quantum-space-buddies/QSB/QSB.cs

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using OWML.Common;
using OWML.ModHelper;
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using QSB.DeathSync;
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using QSB.ElevatorSync;
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using QSB.GeyserSync;
using QSB.OrbSync;
using QSB.Tools;
using QSB.TransformSync;
using QSB.Utility;
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using UnityEngine;
using UnityEngine.Networking;
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namespace QSB
{
public class QSB : ModBehaviour
{
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public static IModHelper Helper { get; private set; }
public static string DefaultServerIP { get; private set; }
public static int Port { get; private set; }
public static bool DebugMode { get; private set; }
public static AssetBundle NetworkAssetBundle { get; private set; }
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public static bool HasWokenUp { get; set; }
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private void Awake()
{
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Application.runInBackground = true;
}
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private void Start()
{
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Helper = ModHelper;
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DebugLog.ToConsole($"* Start of QSB version {Helper.Manifest.Version} - authored by {Helper.Manifest.Author}", MessageType.Info);
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NetworkAssetBundle = Helper.Assets.LoadBundle("assets/network");
DebugLog.LogState("NetworkBundle", NetworkAssetBundle);
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ProbePatches.DoPatches();
DeathPatches.DoPatches();
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// Turns out these are very finicky about what order they go. QSBNetworkManager seems to
// want to go first-ish, otherwise the NetworkManager complains about the PlayerPrefab being
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// null (even though it isn't...)
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gameObject.AddComponent<QSBNetworkManager>();
gameObject.AddComponent<NetworkManagerHUD>();
gameObject.AddComponent<DebugActions>();
gameObject.AddComponent<ElevatorManager>();
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gameObject.AddComponent<GeyserManager>();
gameObject.AddComponent<OrbSlotManager>();
gameObject.AddComponent<QSBSectorManager>();
}
public override void Configure(IModConfig config)
{
DefaultServerIP = config.GetSettingsValue<string>("defaultServerIP");
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Port = config.GetSettingsValue<int>("port");
if (QSBNetworkManager.Instance != null)
{
QSBNetworkManager.Instance.networkPort = Port;
}
DebugMode = config.GetSettingsValue<bool>("debugMode");
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}
}
}