Init.cs 1.6 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using CommandLine;
  4. using MemoryPack;
  5. namespace ET
  6. {
  7. public static class Init
  8. {
  9. private static Process process;
  10. public static void Start()
  11. {
  12. try
  13. {
  14. AppDomain.CurrentDomain.UnhandledException += (sender, e) =>
  15. {
  16. Log.Error(e.ExceptionObject.ToString());
  17. };
  18. process = Game.Instance.Create(false);
  19. // 异步方法全部会回掉到主线程
  20. process.AddSingleton<MainThreadSynchronizationContext>();
  21. // 命令行参数
  22. Parser.Default.ParseArguments<Options>(System.Environment.GetCommandLineArgs())
  23. .WithNotParsed(error => throw new Exception($"命令行格式错误! {error}"))
  24. .WithParsed(Game.Instance.AddSingleton);
  25. process.AddSingleton<TimeInfo>();
  26. process.AddSingleton<Logger>().ILog = new NLogger(Options.Instance.AppType.ToString(), Options.Instance.Process, "../Config/NLog/NLog.config");
  27. process.AddSingleton<ObjectPool>();
  28. process.AddSingleton<IdGenerater>();
  29. process.AddSingleton<EventSystem>();
  30. process.AddSingleton<TimerComponent>();
  31. process.AddSingleton<CoroutineLockComponent>();
  32. ETTask.ExceptionHandler += Log.Error;
  33. Log.Console($"{Parser.Default.FormatCommandLine(Options.Instance)}");
  34. process.AddSingleton<CodeLoader>().Start();
  35. }
  36. catch (Exception e)
  37. {
  38. Log.Error(e);
  39. }
  40. }
  41. public static void Update()
  42. {
  43. process.Update();
  44. }
  45. public static void LateUpdate()
  46. {
  47. process.LateUpdate();
  48. }
  49. public static void FrameFinishUpdate()
  50. {
  51. process.FrameFinishUpdate();
  52. }
  53. }
  54. }