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Core.cs
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Core.cs
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using System;
using System.Runtime.CompilerServices;
using BepInEx.Logging;
using CommunityCommands.Services;
using HarmonyLib;
using ProjectM;
using Unity.Entities;
namespace CommunityCommands;
internal static class Core
{
public static World Server { get; } = GetWorld("Server") ?? throw new System.Exception("There is no Server world (yet). Did you install a server mod on the client?");
public static EntityManager EntityManager { get; } = Server.EntityManager;
public static ManualLogSource Log { get; } = Plugin.PluginLog;
public static PlayerService Players { get; internal set; }
public static UnitSpawnerService UnitSpawner { get; internal set; }
public static PrefabService Prefabs { get; internal set; }
public static void LogException(System.Exception e, [CallerMemberName] string caller = null)
{
Core.Log.LogError($"Failure in {caller}\nMessage: {e.Message} Inner:{e.InnerException?.Message}\n\nStack: {e.StackTrace}\nInner Stack: {e.InnerException?.StackTrace}");
}
internal static void InitializeAfterLoaded()
{
if (_hasInitialized) return;
// TODO: probably changing when I refactor further.
Players = new();
UnitSpawner = new();
Prefabs = new();
_hasInitialized = true;
Log.LogInfo($"{nameof(InitializeAfterLoaded)} completed");
}
private static bool _hasInitialized = false;
private static World GetWorld(string name)
{
foreach (var world in World.s_AllWorlds)
{
if (world.Name == name)
{
return world;
}
}
return null;
}
}