private void CreateNewWorld()
        {
            SetLoadingMessage("Creating Sky...");

            Renderer.Sky = new SkyRenderer();


            #region Initialize static data

            bool actionComplete = false;

            Game.DoLazyAction(new Action(() =>
            {
                Renderer.InstanceRenderer = new InstanceRenderer();

                Renderer.bloom = new BloomComponent(Game)
                {
                    Settings = BloomSettings.PresetSettings[5]
                };
                Renderer.bloom.Initialize();

                SoundManager.Content = Content;
                if (PlanService != null)
                {
                    PlanService.Restart();
                }

                MonsterSpawner = new MonsterSpawner(this);
                EntityFactory.Initialize(this);
            }), () => { actionComplete = true; return(true); });

            while (!actionComplete)
            {
                Thread.Sleep(10);
            }

            #endregion


            SetLoadingMessage("Creating Planner ...");
            PlanService = new PlanService();


            SetLoadingMessage("Creating Liquids ...");

            #region liquids

            Renderer.WaterRenderer = new WaterRenderer(GraphicsDevice);

            #endregion

            #region Load Components

            // Create updateable systems.
            foreach (var updateSystemFactory in AssetManager.EnumerateModHooks(typeof(UpdateSystemFactoryAttribute), typeof(EngineModule), new Type[] { typeof(WorldManager) }))
            {
                UpdateSystems.Add(updateSystemFactory.Invoke(null, new Object[] { this }) as EngineModule);
            }

            Time = new WorldTime();

            Renderer.Camera = new OrbitCamera(this, // Todo: Is setting the camera position and target redundant here?
                                              new Vector3(VoxelConstants.ChunkSizeX,
                                                          WorldSizeInVoxels.Y - 1.0f,
                                                          VoxelConstants.ChunkSizeZ),
                                              new Vector3(VoxelConstants.ChunkSizeX, WorldSizeInVoxels.Y - 1.0f,
                                                          VoxelConstants.ChunkSizeZ) +
                                              Vector3.Up * 10.0f + Vector3.Backward * 10,
                                              MathHelper.PiOver4, GraphicsDevice.Viewport.AspectRatio, 0.1f,
                                              GameSettings.Default.VertexCullDistance);

            PersistentData = new PersistentWorldData();
            ChunkManager   = new ChunkManager(Content, this);
            Splasher       = new Splasher(ChunkManager);

            Renderer.ChunkRenderer = new ChunkRenderer(ChunkManager);

            Renderer.Camera.Position = new Vector3(0, 10, 0) + new Vector3(WorldSizeInChunks.X * VoxelConstants.ChunkSizeX, 0, WorldSizeInChunks.Z * VoxelConstants.ChunkSizeZ) * 0.5f;
            Renderer.Camera.Target   = new Vector3(0, 10, 1) + new Vector3(WorldSizeInChunks.X * VoxelConstants.ChunkSizeX, 0, WorldSizeInChunks.Z * VoxelConstants.ChunkSizeZ) * 0.5f;

            ComponentManager = new ComponentManager(this);
            ComponentManager.SetRootComponent(new GameComponent(ComponentManager, "root", Matrix.Identity, Vector3.Zero, Vector3.Zero));

            #region Prepare Factions

            Factions = new FactionSet();
            //Factions.Initialize(this, Settings.Company);
            foreach (var faction in Overworld.Natives)
            {
                Factions.AddFaction(new Faction(this, faction));
            }

            Point playerOrigin = new Point((int)(Overworld.InstanceSettings.Origin.X), (int)(Overworld.InstanceSettings.Origin.Y));

            PlayerFaction         = Factions.Factions["Player"];
            PlayerFaction.Economy = new Company(PlayerFaction, 300.0m, Overworld.Company);

            #endregion

            EventScheduler = new Events.Scheduler();

            TutorialManager = new Tutorial.TutorialManager();
            TutorialManager.TutorialEnabled = !GameSettings.Default.TutorialDisabledGlobally;
            Tutorial("new game start");

            foreach (var item in Library.EnumerateCraftables())
            {
                if (!String.IsNullOrEmpty(item.Tutorial))
                {
                    TutorialManager.AddTutorial(item.Name, item.Tutorial, item.Icon);
                }
            }

            Renderer.Camera.World = this;
            //Drawer3D.Camera = Camera;


            #endregion

            SetLoadingMessage("Creating Particles ...");
            Game.DoLazyAction(new Action(() => ParticleManager = new ParticleManager(ComponentManager)));

            SetLoadingMessage("Creating GameMaster ...");

            TaskManager       = new TaskManager();
            TaskManager.World = this;
            Time.NewDay      += (time) => PayEmployees();


            var generatorSettings = new Generation.ChunkGeneratorSettings(MathFunctions.Random.Next(), 0.02f, Overworld)
            {
                WorldSizeInChunks = WorldSizeInChunks,
                SetLoadingMessage = SetLoadingMessage,
                World             = this
            };

            SetLoadingMessage("Generating Chunks...");
            Generation.Generator.Generate(Overworld.InstanceSettings.Cell.Bounds, ChunkManager, this, generatorSettings, SetLoadingMessage);
            CreateInitialEmbarkment(generatorSettings);
            ChunkManager.NeedsMinimapUpdate = true;
            ChunkManager.RecalculateBounds();

            if (PlayerFaction.Economy.Information == null)
            {
                throw new InvalidProgramException();
            }

            if (MathFunctions.RandEvent(0.01f))
            {
                SetLoadingMessage("Reticulating Splines...");
            }

            ChunkManager.StartThreads();
            SetLoadingMessage("Presimulating ...");
            ShowingWorld = false;
            OnLoadedEvent();
            Thread.Sleep(1000);

            ShowingWorld = true;

            SetLoadingMessage("Complete.");

            LoadStatus = LoadingStatus.Success;
        }
        private void LoadFromFile()
        {
            SetLoadingMessage("Creating Sky...");
            Renderer.Sky = new SkyRenderer();

            #region Reading game file

            SetLoadingMessage("Loading " + Overworld.InstanceSettings.ExistingFile);

            var gameFile = SaveGame.LoadMetaFromDirectory(Overworld.InstanceSettings.ExistingFile);

            if (gameFile == null)
            {
                throw new InvalidOperationException("Game File does not exist.");
            }

            if (gameFile.Metadata.Version != Program.Version && !Program.CompatibleVersions.Contains(gameFile.Metadata.Version))
            {
                throw new InvalidOperationException(String.Format("Game file is from version {0}. Compatible versions are {1}.", gameFile.Metadata.Version,
                                                                  TextGenerator.GetListString(Program.CompatibleVersions)));
            }

