- attempt to fix "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE" exceptions (the game tries forcing focus to the window and running GameMain again, and if that doesn't help, disables hardware mode switching)
- messages can be added to debugconsole before it's initialized
This commit is contained in:
@@ -321,6 +321,10 @@
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<Reference Include="RestSharp">
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<HintPath>..\packages\RestSharp.105.1.0\lib\net4\RestSharp.dll</HintPath>
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</Reference>
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<Reference Include="SharpDX, Version=2.6.3.0, Culture=neutral, PublicKeyToken=b4dcf0f35e5521f1, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>C:\Program Files (x86)\MonoGame\v3.0\Assemblies\Windows\SharpDX.dll</HintPath>
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</Reference>
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<Reference Include="System" />
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<Reference Include="System.Drawing" />
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<Reference Include="System.Windows.Forms" />
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@@ -64,6 +64,15 @@ namespace Barotrauma
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textBox = new GUITextBox(new Rectangle(0,0,0,20), Color.Black, Color.White, Alignment.BottomLeft, Alignment.Left, GUI.Style, frame);
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textBox.Color = Color.Black * 0.7f;
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//messages already added before initialization -> add them to the listbox
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List<ColoredText> unInitializedMessages = new List<ColoredText>(Messages);
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Messages.Clear();
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foreach (ColoredText msg in unInitializedMessages)
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{
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NewMessage(msg.Text, msg.Color);
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}
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NewMessage("Press F3 to open/close the debug console", Color.Cyan);
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NewMessage("Enter \"help\" for a list of available console commands", Color.Cyan);
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@@ -752,6 +761,14 @@ namespace Barotrauma
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Messages.Add(new ColoredText(msg, color));
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if (Messages.Count > MaxMessages)
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{
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Messages.RemoveRange(0, Messages.Count - MaxMessages);
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}
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//listbox not created yet, don't attempt to add
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if (listBox == null) return;
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try
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{
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var textBlock = new GUITextBlock(new Rectangle(0, 0, listBox.Rect.Width, 0), msg, GUI.Style, Alignment.TopLeft, Alignment.Left, null, true, GUI.SmallFont);
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@@ -765,14 +782,7 @@ namespace Barotrauma
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{
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return;
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}
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if (Messages.Count > MaxMessages)
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{
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Messages.RemoveRange(0, Messages.Count - MaxMessages);
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}
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//messages.Add(new ColoredText(msg, color));
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selectedIndex = listBox.children.Count;
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}
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@@ -103,7 +103,7 @@ namespace Barotrauma
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{
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get { return NetworkMember as GameClient; }
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}
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public GameMain()
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{
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Graphics = new GraphicsDeviceManager(this);
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@@ -119,21 +119,11 @@ namespace Barotrauma
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Config.WasGameUpdated = false;
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Config.Save("config.xml");
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}
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graphicsWidth = Config.GraphicsWidth;
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graphicsHeight = Config.GraphicsHeight;
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Graphics.SynchronizeWithVerticalRetrace = Config.VSyncEnabled;
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Graphics.HardwareModeSwitch = Config.WindowMode != WindowMode.BorderlessWindowed;
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ApplyGraphicsSettings();
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Graphics.IsFullScreen = Config.WindowMode == WindowMode.Fullscreen || Config.WindowMode == WindowMode.BorderlessWindowed;
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Graphics.PreferredBackBufferWidth = graphicsWidth;
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Graphics.PreferredBackBufferHeight = graphicsHeight;
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Content.RootDirectory = "Content";
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//graphics.SynchronizeWithVerticalRetrace = false;
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//graphics.ApplyChanges();
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FrameCounter = new FrameCounter();
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//IsMouseVisible = true;
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@@ -150,6 +140,20 @@ namespace Barotrauma
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FarseerPhysics.Settings.VelocityIterations = 1;
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FarseerPhysics.Settings.PositionIterations = 1;
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}
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public void ApplyGraphicsSettings()
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{
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graphicsWidth = Config.GraphicsWidth;
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graphicsHeight = Config.GraphicsHeight;
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Graphics.SynchronizeWithVerticalRetrace = Config.VSyncEnabled;
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Graphics.HardwareModeSwitch = Config.WindowMode != WindowMode.BorderlessWindowed;
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Graphics.IsFullScreen = Config.WindowMode == WindowMode.Fullscreen || Config.WindowMode == WindowMode.BorderlessWindowed;
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Graphics.PreferredBackBufferWidth = graphicsWidth;
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Graphics.PreferredBackBufferHeight = graphicsHeight;
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Graphics.ApplyChanges();
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}
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@@ -8,6 +8,7 @@ using System.Text;
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#if WINDOWS
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using System.Management;
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using System.Windows.Forms;
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using Microsoft.Xna.Framework.Graphics;
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#endif
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#endregion
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@@ -20,6 +21,8 @@ namespace Barotrauma
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/// </summary>
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public static class Program
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{
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private static int restartAttempts;
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/// <summary>
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/// The main entry point for the application.
