Files
SPT-Server-Build/SPTarkov.Server/Program.cs
T

183 lines
6.4 KiB
C#

using System.Runtime;
using System.Runtime.InteropServices;
using SPTarkov.Common.Semver;
using SPTarkov.Common.Semver.Implementations;
using SPTarkov.DI;
using SPTarkov.Server.Core.Loaders;
using SPTarkov.Server.Core.Models.Spt.Mod;
using SPTarkov.Server.Core.Models.Utils;
using SPTarkov.Server.Core.Utils;
using SPTarkov.Server.Core.Utils.Logger;
using SPTarkov.Server.Logger;
using SPTarkov.Server.Modding;
namespace SPTarkov.Server;
public static class Program
{
public static async Task Main(string[] args)
{
// Some users don't know how to create a shortcut...
if (!IsRunFromInstallationFolder())
{
Console.WriteLine("You have not created a shortcut properly. Please hold alt when dragging to create a shortcut.");
await Task.Delay(-1);
return;
}
// Initialize the program variables
ProgramStatics.Initialize();
// Create web builder and logger
var builder = CreateNewHostBuilder(args);
var diHandler = new DependencyInjectionHandler(builder.Services);
// register SPT components
diHandler.AddInjectableTypesFromTypeAssembly(typeof(Program));
diHandler.AddInjectableTypesFromTypeAssembly(typeof(App));
List<SptMod> loadedMods = [];
if (ProgramStatics.MODS())
{
// Search for mod dlls
loadedMods = ModDllLoader.LoadAllMods();
// validate and sort mods, this will also discard any mods that are invalid
var sortedLoadedMods = ValidateMods(loadedMods);
// update the loadedMods list with our validated sorted mods
loadedMods = sortedLoadedMods;
diHandler.AddInjectableTypesFromAssemblies(sortedLoadedMods.SelectMany(a => a.Assemblies));
}
diHandler.InjectAll();
builder.Services.AddSingleton(builder);
builder.Services.AddSingleton<IReadOnlyList<SptMod>>(loadedMods);
var serviceProvider = builder.Services.BuildServiceProvider();
var logger = serviceProvider.GetService<ILoggerFactory>().CreateLogger("Server");
// Load bundles for bundle mods
if (ProgramStatics.MODS())
{
var bundleLoader = serviceProvider.GetService<BundleLoader>();
foreach (var mod in loadedMods)
{
if (mod.ModMetadata?.IsBundleMod == true)
{
// Convert to relative path
string relativeModPath = Path.GetRelativePath(
Directory.GetCurrentDirectory(),
mod.Directory
).Replace('\\', '/');
bundleLoader.AddBundles(relativeModPath);
}
}
}
try
{
SetConsoleOutputMode();
// Get the Built app and run it
var app = serviceProvider.GetService<App>();
if (app != null)
{
await app.InitializeAsync();
// Run garbage collection now the server is ready to start
GCSettings.LargeObjectHeapCompactionMode = GCLargeObjectHeapCompactionMode.CompactOnce;
GC.Collect(GC.MaxGeneration, GCCollectionMode.Aggressive, true, true);
await app.StartAsync();
}
}
catch (Exception ex)
{
Console.WriteLine(ex);
logger.LogCritical(ex, "Critical exception, stopping server...");
}
finally
{
serviceProvider.GetService<SptLogger<object>>()?.DumpAndStop();
}
}
private static WebApplicationBuilder CreateNewHostBuilder(string[]? args = null)
{
var builder = WebApplication.CreateBuilder(args);
builder.Logging.ClearProviders();
builder.Configuration.SetBasePath(Directory.GetCurrentDirectory());
builder.Host.UseSptLogger();
return builder;
}
private static List<SptMod> ValidateMods(List<SptMod> mods)
{
if (!ProgramStatics.MODS())
{
return [];
}
// We need the SPT dependencies for the ModValidator, but mods are loaded before the web application
// So we create a disposable web application that we will throw away after getting the mods to load
var builder = CreateNewHostBuilder();
// register SPT components
var diHandler = new DependencyInjectionHandler(builder.Services);
diHandler.AddInjectableTypesFromAssembly(typeof(Program).Assembly);
diHandler.AddInjectableTypesFromAssembly(typeof(App).Assembly);
diHandler.InjectAll();
// register the mod validator components
var provider = builder.Services
.AddScoped(typeof(ISptLogger<ModValidator>), typeof(SptLogger<ModValidator>))
.AddScoped(typeof(ISemVer), typeof(SemanticVersioningSemVer))
.AddSingleton<ModValidator>()
.AddSingleton<ModLoadOrder>()
.BuildServiceProvider();
var modValidator = provider.GetRequiredService<ModValidator>();
return modValidator.ValidateAndSort(mods);
}
private static void SetConsoleOutputMode()
{
if (!OperatingSystem.IsWindows())
{
return;
}
const int stdOutputHandle = -11;
const uint enableVirtualTerminalProcessing = 0x0004;
var handle = GetStdHandle(stdOutputHandle);
if (!GetConsoleMode(handle, out var consoleMode))
{
throw new Exception("Unable to get console mode");
}
consoleMode |= enableVirtualTerminalProcessing;
if (!SetConsoleMode(handle, consoleMode))
{
throw new Exception("Unable to set console mode");
}
}
private static bool IsRunFromInstallationFolder()
{
var dirFiles = Directory.GetFiles(Directory.GetCurrentDirectory());
// This file is guaranteed to exist if ran from the correct location, even if the game does not exist here.
return dirFiles.Any(dirFile => dirFile.EndsWith("sptLogger.json") || dirFile.EndsWith("sptLogger.Development.json"));
}
[DllImport("kernel32.dll", SetLastError = true)]
private static extern IntPtr GetStdHandle(int nStdHandle);
[DllImport("kernel32.dll")]
private static extern bool GetConsoleMode(IntPtr hConsoleHandle, out uint lpMode);
[DllImport("kernel32.dll")]
private static extern bool SetConsoleMode(IntPtr hConsoleHandle, uint dwMode);
}