            Renderer.Sky.TimeOfDay      = gameFile.Metadata.TimeOfDay;
            Renderer.PersistentSettings = gameFile.Metadata.RendererSettings;
            Time = gameFile.Metadata.Time;
            WorldSizeInChunks = new Point3(Overworld.InstanceSettings.Cell.Bounds.Width, Overworld.zLevels, Overworld.InstanceSettings.Cell.Bounds.Height);

            #endregion

            #region Initialize static data

            bool actionComplete = false;

            Game.DoLazyAction(new Action(() =>
            {
                Renderer.InstanceRenderer = new InstanceRenderer();

                Renderer.bloom = new BloomComponent(Game)
                {
                    Settings = BloomSettings.PresetSettings[5]
                };
                Renderer.bloom.Initialize();

                SoundManager.Content = Content;
                if (PlanService != null)
                {
                    PlanService.Restart();
                }

                MonsterSpawner = new MonsterSpawner(this);
                EntityFactory.Initialize(this);
            }), () => { actionComplete = true; return(true); });

            while (!actionComplete)
            {
                Thread.Sleep(10);
            }

            #endregion

            PlanService = new PlanService();

            SetLoadingMessage("Creating Liquids ...");

            #region liquids

            Renderer.WaterRenderer = new WaterRenderer(GraphicsDevice);

            #endregion

            #region Load Components

            // Create updateable systems.
            foreach (var updateSystemFactory in AssetManager.EnumerateModHooks(typeof(UpdateSystemFactoryAttribute), typeof(EngineModule), new Type[] { typeof(WorldManager) }))
            {
                UpdateSystems.Add(updateSystemFactory.Invoke(null, new Object[] { this }) as EngineModule);
            }

            ChunkManager = new ChunkManager(Content, this);
            Splasher     = new Splasher(ChunkManager);

            Renderer.ChunkRenderer = new ChunkRenderer(ChunkManager);

            SetLoadingMessage("Loading Terrain...");
            ChunkManager.LoadChunks(gameFile.LoadChunks(), ChunkManager);

            SetLoadingMessage("Loading Entities...");
            gameFile.LoadPlayData(Overworld.InstanceSettings.ExistingFile, this);

            PersistentData = gameFile.PlayData.PersistentData;

            Renderer.Camera = gameFile.PlayData.Camera;

            if (gameFile.PlayData.Stats != null)
            {
                Stats = gameFile.PlayData.Stats;
            }

            ComponentManager = new ComponentManager(gameFile.PlayData.Components, this);

            foreach (var component in gameFile.PlayData.Components.SaveableComponents)
            {
                if (!ComponentManager.HasComponent(component.GlobalID) &&
                    ComponentManager.HasComponent(component.Parent.GlobalID))
                {
                    // Logically impossible.
                    throw new InvalidOperationException("Component exists in save data but not in manager.");
                }
            }

            ConversationMemory = gameFile.PlayData.ConversationMemory;

            Factions = gameFile.PlayData.Factions;
            ComponentManager.World = this;

            Renderer.Sky.TimeOfDay = gameFile.Metadata.TimeOfDay;
            Time = gameFile.Metadata.Time;

            PlayerFaction = Factions.Factions["Player"];

            EventScheduler = new Events.Scheduler();

            TutorialManager = new Tutorial.TutorialManager();
            TutorialManager.SetFromSaveData(gameFile.PlayData.TutorialSaveData);

            Renderer.Camera.World = this;

            #endregion

            SetLoadingMessage("Creating Particles ...");
            Game.DoLazyAction(new Action(() => ParticleManager = new ParticleManager(ComponentManager)));

            SetLoadingMessage("Creating GameMaster ...");

            TaskManager       = new TaskManager();
            TaskManager.World = this;
            Time.NewDay      += (time) => PayEmployees();

            DwarfGame.LogSentryBreadcrumb("Loading", "Started new game with an existing file.");
            if (gameFile.PlayData.Tasks != null)
            {
                TaskManager       = gameFile.PlayData.Tasks;
                TaskManager.World = this;
            }

            if (PlayerFaction.Economy.Information == null)
            {
                throw new InvalidProgramException();
            }

            if (MathFunctions.RandEvent(0.01f))
            {
                SetLoadingMessage("Reticulating Splines...");
            }

            ChunkManager.StartThreads();
            SetLoadingMessage("Presimulating ...");
            ShowingWorld = false;
            OnLoadedEvent();
            Thread.Sleep(1000);

            ShowingWorld = true;

            SetLoadingMessage("Complete.");

            // GameFile is no longer needed.
            gameFile   = null;
            LoadStatus = LoadingStatus.Success;
        }
Example #3
0
        private void LoadThreaded()
        {
            DwarfGame.ExitGame = false;
            // Ensure we're using the invariant culture.
            Thread.CurrentThread.CurrentCulture   = CultureInfo.InvariantCulture;
            Thread.CurrentThread.CurrentUICulture = CultureInfo.InvariantCulture;
            LoadStatus = LoadingStatus.Loading;
            SetLoadingMessage("Initializing ...");

            while (GraphicsDevice == null)
            {
                Thread.Sleep(100);
            }
            Thread.Sleep(1000);

#if !DEBUG
            try
            {
#endif
            bool fileExists = !string.IsNullOrEmpty(ExistingFile);

            SetLoadingMessage("Creating Sky...");

            Sky = new SkyRenderer();

            #region Reading game file

            if (fileExists)
            {
                SetLoadingMessage("Loading " + ExistingFile);

                gameFile = SaveGame.CreateFromDirectory(ExistingFile);
                if (gameFile == null)
                {
                    throw new InvalidOperationException("Game File does not exist.");
                }

                // Todo: REMOVE THIS WHEN THE NEW SAVE SYSTEM IS COMPLETE.
                if (gameFile.Metadata.Version != Program.Version && !Program.CompatibleVersions.Contains(gameFile.Metadata.Version))
                {
                    throw new InvalidOperationException(String.Format("Game file is from version {0}. Compatible versions are {1}.", gameFile.Metadata.Version,
                                                                      TextGenerator.GetListString(Program.CompatibleVersions)));
                }

