Files
RobustToolbox/Robust.Client/GameController/GameController.cs
Pieter-Jan Briers f3a3f564e1 System font API (#5393)
* System font API

This is a new API that allows operating system fonts to be loaded by the engine and used by content.

Fonts are provided in a flat list exposing all the relevant metadata. They are loaded from disk with a Load call.

Initial implementation is only for Windows DirectWrite.

* Load system fonts as memory mapped files if possible.

This allows sharing the font file memory with other processes which is always good.

* Use ArrayPool to reduce char array allocations

* Disable verbose logging

* Implement system font support on Linux via Fontconfig

* Implement macOS support

* Add "FREEDESKTOP" define constant

This is basically LINUX || FREEBSD. Though FreeBSD currently gets detected as LINUX too. Oh well.

* Compile out Fontconfig and CoreText system font backends when not on those platforms

* Don't add Fontconfig package dep on Mac/Windows

* Allow disabling system font support via CVar

Cuz why not.
2025-10-28 22:07:55 +01:00

769 lines
28 KiB
C#

using System;
using System.IO;
using System.Linq;
using System.Net;
using System.Runtime;
using System.Threading.Tasks;
using Robust.Client.Audio;
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.Replays.Loading;
using Robust.Client.Replays.Playback;
using Robust.Client.ResourceManagement;
using Robust.Client.State;
using Robust.Client.Upload;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.RichText;
using Robust.Client.UserInterface.XAML.Proxy;
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.Audio;
using Robust.Shared.Configuration;
using Robust.Shared.ContentPack;
using Robust.Shared.Exceptions;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Profiling;
using Robust.Shared.Prototypes;
using Robust.Shared.Reflection;
using Robust.Shared.Replays;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager;
using Robust.Shared.Threading;
using Robust.Shared.Timing;
using Robust.Shared.Upload;
using Robust.Shared.Utility;
using YamlDotNet.RepresentationModel;
namespace Robust.Client
{
internal sealed partial class GameController : IGameControllerInternal
{
[Dependency] private readonly INetConfigurationManagerInternal _configurationManager = default!;
[Dependency] private readonly IResourceCacheInternal _resourceCache = default!;
[Dependency] private readonly IResourceManagerInternal _resManager = default!;
[Dependency] private readonly IRobustSerializer _serializer = default!;
[Dependency] private readonly IXamlProxyManager _xamlProxyManager = default!;
[Dependency] private readonly IXamlHotReloadManager _xamlHotReloadManager = 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 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 IClientViewVariablesManagerInternal _viewVariablesManager = default!;
[Dependency] private readonly IDiscordRichPresence _discord = default!;
[Dependency] private readonly IClydeInternal _clyde = default!;
[Dependency] private readonly IAudioInternal _audio = 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!;
[Dependency] private readonly IParallelManagerInternal _parallelMgr = default!;
[Dependency] private readonly ProfManager _prof = default!;
[Dependency] private readonly IRuntimeLog _runtimeLog = default!;
[Dependency] private readonly ISerializationManager _serializationManager = default!;
[Dependency] private readonly MarkupTagManager _tagManager = default!;
[Dependency] private readonly IGamePrototypeLoadManager _protoLoadMan = default!;
[Dependency] private readonly NetworkResourceManager _netResMan = default!;
[Dependency] private readonly IReplayLoadManager _replayLoader = default!;
[Dependency] private readonly IReplayPlaybackManager _replayPlayback = default!;
