using System; using System.Diagnostics; using System.Reflection; using FarseerPhysics; using FarseerPhysics.Dynamics; using Barotrauma.Networking; using System.Collections.Generic; using Microsoft.Xna.Framework; using System.Threading; 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 const GameClient Client = null; public static NetworkMember NetworkMember { get { return Server as NetworkMember; } } public static GameSession GameSession; public static GameMain Instance { 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; World = new World(new Vector2(0, -9.82f)); FarseerPhysics.Settings.AllowSleep = true; FarseerPhysics.Settings.ContinuousPhysics = false; FarseerPhysics.Settings.VelocityIterations = 1; FarseerPhysics.Settings.PositionIterations = 1; Config = new GameSettings("serverconfig.xml"); if (Config.WasGameUpdated) { UpdaterUtil.CleanOldFiles(); Config.WasGameUpdated = false; Config.Save("serverconfig.xml"); } GameScreen = new GameScreen(); } public void Run() { Hyper.ComponentModel.HyperTypeDescriptionProvider.Add(typeof(Character)); Hyper.ComponentModel.HyperTypeDescriptionProvider.Add(typeof(Item)); Hyper.ComponentModel.HyperTypeDescriptionProvider.Add(typeof(Items.Components.ItemComponent)); Hyper.ComponentModel.HyperTypeDescriptionProvider.Add(typeof(Hull)); Mission.Init(); MapEntityPrefab.Init(); LevelGenerationParams.LoadPresets(); JobPrefab.LoadAll(SelectedPackage.GetFilesOfType(ContentType.Jobs)); StructurePrefab.LoadAll(SelectedPackage.GetFilesOfType(ContentType.Structure)); ItemPrefab.LoadAll(SelectedPackage.GetFilesOfType(ContentType.Item)); GameModePreset.Init(); LocationType.Init(); Submarine.RefreshSavedSubs(); NetLobbyScreen = new NetLobbyScreen(); Server = new GameServer("Dedicated Server Test", 14242, false, "asd", false, 10); while (true) { DebugConsole.Update(); if (Screen.Selected != null) Screen.Selected.Update((float)Timing.Step); Server.Update((float)Timing.Step); CoroutineManager.Update((float)Timing.Step, (float)Timing.Step); Thread.Sleep((int)(Timing.Step * 1000.0)); } } public void ProcessInput() { while (true) { string input = Console.ReadLine(); lock (DebugConsole.QueuedCommands) { DebugConsole.QueuedCommands.Add(input); } } } public CoroutineHandle ShowLoading(IEnumerable loader, bool waitKeyHit = true) { return CoroutineManager.StartCoroutine(loader); } } }