Files
OpenRA/OpenRA.Game/Game.cs
2019-02-24 14:02:19 +01:00

885 lines
26 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2019 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Drawing;
using System.Globalization;
using System.IO;
using System.Linq;
using System.Net;
using System.Reflection;
using System.Threading;
using System.Threading.Tasks;
using OpenRA.Graphics;
using OpenRA.Network;
using OpenRA.Primitives;
using OpenRA.Support;
using OpenRA.Widgets;
namespace OpenRA
{
public static class Game
{
public const int NetTickScale = 3; // 120 ms net tick for 40 ms local tick
public const int Timestep = 40;
public const int TimestepJankThreshold = 250; // Don't catch up for delays larger than 250ms
public static InstalledMods Mods { get; private set; }
public static ExternalMods ExternalMods { get; private set; }
public static ModData ModData;
public static Settings Settings;
public static ICursor Cursor;
static WorldRenderer worldRenderer;
internal static OrderManager OrderManager;
static Server.Server server;
public static MersenneTwister CosmeticRandom = new MersenneTwister(); // not synced
public static Renderer Renderer;
public static Sound Sound;
public static bool HasInputFocus = false;
public static bool BenchmarkMode = false;
public static string EngineVersion { get; private set; }
public static LocalPlayerProfile LocalPlayerProfile;
static Task discoverNat;
static bool takeScreenshot = false;
public static event Action OnShellmapLoaded = () => { };
public static OrderManager JoinServer(string host, int port, string password, bool recordReplay = true)
{
var connection = new NetworkConnection(host, port);
if (recordReplay)
connection.StartRecording(() => { return TimestampedFilename(); });
var om = new OrderManager(host, port, password, connection);
JoinInner(om);
return om;
}
static string TimestampedFilename(bool includemilliseconds = false)
{
var format = includemilliseconds ? "yyyy-MM-ddTHHmmssfffZ" : "yyyy-MM-ddTHHmmssZ";
return "OpenRA-" + DateTime.UtcNow.ToString(format, CultureInfo.InvariantCulture);
}
static void JoinInner(OrderManager om)
{
if (OrderManager != null) OrderManager.Dispose();
OrderManager = om;
lastConnectionState = ConnectionState.PreConnecting;
ConnectionStateChanged(OrderManager);
}
public static void JoinReplay(string replayFile)
{
JoinInner(new OrderManager("<no server>", -1, "", new ReplayConnection(replayFile)));
}
static void JoinLocal()
{
JoinInner(new OrderManager("<no server>", -1, "", new EchoConnection()));
}
// More accurate replacement for Environment.TickCount
static Stopwatch stopwatch = Stopwatch.StartNew();
public static long RunTime { get { return stopwatch.ElapsedMilliseconds; } }
public static int RenderFrame = 0;
public static int NetFrameNumber { get { return OrderManager.NetFrameNumber; } }
public static int LocalTick { get { return OrderManager.LocalFrameNumber; } }
public static event Action<string, int> OnRemoteDirectConnect = (a, b) => { };
public static event Action<OrderManager> ConnectionStateChanged = _ => { };
static ConnectionState lastConnectionState = ConnectionState.PreConnecting;
public static int LocalClientId { get { return OrderManager.Connection.LocalClientId; } }
public static void RemoteDirectConnect(string host, int port)
{
OnRemoteDirectConnect(host, port);
}
// Hacky workaround for orderManager visibility
public static Widget OpenWindow(World world, string widget)
{
return Ui.OpenWindow(widget, new WidgetArgs() { { "world", world }, { "orderManager", OrderManager }, { "worldRenderer", worldRenderer } });
}
// Who came up with the great idea of making these things
// impossible for the things that want them to access them directly?
public static Widget OpenWindow(string widget, WidgetArgs args)
{
return Ui.OpenWindow(widget, new WidgetArgs(args)
{
{ "world", worldRenderer.World },
{ "orderManager", OrderManager },
{ "worldRenderer", worldRenderer },
});
}
// Load a widget with world, orderManager, worldRenderer args, without adding it to the widget tree
public static Widget LoadWidget(World world, string id, Widget parent, WidgetArgs args)
{
return ModData.WidgetLoader.LoadWidget(new WidgetArgs(args)
{
{ "world", world },
{ "orderManager", OrderManager },
{ "worldRenderer", worldRenderer },
}, parent, id);
}
public static event Action LobbyInfoChanged = () => { };
internal static void SyncLobbyInfo()
{
LobbyInfoChanged();
}
public static event Action BeforeGameStart = () => { };
internal static void StartGame(string mapUID, WorldType type)
{
// Dispose of the old world before creating a new one.