                Sky.TimeOfDay = gameFile.Metadata.TimeOfDay;
                Time          = gameFile.Metadata.Time;
                WorldOrigin   = gameFile.Metadata.WorldOrigin;
                WorldScale    = gameFile.Metadata.WorldScale;
                WorldSize     = gameFile.Metadata.NumChunks;
                GameID        = gameFile.Metadata.GameID;

                if (gameFile.Metadata.OverworldFile != null && gameFile.Metadata.OverworldFile != "flat")
                {
                    SetLoadingMessage("Loading world " + gameFile.Metadata.OverworldFile);
                    Overworld.Name = gameFile.Metadata.OverworldFile;
                    DirectoryInfo worldDirectory =
                        Directory.CreateDirectory(DwarfGame.GetWorldDirectory() +
                                                  Path.DirectorySeparatorChar + Overworld.Name);
                    var overWorldFile = new NewOverworldFile(worldDirectory.FullName);
                    Overworld.Map  = overWorldFile.Data.Data;
                    Overworld.Name = overWorldFile.Data.Name;
                }
                else
                {
                    SetLoadingMessage("Generating flat world..");
                    Overworld.CreateUniformLand(GraphicsDevice);
                }
            }

            #endregion

            #region Initialize static data

            {
                Vector3 origin  = new Vector3(0, 0, 0);
                Vector3 extents = new Vector3(1500, 1500, 1500);
                OctTree = new OctTreeNode <Body>(origin - extents, origin + extents);

                PrimitiveLibrary.Initialize(GraphicsDevice, Content);

                InstanceRenderer = new InstanceRenderer(GraphicsDevice, Content);

                Color[] white = new Color[1];
                white[0] = Color.White;
                pixel    = new Texture2D(GraphicsDevice, 1, 1);
                pixel.SetData(white);

                Tilesheet                  = AssetManager.GetContentTexture(ContentPaths.Terrain.terrain_tiles);
                AspectRatio                = GraphicsDevice.Viewport.AspectRatio;
                DefaultShader              = new Shader(Content.Load <Effect>(ContentPaths.Shaders.TexturedShaders), true);
                DefaultShader.ScreenWidth  = GraphicsDevice.Viewport.Width;
                DefaultShader.ScreenHeight = GraphicsDevice.Viewport.Height;
                CraftLibrary.InitializeDefaultLibrary();
                PotionLibrary.Initialize();
                VoxelLibrary.InitializeDefaultLibrary(GraphicsDevice);
                GrassLibrary.InitializeDefaultLibrary();
                DecalLibrary.InitializeDefaultLibrary();

                bloom = new BloomComponent(Game)
                {
                    Settings = BloomSettings.PresetSettings[5]
                };
                bloom.Initialize();

                SoundManager.Content = Content;
                if (PlanService != null)
                {
                    PlanService.Restart();
                }

                JobLibrary.Initialize();
                MonsterSpawner = new MonsterSpawner(this);
                EntityFactory.Initialize(this);
            }

            #endregion


            SetLoadingMessage("Creating Planner ...");
            PlanService = new PlanService();

            SetLoadingMessage("Creating Shadows...");
            Shadows = new ShadowRenderer(GraphicsDevice, 1024, 1024);

            SetLoadingMessage("Creating Liquids ...");

            #region liquids

            WaterRenderer = new WaterRenderer(GraphicsDevice);

            #endregion

            SetLoadingMessage("Generating Initial Terrain Chunks ...");

            if (!fileExists)
            {
                GameID = MathFunctions.Random.Next(0, 1024);
            }

            ChunkGenerator = new ChunkGenerator(VoxelLibrary, Seed, 0.02f)
            {
                SeaLevel = SeaLevel
            };


            #region Load Components

            if (fileExists)
            {
                ChunkManager = new ChunkManager(Content, this,
                                                ChunkGenerator, WorldSize.X, WorldSize.Y, WorldSize.Z);
                Splasher = new Splasher(ChunkManager);


                ChunkRenderer = new ChunkRenderer(ChunkManager.ChunkData);

                SetLoadingMessage("Loading Terrain...");
                gameFile.ReadChunks(ExistingFile);
                ChunkManager.ChunkData.LoadFromFile(ChunkManager, gameFile, SetLoadingMessage);

                SetLoadingMessage("Loading Entities...");
                gameFile.LoadPlayData(ExistingFile, this);
                Camera            = gameFile.PlayData.Camera;
                DesignationDrawer = gameFile.PlayData.Designations;

                Vector3 origin  = new Vector3(WorldOrigin.X, 0, WorldOrigin.Y);
                Vector3 extents = new Vector3(1500, 1500, 1500);
                if (gameFile.PlayData.Stats != null)
                {
                    Stats = gameFile.PlayData.Stats;
                }
                if (gameFile.PlayData.Resources != null)
                {
                    foreach (var resource in gameFile.PlayData.Resources)
                    {
                        if (!ResourceLibrary.Resources.ContainsKey(resource.Key))
                        {
                            ResourceLibrary.Add(resource.Value);
                        }
                    }
                }
                ComponentManager = new ComponentManager(gameFile.PlayData.Components, this);

                foreach (var component in gameFile.PlayData.Components.SaveableComponents)
                {
                    if (!ComponentManager.HasComponent(component.GlobalID) &&
                        ComponentManager.HasComponent(component.Parent.GlobalID))
                    {
                        // Logically impossible.
                        throw new InvalidOperationException("Component exists in save data but not in manager.");
                    }
                }

                ConversationMemory = gameFile.PlayData.ConversationMemory;

                Factions = gameFile.PlayData.Factions;
                ComponentManager.World = this;

                Sky.TimeOfDay = gameFile.Metadata.TimeOfDay;
                Time          = gameFile.Metadata.Time;
                WorldOrigin   = gameFile.Metadata.WorldOrigin;
                WorldScale    = gameFile.Metadata.WorldScale;

                // Restore native factions from deserialized data.
                Natives = new List <Faction>();

                foreach (Faction faction in Factions.Factions.Values)
                {
                    if (faction.Race.IsNative && faction.Race.IsIntelligent && !faction.IsRaceFaction)
                    {
                        Natives.Add(faction);
                    }
                }

                Diplomacy = gameFile.PlayData.Diplomacy;

                GoalManager = new Goals.GoalManager();
                GoalManager.Initialize(new List <Goals.Goal>());// gameFile.PlayData.Goals);

                TutorialManager = new Tutorial.TutorialManager();
                TutorialManager.SetFromSaveData(gameFile.PlayData.TutorialSaveData);
            }
            else
            {
                Time = new WorldTime();

