Ejemplo n.º 1
0
        private static void StopSimulation()
        {
            Util.ConnectionToServer.SendSimulationStatus(SimulationRun);

            //GameTimer = null;

            //GameThread.Interrupt();
            //GameThread.Abort();
            DisplayInfo();
            Car someItem;

            while (graph.ListPath.Count > 0)
            {
                graph.ListPath.First().RemovePath();
            }
            while (!Cars.IsEmpty)
            {
                Cars.TryTake(out someItem);
            }
            foreach (var c in Containers)
            {
                c.Reset();
            }
            Tools.Message(MessageStatus.Info, Localization.GetText("Text14"));
            OnSimulationStop?.Invoke();
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Stops the simulation
        /// </summary>
        public void Stop()
        {
            if (!(GameMode?.AnyRespawn() ?? true))
            {
                return;
            }

            OnSimulationStop?.Invoke();
            GameMode?.EmitSimulationStop(this);
            _state = SimulationState.ShuttingDown;
        }
Ejemplo n.º 3
0
        public void Step()
        {
            if (!Simulating)
            {
                return;
            }

            StepsQueued++;

            lock (EntitiesBuffer)
            {
                _stepTimes.Enqueue(DateTime.UtcNow);

                // Make array to avoid concurrent modification exception; Make temporary clone to be able to modify the original
                Entities = EntitiesBuffer.Keys.ToArray();

                Parallel.ForEach(Entities, e => e.Step());

                float maxVelocity = Entities.Length > 0
                    ? Entities.Max(e => (e.Velocity.X * e.Velocity.X) + (e.Velocity.Y * e.Velocity.Y))
                    : 0;

                StepsFinished++;

                if (!Entities.All(x => x is Player))
                {
                    return;
                }
                if (maxVelocity < Config.PhysicalEnvironment.MovementThreshold)
                {
                    FramesSinceMovementTresholdMet++;
                }
                else
                {
                    FramesSinceMovementTresholdMet = 0;
                }
                if (FramesSinceMovementTresholdMet < Config.PhysicalEnvironment.MovementThresholdMinDuration)
                {
                    return;
                }

                Simulating = false;
                OnSimulationStop?.Invoke();
            }
        }