Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/Source/GameMain.cs
2019-03-18 20:39:27 +02:00

694 lines
25 KiB
C#

using Barotrauma.Networking;
using Barotrauma.Particles;
using Barotrauma.Steam;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Reflection;
using GameAnalyticsSDK.Net;
using System.IO;
using System.Threading;
using Barotrauma.Tutorials;
namespace Barotrauma
{
class GameMain : Game
{
public static bool ShowFPS = false;
public static bool ShowPerf = false;
public static bool DebugDraw;
public static bool IsMultiplayer => Client != null || Server != null;
public static PerformanceCounter PerformanceCounter;
public static readonly Version Version = Assembly.GetEntryAssembly().GetName().Version;
public static GameScreen GameScreen;
public static MainMenuScreen MainMenuScreen;
public static LobbyScreen LobbyScreen;
public static NetLobbyScreen NetLobbyScreen;
public static ServerListScreen ServerListScreen;
public static SteamWorkshopScreen SteamWorkshopScreen;
public static SubEditorScreen SubEditorScreen;
public static ParticleEditorScreen ParticleEditorScreen;
public static LevelEditorScreen LevelEditorScreen;
public static SpriteEditorScreen SpriteEditorScreen;
public static CharacterEditorScreen CharacterEditorScreen;
public static Lights.LightManager LightManager;
public static Sounds.SoundManager SoundManager;
public static HashSet<ContentPackage> SelectedPackages
{
get { return Config?.SelectedContentPackages; }
}
private static ContentPackage vanillaContent;
public static ContentPackage VanillaContent
{
get
{
if (vanillaContent == null)
{
// TODO: Dynamic method for defining and finding the vanilla content package.
vanillaContent = SelectedPackages.Single(cp => Path.GetFileName(cp.Path).ToLowerInvariant() == "vanilla 0.9.xml");
}
return vanillaContent;
}
}
private static GameSession gameSession;
public static GameSession GameSession
{
get { return gameSession; }
set
{
if (gameSession == value) { return; }
if (gameSession?.GameMode != null && gameSession.GameMode != value?.GameMode)
{
gameSession.GameMode.Remove();
}
gameSession = value;
}
}
public static NetworkMember NetworkMember;
public static ParticleManager ParticleManager;
public static DecalManager DecalManager;
public static World World;
public static LoadingScreen TitleScreen;
private bool loadingScreenOpen;
public static GameSettings Config;
private CoroutineHandle loadingCoroutine;
private bool hasLoaded;
private GameTime fixedTime;
private static SpriteBatch spriteBatch;
private Viewport defaultViewport;
public event Action OnResolutionChanged;
public static GameMain Instance
{
get;
private set;
}
public static GraphicsDeviceManager GraphicsDeviceManager
{
get;
private set;
}
private static bool FullscreenOnTabIn;
public static WindowMode WindowMode
{
get;
private set;
}
public static int GraphicsWidth
{
get;
private set;
}
public static int GraphicsHeight
{
get;
private set;
}
public static bool WindowActive
{
get { return Instance == null || Instance.IsActive; }
}
public static GameServer Server
{
get { return NetworkMember as GameServer; }
}
public static GameClient Client
{
get { return NetworkMember as GameClient; }
}
public static RasterizerState ScissorTestEnable
{
get;
private set;
}
public bool LoadingScreenOpen
{
get { return loadingScreenOpen; }
}
public GameMain()
{
GraphicsDeviceManager = new GraphicsDeviceManager(this);
Window.Title = "Barotrauma";
Instance = this;
Config = new GameSettings("config.xml");
if (Config.WasGameUpdated)
{