                Camera = new OrbitCamera(this,
                                         new Vector3(VoxelConstants.ChunkSizeX,
                                                     VoxelConstants.ChunkSizeY - 1.0f,
                                                     VoxelConstants.ChunkSizeZ),
                                         new Vector3(VoxelConstants.ChunkSizeY, VoxelConstants.ChunkSizeY - 1.0f,
                                                     VoxelConstants.ChunkSizeZ) +
                                         Vector3.Up * 10.0f + Vector3.Backward * 10,
                                         MathHelper.PiOver4, AspectRatio, 0.1f,
                                         GameSettings.Default.VertexCullDistance);

                ChunkManager = new ChunkManager(Content, this,
                                                ChunkGenerator, WorldSize.X, WorldSize.Y, WorldSize.Z);
                Splasher = new Splasher(ChunkManager);


                ChunkRenderer = new ChunkRenderer(ChunkManager.ChunkData);

                Camera.Position = new Vector3(0, 10, 0) + new Vector3(WorldSize.X * VoxelConstants.ChunkSizeX, 0, WorldSize.Z * VoxelConstants.ChunkSizeZ) * 0.5f;
                Camera.Target   = new Vector3(0, 10, 1) + new Vector3(WorldSize.X * VoxelConstants.ChunkSizeX, 0, WorldSize.Z * VoxelConstants.ChunkSizeZ) * 0.5f;


                ComponentManager = new ComponentManager(this);
                ComponentManager.SetRootComponent(new Body(ComponentManager, "root", Matrix.Identity, Vector3.Zero, Vector3.Zero));

                if (Natives == null) // Todo: Always true??
                {
                    FactionLibrary library = new FactionLibrary();
                    library.Initialize(this, CompanyMakerState.CompanyInformation);
                    Natives = new List <Faction>();
                    for (int i = 0; i < 10; i++)
                    {
                        Natives.Add(library.GenerateFaction(this, i, 10));
                    }
                }

                #region Prepare Factions

                foreach (Faction faction in Natives)
                {
                    faction.World = this;

                    if (faction.RoomBuilder == null)
                    {
                        faction.RoomBuilder = new RoomBuilder(faction, this);
                    }
                }

                Factions = new FactionLibrary();
                if (Natives != null && Natives.Count > 0)
                {
                    Factions.AddFactions(this, Natives);
                }

                Factions.Initialize(this, CompanyMakerState.CompanyInformation);
                Point playerOrigin = new Point((int)(WorldOrigin.X), (int)(WorldOrigin.Y));

                Factions.Factions["Player"].Center         = playerOrigin;
                Factions.Factions["The Motherland"].Center = new Point(playerOrigin.X + 50, playerOrigin.Y + 50);

                #endregion

                Diplomacy = new Diplomacy(this);
                Diplomacy.Initialize(Time.CurrentDate);

                // Initialize goal manager here.
                GoalManager = new Goals.GoalManager();
                GoalManager.Initialize(new List <Goals.Goal>());

                TutorialManager = new Tutorial.TutorialManager();
                TutorialManager.TutorialEnabled = !GameSettings.Default.TutorialDisabledGlobally;
                Tutorial("new game start");

                foreach (var item in CraftLibrary.EnumerateCraftables())
                {
                    if (!String.IsNullOrEmpty(item.Tutorial))
                    {
                        TutorialManager.AddTutorial(item.Name, item.Tutorial, item.Icon);
                    }
                }
            }

            Camera.World = this;
            //Drawer3D.Camera = Camera;


            #endregion

            SetLoadingMessage("Creating Particles ...");
            ParticleManager = new ParticleManager(ComponentManager);

            SetLoadingMessage("Creating GameMaster ...");
            Master = new GameMaster(Factions.Factions["Player"], Game, ComponentManager, ChunkManager,
                                    Camera, GraphicsDevice);

            // If there's no file, we have to initialize the first chunk coordinate
            if (gameFile == null)
            {
                ChunkManager.GenerateInitialChunks(SpawnRect,
                                                   new GlobalChunkCoordinate(0, 0, 0),
                                                   SetLoadingMessage);
            }

            if (gameFile != null)
            {
                if (gameFile.PlayData.Tasks != null)
                {
                    Master.NewArrivals         = gameFile.PlayData.NewArrivals ?? new List <GameMaster.ApplicantArrival>();
                    Master.TaskManager         = gameFile.PlayData.Tasks;
                    Master.TaskManager.Faction = Master.Faction;
                }
                if (gameFile.PlayData.InitialEmbark != null)
                {
                    InitialEmbark = gameFile.PlayData.InitialEmbark;
                }
                ChunkManager.World.Master.SetMaxViewingLevel(gameFile.Metadata.Slice > 0
                ? gameFile.Metadata.Slice
                : ChunkManager.World.Master.MaxViewingLevel);
            }

            if (Master.Faction.Economy.Company.Information == null)
            {
                Master.Faction.Economy.Company.Information = new CompanyInformation();
            }

            CreateInitialEmbarkment();
            foreach (var chunk in ChunkManager.ChunkData.ChunkMap)
            {
                chunk.CalculateInitialSunlight();
            }

            if (RevealSurface)
            {
                VoxelHelpers.InitialReveal(ChunkManager, ChunkManager.ChunkData, new VoxelHandle(
                                               ChunkManager.ChunkData.GetChunkEnumerator().FirstOrDefault(), new LocalVoxelCoordinate(0, VoxelConstants.ChunkSizeY - 1, 0)));
            }

            foreach (var chunk in ChunkManager.ChunkData.ChunkMap)
            {
                ChunkManager.InvalidateChunk(chunk);
            }

            SetLoadingMessage("Creating Geometry...");
            ChunkManager.GenerateAllGeometry();

            ChunkManager.StartThreads();
            SetLoadingMessage("Presimulating ...");
            ShowingWorld = false;
            OnLoadedEvent();
            Thread.Sleep(1000);

            ShowingWorld = true;

            SetLoadingMessage("Complete.");

            // GameFile is no longer needed.
            gameFile   = null;
            LoadStatus = LoadingStatus.Success;
#if !DEBUG
        }

        catch (Exception exception)
        {
            Game.CaptureException(exception);
            LoadingException = exception;
            LoadStatus       = LoadingStatus.Failure;
            ProgramData.WriteExceptionLog(exception);
        }
#endif
        }
        private void LoadThreaded()
        {
            // Ensure we're using the invariant culture.
            Thread.CurrentThread.CurrentCulture   = CultureInfo.InvariantCulture;
            Thread.CurrentThread.CurrentUICulture = CultureInfo.InvariantCulture;
            LoadStatus = LoadingStatus.Loading;
            SetLoadingMessage("Initializing ...");

            while (GraphicsDevice == null)
            {
                Thread.Sleep(100);
            }
            Thread.Sleep(1000);

