Files
Torch/Torch/VRageGame.cs
2019-08-31 23:25:05 -07:00

399 lines
14 KiB
C#

using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using Havok;
using NLog;
using NLog.Fluent;
using Sandbox;
using Sandbox.Engine.Analytics;
using Sandbox.Engine.Multiplayer;
using Sandbox.Engine.Networking;
using Sandbox.Engine.Platform.VideoMode;
using Sandbox.Engine.Utils;
using Sandbox.Game;
using Sandbox.Game.Gui;
using Sandbox.Game.World;
using Sandbox.Graphics.GUI;
using SpaceEngineers.Game;
using SpaceEngineers.Game.GUI;
using Torch.Utils;
using VRage;
using VRage.Audio;
using VRage.FileSystem;
using VRage.Game;
using VRage.Game.ObjectBuilder;
using VRage.Game.SessionComponents;
using VRage.GameServices;
using VRage.Plugins;
using VRage.Steam;
using VRage.Utils;
using VRageRender;
using MyRenderProfiler = VRage.Profiler.MyRenderProfiler;
namespace Torch
{
public class VRageGame
{
private static readonly ILogger _log = LogManager.GetCurrentClassLogger();
#pragma warning disable 649
[ReflectedGetter(Name = "m_plugins", Type = typeof(MyPlugins))]
private static readonly Func<List<IPlugin>> _getVRagePluginList;
[ReflectedGetter(Name = "Static", TypeName = "Sandbox.Game.Audio.MyMusicController, Sandbox.Game")]
private static readonly Func<object> _getMusicControllerStatic;
[ReflectedSetter(Name = "Static", TypeName = "Sandbox.Game.Audio.MyMusicController, Sandbox.Game")]
private static readonly Action<object> _setMusicControllerStatic;
[ReflectedMethod(Name = "Unload", TypeName = "Sandbox.Game.Audio.MyMusicController, Sandbox.Game")]
private static readonly Action<object> _musicControllerUnload;
// [ReflectedGetter(Name = "UpdateLayerDescriptors", Type = typeof(MyReplicationServer))]
// private static readonly Func<MyReplicationServer.UpdateLayerDesc[]> _layerSettings;
#pragma warning restore 649
private readonly TorchBase _torch;
private readonly Action _tweakGameSettings;
private readonly string _userDataPath;
private readonly string _appName;
private readonly uint _appSteamId;
private readonly string[] _runArgs;
private SpaceEngineersGame _game;
private readonly Thread _updateThread;
private bool _startGame = false;
private readonly AutoResetEvent _commandChanged = new AutoResetEvent(false);
private bool _destroyGame = false;
private readonly AutoResetEvent _stateChangedEvent = new AutoResetEvent(false);
private GameState _state;
public enum GameState
{
Creating,
Stopped,
Running,
Destroyed
}
internal VRageGame(TorchBase torch, Action tweakGameSettings, string appName, uint appSteamId,
string userDataPath, string[] runArgs)
{
_torch = torch;
_tweakGameSettings = tweakGameSettings;
_appName = appName;
_appSteamId = appSteamId;
_userDataPath = userDataPath;
_runArgs = runArgs;
_updateThread = new Thread(Run);
_updateThread.Start();
}
private void StateChange(GameState s)
{
if (_state == s)
return;
_state = s;
_stateChangedEvent.Set();
}
private void Run()
{
StateChange(GameState.Creating);
try
{
Create();
_destroyGame = false;
while (!_destroyGame)
{
StateChange(GameState.Stopped);
_commandChanged.WaitOne();
if (_startGame)
{
_startGame = false;
DoStart();
}
}
}
finally
{
Destroy();
StateChange(GameState.Destroyed);
}
}
private void Create()
{
bool dedicated = Sandbox.Engine.Platform.Game.IsDedicated;
Environment.SetEnvironmentVariable("SteamAppId", _appSteamId.ToString());
MyServiceManager.Instance.AddService<IMyGameService>(new MySteamService(dedicated, _appSteamId));
if (dedicated && !MyGameService.HasGameServer)
{
_log.Warn("Steam service is not running! Please reinstall dedicated server.");
return;
}
SpaceEngineersGame.SetupBasicGameInfo();
SpaceEngineersGame.SetupPerGameSettings();
MyFinalBuildConstants.APP_VERSION = MyPerGameSettings.BasicGameInfo.GameVersion;
MySessionComponentExtDebug.ForceDisable = true;
MyPerGameSettings.SendLogToKeen = false;
// SpaceEngineersGame.SetupAnalytics();
MyFileSystem.ExePath = Path.GetDirectoryName(typeof(SpaceEngineersGame).Assembly.Location);
_tweakGameSettings();
MyFileSystem.Reset();
MyInitializer.InvokeBeforeRun(_appSteamId, _appName, _userDataPath);
// MyInitializer.InitCheckSum();
// Hook into the VRage plugin system for updates.