if (worldRenderer != null)
worldRenderer.Dispose();
Cursor.SetCursor(null);
BeforeGameStart();
Map map;
using (new PerfTimer("PrepareMap"))
map = ModData.PrepareMap(mapUID);
using (new PerfTimer("NewWorld"))
OrderManager.World = new World(ModData, map, OrderManager, type);
worldRenderer = new WorldRenderer(ModData, OrderManager.World);
GC.Collect();
using (new PerfTimer("LoadComplete"))
OrderManager.World.LoadComplete(worldRenderer);
GC.Collect();
if (OrderManager.GameStarted)
return;
Ui.MouseFocusWidget = null;
Ui.KeyboardFocusWidget = null;
OrderManager.LocalFrameNumber = 0;
OrderManager.LastTickTime = RunTime;
OrderManager.StartGame();
worldRenderer.RefreshPalette();
Cursor.SetCursor("default");
GC.Collect();
}
public static void RestartGame()
{
var replay = OrderManager.Connection as ReplayConnection;
var replayName = replay != null ? replay.Filename : null;
var lobbyInfo = OrderManager.LobbyInfo;
var orders = new[] {
Order.Command("sync_lobby {0}".F(lobbyInfo.Serialize())),
Order.Command("startgame")
};
// Disconnect from the current game
Disconnect();
Ui.ResetAll();
// Restart the game with the same replay/mission
if (replay != null)
JoinReplay(replayName);
else
CreateAndStartLocalServer(lobbyInfo.GlobalSettings.Map, orders);
}
public static void CreateAndStartLocalServer(string mapUID, IEnumerable<Order> setupOrders)
{
OrderManager om = null;
Action lobbyReady = null;
lobbyReady = () =>
{
LobbyInfoChanged -= lobbyReady;
foreach (var o in setupOrders)
om.IssueOrder(o);
};
LobbyInfoChanged += lobbyReady;
om = JoinServer(IPAddress.Loopback.ToString(), CreateLocalServer(mapUID), "");
}
public static bool IsHost
{
get
{
var id = OrderManager.Connection.LocalClientId;
var client = OrderManager.LobbyInfo.ClientWithIndex(id);
return client != null && client.IsAdmin;
}
}
static Modifiers modifiers;
public static Modifiers GetModifierKeys() { return modifiers; }
internal static void HandleModifierKeys(Modifiers mods) { modifiers = mods; }
public static void InitializeSettings(Arguments args)
{
Settings = new Settings(Platform.ResolvePath(Path.Combine(Platform.SupportDirPrefix, "settings.yaml")), args);
}
public static RunStatus InitializeAndRun(string[] args)
{
Initialize(new Arguments(args));
GC.Collect();
return Run();
}
static void Initialize(Arguments args)
{
var supportDirArg = args.GetValue("Engine.SupportDir", null);
if (supportDirArg != null)
Platform.OverrideSupportDir(supportDirArg);
Console.WriteLine("Platform is {0}", Platform.CurrentPlatform);
// Load the engine version as early as possible so it can be written to exception logs
try
{
EngineVersion = File.ReadAllText(Platform.ResolvePath(Path.Combine(".", "VERSION"))).Trim();
}
catch { }
if (string.IsNullOrEmpty(EngineVersion))
EngineVersion = "Unknown";
Console.WriteLine("Engine version is {0}", EngineVersion);
// Special case handling of Game.Mod argument: if it matches a real filesystem path
// then we use this to override the mod search path, and replace it with the mod id
var modID = args.GetValue("Game.Mod", null);
var explicitModPaths = new string[0];
if (modID != null && (File.Exists(modID) || Directory.Exists(modID)))
{
explicitModPaths = new[] { modID };
modID = Path.GetFileNameWithoutExtension(modID);
}
InitializeSettings(args);
Log.AddChannel("perf", "perf.log");
Log.AddChannel("debug", "debug.log");
Log.AddChannel("server", "server.log");
Log.AddChannel("sound", "sound.log");
Log.AddChannel("graphics", "graphics.log");
Log.AddChannel("geoip", "geoip.log");
Log.AddChannel("nat", "nat.log");
var platforms = new[] { Settings.Game.Platform, "Default", null };
foreach (var p in platforms)
{
if (p == null)
throw new InvalidOperationException("Failed to initialize platform-integration library. Check graphics.log for details.");
Settings.Game.Platform = p;
try
{
var rendererPath = Platform.ResolvePath(Path.Combine(".", "OpenRA.Platforms." + p + ".dll"));
var assembly = Assembly.LoadFile(rendererPath);
var platformType = assembly.GetTypes().SingleOrDefault(t => typeof(IPlatform).IsAssignableFrom(t));
if (platformType == null)
throw new InvalidOperationException("Platform dll must include exactly one IPlatform implementation.");
var platform = (IPlatform)platformType.GetConstructor(Type.EmptyTypes).Invoke(null);
Renderer = new Renderer(platform, Settings.Graphics);
Sound = new Sound(platform, Settings.Sound);
break;
}
catch (Exception e)
{
Log.Write("graphics", "{0}", e);
Console.WriteLine("Renderer initialization failed. Check graphics.log for details.");
if (Renderer != null)
Renderer.Dispose();
if (Sound != null)
Sound.Dispose();
}
}
GeoIP.Initialize();
if (Settings.Server.DiscoverNatDevices)
discoverNat = UPnP.DiscoverNatDevices(Settings.Server.NatDiscoveryTimeout);
var modSearchArg = args.GetValue("Engine.ModSearchPaths", null);
var modSearchPaths = modSearchArg != null ?
