Update template to latest RobustToolbox version.

- Converts template to use file-scoped namespaces.
- Add manifest.yml and comments for it.
This commit is contained in:
Vera Aguilera Puerto 2021-12-29 12:21:56 +01:00
parent b417f4355e
commit 729c2a6206
18 changed files with 197 additions and 272 deletions

View file

@ -3,43 +3,42 @@ using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Timing;
// DEVNOTE: Games that want to be on the hub are FORCED use the "Content." prefix for assemblies they want to load.
namespace Content.Server
// DEVNOTE: Games that want to be on the hub can change their namespace prefix in the "manifest.yml" file.
namespace Content.Server;
public class EntryPoint : GameServer
{
public class EntryPoint : GameServer
public override void Init()
{
public override void Init()
base.Init();
var factory = IoCManager.Resolve<IComponentFactory>();
factory.DoAutoRegistrations();
foreach (var ignoreName in IgnoredComponents.List)
{
base.Init();
factory.RegisterIgnore(ignoreName);
}
var factory = IoCManager.Resolve<IComponentFactory>();
ServerContentIoC.Register();
factory.DoAutoRegistrations();
foreach (var ignoreName in IgnoredComponents.List)
{
factory.RegisterIgnore(ignoreName);
}
ServerContentIoC.Register();
IoCManager.BuildGraph();
IoCManager.BuildGraph();
factory.GenerateNetIds();
factory.GenerateNetIds();
// DEVNOTE: This is generally where you'll be setting up the IoCManager further.
}
public override void PostInit()
{
base.PostInit();
// DEVNOTE: Can also initialize IoC stuff more here.
}
public override void Update(ModUpdateLevel level, FrameEventArgs frameEventArgs)
{
base.Update(level, frameEventArgs);
// DEVNOTE: Game update loop goes here. Usually you'll want some independent GameTicker.
}
// DEVNOTE: This is generally where you'll be setting up the IoCManager further.
}
}
public override void PostInit()
{
base.PostInit();
// DEVNOTE: Can also initialize IoC stuff more here.
}
public override void Update(ModUpdateLevel level, FrameEventArgs frameEventArgs)
{
base.Update(level, frameEventArgs);
// DEVNOTE: Game update loop goes here. Usually you'll want some independent GameTicker.
}
}