[Dependency] private readonly IReplayRecordingManagerInternal _replayRecording = default!;
[Dependency] private readonly IReflectionManager _reflectionManager = default!;
[Dependency] private readonly IReloadManager _reload = default!;
[Dependency] private readonly ILocalizationManager _loc = default!;
[Dependency] private readonly ISystemFontManagerInternal _systemFontManager = 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!;
private ResourceManifestData? _resourceManifest;
private DisplayMode _displayMode;
public void SetCommandLineArgs(CommandLineArgs args)
{
_commandLineArgs = args;
}
public string GameTitle()
{
return Options.DefaultWindowTitle ?? _resourceManifest!.DefaultWindowTitle ?? "RobustToolbox";
}
public string WindowIconSet()
{
return Options.WindowIconSet?.ToString() ?? _resourceManifest!.WindowIconSet ?? "";
}
public string SplashLogo()
{
return Options.SplashLogo?.ToString() ?? _resourceManifest!.SplashLogo ?? "";
}
internal bool StartupContinue(DisplayMode displayMode)
{
DebugTools.AssertNotNull(_resourceManifest);
_clyde.InitializePostWindowing();
_audio.InitializePostWindowing();
_clyde.SetWindowTitle(GameTitle());
_taskManager.Initialize();
_parallelMgr.Initialize();
_fontManager.SetFontDpi((uint)_configurationManager.GetCVar(CVars.DisplayFontDpi));
_systemFontManager.Initialize();
// Load optional Robust modules.
LoadOptionalRobustModules(displayMode, _resourceManifest!);
// 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);
var disableSandbox = Environment.GetEnvironmentVariable("ROBUST_DISABLE_SANDBOX") == "1";
_modLoader.SetEnableSandboxing(!disableSandbox && Options.Sandboxing);
if (!LoadModules())
return false;
foreach (var loadedModule in _modLoader.LoadedModules)
{
_configurationManager.LoadCVarsFromAssembly(loadedModule);
}
_serializationManager.Initialize();
_loc.Initialize();
// Call Init in game assemblies.
_modLoader.BroadcastRunLevel(ModRunLevel.PreInit);
// Finish initialization of WebView if loaded.
_webViewHook?.Initialize();
_modLoader.BroadcastRunLevel(ModRunLevel.Init);
// Start bad file extensions check after content init,
// in case content screws with the VFS.
var checkBadExtensions = ProgramShared.CheckBadFileExtensions(
_resManager,
_configurationManager,
_logManager.GetSawmill("res"));
_resourceCache.PreloadTextures();
_networkManager.Initialize(false);
_configurationManager.SetupNetworking();
_serializer.Initialize();
_inputManager.Initialize();
_console.Initialize();
// Make sure this is done before we try to load prototypes,
// avoid any possibility of race conditions causing the check to not finish
// before prototype load.
ProgramShared.FinishCheckBadFileExtensions(checkBadExtensions);
_reload.Initialize();
_reflectionManager.Initialize();
_prototypeManager.Initialize();
_prototypeManager.LoadDefaultPrototypes();
_xamlProxyManager.Initialize();
_xamlHotReloadManager.Initialize();
_userInterfaceManager.Initialize();
_eyeManager.Initialize();
_entityManager.Initialize();
_mapManager.Initialize();
_gameStateManager.Initialize();
_placementManager.Initialize();
_viewVariablesManager.Initialize();
_scriptClient.Initialize();
_client.Initialize();
_discord.Initialize();
_tagManager.Initialize();
_protoLoadMan.Initialize();
_netResMan.Initialize();
_replayLoader.Initialize();
_replayPlayback.Initialize();
_replayRecording.Initialize();
_userInterfaceManager.PostInitialize();
_modLoader.BroadcastRunLevel(ModRunLevel.PostInit);
if (_commandLineArgs?.Username != null)
{
_client.PlayerNameOverride = _commandLineArgs.Username;
}
_authManager.LoadFromEnv();
if (_configurationManager.GetCVar(CVars.SysGCCollectStart))
{
GCSettings.LargeObjectHeapCompactionMode = GCLargeObjectHeapCompactionMode.CompactOnce;
GC.Collect();
}