#if CREATE_CRASH_LOGS
            try
#endif
#if !DEBUG
            try
            {
#endif
            bool fileExists = !string.IsNullOrEmpty(ExistingFile);

            SetLoadingMessage("Creating Sky...");

            Sky = new SkyRenderer(
                TextureManager.GetTexture(ContentPaths.Sky.moon),
                TextureManager.GetTexture(ContentPaths.Sky.sun),
                Content.Load <TextureCube>(ContentPaths.Sky.day_sky),
                Content.Load <TextureCube>(ContentPaths.Sky.night_sky),
                TextureManager.GetTexture(ContentPaths.Gradients.skygradient),
                Content.Load <Model>(ContentPaths.Models.sphereLowPoly),
                Content.Load <Effect>(ContentPaths.Shaders.SkySphere),
                Content.Load <Effect>(ContentPaths.Shaders.Background));

            #region Reading game file

            if (fileExists)
            {
                SetLoadingMessage("Loading " + ExistingFile);

                gameFile = SaveGame.CreateFromDirectory(ExistingFile);
                if (gameFile == null)
                {
                    throw new InvalidOperationException("Game File does not exist.");
                }

                // Todo: REMOVE THIS WHEN THE NEW SAVE SYSTEM IS COMPLETE.
                if (gameFile.Metadata.Version != Program.Version && !Program.CompatibleVersions.Contains(gameFile.Metadata.Version))
                {
                    throw new InvalidOperationException(String.Format("Game file is from version {0}. Compatible versions are {1}.", gameFile.Metadata.Version,
                                                                      TextGenerator.GetListString(Program.CompatibleVersions)));
                }
                Sky.TimeOfDay = gameFile.Metadata.TimeOfDay;
                Time          = gameFile.Metadata.Time;
                WorldOrigin   = gameFile.Metadata.WorldOrigin;
                WorldScale    = gameFile.Metadata.WorldScale;
                WorldSize     = gameFile.Metadata.NumChunks;
                GameID        = gameFile.Metadata.GameID;

                if (gameFile.Metadata.OverworldFile != null && gameFile.Metadata.OverworldFile != "flat")
                {
                    SetLoadingMessage("Loading world " + gameFile.Metadata.OverworldFile);
                    Overworld.Name = gameFile.Metadata.OverworldFile;
                    DirectoryInfo worldDirectory =
                        Directory.CreateDirectory(DwarfGame.GetWorldDirectory() +
                                                  ProgramData.DirChar + Overworld.Name);
                    var overWorldFile = new NewOverworldFile(worldDirectory.FullName);
                    Overworld.Map  = overWorldFile.Data.Data;
                    Overworld.Name = overWorldFile.Data.Name;
                }
                else
                {
                    SetLoadingMessage("Generating flat world..");
                    Overworld.CreateUniformLand(GraphicsDevice);
                }
            }

            #endregion

            #region Initialize static data

            {
                Vector3 origin  = new Vector3(WorldOrigin.X, 0, WorldOrigin.Y);
                Vector3 extents = new Vector3(1500, 1500, 1500);
                CollisionManager = new CollisionManager(new BoundingBox(origin - extents, origin + extents));

                CraftLibrary = new CraftLibrary();

                new PrimitiveLibrary(GraphicsDevice, Content);
                NewInstanceManager = new NewInstanceManager(GraphicsDevice, new BoundingBox(origin - extents, origin + extents),
                                                            Content);

                Color[] white = new Color[1];
                white[0] = Color.White;
                pixel    = new Texture2D(GraphicsDevice, 1, 1);
                pixel.SetData(white);

                Tilesheet                  = TextureManager.GetTexture(ContentPaths.Terrain.terrain_tiles);
                AspectRatio                = GraphicsDevice.Viewport.AspectRatio;
                DefaultShader              = new Shader(Content.Load <Effect>(ContentPaths.Shaders.TexturedShaders), true);
                DefaultShader.ScreenWidth  = GraphicsDevice.Viewport.Width;
                DefaultShader.ScreenHeight = GraphicsDevice.Viewport.Height;
                VoxelLibrary.InitializeDefaultLibrary(GraphicsDevice, Tilesheet);
                GrassLibrary.InitializeDefaultLibrary();
                DecalLibrary.InitializeDefaultLibrary();

                bloom = new BloomComponent(Game)
                {
                    Settings = BloomSettings.PresetSettings[5]
                };
                bloom.Initialize();


                fxaa = new FXAA();
                fxaa.Initialize();

                SoundManager.Content = Content;
                if (PlanService != null)
                {
                    PlanService.Restart();
                }

                JobLibrary.Initialize();
                MonsterSpawner = new MonsterSpawner(this);
                EntityFactory.Initialize(this);
            }

            #endregion


            SetLoadingMessage("Creating Planner ...");
            PlanService = new PlanService();

            SetLoadingMessage("Creating Shadows...");
            Shadows = new ShadowRenderer(GraphicsDevice, 1024, 1024);

            SetLoadingMessage("Creating Liquids ...");

            #region liquids

            WaterRenderer = new WaterRenderer(GraphicsDevice);

            LiquidAsset waterAsset = new LiquidAsset
            {
                Type        = LiquidType.Water,
                Opactiy     = 0.8f,
                Reflection  = 1.0f,
                WaveHeight  = 0.1f,
                WaveLength  = 0.05f,
                WindForce   = 0.001f,
                BumpTexture = TextureManager.GetTexture(ContentPaths.Terrain.water_normal),
                BaseTexture = TextureManager.GetTexture(ContentPaths.Terrain.cartoon_water),
                MinOpacity  = 0.4f,
                RippleColor = new Vector4(0.6f, 0.6f, 0.6f, 0.0f),
                FlatColor   = new Vector4(0.3f, 0.3f, 0.9f, 1.0f)
            };
            WaterRenderer.AddLiquidAsset(waterAsset);


            LiquidAsset lavaAsset = new LiquidAsset
            {
                Type        = LiquidType.Lava,
                Opactiy     = 0.95f,
                Reflection  = 0.0f,
                WaveHeight  = 0.1f,
                WaveLength  = 0.05f,
                WindForce   = 0.001f,
                MinOpacity  = 0.8f,
                BumpTexture = TextureManager.GetTexture(ContentPaths.Terrain.water_normal),
                BaseTexture = TextureManager.GetTexture(ContentPaths.Terrain.lava),
                RippleColor = new Vector4(0.5f, 0.4f, 0.04f, 0.0f),
                FlatColor   = new Vector4(0.9f, 0.7f, 0.2f, 1.0f)
            };

