private static void Init(string[] args) {
AppDomain.CurrentDomain.UnhandledException += UnhandledExceptionHandler;
TaskScheduler.UnobservedTaskException += UnobservedTaskExceptionHandler;
string homeDirectory = Path.GetDirectoryName(Assembly.GetEntryAssembly().Location);
if (!string.IsNullOrEmpty(homeDirectory)) {
Directory.SetCurrentDirectory(homeDirectory);
// Allow loading configs from source tree if it's a debug build
if (Debugging.IsDebugBuild) {
// Common structure is bin/(x64/)Debug/ArchiSteamFarm.exe, so we allow up to 4 directories up
for (byte i = 0; i < 4; i++) {
Directory.SetCurrentDirectory("..");
if (Directory.Exists(SharedInfo.ConfigDirectory)) {
break;
}
}
// If config directory doesn't exist after our adjustment, abort all of that
if (!Directory.Exists(SharedInfo.ConfigDirectory)) {
Directory.SetCurrentDirectory(homeDirectory);
}
}
}
// Parse pre-init args
if (args != null) {
ParsePreInitArgs(args);
}
Logging.InitLoggers();
ASF.ArchiLogger.LogGenericInfo("ASF V" + SharedInfo.Version);
if (!Runtime.IsRuntimeSupported) {
ASF.ArchiLogger.LogGenericError("ASF detected unsupported runtime version, program might NOT run correctly in current environment. You're running it at your own risk!");
Thread.Sleep(10000);
}
InitServices();
// If debugging is on, we prepare debug directory prior to running
if (GlobalConfig.Debug) {
if (Directory.Exists(SharedInfo.DebugDirectory)) {
Directory.Delete(SharedInfo.DebugDirectory, true);
Thread.Sleep(1000); // Dirty workaround giving Windows some time to sync
}
Directory.CreateDirectory(SharedInfo.DebugDirectory);
DebugLog.AddListener(new Debugging.DebugListener());
DebugLog.Enabled = true;
}
// Parse post-init args
if (args != null) {
ParsePostInitArgs(args);
}
// If we ran ASF as a client, we're done by now
if (Mode.HasFlag(EMode.Client) && !Mode.HasFlag(EMode.Server)) {
Exit();
}
ASF.CheckForUpdate().Wait();
ASF.InitBots();
ASF.InitFileWatcher();
}