public void TryStartSimulation()
        {
            if (resultWaiting)
            {
                atmLastStage = SimManager.LastAtmStage;
                vacLastStage = SimManager.LastVacStage;

                atmoStats = SimManager.AtmStages;
                vacStats = SimManager.VacStages;

                resultWaiting = false;
            }

            // I m cheating with the isActiveVessel. Need to add multiple ship handling but it is
            // an edge case that only triggers if 2 nearby ships burn nodes. is this worth the complexity ?
            if ((HighLogic.LoadedSceneIsEditor || vessel.isActiveVessel) && SimManager.ResultsReady())
            {
                if (updateRequested)
                {
                    updateRequested = false;
                    StartSimulation();
                }
                else
                {
                    users.Clear();
                }
            }
        }
Ejemplo n.º 2
0
        // This function runs the simulation and returns a newly created array of Stage objects
        public Stage[] RunSimulation()
        {
            if (SimManager.logOutput)
            {
                MonoBehaviour.print("RunSimulation started");
            }

            this._timer.Reset();
            this._timer.Start();

            LogMsg log = null;
            if (SimManager.logOutput)
            {
                log = new LogMsg();
            }

            // Start with the last stage to simulate
            // (this is in a member variable so it can be accessed by AllowedToStage and ActivateStage)
            this.currentStage = this.lastStage;
            // Work out which engines would be active if just doing the staging and if this is different to the 
            // currently active engines then generate an extra stage
            // Loop through all the engines
            bool anyActive = false;
            for (int i = 0; i < allEngines.Count; ++i)
            {
                EngineSim engine = allEngines[i];

                if (log != null)
                {
                    log.buf.AppendLine("Testing engine mod of " + engine.partSim.name + ":" + engine.partSim.partId);
                }
                bool bActive = engine.isActive;
                bool bStage = (engine.partSim.inverseStage >= this.currentStage);
                if (log != null)
                {
                    log.buf.AppendLine("bActive = " + bActive + "   bStage = " + bStage);
                }
                if (HighLogic.LoadedSceneIsFlight)
                {
                    if (bActive)
                    {
                        anyActive = true;
                    }
                    if (bActive != bStage)
                    {
                        // If the active state is different to the state due to staging
                        if (log != null)
                        {
                            log.buf.AppendLine("Need to do current active engines first");
                        }

                        this.doingCurrent = true;
                    }
                }
                else
                {
                    if (bStage)
                    {
                        if (log != null)
                        {
                            log.buf.AppendLine("Marking as active");
                        }

                        engine.isActive = true;
                    }
                }
            }

            // If we need to do current because of difference in engine activation and there actually are active engines
            // then we do the extra stage otherwise activate the next stage and don't treat it as current
            if (this.doingCurrent && anyActive)
            {
                this.currentStage++;
            }
            else
            {
                this.ActivateStage();
                this.doingCurrent = false;
            }

            // Create a list of lists of PartSims that prevent decoupling
            BuildDontStageLists(log);

            if (log != null)
            {
                log.Flush();
            }

            // Create the array of stages that will be returned
            Stage[] stages = new Stage[this.currentStage + 1];

            int startStage = currentStage;

            // Loop through the stages
            while (this.currentStage >= 0)
            {
                if (log != null)
                {
                    log.buf.AppendLine("Simulating stage " + this.currentStage);
                    log.Flush();
                    this._timer.Reset();
                    this._timer.Start();
                }

                // Update active engines and resource drains
                this.UpdateResourceDrains();

                // Update the masses of the parts to correctly handle "no physics" parts
                this.stageStartMass = this.UpdatePartMasses();

                if (log != null)
                    this.allParts[0].DumpPartToBuffer(log.buf, "", this.allParts);

                // Create the Stage object for this stage
                Stage stage = new Stage();

                this.stageTime = 0d;
                this.vecStageDeltaV = Vector3.zero;

                this.stageStartCom = this.ShipCom;

                this.stepStartMass = this.stageStartMass;
                this.stepEndMass = 0;

                this.CalculateThrustAndISP();