            WaterRenderer.AddLiquidAsset(lavaAsset);

            #endregion

            SetLoadingMessage("Generating Initial Terrain Chunks ...");

            if (!fileExists)
            {
                GameID = MathFunctions.Random.Next(0, 1024);
            }

            ChunkGenerator = new ChunkGenerator(VoxelLibrary, Seed, 0.02f, this.WorldScale)
            {
                SeaLevel = SeaLevel
            };


            #region Load Components

            if (fileExists)
            {
                ChunkManager = new ChunkManager(Content, this, Camera,
                                                GraphicsDevice,
                                                ChunkGenerator, WorldSize.X, WorldSize.Y, WorldSize.Z);

                ChunkRenderer = new ChunkRenderer(this, Camera, GraphicsDevice, ChunkManager.ChunkData);

                SetLoadingMessage("Loading Terrain...");
                gameFile.ReadChunks(ExistingFile);
                ChunkManager.ChunkData.LoadFromFile(gameFile, SetLoadingMessage);

                ChunkManager.ChunkData.SetMaxViewingLevel(gameFile.Metadata.Slice > 0
                        ? gameFile.Metadata.Slice
                        : ChunkManager.ChunkData.MaxViewingLevel, ChunkManager.SliceMode.Y);

                SetLoadingMessage("Loading Entities...");
                gameFile.LoadPlayData(ExistingFile, this);
                Camera = gameFile.PlayData.Camera;
                ChunkManager.camera  = Camera;
                ChunkRenderer.camera = Camera;
                DesignationDrawer    = gameFile.PlayData.Designations;

                Vector3 origin  = new Vector3(WorldOrigin.X, 0, WorldOrigin.Y);
                Vector3 extents = new Vector3(1500, 1500, 1500);
                CollisionManager = new CollisionManager(new BoundingBox(origin - extents, origin + extents));

                if (gameFile.PlayData.Resources != null)
                {
                    foreach (var resource in gameFile.PlayData.Resources)
                    {
                        if (!ResourceLibrary.Resources.ContainsKey(resource.Key))
                        {
                            ResourceLibrary.Add(resource.Value);
                        }
                    }
                }
                ComponentManager = new ComponentManager(gameFile.PlayData.Components, this);

                foreach (var component in gameFile.PlayData.Components.SaveableComponents)
                {
                    if (!ComponentManager.HasComponent(component.GlobalID) &&
                        ComponentManager.HasComponent(component.Parent.GlobalID))
                    {
                        // Logically impossible.
                        throw new InvalidOperationException("Component exists in save data but not in manager.");
                    }
                }

                Factions = gameFile.PlayData.Factions;
                ComponentManager.World = this;

                Sky.TimeOfDay = gameFile.Metadata.TimeOfDay;
                Time          = gameFile.Metadata.Time;
                WorldOrigin   = gameFile.Metadata.WorldOrigin;
                WorldScale    = gameFile.Metadata.WorldScale;

                // Restore native factions from deserialized data.
                Natives = new List <Faction>();
                foreach (Faction faction in Factions.Factions.Values)
                {
                    if (faction.Race.IsNative && faction.Race.IsIntelligent && !faction.IsRaceFaction)
                    {
                        Natives.Add(faction);
                    }
                }

                Diplomacy = gameFile.PlayData.Diplomacy;

                GoalManager = new Goals.GoalManager();
                GoalManager.Initialize(gameFile.PlayData.Goals);

                TutorialManager = new Tutorial.TutorialManager(Program.CreatePath("Content", "tutorial.txt"));
                TutorialManager.SetFromSaveData(gameFile.PlayData.TutorialSaveData);
            }
            else
            {
                Time = new WorldTime();
                // WorldOrigin is in "map" units. Convert to voxels
                var globalOffset = new Vector3(WorldOrigin.X, 0, WorldOrigin.Y) * WorldScale;

                Camera = new OrbitCamera(this,
                                         new Vector3(VoxelConstants.ChunkSizeX,
                                                     VoxelConstants.ChunkSizeY - 1.0f,
                                                     VoxelConstants.ChunkSizeZ) + new Vector3(WorldOrigin.X, 0, WorldOrigin.Y) * WorldScale,
                                         new Vector3(VoxelConstants.ChunkSizeY, VoxelConstants.ChunkSizeY - 1.0f,
                                                     VoxelConstants.ChunkSizeZ) + new Vector3(WorldOrigin.X, 0, WorldOrigin.Y) * WorldScale +
                                         Vector3.Up * 10.0f + Vector3.Backward * 10,
                                         MathHelper.PiOver4, AspectRatio, 0.1f,
                                         GameSettings.Default.VertexCullDistance);

                ChunkManager = new ChunkManager(Content, this, Camera,
                                                GraphicsDevice,
                                                ChunkGenerator, WorldSize.X, WorldSize.Y, WorldSize.Z);

                ChunkRenderer = new ChunkRenderer(this, Camera, GraphicsDevice, ChunkManager.ChunkData);


                var chunkOffset = GlobalVoxelCoordinate.FromVector3(globalOffset).GetGlobalChunkCoordinate();
                //var chunkOffset = ChunkManager.ChunkData.RoundToChunkCoords(globalOffset);
                //globalOffset.X = chunkOffset.X * VoxelConstants.ChunkSizeX;
                //globalOffset.Y = chunkOffset.Y * VoxelConstants.ChunkSizeY;
                //globalOffset.Z = chunkOffset.Z * VoxelConstants.ChunkSizeZ;

                WorldOrigin     = new Vector2(globalOffset.X, globalOffset.Z);
                Camera.Position = new Vector3(0, 10, 0) + globalOffset;
                Camera.Target   = new Vector3(0, 10, 1) + globalOffset;

                // If there's no file, we have to initialize the first chunk coordinate
                if (gameFile == null)     // Todo: Always true?
                {
                    ChunkManager.GenerateInitialChunks(
                        GlobalVoxelCoordinate.FromVector3(globalOffset).GetGlobalChunkCoordinate(),
                        SetLoadingMessage);
                }

