UpdateSection() static private method

static private UpdateSection ( int SectionIndex ) : void
SectionIndex int
return void
Beispiel #1
0
 private void UpdateFrontBackward(TrainManager.Train Train, bool UpdateTrain)
 {
     // update sections
     if (this.PreviousSectionIndex >= 0)
     {
         Game.Sections[this.PreviousSectionIndex].Enter(Train);
         Game.UpdateSection(this.PreviousSectionIndex);
     }
     if (this.NextSectionIndex >= 0)
     {
         Game.Sections[this.NextSectionIndex].Leave(Train);
         Game.UpdateSection(this.NextSectionIndex);
     }
     if (UpdateTrain)
     {
         // update train
         if (this.PreviousSectionIndex >= 0)
         {
             if (!Game.Sections[this.PreviousSectionIndex].Invisible)
             {
                 Train.CurrentSectionIndex = this.PreviousSectionIndex;
             }
         }
         else
         {
             Train.CurrentSectionLimit = double.PositiveInfinity;
             Train.CurrentSectionIndex = -1;
         }
     }
 }
Beispiel #2
0
 private void UpdateRearBackward(TrainManager.Train Train, bool UpdateSection)
 {
     if (UpdateSection)
     {
         // update sections
         if (this.PreviousSectionIndex >= 0)
         {
             Game.Sections[this.PreviousSectionIndex].Enter(Train);
             Game.UpdateSection(this.PreviousSectionIndex);
         }
     }
 }
Beispiel #3
0
 private void UpdateRearBackward(AbstractTrain Train, bool UpdateSection)
 {
     if (UpdateSection)
     {
         // update sections
         if (this.PreviousSectionIndex >= 0)
         {
             CurrentRoute.Sections[this.PreviousSectionIndex].Enter(Train);
             Game.UpdateSection(this.PreviousSectionIndex);
         }
     }
 }
Beispiel #4
0
 private void UpdateFrontForward(TrainManager.Train Train, bool UpdateTrain, bool UpdateSection)
 {
     if (UpdateTrain)
     {
         // update train
         if (this.NextSectionIndex >= 0)
         {
             if (!Game.Sections[this.NextSectionIndex].Invisible)
             {
                 if (Game.Sections[this.NextSectionIndex].CurrentAspect >= 0)
                 {
                     Train.CurrentSectionLimit = Game.Sections[this.NextSectionIndex].Aspects[Game.Sections[this.NextSectionIndex].CurrentAspect].Speed;
                 }
                 else
                 {
                     Train.CurrentSectionLimit = double.PositiveInfinity;
                 }
                 Train.CurrentSectionIndex = this.NextSectionIndex;
             }
         }
         else
         {
             Train.CurrentSectionLimit = double.PositiveInfinity;
             Train.CurrentSectionIndex = -1;
         }
         // messages
         if (this.NextSectionIndex < 0 || !Game.Sections[this.NextSectionIndex].Invisible)
         {
             if (Train.CurrentSectionLimit == 0.0 && Game.MinimalisticSimulation == false)
             {
                 Game.AddMessage(Interface.GetInterfaceString("message_signal_stop"), MessageManager.MessageDependency.PassedRedSignal, Interface.GameMode.Normal, MessageColor.Red, double.PositiveInfinity, null);
             }
             else if (Train.Specs.CurrentAverageSpeed > Train.CurrentSectionLimit)
             {
                 Game.AddMessage(Interface.GetInterfaceString("message_signal_overspeed"), MessageManager.MessageDependency.SectionLimit, Interface.GameMode.Normal, MessageColor.Orange, double.PositiveInfinity, null);
             }
         }
     }
     if (UpdateSection)
     {
         // update sections
         if (this.NextSectionIndex >= 0)
         {
             Game.Sections[this.NextSectionIndex].Enter(Train);
             Game.UpdateSection(this.NextSectionIndex);
         }
     }
 }
Beispiel #5
0
        private static void LoadEverythingThreaded()
        {
            Program.AppendToLogFile("Loading route file: " + CurrentRouteFile);
            string RailwayFolder = GetRailwayFolder(CurrentRouteFile);
            string ObjectFolder  = OpenBveApi.Path.CombineDirectory(RailwayFolder, "Object");
            string SoundFolder   = OpenBveApi.Path.CombineDirectory(RailwayFolder, "Sound");

            // reset
            Game.Reset(true);
            Game.MinimalisticSimulation = true;
            // screen
            World.CameraTrackFollower = new TrackManager.TrackFollower {
                Train = null, CarIndex = -1
            };
            World.CameraMode = World.CameraViewMode.Interior;
            //First, check the format of the route file
            //RW routes were written for BVE1 / 2, and have a different command syntax
            bool IsRW = CsvRwRouteParser.isRWFile(CurrentRouteFile);

            Program.AppendToLogFile("Route file format is: " + (IsRW ? "RW" : "CSV"));
            CsvRwRouteParser.ParseRoute(CurrentRouteFile, IsRW, CurrentRouteEncoding, CurrentTrainFolder, ObjectFolder, SoundFolder, false);
            Thread createIllustrations = new Thread(Game.RouteInformation.LoadInformation)
            {
                IsBackground = true
            };

            createIllustrations.Start();
            System.Threading.Thread.Sleep(1); if (Cancel)
            {
                return;
            }
            Game.CalculateSeaLevelConstants();
            if (Game.BogusPretrainInstructions.Length != 0)
            {
                double t = Game.BogusPretrainInstructions[0].Time;
                double p = Game.BogusPretrainInstructions[0].TrackPosition;
                for (int i = 1; i < Game.BogusPretrainInstructions.Length; i++)
                {
                    if (Game.BogusPretrainInstructions[i].Time > t)
                    {
                        t = Game.BogusPretrainInstructions[i].Time;
                    }
                    else
                    {
                        t += 1.0;
                        Game.BogusPretrainInstructions[i].Time = t;
                    }
                    if (Game.BogusPretrainInstructions[i].TrackPosition > p)
                    {
                        p = Game.BogusPretrainInstructions[i].TrackPosition;
                    }
                    else
                    {
                        p += 1.0;
                        Game.BogusPretrainInstructions[i].TrackPosition = p;
                    }
                }
            }
            if (Game.Stations.Length == 1)
            {
                //Log the fact that only a single station is present, as this is probably not right
                Program.AppendToLogFile("The processed route file only contains a single station.");
            }
            Program.AppendToLogFile("Route file loaded successfully.");
            RouteProgress = 1.0;
            // initialize trains
            System.Threading.Thread.Sleep(1); if (Cancel)
            {
                return;
            }
            TrainManager.Trains = new TrainManager.Train[Game.PrecedingTrainTimeDeltas.Length + 1 + (Game.BogusPretrainInstructions.Length != 0 ? 1 : 0)];
            for (int k = 0; k < TrainManager.Trains.Length; k++)
            {
                TrainManager.Trains[k] = new TrainManager.Train {
                    TrainIndex = k
                };
                if (k == TrainManager.Trains.Length - 1 & Game.BogusPretrainInstructions.Length != 0)
                {
                    TrainManager.Trains[k].State = TrainManager.TrainState.Bogus;
                }
                else
                {
                    TrainManager.Trains[k].State = TrainManager.TrainState.Pending;
                }
            }
            TrainManager.PlayerTrain = TrainManager.Trains[Game.PrecedingTrainTimeDeltas.Length];
            // load trains
            double TrainProgressMaximum = 0.7 + 0.3 * (double)TrainManager.Trains.Length;

            for (int k = 0; k < TrainManager.Trains.Length; k++)
            {
                //Sleep for 10ms to allow route loading locks to release
                Thread.Sleep(20);
                if (TrainManager.Trains[k].State == TrainManager.TrainState.Bogus)
                {
                    // bogus train
                    string TrainData = OpenBveApi.Path.CombineFile(Program.FileSystem.GetDataFolder("Compatibility", "PreTrain"), "train.dat");
                    TrainDatParser.ParseTrainData(TrainData, System.Text.Encoding.UTF8, TrainManager.Trains[k]);
                    System.Threading.Thread.Sleep(1); if (Cancel)
                    {
                        return;
                    }
                    TrainManager.Trains[k].InitializeCarSounds();
                    System.Threading.Thread.Sleep(1); if (Cancel)
                    {
                        return;
                    }
                    TrainProgressCurrentWeight = 0.3 / TrainProgressMaximum;
                    TrainProgressCurrentSum   += TrainProgressCurrentWeight;
                }
                else
                {
                    // real train
                    Program.AppendToLogFile("Loading player train: " + CurrentTrainFolder);
                    TrainProgressCurrentWeight = 0.1 / TrainProgressMaximum;
                    string TrainData = OpenBveApi.Path.CombineFile(CurrentTrainFolder, "train.dat");
                    TrainDatParser.ParseTrainData(TrainData, CurrentTrainEncoding, TrainManager.Trains[k]);
                    TrainProgressCurrentSum += TrainProgressCurrentWeight;
                    System.Threading.Thread.Sleep(1); if (Cancel)
                    {
                        return;
                    }
                    TrainProgressCurrentWeight = 0.2 / TrainProgressMaximum;
                    SoundCfgParser.ParseSoundConfig(CurrentTrainFolder, CurrentTrainEncoding, TrainManager.Trains[k]);
                    TrainProgressCurrentSum += TrainProgressCurrentWeight;
                    System.Threading.Thread.Sleep(1); if (Cancel)
                    {
                        return;
                    }
                    // door open/close speed
                    for (int i = 0; i < TrainManager.Trains[k].Cars.Length; i++)
                    {
                        if (TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency <= 0.0)
                        {
                            if (TrainManager.Trains[k].Cars[i].Sounds.DoorOpenL.Buffer != null & TrainManager.Trains[k].Cars[i].Sounds.DoorOpenR.Buffer != null)
                            {
                                Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorOpenL.Buffer);
                                Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorOpenR.Buffer);
                                double a = TrainManager.Trains[k].Cars[i].Sounds.DoorOpenL.Buffer.Duration;
                                double b = TrainManager.Trains[k].Cars[i].Sounds.DoorOpenR.Buffer.Duration;
                                TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency = a + b > 0.0 ? 2.0 / (a + b) : 0.8;
                            }
                            else if (TrainManager.Trains[k].Cars[i].Sounds.DoorOpenL.Buffer != null)
                            {
                                Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorOpenL.Buffer);
                                double a = TrainManager.Trains[k].Cars[i].Sounds.DoorOpenL.Buffer.Duration;
                                TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency = a > 0.0 ? 1.0 / a : 0.8;
                            }
                            else if (TrainManager.Trains[k].Cars[i].Sounds.DoorOpenR.Buffer != null)
                            {
                                Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorOpenL.Buffer);
                                double b = TrainManager.Trains[k].Cars[i].Sounds.DoorOpenR.Buffer.Duration;
                                TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency = b > 0.0 ? 1.0 / b : 0.8;
                            }
                            else
                            {
                                TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency = 0.8;
                            }
                        }
                        if (TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency <= 0.0)
                        {
                            if (TrainManager.Trains[k].Cars[i].Sounds.DoorCloseL.Buffer != null & TrainManager.Trains[k].Cars[i].Sounds.DoorCloseR.Buffer != null)
                            {
                                Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorCloseL.Buffer);
                                Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorCloseR.Buffer);
                                double a = TrainManager.Trains[k].Cars[i].Sounds.DoorCloseL.Buffer.Duration;
                                double b = TrainManager.Trains[k].Cars[i].Sounds.DoorCloseR.Buffer.Duration;
                                TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency = a + b > 0.0 ? 2.0 / (a + b) : 0.8;
                            }
                            else if (TrainManager.Trains[k].Cars[i].Sounds.DoorCloseL.Buffer != null)
                            {
                                Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorCloseL.Buffer);
                                double a = TrainManager.Trains[k].Cars[i].Sounds.DoorCloseL.Buffer.Duration;
                                TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency = a > 0.0 ? 1.0 / a : 0.8;
                            }
                            else if (TrainManager.Trains[k].Cars[i].Sounds.DoorCloseR.Buffer != null)
                            {
                                Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorCloseL.Buffer);
                                double b = TrainManager.Trains[k].Cars[i].Sounds.DoorCloseR.Buffer.Duration;
                                TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency = b > 0.0 ? 1.0 / b : 0.8;
                            }
                            else
                            {
                                TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency = 0.8;
                            }
                        }
                        const double f = 0.015;
                        const double g = 2.75;
                        TrainManager.Trains[k].Cars[i].Specs.DoorOpenPitch       = Math.Exp(f * Math.Tan(g * (Program.RandomNumberGenerator.NextDouble() - 0.5)));
                        TrainManager.Trains[k].Cars[i].Specs.DoorClosePitch      = Math.Exp(f * Math.Tan(g * (Program.RandomNumberGenerator.NextDouble() - 0.5)));
                        TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency  /= TrainManager.Trains[k].Cars[i].Specs.DoorOpenPitch;
                        TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency /= TrainManager.Trains[k].Cars[i].Specs.DoorClosePitch;

