public static void LoadInMainThread(XmlDocument gameDoc) { var watch = Stopwatch.StartNew(); ClearState(); MemoryUtility.ClearAllMapsAndWorld(); LoadPatch.gameToLoad = gameDoc; CancelRootPlayStartLongEvents.cancel = true; Find.Root.Start(); CancelRootPlayStartLongEvents.cancel = false; SavedGameLoaderNow.LoadGameFromSaveFileNow(null); Log.Message("Loading took " + watch.ElapsedMilliseconds); }
public static void LoadInMainThread(TempGameData gameData) { DeepProfiler.Start("Multiplayer LoadInMainThread"); ClearState(); MemoryUtility.ClearAllMapsAndWorld(); LoadPatch.gameToLoad = gameData; CancelRootPlayStartLongEvents.cancel = true; Find.Root.Start(); CancelRootPlayStartLongEvents.cancel = false; // SaveCompression enabled in the patch SavedGameLoaderNow.LoadGameFromSaveFileNow(null); Log.Message($"loading stack {FactionContext.stack.Count}"); DeepProfiler.End(); }
public static void LoadInMainThread(XmlDocument gameDoc) { var watch = Stopwatch.StartNew(); ClearState(); MemoryUtility.ClearAllMapsAndWorld(); LoadPatch.gameToLoad = gameDoc; CancelRootPlayStartLongEvents.cancel = true; Find.Root.Start(); CancelRootPlayStartLongEvents.cancel = false; //foreach (var alert in ((UIRoot_Play)Find.UIRoot).alerts.AllAlerts) // alert.lastBellTime = float.NaN; // SaveCompression enabled in the patch SavedGameLoaderNow.LoadGameFromSaveFileNow(null); Log.Message("Loading took " + watch.ElapsedMilliseconds); }