SRMP-Public/SRMP/MainStandalone.cs

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#if Standalone
using HarmonyLib;
using Newtonsoft.Json;
using SRMultiplayer.Networking;
using System.IO;
using System.Reflection;
using UnityCoreMod;
using UnityEngine;
namespace SRMultiplayer
{ // <summary>
/// Handles mod being loaded from directly without the mod loader
/// </summary>
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public class MainSaty : IUnityMod
{
private static GameObject m_GameObject;
public void Load()
{
if (m_GameObject != null) return;
SRMP.Log("Loading SRMP Standalone Version");
//create the mod directory in the install folder if needed
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if (!Directory.Exists(SRMP.ModDataPath))
{
Directory.CreateDirectory(SRMP.ModDataPath);
}
//create the user data file if not created yet
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if (!File.Exists(Path.Combine(SRMP.ModDataPath, "userdata.json")))
{
Globals.UserData = new UserData()
{
UUID = System.Guid.NewGuid(),
CheckDLC = true,
IgnoredMods = new System.Collections.Generic.List<string>()
};
File.WriteAllText(Path.Combine(SRMP.ModDataPath, "userdata.json"), JsonConvert.SerializeObject(Globals.UserData));
SRMP.Log("Created userdata with UUID " + Globals.UserData.UUID);
}
else //if alreayd created load in the data
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{
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Globals.UserData = JsonConvert.DeserializeObject<UserData>(File.ReadAllText(Path.Combine(SRMP.ModDataPath, "userdata.json")));
if(Globals.UserData.IgnoredMods == null)
{
Globals.UserData.IgnoredMods = new System.Collections.Generic.List<string>();
}
SRMP.Log("Loaded userdata with UUID " + Globals.UserData.UUID);
}
//create the mods main game objects and start connecting everything
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string[] args = System.Environment.GetCommandLineArgs();
m_GameObject = new GameObject("SRMP");
m_GameObject.AddComponent<SRMP>();
m_GameObject.AddComponent<NetworkMasterServer>();
m_GameObject.AddComponent<NetworkClient>();
m_GameObject.AddComponent<NetworkServer>();
m_GameObject.AddComponent<MultiplayerUI>();
m_GameObject.AddComponent<ChatUI>();
m_GameObject.AddComponent<SRMPConsole>();
//mark all mod objects and do not destroy
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GameObject.DontDestroyOnLoad(m_GameObject);
//get current mod version
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Globals.Version = Assembly.GetExecutingAssembly().GetName().Version.Revision;
//initialize harmony and init the patches
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var harmony = new Harmony("saty.mod.srmp");
harmony.PatchAll(Assembly.GetExecutingAssembly());
//mark the mod as a background task
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Application.runInBackground = true;
}
public void Unload() { }
}
}
#endif