                        /*
                         * Remove the following two lines, then the pitch at which doors play
                         * takes their randomized opening and closing times into account.
                         * */
                        TrainManager.Trains[k].Cars[i].Specs.DoorOpenPitch  = 1.0;
                        TrainManager.Trains[k].Cars[i].Specs.DoorClosePitch = 1.0;
                    }
                }
                for (int i = 0; i < TrainManager.Trains[k].Cars.Length; i++)
                {
                    TrainManager.Trains[k].Cars[i].FrontAxle.Follower.Train = TrainManager.Trains[k];
                    TrainManager.Trains[k].Cars[i].RearAxle.Follower.Train  = TrainManager.Trains[k];
                    TrainManager.Trains[k].Cars[i].BeaconReceiver.Train     = TrainManager.Trains[k];
                }
                // add panel section
                if (k == TrainManager.PlayerTrain.TrainIndex)
                {
                    TrainManager.Trains[k].Cars[TrainManager.Trains[k].DriverCar].CarSections             = new TrainManager.CarSection[1];
                    TrainManager.Trains[k].Cars[TrainManager.Trains[k].DriverCar].CarSections[0].Elements = new ObjectManager.AnimatedObject[] { };
                    TrainManager.Trains[k].Cars[TrainManager.Trains[k].DriverCar].CarSections[0].Overlay  = true;
                    TrainProgressCurrentWeight = 0.7 / TrainProgressMaximum;
                    TrainManager.ParsePanelConfig(CurrentTrainFolder, CurrentTrainEncoding, TrainManager.Trains[k]);
                    TrainProgressCurrentSum += TrainProgressCurrentWeight;
                    System.Threading.Thread.Sleep(1); if (Cancel)
                    {
                        return;
                    }
                    Program.AppendToLogFile("Train panel loaded sucessfully.");
                }
                // add exterior section
                if (TrainManager.Trains[k].State != TrainManager.TrainState.Bogus)
                {
                    ObjectManager.UnifiedObject[] CarObjects;
                    ObjectManager.UnifiedObject[] BogieObjects;
                    ExtensionsCfgParser.ParseExtensionsConfig(CurrentTrainFolder, CurrentTrainEncoding, out CarObjects, out BogieObjects, TrainManager.Trains[k]);
                    System.Threading.Thread.Sleep(1); if (Cancel)
                    {
                        return;
                    }
                    //Stores the current array index of the bogie object to add
                    //Required as there are two bogies per car, and we're using a simple linear array....
                    int currentBogieObject = 0;
                    for (int i = 0; i < TrainManager.Trains[k].Cars.Length; i++)
                    {
                        if (CarObjects[i] == null)
                        {
                            // load default exterior object
                            string file = OpenBveApi.Path.CombineFile(Program.FileSystem.GetDataFolder("Compatibility"), "exterior.csv");
                            ObjectManager.StaticObject so = ObjectManager.LoadStaticObject(file, System.Text.Encoding.UTF8, ObjectManager.ObjectLoadMode.Normal, false, false, false);
                            if (so == null)
                            {
                                CarObjects[i] = null;
                            }
                            else
                            {
                                double sx = TrainManager.Trains[k].Cars[i].Width;
                                double sy = TrainManager.Trains[k].Cars[i].Height;
                                double sz = TrainManager.Trains[k].Cars[i].Length;
                                CsvB3dObjectParser.ApplyScale(so, sx, sy, sz);
                                CarObjects[i] = so;
                            }
                        }
                        if (CarObjects[i] != null)
                        {
                            // add object
                            int j = TrainManager.Trains[k].Cars[i].CarSections.Length;
                            Array.Resize <TrainManager.CarSection>(ref TrainManager.Trains[k].Cars[i].CarSections, j + 1);
                            if (CarObjects[i] is ObjectManager.StaticObject)
                            {
                                ObjectManager.StaticObject s = (ObjectManager.StaticObject)CarObjects[i];
                                TrainManager.Trains[k].Cars[i].CarSections[j].Elements                       = new ObjectManager.AnimatedObject[1];
                                TrainManager.Trains[k].Cars[i].CarSections[j].Elements[0]                    = new ObjectManager.AnimatedObject();
                                TrainManager.Trains[k].Cars[i].CarSections[j].Elements[0].States             = new ObjectManager.AnimatedObjectState[1];
                                TrainManager.Trains[k].Cars[i].CarSections[j].Elements[0].States[0].Position = new Vector3(0.0, 0.0, 0.0);
                                TrainManager.Trains[k].Cars[i].CarSections[j].Elements[0].States[0].Object   = s;
                                TrainManager.Trains[k].Cars[i].CarSections[j].Elements[0].CurrentState       = 0;
                                TrainManager.Trains[k].Cars[i].CarSections[j].Elements[0].ObjectIndex        = ObjectManager.CreateDynamicObject();
                            }
                            else if (CarObjects[i] is ObjectManager.AnimatedObjectCollection)
                            {
                                ObjectManager.AnimatedObjectCollection a = (ObjectManager.AnimatedObjectCollection)CarObjects[i];
                                TrainManager.Trains[k].Cars[i].CarSections[j].Elements = new ObjectManager.AnimatedObject[a.Objects.Length];
                                for (int h = 0; h < a.Objects.Length; h++)
                                {
                                    TrainManager.Trains[k].Cars[i].CarSections[j].Elements[h]             = a.Objects[h];
                                    TrainManager.Trains[k].Cars[i].CarSections[j].Elements[h].ObjectIndex = ObjectManager.CreateDynamicObject();
                                }
                            }
                        }

                        //Load bogie objects
                        if (BogieObjects[currentBogieObject] != null)
                        {
                            int j = TrainManager.Trains[k].Cars[i].FrontBogie.CarSections.Length;
                            Array.Resize <TrainManager.CarSection>(ref TrainManager.Trains[k].Cars[i].FrontBogie.CarSections, j + 1);
                            if (BogieObjects[currentBogieObject] is ObjectManager.StaticObject)
                            {
                                ObjectManager.StaticObject s = (ObjectManager.StaticObject)BogieObjects[currentBogieObject];
                                TrainManager.Trains[k].Cars[i].FrontBogie.CarSections[j].Elements                       = new ObjectManager.AnimatedObject[1];
                                TrainManager.Trains[k].Cars[i].FrontBogie.CarSections[j].Elements[0]                    = new ObjectManager.AnimatedObject();
                                TrainManager.Trains[k].Cars[i].FrontBogie.CarSections[j].Elements[0].States             = new ObjectManager.AnimatedObjectState[1];
                                TrainManager.Trains[k].Cars[i].FrontBogie.CarSections[j].Elements[0].States[0].Position = new Vector3(0.0, 0.0, 0.0);
                                TrainManager.Trains[k].Cars[i].FrontBogie.CarSections[j].Elements[0].States[0].Object   = s;
                                TrainManager.Trains[k].Cars[i].FrontBogie.CarSections[j].Elements[0].CurrentState       = 0;
                                TrainManager.Trains[k].Cars[i].FrontBogie.CarSections[j].Elements[0].ObjectIndex        = ObjectManager.CreateDynamicObject();
                            }
                            else if (BogieObjects[currentBogieObject] is ObjectManager.AnimatedObjectCollection)
                            {
                                ObjectManager.AnimatedObjectCollection a = (ObjectManager.AnimatedObjectCollection)BogieObjects[currentBogieObject];
                                TrainManager.Trains[k].Cars[i].FrontBogie.CarSections[j].Elements = new ObjectManager.AnimatedObject[a.Objects.Length];
                                for (int h = 0; h < a.Objects.Length; h++)
                                {
                                    TrainManager.Trains[k].Cars[i].FrontBogie.CarSections[j].Elements[h]             = a.Objects[h];
                                    TrainManager.Trains[k].Cars[i].FrontBogie.CarSections[j].Elements[h].ObjectIndex = ObjectManager.CreateDynamicObject();
                                }
                            }
                        }
                        currentBogieObject++;
                        //Can't think of a better way to do this than two functions......
                        if (BogieObjects[currentBogieObject] != null)
                        {
                            int j = TrainManager.Trains[k].Cars[i].RearBogie.CarSections.Length;
                            Array.Resize <TrainManager.CarSection>(ref TrainManager.Trains[k].Cars[i].RearBogie.CarSections, j + 1);
                            if (BogieObjects[currentBogieObject] is ObjectManager.StaticObject)
                            {
                                ObjectManager.StaticObject s = (ObjectManager.StaticObject)BogieObjects[currentBogieObject];
                                TrainManager.Trains[k].Cars[i].RearBogie.CarSections[j].Elements                       = new ObjectManager.AnimatedObject[1];
                                TrainManager.Trains[k].Cars[i].RearBogie.CarSections[j].Elements[0]                    = new ObjectManager.AnimatedObject();
                                TrainManager.Trains[k].Cars[i].RearBogie.CarSections[j].Elements[0].States             = new ObjectManager.AnimatedObjectState[1];
                                TrainManager.Trains[k].Cars[i].RearBogie.CarSections[j].Elements[0].States[0].Position = new Vector3(0.0, 0.0, 0.0);
                                TrainManager.Trains[k].Cars[i].RearBogie.CarSections[j].Elements[0].States[0].Object   = s;
                                TrainManager.Trains[k].Cars[i].RearBogie.CarSections[j].Elements[0].CurrentState       = 0;
                                TrainManager.Trains[k].Cars[i].RearBogie.CarSections[j].Elements[0].ObjectIndex        = ObjectManager.CreateDynamicObject();
                            }
                            else if (BogieObjects[currentBogieObject] is ObjectManager.AnimatedObjectCollection)
                            {
                                ObjectManager.AnimatedObjectCollection a = (ObjectManager.AnimatedObjectCollection)BogieObjects[currentBogieObject];
                                TrainManager.Trains[k].Cars[i].RearBogie.CarSections[j].Elements = new ObjectManager.AnimatedObject[a.Objects.Length];
                                for (int h = 0; h < a.Objects.Length; h++)
                                {
                                    TrainManager.Trains[k].Cars[i].RearBogie.CarSections[j].Elements[h]             = a.Objects[h];
                                    TrainManager.Trains[k].Cars[i].RearBogie.CarSections[j].Elements[h].ObjectIndex = ObjectManager.CreateDynamicObject();
                                }
                            }
                        }
                        currentBogieObject++;
                    }
                }
                // place cars
                {
                    double z = 0.0;
                    for (int i = 0; i < TrainManager.Trains[k].Cars.Length; i++)
                    {
                        //Front axle track position
                        TrainManager.Trains[k].Cars[i].FrontAxle.Follower.TrackPosition = z - 0.5 * TrainManager.Trains[k].Cars[i].Length + TrainManager.Trains[k].Cars[i].FrontAxle.Position;
                        //Bogie for front axle
                        TrainManager.Trains[k].Cars[i].FrontBogie.FrontAxle.Follower.TrackPosition = TrainManager.Trains[k].Cars[i].FrontAxle.Follower.TrackPosition - 0.5 * TrainManager.Trains[k].Cars[i].FrontBogie.Length + TrainManager.Trains[k].Cars[i].FrontBogie.FrontAxle.Position;
                        TrainManager.Trains[k].Cars[i].FrontBogie.RearAxle.Follower.TrackPosition  = TrainManager.Trains[k].Cars[i].FrontAxle.Follower.TrackPosition - 0.5 * TrainManager.Trains[k].Cars[i].FrontBogie.Length + TrainManager.Trains[k].Cars[i].FrontBogie.RearAxle.Position;
                        //Rear axle track position
                        TrainManager.Trains[k].Cars[i].RearAxle.Follower.TrackPosition = z - 0.5 * TrainManager.Trains[k].Cars[i].Length + TrainManager.Trains[k].Cars[i].RearAxle.Position;
                        //Bogie for rear axle
                        TrainManager.Trains[k].Cars[i].RearBogie.FrontAxle.Follower.TrackPosition = TrainManager.Trains[k].Cars[i].RearAxle.Follower.TrackPosition - 0.5 * TrainManager.Trains[k].Cars[i].RearBogie.Length + TrainManager.Trains[k].Cars[i].RearBogie.FrontAxle.Position;
                        TrainManager.Trains[k].Cars[i].RearBogie.RearAxle.Follower.TrackPosition  = TrainManager.Trains[k].Cars[i].RearAxle.Follower.TrackPosition - 0.5 * TrainManager.Trains[k].Cars[i].RearBogie.Length + TrainManager.Trains[k].Cars[i].RearBogie.RearAxle.Position;
                        //Beacon reciever (AWS, ATC etc.)
                        TrainManager.Trains[k].Cars[i].BeaconReceiver.TrackPosition = z - 0.5 * TrainManager.Trains[k].Cars[i].Length + TrainManager.Trains[k].Cars[i].BeaconReceiverPosition;
                        z -= TrainManager.Trains[k].Cars[i].Length;
                        if (i < TrainManager.Trains[k].Cars.Length - 1)
                        {
                            z -= 0.5 * (TrainManager.Trains[k].Couplers[i].MinimumDistanceBetweenCars + TrainManager.Trains[k].Couplers[i].MaximumDistanceBetweenCars);
                        }
                    }
                }
                // configure ai / timetable
                if (TrainManager.Trains[k] == TrainManager.PlayerTrain)
                {
                    TrainManager.Trains[k].TimetableDelta = 0.0;
                }
                else if (TrainManager.Trains[k].State != TrainManager.TrainState.Bogus)
                {
                    TrainManager.Trains[k].AI                  = new Game.SimpleHumanDriverAI(TrainManager.Trains[k]);
                    TrainManager.Trains[k].TimetableDelta      = Game.PrecedingTrainTimeDeltas[k];
                    TrainManager.Trains[k].Specs.DoorOpenMode  = TrainManager.DoorMode.Manual;
                    TrainManager.Trains[k].Specs.DoorCloseMode = TrainManager.DoorMode.Manual;
                }
            }
            TrainProgress = 1.0;
            // finished created objects
            System.Threading.Thread.Sleep(1); if (Cancel)
            {
                return;
            }
            ObjectManager.FinishCreatingObjects();
            // update sections
            if (Game.Sections.Length > 0)
            {
                Game.UpdateSection(Game.Sections.Length - 1);
            }
            // load plugin
            for (int i = 0; i < TrainManager.Trains.Length; i++)
            {
                if (TrainManager.Trains[i].State != TrainManager.TrainState.Bogus)
                {
                    if (TrainManager.Trains[i] == TrainManager.PlayerTrain)
                    {
                        if (!PluginManager.LoadCustomPlugin(TrainManager.Trains[i], CurrentTrainFolder, CurrentTrainEncoding))
                        {
                            PluginManager.LoadDefaultPlugin(TrainManager.Trains[i], CurrentTrainFolder);
                        }
                    }
                    else
                    {
                        PluginManager.LoadDefaultPlugin(TrainManager.Trains[i], CurrentTrainFolder);
                    }
                }
            }
        }
Beispiel #6
0
        private static void LoadEverythingThreaded()
        {
            string RailwayFolder = GetRailwayFolder(CurrentRouteFile);
            string ObjectFolder  = OpenBveApi.Path.CombineDirectory(RailwayFolder, "Object");
            string SoundFolder   = OpenBveApi.Path.CombineDirectory(RailwayFolder, "Sound");

