Ejemplo n.º 1
0
        /// <summary>
        /// Performs every-frame updates which include moving queued instructions to the main instruction list and
        /// executing instructions according to their TimeToExecute.
        /// </summary>
        internal static void Update()
        {
            //Flush();

            var currentTime = TimeManager.CurrentTime;

            Instructions.Instruction instruction;

            lock (syncLock)
            {
                while (instructionQueue.Count > 0)
                {
                    Add(instructionQueue.Dequeue());
                }
            }

            while (mIsExecutingInstructions &&
                   mInstructions.Count > 0 &&
                   mInstructions[0].TimeToExecute <= currentTime)
            {
                instruction = mInstructions[0];

                instruction.Execute();

                // The instruction may have cleared the InstructionList, so we need to test if it did.
                if (mInstructions.Count < 1)
                {
                    continue;
                }

                if (instruction.CycleTime == 0)
                {
                    mInstructions.Remove(instruction);
                }
                else
                {
                    instruction.TimeToExecute += instruction.CycleTime;
                    mInstructions.InsertionSortAscendingTimeToExecute();
                }
            }

            // The ScreenManager doesn't have any engine-initiated
            // activity, it's all initiated by custom code.  However,
            // instructions are supposed to execute before any custom code
            // runs.  Therefore, we're going to have these be handled here:
            if (Screens.ScreenManager.CurrentScreen != null)
            {
                ExecuteInstructionsOnConsideringTime(Screens.ScreenManager.CurrentScreen);
            }
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Performs every-frame updates which include moving queued instructions to the main instruction list and
        /// executing instructions according to their TimeToExecute.
        /// </summary>
        internal static void Update()
        {
            //Flush();

            var currentTime = TimeManager.CurrentTime;

            Instructions.Instruction instruction;

            lock (syncLock)
            {
                while (instructionQueue.Count > 0)
                {
                    Add(instructionQueue.Dequeue());
                }
            }

            while (mIsExecutingInstructions &&
                   mInstructions.Count > 0 &&
                   mInstructions[0].TimeToExecute <= currentTime)
            {
                instruction = mInstructions[0];

                // Nov 2, 2019
                // An instruction
                // may pause the game,
                // which would then take
                // this instruction and put
                // it on the to-execute list
                // of instructions. But since
                // it's already executing we don't
                // want that to happen, so going to
                // remove it before executing. This is
                // different from how the engine used to
                // work prior to this date, so hopefully this
                // doesn't introduce any weird behaviors

                if (instruction.CycleTime == 0)
                {
                    mInstructions.Remove(instruction);
                }


                instruction.Execute();

                // The instruction may have cleared the InstructionList, so we need to test if it did.
                if (mInstructions.Count < 1)
                {
                    continue;
                }

                if (instruction.CycleTime != 0)
                {
                    instruction.TimeToExecute += instruction.CycleTime;
                    mInstructions.InsertionSortAscendingTimeToExecute();
                }
            }

            // The ScreenManager doesn't have any engine-initiated
            // activity, it's all initiated by custom code.  However,
            // instructions are supposed to execute before any custom code
            // runs.  Therefore, we're going to have these be handled here:
            if (Screens.ScreenManager.CurrentScreen != null)
            {
                ExecuteInstructionsOnConsideringTime(Screens.ScreenManager.CurrentScreen);
            }
        }