FieldLoader.GetValue<string[]>("Engine.ModsPath", modSearchArg) :
new[] { Path.Combine(".", "mods") };
Mods = new InstalledMods(modSearchPaths, explicitModPaths);
Console.WriteLine("Internal mods:");
foreach (var mod in Mods)
Console.WriteLine("\t{0}: {1} ({2})", mod.Key, mod.Value.Metadata.Title, mod.Value.Metadata.Version);
ExternalMods = new ExternalMods();
Manifest currentMod;
if (modID != null && Mods.TryGetValue(modID, out currentMod))
{
var launchPath = args.GetValue("Engine.LaunchPath", Assembly.GetEntryAssembly().Location);
// Sanitize input from platform-specific launchers
// Process.Start requires paths to not be quoted, even if they contain spaces
if (launchPath.First() == '"' && launchPath.Last() == '"')
launchPath = launchPath.Substring(1, launchPath.Length - 2);
ExternalMods.Register(Mods[modID], launchPath, ModRegistration.User);
ExternalMod activeMod;
if (ExternalMods.TryGetValue(ExternalMod.MakeKey(Mods[modID]), out activeMod))
ExternalMods.ClearInvalidRegistrations(activeMod, ModRegistration.User);
}
Console.WriteLine("External mods:");
foreach (var mod in ExternalMods)
Console.WriteLine("\t{0}: {1} ({2})", mod.Key, mod.Value.Title, mod.Value.Version);
InitializeMod(modID, args);
}
public static void InitializeMod(string mod, Arguments args)
{
// Clear static state if we have switched mods
LobbyInfoChanged = () => { };
ConnectionStateChanged = om => { };
BeforeGameStart = () => { };
OnRemoteDirectConnect = (a, b) => { };
delayedActions = new ActionQueue();
Ui.ResetAll();
if (worldRenderer != null)
worldRenderer.Dispose();
worldRenderer = null;
if (server != null)
server.Shutdown();
if (OrderManager != null)
OrderManager.Dispose();
if (ModData != null)
{
ModData.ModFiles.UnmountAll();
ModData.Dispose();
}
ModData = null;
if (mod == null)
throw new InvalidOperationException("Game.Mod argument missing.");
if (!Mods.ContainsKey(mod))
throw new InvalidOperationException("Unknown or invalid mod '{0}'.".F(mod));
Console.WriteLine("Loading mod: {0}", mod);
Sound.StopVideo();
ModData = new ModData(Mods[mod], Mods, true);
LocalPlayerProfile = new LocalPlayerProfile(Platform.ResolvePath(Path.Combine("^", Settings.Game.AuthProfile)), ModData.Manifest.Get<PlayerDatabase>());
if (!ModData.LoadScreen.BeforeLoad())
return;
using (new PerfTimer("LoadMaps"))
ModData.MapCache.LoadMaps();
ModData.InitializeLoaders(ModData.DefaultFileSystem);
Renderer.InitializeFonts(ModData);
var grid = ModData.Manifest.Contains<MapGrid>() ? ModData.Manifest.Get<MapGrid>() : null;
Renderer.InitializeDepthBuffer(grid);
if (Cursor != null)
Cursor.Dispose();
if (Settings.Graphics.HardwareCursors)
{
try
{
Cursor = new HardwareCursor(ModData.CursorProvider);
}
catch (Exception e)
{
Log.Write("debug", "Failed to initialize hardware cursors. Falling back to software cursors.");
Log.Write("debug", "Error was: " + e.Message);
Console.WriteLine("Failed to initialize hardware cursors. Falling back to software cursors.");
Console.WriteLine("Error was: " + e.Message);
Cursor = new SoftwareCursor(ModData.CursorProvider);
}
}
else
Cursor = new SoftwareCursor(ModData.CursorProvider);
PerfHistory.Items["render"].HasNormalTick = false;
PerfHistory.Items["batches"].HasNormalTick = false;
PerfHistory.Items["render_widgets"].HasNormalTick = false;
PerfHistory.Items["render_flip"].HasNormalTick = false;
JoinLocal();
try
{
