forked from Mirror/Ryujinx
6cb22c9d38
* openal: Update to OpenTK 4 * Ryujinx.Graphics.OpenGL: Update to OpenTK 4 * Entirely removed OpenTK 3, still wip * Use SPB for context creation and handling Still need to test on GLX and readd input support * Start implementing a new input system So far only gamepad are supported, no configuration possible via UI but detected via hotplug/removal Button mapping backend is implemented TODO: front end, configuration handling and configuration migration TODO: keyboard support * Enforce RGB only framebuffer on the GLWidget Fix possible transparent window * Implement UI gamepad frontend Also fix bad mapping of minus button and ensure gamepad config is updated in real time * Handle controller being disconnected and reconnected again * Revert "Enforce RGB only framebuffer on the GLWidget" This reverts commit 0949715d1a03ec793e35e37f7b610cbff2d63965. * Fix first color clear * Filter SDL2 events a bit * Start working on the keyboard detail - Rework configuration classes a bit to be more clean. - Integrate fully the keyboard configuration to the front end (TODO: assigner) - Start skeleton for the GTK3 keyboard driver * Add KeyboardStateSnapshot and its integration * Implement keyboard assigner and GTK3 key mapping TODO: controller configuration mapping and IGamepad implementation for keyboard * Add missing SR and SL definitions * Fix copy pasta mistake on config for previous commit * Implement IGamepad interface for GTK3 keyboard * Fix some implementation still being commented in the controller ui for keyboard * Port screen handle code * Remove all configuration management code and move HidNew to Hid * Rename InputConfigNew to InputConfig * Add a version field to the input config * Prepare serialization and deserialization of new input config and migrate profile loading and saving * Support input configuration saving to config and bump config version to 23. * Clean up in ConfigurationState * Reference SPB via a nuget package * Move new input system to Ryujinx.Input project and SDL2 detail to Ryujinx.Input.SDL2 * move GTK3 input to the right directory * Fix triggers on SDL2 * Update to SDL2 2.0.14 via our own fork * Update buttons definition for SDL2 2.0.14 and report gamepad features * Implement motion support again with SDL2 TODO: cemu hooks integration * Switch to latest of nightly SDL2 * SDL2: Fix bugs in gamepad id matching allowing different gamepad to match on the same device index * Ensure values are set in UI when the gamepad get hot plugged * Avoid trying to add controllers in the Update method and don't open SDL2 gamepad instance before checking ids This fixes permanent rumble of pro controller in some hotplug scenario * Fix more UI bugs * Move legcay motion code around before reintegration * gamecontroller UI tweaks here and there * Hide Motion on non motion configurations * Update the TODO grave Some TODO were fixed long time ago or are quite oudated... * Integrate cemu hooks motion configuration * Integrate cemu hooks configuration options to the UI again * cemuhooks => cemuhooks * Add cemu hook support again * Fix regression on normal motion and fix some very nasty bugs around * Fix for XCB multithreads issue on Linux * Enable motion by default * Block inputs in the main view when in the controller configuration window * Some fixes for the controller ui again * Add joycon support and fixes other hints * Bug fixes and clean up - Invert default mapping if not a Nintendo controller - Keep alive the controller being selected on the controller window (allow to avoid big delay for controller needing time to init when doing button assignment) - Clean up hints in use - Remove debug logs around - Fixes potential double free with SDL2Gamepad * Move the button assigner and motion logic to the Ryujinx.Input project * Reimplement raw keyboard hle input Also move out the logic of the hotkeys * Move all remaining Input manager stuffs to the Ryujinx.Input project * Increment configuration version yet again because of master changes * Ensure input config isn't null when not present * Fixes for VS not being nice * Fix broken gamepad caching logic causing crashes on ui * Ensure the background context is destroyed * Update dependencies * Readd retrocompat with old format of the config to avoid parsing and crashes on those versions Also updated the debug Config.json * Document new input APIs * Isolate SDL2Driver to the project and remove external export of it * Add support for external gamepad db mappings on SDL2 * Last clean up before PR * Addresses first part of comments * Address gdkchan's comments * Do not use JsonException * Last comment fixes
221 lines
No EOL
8 KiB
C#
221 lines
No EOL
8 KiB
C#
using ARMeilleure.Translation.PTC;
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using Gtk;
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using Ryujinx.Common.Configuration;
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using Ryujinx.Common.Logging;
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using Ryujinx.Common.System;
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using Ryujinx.Common.SystemInfo;
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using Ryujinx.Configuration;
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using Ryujinx.Modules;
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using Ryujinx.Ui;
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using Ryujinx.Ui.Widgets;
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using System;
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using System.IO;
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using System.Reflection;
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using System.Runtime.InteropServices;
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using System.Threading.Tasks;
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namespace Ryujinx
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{
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class Program
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{
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public static double WindowScaleFactor { get; private set; }
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public static string Version { get; private set; }
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public static string ConfigurationPath { get; set; }
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[DllImport("libX11")]
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private extern static int XInitThreads();
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static void Main(string[] args)
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{
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// Parse Arguments.
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string launchPathArg = null;
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string baseDirPathArg = null;
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bool startFullscreenArg = false;
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for (int i = 0; i < args.Length; ++i)
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{
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string arg = args[i];
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if (arg == "-r" || arg == "--root-data-dir")
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{
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if (i + 1 >= args.Length)
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{
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Logger.Error?.Print(LogClass.Application, $"Invalid option '{arg}'");
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continue;
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}
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baseDirPathArg = args[++i];
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}
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else if (arg == "-f" || arg == "--fullscreen")
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{
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startFullscreenArg = true;
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}
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else if (launchPathArg == null)
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{
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launchPathArg = arg;
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}
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}
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// Make process DPI aware for proper window sizing on high-res screens.
