Init.cs 1.5 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($"命令行格式错误! {error}"))
  21. .WithParsed(Game.AddSingleton);
  22. Game.AddSingleton<RandomGenerator>();
  23. Game.AddSingleton<TimeInfo>();
  24. Game.AddSingleton<Logger>().ILog = new NLogger(Options.Instance.AppType.ToString(), Options.Instance.Process, "../Config/NLog/NLog.config");
  25. Game.AddSingleton<ObjectPool>();
  26. Game.AddSingleton<IdGenerater>();
  27. Game.AddSingleton<EventSystem>();
  28. Game.AddSingleton<NetServices>();
  29. Game.AddSingleton<Root>();
  30. ETTask.ExceptionHandler += Log.Error;
  31. Game.AddSingleton<CodeLoader>().Start();
  32. Log.Console($"app start: {Root.Instance.Scene.Id} options: {JsonHelper.ToJson(Options.Instance)} ");
  33. while (true)
  34. {
  35. try
  36. {
  37. Thread.Sleep(1);
  38. ThreadSynchronizationContext.Instance.Update();
  39. Game.Update();
  40. Game.LateUpdate();
  41. Game.FrameFinishUpdate();
  42. }
  43. catch (Exception e)
  44. {
  45. Log.Error(e);
  46. }
  47. }
  48. }
  49. catch (Exception e)
  50. {
  51. Log.Error(e);
  52. }
  53. }
  54. }
  55. }