UpdaterUtil.CleanOldFiles();
Config.WasGameUpdated = false;
Config.Save();
}
TextManager.LoadTextPacks();
ApplyGraphicsSettings();
Content.RootDirectory = "Content";
PerformanceCounter = new PerformanceCounter();
IsFixedTimeStep = false;
Timing.Accumulator = 0.0f;
fixedTime = new GameTime();
World = new World(new Vector2(0, -9.82f));
FarseerPhysics.Settings.AllowSleep = true;
FarseerPhysics.Settings.ContinuousPhysics = false;
FarseerPhysics.Settings.VelocityIterations = 1;
FarseerPhysics.Settings.PositionIterations = 1;
}
public void ApplyGraphicsSettings()
{
GraphicsWidth = Config.GraphicsWidth;
GraphicsHeight = Config.GraphicsHeight;
GraphicsDeviceManager.GraphicsProfile = GraphicsProfile.Reach;
GraphicsDeviceManager.PreferredBackBufferFormat = SurfaceFormat.Color;
GraphicsDeviceManager.PreferMultiSampling = false;
GraphicsDeviceManager.SynchronizeWithVerticalRetrace = Config.VSyncEnabled;
if (Config.WindowMode == WindowMode.Windowed)
{
//for whatever reason, window isn't centered automatically
//since MonoGame 3.6 (nuget package might be broken), so
//let's do it manually
Window.Position = new Point((GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width - GraphicsWidth) / 2,
(GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height - GraphicsHeight) / 2);
}
GraphicsDeviceManager.PreferredBackBufferWidth = GraphicsWidth;
GraphicsDeviceManager.PreferredBackBufferHeight = GraphicsHeight;
SetWindowMode(Config.WindowMode);
defaultViewport = GraphicsDevice.Viewport;
OnResolutionChanged?.Invoke();
}
public void SetWindowMode(WindowMode windowMode)
{
WindowMode = windowMode;
#if !(OSX)
GraphicsDeviceManager.HardwareModeSwitch = Config.WindowMode != WindowMode.BorderlessWindowed;
#else
// Force borderless on macOS.
GraphicsDeviceManager.HardwareModeSwitch = Config.WindowMode != WindowMode.BorderlessWindowed && Config.WindowMode != WindowMode.Fullscreen;
#endif
GraphicsDeviceManager.IsFullScreen = Config.WindowMode == WindowMode.Fullscreen || Config.WindowMode == WindowMode.BorderlessWindowed;
Window.IsBorderless = !GraphicsDeviceManager.HardwareModeSwitch;
GraphicsDeviceManager.ApplyChanges();
}
public void ResetViewPort()
{
GraphicsDevice.Viewport = defaultViewport;
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
base.Initialize();
ScissorTestEnable = new RasterizerState() { ScissorTestEnable = true };
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));
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
GraphicsWidth = GraphicsDevice.Viewport.Width;
GraphicsHeight = GraphicsDevice.Viewport.Height;
ConvertUnits.SetDisplayUnitToSimUnitRatio(Physics.DisplayToSimRation);
spriteBatch = new SpriteBatch(GraphicsDevice);
TextureLoader.Init(GraphicsDevice);
loadingScreenOpen = true;
TitleScreen = new LoadingScreen(GraphicsDevice);
loadingCoroutine = CoroutineManager.StartCoroutine(Load());
#if WINDOWS
var myForm = (System.Windows.Forms.Form)System.Windows.Forms.Form.FromHandle(Window.Handle);
myForm.Deactivate += new EventHandler(HandleDefocus);
myForm.Activated += new EventHandler(HandleFocus);
#endif
}
private void HandleDefocus(object sender, EventArgs e)
{
if (GraphicsDeviceManager.IsFullScreen && GraphicsDeviceManager.HardwareModeSwitch)
{
GraphicsDeviceManager.IsFullScreen = false;
GraphicsDeviceManager.ApplyChanges();
FullscreenOnTabIn = true;
Thread.Sleep(500);
}
}
private void HandleFocus(object sender, EventArgs e)
{
if (FullscreenOnTabIn)
{
GraphicsDeviceManager.HardwareModeSwitch = true;
GraphicsDeviceManager.IsFullScreen = true;