if (discoverNat != null)
discoverNat.Wait();
}
catch (Exception e)
{
Console.WriteLine("NAT discovery failed: {0}", e.Message);
Log.Write("nat", e.ToString());
}
ModData.LoadScreen.StartGame(args);
}
public static void LoadEditor(string mapUid)
{
StartGame(mapUid, WorldType.Editor);
}
public static void LoadShellMap()
{
var shellmap = ChooseShellmap();
using (new PerfTimer("StartGame"))
{
StartGame(shellmap, WorldType.Shellmap);
OnShellmapLoaded();
}
}
static string ChooseShellmap()
{
var shellmaps = ModData.MapCache
.Where(m => m.Status == MapStatus.Available && m.Visibility.HasFlag(MapVisibility.Shellmap))
.Select(m => m.Uid);
if (!shellmaps.Any())
throw new InvalidDataException("No valid shellmaps available");
return shellmaps.Random(CosmeticRandom);
}
public static void SwitchToExternalMod(ExternalMod mod, string[] launchArguments = null, Action onFailed = null)
{
try
{
var args = launchArguments != null ? mod.LaunchArgs.Append(launchArguments) : mod.LaunchArgs;
var p = Process.Start(mod.LaunchPath, args.Select(a => "\"" + a + "\"").JoinWith(" "));
if (p == null || p.HasExited)
onFailed();
else
{
p.Close();
Exit();
}
}
catch (Exception e)
{
Log.Write("debug", "Failed to switch to external mod.");
Log.Write("debug", "Error was: " + e.Message);
onFailed();
}
}
static RunStatus state = RunStatus.Running;
public static event Action OnQuit = () => { };
// Note: These delayed actions should only be used by widgets or disposing objects
// - things that depend on a particular world should be queuing them on the world actor.
static volatile ActionQueue delayedActions = new ActionQueue();
public static void RunAfterTick(Action a) { delayedActions.Add(a, RunTime); }
public static void RunAfterDelay(int delayMilliseconds, Action a) { delayedActions.Add(a, RunTime + delayMilliseconds); }
static void TakeScreenshotInner()
{
using (new PerfTimer("Renderer.SaveScreenshot"))
{
var mod = ModData.Manifest.Metadata;
var directory = Platform.ResolvePath(Platform.SupportDirPrefix, "Screenshots", ModData.Manifest.Id, mod.Version);
Directory.CreateDirectory(directory);
var filename = TimestampedFilename(true);
var path = Path.Combine(directory, string.Concat(filename, ".png"));
Log.Write("debug", "Taking screenshot " + path);
Renderer.Context.SaveScreenshot(path);
Debug("Saved screenshot " + filename);
}
}
static void InnerLogicTick(OrderManager orderManager)
{
var tick = RunTime;
var world = orderManager.World;
var uiTickDelta = tick - Ui.LastTickTime;
if (uiTickDelta >= Timestep)
{
// Explained below for the world tick calculation
var integralTickTimestep = (uiTickDelta / Timestep) * Timestep;
Ui.LastTickTime += integralTickTimestep >= TimestepJankThreshold ? integralTickTimestep : Timestep;
Sync.RunUnsynced(Settings.Debug.SyncCheckUnsyncedCode, world, Ui.Tick);
Cursor.Tick();
}
var worldTimestep = world == null ? Timestep : world.Timestep;
var worldTickDelta = tick - orderManager.LastTickTime;
if (worldTimestep != 0 && worldTickDelta >= worldTimestep)
{
using (new PerfSample("tick_time"))
{
// Tick the world to advance the world time to match real time:
// If dt < TickJankThreshold then we should try and catch up by repeatedly ticking
// If dt >= TickJankThreshold then we should accept the jank and progress at the normal rate
// dt is rounded down to an integer tick count in order to preserve fractional tick components.