                ComponentManager = new ComponentManager(this);
                ComponentManager.SetRootComponent(new Body(ComponentManager, "root", Matrix.Identity,
                                                           Vector3.Zero, Vector3.Zero, false));

                if (Natives == null)     // Todo: Always true??
                {
                    FactionLibrary library = new FactionLibrary();
                    library.Initialize(this, CompanyMakerState.CompanyInformation);
                    Natives = new List <Faction>();
                    for (int i = 0; i < 10; i++)
                    {
                        Natives.Add(library.GenerateFaction(this, i, 10));
                    }
                }

                #region Prepare Factions

                foreach (Faction faction in Natives)
                {
                    faction.World = this;

                    if (faction.RoomBuilder == null)
                    {
                        faction.RoomBuilder = new RoomBuilder(faction, this);
                    }

                    if (faction.CraftBuilder == null)
                    {
                        faction.CraftBuilder = new CraftBuilder(faction, this);
                    }
                }

                Factions = new FactionLibrary();
                if (Natives != null && Natives.Count > 0)
                {
                    Factions.AddFactions(this, Natives);
                }

                Factions.Initialize(this, CompanyMakerState.CompanyInformation);
                Point playerOrigin = new Point((int)(WorldOrigin.X), (int)(WorldOrigin.Y));

                Factions.Factions["Player"].Center         = playerOrigin;
                Factions.Factions["The Motherland"].Center = new Point(playerOrigin.X + 50, playerOrigin.Y + 50);

                #endregion

                Diplomacy = new Diplomacy(this);
                Diplomacy.Initialize(Time.CurrentDate);

                // Initialize goal manager here.
                GoalManager = new Goals.GoalManager();
                GoalManager.Initialize(new List <Goals.Goal>());

                TutorialManager = new Tutorial.TutorialManager(Program.CreatePath("Content", "tutorial.txt"));
                TutorialManager.TutorialEnabled = !GameSettings.Default.TutorialDisabledGlobally;
                Tutorial("new game start");
            }

            Camera.World = this;
            //Drawer3D.Camera = Camera;


            #endregion

            ChunkManager.camera = Camera;

            SetLoadingMessage("Creating Particles ...");
            ParticleManager = new ParticleManager(GraphicsDevice, ComponentManager);

            SetLoadingMessage("Creating GameMaster ...");
            Master = new GameMaster(Factions.Factions["Player"], Game, ComponentManager, ChunkManager,
                                    Camera, GraphicsDevice);

            if (gameFile != null)
            {
                if (gameFile.PlayData.Spells != null)
                {
                    Master.Spells = gameFile.PlayData.Spells;
                }
                if (gameFile.PlayData.Tasks != null)
                {
                    Master.TaskManager = gameFile.PlayData.Tasks;
                }
            }

            if (Master.Faction.Economy.Company.Information == null)
            {
                Master.Faction.Economy.Company.Information = new CompanyInformation();
            }

            CreateInitialEmbarkment();
            foreach (var chunk in ChunkManager.ChunkData.ChunkMap)
            {
                chunk.CalculateInitialSunlight();
            }
            VoxelHelpers.InitialReveal(ChunkManager.ChunkData, new VoxelHandle(
                                           ChunkManager.ChunkData.GetChunkEnumerator().FirstOrDefault(), new LocalVoxelCoordinate(0, VoxelConstants.ChunkSizeY - 1, 0)));

            foreach (var chunk in ChunkManager.ChunkData.ChunkMap)
            {
                ChunkManager.InvalidateChunk(chunk);
            }

            ChunkManager.StartThreads();
            SetLoadingMessage("Presimulating ...");
            ShowingWorld = false;
            OnLoadedEvent();

            Thread.Sleep(1000);
            ShowingWorld = true;

            SetLoadingMessage("Complete.");

            // GameFile is no longer needed.
            gameFile   = null;
            LoadStatus = LoadingStatus.Success;
#if !DEBUG
        }

        catch (Exception exception)
        {
            Game.CaptureException(exception);
            LoadingException = exception;
            LoadStatus       = LoadingStatus.Failure;
        }
#endif
        }
Example #5
0
        /// <summary>
        /// Called every frame
        /// </summary>
        /// <param name="gameTime">The current time</param>
        public void Update(DwarfTime gameTime)
        {
            foreach (var func in LazyActions)
            {
                if (func != null)
                {
                    func.Invoke();
                }
            }
            LazyActions.Clear();

            if (FastForwardToDay)
            {
                if (Time.IsDay())
                {
                    FastForwardToDay = false;
                    foreach (CreatureAI minion in Master.Faction.Minions)
                    {
                        minion.Status.Energy.CurrentValue = minion.Status.Energy.MaxValue;
                    }
                    //Master.ToolBar.SpeedButton.SetSpeed(1);
                    Time.Speed = 100;
                }
                else
                {
                    //Master.ToolBar.SpeedButton.SetSpecialSpeed(3);
                    Time.Speed = 1000;
                }
            }
            //ParticleManager.Trigger("dice", CursorLightPos + Vector3.Up, Color.White, 1);

            FillClosestLights(gameTime);
            IndicatorManager.Update(gameTime);
            AspectRatio        = GraphicsDevice.Viewport.AspectRatio;
            Camera.AspectRatio = AspectRatio;

            Camera.Update(gameTime, ChunkManager);
            HandleAmbientSound();

            Master.Update(Game, gameTime);
            GoalManager.Update(this);
            Time.Update(gameTime);
            if (LastWorldPopup != null)
            {
                List <uint> removals = new List <uint>();
                foreach (var popup in LastWorldPopup)
                {
                    popup.Value.Update(gameTime, Camera, GraphicsDevice.Viewport);
                    if (popup.Value.Widget == null || !Gui.RootItem.Children.Contains(popup.Value.Widget) ||
                        popup.Value.BodyToTrack == null || popup.Value.BodyToTrack.IsDead)
                    {
                        removals.Add(popup.Key);
                    }
                }

                foreach (var removal in removals)
                {
                    if (LastWorldPopup[removal].Widget != null && Gui.RootItem.Children.Contains(LastWorldPopup[removal].Widget))
                    {
                        Gui.DestroyWidget(LastWorldPopup[removal].Widget);
                    }
                    LastWorldPopup.Remove(removal);
                }
            }

            if (Paused)
            {
                ComponentManager.UpdatePaused(gameTime, ChunkManager, Camera);
                TutorialManager.Update(Gui);
            }
            // If not paused, we want to just update the rest of the game.
            else
            {
                ParticleManager.Update(gameTime, this);
                TutorialManager.Update(Gui);

