using System; using System.Collections.Generic; using System.Threading; using CommandLine; using NLog; namespace ET { internal static class Program { private static void Main(string[] args) { AppDomain.CurrentDomain.UnhandledException += (sender, e) => { Log.Error(e.ExceptionObject.ToString()); }; ETTask.ExceptionHandler += Log.Error; // 异步方法全部会回掉到主线程 SynchronizationContext.SetSynchronizationContext(ThreadSynchronizationContext.Instance); try { Dictionary types = AssemblyHelper.GetAssemblyTypes(typeof (Game).Assembly, typeof(Unit).Assembly, DllHelper.GetHotfixAssembly()); Game.EventSystem.Add(types); ProtobufHelper.Init(); MongoHelper.Register(Game.EventSystem.GetTypes()); // 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; Game.ILog = new NLogger(Game.Options.AppType.ToString()); LogManager.Configuration.Variables["appIdFormat"] = $"{Game.Options.Process:000000}"; Log.Console($"app start: {Game.Scene.Id} options: {JsonHelper.ToJson(Game.Options)} "); Game.EventSystem.Publish(Game.Scene, new EventType.AppStart()); while (true) { try { Thread.Sleep(1); Game.Update(); Game.LateUpdate(); Game.FrameFinish(); } catch (Exception e) { Log.Error(e); } } } catch (Exception e) { Log.Error(e); } } } }