mirror of
https://gitlab.com/veloren/veloren.git
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9485b45e70
- Updated CHANGELOG - reduce dependencies - found out that we have alot of duplicate coding... alot...
227 lines
8.4 KiB
Rust
227 lines
8.4 KiB
Rust
#![deny(unsafe_code)]
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#![allow(clippy::option_map_unit_fn)]
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#![feature(bool_to_option)]
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#![recursion_limit = "2048"]
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use veloren_voxygen::{
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audio::{self, AudioFrontend},
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i18n::{self, i18n_asset_key, VoxygenLocalization},
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logging,
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menu::main::MainMenuState,
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profile::Profile,
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settings::{AudioOutput, Settings},
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window::Window,
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Direction, GlobalState, PlayState, PlayStateResult,
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};
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use common::assets::{load, load_expect};
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use std::{mem, panic};
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use tracing::{debug, error, warn};
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fn main() {
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#[cfg(feature = "tweak")]
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const_tweaker::run().expect("Could not run server");
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// Load the settings
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// Note: This won't log anything due to it being called before
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// `logging::init`. The issue is we need to read a setting to decide
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// whether we create a log file or not.
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let settings = Settings::load();
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// Init logging and hold the guards.
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let _guards = logging::init(&settings);
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// Save settings to add new fields or create the file if it is not already
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// there.
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if let Err(err) = settings.save_to_file() {
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panic!("Failed to save settings: {:?}", err);
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}
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let mut audio = match settings.audio.output {
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AudioOutput::Off => None,
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AudioOutput::Automatic => audio::get_default_device(),
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AudioOutput::Device(ref dev) => Some(dev.clone()),
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}
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.map(|dev| AudioFrontend::new(dev, settings.audio.max_sfx_channels))
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.unwrap_or_else(AudioFrontend::no_audio);
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audio.set_music_volume(settings.audio.music_volume);
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audio.set_sfx_volume(settings.audio.sfx_volume);
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// Load the profile.
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let profile = Profile::load();
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let mut global_state = GlobalState {
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audio,
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profile,
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window: Window::new(&settings).expect("Failed to create window!"),
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settings,
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info_message: None,
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singleplayer: None,
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};
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// Try to load the localization and log missing entries
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let localized_strings = load::<VoxygenLocalization>(&i18n_asset_key(
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&global_state.settings.language.selected_language,
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))
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.unwrap_or_else(|e| {
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let preferred_language = &global_state.settings.language.selected_language;
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warn!(
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?e,
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?preferred_language,
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"Impossible to load language: change to the default language (English) instead.",
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);
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global_state.settings.language.selected_language = i18n::REFERENCE_LANG.to_owned();
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load_expect::<VoxygenLocalization>(&i18n_asset_key(
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&global_state.settings.language.selected_language,
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))
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});
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localized_strings.log_missing_entries();
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// Set up panic handler to relay swish panic messages to the user
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let default_hook = panic::take_hook();
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panic::set_hook(Box::new(move |panic_info| {
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let panic_info_payload = panic_info.payload();
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let payload_string = panic_info_payload.downcast_ref::<String>();
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let reason = match payload_string {
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Some(s) => &s,
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None => {
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let payload_str = panic_info_payload.downcast_ref::<&str>();
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match payload_str {
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Some(st) => st,
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None => "Payload is not a string",
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}
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},
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};
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let msg = format!(
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"A critical error has occurred and Voxygen has been forced to \
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terminate in an unusual manner. Details about the error can be \
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found below.\n\
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\n\
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> What should I do?\n\
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\n\
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We need your help to fix this! You can help by contacting us and \
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reporting this problem. To do this, open an issue on the Veloren \
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issue tracker:\n\
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\n\
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https://www.gitlab.com/veloren/veloren/issues/new\n\
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\n\
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If you're on the Veloren community Discord server, we'd be \
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grateful if you could also post a message in the #support channel.
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\n\
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> What should I include?\n\
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\n\
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The error information below will be useful in finding and fixing \
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the problem. Please include as much information about your setup \
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and the events that led up to the panic as possible.
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\n\
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Voxygen has logged information about the problem (including this \
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message) to the file {}. Please include the contents of this \
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file in your bug report.
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\n\
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> Error information\n\
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\n\
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The information below is intended for developers and testers.\n\
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\n\
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Panic Payload: {:?}\n\
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PanicInfo: {}\n\
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Game version: {} [{}]",
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Settings::load()
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.log
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.logs_path
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.join("voxygen-<date>.log")
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.display(),
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reason,
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panic_info,
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common::util::GIT_HASH.to_string(),
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common::util::GIT_DATE.to_string()
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);
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error!(
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"VOXYGEN HAS PANICKED\n\n{}\n\nBacktrace:\n{:?}",
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msg,
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backtrace::Backtrace::new(),
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);
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#[cfg(feature = "msgbox")]
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{
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#[cfg(target_os = "macos")]
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dispatch::Queue::main()
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.sync(|| msgbox::create("Voxygen has panicked", &msg, msgbox::IconType::Error));
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#[cfg(not(target_os = "macos"))]
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msgbox::create("Voxygen has panicked", &msg, msgbox::IconType::Error);
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}
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default_hook(panic_info);
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}));
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// Initialise watcher for animation hotreloading
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#[cfg(feature = "hot-anim")]
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anim::init();
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// Set up the initial play state.
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let mut states: Vec<Box<dyn PlayState>> = vec![Box::new(MainMenuState::new(&mut global_state))];
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states.last().map(|current_state| {
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let current_state = current_state.name();
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debug!(?current_state, "Started game with state")
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});
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// What's going on here?
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// ---------------------
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// The state system used by Voxygen allows for the easy development of
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// stack-based menus. For example, you may want a "title" state that can
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// push a "main menu" state on top of it, which can in turn push a
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// "settings" state or a "game session" state on top of it. The code below
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// manages the state transfer logic automatically so that we don't have to
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// re-engineer it for each menu we decide to add to the game.
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let mut direction = Direction::Forwards;
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while let Some(state_result) = states
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.last_mut()
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.map(|last| last.play(direction, &mut global_state))
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{
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// Implement state transfer logic.
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match state_result {
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PlayStateResult::Shutdown => {
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direction = Direction::Backwards;
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debug!("Shutting down all states...");
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while states.last().is_some() {
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states.pop().map(|old_state| {
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let old_state = old_state.name();
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debug!(?old_state, "Popped state");
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global_state.on_play_state_changed();
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});
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}
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},
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PlayStateResult::Pop => {
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direction = Direction::Backwards;
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states.pop().map(|old_state| {
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let old_state = old_state.name();
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debug!(?old_state, "Popped state");
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global_state.on_play_state_changed();
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});
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},
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PlayStateResult::Push(new_state) => {
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direction = Direction::Forwards;
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debug!("Pushed state '{}'.", new_state.name());
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states.push(new_state);
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global_state.on_play_state_changed();
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},
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PlayStateResult::Switch(mut new_state_box) => {
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direction = Direction::Forwards;
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states.last_mut().map(|old_state_box| {
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let old_state = old_state_box.name();
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let new_state = new_state_box.name();
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debug!(?old_state, ?new_state, "Switching to states",);
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mem::swap(old_state_box, &mut new_state_box);
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global_state.on_play_state_changed();
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});
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},
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}
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}
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// Save any unsaved changes to profile.
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global_state.profile.save_to_file_warn();
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// Save any unsaved changes to settings.
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global_state.settings.save_to_file_warn();
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}
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