Working NetworkingService without net vars
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committed by
Maplewheels
parent
87dc9be10e
commit
ba10d9d031
@@ -184,7 +184,7 @@ namespace Barotrauma
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servicesProvider.RegisterServiceResolver<IPluginManagementService>(factory => factory.GetInstance<IAssemblyManagementService>());
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servicesProvider.RegisterServiceType<ILuaScriptManagementService, LuaScriptManagementService>(ServiceLifetime.Singleton);
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servicesProvider.RegisterServiceType<IConfigService, ConfigService>(ServiceLifetime.Singleton);
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// TODO: INetworkingService
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servicesProvider.RegisterServiceType<INetworkingService, NetworkingService>(ServiceLifetime.Singleton);
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// Extension/Sub Services
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servicesProvider.RegisterServiceType<IAssemblyLoaderService.IFactory, AssemblyLoader.Factory>(ServiceLifetime.Transient);
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@@ -296,10 +296,11 @@ namespace Barotrauma
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Logger.LogResults(PackageManagementService.UnloadAllPackages());
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}
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EventService.Reset();
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ConfigService.Reset();
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LuaScriptManagementService.Reset();
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PackageManagementService.Reset();
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EventService.Reset();
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NetworkingService.Reset();
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SubscribeToLuaCsEvents();
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@@ -343,10 +344,18 @@ namespace Barotrauma
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#if DEBUG
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Logger.LogResults(PackageManagementService.ExecuteLoadedPackages(ContentPackageManager.EnabledPackages.All.ToImmutableArray(), true));
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#else
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Logger.LogResults(PackageManagementService.ExecuteLoadedPackages(ContentPackageManager.EnabledPackages.All.ToImmutableArray(), IsCsEnabled));
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Logger.LogResults(PackageManagementService.ExecuteLoadedPackages(ContentPackageManager.EnabledPackages.All.ToImmutableArray(), IsCsEnabled));
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#endif
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}
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#if CLIENT
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// Technically not very accurate, but we want to call after we run mods anyway
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if (GameMain.Client != null)
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{
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EventService.PublishEvent<IEventConnectedToServer>(static p => p.OnConnectedToServer());
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}
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#endif
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CurrentRunState = RunState.Running;
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}
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