using System; using System.Threading; using CommandLine; using NLog; namespace ET { internal static class Init { private static void Main(string[] args) { try { AppDomain.CurrentDomain.UnhandledException += (sender, e) => { Log.Error(e.ExceptionObject.ToString()); }; // 异步方法全部会回掉到主线程 SynchronizationContext.SetSynchronizationContext(ThreadSynchronizationContext.Instance); // 命令行参数 Options options = null; Parser.Default.ParseArguments(args) .WithNotParsed(error => throw new Exception($"命令行格式错误!")) .WithParsed(o => { options = o; }); Options.Instance = options; LogManager.Configuration = new NLog.Config.XmlLoggingConfiguration("../Config/NLog/NLog.config"); LogManager.Configuration.Variables["appIdFormat"] = $"{Game.Options.Process:000000}"; LogManager.Configuration.Variables["currentDir"] = Environment.CurrentDirectory; Game.ILog = new NLogger(Game.Options.AppType.ToString()); ETTask.ExceptionHandler += Log.Error; CodeLoader.Instance.Start(); Log.Console($"app start: {Game.Scene.Id} options: {JsonHelper.ToJson(Game.Options)} "); while (true) { try { Thread.Sleep(1); Game.Update(); Game.LateUpdate(); } catch (Exception e) { Log.Error(e); } } } catch (Exception e) { Log.Error(e); } } } }