var integralTickTimestep = (worldTickDelta / worldTimestep) * worldTimestep;
orderManager.LastTickTime += integralTickTimestep >= TimestepJankThreshold ? integralTickTimestep : worldTimestep;
Sound.Tick();
Sync.RunUnsynced(Settings.Debug.SyncCheckUnsyncedCode, world, orderManager.TickImmediate);
if (world == null)
return;
var isNetTick = LocalTick % NetTickScale == 0;
if (!isNetTick || orderManager.IsReadyForNextFrame)
{
++orderManager.LocalFrameNumber;
Log.Write("debug", "--Tick: {0} ({1})", LocalTick, isNetTick ? "net" : "local");
if (BenchmarkMode)
Log.Write("cpu", "{0};{1}".F(LocalTick, PerfHistory.Items["tick_time"].LastValue));
if (isNetTick)
orderManager.Tick();
Sync.RunUnsynced(Settings.Debug.SyncCheckUnsyncedCode, world, () =>
{
world.OrderGenerator.Tick(world);
world.Selection.Tick(world);
});
world.Tick();
PerfHistory.Tick();
}
else if (orderManager.NetFrameNumber == 0)
orderManager.LastTickTime = RunTime;
// Wait until we have done our first world Tick before TickRendering
if (orderManager.LocalFrameNumber > 0)
Sync.RunUnsynced(Settings.Debug.SyncCheckUnsyncedCode, world, () => world.TickRender(worldRenderer));
}
}
}
static void LogicTick()
{
delayedActions.PerformActions(RunTime);
if (OrderManager.Connection.ConnectionState != lastConnectionState)
{
lastConnectionState = OrderManager.Connection.ConnectionState;
ConnectionStateChanged(OrderManager);
}
InnerLogicTick(OrderManager);
if (worldRenderer != null && OrderManager.World != worldRenderer.World)
InnerLogicTick(worldRenderer.World.OrderManager);
}
public static void TakeScreenshot()
{
takeScreenshot = true;
}
static void RenderTick()
{
using (new PerfSample("render"))
{
++RenderFrame;
// worldRenderer is null during the initial install/download screen
if (worldRenderer != null)
{
Renderer.BeginFrame(worldRenderer.Viewport.TopLeft, worldRenderer.Viewport.Zoom);
Sound.SetListenerPosition(worldRenderer.Viewport.CenterPosition);
worldRenderer.Draw();
}
else
Renderer.BeginFrame(int2.Zero, 1f);
using (new PerfSample("render_widgets"))
{
Renderer.WorldModelRenderer.BeginFrame();
Ui.PrepareRenderables();
Renderer.WorldModelRenderer.EndFrame();
Ui.Draw();
if (ModData != null && ModData.CursorProvider != null)
{
Cursor.SetCursor(Ui.Root.GetCursorOuter(Viewport.LastMousePos) ?? "default");
Cursor.Render(Renderer);
}
}
using (new PerfSample("render_flip"))
Renderer.EndFrame(new DefaultInputHandler(OrderManager.World));
if (takeScreenshot)
{
takeScreenshot = false;
TakeScreenshotInner();
}
}
PerfHistory.Items["render"].Tick();
PerfHistory.Items["batches"].Tick();
PerfHistory.Items["render_widgets"].Tick();
PerfHistory.Items["render_flip"].Tick();
if (BenchmarkMode)
Log.Write("render", "{0};{1}".F(RenderFrame, PerfHistory.Items["render"].LastValue));
}
static void Loop()
{
// The game loop mainly does two things: logic updates and
// drawing on the screen.
// ---
// We ideally want the logic to run every 'Timestep' ms and
// rendering to be done at 'MaxFramerate', so 1000 / MaxFramerate ms.
// Any additional free time is used in 'Sleep' so we don't
// consume more CPU/GPU resources than necessary.
// ---
// In case logic or rendering takes more time than the ideal
// and we're getting behind, we can skip rendering some frames
// but there's a fail-safe minimum FPS to make sure the screen
// gets updated at least that often.
// ---
// TODO: Separate world/UI rendering
// It would be nice to separate the world rendering from the UI rendering
// so that we can update the UI more often than the world. This would
// help make the game playable (mouse/controls) even in low world
// framerates.
// It's not possible at the moment because the render buffer is cleared
// before rendering and we don't keep the last rendered world buffer.
// When the logic has fallen behind by this much, skip the pending
// updates and start fresh.
