Example #1
0
 /// <summary>
 /// Clears this holder, but does not stop it.
 /// </summary>
 public void clear()
 {
     lock (lockObject)
     {
         Projector p = null;
         Weapons   w = null;
         foreach (Object o in projectors)
         {
             if ((p = o as Projector) != null)
             {
                 p.requestingTerminate();
                 p.freeResources();
                 Interaction.removeFromObjectTable(p.id);
             }
             else if ((w = o as Weapons) != null)
             {
                 Weapons.requestedClear = true;
                 w.use();
                 Weapons.requestedClear = false;
             }
         }
         projectors.Clear();
         modifiedProjectorList = true;
     }
     added = false;
 }
Example #2
0
        protected virtual void activate()
        {
            try
            {
                running = true;
                while (true)
                {
                    modifiedProjectorList = false;
                    startMarker           = Environment.TickCount;
                    count = 0;
                    hault();                     //will block here if asked to do so,
                    //and then move on when released.
                    lock (lockObject)
                    {
                        foreach (Object o in projectors)
                        {
                            Projector p = (Projector)o;
                            if (!p.isTerminated)
                            {
                                p.move();
                            }
                            else
                            {
                                p.freeResources();
                                remove(p);
                            }
                            if (modifiedProjectorList)                             //IE: if object requested another object to be added to this holder
                            {
                                break;
                            }
                        }                 //foreach
                    }                     //lock
                    long executionTime = Environment.TickCount - startMarker;
                    if (executionTime < Common.intervalMS)
                    {
                        Thread.Sleep((int)(Common.intervalMS - executionTime));
                    }

                    /* BUG FIX:
                     * We need to have the added check below since
                     * in an online game, holder[1] will have 0 projectors until a player connects to the FFA.
                     * This would cause the holder to terminate, so when the player connected and
                     * moved, the move would not register.
                     * */
                    if (projectors.Count == 0 && (added ||
                                                  Interaction.isFFAFinished() ||
                                                  Options.abortGame ||
                                                  Options.serverEndedGame ||
                                                  Options.requestedShutdown))
                    {
                        running = false;
                        done    = true;
                        System.Diagnostics.Trace.WriteLine("Holder ended: " + (this is WeaponsHolder));
                        return;
                    }
                }                 //while
            }
            catch (Exception e)
            {
                Common.handleError(e);
            }             //catch
        }