using SPTarkov.Server.Core.Models.Enums; namespace SPTarkov.Server.Core.Utils; public static partial class ProgramStatics { private static bool _debug; private static bool _compiled; private static bool _mods; public static void Initialize() { var _entryType = BuildType ?? EntryType.LOCAL; switch (_entryType) { case EntryType.RELEASE: _debug = false; _compiled = true; _mods = true; break; case EntryType.BLEEDING_EDGE: _debug = true; _compiled = true; _mods = false; break; case EntryType.DEBUG: case EntryType.BLEEDING_EDGE_MODS: _debug = true; _compiled = true; _mods = true; break; case EntryType.LOCAL: default: #if DEBUG _debug = true; #endif _compiled = false; _mods = true; break; } #if DEBUG Console.WriteLine($"SPTarkov.Server.Core: entrytype: {_entryType}"); Console.WriteLine($"SPTarkov.Server.Core: debug: {_debug}"); Console.WriteLine($"SPTarkov.Server.Core: compiled: {_compiled}"); Console.WriteLine($"SPTarkov.Server.Core: mods: {_mods}"); #endif } // Public Static Getters public static EntryType? ENTRY_TYPE() { return BuildType; } public static bool DEBUG() { return _debug; } public static bool COMPILED() { return _compiled; } public static bool MODS() { return _mods; } public static string? SPT_VERSION() { return _sptVersion; } public static string? COMMIT() { return _commit; } public static double? BUILD_TIME() { return _buildTime; } }