_getVRagePluginList().Add(_torch);
if (!MySandboxGame.IsReloading)
MyFileSystem.InitUserSpecific(dedicated ? null : MyGameService.UserId.ToString());
MySandboxGame.IsReloading = dedicated;
// render init
{
IMyRender renderer = null;
if (dedicated)
{
renderer = new MyNullRender();
}
else
{
MyPerformanceSettings preset = MyGuiScreenOptionsGraphics.GetPreset(MyRenderQualityEnum.NORMAL);
MyRenderProxy.Settings.User = MyVideoSettingsManager.GetGraphicsSettingsFromConfig(ref preset)
.PerformanceSettings.RenderSettings;
MyStringId graphicsRenderer = MySandboxGame.Config.GraphicsRenderer;
if (graphicsRenderer == MySandboxGame.DirectX11RendererKey)
{
renderer = new MyDX11Render(new MyRenderSettings?(MyRenderProxy.Settings));
if (!renderer.IsSupported)
{
MySandboxGame.Log.WriteLine(
"DirectX 11 renderer not supported. No renderer to revert back to.");
renderer = null;
}
}
if (renderer == null)
{
throw new MyRenderException(
"The current version of the game requires a Dx11 card. \\n For more information please see : http://blog.marekrosa.org/2016/02/space-engineers-news-full-source-code_26.html",
MyRenderExceptionEnum.GpuNotSupported);
}
MySandboxGame.Config.GraphicsRenderer = graphicsRenderer;
}
MyRenderProxy.Initialize(renderer);
MyRenderProfiler.SetAutocommit(false);
//This broke services?
//MyRenderProfiler.InitMemoryHack("MainEntryPoint");
}
// Loads object builder serializers. Intuitive, right?
_log.Info("Setting up serializers");
MyPlugins.RegisterGameAssemblyFile(MyPerGameSettings.GameModAssembly);
if (MyPerGameSettings.GameModBaseObjBuildersAssembly != null)
MyPlugins.RegisterBaseGameObjectBuildersAssemblyFile(MyPerGameSettings.GameModBaseObjBuildersAssembly);
MyPlugins.RegisterGameObjectBuildersAssemblyFile(MyPerGameSettings.GameModObjBuildersAssembly);
MyPlugins.RegisterSandboxAssemblyFile(MyPerGameSettings.SandboxAssembly);
MyPlugins.RegisterSandboxGameAssemblyFile(MyPerGameSettings.SandboxGameAssembly);
//typeof(MySandboxGame).GetMethod("Preallocate", BindingFlags.Static | BindingFlags.NonPublic).Invoke(null, null);
MyGlobalTypeMetadata.Static.Init(false);
}
private void Destroy()
{
_game.Dispose();
_game = null;
MyGameService.ShutDown();
_getVRagePluginList().Remove(_torch);
MyInitializer.InvokeAfterRun();
}
private void DoStart()
{
_game = new SpaceEngineersGame(_runArgs);
if (MySandboxGame.FatalErrorDuringInit)
{
throw new InvalidOperationException("Failed to start sandbox game: fatal error during init");
}
try
{
StateChange(GameState.Running);
_game.Run();
}
finally
{
StateChange(GameState.Stopped);
}
}
private void DoDisableAutoload()
{
if (MySandboxGame.ConfigDedicated is MyConfigDedicated<MyObjectBuilder_SessionSettings> config)
{
var tempDirectory = Path.Combine(Path.GetTempPath(), Path.GetRandomFileName());
Directory.CreateDirectory(tempDirectory);
config.LoadWorld = null;
config.PremadeCheckpointPath = tempDirectory;
}
}
#pragma warning disable 649
[ReflectedMethod(Name = "StartServer")]
private static Action<MySession, MyMultiplayerBase> _hostServerForSession;
#pragma warning restore 649
private void DoLoadSession(string sessionPath)
{