                // Store various things in the Stage object
                stage.thrust = this.totalStageThrust;
                if (log != null) log.buf.AppendLine("stage.thrust = " + stage.thrust);
                stage.thrustToWeight = this.totalStageThrust / (this.stageStartMass * this.gravity);
                stage.maxThrustToWeight = stage.thrustToWeight;
                if (log != null) log.buf.AppendLine("StageMass = " + stageStartMass);
                if (log != null) log.buf.AppendLine("Initial maxTWR = " + stage.maxThrustToWeight);
                stage.actualThrust = this.totalStageActualThrust;
                stage.actualThrustToWeight = this.totalStageActualThrust / (this.stageStartMass * this.gravity);

                // calculate torque and associates
                stage.maxThrustTorque = this.totalStageThrustForce.TorqueAt(this.stageStartCom).magnitude;

                // torque divided by thrust. imagine that all engines are at the end of a lever that tries to turn the ship.
                // this numerical value, in meters, would represent the length of that lever.
                double torqueLeverArmLength = (stage.thrust <= 0) ? 0 : stage.maxThrustTorque / stage.thrust;

                // how far away are the engines from the CoM, actually?
                double thrustDistance = (this.stageStartCom - this.totalStageThrustForce.GetAverageForceApplicationPoint()).magnitude;

                // the combination of the above two values gives an approximation of the offset angle.
                double sinThrustOffsetAngle = 0;
                if (thrustDistance > 1e-7) {
                    sinThrustOffsetAngle = torqueLeverArmLength / thrustDistance;
                    if (sinThrustOffsetAngle > 1) {
                        sinThrustOffsetAngle = 1;
                    }
                }

                stage.thrustOffsetAngle = Math.Asin(sinThrustOffsetAngle) * 180 / Math.PI;

                // Calculate the total cost of the vessel at this point
                stage.totalCost = 0d;
                for (int i = 0; i < allParts.Count; ++i)
                {
                    if (this.currentStage > allParts[i].decoupledInStage)
                        stage.totalCost += allParts[i].GetCost(currentStage);
                }

                // The total mass is simply the mass at the start of the stage
                stage.totalMass = this.stageStartMass;

                // If we have done a previous stage
                if (currentStage < startStage)
                {
                    // Calculate what the previous stage's mass and cost were by subtraction
                    Stage prev = stages[currentStage + 1];
                    prev.cost = prev.totalCost - stage.totalCost;
                    prev.mass = prev.totalMass - stage.totalMass;
                }

                // The above code will never run for the last stage so set those directly
                if (currentStage == 0)
                {
                    stage.cost = stage.totalCost;
                    stage.mass = stage.totalMass;
                }

                this.dontStageParts = dontStagePartsLists[this.currentStage];

                if (log != null)
                {
                    log.buf.AppendLine("Stage setup took " + this._timer.ElapsedMilliseconds + "ms");

                    if (this.dontStageParts.Count > 0)
                    {
                        log.buf.AppendLine("Parts preventing staging:");
                        for (int i = 0; i < this.dontStageParts.Count; i++)
                        {
                            PartSim partSim = this.dontStageParts[i];
                            partSim.DumpPartToBuffer(log.buf, "");
                        }
                    }
                    else
                    {
                        log.buf.AppendLine("No parts preventing staging");
                    }

                    log.Flush();
                }


                // Now we will loop until we are allowed to stage
                int loopCounter = 0;
                while (!this.AllowedToStage())
                {
                    loopCounter++;
                    //MonoBehaviour.print("loop = " + loopCounter);
                    // Calculate how long each draining tank will take to drain and run for the minimum time
                    double resourceDrainTime = double.MaxValue;
                    PartSim partMinDrain = null;
                    foreach (PartSim partSim in this.drainingParts)
                    {
                        double time = partSim.TimeToDrainResource();
                        if (time < resourceDrainTime)
                        {
                            resourceDrainTime = time;
                            partMinDrain = partSim;
                        }
                    }

                    if (log != null)
                    {
                        MonoBehaviour.print("Drain time = " + resourceDrainTime + " (" + partMinDrain.name + ":" + partMinDrain.partId + ")");
                    }
                    foreach (PartSim partSim in this.drainingParts)
                    {
                        partSim.DrainResources(resourceDrainTime);
                    }

                    // Get the mass after draining
                    this.stepEndMass = this.ShipMass;
                    this.stageTime += resourceDrainTime;

                    double stepEndTWR = this.totalStageThrust / (this.stepEndMass * this.gravity);
                    //MonoBehaviour.print("After drain mass = " + stepEndMass);
                    //MonoBehaviour.print("currentThrust = " + totalStageThrust);
                    //MonoBehaviour.print("currentTWR = " + stepEndTWR);
                    if (stepEndTWR > stage.maxThrustToWeight)
                    {
                        stage.maxThrustToWeight = stepEndTWR;
                    }