GraphicsDeviceManager.ApplyChanges();
FullscreenOnTabIn = false;
Thread.Sleep(500);
}
}
private void InitUserStats()
{
if (GameSettings.ShowUserStatisticsPrompt)
{
var userStatsPrompt = new GUIMessageBox(
"Do you want to help us make Barotrauma better?",
"Do you allow Barotrauma to send usage statistics and error reports to the developers? The data is anonymous, " +
"does not contain any personal information and is only used to help us diagnose issues and improve Barotrauma.",
new string[] { "Yes", "No" });
userStatsPrompt.Buttons[0].OnClicked += (btn, userdata) =>
{
GameSettings.ShowUserStatisticsPrompt = false;
GameSettings.SendUserStatistics = true;
GameAnalyticsManager.Init();
return true;
};
userStatsPrompt.Buttons[0].OnClicked += userStatsPrompt.Close;
userStatsPrompt.Buttons[1].OnClicked += (btn, userdata) =>
{
GameSettings.ShowUserStatisticsPrompt = false;
GameSettings.SendUserStatistics = false;
return true;
};
userStatsPrompt.Buttons[1].OnClicked += userStatsPrompt.Close;
}
else if (GameSettings.SendUserStatistics)
{
GameAnalyticsManager.Init();
}
}
private IEnumerable<object> Load()
{
if (GameSettings.VerboseLogging)
{
DebugConsole.NewMessage("LOADING COROUTINE", Color.Lime);
}
SoundManager = new Sounds.SoundManager();
SoundManager.SetCategoryGainMultiplier("default", Config.SoundVolume);
SoundManager.SetCategoryGainMultiplier("ui", Config.SoundVolume);
SoundManager.SetCategoryGainMultiplier("waterambience", Config.SoundVolume);
SoundManager.SetCategoryGainMultiplier("music", Config.MusicVolume);
GUI.Init(Window, Config.SelectedContentPackages, GraphicsDevice);
DebugConsole.Init();
SteamManager.Initialize();
if (SelectedPackages.Count == 0)
{
DebugConsole.Log("No content packages selected");
}
else
{
DebugConsole.Log("Selected content packages: " + string.Join(", ", SelectedPackages.Select(cp => cp.Name)));
}
InitUserStats();
yield return CoroutineStatus.Running;
LightManager = new Lights.LightManager(base.GraphicsDevice, Content);
WaterRenderer.Instance = new WaterRenderer(base.GraphicsDevice, Content);
TitleScreen.LoadState = 1.0f;
yield return CoroutineStatus.Running;
GUI.LoadContent();
TitleScreen.LoadState = 2.0f;
yield return CoroutineStatus.Running;
MissionPrefab.Init();
MapEntityPrefab.Init();
Tutorials.Tutorial.Init();
MapGenerationParams.Init();
LevelGenerationParams.LoadPresets();
ScriptedEventSet.LoadPrefabs();
AfflictionPrefab.LoadAll(GetFilesOfType(ContentType.Afflictions));
TitleScreen.LoadState = 10.0f;
yield return CoroutineStatus.Running;
StructurePrefab.LoadAll(GetFilesOfType(ContentType.Structure));
TitleScreen.LoadState = 15.0f;
yield return CoroutineStatus.Running;
ItemPrefab.LoadAll(GetFilesOfType(ContentType.Item));
TitleScreen.LoadState = 25.0f;
yield return CoroutineStatus.Running;
JobPrefab.LoadAll(GetFilesOfType(ContentType.Jobs));
// Add any missing jobs from the prefab into Config.JobNamePreferences.
foreach (JobPrefab job in JobPrefab.List)
{
if (!Config.JobPreferences.Contains(job.Identifier)) { Config.JobPreferences.Add(job.Identifier); }
}
NPCConversation.LoadAll(GetFilesOfType(ContentType.NPCConversations));
ItemAssemblyPrefab.LoadAll();
TitleScreen.LoadState = 30.0f;
yield return CoroutineStatus.Running;
Debug.WriteLine("sounds");
var soundLoadingCoroutine = CoroutineManager.StartCoroutine(SoundPlayer.Init());
int i = 0;
while (!SoundPlayer.Initialized)
{
if (soundLoadingCoroutine.Exception != null)
{
throw soundLoadingCoroutine.Exception;
}
i++;
TitleScreen.LoadState = SoundPlayer.SoundCount == 0 ?
