Require Game.Mod to be give an a launch arg to OpenRA.Game.exe.
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@@ -30,14 +30,17 @@ namespace OpenRA.Server
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// Special case handling of Game.Mod argument: if it matches a real filesystem path
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// then we use this to override the mod search path, and replace it with the mod id
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var modArgument = arguments.GetValue("Game.Mod", null);
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var modID = arguments.GetValue("Game.Mod", null);
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var explicitModPaths = new string[0];
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if (modArgument != null && (File.Exists(modArgument) || Directory.Exists(modArgument)))
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if (modID != null && (File.Exists(modID) || Directory.Exists(modID)))
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{
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explicitModPaths = new[] { modArgument };
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arguments.ReplaceValue("Game.Mod", Path.GetFileNameWithoutExtension(modArgument));
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explicitModPaths = new[] { modID };
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modID = Path.GetFileNameWithoutExtension(modID);
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}
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if (modID == null)
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throw new InvalidOperationException("Game.Mod argument missing or mod could not be found.");
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// HACK: The engine code assumes that Game.Settings is set.
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// This isn't nearly as bad as ModData, but is still not very nice.
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Game.InitializeSettings(arguments);
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@@ -48,16 +51,15 @@ namespace OpenRA.Server
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FieldLoader.GetValue<string[]>("MOD_SEARCH_PATHS", envModSearchPaths) :
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new[] { Path.Combine(".", "mods") };
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var mod = Game.Settings.Game.Mod;
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var mods = new InstalledMods(modSearchPaths, explicitModPaths);
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// HACK: The engine code *still* assumes that Game.ModData is set
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var modData = Game.ModData = new ModData(mods[mod], mods);
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var modData = Game.ModData = new ModData(mods[modID], mods);
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modData.MapCache.LoadMaps();
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settings.Map = modData.MapCache.ChooseInitialMap(settings.Map, new MersenneTwister());
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Console.WriteLine("[{0}] Starting dedicated server for mod: {1}", DateTime.Now.ToString(settings.TimestampFormat), mod);
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Console.WriteLine("[{0}] Starting dedicated server for mod: {1}", DateTime.Now.ToString(settings.TimestampFormat), modID);
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while (true)
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{
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var server = new Server(new IPEndPoint(IPAddress.Any, settings.ListenPort), settings, modData, true);
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