            // string CompatibilityFolder = OpenBveApi.Path.CombineDirectory(Application.StartupPath, "Compatibility");
            // reset
            Game.Reset();
            Game.MinimalisticSimulation = true;
            // screen
            World.CameraTrackFollower          = new TrackManager.TrackFollower();
            World.CameraTrackFollower.Train    = null;
            World.CameraTrackFollower.CarIndex = -1;
            Camera.CurrentMode = CameraViewMode.Track;
            // load route
            bool IsRW = string.Equals(System.IO.Path.GetExtension(CurrentRouteFile), ".rw", StringComparison.OrdinalIgnoreCase);

            CsvRwRouteParser.ParseRoute(CurrentRouteFile, IsRW, CurrentRouteEncoding, Application.StartupPath, ObjectFolder, SoundFolder, false);
            System.Threading.Thread.Sleep(1); if (Cancel)
            {
                return;
            }
            Atmosphere.CalculateSeaLevelConstants();
            RouteProgress = 1.0;
            // camera
            ObjectManager.InitializeVisibility();
            TrackManager.UpdateTrackFollower(ref World.CameraTrackFollower, 0.0, true, false);
            TrackManager.UpdateTrackFollower(ref World.CameraTrackFollower, 0.1, true, false);
            TrackManager.UpdateTrackFollower(ref World.CameraTrackFollower, -0.1, true, false);
            World.CameraTrackFollower.TriggerType = EventTriggerType.Camera;
            // default starting time
            Game.SecondsSinceMidnight = 0.0;
            Game.StartupTime          = 0.0;
            // finished created objects
            System.Threading.Thread.Sleep(1); if (Cancel)
            {
                return;
            }
            ObjectManager.FinishCreatingObjects();
            // signals
            System.Threading.Thread.Sleep(1); if (Cancel)
            {
                return;
            }
            if (CurrentRoute.Sections.Length > 0)
            {
                Game.UpdateSection(CurrentRoute.Sections.Length - 1);
            }
            // starting track position
            System.Threading.Thread.Sleep(1); if (Cancel)
            {
                return;
            }
            // int FirstStationIndex = -1;
            double FirstStationPosition = 0.0;

            for (int i = 0; i < CurrentRoute.Stations.Length; i++)
            {
                if (CurrentRoute.Stations[i].Stops.Length != 0)
                {
                    // FirstStationIndex = i;
                    FirstStationPosition = CurrentRoute.Stations[i].Stops[CurrentRoute.Stations[i].Stops.Length - 1].TrackPosition;
                    if (CurrentRoute.Stations[i].ArrivalTime < 0.0)
                    {
                        if (CurrentRoute.Stations[i].DepartureTime < 0.0)
                        {
                            Game.SecondsSinceMidnight = 0.0;
                        }
                        else
                        {
                            Game.SecondsSinceMidnight = CurrentRoute.Stations[i].DepartureTime - CurrentRoute.Stations[i].StopTime;
                        }
                    }
                    else
                    {
                        Game.SecondsSinceMidnight = CurrentRoute.Stations[i].ArrivalTime;
                    }
                    Game.StartupTime = Game.SecondsSinceMidnight;
                    break;
                }
            }
            // initialize camera
            TrackManager.UpdateTrackFollower(ref World.CameraTrackFollower, -1.0, true, false);
            TrackManager.UpdateTrackFollower(ref World.CameraTrackFollower, FirstStationPosition, true, false);
            Camera.CurrentAlignment = new CameraAlignment(new Vector3(0.0, 2.5, 0.0), 0.0, 0.0, 0.0, FirstStationPosition, 1.0);
            World.UpdateAbsoluteCamera(0.0);
            ObjectManager.UpdateVisibility(World.CameraTrackFollower.TrackPosition + Camera.CurrentAlignment.Position.Z);
        }
Beispiel #7
0
        /// <summary>This method is called once the route and train data have been preprocessed, in order to physically setup the simulation</summary>
        private void SetupSimulation()
        {
            if (Loading.Cancel)
            {
                Close();
            }
            Timetable.CreateTimetable();
            //Check if any critical errors have occured during the route or train loading
            for (int i = 0; i < Interface.MessageCount; i++)
            {
                if (Interface.Messages[i].Type == Interface.MessageType.Critical)
                {
                    MessageBox.Show("A critical error has occured:\n\n" + Interface.Messages[i].Text + "\n\nPlease inspect the error log file for further information.", "Load", MessageBoxButtons.OK, MessageBoxIcon.Hand);
                    Close();
                }
            }
            Renderer.InitializeLighting();
            Game.LogRouteName = System.IO.Path.GetFileName(MainLoop.currentResult.RouteFile);
            Game.LogTrainName = System.IO.Path.GetFileName(MainLoop.currentResult.TrainFolder);
            Game.LogDateTime  = DateTime.Now;

            if (Interface.CurrentOptions.LoadInAdvance)
            {
                Textures.LoadAllTextures();
            }
            else
            {
                Textures.UnloadAllTextures();
            }
            // camera
            ObjectManager.InitializeVisibility();
            World.CameraTrackFollower.Update(0.0, true, false);
            World.CameraTrackFollower.Update(-0.1, true, false);
            World.CameraTrackFollower.Update(0.1, true, false);
            World.CameraTrackFollower.TriggerType = TrackManager.EventTriggerType.Camera;
            // starting time and track position
            Game.SecondsSinceMidnight = 0.0;
            Game.StartupTime          = 0.0;
            int    PlayerFirstStationIndex = -1;
            double PlayerFirstStationPosition;
            int    os = -1;
            bool   f  = false;

            for (int i = 0; i < Game.Stations.Length; i++)
            {
                if (!String.IsNullOrEmpty(Game.InitialStationName))
                {
                    if (Game.InitialStationName.ToLowerInvariant() == Game.Stations[i].Name.ToLowerInvariant())
                    {
                        PlayerFirstStationIndex = i;
                    }
                }
                if (Game.Stations[i].StopMode == StationStopMode.AllStop | Game.Stations[i].StopMode == StationStopMode.PlayerStop & Game.Stations[i].Stops.Length != 0)
                {
                    if (f == false)
                    {
                        os = i;
                        f  = true;
                    }
                }
            }
            if (PlayerFirstStationIndex == -1)
            {
                PlayerFirstStationIndex = os;
            }
            {
                int s = Game.GetStopIndex(PlayerFirstStationIndex, TrainManager.PlayerTrain.Cars.Length);
                if (s >= 0)
                {
                    PlayerFirstStationPosition = Game.Stations[PlayerFirstStationIndex].Stops[s].TrackPosition;

                    double TrainLength = 0.0;
                    for (int c = 0; c < TrainManager.Trains[TrainManager.PlayerTrain.TrainIndex].Cars.Length; c++)
                    {
                        TrainLength += TrainManager.Trains[TrainManager.PlayerTrain.TrainIndex].Cars[c].Length;
                    }

                    for (int j = 0; j < Game.BufferTrackPositions.Length; j++)
                    {
                        if (PlayerFirstStationPosition > Game.BufferTrackPositions[j] && PlayerFirstStationPosition - TrainLength < Game.BufferTrackPositions[j])
                        {
                            /*
                             * HACK: The initial start position for the player train is stuck on a set of buffers
                             * This means we have to make some one the fly adjustments to the first station stop position
                             */

                            //Set the start position to be the buffer position plus the train length plus 1m
                            PlayerFirstStationPosition = Game.BufferTrackPositions[j] + TrainLength + 1;
                            //Update the station stop location
                            if (s >= 0)
                            {
                                Game.Stations[PlayerFirstStationIndex].Stops[s].TrackPosition = PlayerFirstStationPosition;
                            }
                            else
                            {
                                Game.Stations[PlayerFirstStationIndex].DefaultTrackPosition = PlayerFirstStationPosition;
                            }
                            break;
                        }
                    }
                }
                else
                {
                    PlayerFirstStationPosition = Game.Stations[PlayerFirstStationIndex].DefaultTrackPosition;
                }
                if (Game.InitialStationTime != -1)
                {
                    Game.SecondsSinceMidnight = Game.InitialStationTime;
                    Game.StartupTime          = Game.InitialStationTime;
                }
                else
                {
                    if (Game.Stations[PlayerFirstStationIndex].ArrivalTime < 0.0)
                    {
                        if (Game.Stations[PlayerFirstStationIndex].DepartureTime < 0.0)
                        {
                            Game.SecondsSinceMidnight = 0.0;
                            Game.StartupTime          = 0.0;
                        }
                        else
                        {
                            Game.SecondsSinceMidnight = Game.Stations[PlayerFirstStationIndex].DepartureTime -
                                                        Game.Stations[PlayerFirstStationIndex].StopTime;
                            Game.StartupTime = Game.Stations[PlayerFirstStationIndex].DepartureTime -
                                               Game.Stations[PlayerFirstStationIndex].StopTime;
                        }
                    }
                    else
                    {
                        Game.SecondsSinceMidnight = Game.Stations[PlayerFirstStationIndex].ArrivalTime;
                        Game.StartupTime          = Game.Stations[PlayerFirstStationIndex].ArrivalTime;
                    }
                }
            }
            int    OtherFirstStationIndex    = -1;
            double OtherFirstStationPosition = 0.0;
            double OtherFirstStationTime     = 0.0;

            for (int i = 0; i < Game.Stations.Length; i++)
            {
                if (Game.Stations[i].StopMode == StationStopMode.AllStop | Game.Stations[i].StopMode == StationStopMode.PlayerPass & Game.Stations[i].Stops.Length != 0)
                {
                    OtherFirstStationIndex = i;
                    int s = Game.GetStopIndex(i, TrainManager.PlayerTrain.Cars.Length);
                    if (s >= 0)
                    {
                        OtherFirstStationPosition = Game.Stations[i].Stops[s].TrackPosition;
                    }
                    else
                    {
                        OtherFirstStationPosition = Game.Stations[i].DefaultTrackPosition;
                    }
                    if (Game.Stations[i].ArrivalTime < 0.0)
                    {
                        if (Game.Stations[i].DepartureTime < 0.0)
                        {
                            OtherFirstStationTime = 0.0;
                        }
                        else
                        {
                            OtherFirstStationTime = Game.Stations[i].DepartureTime - Game.Stations[i].StopTime;
                        }
                    }
                    else
                    {
                        OtherFirstStationTime = Game.Stations[i].ArrivalTime;
                    }
                    break;
                }
            }
            if (Game.PrecedingTrainTimeDeltas.Length != 0)
            {
                OtherFirstStationTime -= Game.PrecedingTrainTimeDeltas[Game.PrecedingTrainTimeDeltas.Length - 1];
                if (OtherFirstStationTime < Game.SecondsSinceMidnight)
                {
                    Game.SecondsSinceMidnight = OtherFirstStationTime;
                }
            }
            // initialize trains
            for (int i = 0; i < TrainManager.Trains.Length; i++)
            {
                TrainManager.Trains[i].Initialize();
                int s = i == TrainManager.PlayerTrain.TrainIndex ? PlayerFirstStationIndex : OtherFirstStationIndex;
                if (s >= 0)
                {
                    if (Game.Stations[s].OpenLeftDoors)
                    {
                        for (int j = 0; j < TrainManager.Trains[i].Cars.Length; j++)
                        {
                            TrainManager.Trains[i].Cars[j].Doors[0].AnticipatedOpen = true;
                        }
                    }
                    if (Game.Stations[s].OpenRightDoors)
                    {
                        for (int j = 0; j < TrainManager.Trains[i].Cars.Length; j++)
                        {
                            TrainManager.Trains[i].Cars[j].Doors[1].AnticipatedOpen = true;
                        }
                    }
                }
                if (Game.Sections.Length != 0)
                {
                    Game.Sections[0].Enter(TrainManager.Trains[i]);
                }
                for (int j = 0; j < TrainManager.Trains[i].Cars.Length; j++)
                {
                    double length = TrainManager.Trains[i].Cars[0].Length;
                    TrainManager.Trains[i].Cars[j].Move(-length, 0.01);
                    TrainManager.Trains[i].Cars[j].Move(length, 0.01);
                }
            }
            // score
            Game.CurrentScore.ArrivalStation   = PlayerFirstStationIndex + 1;
            Game.CurrentScore.DepartureStation = PlayerFirstStationIndex;
            Game.CurrentScore.Maximum          = 0;
            for (int i = 0; i < Game.Stations.Length; i++)
            {
                if (i != PlayerFirstStationIndex & Game.PlayerStopsAtStation(i))
                {
                    if (i == 0 || Game.Stations[i - 1].Type != StationType.ChangeEnds)
                    {
                        Game.CurrentScore.Maximum += Game.ScoreValueStationArrival;
                    }
                }
            }
            if (Game.CurrentScore.Maximum <= 0)
            {
                Game.CurrentScore.Maximum = Game.ScoreValueStationArrival;
            }
            // signals
            if (Game.Sections.Length > 0)
            {
                Game.UpdateSection(Game.Sections.Length - 1);
            }
            // move train in position
            for (int i = 0; i < TrainManager.Trains.Length; i++)
            {
                double p;
                if (i == TrainManager.PlayerTrain.TrainIndex)
                {
                    p = PlayerFirstStationPosition;
                }
                else if (TrainManager.Trains[i].State == TrainManager.TrainState.Bogus)
                {
                    p = Game.BogusPretrainInstructions[0].TrackPosition;
                    TrainManager.Trains[i].AI = new Game.BogusPretrainAI(TrainManager.Trains[i]);
                }
                else
                {
                    p = OtherFirstStationPosition;
                }
                for (int j = 0; j < TrainManager.Trains[i].Cars.Length; j++)
                {
                    TrainManager.Trains[i].Cars[j].Move(p, 0.01);
                }
            }
            // timetable
            if (Timetable.DefaultTimetableDescription.Length == 0)
            {
                Timetable.DefaultTimetableDescription = Game.LogTrainName;
            }