                Diplomacy.Update(gameTime, Time.CurrentDate, this);
                Factions.Update(gameTime);
                ComponentManager.Update(gameTime, ChunkManager, Camera);
                Sky.TimeOfDay           = Time.GetSkyLightness();
                Sky.CosTime             = (float)(Time.GetTotalHours() * 2 * Math.PI / 24.0f);
                DefaultShader.TimeOfDay = Sky.TimeOfDay;
                MonsterSpawner.Update(gameTime);
                bool allAsleep = Master.AreAllEmployeesAsleep();

#if !UPTIME_TEST
                if (SleepPrompt == null && allAsleep && !FastForwardToDay && Time.IsNight())
                {
                    SleepPrompt = new QueuedAnnouncement()
                    {
                        Text        = "All your employees are asleep. Click here to skip to day.",
                        ClickAction = (sender, args) =>
                        {
                            FastForwardToDay = true;
                            SleepPrompt      = null;
                        },
                        ShouldKeep = () =>
                        {
                            return(FastForwardToDay == false && Time.IsNight() && Master.AreAllEmployeesAsleep());
                        }
                    };
                    MakeAnnouncement(SleepPrompt);
                }
                else if (!allAsleep)
                {
                    Time.Speed       = 100;
                    FastForwardToDay = false;
                    SleepPrompt      = null;
                }
#endif
            }

            // These things are updated even when the game is paused

            Splasher.Splash(gameTime, ChunkManager.Water.GetSplashQueue());

            ChunkManager.Update(gameTime, Camera, GraphicsDevice);
            ChunkRenderer.Update(gameTime, Camera, GraphicsDevice);
            SoundManager.Update(gameTime, Camera, Time);
            Weather.Update(this.Time.CurrentDate, this);

            if (gameFile != null)
            {
                // Cleanup game file.
                gameFile = null;
            }

#if DEBUG
            KeyboardState k = Keyboard.GetState();
            if (k.IsKeyDown(Keys.Home))
            {
                try
                {
                    GameState.Game.GraphicsDevice.Reset();
                }
                catch (Exception exception)
                {
                }
            }
#endif
        }
Example #6
0
        /// <summary>
        /// Called every frame
        /// </summary>
        /// <param name="gameTime">The current time</param>
        public void Update(DwarfTime gameTime)
        {
            EntityFactory.DoLazyActions();
            if (FastForwardToDay)
            {
                if (Time.IsDay())
                {
                    FastForwardToDay = false;
                    foreach (CreatureAI minion in Master.Faction.Minions)
                    {
                        minion.Status.Energy.CurrentValue = minion.Status.Energy.MaxValue;
                    }
                    //Master.ToolBar.SpeedButton.SetSpeed(1);
                    Time.Speed = 100;
                }
                else
                {
                    //Master.ToolBar.SpeedButton.SetSpecialSpeed(3);
                    Time.Speed = 1000;
                }
            }

            //Drawer3D.DrawPlane(0, Camera.Position.X - 1500, Camera.Position.Z - 1500, Camera.Position.X + 1500, Camera.Position.Z + 1500, Color.Black);
            FillClosestLights(gameTime);
            IndicatorManager.Update(gameTime);
            AspectRatio        = GraphicsDevice.Viewport.AspectRatio;
            Camera.AspectRatio = AspectRatio;

            Camera.Update(gameTime, ChunkManager);
            HandleAmbientSound();

            Master.Update(Game, gameTime);
            GoalManager.Update(this);
            Time.Update(gameTime);

            if (Paused)
            {
                ComponentManager.UpdatePaused();
            }
            // If not paused, we want to just update the rest of the game.
            else
            {
                TutorialManager.Update(Gui);

                GamePerformance.Instance.StartTrackPerformance("Diplomacy");
                Diplomacy.Update(gameTime, Time.CurrentDate, this);
                GamePerformance.Instance.StopTrackPerformance("Diplomacy");

                GamePerformance.Instance.StartTrackPerformance("Factions");
                Factions.Update(gameTime);
                GamePerformance.Instance.StopTrackPerformance("Factions");

                GamePerformance.Instance.StartTrackPerformance("Components");
                ComponentManager.Update(gameTime, ChunkManager, Camera);
                GamePerformance.Instance.StopTrackPerformance("Components");

                Sky.TimeOfDay = Time.GetSkyLightness();

                Sky.CosTime             = (float)(Time.GetTotalHours() * 2 * Math.PI / 24.0f);
                DefaultShader.TimeOfDay = Sky.TimeOfDay;

                GamePerformance.Instance.StartTrackPerformance("Monster Spawner");
                MonsterSpawner.Update(gameTime);
                GamePerformance.Instance.StopTrackPerformance("Monster Spawner");

                GamePerformance.Instance.StartTrackPerformance("All Asleep");
                bool allAsleep = Master.AreAllEmployeesAsleep();
#if !UPTIME_TEST
                if (SleepPrompt == null && allAsleep && !FastForwardToDay && Time.IsNight())
                {
                    SleepPrompt = Gui.ConstructWidget(new Gui.Widgets.Confirm
                    {
                        Text       = "All of your employees are asleep. Skip to daytime?",
                        OkayText   = "Skip to Daytime",
                        CancelText = "Don't Skip",
                        OnClose    = (sender) =>
                        {
                            if ((sender as Confirm).DialogResult == Confirm.Result.OKAY)
                            {
                                FastForwardToDay = true;
                            }
                        }
                    });
                    Gui.ShowModalPopup(SleepPrompt);
                }
                else if (!allAsleep)
                {
                    if (SleepPrompt != null)
                    {
                        SleepPrompt.Close();
                    }
                    Time.Speed       = 100;
                    FastForwardToDay = false;
                    SleepPrompt      = null;
                }
#endif
                GamePerformance.Instance.StopTrackPerformance("All Asleep");
            }

            // These things are updated even when the game is paused

            GamePerformance.Instance.StartTrackPerformance("Chunk Manager");
            ChunkManager.Update(gameTime, Camera, GraphicsDevice);
            ChunkRenderer.Update(gameTime, Camera, GraphicsDevice);
            GamePerformance.Instance.StopTrackPerformance("Chunk Manager");

            GamePerformance.Instance.StartTrackPerformance("Sound Manager");
            SoundManager.Update(gameTime, Camera, Time);
            GamePerformance.Instance.StopTrackPerformance("Sound Manager");

            GamePerformance.Instance.StartTrackPerformance("Weather");
            Weather.Update(this.Time.CurrentDate, this);
            GamePerformance.Instance.StopTrackPerformance("Weather");

            if (gameFile != null)
            {
                // Cleanup game file.
                gameFile = null;
            }
        }