Reminder to self: Submarines must spawn attached shuttles in Dedicated Server, must've been something I missed when moving over client-specific code
132 lines
4.1 KiB
C#
132 lines
4.1 KiB
C#
using System;
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using System.Diagnostics;
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using System.Reflection;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using Barotrauma.Networking;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using System.Threading;
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namespace Barotrauma
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{
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class GameMain
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{
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public static readonly Version Version = Assembly.GetEntryAssembly().GetName().Version;
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public static World World;
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public static GameSettings Config;
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public static GameServer Server;
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public const GameClient Client = null;
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public static NetworkMember NetworkMember
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{
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get { return Server as NetworkMember; }
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}
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public static GameSession GameSession;
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public static GameMain Instance
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{
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get;
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private set;
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}
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//only screens the server implements
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public static GameScreen GameScreen;
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public static NetLobbyScreen NetLobbyScreen;
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//null screens because they are not implemented by the server,
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//but they're checked for all over the place
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//TODO: maybe clean up instead of having these constants
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public const Screen MainMenuScreen = null;
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public const Screen LobbyScreen = null;
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public const Screen ServerListScreen = null;
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public const Screen EditMapScreen = null;
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public const Screen EditCharacterScreen = null;
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//
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public static ContentPackage SelectedPackage
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{
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get { return Config.SelectedContentPackage; }
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}
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public GameMain()
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{
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Instance = this;
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World = new World(new Vector2(0, -9.82f));
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FarseerPhysics.Settings.AllowSleep = true;
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FarseerPhysics.Settings.ContinuousPhysics = false;
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FarseerPhysics.Settings.VelocityIterations = 1;
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FarseerPhysics.Settings.PositionIterations = 1;
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Config = new GameSettings("serverconfig.xml");
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if (Config.WasGameUpdated)
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{
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UpdaterUtil.CleanOldFiles();
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Config.WasGameUpdated = false;
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Config.Save("serverconfig.xml");
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}
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GameScreen = new GameScreen();
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}
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public void Run()
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{
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Hyper.ComponentModel.HyperTypeDescriptionProvider.Add(typeof(Character));
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Hyper.ComponentModel.HyperTypeDescriptionProvider.Add(typeof(Item));
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Hyper.ComponentModel.HyperTypeDescriptionProvider.Add(typeof(Items.Components.ItemComponent));
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Hyper.ComponentModel.HyperTypeDescriptionProvider.Add(typeof(Hull));
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Mission.Init();
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MapEntityPrefab.Init();
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LevelGenerationParams.LoadPresets();
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JobPrefab.LoadAll(SelectedPackage.GetFilesOfType(ContentType.Jobs));
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StructurePrefab.LoadAll(SelectedPackage.GetFilesOfType(ContentType.Structure));
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ItemPrefab.LoadAll(SelectedPackage.GetFilesOfType(ContentType.Item));
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GameModePreset.Init();
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LocationType.Init();
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Submarine.RefreshSavedSubs();
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NetLobbyScreen = new NetLobbyScreen();
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Server = new GameServer("Dedicated Server Test", 14242, false, "asd", false, 10);
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while (true)
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{
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DebugConsole.Update();
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if (Screen.Selected != null) Screen.Selected.Update((float)Timing.Step);
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Server.Update((float)Timing.Step);
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CoroutineManager.Update((float)Timing.Step, (float)Timing.Step);
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Thread.Sleep((int)(Timing.Step * 1000.0));
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}
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}
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public void ProcessInput()
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{
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while (true)
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{
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string input = Console.ReadLine();
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lock (DebugConsole.QueuedCommands)
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{
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DebugConsole.QueuedCommands.Add(input);
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}
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}
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}
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public CoroutineHandle ShowLoading(IEnumerable<object> loader, bool waitKeyHit = true)
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{
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return CoroutineManager.StartCoroutine(loader);
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}
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}
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}
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