// For example, if we want to update logic every 10 ms but each loop
// temporarily takes 100 ms, the 'nextLogic' timestamp will be too low
// and the current timestamp ('now') will have moved on. Even if the
// update time returns to normal, it will take a long time to catch up
// (if ever).
// This also means that the 'logicInterval' cannot be longer than this
// value.
const int MaxLogicTicksBehind = 250;
// Try to maintain at least this many FPS during replays, even if it slows down logic.
// However, if the user has enabled a framerate limit that is even lower
// than this, then that limit will be used.
const int MinReplayFps = 10;
// Timestamps for when the next logic and rendering should run
var nextLogic = RunTime;
var nextRender = RunTime;
var forcedNextRender = RunTime;
while (state == RunStatus.Running)
{
// Ideal time between logic updates. Timestep = 0 means the game is paused
// but we still call LogicTick() because it handles pausing internally.
var logicInterval = worldRenderer != null && worldRenderer.World.Timestep != 0 ? worldRenderer.World.Timestep : Timestep;
// Ideal time between screen updates
var maxFramerate = Settings.Graphics.CapFramerate ? Settings.Graphics.MaxFramerate.Clamp(1, 1000) : 1000;
var renderInterval = 1000 / maxFramerate;
var now = RunTime;
// If the logic has fallen behind too much, skip it and catch up
if (now - nextLogic > MaxLogicTicksBehind)
nextLogic = now;
// When's the next update (logic or render)
var nextUpdate = Math.Min(nextLogic, nextRender);
if (now >= nextUpdate)
{
var forceRender = now >= forcedNextRender;
if (now >= nextLogic)
{
nextLogic += logicInterval;
LogicTick();
// Force at least one render per tick during regular gameplay
if (OrderManager.World != null && !OrderManager.World.IsReplay)
forceRender = true;
}
var haveSomeTimeUntilNextLogic = now < nextLogic;
var isTimeToRender = now >= nextRender;
if ((isTimeToRender && haveSomeTimeUntilNextLogic) || forceRender)
{
nextRender = now + renderInterval;
// Pick the minimum allowed FPS (the lower between 'minReplayFPS'
// and the user's max frame rate) and convert it to maximum time
// allowed between screen updates.
// We do this before rendering to include the time rendering takes
// in this interval.
var maxRenderInterval = Math.Max(1000 / MinReplayFps, renderInterval);
forcedNextRender = now + maxRenderInterval;
RenderTick();
}
}
else
Thread.Sleep((int)(nextUpdate - now));
}
}
static RunStatus Run()
{
if (Settings.Graphics.MaxFramerate < 1)
{
Settings.Graphics.MaxFramerate = new GraphicSettings().MaxFramerate;
Settings.Graphics.CapFramerate = false;
}
try
{
Loop();
}
finally
{
// Ensure that the active replay is properly saved
if (OrderManager != null)
OrderManager.Dispose();
}
if (worldRenderer != null)
worldRenderer.Dispose();
ModData.Dispose();
ChromeProvider.Deinitialize();
Sound.Dispose();
Renderer.Dispose();
OnQuit();
return state;
}
public static void Exit()
{
state = RunStatus.Success;
}
public static void AddChatLine(Color color, string name, string text)
{
OrderManager.AddChatLine(color, name, text);
}
public static void Debug(string s, params object[] args)
{
AddChatLine(Color.White, "Debug", string.Format(s, args));
}
public static void Disconnect()
{
if (OrderManager.World != null)
OrderManager.World.TraitDict.PrintReport();
OrderManager.Dispose();
CloseServer();
JoinLocal();
}
public static void CloseServer()
{
if (server != null)
server.Shutdown();
}
public static T CreateObject<T>(string name)
{
return ModData.ObjectCreator.CreateObject<T>(name);
}
public static void CreateServer(ServerSettings settings)
{
server = new Server.Server(new IPEndPoint(IPAddress.Any, settings.ListenPort), settings, ModData, false);
}
public static int CreateLocalServer(string map)
{
var settings = new ServerSettings()
{
Name = "Skirmish Game",
Map = map,
AdvertiseOnline = false
};
server = new Server.Server(new IPEndPoint(IPAddress.Loopback, 0), settings, ModData, false);
return server.Port;
}
public static bool IsCurrentWorld(World world)
{
return OrderManager != null && OrderManager.World == world && !world.Disposing;
}
public static bool SetClipboardText(string text)
{
return Renderer.Window.SetClipboardText(text);
}
}
}