use of org.terasology.engine.core.modes.loadProcesses.EnsureSaveGameConsistency in project Terasology by MovingBlocks.
the class StateLoading method initHost.
private void initHost() {
loadProcesses.add(new RegisterMods(context, gameManifest));
if (!headless) {
loadProcesses.add(new InitialiseRendering(context));
}
loadProcesses.add(new InitialiseEntitySystem(context));
loadProcesses.add(new RegisterBlocks(context, gameManifest));
if (!headless) {
loadProcesses.add(new InitialiseGraphics(context));
}
loadProcesses.add(new LoadPrefabs(context));
loadProcesses.add(new ProcessBlockPrefabs(context));
loadProcesses.add(new InitialiseComponentSystemManager(context));
if (!headless) {
loadProcesses.add(new RegisterInputSystem(context));
}
loadProcesses.add(new RegisterSystems(context, netMode));
loadProcesses.add(new InitialiseCommandSystem(context));
loadProcesses.add(new LoadExtraBlockData(context));
loadProcesses.add(new InitialiseWorld(gameManifest, context));
loadProcesses.add(new RegisterBlockFamilies(context));
loadProcesses.add(new EnsureSaveGameConsistency(context));
loadProcesses.add(new InitialisePhysics(context));
loadProcesses.add(new InitialiseSystems(context));
loadProcesses.add(new PreBeginSystems(context));
loadProcesses.add(new LoadEntities(context));
loadProcesses.add(new InitialiseBlockTypeEntities(context));
loadProcesses.add(new CreateWorldEntity(context, gameManifest));
loadProcesses.add(new InitialiseWorldGenerator(context));
loadProcesses.add(new InitialiseRecordAndReplay(context));
if (netMode.isServer()) {
boolean dedicated;
if (netMode == NetworkMode.DEDICATED_SERVER) {
dedicated = true;
} else if (netMode == NetworkMode.LISTEN_SERVER) {
dedicated = false;
} else {
throw new IllegalStateException("Invalid server mode: " + netMode);
}
loadProcesses.add(new StartServer(context, dedicated));
}
loadProcesses.add(new PostBeginSystems(context));
if (netMode.hasLocalClient()) {
loadProcesses.add(new SetupLocalPlayer(context));
loadProcesses.add(new AwaitCharacterSpawn(context));
}
loadProcesses.add(new PrepareWorld(context));
}
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