Init.cs 1.6 KB

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  1. using System;
  2. using System.Threading;
  3. using CommandLine;
  4. namespace ET
  5. {
  6. internal static class Init
  7. {
  8. private static void Main(string[] args)
  9. {
  10. try
  11. {
  12. AppDomain.CurrentDomain.UnhandledException += (sender, e) =>
  13. {
  14. Log.Error(e.ExceptionObject.ToString());
  15. };
  16. // 异步方法全部会回掉到主线程
  17. SynchronizationContext.SetSynchronizationContext(ThreadSynchronizationContext.Instance);
  18. // 命令行参数
  19. Parser.Default.ParseArguments<Options>(args)
  20. .WithNotParsed(error => throw new Exception($"命令行格式错误! {error}"))
  21. .WithParsed(Game.AddSingleton);
  22. Game.AddSingleton<RandomGenerator>();
  23. Game.AddSingleton<TimeInfo>();
  24. Game.AddSingleton<Logger>().ILog = new NLogger(Options.Instance.AppType.ToString(), Options.Instance.Process, "../Config/NLog/NLog.config");
  25. Game.AddSingleton<ObjectPool>();
  26. Game.AddSingleton<IdGenerater>();
  27. Game.AddSingleton<EventSystem>();
  28. Game.AddSingleton<TimerComponent>();
  29. Game.AddSingleton<CoroutineLockComponent>();
  30. Game.AddSingleton<NetServices>();
  31. Game.AddSingleton<Root>();
  32. ETTask.ExceptionHandler += Log.Error;
  33. Game.AddSingleton<CodeLoader>().Start();
  34. Log.Console($"app start: {Root.Instance.Scene.Id} options: {JsonHelper.ToJson(Options.Instance)} ");
  35. while (true)
  36. {
  37. try
  38. {
  39. Thread.Sleep(1);
  40. ThreadSynchronizationContext.Instance.Update();
  41. Game.Update();
  42. Game.LateUpdate();
  43. Game.FrameFinishUpdate();
  44. }
  45. catch (Exception e)
  46. {
  47. Log.Error(e);
  48. }
  49. }
  50. }
  51. catch (Exception e)
  52. {
  53. Log.Error(e);
  54. }
  55. }
  56. }
  57. }