            // initialize camera
            if (World.CameraRestriction == World.CameraRestrictionMode.NotAvailable)
            {
                World.CameraMode = World.CameraViewMode.InteriorLookAhead;
            }
            //Place the initial camera in the driver car
            TrainManager.PlayerTrain.Cars[TrainManager.PlayerTrain.DriverCar].UpdateCamera();
            World.CameraTrackFollower.Update(-1.0, true, false);
            ObjectManager.UpdateVisibility(World.CameraTrackFollower.TrackPosition + World.CameraCurrentAlignment.Position.Z);
            World.CameraSavedExterior = new World.CameraAlignment(new OpenBveApi.Math.Vector3(-2.5, 1.5, -15.0), 0.3, -0.2, 0.0, PlayerFirstStationPosition, 1.0);
            World.CameraSavedTrack    = new World.CameraAlignment(new OpenBveApi.Math.Vector3(-3.0, 2.5, 0.0), 0.3, 0.0, 0.0, TrainManager.PlayerTrain.Cars[0].FrontAxle.Follower.TrackPosition - 10.0, 1.0);
            // signalling sections
            for (int i = 0; i < TrainManager.Trains.Length; i++)
            {
                int s = TrainManager.Trains[i].CurrentSectionIndex;
                Game.Sections[s].Enter(TrainManager.Trains[i]);
            }
            if (Game.Sections.Length > 0)
            {
                Game.UpdateSection(Game.Sections.Length - 1);
            }
            // fast-forward until start time
            {
                Game.MinimalisticSimulation = true;
                const double w = 0.25;
                double       u = Game.StartupTime - Game.SecondsSinceMidnight;
                if (u > 0)
                {
                    while (true)
                    {
                        double v = u < w ? u : w; u -= v;
                        Game.SecondsSinceMidnight += v;
                        TrainManager.UpdateTrains(v);
                        if (u <= 0.0)
                        {
                            break;
                        }
                        TotalTimeElapsedForSectionUpdate += v;
                        if (TotalTimeElapsedForSectionUpdate >= 1.0)
                        {
                            if (Game.Sections.Length > 0)
                            {
                                Game.UpdateSection(Game.Sections.Length - 1);
                            }
                            TotalTimeElapsedForSectionUpdate = 0.0;
                        }
                    }
                }
                Game.MinimalisticSimulation = false;
            }
            // animated objects
            ObjectManager.UpdateAnimatedWorldObjects(0.0, true);
            TrainManager.UpdateTrainObjects(0.0, true);
            //HACK: This function calls a single update on all objects attached to the player's train
            //      but ignores any specified damping so that all needles etc. are in the correct place
            //      for the first frame, rather than spinning wildly to get to the starting point.
            TrainManager.PlayerTrain.UpdateCabObjects();
            // timetable
            if (TrainManager.PlayerTrain.Station >= 0)
            {
                Timetable.UpdateCustomTimetable(Game.Stations[TrainManager.PlayerTrain.Station].TimetableDaytimeTexture, Game.Stations[TrainManager.PlayerTrain.Station].TimetableNighttimeTexture);
                if (Timetable.CustomObjectsUsed != 0 & Timetable.CustomTimetableAvailable && Interface.CurrentOptions.TimeTableStyle != Interface.TimeTableMode.AutoGenerated && Interface.CurrentOptions.TimeTableStyle != Interface.TimeTableMode.None)
                {
                    Timetable.CurrentTimetable = Timetable.TimetableState.Custom;
                }
            }
            //Create AI driver for the player train if specified via the commmand line
            if (Game.InitialAIDriver == true)
            {
                TrainManager.PlayerTrain.AI = new Game.SimpleHumanDriverAI(TrainManager.PlayerTrain);
                if (TrainManager.PlayerTrain.Plugin != null && !TrainManager.PlayerTrain.Plugin.SupportsAI)
                {
                    Game.AddMessage(Interface.GetInterfaceString("notification_aiunable"), MessageManager.MessageDependency.None, Interface.GameMode.Expert,
                                    OpenBveApi.Colors.MessageColor.White, Game.SecondsSinceMidnight + 10.0, null);
                }
            }

            // warnings / errors
            if (Interface.MessageCount != 0)
            {
                int filesNotFound = 0;
                int errors        = 0;
                int warnings      = 0;
                for (int i = 0; i < Interface.MessageCount; i++)
                {
                    if (Interface.Messages[i].FileNotFound)
                    {
                        filesNotFound++;
                    }
                    else if (Interface.Messages[i].Type == Interface.MessageType.Error)
                    {
                        errors++;
                    }
                    else if (Interface.Messages[i].Type == Interface.MessageType.Warning)
                    {
                        warnings++;
                    }
                }
                string NotFound = null;
                string Messages = null;
                if (filesNotFound != 0)
                {
                    NotFound = filesNotFound.ToString() + " file(s) not found";
                    Game.AddMessage(NotFound, MessageManager.MessageDependency.None, Interface.GameMode.Expert, MessageColor.Magenta, Game.SecondsSinceMidnight + 10.0, null);
                }
                if (errors != 0 & warnings != 0)
                {
                    Messages = errors.ToString() + " error(s), " + warnings.ToString() + " warning(s)";
                    Game.AddMessage(Messages, MessageManager.MessageDependency.None, Interface.GameMode.Expert, MessageColor.Magenta, Game.SecondsSinceMidnight + 10.0, null);
                }
                else if (errors != 0)
                {
                    Messages = errors.ToString() + " error(s)";
                    Game.AddMessage(Messages, MessageManager.MessageDependency.None, Interface.GameMode.Expert, MessageColor.Magenta, Game.SecondsSinceMidnight + 10.0, null);
                }
                else
                {
                    Messages = warnings.ToString() + " warning(s)";
                    Game.AddMessage(Messages, MessageManager.MessageDependency.None, Interface.GameMode.Expert, MessageColor.Magenta, Game.SecondsSinceMidnight + 10.0, null);
                }
                Game.RouteInformation.FilesNotFound     = NotFound;
                Game.RouteInformation.ErrorsAndWarnings = Messages;
                //Print the plugin error encountered (If any) for 10s
                //This must be done after the simulation has init, as otherwise the timeout doesn't work
                if (Loading.PluginError != null)
                {
                    Game.AddMessage(Loading.PluginError, MessageManager.MessageDependency.None, Interface.GameMode.Expert, OpenBveApi.Colors.MessageColor.Red, Game.SecondsSinceMidnight + 5.0, null);
                    Game.AddMessage(Interface.GetInterfaceString("errors_plugin_failure2"), MessageManager.MessageDependency.None, Interface.GameMode.Expert, OpenBveApi.Colors.MessageColor.Red, Game.SecondsSinceMidnight + 5.0, null);
                }
            }
            loadComplete          = true;
            RenderRealTimeElapsed = 0.0;
            RenderTimeElapsed     = 0.0;
            World.InitializeCameraRestriction();
            Loading.SimulationSetup = true;
            switch (Game.InitialViewpoint)
            {
            case 1:
                //Switch camera to exterior
                MainLoop.SaveCameraSettings();
                World.CameraMode = World.CameraViewMode.Exterior;
                MainLoop.RestoreCameraSettings();
                for (int j = 0; j < TrainManager.PlayerTrain.Cars.Length; j++)
                {
                    TrainManager.PlayerTrain.Cars[j].ChangeCarSection(TrainManager.CarSectionType.Exterior);
                }
                //Make bogies visible
                for (int j = 0; j < TrainManager.PlayerTrain.Cars.Length; j++)
                {
                    TrainManager.PlayerTrain.Cars[j].FrontBogie.ChangeSection(0);
                    TrainManager.PlayerTrain.Cars[j].RearBogie.ChangeSection(0);
                }
                World.CameraAlignmentDirection = new World.CameraAlignment();
                World.CameraAlignmentSpeed     = new World.CameraAlignment();
                MainLoop.UpdateViewport(MainLoop.ViewPortChangeMode.NoChange);
                World.UpdateAbsoluteCamera(0.0);
                World.UpdateViewingDistances();
                break;

            case 2:
                //Switch camera to track
                MainLoop.SaveCameraSettings();
                World.CameraMode = World.CameraViewMode.Track;
                MainLoop.RestoreCameraSettings();
                for (int j = 0; j < TrainManager.PlayerTrain.Cars.Length; j++)
                {
                    TrainManager.PlayerTrain.Cars[j].ChangeCarSection(TrainManager.CarSectionType.Exterior);
                }

                for (int j = 0; j < TrainManager.PlayerTrain.Cars.Length; j++)
                {
                    TrainManager.PlayerTrain.Cars[j].FrontBogie.ChangeSection(0);
                    TrainManager.PlayerTrain.Cars[j].RearBogie.ChangeSection(0);
                }

                World.CameraAlignmentDirection = new World.CameraAlignment();
                World.CameraAlignmentSpeed     = new World.CameraAlignment();
                MainLoop.UpdateViewport(MainLoop.ViewPortChangeMode.NoChange);
                World.UpdateAbsoluteCamera(0.0);
                World.UpdateViewingDistances();
                break;

            case 3:
                //Switch camera to flyby
                MainLoop.SaveCameraSettings();
                World.CameraMode = World.CameraViewMode.FlyBy;
                MainLoop.RestoreCameraSettings();
                for (int j = 0; j < TrainManager.PlayerTrain.Cars.Length; j++)
                {
                    TrainManager.PlayerTrain.Cars[j].ChangeCarSection(TrainManager.CarSectionType.Exterior);
                }

                for (int j = 0; j < TrainManager.PlayerTrain.Cars.Length; j++)
                {
                    TrainManager.PlayerTrain.Cars[j].FrontBogie.ChangeSection(0);
                    TrainManager.PlayerTrain.Cars[j].RearBogie.ChangeSection(0);
                }

                World.CameraAlignmentDirection = new World.CameraAlignment();
                World.CameraAlignmentSpeed     = new World.CameraAlignment();
                MainLoop.UpdateViewport(MainLoop.ViewPortChangeMode.NoChange);
                World.UpdateAbsoluteCamera(0.0);
                World.UpdateViewingDistances();
                break;

            case 4:
                //Switch camera to flyby
                MainLoop.SaveCameraSettings();
                World.CameraMode = World.CameraViewMode.FlyByZooming;
                MainLoop.RestoreCameraSettings();
                for (int j = 0; j < TrainManager.PlayerTrain.Cars.Length; j++)
                {
                    TrainManager.PlayerTrain.Cars[j].ChangeCarSection(TrainManager.CarSectionType.Exterior);
                }

                for (int j = 0; j < TrainManager.PlayerTrain.Cars.Length; j++)
                {
                    TrainManager.PlayerTrain.Cars[j].FrontBogie.ChangeSection(0);
                    TrainManager.PlayerTrain.Cars[j].RearBogie.ChangeSection(0);
                }

                World.CameraAlignmentDirection = new World.CameraAlignment();
                World.CameraAlignmentSpeed     = new World.CameraAlignment();
                MainLoop.UpdateViewport(MainLoop.ViewPortChangeMode.NoChange);
                World.UpdateAbsoluteCamera(0.0);
                World.UpdateViewingDistances();
                break;
            }
        }
Beispiel #8
0
        protected override void OnUpdateFrame(FrameEventArgs e)
        {
            TimeFactor = MainLoop.TimeFactor;
            // timer
            double RealTimeElapsed;
            double TimeElapsed;

            if (Game.SecondsSinceMidnight >= Game.StartupTime)
            {
                RealTimeElapsed = CPreciseTimer.GetElapsedTime();
                TimeElapsed     = RealTimeElapsed * (double)TimeFactor;
                if (loadComplete && !firstFrame)
                {
                    //Our current in-game time is equal to or greater than the startup time, but the first frame has not yet been processed
                    //Therefore, reset the timer to zero as time consuming texture loads may cause us to be late at the first station
                    RealTimeElapsed = 0.0;
                    TimeElapsed     = 0.0;
                    firstFrame      = true;
                }
            }
            else
            {
                RealTimeElapsed = 0.0;
                TimeElapsed     = Game.StartupTime - Game.SecondsSinceMidnight;
            }