30.0f :
Math.Min(30.0f + 40.0f * i / Math.Max(SoundPlayer.SoundCount, 1), 70.0f);
yield return CoroutineStatus.Running;
}
TitleScreen.LoadState = 70.0f;
yield return CoroutineStatus.Running;
GameModePreset.Init();
Submarine.RefreshSavedSubs();
TitleScreen.LoadState = 80.0f;
yield return CoroutineStatus.Running;
GameScreen = new GameScreen(GraphicsDeviceManager.GraphicsDevice, Content);
TitleScreen.LoadState = 90.0f;
yield return CoroutineStatus.Running;
MainMenuScreen = new MainMenuScreen(this);
LobbyScreen = new LobbyScreen();
ServerListScreen = new ServerListScreen();
if (SteamManager.USE_STEAM)
{
SteamWorkshopScreen = new SteamWorkshopScreen();
}
SubEditorScreen = new SubEditorScreen();
ParticleEditorScreen = new ParticleEditorScreen();
LevelEditorScreen = new LevelEditorScreen();
SpriteEditorScreen = new SpriteEditorScreen();
CharacterEditorScreen = new CharacterEditorScreen();
yield return CoroutineStatus.Running;
ParticleManager = new ParticleManager(GameScreen.Cam);
ParticleManager.LoadPrefabs();
LevelObjectPrefab.LoadAll();
DecalManager = new DecalManager();
yield return CoroutineStatus.Running;
LocationType.Init();
MainMenuScreen.Select();
CheckContentPackage();
TitleScreen.LoadState = 100.0f;
hasLoaded = true;
if (GameSettings.VerboseLogging)
{
DebugConsole.NewMessage("LOADING COROUTINE FINISHED", Color.Lime);
}
yield return CoroutineStatus.Success;
}
private void CheckContentPackage()
{
foreach (ContentPackage contentPackage in Config.SelectedContentPackages)
{
var exePaths = contentPackage.GetFilesOfType(ContentType.Executable);
if (exePaths.Count() > 0 && AppDomain.CurrentDomain.FriendlyName != exePaths.First())
{
var msgBox = new GUIMessageBox(TextManager.Get("Error"),
TextManager.Get("IncorrectExe")
.Replace("[selectedpackage]", contentPackage.Name)
.Replace("[exename]", exePaths.First()),
new string[] { TextManager.Get("Yes"), TextManager.Get("No") });
msgBox.Buttons[0].OnClicked += (_, userdata) =>
{
string fullPath = Path.GetFullPath(exePaths.First());
Process.Start(fullPath);
Exit();
return true;
};
msgBox.Buttons[1].OnClicked = msgBox.Close;
break;
}
}
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
SoundManager.Dispose();
}
/// <summary>
/// Returns the file paths of all files of the given type in the currently selected content packages.
/// </summary>
public IEnumerable<string> GetFilesOfType(ContentType type)
{
return ContentPackage.GetFilesOfType(SelectedPackages, type);
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
Timing.TotalTime = gameTime.TotalGameTime.TotalSeconds;
Timing.Accumulator += gameTime.ElapsedGameTime.TotalSeconds;
int updateIterations = (int)Math.Floor(Timing.Accumulator / Timing.Step);
if (Timing.Accumulator > Timing.Step * 6.0)
{
//if the game's running too slowly then we have no choice
//but to skip a bunch of steps
//otherwise it snowballs and becomes unplayable
Timing.Accumulator = Timing.Step;
}
PlayerInput.UpdateVariable();
bool paused = true;
while (Timing.Accumulator >= Timing.Step)
{
Stopwatch sw = new Stopwatch();
sw.Start();
fixedTime.IsRunningSlowly = gameTime.IsRunningSlowly;
TimeSpan addTime = new TimeSpan(0, 0, 0, 0, 16);
fixedTime.ElapsedGameTime = addTime;
fixedTime.TotalGameTime.Add(addTime);
base.Update(fixedTime);
PlayerInput.Update(Timing.Step);
if (loadingScreenOpen)
{
//reset accumulator if loading
