127 lines
4.6 KiB
C#
127 lines
4.6 KiB
C#
using System;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using System.Text;
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using CLre_server.API.Config;
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using CLre_server.API.Tools;
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using CLre_server.WebStatus;
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using GameNetworkLayer.Shared;
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using HarmonyLib;
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using Svelto.ECS;
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using UnityEngine;
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namespace CLre_server
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{
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public class CLre : IllusionPlugin.IEnhancedPlugin // the Illusion Plugin Architecture (IPA) will ignore classes that don't implement IPlugin
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{
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public override string Name { get; } = Assembly.GetExecutingAssembly().GetName().Name;
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public override string Version { get; } = Assembly.GetExecutingAssembly().GetName().Version.ToString();
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internal static Harmony harmonyInstance = null;
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public static CLreConfig Config = CLreConfig.Default();
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// called when Cardlife shuts down
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public override void OnApplicationQuit()
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{
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WebServer.Deinit();
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harmonyInstance.UnpatchAll();
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}
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// called when Cardlife starts up
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public override void OnApplicationStart()
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{
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#if DEBUG
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FileLog.Reset();
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Harmony.DEBUG = true;
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// enable CLre debug functionality
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AccessToolsWarnings.Enable();
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NetServerListener.Enable();
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#endif
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// init all Harmony patches in project
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harmonyInstance = new Harmony(Name);
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harmonyInstance.PatchAll();
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// patches for bugs
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Fixes.InitLogSooner.Init();
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// API init
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API.Synergy.ServerHandshakeEngine.Init();
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// misc
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LogIPAPlugins(); // log plugins again so they show up in the log, and not just stdout
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Fixes.BugfixAttributeUtility.LogBugfixes(); // log bugfixes that are applied
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#if DEBUG
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// test CLre debug functionality
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Type netData = AccessTools.TypeByName("Game.Handhelds.DrawingStateMessage");
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NetServerSender.DebugSendMessage(netData, harmonyInstance,
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NetServerSender.GetLogMethod(netData));
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API.Utility.Logging.MetaLog("Patched SendMessage<Game.Handhelds.DrawingStateMessage>");
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netData = AccessTools.TypeByName("Shared.Inventory.HandheldEquipmentRequest");
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NetServerSender.DebugSendMessage(netData, harmonyInstance,
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NetServerSender.GetLogMethod(netData));
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API.Utility.Logging.MetaLog("Patched SendMessage<Shared.Inventory.HandheldEquipmentRequest>");
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netData = typeof(API.Synergy.SerializedCLreHandshake);
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NetServerSender.DebugSendMessage(netData, harmonyInstance,
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NetServerSender.GetLogMethod(netData));
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API.Utility.Logging.MetaLog("Patched SendMessage<SerializedCLreHandshake>");
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NetServerListener.DebugReceiveMessage(NetworkDispatcherCode.EACMessageServerToClient,
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NetServerListener.Log);
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NetServerListener.DebugReceiveMessage(NetworkDispatcherCode.SendIsPvEToClient,
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NetServerListener.Log);
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NetServerListener.DebugReceiveMessage(API.Synergy.ServerHandshakeEngine.CLre_HANDSHAKE_NETCODE,
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NetServerListener.Log);
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// API debug and testing
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API.MainServer.Server.Instance.FrameworkReady += (_, __) => API.Utility.Logging.MetaLog("(!) Server framework ready for business");
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API.MainServer.Server.Instance.FrameworkExit += (_, __) => API.Utility.Logging.MetaLog("(!) Server framework shutting down"); // this seems to never happen
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API.MainServer.Server.Instance.InitStart += (_, __) => API.Utility.Logging.MetaLog("(!) Server initialising");
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API.MainServer.Server.Instance.InitComplete += (_, __) => API.Utility.Logging.MetaLog("(!) Server successfully initialised");
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#endif
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// try to load config file
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Config = CLreConfig.FromFileSafely("CLre_server.json");
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// init config-dependent functionality
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WebServer.Init();
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API.Synergy.CLreEnforcer.Init();
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Tweaks.TerrainModificationExclusionZone.Init();
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// Log info
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API.Utility.Logging.MetaLog($"{Name} init complete.");
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}
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private static void LogIPAPlugins()
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{
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StringBuilder sb = new StringBuilder();
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sb.AppendFormat("Running on Unity {0}\n", Application.unityVersion);
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sb.AppendFormat("Running on CardLife Server {0} (aka {1})\n", Game.Utilities.VersionReader.GetVersion(), Application.version);
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sb.AppendFormat("-----------------------------\n");
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sb.AppendFormat("Loading plugins from {0} and found {1}\n", System.IO.Path.Combine(Environment.CurrentDirectory, "Plugins"), IllusionInjector.PluginManager.Plugins.Count());
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sb.AppendFormat("-----------------------------\n");
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foreach (IllusionPlugin.IPlugin plugin in IllusionInjector.PluginManager.Plugins)
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{
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sb.AppendFormat(" {0}: {1}\n", plugin.Name, plugin.Version);
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}
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sb.AppendFormat("-----------------------------\n");
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API.Utility.Logging.Log(sb.ToString());
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}
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#if DEBUG
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public override void OnGUI()
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{
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if (GUI.Button(new Rect(10, 10, 50, 50), "QUIT"))
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{
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Application.Quit(); // yeet
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}
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}
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#endif
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}
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}
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