            //We only want to update the simulation if we aren't in a menu
            if (Game.CurrentInterface == Game.InterfaceType.Normal)
            {
#if DEBUG
                //If we're in debug mode and a frame takes greater than a second to render, we can safely assume that VS has hit a breakpoint
                //Check this and the sim no longer barfs because the update time was too great
                if (RealTimeElapsed > 1)
                {
                    RealTimeElapsed = 0.0;
                    TimeElapsed     = 0.0;
                }
#endif
                TotalTimeElapsedForInfo          += TimeElapsed;
                TotalTimeElapsedForSectionUpdate += TimeElapsed;


                if (TotalTimeElapsedForSectionUpdate >= 1.0)
                {
                    if (Game.Sections.Length != 0)
                    {
                        Game.UpdateSection(Game.Sections.Length - 1);
                    }
                    TotalTimeElapsedForSectionUpdate = 0.0;
                }

                // events

                // update simulation in chunks
                {
                    const double chunkTime = 1.0 / 2.0;
                    if (TimeElapsed <= chunkTime)
                    {
                        Game.SecondsSinceMidnight += TimeElapsed;
                        TrainManager.UpdateTrains(TimeElapsed);
                    }
                    else
                    {
                        const int maxChunks = 2;
                        int       chunks    = Math.Min((int)Math.Round(TimeElapsed / chunkTime), maxChunks);
                        double    time      = TimeElapsed / (double)chunks;
                        for (int i = 0; i < chunks; i++)
                        {
                            Game.SecondsSinceMidnight += time;
                            TrainManager.UpdateTrains(time);
                        }
                    }
                }
                Game.CurrentScore.Update(TimeElapsed);
                Game.UpdateMessages();
                Game.UpdateScoreMessages(TimeElapsed);
            }
            RenderTimeElapsed     += TimeElapsed;
            RenderRealTimeElapsed += RealTimeElapsed;
        }
Beispiel #9
0
        private static void LoadEverythingThreaded()
        {
            string RailwayFolder = GetRailwayFolder(CurrentRouteFile);
//			if (RailwayFolder == null) {
//				Interface.AddMessage(Interface.MessageType.Critical, false, "The Railway folder could not be found. Please check your folder structure.");
//				return;
//			}
            string ObjectFolder = OpenBveApi.Path.CombineDirectory(RailwayFolder, "Object");
            string SoundFolder  = OpenBveApi.Path.CombineDirectory(RailwayFolder, "Sound");

            // reset
            Game.Reset(true);
            Game.MinimalisticSimulation = true;
            // screen
            World.CameraTrackFollower          = new TrackManager.TrackFollower();
            World.CameraTrackFollower.Train    = null;
            World.CameraTrackFollower.CarIndex = -1;
            World.CameraMode = World.CameraViewMode.Interior;
            // load route
            bool IsRW = string.Equals(System.IO.Path.GetExtension(CurrentRouteFile), ".rw", StringComparison.OrdinalIgnoreCase);

            CsvRwRouteParser.ParseRoute(CurrentRouteFile, IsRW, CurrentRouteEncoding, CurrentTrainFolder, ObjectFolder, SoundFolder, false);
            System.Threading.Thread.Sleep(1); if (Cancel)
            {
                return;
            }
            Game.CalculateSeaLevelConstants();
            if (Game.BogusPretrainInstructions.Length != 0)
            {
                double t = Game.BogusPretrainInstructions[0].Time;
                double p = Game.BogusPretrainInstructions[0].TrackPosition;
                for (int i = 1; i < Game.BogusPretrainInstructions.Length; i++)
                {
                    if (Game.BogusPretrainInstructions[i].Time > t)
                    {
                        t = Game.BogusPretrainInstructions[i].Time;
                    }
                    else
                    {
                        t += 1.0;
                        Game.BogusPretrainInstructions[i].Time = t;
                    }
                    if (Game.BogusPretrainInstructions[i].TrackPosition > p)
                    {
                        p = Game.BogusPretrainInstructions[i].TrackPosition;
                    }
                    else
                    {
                        p += 1.0;
                        Game.BogusPretrainInstructions[i].TrackPosition = p;
                    }
                }
            }
            RouteProgress = 1.0;
            // initialize trains
            System.Threading.Thread.Sleep(1); if (Cancel)
            {
                return;
            }
            TrainManager.Trains = new TrainManager.Train[Game.PrecedingTrainTimeDeltas.Length + 1 + (Game.BogusPretrainInstructions.Length != 0 ? 1 : 0)];
            for (int k = 0; k < TrainManager.Trains.Length; k++)
            {
                TrainManager.Trains[k]            = new TrainManager.Train();
                TrainManager.Trains[k].TrainIndex = k;
                if (k == TrainManager.Trains.Length - 1 & Game.BogusPretrainInstructions.Length != 0)
                {
                    TrainManager.Trains[k].State = TrainManager.TrainState.Bogus;
                }
                else
                {
                    TrainManager.Trains[k].State = TrainManager.TrainState.Pending;
                }
            }
            TrainManager.PlayerTrain = TrainManager.Trains[Game.PrecedingTrainTimeDeltas.Length];
            // load trains
            double TrainProgressMaximum = 0.7 + 0.3 * (double)TrainManager.Trains.Length;

            for (int k = 0; k < TrainManager.Trains.Length; k++)
            {
                if (TrainManager.Trains[k].State == TrainManager.TrainState.Bogus)
                {
                    // bogus train
                    string Folder = Program.FileSystem.GetDataFolder("Compatibility", "PreTrain");
                    TrainDatParser.ParseTrainData(Folder, System.Text.Encoding.UTF8, TrainManager.Trains[k]);
                    System.Threading.Thread.Sleep(1); if (Cancel)
                    {
                        return;
                    }
                    SoundCfgParser.LoadNoSound(TrainManager.Trains[k]);
                    System.Threading.Thread.Sleep(1); if (Cancel)
                    {
                        return;
                    }
                    TrainProgressCurrentWeight = 0.3 / TrainProgressMaximum;
                    TrainProgressCurrentSum   += TrainProgressCurrentWeight;
                }
                else
                {
                    // real train
                    TrainProgressCurrentWeight = 0.1 / TrainProgressMaximum;
                    TrainDatParser.ParseTrainData(CurrentTrainFolder, CurrentTrainEncoding, TrainManager.Trains[k]);
                    TrainProgressCurrentSum += TrainProgressCurrentWeight;
                    System.Threading.Thread.Sleep(1); if (Cancel)
                    {
                        return;
                    }
                    TrainProgressCurrentWeight = 0.2 / TrainProgressMaximum;
                    SoundCfgParser.ParseSoundConfig(CurrentTrainFolder, CurrentTrainEncoding, TrainManager.Trains[k]);
                    TrainProgressCurrentSum += TrainProgressCurrentWeight;
                    System.Threading.Thread.Sleep(1); if (Cancel)
                    {
                        return;
                    }
                    // door open/close speed
                    for (int i = 0; i < TrainManager.Trains[k].Cars.Length; i++)
                    {
                        if (TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency <= 0.0)
                        {
                            if (TrainManager.Trains[k].Cars[i].Sounds.DoorOpenL.Buffer != null & TrainManager.Trains[k].Cars[i].Sounds.DoorOpenR.Buffer != null)
                            {
                                Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorOpenL.Buffer);
                                Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorOpenR.Buffer);
                                double a = TrainManager.Trains[k].Cars[i].Sounds.DoorOpenL.Buffer.Duration;
                                double b = TrainManager.Trains[k].Cars[i].Sounds.DoorOpenR.Buffer.Duration;
                                TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency = a + b > 0.0 ? 2.0 / (a + b) : 0.8;
                            }
                            else if (TrainManager.Trains[k].Cars[i].Sounds.DoorOpenL.Buffer != null)
                            {
                                Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorOpenL.Buffer);
                                double a = TrainManager.Trains[k].Cars[i].Sounds.DoorOpenL.Buffer.Duration;
                                TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency = a > 0.0 ? 1.0 / a : 0.8;
                            }
                            else if (TrainManager.Trains[k].Cars[i].Sounds.DoorOpenR.Buffer != null)
                            {
                                Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorOpenL.Buffer);
                                double b = TrainManager.Trains[k].Cars[i].Sounds.DoorOpenR.Buffer.Duration;
                                TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency = b > 0.0 ? 1.0 / b : 0.8;
                            }
                            else
                            {
                                TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency = 0.8;
                            }
                        }
                        if (TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency <= 0.0)
                        {
                            if (TrainManager.Trains[k].Cars[i].Sounds.DoorCloseL.Buffer != null & TrainManager.Trains[k].Cars[i].Sounds.DoorCloseR.Buffer != null)
                            {
                                Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorCloseL.Buffer);
                                Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorCloseR.Buffer);
                                double a = TrainManager.Trains[k].Cars[i].Sounds.DoorCloseL.Buffer.Duration;
                                double b = TrainManager.Trains[k].Cars[i].Sounds.DoorCloseR.Buffer.Duration;
                                TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency = a + b > 0.0 ? 2.0 / (a + b) : 0.8;
                            }
                            else if (TrainManager.Trains[k].Cars[i].Sounds.DoorCloseL.Buffer != null)
                            {
                                Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorCloseL.Buffer);
                                double a = TrainManager.Trains[k].Cars[i].Sounds.DoorCloseL.Buffer.Duration;
                                TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency = a > 0.0 ? 1.0 / a : 0.8;
                            }
                            else if (TrainManager.Trains[k].Cars[i].Sounds.DoorCloseR.Buffer != null)
                            {
                                Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorCloseL.Buffer);
                                double b = TrainManager.Trains[k].Cars[i].Sounds.DoorCloseR.Buffer.Duration;
                                TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency = b > 0.0 ? 1.0 / b : 0.8;
                            }
                            else
                            {
                                TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency = 0.8;
                            }
                        }
                        const double f = 0.015;
                        const double g = 2.75;
                        TrainManager.Trains[k].Cars[i].Specs.DoorOpenPitch       = Math.Exp(f * Math.Tan(g * (Program.RandomNumberGenerator.NextDouble() - 0.5)));
                        TrainManager.Trains[k].Cars[i].Specs.DoorClosePitch      = Math.Exp(f * Math.Tan(g * (Program.RandomNumberGenerator.NextDouble() - 0.5)));
                        TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency  /= TrainManager.Trains[k].Cars[i].Specs.DoorOpenPitch;
                        TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency /= TrainManager.Trains[k].Cars[i].Specs.DoorClosePitch;