// Setup main loop
if (_mainLoop == null)
{
_mainLoop = new GameLoop(
_gameTiming,
_runtimeLog,
_prof,
_logManager.GetSawmill("eng"),
GameLoopOptions.FromCVars(_configurationManager))
{
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);
}
};
_configurationManager.OnValueChanged(CVars.DisplayMaxFPS, _ => UpdateVsyncConfig());
_configurationManager.OnValueChanged(CVars.DisplayVSync, _ => UpdateVsyncConfig(), invokeImmediately: true);
_clyde.Ready();
if (_resourceManifest!.AutoConnect &&
(_commandLineArgs?.Connect == true || _commandLineArgs?.Launcher == true)
&& LaunchState.ConnectEndpoint != null)
{
_client.ConnectToServer(LaunchState.ConnectEndpoint);
}
ProgramShared.RunExecCommands(_console, _commandLineArgs?.ExecCommands);
return true;
}
private bool LoadModules()
{
DebugTools.Assert(_resourceManifest != null);
var assemblyPrefix = Options.ContentModulePrefix ?? _resourceManifest!.AssemblyPrefix ?? "Content.";
var assemblyDir = Options.AssemblyDirectory;
bool result;
if (_resourceManifest.ClientAssemblies is { } clientAssemblies)
{
// We have client assemblies. Load only the assemblies listed in the content manifest.
var paths = clientAssemblies.Select(p => assemblyDir / $"{p}.dll");
result = _modLoader.TryLoadModules(paths);
}
else
{
result = _modLoader.TryLoadModulesFrom(assemblyDir, assemblyPrefix);
}
if (!result)
{
_logger.Fatal("Errors while loading content assemblies.");
return false;
}
return true;
}
internal bool StartupSystemSplash(
GameControllerOptions options,
Func<ILogHandler>? logHandlerFactory,
bool globalExceptionLog = false)
{
Options = options;
ReadInitialLaunchState();
SetupLogging(_logManager, logHandlerFactory ?? (() => new ConsoleLogHandler()), globalExceptionLog);
if (_commandLineArgs != null)
{
foreach (var (sawmill, level) in _commandLineArgs.LogLevels)
{
LogLevel? logLevel;
if (level == "null")
logLevel = null;
else
{
if (!Enum.TryParse<LogLevel>(level, out var result))
{
System.Console.WriteLine($"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);
_configurationManager.LoadCVarsFromAssembly(typeof(GameController).Assembly); // Client
_configurationManager.LoadCVarsFromAssembly(typeof(IConfigurationManager).Assembly); // Shared
CVarDefaultOverrides.OverrideClient(_configurationManager);
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);
}
ProfileOptSetup.Setup(_configurationManager);
_prof.Initialize();
_resManager.Initialize(Options.LoadConfigAndUserData ? userDataDir : null, hideUserDataDir: true);
var mountOptions = _commandLineArgs != null
? MountOptions.Merge(_commandLineArgs.MountOptions, Options.MountOptions)
: Options.MountOptions;
ProgramShared.DoMounts(_resManager, mountOptions, Options.ContentBuildDirectory,
Options.AssemblyDirectory,
Options.LoadContentResources, _loaderArgs != null && !Options.ResourceMountDisabled, ContentStart);
if (_loaderArgs != null)
{
if (_loaderArgs.ApiMounts is { } mounts)
{
foreach (var (api, prefix) in mounts)
{
_resourceCache.MountLoaderApi(_resManager, api, "", new(prefix));
}
}
_stringSerializer.EnableCaching = false;
_resourceCache.MountLoaderApi(_resManager, _loaderArgs.FileApi, "Resources/");
_modLoader.VerifierExtraLoadHandler = VerifierExtraLoadHandler;
}
_resourceManifest = ResourceManifestData.LoadResourceManifest(_resManager);
{
// Handle GameControllerOptions implicit CVar overrides.
_configurationManager.OverrideConVars(new[]
{
(CVars.DisplayWindowIconSet.Name, WindowIconSet()),
(CVars.DisplaySplashLogo.Name, SplashLogo())
});
}
_clyde.TextEntered += TextEntered;
_clyde.TextEditing += TextEditing;
_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)
{
using (_prof.Group("Input Events"))
{
_clyde.ProcessInput(frameEventArgs);
}
using (_prof.Group("Network"))
{
_networkManager.ProcessPackets();
}
