SRMP-Public/SRMP/MainSRML.cs

104 lines
No EOL
3.7 KiB
C#

#if SRML
using Newtonsoft.Json;
using SRML;
using SRML.SR;
using SRMultiplayer.Networking;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace SRMultiplayer
{
/// <summary>
/// Handles mod being loaded from SRML
/// Takes the place of the Main Standalone file, but caters to the SRML
/// </summary>
public class MainSRML : ModEntryPoint
{
private static GameObject m_GameObject;
// Called before GameContext.Awake
// this is where you want to register stuff (like custom enum values or identifiable id's)
// and patch anything you want to patch with harmony
public override void PreLoad()
{
base.PreLoad();
}
// Called right before PostLoad
// Used to register stuff that needs lookupdirector access
public override void Load()
{
if (m_GameObject != null) return;
SRMP.Log("Loading SRMP SRML Version");
//create the mod directory in the install folder if needed
if (!Directory.Exists(SRMP.ModDataPath))
{
Directory.CreateDirectory(SRMP.ModDataPath);
}
//create the user data file if not created yet
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
{
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
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
GameObject.DontDestroyOnLoad(m_GameObject);
//get current mod version
Globals.Version = Assembly.GetExecutingAssembly().GetName().Version.Revision;
//mark the mod as a background task
Application.runInBackground = true;
//initialize connect to the harmony patcher
HarmonyPatcher.GetInstance().PatchAll(Assembly.GetExecutingAssembly());
}
// Called after GameContext.Start
// stuff like gamecontext.lookupdirector are available in this step, generally for when you want to access
// ingame prefabs and the such
public override void PostLoad()
{
}
}
}
#endif