                        /*
                         * Remove the following two lines, then the pitch at which doors play
                         * takes their randomized opening and closing times into account.
                         * */
                        TrainManager.Trains[k].Cars[i].Specs.DoorOpenPitch  = 1.0;
                        TrainManager.Trains[k].Cars[i].Specs.DoorClosePitch = 1.0;
                    }
                }
                for (int i = 0; i < TrainManager.Trains[k].Cars.Length; i++)
                {
                    TrainManager.Trains[k].Cars[i].FrontAxle.Follower.Train = TrainManager.Trains[k];
                    TrainManager.Trains[k].Cars[i].RearAxle.Follower.Train  = TrainManager.Trains[k];
                    TrainManager.Trains[k].Cars[i].BeaconReceiver.Train     = TrainManager.Trains[k];
                }
                // add panel section
                if (k == TrainManager.PlayerTrain.TrainIndex)
                {
                    TrainManager.Trains[k].Cars[TrainManager.Trains[k].DriverCar].CarSections             = new TrainManager.CarSection[1];
                    TrainManager.Trains[k].Cars[TrainManager.Trains[k].DriverCar].CarSections[0].Elements = new ObjectManager.AnimatedObject[] { };
                    TrainManager.Trains[k].Cars[TrainManager.Trains[k].DriverCar].CarSections[0].Overlay  = true;
                    TrainProgressCurrentWeight = 0.7 / TrainProgressMaximum;
                    TrainManager.ParsePanelConfig(CurrentTrainFolder, CurrentTrainEncoding, TrainManager.Trains[k]);
                    TrainProgressCurrentSum += TrainProgressCurrentWeight;
                    System.Threading.Thread.Sleep(1); if (Cancel)
                    {
                        return;
                    }
                }
                // add exterior section
                if (TrainManager.Trains[k].State != TrainManager.TrainState.Bogus)
                {
                    ObjectManager.UnifiedObject[] CarObjects;
                    ExtensionsCfgParser.ParseExtensionsConfig(CurrentTrainFolder, CurrentTrainEncoding, out CarObjects, TrainManager.Trains[k]);
                    System.Threading.Thread.Sleep(1); if (Cancel)
                    {
                        return;
                    }
                    for (int i = 0; i < TrainManager.Trains[k].Cars.Length; i++)
                    {
                        if (CarObjects[i] == null)
                        {
                            // load default exterior object
                            string file = OpenBveApi.Path.CombineFile(Program.FileSystem.GetDataFolder("Compatibility"), "exterior.csv");
                            ObjectManager.StaticObject so = ObjectManager.LoadStaticObject(file, System.Text.Encoding.UTF8, ObjectManager.ObjectLoadMode.Normal, false, false, false);
                            if (so == null)
                            {
                                CarObjects[i] = null;
                            }
                            else
                            {
                                double sx = TrainManager.Trains[k].Cars[i].Width;
                                double sy = TrainManager.Trains[k].Cars[i].Height;
                                double sz = TrainManager.Trains[k].Cars[i].Length;
                                CsvB3dObjectParser.ApplyScale(so, sx, sy, sz);
                                CarObjects[i] = so;
                            }
                        }
                        if (CarObjects[i] != null)
                        {
                            // add object
                            int j = TrainManager.Trains[k].Cars[i].CarSections.Length;
                            Array.Resize <TrainManager.CarSection>(ref TrainManager.Trains[k].Cars[i].CarSections, j + 1);
                            if (CarObjects[i] is ObjectManager.StaticObject)
                            {
                                ObjectManager.StaticObject s = (ObjectManager.StaticObject)CarObjects[i];
                                TrainManager.Trains[k].Cars[i].CarSections[j].Elements                       = new ObjectManager.AnimatedObject[1];
                                TrainManager.Trains[k].Cars[i].CarSections[j].Elements[0]                    = new ObjectManager.AnimatedObject();
                                TrainManager.Trains[k].Cars[i].CarSections[j].Elements[0].States             = new ObjectManager.AnimatedObjectState[1];
                                TrainManager.Trains[k].Cars[i].CarSections[j].Elements[0].States[0].Position = new Vector3(0.0, 0.0, 0.0);
                                TrainManager.Trains[k].Cars[i].CarSections[j].Elements[0].States[0].Object   = s;
                                TrainManager.Trains[k].Cars[i].CarSections[j].Elements[0].CurrentState       = 0;
                                TrainManager.Trains[k].Cars[i].CarSections[j].Elements[0].ObjectIndex        = ObjectManager.CreateDynamicObject();
                            }
                            else if (CarObjects[i] is ObjectManager.AnimatedObjectCollection)
                            {
                                ObjectManager.AnimatedObjectCollection a = (ObjectManager.AnimatedObjectCollection)CarObjects[i];
                                TrainManager.Trains[k].Cars[i].CarSections[j].Elements = new ObjectManager.AnimatedObject[a.Objects.Length];
                                for (int h = 0; h < a.Objects.Length; h++)
                                {
                                    TrainManager.Trains[k].Cars[i].CarSections[j].Elements[h]             = a.Objects[h];
                                    TrainManager.Trains[k].Cars[i].CarSections[j].Elements[h].ObjectIndex = ObjectManager.CreateDynamicObject();
                                }
                            }
                        }
                    }
                }
                // place cars
                {
                    double z = 0.0;
                    for (int i = 0; i < TrainManager.Trains[k].Cars.Length; i++)
                    {
                        TrainManager.Trains[k].Cars[i].FrontAxle.Follower.TrackPosition = z - 0.5 * TrainManager.Trains[k].Cars[i].Length + TrainManager.Trains[k].Cars[i].FrontAxlePosition;
                        TrainManager.Trains[k].Cars[i].RearAxle.Follower.TrackPosition  = z - 0.5 * TrainManager.Trains[k].Cars[i].Length + TrainManager.Trains[k].Cars[i].RearAxlePosition;
                        TrainManager.Trains[k].Cars[i].BeaconReceiver.TrackPosition     = z - 0.5 * TrainManager.Trains[k].Cars[i].Length + TrainManager.Trains[k].Cars[i].BeaconReceiverPosition;
                        z -= TrainManager.Trains[k].Cars[i].Length;
                        if (i < TrainManager.Trains[k].Cars.Length - 1)
                        {
                            z -= 0.5 * (TrainManager.Trains[k].Couplers[i].MinimumDistanceBetweenCars + TrainManager.Trains[k].Couplers[i].MaximumDistanceBetweenCars);
                        }
                    }
                }
                // configure ai / timetable
                if (TrainManager.Trains[k] == TrainManager.PlayerTrain)
                {
                    TrainManager.Trains[k].TimetableDelta = 0.0;
                }
                else if (TrainManager.Trains[k].State != TrainManager.TrainState.Bogus)
                {
                    TrainManager.Trains[k].AI                  = new Game.SimpleHumanDriverAI(TrainManager.Trains[k]);
                    TrainManager.Trains[k].TimetableDelta      = Game.PrecedingTrainTimeDeltas[k];
                    TrainManager.Trains[k].Specs.DoorOpenMode  = TrainManager.DoorMode.Manual;
                    TrainManager.Trains[k].Specs.DoorCloseMode = TrainManager.DoorMode.Manual;
                }
            }
            TrainProgress = 1.0;
            // finished created objects
            System.Threading.Thread.Sleep(1); if (Cancel)
            {
                return;
            }
            ObjectManager.FinishCreatingObjects();
            // update sections
            if (Game.Sections.Length > 0)
            {
                Game.UpdateSection(Game.Sections.Length - 1);
            }
            // load plugin
            for (int i = 0; i < TrainManager.Trains.Length; i++)
            {
                if (TrainManager.Trains[i].State != TrainManager.TrainState.Bogus)
                {
                    if (TrainManager.Trains[i] == TrainManager.PlayerTrain)
                    {
                        if (!PluginManager.LoadCustomPlugin(TrainManager.Trains[i], CurrentTrainFolder, CurrentTrainEncoding))
                        {
                            PluginManager.LoadDefaultPlugin(TrainManager.Trains[i], CurrentTrainFolder);
                        }
                    }
                    else
                    {
                        PluginManager.LoadDefaultPlugin(TrainManager.Trains[i], CurrentTrainFolder);
                    }
                }
            }
        }
Beispiel #10
0
        /// <summary>Jumps a train to a new station</summary>
        /// <param name="train">The train</param>
        /// <param name="stationIndex">The zero-based index of the station</param>
        internal static void JumpTrain(Train train, int stationIndex)
        {
            if (train == PlayerTrain)
            {
                for (int i = 0; i < ObjectManager.AnimatedWorldObjects.Length; i++)
                {
                    var obj = ObjectManager.AnimatedWorldObjects[i] as ObjectManager.TrackFollowingObject;
                    if (obj != null)
                    {
                        //Track followers should be reset if we jump between stations
                        obj.FrontAxleFollower.TrackPosition = ObjectManager.AnimatedWorldObjects[i].TrackPosition + obj.FrontAxlePosition;
                        obj.FrontAxleFollower.TrackPosition = ObjectManager.AnimatedWorldObjects[i].TrackPosition + obj.RearAxlePosition;
                        obj.FrontAxleFollower.UpdateWorldCoordinates(false);
                        obj.RearAxleFollower.UpdateWorldCoordinates(false);
                    }
                }
            }
            train.StationState = TrainStopState.Jumping;
            int stopIndex = Game.GetStopIndex(stationIndex, train.Cars.Length);

            if (stopIndex >= 0)
            {
                if (train == PlayerTrain)
                {
                    if (train.Plugin != null)
                    {
                        train.Plugin.BeginJump((OpenBveApi.Runtime.InitializationModes)Game.TrainStart);
                    }
                }
                for (int h = 0; h < train.Cars.Length; h++)
                {
                    train.Cars[h].Specs.CurrentSpeed = 0.0;
                }
                double d = Game.Stations[stationIndex].Stops[stopIndex].TrackPosition - train.Cars[0].FrontAxle.Follower.TrackPosition + train.Cars[0].FrontAxle.Position - 0.5 * train.Cars[0].Length;
                if (train == PlayerTrain)
                {
                    TrackManager.SuppressSoundEvents = true;
                }
                while (d != 0.0)
                {
                    double x;
                    if (Math.Abs(d) > 1.0)
                    {
                        x = (double)Math.Sign(d);
                    }
                    else
                    {
                        x = d;
                    }
                    for (int h = 0; h < train.Cars.Length; h++)
                    {
                        train.Cars[h].Move(x, 0.0);
                    }
                    if (Math.Abs(d) >= 1.0)
                    {
                        d -= x;
                    }
                    else
                    {
                        break;
                    }
                }
                if (train == PlayerTrain)
                {
                    TrainManager.UnderailTrains();
                    TrackManager.SuppressSoundEvents = false;
                }
                if (train.Handles.EmergencyBrake.Driver)
                {
                    train.ApplyNotch(0, false, 0, true);
                }
                else
                {
                    train.ApplyNotch(0, false, train.Handles.Brake.MaximumNotch, false);
                    train.ApplyAirBrakeHandle(TrainManager.AirBrakeHandleState.Service);
                }
                if (Game.Sections.Length > 0)
                {
                    Game.UpdateSection(Game.Sections.Length - 1);
                }
                if (train == PlayerTrain)
                {
                    if (Game.CurrentScore.ArrivalStation <= stationIndex)
                    {
                        Game.CurrentScore.ArrivalStation = stationIndex + 1;
                    }
                }
                if (train == PlayerTrain)
                {
                    if (Game.Stations[stationIndex].ArrivalTime >= 0.0)
                    {
                        Game.SecondsSinceMidnight = Game.Stations[stationIndex].ArrivalTime;
                    }
                    else if (Game.Stations[stationIndex].DepartureTime >= 0.0)
                    {
                        Game.SecondsSinceMidnight = Game.Stations[stationIndex].DepartureTime - Game.Stations[stationIndex].StopTime;
                    }
                }
                for (int i = 0; i < train.Cars.Length; i++)
                {
                    train.Cars[i].Doors[0].AnticipatedOpen = Game.Stations[stationIndex].OpenLeftDoors;
                    train.Cars[i].Doors[1].AnticipatedOpen = Game.Stations[stationIndex].OpenRightDoors;
                }
                if (train == PlayerTrain)
                {
                    Game.CurrentScore.DepartureStation = stationIndex;
                    Game.CurrentInterface = Game.InterfaceType.Normal;
                    //Game.Messages = new Game.Message[] { };
                }
                ObjectManager.UpdateAnimatedWorldObjects(0.0, true);
                TrainManager.UpdateTrainObjects(0.0, true);
                if (train == PlayerTrain)
                {
                    if (train.Plugin != null)
                    {
                        train.Plugin.EndJump();
                    }
                }
                train.StationState = TrainStopState.Pending;
            }
        }
Beispiel #11
0
        private static void LoadEverythingThreaded()
        {
            Program.FileSystem.AppendToLogFile("Loading route file: " + CurrentRouteFile);
            string RailwayFolder = GetRailwayFolder(CurrentRouteFile);
            string ObjectFolder  = OpenBveApi.Path.CombineDirectory(RailwayFolder, "Object");
            string SoundFolder   = OpenBveApi.Path.CombineDirectory(RailwayFolder, "Sound");

            // reset
            Game.Reset(true);
            Game.MinimalisticSimulation = true;
            // screen
            World.CameraTrackFollower = new TrackManager.TrackFollower {
                Train = null, CarIndex = -1
            };
            World.CameraMode = CameraViewMode.Interior;
            //First, check the format of the route file
            //RW routes were written for BVE1 / 2, and have a different command syntax
            bool IsRW = CsvRwRouteParser.isRWFile(CurrentRouteFile);

            Program.FileSystem.AppendToLogFile("Route file format is: " + (IsRW ? "RW" : "CSV"));
            CsvRwRouteParser.ParseRoute(CurrentRouteFile, IsRW, CurrentRouteEncoding, CurrentTrainFolder, ObjectFolder, SoundFolder, false);
            Thread createIllustrations = new Thread(Game.RouteInformation.LoadInformation)
            {
                IsBackground = true
            };

            createIllustrations.Start();
            System.Threading.Thread.Sleep(1); if (Cancel)
            {
                return;
            }
            Game.CalculateSeaLevelConstants();
            if (Game.BogusPretrainInstructions.Length != 0)
            {
                double t = Game.BogusPretrainInstructions[0].Time;
                double p = Game.BogusPretrainInstructions[0].TrackPosition;
                for (int i = 1; i < Game.BogusPretrainInstructions.Length; i++)
                {
                    if (Game.BogusPretrainInstructions[i].Time > t)
                    {
                        t = Game.BogusPretrainInstructions[i].Time;
                    }
                    else
                    {
                        t += 1.0;
                        Game.BogusPretrainInstructions[i].Time = t;
                    }
                    if (Game.BogusPretrainInstructions[i].TrackPosition > p)
                    {
                        p = Game.BogusPretrainInstructions[i].TrackPosition;
                    }
                    else
                    {
                        p += 1.0;
                        Game.BogusPretrainInstructions[i].TrackPosition = p;
                    }
                }
            }

            if (Game.Stations.Length == 1)
            {
                //Log the fact that only a single station is present, as this is probably not right
                Program.FileSystem.AppendToLogFile("The processed route file only contains a single station.");
            }
            Program.FileSystem.AppendToLogFile("Route file loaded successfully.");
            RouteProgress = 1.0;
            // initialize trains
            System.Threading.Thread.Sleep(1); if (Cancel)
            {
                return;
            }
            TrainManager.Trains = new TrainManager.Train[Game.PrecedingTrainTimeDeltas.Length + 1 + (Game.BogusPretrainInstructions.Length != 0 ? 1 : 0)];
            for (int k = 0; k < TrainManager.Trains.Length; k++)
            {
                if (k == TrainManager.Trains.Length - 1 & Game.BogusPretrainInstructions.Length != 0)
                {
                    TrainManager.Trains[k] = new TrainManager.Train(TrainManager.TrainState.Bogus);
                }
                else
                {
                    TrainManager.Trains[k] = new TrainManager.Train(TrainManager.TrainState.Pending);
                }
            }
            TrainManager.PlayerTrain = TrainManager.Trains[Game.PrecedingTrainTimeDeltas.Length];

            UnifiedObject[] CarObjects   = null;
            UnifiedObject[] BogieObjects = null;