if (!Path.IsPathRooted(sessionPath))
sessionPath = Path.Combine(MyFileSystem.SavesPath, sessionPath);
if (!Sandbox.Engine.Platform.Game.IsDedicated)
{
MySessionLoader.LoadSingleplayerSession(sessionPath);
return;
}
MyObjectBuilder_Checkpoint checkpoint = MyLocalCache.LoadCheckpoint(sessionPath, out ulong checkpointSize);
if (MySession.IsCompatibleVersion(checkpoint))
{
if (MyWorkshop.DownloadWorldModsBlocking(checkpoint.Mods, null).Success)
{
// MySpaceAnalytics.Instance.SetEntry(MyGameEntryEnum.Load);
MySession.Load(sessionPath, checkpoint, checkpointSize);
_hostServerForSession(MySession.Static, MyMultiplayer.Static);
}
else
MyLog.Default.WriteLineAndConsole("Unable to download mods");
}
else
MyLog.Default.WriteLineAndConsole(MyTexts.Get(MyCommonTexts.DialogTextIncompatibleWorldVersion)
.ToString());
}
private void DoJoinSession(ulong lobbyId)
{
MyJoinGameHelper.JoinGame(lobbyId);
}
private void DoUnloadSession()
{
if (!Sandbox.Engine.Platform.Game.IsDedicated)
{
MyScreenManager.CloseAllScreensExcept(null);
MyGuiSandbox.Update(16);
}
if (MySession.Static != null)
{
MySession.Static.Unload();
MySession.Static = null;
}
{
var musicCtl = _getMusicControllerStatic();
if (musicCtl != null)
{
_musicControllerUnload(musicCtl);
_setMusicControllerStatic(null);
MyAudio.Static.MusicAllowed = true;
}
}
if (MyMultiplayer.Static != null)
{
MyMultiplayer.Static.Dispose();
}
if (!Sandbox.Engine.Platform.Game.IsDedicated)
{
MyGuiSandbox.AddScreen(MyGuiSandbox.CreateScreen(MyPerGameSettings.GUI.MainMenu));
}
}
private void DoStop()
{
ParallelTasks.Parallel.Scheduler.WaitForTasksToFinish(TimeSpan.FromSeconds(10.0));
MySandboxGame.Static.Exit();
}
/// <summary>
/// Signals the game to stop itself.
/// </summary>
public void SignalStop()
{
_startGame = false;
_game.Invoke(DoStop, $"{nameof(VRageGame)}::{nameof(SignalStop)}");
}
/// <summary>
/// Signals the game to start itself
/// </summary>
public void SignalStart()
{
_startGame = true;
_commandChanged.Set();
}
/// <summary>
/// Signals the game to destroy itself
/// </summary>
public void SignalDestroy()
{
_destroyGame = true;
SignalStop();
_commandChanged.Set();
}
public Task LoadSession(string path)
{
return _torch.InvokeAsync(()=>DoLoadSession(path));
}
public Task JoinSession(ulong lobbyId)
{
return _torch.InvokeAsync(()=>DoJoinSession(lobbyId));
}
public Task UnloadSession()
{
return _torch.InvokeAsync(DoUnloadSession);
}
/// <summary>
/// Waits for the game to transition to the given state
/// </summary>
/// <param name="state">State to transition to</param>
/// <param name="timeout">Timeout</param>
/// <returns></returns>
public bool WaitFor(GameState state, TimeSpan? timeout = null)
{
// Kinda icky, but we can't block the update and expect the state to change.
if (Thread.CurrentThread == _updateThread)
return _state == state;
DateTime? end = timeout.HasValue ? (DateTime?) (DateTime.Now + timeout.Value) : null;
while (_state != state && (!end.HasValue || end > DateTime.Now + TimeSpan.FromSeconds(1)))
if (end.HasValue)
_stateChangedEvent.WaitOne(end.Value - DateTime.Now);
else
_stateChangedEvent.WaitOne();
return _state == state;
}
}
}