Files
OpenRA/OpenRA.Mods.Common/LoadScreens/BlankLoadScreen.cs
Pavel Penev 6e1f461e9b Move mod asset validation from BlankLoadScreen.StartGame() to Game.InitializeMod()
This fixes a crash that happens when you try to launch a mod directly while its assets aren't installed.
Additionally should reduce the overhead for dedicated servers (in theory).
2015-10-09 12:34:58 +03:00

83 lines
2.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.FileSystem;
using OpenRA.Mods.Common.Widgets.Logic;
using OpenRA.Widgets;
namespace OpenRA.Mods.Common.LoadScreens
{
public class BlankLoadScreen : ILoadScreen
{
public LaunchArguments Launch;
public virtual void Init(Manifest m, Dictionary<string, string> info) { }
public virtual void Display()
{
if (Game.Renderer == null)
return;
// Draw a black screen
Game.Renderer.BeginFrame(int2.Zero, 1f);
Game.Renderer.EndFrame(new NullInputHandler());
}
public void StartGame(Arguments args)
{
Launch = new LaunchArguments(args);
Ui.ResetAll();
Game.Settings.Save();
// Join a server directly
var connect = Launch.GetConnectAddress();
if (!string.IsNullOrEmpty(connect))
{
var parts = connect.Split(':');
if (parts.Length == 2)
{
var host = parts[0];
var port = Exts.ParseIntegerInvariant(parts[1]);
Game.LoadShellMap();
Game.RemoteDirectConnect(host, port);
return;
}
}
// Load a replay directly
if (!string.IsNullOrEmpty(Launch.Replay))
{
var replayMeta = ReplayMetadata.Read(Launch.Replay);
if (ReplayUtils.PromptConfirmReplayCompatibility(replayMeta, Game.LoadShellMap))
Game.JoinReplay(Launch.Replay);
if (replayMeta != null)
{
var mod = replayMeta.GameInfo.Mod;
if (mod != null && mod != Game.ModData.Manifest.Mod.Id && ModMetadata.AllMods.ContainsKey(mod))
Game.InitializeMod(mod, args);
}
return;
}
Game.LoadShellMap();
Game.Settings.Save();
}
public virtual void Dispose() { }
}
}