Beispiel #1
0
        void Start()
        {
            Debug.Log("KSPTSThreadController registering with KSP events");
            GameEvents.onVesselCreate.Add(ResetEndOfFrameManager);
            GameEvents.onVesselGoOffRails.Add(ResetEndOfFrameManager);
            GameEvents.onVesselGoOnRails.Add(ResetEndOfFrameManager);
            GameEvents.onVesselWasModified.Add(ResetEndOfFrameManager);
            GameEvents.onEditorShipModified.Add(ResetEndOfFrameManager);

            _threadPool = new KSPTSWorkerThreadPool((Environment.ProcessorCount));

            //There has to be a cleaner way of doing this
            _postFunctions.Add(KSPTSThreadingGroup.IN_LOOP_UPDATE, new Queue<KSPTSParametrizedPostFunction>());
            _postFunctions.Add(KSPTSThreadingGroup.IN_LOOP_LATE_UPDATE, new Queue<KSPTSParametrizedPostFunction>());
            _postFunctions.Add(KSPTSThreadingGroup.IN_LOOP_FIXED_UPDATE, new Queue<KSPTSParametrizedPostFunction>());
            _postFunctions.Add(KSPTSThreadingGroup.ACROSS_LOOP_UPDATE, new Queue<KSPTSParametrizedPostFunction>());
            _postFunctions.Add(KSPTSThreadingGroup.ACROSS_LOOP_LATE_UPDATE, new Queue<KSPTSParametrizedPostFunction>());
            _postFunctions.Add(KSPTSThreadingGroup.ACROSS_LOOP_FIXED_UPDATE, new Queue<KSPTSParametrizedPostFunction>());

            _postFunctionsRemaining.Add(KSPTSThreadingGroup.IN_LOOP_UPDATE, 0);
            _postFunctionsRemaining.Add(KSPTSThreadingGroup.IN_LOOP_LATE_UPDATE, 0);
            _postFunctionsRemaining.Add(KSPTSThreadingGroup.IN_LOOP_FIXED_UPDATE, 0);
            _postFunctionsRemaining.Add(KSPTSThreadingGroup.ACROSS_LOOP_UPDATE, 0);
            _postFunctionsRemaining.Add(KSPTSThreadingGroup.ACROSS_LOOP_LATE_UPDATE, 0);
            _postFunctionsRemaining.Add(KSPTSThreadingGroup.ACROSS_LOOP_FIXED_UPDATE, 0);

        }
Beispiel #2
0
        void Start()
        {
            Debug.Log("KSPTSThreadController registering with KSP events");
            GameEvents.onVesselCreate.Add(ResetEndOfFrameManager);
            GameEvents.onVesselGoOffRails.Add(ResetEndOfFrameManager);
            GameEvents.onVesselGoOnRails.Add(ResetEndOfFrameManager);
            GameEvents.onVesselWasModified.Add(ResetEndOfFrameManager);
            GameEvents.onEditorShipModified.Add(ResetEndOfFrameManager);

            _threadPool = new KSPTSWorkerThreadPool((Environment.ProcessorCount));

            //There has to be a cleaner way of doing this
            _postFunctions.Add(KSPTSThreadingGroup.IN_LOOP_UPDATE, new Queue <KSPTSParametrizedPostFunction>());
            _postFunctions.Add(KSPTSThreadingGroup.IN_LOOP_LATE_UPDATE, new Queue <KSPTSParametrizedPostFunction>());
            _postFunctions.Add(KSPTSThreadingGroup.IN_LOOP_FIXED_UPDATE, new Queue <KSPTSParametrizedPostFunction>());
            _postFunctions.Add(KSPTSThreadingGroup.ACROSS_LOOP_UPDATE, new Queue <KSPTSParametrizedPostFunction>());
            _postFunctions.Add(KSPTSThreadingGroup.ACROSS_LOOP_LATE_UPDATE, new Queue <KSPTSParametrizedPostFunction>());
            _postFunctions.Add(KSPTSThreadingGroup.ACROSS_LOOP_FIXED_UPDATE, new Queue <KSPTSParametrizedPostFunction>());

            _postFunctionsRemaining.Add(KSPTSThreadingGroup.IN_LOOP_UPDATE, 0);
            _postFunctionsRemaining.Add(KSPTSThreadingGroup.IN_LOOP_LATE_UPDATE, 0);
            _postFunctionsRemaining.Add(KSPTSThreadingGroup.IN_LOOP_FIXED_UPDATE, 0);
            _postFunctionsRemaining.Add(KSPTSThreadingGroup.ACROSS_LOOP_UPDATE, 0);
            _postFunctionsRemaining.Add(KSPTSThreadingGroup.ACROSS_LOOP_LATE_UPDATE, 0);
            _postFunctionsRemaining.Add(KSPTSThreadingGroup.ACROSS_LOOP_FIXED_UPDATE, 0);
        }