                    //MonoBehaviour.print("newMaxTWR = " + stage.maxThrustToWeight);

                    // If we have drained anything and the masses make sense then add this step's deltaV to the stage total
                    if (resourceDrainTime > 0d && this.stepStartMass > this.stepEndMass && this.stepStartMass > 0d && this.stepEndMass > 0d)
                    {
                        this.vecStageDeltaV += this.vecThrust * (float)((this.currentisp * Units.GRAVITY * Math.Log(this.stepStartMass / this.stepEndMass)) / this.simpleTotalThrust);
                    }

                    // Update the active engines and resource drains for the next step
                    this.UpdateResourceDrains();

                    // Recalculate the current thrust and isp for the next step
                    this.CalculateThrustAndISP();
                    
                    // Check if we actually changed anything
                    if (this.stepStartMass == this.stepEndMass)
                    {
                        //MonoBehaviour.print("No change in mass");
                        break;
                    }

                    // Check to stop rampant looping
                    if (loopCounter == 1000)
                    {
                        MonoBehaviour.print("exceeded loop count");
                        MonoBehaviour.print("stageStartMass = " + this.stageStartMass);
                        MonoBehaviour.print("stepStartMass = " + this.stepStartMass);
                        MonoBehaviour.print("StepEndMass   = " + this.stepEndMass);
                        Logger.Log("exceeded loop count");
                        Logger.Log("stageStartMass = " + this.stageStartMass);
                        Logger.Log("stepStartMass = " + this.stepStartMass);
                        Logger.Log("StepEndMass   = " + this.stepEndMass);
                        break;
                    }

                    // The next step starts at the mass this one ended at
                    this.stepStartMass = this.stepEndMass;
                }


                // Store more values in the Stage object and stick it in the array

                // Store the magnitude of the deltaV vector
                stage.deltaV = this.vecStageDeltaV.magnitude;
                stage.resourceMass = this.stageStartMass - this.stepEndMass;

                // Recalculate effective stage isp from the stage deltaV (flip the standard deltaV calculation around)
                // Note: If the mass doesn't change then this is a divide by zero
                if (this.stageStartMass != this.stepStartMass)
                {
                    stage.isp = stage.deltaV / (Units.GRAVITY * Math.Log(this.stageStartMass / this.stepStartMass));
                    stage.resourceMass = this.stageStartMass - this.stepEndMass;
                }
                else
                {
                    stage.isp = 0;
                    stage.resourceMass = 0;
                }

                // Zero stage time if more than a day (this should be moved into the window code)
                stage.time = (this.stageTime < SECONDS_PER_DAY) ? this.stageTime : 0d;
                stage.number = this.doingCurrent ? -1 : this.currentStage; // Set the stage number to -1 if doing current engines
                stage.totalPartCount = this.allParts.Count;
                stage.maxMach = maxMach;
                stages[this.currentStage] = stage;

                // Now activate the next stage
                this.currentStage--;
                this.doingCurrent = false;

                if (log != null)
                {
                    // Log how long the stage took
                    this._timer.Stop();
                    MonoBehaviour.print("Simulating stage took " + this._timer.ElapsedMilliseconds + "ms");
                    stage.Dump();
                    this._timer.Reset();
                    this._timer.Start();
                }

                // Activate the next stage
                this.ActivateStage();

                if (log != null)
                {
                    // Log how long it took to activate
                    this._timer.Stop();
                    MonoBehaviour.print("ActivateStage took " + this._timer.ElapsedMilliseconds + "ms");
                }
            }

            // Now we add up the various total fields in the stages
            for (int i = 0; i < stages.Length; i++)
            {
                // For each stage we total up the cost, mass, deltaV and time for this stage and all the stages above
                for (int j = i; j >= 0; j--)
                {
                    stages[i].totalDeltaV += stages[j].deltaV;
                    stages[i].totalTime += stages[j].time;
                    stages[i].partCount = i > 0 ? stages[i].totalPartCount - stages[i - 1].totalPartCount : stages[i].totalPartCount;
                }
                // We also total up the deltaV for stage and all stages below
                for (int j = i; j < stages.Length; j++)
                {
                    stages[i].inverseTotalDeltaV += stages[j].deltaV;
                }