// -> less choppy loading screens because the screen is rendered after each update
// -> no pause caused by leftover time in the accumulator when starting a new shift
Timing.Accumulator = 0.0f;
if (TitleScreen.LoadState >= 100.0f &&
(!waitForKeyHit || PlayerInput.GetKeyboardState.GetPressedKeys().Length>0 || PlayerInput.LeftButtonClicked()))
{
loadingScreenOpen = false;
}
if (!hasLoaded && !CoroutineManager.IsCoroutineRunning(loadingCoroutine))
{
string errMsg = "Loading was interrupted due to an error";
if (loadingCoroutine.Exception != null)
{
errMsg += ": " + loadingCoroutine.Exception.Message + "\n" + loadingCoroutine.Exception.StackTrace;
}
throw new Exception(errMsg);
}
}
else if (hasLoaded)
{
SoundPlayer.Update((float)Timing.Step);
if (PlayerInput.KeyHit(Keys.Escape)) GUI.TogglePauseMenu();
GUI.ClearUpdateList();
paused = (DebugConsole.IsOpen || GUI.PauseMenuOpen || GUI.SettingsMenuOpen || ContextualTutorial.ContentRunning) &&
(NetworkMember == null || !NetworkMember.GameStarted);
Screen.Selected.AddToGUIUpdateList();
if (NetworkMember != null)
{
NetworkMember.AddToGUIUpdateList();
}
DebugConsole.AddToGUIUpdateList();
DebugConsole.Update(this, (float)Timing.Step);
paused = paused || (DebugConsole.IsOpen && (NetworkMember == null || !NetworkMember.GameStarted));
if (!paused)
{
Screen.Selected.Update(Timing.Step);
}
else if (ContextualTutorial.Initialized && ContextualTutorial.ContentRunning && GameSession.GameMode is SinglePlayerCampaign)
{
(GameSession.GameMode as SinglePlayerCampaign).ContextualTutorial.Update((float)Timing.Step);
}
if (NetworkMember != null)
{
NetworkMember.Update((float)Timing.Step);
}
GUI.Update((float)Timing.Step);
}
CoroutineManager.Update((float)Timing.Step, paused ? 0.0f : (float)Timing.Step);
SteamManager.Update((float)Timing.Step);
Timing.Accumulator -= Timing.Step;
sw.Stop();
PerformanceCounter.AddElapsedTicks("Update total", sw.ElapsedTicks);
PerformanceCounter.UpdateTimeGraph.Update(sw.ElapsedTicks / (float)TimeSpan.TicksPerMillisecond);
PerformanceCounter.UpdateIterationsGraph.Update(updateIterations);
}
if (!paused) Timing.Alpha = Timing.Accumulator / Timing.Step;
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
protected override void Draw(GameTime gameTime)
{
Stopwatch sw = new Stopwatch();
sw.Start();
double deltaTime = gameTime.ElapsedGameTime.TotalSeconds;
PerformanceCounter.Update(deltaTime);
if (loadingScreenOpen)
{
TitleScreen.Draw(spriteBatch, base.GraphicsDevice, (float)deltaTime);
}
else if (hasLoaded)
{
Screen.Selected.Draw(deltaTime, base.GraphicsDevice, spriteBatch);
}
if (DebugDraw && GUI.MouseOn != null)
{
spriteBatch.Begin();
GUI.DrawRectangle(spriteBatch, GUI.MouseOn.MouseRect, Color.Lime);
spriteBatch.End();
}
sw.Stop();
PerformanceCounter.AddElapsedTicks("Draw total", sw.ElapsedTicks);
PerformanceCounter.DrawTimeGraph.Update(sw.ElapsedTicks / (float)TimeSpan.TicksPerMillisecond);
}
static bool waitForKeyHit = true;
public CoroutineHandle ShowLoading(IEnumerable<object> loader, bool waitKeyHit = true)
{
waitForKeyHit = waitKeyHit;
loadingScreenOpen = true;
TitleScreen.LoadState = null;
return CoroutineManager.StartCoroutine(TitleScreen.DoLoading(loader));
}
protected override void OnExiting(object sender, EventArgs args)
{
if (NetworkMember != null) NetworkMember.Disconnect();
SteamManager.ShutDown();
if (GameSettings.SendUserStatistics) GameAnalytics.OnStop();
base.OnExiting(sender, args);
}
}
}