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using Mirror;
using OWML.Common;
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using OWML.ModHelper;
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using QSB.Menus;
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using QSB.Patches;
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using QSB.QuantumSync;
using QSB.Utility;
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using QSB.WorldSync;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using UnityEngine;
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using UnityEngine.InputSystem;
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/*
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Copyright (C) 2020 - 2022
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Henry Pointer (_nebula / misternebula),
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Will Corby (JohnCorby),
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Aleksander Waage (AmazingAlek),
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Ricardo Lopes (Raicuparta)
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This program is free software: you can redistribute it and/or
modify it under the terms of the GNU Affero General Public License
as published by the Free Software Foundation, either version 3 of
the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License along with this program. If not, see https://www.gnu.org/licenses/.
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*/
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namespace QSB
{
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public class QSBCore : ModBehaviour
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{
public static IModHelper Helper { get; private set; }
public static string DefaultServerIP;
public static AssetBundle NetworkAssetBundle { get; private set; }
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public static AssetBundle InstrumentAssetBundle { get; private set; }
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public static AssetBundle ConversationAssetBundle { get; private set; }
public static AssetBundle DebugAssetBundle { get; private set; }
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public static AssetBundle TextAssetsBundle { get; private set; }
public static bool IsHost => NetworkServer.active;
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public static bool IsInMultiplayer => QSBNetworkManager.singleton.isNetworkActive;
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public static string QSBVersion => Helper.Manifest.Version;
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public static string GameVersion => Application.version;
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public static bool DLCInstalled => EntitlementsManager.IsDlcOwned() == EntitlementsManager.AsyncOwnershipStatus.Owned;
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public static IMenuAPI MenuApi { get; private set; }
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public static DebugSettings DebugSettings { get; private set; } = new();
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public void Awake() =>
UIHelper.ReplaceUI(UITextType.PleaseUseController,
"<color=orange>Quantum Space Buddies</color> is best experienced with friends...");
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public void Start()
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{
Helper = ModHelper;
DebugLog.ToConsole($"* Start of QSB version {QSBVersion} - authored by {Helper.Manifest.Author}", MessageType.Info);
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MenuApi = ModHelper.Interaction.GetModApi<IMenuAPI>(ModHelper.Manifest.Dependencies[0]);
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NetworkAssetBundle = Helper.Assets.LoadBundle("AssetBundles/network");
InstrumentAssetBundle = Helper.Assets.LoadBundle("AssetBundles/instruments");
ConversationAssetBundle = Helper.Assets.LoadBundle("AssetBundles/conversation");
DebugAssetBundle = Helper.Assets.LoadBundle("AssetBundles/debug");
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TextAssetsBundle = Helper.Assets.LoadBundle("AssetBundles/textassets");
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DebugSettings = Helper.Storage.Load<DebugSettings>("debugsettings.json") ?? new DebugSettings();
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InitializeAssemblies();
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QSBPatchManager.Init();
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DeterministicManager.Init();
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var components = typeof(IAddComponentOnStart).GetDerivedTypes()
.Select(x => gameObject.AddComponent(x))
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.ToArray();
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QSBWorldSync.Managers = components.OfType<WorldObjectManager>().ToArray();
QSBPatchManager.OnPatchType += OnPatchType;
QSBPatchManager.OnUnpatchType += OnUnpatchType;
}
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private static void OnPatchType(QSBPatchTypes type)
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{
if (type == QSBPatchTypes.OnClientConnect)
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{
Application.runInBackground = true;
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}
}
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private static void OnUnpatchType(QSBPatchTypes type)
{
if (type == QSBPatchTypes.OnClientConnect)
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{
Application.runInBackground = false;
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}
}
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private static void InitializeAssemblies()
{
DebugLog.DebugWrite("Running RuntimeInitializeOnLoad methods for our assemblies", MessageType.Info);
foreach (var path in Directory.EnumerateFiles(Helper.Manifest.ModFolderPath, "*.dll"))
{
var assembly = Assembly.LoadFile(path);
DebugLog.DebugWrite(assembly.ToString());
assembly.GetTypes()
.SelectMany(x => x.GetMethods(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static | BindingFlags.DeclaredOnly))
.Where(x => x.IsDefined(typeof(RuntimeInitializeOnLoadMethodAttribute)))
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.ForEach(x => x.Invoke(null, null));
}
DebugLog.DebugWrite($"Assemblies initialized", MessageType.Success);
}
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public override void Configure(IModConfig config) => DefaultServerIP = config.GetSettingsValue<string>("defaultServerIP");
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private void Update()
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{
if (Keyboard.current[Key.Q].isPressed && Keyboard.current[Key.D].wasPressedThisFrame)
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{
DebugSettings.DebugMode = !DebugSettings.DebugMode;
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GetComponent<DebugActions>().enabled = DebugSettings.DebugMode;
GetComponent<DebugGUI>().enabled = DebugSettings.DrawGui;
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QuantumManager.UpdateFromDebugSetting();
DebugCameraSettings.UpdateFromDebugSetting();
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DebugLog.ToConsole($"DEBUG MODE = {DebugSettings.DebugMode}");
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}
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}
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}
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}
/*
* _nebula's music thanks
* I listen to music constantly while programming/working - here's my thanks to them for keeping me entertained :P
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*
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* Wintergatan
* HOME
* C418
* Lupus Nocte
* Max Cooper
* Darren Korb
* Harry Callaghan
* Toby Fox
* Andrew Prahlow
* Valve (Mike Morasky, Kelly Bailey)
* Joel Nielsen
* Vulfpeck
* Detektivbyrån
* Ben Prunty
* ConcernedApe
* Jake Chudnow
* Murray Gold
* Teleskärm
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* Daft Punk
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* Natalie Holt
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* WMD
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*/