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/// </summary>
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@@ -27,22 +30,84 @@ namespace Barotrauma
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static void Main()
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{
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using (var game = new GameMain())
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{
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#if !DEBUG
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try
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{
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#if DEBUG
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game.Run();
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#else
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bool attemptRestart = false;
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do
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{
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#endif
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game.Run();
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#if !DEBUG
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}
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catch (Exception e)
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{
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CrashDump(game, "crashreport.txt", e);
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}
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try
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{
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game.Run();
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attemptRestart = false;
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}
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catch (Exception e)
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{
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if (restartAttempts < 5 && CheckException(game, e))
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{
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attemptRestart = true;
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restartAttempts++;
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}
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else
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{
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CrashDump(game, "crashreport.txt", e);
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}
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}
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} while (attemptRestart);
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#endif
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}
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}
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private static bool CheckException(GameMain game, Exception e)
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{
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if (e is SharpDX.SharpDXException)
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{
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switch ((uint)((SharpDX.SharpDXException)e).ResultCode.Code)
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{
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case 0x887A0022: //DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
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switch (restartAttempts)
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{
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case 0:
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//just wait and try again
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System.Threading.Thread.Sleep(100);
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return true;
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case 1:
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//force focus to this window
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var myForm = (System.Windows.Forms.Form)System.Windows.Forms.Form.FromHandle(game.Window.Handle);
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myForm.Focus();
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return true;
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case 2:
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//try disabling hardware mode switch
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if (GameMain.Config.WindowMode == WindowMode.Fullscreen)
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{
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DebugConsole.NewMessage("Failed to set fullscreen mode, switching configuration to borderless windowed", Microsoft.Xna.Framework.Color.Red);
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GameMain.Config.WindowMode = WindowMode.BorderlessWindowed;
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GameMain.Config.Save("config.xml");
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}
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return false;
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default:
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return false;
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}
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case 0x80070057: //E_INVALIDARG/Invalid Arguments
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DebugConsole.NewMessage("Invalid graphics settings, attempting to fix", Microsoft.Xna.Framework.Color.Red);
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GameMain.Config.GraphicsWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width;
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GameMain.Config.GraphicsHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height;
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game.ApplyGraphicsSettings();
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return true;
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default:
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return false;
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}
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}
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return false;
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}
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public static void CrashMessageBox(string message)
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{
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#if WINDOWS
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@@ -63,7 +128,7 @@ namespace Barotrauma
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sb.AppendLine("If you'd like to help fix the bug that caused the crash, please send this file to the developers on the Undertow Games forums.");
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sb.AppendLine("\n");
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sb.AppendLine("Game version " + GameMain.Version);
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sb.AppendLine("Graphics mode: " + GameMain.Config.WindowMode + "x" + GameMain.Config.GraphicsHeight + " (" + GameMain.Config.WindowMode.ToString() + ")");
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sb.AppendLine("Graphics mode: " + GameMain.Config.GraphicsWidth + "x" + GameMain.Config.GraphicsHeight + " (" + GameMain.Config.WindowMode.ToString() + ")");
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sb.AppendLine("Selected content package: " + GameMain.SelectedPackage.Name);
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sb.AppendLine("Level seed: " + ((Level.Loaded == null) ? "no level loaded" : Level.Loaded.Seed));
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sb.AppendLine("Loaded submarine: " + ((Submarine.MainSub == null) ? "None" : Submarine.MainSub.Name + " (" + Submarine.MainSub.MD5Hash + ")"));
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