NETIPCServerApp.cpp 3.0 KB

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  1. //
  2. // Copyright (c) 2008-2014 the Urho3D project.
  3. // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #include <Atomic/Engine/Engine.h>
  24. #include <Atomic/IO/FileSystem.h>
  25. #include "NETCore.h"
  26. #include <AtomicNET/NETScript/NETScript.h>
  27. #include <AtomicNET/NETScript/CSComponentAssembly.h>
  28. #include "NETIPCServerApp.h"
  29. #ifdef ATOMIC_PLATFORM_OSX
  30. #include <unistd.h>
  31. #endif
  32. #ifdef ATOMIC_PLATFORM_WINDOWS
  33. #include <stdio.h>
  34. #endif
  35. namespace Atomic
  36. {
  37. NETIPCServerApp::NETIPCServerApp(Context* context) :
  38. IPCServerApp(context)
  39. {
  40. }
  41. void NETIPCServerApp::Setup()
  42. {
  43. IPCServerApp::Setup();
  44. // TODO: we should always have a --project for IPCPlayer, however it is doing
  45. // double duty right now as managed player
  46. StringVector args = GetArguments();
  47. if (!args.Contains("--project"))
  48. {
  49. engineParameters_["ResourcePrefixPaths"] = "AtomicPlayer_Resources";
  50. engineParameters_["ResourcePaths"] = "AtomicResources";
  51. }
  52. }
  53. int NETIPCServerApp::Initialize()
  54. {
  55. Setup();
  56. RegisterNETScriptLibrary(context_);
  57. if (exitCode_)
  58. return exitCode_;
  59. if (!engine_->Initialize(engineParameters_))
  60. {
  61. ErrorExit();
  62. return exitCode_;
  63. }
  64. // TODO: Proper CSComponent assembly preload
  65. // For now, user must ensure that assemblies are loaded via
  66. // referencing their types or load assembly before initializing
  67. // AtomicNET in application. This is commented out as it
  68. // causes an issue with double loading referenced assemblies
  69. // and the ones in the project file
  70. // CSComponentAssembly::PreloadClassAssemblies();
  71. Start();
  72. if (exitCode_)
  73. return exitCode_;
  74. return 0;
  75. }
  76. NETIPCServerApp* NETIPCServerApp::CreateInternal()
  77. {
  78. return new NETIPCServerApp(NETCore::GetContext());
  79. }
  80. }