                // Zero the total time if the value will be huge (24 hours?) to avoid the display going weird
                // (this should be moved into the window code)
                if (stages[i].totalTime > SECONDS_PER_DAY)
                {
                    stages[i].totalTime = 0d;
                }
            }

            if (log != null)
            {
                this._timer.Stop();
                MonoBehaviour.print("RunSimulation: " + this._timer.ElapsedMilliseconds + "ms");
            }
            FreePooledObject();
            
            return stages;
        }
Ejemplo n.º 3
0
        // This function runs the simulation and returns a newly created array of Stage objects
        public Stage[] RunSimulation(LogMsg _log)
        {
            log = _log;
            if (log != null)
            {
                log.AppendLine("RunSimulation started");
            }

            _timer.Reset();
            _timer.Start();

            // Start with the last stage to simulate
            // (this is in a member variable so it can be accessed by AllowedToStage and ActivateStage)
            currentStage = lastStage;
            // Work out which engines would be active if just doing the staging and if this is different to the
            // currently active engines then generate an extra stage
            // Loop through all the engines
            bool anyActive = false;

            for (int i = 0; i < allEngines.Count; ++i)
            {
                EngineSim engine = allEngines[i];

                if (log != null)
                {
                    log.AppendLine("Testing engine mod of ", engine.partSim.name, ":", engine.partSim.partId);
                }

                bool bActive = engine.isActive;
                bool bStage  = (engine.partSim.inverseStage >= currentStage);
                if (log != null)
                {
                    log.AppendLine("bActive = ", bActive, "   bStage = ", bStage);
                }
                if (HighLogic.LoadedSceneIsFlight)
                {
                    if (bActive)
                    {
                        anyActive = true;
                    }
                    if (bActive != bStage)
                    {
                        // If the active state is different to the state due to staging
                        if (log != null)
                        {
                            log.AppendLine("Need to do current active engines first");
                        }
                        doingCurrent = true;
                    }
                }
                else
                {
                    if (bStage)
                    {
                        if (log != null)
                        {
                            log.AppendLine("Marking as active");
                        }
                        engine.isActive = true;
                    }
                }
            }

            // If we need to do current because of difference in engine activation and there actually are active engines
            // then we do the extra stage otherwise activate the next stage and don't treat it as current
            if (doingCurrent && anyActive)
            {
                currentStage++;
            }
            else
            {
                ActivateStage();
                doingCurrent = false;
            }

            // Create a list of lists of PartSims that prevent decoupling
            BuildDontStageLists(log);

            if (log != null)
            {
                log.Flush();
            }

            // Create the array of stages that will be returned
            Stage[] stages = new Stage[currentStage + 1];

            int startStage = currentStage;

            // Loop through the stages
            while (currentStage >= 0)
            {
                if (log != null)
                {
                    log.AppendLine("Simulating stage ", currentStage);
                    log.Flush();
                    _timer.Reset();
                    _timer.Start();
                }

                // Update active engines and resource drains
                UpdateResourceDrains();

                // Update the masses of the parts to correctly handle "no physics" parts
                stageStartMass = UpdatePartMasses();

                if (log != null)
                {
                    allParts[0].DumpPartToLog(log, "", allParts);
                }

                // Create the Stage object for this stage
                Stage stage = new Stage();

                stageTime      = 0d;
                vecStageDeltaV = Vector3.zero;

                stageStartCom = ShipCom;

                stepStartMass = stageStartMass;
                stepEndMass   = 0;

                CalculateThrustAndISP();


                // Store various things in the Stage object
                stage.thrust               = totalStageThrust;
                stage.thrustToWeight       = totalStageThrust / (stageStartMass * gravity);
                stage.maxThrustToWeight    = stage.thrustToWeight;
                stage.actualThrust         = totalStageActualThrust;
                stage.actualThrustToWeight = totalStageActualThrust / (stageStartMass * gravity);

                CalculateRCS(gravity, false);

                stage.RCSIsp         = RCSIsp;
                stage.RCSThrust      = RCSThrust;
                stage.RCSdeltaVStart = RCSDeltaV;
                stage.RCSTWRStart    = RCSTWR;
                stage.RCSBurnTime    = RCSBurnTime;

                if (log != null)
                {
                    log.AppendLine("stage.thrust = ", stage.thrust);
                    log.AppendLine("StageMass = ", stageStartMass);
                    log.AppendLine("Initial maxTWR = ", stage.maxThrustToWeight);
                }