            // load trains
            double TrainProgressMaximum = 0.7 + 0.3 * (double)TrainManager.Trains.Length;

            for (int k = 0; k < TrainManager.Trains.Length; k++)
            {
                //Sleep for 20ms to allow route loading locks to release
                Thread.Sleep(20);
                if (TrainManager.Trains[k].State == TrainManager.TrainState.Bogus)
                {
                    // bogus train
                    string TrainData = OpenBveApi.Path.CombineFile(Program.FileSystem.GetDataFolder("Compatibility", "PreTrain"), "train.dat");
                    TrainDatParser.ParseTrainData(TrainData, System.Text.Encoding.UTF8, TrainManager.Trains[k]);
                    System.Threading.Thread.Sleep(1); if (Cancel)
                    {
                        return;
                    }
                    TrainManager.Trains[k].InitializeCarSounds();
                    System.Threading.Thread.Sleep(1); if (Cancel)
                    {
                        return;
                    }
                    TrainProgressCurrentWeight = 0.3 / TrainProgressMaximum;
                    TrainProgressCurrentSum   += TrainProgressCurrentWeight;
                }
                else
                {
                    TrainManager.Trains[k].TrainFolder = CurrentTrainFolder;
                    // real train
                    if (TrainManager.Trains[k] == TrainManager.PlayerTrain)
                    {
                        Program.FileSystem.AppendToLogFile("Loading player train: " + TrainManager.Trains[k].TrainFolder);
                    }
                    else
                    {
                        Program.FileSystem.AppendToLogFile("Loading AI train: " + TrainManager.Trains[k].TrainFolder);
                    }
                    TrainProgressCurrentWeight = 0.1 / TrainProgressMaximum;
                    string TrainData = OpenBveApi.Path.CombineFile(TrainManager.Trains[k].TrainFolder, "train.dat");
                    TrainDatParser.ParseTrainData(TrainData, CurrentTrainEncoding, TrainManager.Trains[k]);
                    TrainProgressCurrentSum += TrainProgressCurrentWeight;
                    System.Threading.Thread.Sleep(1); if (Cancel)
                    {
                        return;
                    }
                    TrainProgressCurrentWeight = 0.2 / TrainProgressMaximum;
                    SoundCfgParser.ParseSoundConfig(TrainManager.Trains[k].TrainFolder, CurrentTrainEncoding, TrainManager.Trains[k]);
                    TrainProgressCurrentSum += TrainProgressCurrentWeight;
                    System.Threading.Thread.Sleep(1); if (Cancel)
                    {
                        return;
                    }
                    // door open/close speed
                    for (int i = 0; i < TrainManager.Trains[k].Cars.Length; i++)
                    {
                        if (TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency <= 0.0)
                        {
                            if (TrainManager.Trains[k].Cars[i].Doors[0].OpenSound.Buffer != null & TrainManager.Trains[k].Cars[i].Doors[1].OpenSound.Buffer != null)
                            {
                                Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Doors[0].OpenSound.Buffer);
                                Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Doors[1].OpenSound.Buffer);
                                double a = TrainManager.Trains[k].Cars[i].Doors[0].OpenSound.Buffer.Duration;
                                double b = TrainManager.Trains[k].Cars[i].Doors[1].OpenSound.Buffer.Duration;
                                TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency = a + b > 0.0 ? 2.0 / (a + b) : 0.8;
                            }
                            else if (TrainManager.Trains[k].Cars[i].Doors[0].OpenSound.Buffer != null)
                            {
                                Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Doors[0].OpenSound.Buffer);
                                double a = TrainManager.Trains[k].Cars[i].Doors[0].OpenSound.Buffer.Duration;
                                TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency = a > 0.0 ? 1.0 / a : 0.8;
                            }
                            else if (TrainManager.Trains[k].Cars[i].Doors[1].OpenSound.Buffer != null)
                            {
                                Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Doors[0].OpenSound.Buffer);
                                double b = TrainManager.Trains[k].Cars[i].Doors[1].OpenSound.Buffer.Duration;
                                TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency = b > 0.0 ? 1.0 / b : 0.8;
                            }
                            else
                            {
                                TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency = 0.8;
                            }
                        }
                        if (TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency <= 0.0)
                        {
                            if (TrainManager.Trains[k].Cars[i].Doors[0].CloseSound.Buffer != null & TrainManager.Trains[k].Cars[i].Doors[1].CloseSound.Buffer != null)
                            {
                                Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Doors[0].CloseSound.Buffer);
                                Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Doors[1].CloseSound.Buffer);
                                double a = TrainManager.Trains[k].Cars[i].Doors[0].CloseSound.Buffer.Duration;
                                double b = TrainManager.Trains[k].Cars[i].Doors[1].CloseSound.Buffer.Duration;
                                TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency = a + b > 0.0 ? 2.0 / (a + b) : 0.8;
                            }
                            else if (TrainManager.Trains[k].Cars[i].Doors[0].CloseSound.Buffer != null)
                            {
                                Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Doors[0].CloseSound.Buffer);
                                double a = TrainManager.Trains[k].Cars[i].Doors[0].CloseSound.Buffer.Duration;
                                TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency = a > 0.0 ? 1.0 / a : 0.8;
                            }
                            else if (TrainManager.Trains[k].Cars[i].Doors[1].CloseSound.Buffer != null)
                            {
                                Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Doors[0].CloseSound.Buffer);
                                double b = TrainManager.Trains[k].Cars[i].Doors[1].CloseSound.Buffer.Duration;
                                TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency = b > 0.0 ? 1.0 / b : 0.8;
                            }
                            else
                            {
                                TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency = 0.8;
                            }
                        }
                        const double f = 0.015;
                        const double g = 2.75;
                        TrainManager.Trains[k].Cars[i].Specs.DoorOpenPitch       = Math.Exp(f * Math.Tan(g * (Program.RandomNumberGenerator.NextDouble() - 0.5)));
                        TrainManager.Trains[k].Cars[i].Specs.DoorClosePitch      = Math.Exp(f * Math.Tan(g * (Program.RandomNumberGenerator.NextDouble() - 0.5)));
                        TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency  /= TrainManager.Trains[k].Cars[i].Specs.DoorOpenPitch;
                        TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency /= TrainManager.Trains[k].Cars[i].Specs.DoorClosePitch;

                        /*
                         * Remove the following two lines, then the pitch at which doors play
                         * takes their randomized opening and closing times into account.
                         * */
                        TrainManager.Trains[k].Cars[i].Specs.DoorOpenPitch  = 1.0;
                        TrainManager.Trains[k].Cars[i].Specs.DoorClosePitch = 1.0;
                    }
                }
                // add panel section
                if (TrainManager.Trains[k] == TrainManager.PlayerTrain)
                {
                    TrainProgressCurrentWeight = 0.7 / TrainProgressMaximum;
                    TrainManager.ParsePanelConfig(TrainManager.Trains[k].TrainFolder, CurrentTrainEncoding, TrainManager.Trains[k]);
                    TrainProgressCurrentSum += TrainProgressCurrentWeight;
                    System.Threading.Thread.Sleep(1); if (Cancel)
                    {
                        return;
                    }
                    Program.FileSystem.AppendToLogFile("Train panel loaded sucessfully.");
                }
                // add exterior section
                if (TrainManager.Trains[k].State != TrainManager.TrainState.Bogus)
                {
                    bool LoadObjects = false;
                    if (CarObjects == null)
                    {
                        CarObjects   = new UnifiedObject[TrainManager.Trains[k].Cars.Length];
                        BogieObjects = new UnifiedObject[TrainManager.Trains[k].Cars.Length * 2];
                        LoadObjects  = true;
                    }
                    string tXml = OpenBveApi.Path.CombineFile(TrainManager.Trains[k].TrainFolder, "train.xml");
                    if (System.IO.File.Exists(tXml))
                    {
                        TrainXmlParser.Parse(tXml, TrainManager.Trains[k], ref CarObjects, ref BogieObjects);
                    }
                    else
                    {
                        ExtensionsCfgParser.ParseExtensionsConfig(TrainManager.Trains[k].TrainFolder, CurrentTrainEncoding, ref CarObjects, ref BogieObjects, TrainManager.Trains[k], LoadObjects);
                    }
                    World.CameraCar = TrainManager.Trains[k].DriverCar;
                    System.Threading.Thread.Sleep(1); if (Cancel)
                    {
                        return;
                    }
                    //Stores the current array index of the bogie object to add
                    //Required as there are two bogies per car, and we're using a simple linear array....
                    int currentBogieObject = 0;
                    for (int i = 0; i < TrainManager.Trains[k].Cars.Length; i++)
                    {
                        if (CarObjects[i] == null)
                        {
                            // load default exterior object
                            string file = OpenBveApi.Path.CombineFile(Program.FileSystem.GetDataFolder("Compatibility"), "exterior.csv");
                            ObjectManager.StaticObject so = ObjectManager.LoadStaticObject(file, System.Text.Encoding.UTF8, false, false, false);
                            if (so == null)
                            {
                                CarObjects[i] = null;
                            }
                            else
                            {
                                double sx = TrainManager.Trains[k].Cars[i].Width;
                                double sy = TrainManager.Trains[k].Cars[i].Height;
                                double sz = TrainManager.Trains[k].Cars[i].Length;
                                so.ApplyScale(sx, sy, sz);
                                CarObjects[i] = so;
                            }
                        }
                        if (CarObjects[i] != null)
                        {
                            // add object
                            TrainManager.Trains[k].Cars[i].LoadCarSections(CarObjects[i]);
                        }

                        //Load bogie objects
                        if (BogieObjects[currentBogieObject] != null)
                        {
                            TrainManager.Trains[k].Cars[i].FrontBogie.LoadCarSections(BogieObjects[currentBogieObject]);
                        }
                        currentBogieObject++;
                        if (BogieObjects[currentBogieObject] != null)
                        {
                            TrainManager.Trains[k].Cars[i].RearBogie.LoadCarSections(BogieObjects[currentBogieObject]);
                        }
                        currentBogieObject++;
                    }
                }
                // place cars
                TrainManager.Trains[k].PlaceCars(0.0);

                // configure ai / timetable
                if (TrainManager.Trains[k] == TrainManager.PlayerTrain)
                {
                    TrainManager.Trains[k].TimetableDelta = 0.0;
                }
                else if (TrainManager.Trains[k].State != TrainManager.TrainState.Bogus)
                {
                    TrainManager.Trains[k].AI                  = new Game.SimpleHumanDriverAI(TrainManager.Trains[k]);
                    TrainManager.Trains[k].TimetableDelta      = Game.PrecedingTrainTimeDeltas[k];
                    TrainManager.Trains[k].Specs.DoorOpenMode  = TrainManager.DoorMode.Manual;
                    TrainManager.Trains[k].Specs.DoorCloseMode = TrainManager.DoorMode.Manual;
                }
            }
            TrainProgress = 1.0;
            // finished created objects
            System.Threading.Thread.Sleep(1); if (Cancel)
            {
                return;
            }
            Array.Resize(ref ObjectManager.Objects, ObjectManager.ObjectsUsed);
            Array.Resize(ref ObjectManager.AnimatedWorldObjects, ObjectManager.AnimatedWorldObjectsUsed);
            // update sections
            if (Game.Sections.Length > 0)
            {
                Game.UpdateSection(Game.Sections.Length - 1);
            }
            // load plugin
            for (int i = 0; i < TrainManager.Trains.Length; i++)
            {
                if (TrainManager.Trains[i].State != TrainManager.TrainState.Bogus)
                {
                    if (TrainManager.Trains[i] == TrainManager.PlayerTrain)
                    {
                        if (!PluginManager.LoadCustomPlugin(TrainManager.Trains[i], TrainManager.Trains[i].TrainFolder, CurrentTrainEncoding))
                        {
                            PluginManager.LoadDefaultPlugin(TrainManager.Trains[i], TrainManager.Trains[i].TrainFolder);
                        }
                    }
                    else
                    {
                        PluginManager.LoadDefaultPlugin(TrainManager.Trains[i], TrainManager.Trains[i].TrainFolder);
                    }
                }
            }
        }
Beispiel #12
0
        /// <summary>This method is called once the route and train data have been preprocessed, in order to physically setup the simulation</summary>
        private void SetupSimulation()
        {
            if (Loading.Cancel)
            {
                Close();
            }
            Timetable.CreateTimetable();
            //Check if any critical errors have occured during the route or train loading
            for (int i = 0; i < Interface.MessageCount; i++)
            {
                if (Interface.Messages[i].Type == Interface.MessageType.Critical)
                {
                    MessageBox.Show("A critical error has occured:\n\n" + Interface.Messages[i].Text + "\n\nPlease inspect the error log file for further information.", "Load", MessageBoxButtons.OK, MessageBoxIcon.Hand);
                    Close();
                }
            }
            Renderer.InitializeLighting();
            Game.LogRouteName = System.IO.Path.GetFileName(MainLoop.currentResult.RouteFile);
            Game.LogTrainName = System.IO.Path.GetFileName(MainLoop.currentResult.TrainFolder);
            Game.LogDateTime  = DateTime.Now;

            if (Interface.CurrentOptions.LoadInAdvance)
            {
                Textures.LoadAllTextures();
            }
            else
            {
                Textures.UnloadAllTextures();
            }
            // camera
            ObjectManager.InitializeVisibility();
            TrackManager.UpdateTrackFollower(ref World.CameraTrackFollower, 0.0, true, false);
            TrackManager.UpdateTrackFollower(ref World.CameraTrackFollower, -0.1, true, false);
            TrackManager.UpdateTrackFollower(ref World.CameraTrackFollower, 0.1, true, false);
            World.CameraTrackFollower.TriggerType = TrackManager.EventTriggerType.Camera;
            // starting time and track position
            Game.SecondsSinceMidnight = 0.0;
            Game.StartupTime          = 0.0;
            int    PlayerFirstStationIndex    = -1;
            double PlayerFirstStationPosition = 0.0;

            for (int i = 0; i < Game.Stations.Length; i++)
            {
                if (Game.Stations[i].StopMode == Game.StationStopMode.AllStop | Game.Stations[i].StopMode == Game.StationStopMode.PlayerStop & Game.Stations[i].Stops.Length != 0)
                {
                    PlayerFirstStationIndex = i;
                    int s = Game.GetStopIndex(i, TrainManager.PlayerTrain.Cars.Length);
                    if (s >= 0)
                    {
                        PlayerFirstStationPosition = Game.Stations[i].Stops[s].TrackPosition;

