Beispiel #1
0
        /*
         * Handles removal of buildings and status changes
         *
         * Note: Just because a building has been removed visually, it does not mean
         * it is removed as far as the game is concerned. The building is only truly removed
         * when the frame covers the building's id, and that's when we will remove the
         * building from our records.
         */
        public override void OnUpdate(float realTimeDelta, float simulationTimeDelta)
        {
            if (_terminated)
            {
                return;
            }

            if (!_helper.BuildingMonitorSpinnable)
            {
                return;
            }

            if (!_settings.Enable._BuildingMonitor)
            {
                return;
            }

            try
            {
                if (!_initialized)
                {
                    _data = Data.Instance;

                    _mapping = new BuildingPrefabMapping();

                    _paused = false;

                    _instance = Singleton <BuildingManager> .instance;
                    _capacity = _instance.m_buildings.m_buffer.Length;

                    _id = (ushort)_capacity;

                    for (ushort i = 0; i < _capacity; i++)
                    {
                        if (ProcessBuilding(i))
                        {
                            UpdateBuilding();
                        }
                    }

                    _lastProcessedFrame = GetFrame();

                    _initialized = true;
                    _helper.BuildingMonitorSpun = true;
                    _helper.BuildingMonitor     = this;

                    _helper.Log("Building monitor initialized");
                }
                else if (!SimulationManager.instance.SimulationPaused)
                {
                    _data._BuildingsUpdated.Clear();
                    _data._BuildingsRemoved.Clear();

                    int end = GetFrame();

                    while (_lastProcessedFrame != end)
                    {
                        _lastProcessedFrame = GetFrame(_lastProcessedFrame + 1);

                        int[]  boundaries = GetFrameBoundaries(_lastProcessedFrame);
                        ushort id;

                        for (int i = boundaries[0]; i <= boundaries[1]; i++)
                        {
                            id = (ushort)i;

                            if (UpdateBuilding(id))
                            {
                                _data._BuildingsUpdated.Add(id);
                            }
                            else if (_data._Buildings.Contains(id))
                            {
                                _data._BuildingsRemoved.Add(id);
                                RemoveBuilding(id);
                            }
                        }
                    }
                }

                OutputDebugLog();
            }
            catch (Exception e)
            {
                string error = "Building monitor failed to initialize\r\n";
                error += String.Format("Error: {0}\r\n", e.Message);
                error += "\r\n";
                error += "==== STACK TRACE ====\r\n";
                error += e.StackTrace;

                _helper.Log(error);

                _terminated = true;
            }

            base.OnUpdate(realTimeDelta, simulationTimeDelta);
        }
        /*
         * Handles removal of buildings and status changes
         *
         * Note: Just because a building has been removed visually, it does not mean
         * it is removed as far as the game is concerned. The building is only truly removed
         * when the frame covers the building's id, and that's when we will remove the
         * building from our records.
         */
        public override void OnUpdate(float realTimeDelta, float simulationTimeDelta)
        {
            if (_terminated) return;

            if (!_helper.BuildingMonitorSpinnable) return;

            if (!_settings.Enable._BuildingMonitor) return;

            try
            {
                if (!_initialized)
                {
                    _data = Data.Instance;

                    _mapping = new BuildingPrefabMapping();

                    _paused = false;

                    _instance = Singleton<BuildingManager>.instance;
                    _capacity = _instance.m_buildings.m_buffer.Length;

                    _id = (ushort)_capacity;

                    _added.Clear();
                    _removed.Clear();

                    for (ushort i = 0; i < _capacity; i++)
                    {
                        if (ProcessBuilding(i))
                            UpdateBuilding();
                    }

                    _lastProcessedFrame = GetFrame();

                    _initialized = true;
                    _helper.BuildingMonitorSpun = true;
                    _helper.BuildingMonitor = this;

                    _helper.NotifyPlayer("Building monitor initialized");
                }
                else if (!SimulationManager.instance.SimulationPaused)
                {
                    _data._BuildingsAdded.Clear();
                    _data._BuildingsUpdated.Clear();
                    _data._BuildingsRemoved.Clear();

                    foreach (ushort i in _added)
                        _data._BuildingsAdded.Add(i);

                    _added.Clear();

                    foreach (ushort i in _removed)
                        _data._BuildingsRemoved.Add(i);

                    _removed.Clear();

                    int end = GetFrame();

                    while (_lastProcessedFrame != end)
                    {
                        _lastProcessedFrame = GetFrame(_lastProcessedFrame + 1);

                        int[] boundaries = GetFrameBoundaries(_lastProcessedFrame);
                        ushort id;

                        for (int i = boundaries[0]; i <= boundaries[1]; i++)
                        {
                            id = (ushort)i;

                            if (UpdateBuilding(id))
                                _data._BuildingsUpdated.Add(id);
                            else if (_data._Buildings.Contains(id))
                            {
                                _data._BuildingsRemoved.Add(id);
                                RemoveBuilding(id);
                            }
                        }
                    }
                }

                OutputDebugLog();
            }
            catch (Exception e)
            {
                string error = "Building monitor failed to initialize\r\n";
                error += String.Format("Error: {0}\r\n", e.Message);
                error += "\r\n";
                error += "==== STACK TRACE ====\r\n";
                error += e.StackTrace;

                _helper.Log(error);

                _terminated = true;
            }

            base.OnUpdate(realTimeDelta, simulationTimeDelta);
        }