                // calculate torque and associates
                stage.maxThrustTorque = totalStageThrustForce.TorqueAt(stageStartCom).magnitude;

                // torque divided by thrust. imagine that all engines are at the end of a lever that tries to turn the ship.
                // this numerical value, in meters, would represent the length of that lever.
                double torqueLeverArmLength = (stage.thrust <= 0) ? 0 : stage.maxThrustTorque / stage.thrust;

                // how far away are the engines from the CoM, actually?
                double thrustDistance = (stageStartCom - totalStageThrustForce.GetAverageForceApplicationPoint()).magnitude;

                // the combination of the above two values gives an approximation of the offset angle.
                double sinThrustOffsetAngle = 0;
                if (thrustDistance > 1e-7)
                {
                    sinThrustOffsetAngle = torqueLeverArmLength / thrustDistance;
                    if (sinThrustOffsetAngle > 1)
                    {
                        sinThrustOffsetAngle = 1;
                    }
                }

                stage.thrustOffsetAngle = Math.Asin(sinThrustOffsetAngle) * 180 / Math.PI;

                // Calculate the total cost of the vessel at this point
                stage.totalCost = 0d;
                for (int i = 0; i < allParts.Count; ++i)
                {
                    if (currentStage > allParts[i].decoupledInStage)
                    {
                        stage.totalCost += allParts[i].GetCost(currentStage);
                    }
                }

                // The total mass is simply the mass at the start of the stage
                stage.totalMass = stageStartMass;

                // If we have done a previous stage
                if (currentStage < startStage)
                {
                    // Calculate what the previous stage's mass and cost were by subtraction
                    Stage prev = stages[currentStage + 1];
                    prev.cost = prev.totalCost - stage.totalCost;
                    prev.mass = prev.totalMass - stage.totalMass;
                }

                // The above code will never run for the last stage so set those directly
                if (currentStage == 0)
                {
                    stage.cost = stage.totalCost;
                    stage.mass = stage.totalMass;
                }

                dontStageParts = dontStagePartsLists[currentStage];

                if (log != null)
                {
                    log.AppendLine("Stage setup took ", _timer.ElapsedMilliseconds, "ms");

                    if (dontStageParts.Count > 0)
                    {
                        log.AppendLine("Parts preventing staging:");
                        for (int i = 0; i < dontStageParts.Count; i++)
                        {
                            PartSim partSim = dontStageParts[i];
                            partSim.DumpPartToLog(log, "");
                        }
                    }
                    else
                    {
                        log.AppendLine("No parts preventing staging");
                    }

                    log.Flush();
                }


                // Now we will loop until we are allowed to stage
                int loopCounter = 0;
                while (!AllowedToStage())
                {
                    loopCounter++;
                    //if (log != null) log.AppendLine("loop = ", loopCounter);
                    // Calculate how long each draining tank will take to drain and run for the minimum time
                    double  resourceDrainTime = double.MaxValue;
                    PartSim partMinDrain      = null;

                    foreach (PartSim partSim in drainingParts)
                    {
                        double time = partSim.TimeToDrainResource(log);
                        if (time < resourceDrainTime)
                        {
                            resourceDrainTime = time;
                            partMinDrain      = partSim;
                        }
                    }

                    if (log != null)
                    {
                        log.Append("Drain time = ", resourceDrainTime, " (", partMinDrain.name)
                        .AppendLine(":", partMinDrain.partId, ")");
                    }

                    foreach (PartSim partSim in drainingParts)
                    {
                        partSim.DrainResources(resourceDrainTime, log);
                    }

                    // Get the mass after draining
                    stepEndMass = ShipMass;
                    stageTime  += resourceDrainTime;

                    double stepEndTWR = totalStageThrust / (stepEndMass * gravity);

                    /*if (log != null)
                     * {
                     *  log.AppendLine("After drain mass = ", stepEndMass);
                     *  log.AppendLine("currentThrust = ", totalStageThrust);
                     *  log.AppendLine("currentTWR = ", stepEndTWR);
                     * }*/
                    if (stepEndTWR > stage.maxThrustToWeight)
                    {
                        stage.maxThrustToWeight = stepEndTWR;
                    }

                    //if (log != null) log.AppendLine("newMaxTWR = ", stage.maxThrustToWeight);

