Files
RobustToolbox/Robust.Client/GameController.cs
2020-12-12 11:12:37 +01:00

383 lines
14 KiB
C#

using System;
using System.IO;
using System.Net;
using System.Threading.Tasks;
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.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.Player;
using Robust.Client.Utility;
using Robust.Client.ViewVariables;
using Robust.LoaderApi;
using Robust.Shared;
using Robust.Shared.Asynchronous;
using Robust.Shared.Configuration;
using Robust.Shared.ContentPack;
using Robust.Shared.Interfaces.Configuration;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Log;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.Interfaces.Serialization;
using Robust.Shared.Interfaces.Timers;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
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 IClientConsole _console = default!;
[Dependency] private readonly ITimerManager _timerManager = default!;
[Dependency] private readonly IClientEntityManager _entityManager = 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 IComponentManager _componentManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
private CommandLineArgs? _commandLineArgs;
private bool _disableAssemblyLoadContext;
// Arguments for loader-load. Not used otherwise.
private IMainArgs? _loaderArgs;
public InitialLaunchState LaunchState { get; private set; } = default!;
public bool LoadConfigAndUserData { get; set; } = true;
public void SetCommandLineArgs(CommandLineArgs args)
{
_commandLineArgs = args;
}
public bool Startup(Func<ILogHandler>? logHandlerFactory = null)
{
ReadInitialLaunchState();
SetupLogging(_logManager, logHandlerFactory ?? (() => new ConsoleLogHandler()));
_taskManager.Initialize();
// 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 (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);
}
}
_configurationManager.OverrideConVars(EnvironmentVariables.GetEnvironmentCVars());
if (_commandLineArgs != null)
{
_configurationManager.OverrideConVars(_commandLineArgs.CVars);
}
_resourceCache.Initialize(LoadConfigAndUserData ? userDataDir : null);
ProgramShared.DoMounts(_resourceCache, _commandLineArgs?.MountOptions, "Content.Client", _loaderArgs != null);
if (_loaderArgs != null)
{
_resourceCache.MountLoaderApi(_loaderArgs.FileApi, "Resources/");
_modLoader.VerifierExtraLoadHandler = VerifierExtraLoadHandler;
}
// Bring display up as soon as resources are mounted.
if (!_clyde.Initialize())
{
return false;
}
_clyde.SetWindowTitle("Space Station 14");
_fontManager.Initialize();
// 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(!_disableAssemblyLoadContext);
_modLoader.SetEnableSandboxing(true);
if (!_modLoader.TryLoadModulesFrom(new ResourcePath("/Assemblies/"), "Content."))
{
Logger.Fatal("Errors while loading content assemblies.");
return false;
}
foreach (var loadedModule in _modLoader.LoadedModules)
{
_configurationManager.LoadCVarsFromAssembly(loadedModule);
}
// Call Init in game assemblies.
_modLoader.BroadcastRunLevel(ModRunLevel.PreInit);
_modLoader.BroadcastRunLevel(ModRunLevel.Init);
_userInterfaceManager.Initialize();
_networkManager.Initialize(false);
_serializer.Initialize();
_inputManager.Initialize();
_console.Initialize();
_prototypeManager.LoadDirectory(new ResourcePath(@"/Prototypes/"));
_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;
}
_clyde.Ready();
if ((_commandLineArgs?.Connect == true || _commandLineArgs?.Launcher == true)
&& LaunchState.ConnectEndpoint != null)
{
_client.ConnectToServer(LaunchState.ConnectEndpoint);
}
return true;
}
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($"connect-address '{uri}' does not have URI scheme of udp://..");
}
LaunchState = new InitialLaunchState(
_commandLineArgs.Launcher,
_commandLineArgs.ConnectAddress,
_commandLineArgs.Ss14Address,
new DnsEndPoint(uri.Host, uri.IsDefaultPort ? 1212 : uri.Port));
}
}
public void Shutdown(string? reason = null)
{
// Already got shut down I assume,
if (!_mainLoop.Running)
{
return;
}
if (reason != null)
{
Logger.Info($"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();
_userInterfaceManager.Update(frameEventArgs);
if (_client.RunLevel >= ClientRunLevel.Connected)
{
_componentManager.CullRemovedComponents();
_gameStateManager.ApplyGameState();
_entityManager.Update(frameEventArgs.DeltaSeconds);
_playerManager.Update(frameEventArgs.DeltaSeconds);
}
_stateManager.Update(frameEventArgs);
_modLoader.BroadcastUpdate(ModUpdateLevel.PostEngine, frameEventArgs);
}
private void Update(FrameEventArgs frameEventArgs)
{
_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);
}
private void Render()
{
}
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;
#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,
}
private void Cleanup()
{
_entityManager.Shutdown();
_clyde.Shutdown();
}
}
}