine integration tests by default * Fix integration tests on content, register components ONLY if not contentstarted or options are null * Add integration test for engine integration tests working correctly * Move cvar overrides out of content and into engine.
133 lines
3.9 KiB
C#
133 lines
3.9 KiB
C#
using System;
|
|
using System.Threading;
|
|
using Robust.LoaderApi;
|
|
using Robust.Shared;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Log;
|
|
using Robust.Shared.Timing;
|
|
using Robust.Shared.Utility;
|
|
|
|
namespace Robust.Client
|
|
{
|
|
internal partial class GameController
|
|
{
|
|
private IGameLoop? _mainLoop;
|
|
|
|
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
|
[Dependency] private readonly IDependencyCollection _dependencyCollection = default!;
|
|
|
|
private static bool _hasStarted;
|
|
|
|
private Thread? _gameThread;
|
|
|
|
public static void Main(string[] args)
|
|
{
|
|
Start(args, new GameControllerOptions());
|
|
}
|
|
|
|
public static void Start(string[] args, GameControllerOptions options, bool contentStart = false, IMainArgs? loaderArgs=null)
|
|
{
|
|
if (_hasStarted)
|
|
{
|
|
throw new InvalidOperationException("Cannot start twice!");
|
|
}
|
|
|
|
_hasStarted = true;
|
|
|
|
if (CommandLineArgs.TryParse(args, out var parsed))
|
|
{
|
|
ParsedMain(parsed, contentStart, loaderArgs, options);
|
|
}
|
|
}
|
|
|
|
private static void ParsedMain(CommandLineArgs args, bool contentStart, IMainArgs? loaderArgs, GameControllerOptions options)
|
|
{
|
|
IoCManager.InitThread();
|
|
|
|
var mode = args.Headless ? DisplayMode.Headless : DisplayMode.Clyde;
|
|
|
|
InitIoC(mode);
|
|
|
|
var gc = IoCManager.Resolve<GameController>();
|
|
gc.SetCommandLineArgs(args);
|
|
gc._loaderArgs = loaderArgs;
|
|
|
|
// When the game is ran with the startup executable being content,
|
|
// we have to disable the separate load context.
|
|
// Otherwise the content assemblies will be loaded twice which causes *many* fun bugs.
|
|
gc.ContentStart = contentStart;
|
|
|
|
gc.Run(mode, options);
|
|
}
|
|
|
|
public void OverrideMainLoop(IGameLoop gameLoop)
|
|
{
|
|
_mainLoop = gameLoop;
|
|
}
|
|
|
|
public void Run(DisplayMode mode, GameControllerOptions options, Func<ILogHandler>? logHandlerFactory = null)
|
|
{
|
|
if (!StartupSystemSplash(options, logHandlerFactory))
|
|
{
|
|
Logger.Fatal("Failed to start game controller!");
|
|
return;
|
|
}
|
|
|
|
if (_clyde.SeparateWindowThread)
|
|
{
|
|
var stackSize = _configurationManager.GetCVar(CVars.SysGameThreadStackSize);
|
|
var priority = (ThreadPriority) _configurationManager.GetCVar(CVars.SysGameThreadPriority);
|
|
|
|
_gameThread = new Thread(() => GameThreadMain(mode), stackSize)
|
|
{
|
|
IsBackground = false,
|
|
Priority = priority,
|
|
Name = "Game thread",
|
|
};
|
|
|
|
_gameThread.Start();
|
|
|
|
// Will block until game exit
|
|
_clyde.EnterWindowLoop();
|
|
|
|
if (_gameThread.IsAlive)
|
|
{
|
|
Logger.Debug("Window loop exited; waiting for game thread to exit");
|
|
_gameThread.Join();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ContinueStartupAndLoop(mode);
|
|
}
|
|
|
|
Cleanup();
|
|
|
|
Logger.Debug("Goodbye");
|
|
IoCManager.Clear();
|
|
}
|
|
|
|
private void GameThreadMain(DisplayMode mode)
|
|
{
|
|
IoCManager.InitThread(_dependencyCollection);
|
|
|
|
ContinueStartupAndLoop(mode);
|
|
|
|
// Game thread exited, make sure window thread unblocks to finish shutdown.
|
|
_clyde.TerminateWindowLoop();
|
|
}
|
|
|
|
private void ContinueStartupAndLoop(DisplayMode mode)
|
|
{
|
|
if (!StartupContinue(mode))
|
|
{
|
|
Logger.Fatal("Failed to start game controller!");
|
|
return;
|
|
}
|
|
|
|
DebugTools.AssertNotNull(_mainLoop);
|
|
_mainLoop!.Run();
|
|
}
|
|
}
|
|
}
|