using Editor; using Sandbox.Engine; using Sandbox.Engine.Settings; using Sandbox.Utility; using Sandbox.VR; using System.Globalization; namespace Sandbox; public static class Application { /// /// Prevent double initialization /// internal static bool IsInitialized { get; private set; } /// /// Steam AppId of S&box. /// public static ulong AppId { get; internal set; } = 590830; /// /// True if we're running the engine as part of a unit test /// public static bool IsUnitTest { get; internal set; } /// /// True if running without a graphics window, such as in a terminal. /// public static bool IsHeadless { get; private set; } /// /// True if running in a terminal like console, instead of a game window or editor. /// public static bool IsConsoleApp => IsHeadless; /// /// True if this is a dedicated server /// public static bool IsDedicatedServer { get; private set; } /// /// True if running a benchmark /// internal static bool IsBenchmark { get; private set; } /// /// True if running with the tools or editor attached /// public static bool IsEditor { get; private set; } /// /// True if running with -joinlocal. This is an instance that launches and joins /// an in process editor session. /// internal static bool IsJoinLocal { get; private set; } /// /// A local instance Id assigned when the instance is spawned with -joinlocal. We can use /// this to create a deterministic fake SteamId for example. /// internal static int LocalInstanceId { get; private set; } /// /// The engine's version string /// public static string Version { get; internal set; } /// /// True if this is compiled and published on steam /// internal static bool IsRetail { get; private set; } /// /// The date of this version, as a UTC datetime. /// public static DateTime VersionDate { get; internal set; } /// /// Number of exceptions we've had. Resets on game exit. /// internal static int ExceptionCount { get; set; } /// /// True if the game is running in standalone mode /// public static bool IsStandalone { get; internal set; } /// /// The language code for the current language /// [ConVar( "language", ConVarFlags.Saved | ConVarFlags.Protected, Name = "Language" )] public static string LanguageCode { get; internal set; } = "en"; /// /// True if the game is running in VR mode /// public static bool IsVR => VRSystem.IsActive; // garry: I think this is right? But feels like this should be set at startup and never change? internal static void Initialize( bool dedicated, bool headless, bool toolsMode, bool testMode, bool isRetail ) { if ( IsInitialized ) throw new InvalidOperationException( "Already Initialized" ); IsInitialized = true; IsDedicatedServer = dedicated; IsRetail = isRetail; IsUnitTest = testMode; IsHeadless = headless; IsEditor = toolsMode; IsJoinLocal = CommandLine.HasSwitch( "-joinlocal" ); IsBenchmark = Environment.GetEnvironmentVariable( "SBOX_MODE" ) == "BENCHMARK"; LocalInstanceId = CommandLine.GetSwitchInt( "+instanceid", 1 ); } internal static void Shutdown() { IsInitialized = false; } internal static void TryLoadVersionInfo( string gameFolder ) { Version = "0000000"; VersionDate = DateTime.Now; var versionPath = System.IO.Path.Combine( gameFolder, ".version" ); if ( System.IO.File.Exists( versionPath ) ) { var text = System.IO.File.ReadAllText( versionPath ); var split = text.Split( "\n" ); Version = split[0].Trim(); VersionDate = DateTime.ParseExact( split[4], "dd/MM/yyyy HH:mm:ss", null, DateTimeStyles.AdjustToUniversal | DateTimeStyles.AssumeUniversal ); } } /// /// The currently loaded game package. May be null if no game loaded. /// Controlled by GameMenuDll. /// internal static Package GamePackage { get; set; } /// /// The currently loaded map package /// internal static Package MapPackage { get; set; } /// /// The currently loaded game package's ident - if applicable. /// internal static string GameIdent { get; set; } #if DEBUG public static bool IsDebug => true; #endif #if !DEBUG public static bool IsDebug => false; #endif /// /// Returns true if the microphone is currently listening /// public static bool IsMicrophoneListening => VoiceManager.IsListening; /// /// Returns true if the microphone is currently listening and actually hearing/capturing sounds /// public static bool IsMicrophoneRecording => VoiceManager.IsRecording; /// /// Is the game window in focus? /// public static bool IsFocused => NativeEngine.EngineGlobal.IsWindowFocused(); internal static bool WantsExit { get; set; } /// /// Exits the application if we're running in standalone mode or we are a Dedicated Server. /// internal static void Exit() { WantsExit = true; } internal static void ClearGame() { GameIdent = default; GamePackage = default; ExceptionCount = default; MapPackage = default; } public static bool CheatsEnabled { get => ConVarSystem.GetValue( "sv_cheats", "false", true ).ToBool(); } /// /// Allows access to the RenderSettings singleton, which contains settings related to rendering in the game. /// You're only able to access this when in standalone mode. When accessing in the editor, or in sbox it will return null. /// public static RenderSettings RenderSettings { get { if ( !IsStandalone ) return null; return RenderSettings.Instance; } } /// /// Gets the active scene. This could be in the menu system, or in the game. This is provided /// for internal engine, and should never be accessible to the user code. /// internal static Scene GetActiveScene() { if ( IGameInstance.Current?.Scene is Scene gameScene && gameScene.IsValid() ) { return gameScene; } if ( IMenuDll.Current?.Scene is Scene menuScene && menuScene.IsValid() ) { return menuScene; } return null; } /// /// Get the current editor if any. Will return null if we're not in the editor, or there is no active editor session. /// public static EditorSystem Editor => IToolsDll.Current?.ActiveEditor; }