using System; using System.Diagnostics; using System.Reflection; using FarseerPhysics; using FarseerPhysics.Dynamics; using Barotrauma.Networking; using System.Collections.Generic; using Microsoft.Xna.Framework; 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; 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 loader, bool waitKeyHit = true) { return CoroutineManager.StartCoroutine(loader); } } }