using (_prof.Group("Async"))
{
_taskManager.ProcessPendingTasks(); // tasks like connect
}
using (_prof.Group("Content post engine"))
{
_modLoader.BroadcastUpdate(ModUpdateLevel.InputPostEngine, frameEventArgs);
}
}
private void Tick(FrameEventArgs frameEventArgs)
{
using (_prof.Group("Content pre engine"))
{
_modLoader.BroadcastUpdate(ModUpdateLevel.PreEngine, frameEventArgs);
}
using (_prof.Group("Console"))
{
_console.CommandBufferExecute();
}
using (_prof.Group("Timers"))
{
_timerManager.UpdateTimers(frameEventArgs);
}
using (_prof.Group("Async"))
{
_taskManager.ProcessPendingTasks();
}
// GameStateManager is in full control of the simulation update in multiplayer.
if (_client.RunLevel == ClientRunLevel.InGame || _client.RunLevel == ClientRunLevel.Connected)
{
using (_prof.Group("Game state"))
{
_gameStateManager.ApplyGameState();
}
}
// In singleplayer, however, we're in full control instead.
else if (_client.RunLevel == ClientRunLevel.SinglePlayerGame)
{
using (_prof.Group("Entity"))
{
if (TickUpdateOverride != null)
{
TickUpdateOverride.Invoke(frameEventArgs);
}
else
{
// The last real tick is the current tick! This way we won't be in "prediction" mode.
_gameTiming.LastRealTick = _gameTiming.LastProcessedTick = _gameTiming.CurTick;
_entityManager.TickUpdate(frameEventArgs.DeltaSeconds, noPredictions: false);
}
}
}
using (_prof.Group("Content post engine"))
{
_modLoader.BroadcastUpdate(ModUpdateLevel.PostEngine, frameEventArgs);
}
}
private void Update(FrameEventArgs frameEventArgs)
{
if (_webViewHook != null)
{
using (_prof.Group("WebView"))
{
_webViewHook?.Update();
}
}
using (_prof.Group("Clyde"))
{
_clyde.FrameProcess(frameEventArgs);
}
using (_prof.Group("Content Pre Engine"))
{
_modLoader.BroadcastUpdate(ModUpdateLevel.FramePreEngine, frameEventArgs);
}
using (_prof.Group("State"))
{
_stateManager.FrameUpdate(frameEventArgs);
}
if (_client.RunLevel >= ClientRunLevel.Connected)
{
using (_prof.Group("Placement"))
{
_placementManager.FrameUpdate(frameEventArgs);
}
using (_prof.Group("Entity"))
{
_entityManager.FrameUpdate(frameEventArgs.DeltaSeconds);
}
}
using (_prof.Group("Overlay"))
{
_overlayManager.FrameUpdate(frameEventArgs);
}
using (_prof.Group("UI"))
{
_userInterfaceManager.FrameUpdate(frameEventArgs);
}
using (_prof.Group("Content Post Engine"))
{
_modLoader.BroadcastUpdate(ModUpdateLevel.FramePostEngine, frameEventArgs);
}
_audio.FlushALDisposeQueues();
}
internal static void SetupLogging(
ILogManager logManager,
Func<ILogHandler> logHandlerFactory,
bool globalExceptionLog)
{
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("szr").Level = LogLevel.Info;
logManager.GetSawmill("loc").Level = LogLevel.Warning;
if (globalExceptionLog)
{
#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(this);
}
private void UpdateVsyncConfig()
{
if (_displayMode == DisplayMode.Headless)
return;
var vsync = _configurationManager.GetCVar(CVars.DisplayVSync);
var maxFps = Math.Clamp(_configurationManager.GetCVar(CVars.DisplayMaxFPS), 0, 10_000);
_clyde.VsyncEnabled = vsync;
if (_mainLoop == null)
return;
if (vsync || maxFps == 0)
{
_mainLoop.SleepMode = SleepMode.None;
}
else
{
_mainLoop.SleepMode = SleepMode.Limit;
_mainLoop.LimitMinFrameTime = TimeSpan.FromSeconds(1.0 / maxFps);
}
}
internal enum DisplayMode : byte
{
Headless,
Clyde,
}
internal void CleanupGameThread()
{
_replayRecording.Shutdown();
_modLoader.Shutdown();
// CEF specifically makes a massive silent stink of it if we don't shut it down from the correct thread.
_webViewHook?.Shutdown();
_networkManager.Shutdown("Client shutting down");
_midiManager.Shutdown();
_entityManager.Shutdown();
}
internal void CleanupWindowThread()
{
_clyde.Shutdown();
_audio.Shutdown();
}
public event Action<FrameEventArgs>? TickUpdateOverride;
}
}