Further separation of client-specific code

Still not done here, just gonna push a commit now so I can pull this from elsewhere.
This commit is contained in:
juanjp600
2017-06-16 16:02:07 -03:00
parent e4a878113f
commit 7168a534ed
64 changed files with 3733 additions and 2954 deletions
+54 -10
View File
@@ -11,25 +11,69 @@ namespace Barotrauma
{
class GameMain
{
public static readonly Version Version = Assembly.GetEntryAssembly().GetName().Version;
public static World World;
public static GameSettings Config;
public static GameServer Server;
public static GameSession GameSession;
public static GameClient Client
{
get { return null; }
}
public const GameClient Client = null;
public static NetworkMember NetworkMember
{
get { return Server as NetworkMember; }
}
public static Screen EditMapScreen
public static GameSession GameSession;
public static GameMain Instance
{
get { return null; }
get;
private set;
}
//only screens the server implements
public static GameScreen GameScreen;
public static NetLobbyScreen NetLobbyScreen;
//null screens because they are not implemented by the server,
//but they're checked for all over the place
//TODO: maybe clean up instead of having these constants
public const Screen MainMenuScreen = null;
public const Screen LobbyScreen = null;
public const Screen ServerListScreen = null;
public const Screen EditMapScreen = null;
public const Screen EditCharacterScreen = null;
//
public static ContentPackage SelectedPackage
{
get { return Config.SelectedContentPackage; }
}
public GameMain()
{
Instance = this;
Config = new GameSettings("serverconfig.xml");
if (Config.WasGameUpdated)
{
UpdaterUtil.CleanOldFiles();
Config.WasGameUpdated = false;
Config.Save("serverconfig.xml");
}
}
public void Run()
{
//TODO: implement
}
public CoroutineHandle ShowLoading(IEnumerable<object> loader, bool waitKeyHit = true)
{
return CoroutineManager.StartCoroutine(loader);
}
}
}