                    // If we have drained anything and the masses make sense then add this step's deltaV to the stage total
                    if (resourceDrainTime > 0d && stepStartMass > stepEndMass && stepStartMass > 0d && stepEndMass > 0d)
                    {
                        vecStageDeltaV += vecThrust * (float)((currentisp * Units.GRAVITY * Math.Log(stepStartMass / stepEndMass)) / simpleTotalThrust);
                    }

                    // Update the active engines and resource drains for the next step
                    UpdateResourceDrains();

                    // Recalculate the current thrust and isp for the next step
                    CalculateThrustAndISP();

                    // Check if we actually changed anything
                    if (stepStartMass == stepEndMass)
                    {
                        //MonoBehaviour.print("No change in mass");
                        break;
                    }

                    // Check to stop rampant looping
                    if (loopCounter == 1000)
                    {
                        if (log != null)
                        {
                            log.AppendLine("exceeded loop count");
                            log.AppendLine("stageStartMass = " + stageStartMass);
                            log.AppendLine("stepStartMass = " + stepStartMass);
                            log.AppendLine("StepEndMass   = " + stepEndMass);
                        }
                        break;
                    }

                    // The next step starts at the mass this one ended at
                    stepStartMass = stepEndMass;
                }

                // Store more values in the Stage object and stick it in the array

                // Store the magnitude of the deltaV vector
                stage.deltaV       = vecStageDeltaV.magnitude;
                stage.resourceMass = stageStartMass - stepEndMass;

                if (HighLogic.LoadedSceneIsEditor) //this is only needed in the VAB.
                {
                    CalculateRCS(gravity, true);
                }

                stage.RCSdeltaVEnd = RCSDeltaV;
                stage.RCSTWREnd    = RCSTWR;

                // Recalculate effective stage isp from the stage deltaV (flip the standard deltaV calculation around)
                // Note: If the mass doesn't change then this is a divide by zero
                if (stageStartMass != stepStartMass)
                {
                    stage.isp = stage.deltaV / (Units.GRAVITY * Math.Log(stageStartMass / stepStartMass));
                }
                else
                {
                    stage.isp = 0;
                }

                // Zero stage time if more than a day (this should be moved into the window code)
                stage.time           = (stageTime < SECONDS_PER_DAY) ? stageTime : 0d;
                stage.number         = doingCurrent ? -1 : currentStage; // Set the stage number to -1 if doing current engines
                stage.totalPartCount = allParts.Count;
                stage.maxMach        = maxMach;
                stages[currentStage] = stage;

                // Now activate the next stage
                currentStage--;
                doingCurrent = false;

                if (log != null)
                {
                    // Log how long the stage took
                    _timer.Stop();
                    log.AppendLine("Simulating stage took ", _timer.ElapsedMilliseconds, "ms");
                    stage.Dump(log);
                    _timer.Reset();
                    _timer.Start();
                }

                // Activate the next stage
                ActivateStage();

                if (log != null)
                {
                    // Log how long it took to activate
                    _timer.Stop();
                    log.AppendLine("ActivateStage took ", _timer.ElapsedMilliseconds, "ms");
                }
            }

            // Now we add up the various total fields in the stages
            for (int i = 0; i < stages.Length; i++)
            {
                // For each stage we total up the cost, mass, deltaV and time for this stage and all the stages above
                for (int j = i; j >= 0; j--)
                {
                    stages[i].totalDeltaV += stages[j].deltaV;
                    stages[i].totalTime   += stages[j].time;
                    stages[i].partCount    = i > 0 ? stages[i].totalPartCount - stages[i - 1].totalPartCount : stages[i].totalPartCount;
                }
                // We also total up the deltaV for stage and all stages below
                for (int j = i; j < stages.Length; j++)
                {
                    stages[i].inverseTotalDeltaV += stages[j].deltaV;
                }

                // Zero the total time if the value will be huge (24 hours?) to avoid the display going weird
                // (this should be moved into the window code)
                if (stages[i].totalTime > SECONDS_PER_DAY)
                {
                    stages[i].totalTime = 0d;
                }
            }

            FreePooledObject();

            _timer.Stop();

            if (log != null)
            {
                log.AppendLine("RunSimulation: ", _timer.ElapsedMilliseconds, "ms");
                log.Flush();
            }
            log = null;

            return(stages);
        }