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ForceDpiAware.Windows();
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WindowScaleFactor = ForceDpiAware.GetWindowScaleFactor();
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// Delete backup files after updating.
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Task.Run(Updater.CleanupUpdate);
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Version = Assembly.GetEntryAssembly().GetCustomAttribute<AssemblyInformationalVersionAttribute>().InformationalVersion;
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Console.Title = $"Ryujinx Console {Version}";
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// NOTE: GTK3 doesn't init X11 in a multi threaded way.
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// This ends up causing race condition and abort of XCB when a context is created by SPB (even if SPB do call XInitThreads).
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if (OperatingSystem.IsLinux())
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{
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XInitThreads();
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}
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string systemPath = Environment.GetEnvironmentVariable("Path", EnvironmentVariableTarget.Machine);
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Environment.SetEnvironmentVariable("Path", $"{Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "bin")};{systemPath}");
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// Hook unhandled exception and process exit events.
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GLib.ExceptionManager.UnhandledException += (GLib.UnhandledExceptionArgs e) => ProcessUnhandledException(e.ExceptionObject as Exception, e.IsTerminating);
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AppDomain.CurrentDomain.UnhandledException += (object sender, UnhandledExceptionEventArgs e) => ProcessUnhandledException(e.ExceptionObject as Exception, e.IsTerminating);
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AppDomain.CurrentDomain.ProcessExit += (object sender, EventArgs e) => Exit();
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// Setup base data directory.
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AppDataManager.Initialize(baseDirPathArg);
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// Initialize the configuration.
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ConfigurationState.Initialize();
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// Initialize the logger system.
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LoggerModule.Initialize();
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// Initialize Discord integration.
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DiscordIntegrationModule.Initialize();
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string localConfigurationPath = Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "Config.json");
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string appDataConfigurationPath = Path.Combine(AppDataManager.BaseDirPath, "Config.json");
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// Now load the configuration as the other subsystems are now registered
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ConfigurationPath = File.Exists(localConfigurationPath)
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? localConfigurationPath
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: File.Exists(appDataConfigurationPath)
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? appDataConfigurationPath
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: null;
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if (ConfigurationPath == null)
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{
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// No configuration, we load the default values and save it to disk
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ConfigurationPath = appDataConfigurationPath;
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ConfigurationState.Instance.LoadDefault();
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ConfigurationState.Instance.ToFileFormat().SaveConfig(ConfigurationPath);
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}
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else
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{
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if (ConfigurationFileFormat.TryLoad(ConfigurationPath, out ConfigurationFileFormat configurationFileFormat))
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{
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ConfigurationState.Instance.Load(configurationFileFormat, ConfigurationPath);
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}
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else
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{
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ConfigurationState.Instance.LoadDefault();
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Logger.Warning?.PrintMsg(LogClass.Application, $"Failed to load config! Loading the default config instead.\nFailed config location {ConfigurationPath}");
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}
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}
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if (startFullscreenArg)
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{
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ConfigurationState.Instance.Ui.StartFullscreen.Value = true;
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}
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// Logging system information.
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PrintSystemInfo();
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// Initialize Gtk.
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Application.Init();
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// Check if keys exists.
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bool hasSystemProdKeys = File.Exists(Path.Combine(AppDataManager.KeysDirPath, "prod.keys"));
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bool hasCommonProdKeys = AppDataManager.Mode == AppDataManager.LaunchMode.UserProfile && File.Exists(Path.Combine(AppDataManager.KeysDirPathUser, "prod.keys"));
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if (!hasSystemProdKeys && !hasCommonProdKeys)
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{
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UserErrorDialog.CreateUserErrorDialog(UserError.NoKeys);
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}
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// Force dedicated GPU if we can.
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ForceDedicatedGpu.Nvidia();
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// Show the main window UI.
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MainWindow mainWindow = new MainWindow();
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mainWindow.Show();
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if (launchPathArg != null)
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{
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mainWindow.LoadApplication(launchPathArg);
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}
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if (ConfigurationState.Instance.CheckUpdatesOnStart.Value && Updater.CanUpdate(false))
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{
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Updater.BeginParse(mainWindow, false).ContinueWith(task =>
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{
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Logger.Error?.Print(LogClass.Application, $"Updater Error: {task.Exception}");
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}, TaskContinuationOptions.OnlyOnFaulted);
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}
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Application.Run();
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}
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private static void PrintSystemInfo()
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{
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Logger.Notice.Print(LogClass.Application, $"Ryujinx Version: {Version}");
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SystemInfo.Gather().Print();
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var enabledLogs = Logger.GetEnabledLevels();
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Logger.Notice.Print(LogClass.Application, $"Logs Enabled: {(enabledLogs.Count == 0 ? "<None>" : string.Join(", ", enabledLogs))}");
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if (AppDataManager.Mode == AppDataManager.LaunchMode.Custom)
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{
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Logger.Notice.Print(LogClass.Application, $"Launch Mode: Custom Path {AppDataManager.BaseDirPath}");
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}
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else
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{
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Logger.Notice.Print(LogClass.Application, $"Launch Mode: {AppDataManager.Mode}");
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}
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}
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private static void ProcessUnhandledException(Exception ex, bool isTerminating)
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{
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Ptc.Close();
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PtcProfiler.Stop();
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string message = $"Unhandled exception caught: {ex}";
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Logger.Error?.PrintMsg(LogClass.Application, message);
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if (Logger.Error == null)
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{
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Logger.Notice.PrintMsg(LogClass.Application, message);
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}
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if (isTerminating)
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{
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Exit();
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}
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}
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public static void Exit()
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{
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DiscordIntegrationModule.Exit();
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Ptc.Dispose();
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PtcProfiler.Dispose();
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Logger.Shutdown();
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}
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}
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} |