                        double TrainLength = 0.0;
                        for (int c = 0; c < TrainManager.Trains[TrainManager.PlayerTrain.TrainIndex].Cars.Length; c++)
                        {
                            TrainLength += TrainManager.Trains[TrainManager.PlayerTrain.TrainIndex].Cars[c].Length;
                        }

                        for (int j = 0; j < Game.BufferTrackPositions.Length; j++)
                        {
                            if (PlayerFirstStationPosition > Game.BufferTrackPositions[j] && PlayerFirstStationPosition - TrainLength < Game.BufferTrackPositions[j])
                            {
                                /*
                                 * HACK: The initial start position for the player train is stuck on a set of buffers
                                 * This means we have to make some one the fly adjustments to the first station stop position
                                 */

                                //Set the start position to be the buffer position plus the train length plus 1m
                                PlayerFirstStationPosition = Game.BufferTrackPositions[j] + TrainLength + 1;
                                //Update the station stop location
                                if (s >= 0)
                                {
                                    Game.Stations[PlayerFirstStationIndex].Stops[s].TrackPosition = PlayerFirstStationPosition;
                                }
                                else
                                {
                                    Game.Stations[PlayerFirstStationIndex].DefaultTrackPosition = PlayerFirstStationPosition;
                                }
                                break;
                            }
                        }
                    }
                    else
                    {
                        PlayerFirstStationPosition = Game.Stations[i].DefaultTrackPosition;
                    }
                    if (Game.Stations[i].ArrivalTime < 0.0)
                    {
                        if (Game.Stations[i].DepartureTime < 0.0)
                        {
                            Game.SecondsSinceMidnight = 0.0;
                            Game.StartupTime          = 0.0;
                        }
                        else
                        {
                            Game.SecondsSinceMidnight = Game.Stations[i].DepartureTime - Game.Stations[i].StopTime;
                            Game.StartupTime          = Game.Stations[i].DepartureTime - Game.Stations[i].StopTime;
                        }
                    }
                    else
                    {
                        Game.SecondsSinceMidnight = Game.Stations[i].ArrivalTime;
                        Game.StartupTime          = Game.Stations[i].ArrivalTime;
                    }
                    break;
                }
            }
            int    OtherFirstStationIndex    = -1;
            double OtherFirstStationPosition = 0.0;
            double OtherFirstStationTime     = 0.0;

            for (int i = 0; i < Game.Stations.Length; i++)
            {
                if (Game.Stations[i].StopMode == Game.StationStopMode.AllStop | Game.Stations[i].StopMode == Game.StationStopMode.PlayerPass & Game.Stations[i].Stops.Length != 0)
                {
                    OtherFirstStationIndex = i;
                    int s = Game.GetStopIndex(i, TrainManager.PlayerTrain.Cars.Length);
                    if (s >= 0)
                    {
                        OtherFirstStationPosition = Game.Stations[i].Stops[s].TrackPosition;
                    }
                    else
                    {
                        OtherFirstStationPosition = Game.Stations[i].DefaultTrackPosition;
                    }
                    if (Game.Stations[i].ArrivalTime < 0.0)
                    {
                        if (Game.Stations[i].DepartureTime < 0.0)
                        {
                            OtherFirstStationTime = 0.0;
                        }
                        else
                        {
                            OtherFirstStationTime = Game.Stations[i].DepartureTime - Game.Stations[i].StopTime;
                        }
                    }
                    else
                    {
                        OtherFirstStationTime = Game.Stations[i].ArrivalTime;
                    }
                    break;
                }
            }
            if (Game.PrecedingTrainTimeDeltas.Length != 0)
            {
                OtherFirstStationTime -= Game.PrecedingTrainTimeDeltas[Game.PrecedingTrainTimeDeltas.Length - 1];
                if (OtherFirstStationTime < Game.SecondsSinceMidnight)
                {
                    Game.SecondsSinceMidnight = OtherFirstStationTime;
                }
            }
            // initialize trains
            for (int i = 0; i < TrainManager.Trains.Length; i++)
            {
                TrainManager.InitializeTrain(TrainManager.Trains[i]);
                int s = i == TrainManager.PlayerTrain.TrainIndex ? PlayerFirstStationIndex : OtherFirstStationIndex;
                if (s >= 0)
                {
                    if (Game.Stations[s].OpenLeftDoors)
                    {
                        for (int j = 0; j < TrainManager.Trains[i].Cars.Length; j++)
                        {
                            TrainManager.Trains[i].Cars[j].Specs.AnticipatedLeftDoorsOpened = true;
                        }
                    }
                    if (Game.Stations[s].OpenRightDoors)
                    {
                        for (int j = 0; j < TrainManager.Trains[i].Cars.Length; j++)
                        {
                            TrainManager.Trains[i].Cars[j].Specs.AnticipatedRightDoorsOpened = true;
                        }
                    }
                }
                if (Game.Sections.Length != 0)
                {
                    Game.Sections[0].Enter(TrainManager.Trains[i]);
                }
                for (int j = 0; j < TrainManager.Trains[i].Cars.Length; j++)
                {
                    double length = TrainManager.Trains[i].Cars[0].Length;
                    TrainManager.MoveCar(TrainManager.Trains[i], j, -length, 0.01);
                    TrainManager.MoveCar(TrainManager.Trains[i], j, length, 0.01);
                }
            }
            // score
            Game.CurrentScore.ArrivalStation   = PlayerFirstStationIndex + 1;
            Game.CurrentScore.DepartureStation = PlayerFirstStationIndex;
            Game.CurrentScore.Maximum          = 0;
            for (int i = 0; i < Game.Stations.Length; i++)
            {
                if (i != PlayerFirstStationIndex & Game.PlayerStopsAtStation(i))
                {
                    if (i == 0 || Game.Stations[i - 1].StationType != Game.StationType.ChangeEnds)
                    {
                        Game.CurrentScore.Maximum += Game.ScoreValueStationArrival;
                    }
                }
            }
            if (Game.CurrentScore.Maximum <= 0)
            {
                Game.CurrentScore.Maximum = Game.ScoreValueStationArrival;
            }
            // signals
            if (Game.Sections.Length > 0)
            {
                Game.UpdateSection(Game.Sections.Length - 1);
            }
            // move train in position
            for (int i = 0; i < TrainManager.Trains.Length; i++)
            {
                double p;
                if (i == TrainManager.PlayerTrain.TrainIndex)
                {
                    p = PlayerFirstStationPosition;
                }
                else if (TrainManager.Trains[i].State == TrainManager.TrainState.Bogus)
                {
                    p = Game.BogusPretrainInstructions[0].TrackPosition;
                    TrainManager.Trains[i].AI = new Game.BogusPretrainAI(TrainManager.Trains[i]);
                }
                else
                {
                    p = OtherFirstStationPosition;
                }
                for (int j = 0; j < TrainManager.Trains[i].Cars.Length; j++)
                {
                    TrainManager.MoveCar(TrainManager.Trains[i], j, p, 0.01);
                }
            }
            // timetable
            if (Timetable.DefaultTimetableDescription.Length == 0)
            {
                Timetable.DefaultTimetableDescription = Game.LogTrainName;
            }

            // initialize camera
            if (World.CameraRestriction == World.CameraRestrictionMode.NotAvailable)
            {
                World.CameraMode = World.CameraViewMode.InteriorLookAhead;
            }
            //Place the initial camera in the driver car
            TrainManager.UpdateCamera(TrainManager.PlayerTrain, TrainManager.PlayerTrain.DriverCar);
            TrackManager.UpdateTrackFollower(ref World.CameraTrackFollower, -1.0, true, false);
            ObjectManager.UpdateVisibility(World.CameraTrackFollower.TrackPosition + World.CameraCurrentAlignment.Position.Z);
            World.CameraSavedInterior = new World.CameraAlignment();
            World.CameraSavedExterior = new World.CameraAlignment(new OpenBveApi.Math.Vector3(-2.5, 1.5, -15.0), 0.3, -0.2, 0.0, PlayerFirstStationPosition, 1.0);
            World.CameraSavedTrack    = new World.CameraAlignment(new OpenBveApi.Math.Vector3(-3.0, 2.5, 0.0), 0.3, 0.0, 0.0, TrainManager.PlayerTrain.Cars[0].FrontAxle.Follower.TrackPosition - 10.0, 1.0);
            // signalling sections
            for (int i = 0; i < TrainManager.Trains.Length; i++)
            {
                int s = TrainManager.Trains[i].CurrentSectionIndex;
                Game.Sections[s].Enter(TrainManager.Trains[i]);
            }
            if (Game.Sections.Length > 0)
            {
                Game.UpdateSection(Game.Sections.Length - 1);
            }
            // fast-forward until start time
            {
                Game.MinimalisticSimulation = true;
                const double w = 0.25;
                double       u = Game.StartupTime - Game.SecondsSinceMidnight;
                if (u > 0)
                {
                    while (true)
                    {
                        double v = u < w ? u : w; u -= v;
                        Game.SecondsSinceMidnight += v;
                        TrainManager.UpdateTrains(v);
                        if (u <= 0.0)
                        {
                            break;
                        }
                        TotalTimeElapsedForSectionUpdate += v;
                        if (TotalTimeElapsedForSectionUpdate >= 1.0)
                        {
                            if (Game.Sections.Length > 0)
                            {
                                Game.UpdateSection(Game.Sections.Length - 1);
                            }
                            TotalTimeElapsedForSectionUpdate = 0.0;
                        }
                    }
                }
                Game.MinimalisticSimulation = false;
            }
            // animated objects
            ObjectManager.UpdateAnimatedWorldObjects(0.0, true);
            TrainManager.UpdateTrainObjects(0.0, true);
            // timetable
            if (TrainManager.PlayerTrain.Station >= 0)
            {
                Timetable.UpdateCustomTimetable(Game.Stations[TrainManager.PlayerTrain.Station].TimetableDaytimeTexture, Game.Stations[TrainManager.PlayerTrain.Station].TimetableNighttimeTexture);
                if (Timetable.CustomObjectsUsed != 0 & Timetable.CustomTimetableAvailable && Interface.CurrentOptions.TimeTableStyle != Interface.TimeTableMode.AutoGenerated && Interface.CurrentOptions.TimeTableStyle != Interface.TimeTableMode.None)
                {
                    Timetable.CurrentTimetable = Timetable.TimetableState.Custom;
                }
            }

            // warnings / errors
            if (Interface.MessageCount != 0)
            {
                int filesNotFound = 0;
                int errors        = 0;
                int warnings      = 0;
                for (int i = 0; i < Interface.MessageCount; i++)
                {
                    if (Interface.Messages[i].FileNotFound)
                    {
                        filesNotFound++;
                    }
                    else if (Interface.Messages[i].Type == Interface.MessageType.Error)
                    {
                        errors++;
                    }
                    else if (Interface.Messages[i].Type == Interface.MessageType.Warning)
                    {
                        warnings++;
                    }
                }
                string NotFound = null;
                string Messages = null;
                if (filesNotFound != 0)
                {
                    NotFound = filesNotFound.ToString() + " file(s) not found";
                    Game.AddDebugMessage(NotFound, 10.0);
                }
                if (errors != 0 & warnings != 0)
                {
                    Messages = errors.ToString() + " error(s), " + warnings.ToString() + " warning(s)";
                    Game.AddDebugMessage(Messages, 10.0);
                }
                else if (errors != 0)
                {
                    Messages = errors.ToString() + " error(s)";
                    Game.AddDebugMessage(Messages, 10.0);
                }
                else
                {
                    Messages = warnings.ToString() + " warning(s)";
                    Game.AddDebugMessage(Messages, 10.0);
                }
                Game.RouteInformation.FilesNotFound     = NotFound;
                Game.RouteInformation.ErrorsAndWarnings = Messages;
                //Print the plugin error encountered (If any) for 10s
                //This must be done after the simulation has init, as otherwise the timeout doesn't work
                if (Loading.PluginError != null)
                {
                    Game.AddMessage(Loading.PluginError, Game.MessageDependency.None, Interface.GameMode.Expert, OpenBveApi.Colors.MessageColor.Red, Game.SecondsSinceMidnight + 5.0);
                    Game.AddMessage(Interface.GetInterfaceString("errors_plugin_failure2"), Game.MessageDependency.None, Interface.GameMode.Expert, OpenBveApi.Colors.MessageColor.Red, Game.SecondsSinceMidnight + 5.0);
                }
            }
            loadComplete          = true;
            RenderRealTimeElapsed = 0.0;
            RenderTimeElapsed     = 0.0;
            World.InitializeCameraRestriction();
        }