Example #1
0
        public static void TestAnimal(int iterations)
        {
            var tm = new TimeMonitor();

            // Run iterations
            for (var i = 0; i < iterations; i++)
            {
                var cm = new OrganismEmulator();

                tm.Start();
                cm.EmulateOrganism();
                lastQuanta = tm.EndGetMicroseconds();

                allQuanta.Add(lastQuanta);
            }

            // Sort by speed
            allQuanta.Sort();

            // Pick the middle 80% of all iterations
            for (var i = (int) (iterations*0.15); i < (int) (iterations*0.85); i++)
            {
                samples++;
                lastQuanta = (long) allQuanta[i];

                if (worstQuanta == 0 && bestQuanta == 0)
                {
                    worstQuanta = lastQuanta;
                    bestQuanta = lastQuanta;
                }
                else
                {
                    if (lastQuanta > worstQuanta)
                    {
                        worstQuanta = lastQuanta;
                    }

                    if (lastQuanta < bestQuanta)
                    {
                        bestQuanta = lastQuanta;
                    }
                }

                totalQuanta += lastQuanta;
            }
        }
        /// <summary>
        ///  Renders a new frame of animation.  This is the entry point for drawing
        ///  code and is required every time a new frame is to be drawn.
        /// </summary>
        public void RenderFrame()
        {
#if TRACE
            Profiler.Start("TerrariumDirectDrawGameView.RenderFrame()");
#else
			TimeMonitor tm = new TimeMonitor();
			tm.Start();
#endif
            // Don't draw while we are resizing the viewer
            // This might happen on a secondary thread so
            // we need some minimal protection.
            if (resizing)
            {
                return;
            }

            // If we are still drawing then skip this frame.
            // However, only skip one frame to prevent hangs.
            if (drawing)
            {
                drawing = false;
                return;
            }

            try
            {
                paused = false;
                drawing = true;
                skipframe = !skipframe;
                if (fullscreen)
                {
                    // No full screen mode
                }
                else
                {
                    if (ScreenSurface == null || ScreenSurface.Surface.isLost() != 0 ||
                        BackBufferSurface == null || BackBufferSurface.Surface.isLost() != 0)
                    {
                        if (ResizeViewer() == false)
                        {
                            return;
                        }
                    }

                    if (updateTickerChanged && (updateTicker%10) == 0)
                    {
                        updateTickerChanged = false;
                        updateMiniMap = true;
                        if (wld != null && miniMap == null)
                        {
                            //this.miniMap = new Bitmap(wld.MiniMap);
                            miniMap = new Bitmap(wld.MiniMap, (actualsize.Right - actualsize.Left)/4,
                                                 (actualsize.Bottom - actualsize.Top)/4);
                        }
                        if (miniMap != null)
                        {
                            var graphics = Graphics.FromImage(miniMap);
                            graphics.Clear(Color.Transparent);
                            graphics.Dispose();
                        }
                    }

                    CheckScroll();
#if TRACE
                    Profiler.Start("TerrariumDirectDrawGameView.RenderFrame()::Primary Surface Blit");
#endif
                    if (drawScreen)
                    {
                        if (videomemory || !skipframe)
                        {
                            PaintBackground();
                            PaintSprites(BackBufferSurface, false);
                            PaintMessage();
                            PaintCursor();

                            // Grab the Window RECT
                            var windowRect = new RECT();
                            ManagedDirectX.DirectX.GetWindowRect(
                                Handle.ToInt32(),
                                ref windowRect);

                            // Set up a sample destination rectangle
                            var destRect = new RECT();
                            destRect.Left = windowRect.Left;
                            destRect.Top = windowRect.Top;
                            destRect.Right = windowRect.Right;
                            destRect.Bottom = windowRect.Bottom;

                            // Grab the Source Rectangle for the Bezel
                            var srcRect = BackBufferSurface.Rect;
                            var destWidth = destRect.Right - destRect.Left;
                            var destHeight = destRect.Bottom - destRect.Top;
                            var srcWidth = srcRect.Right;
                            var srcHeight = srcRect.Bottom;

                            bltUsingBezel = false;
                            if (srcWidth < destWidth)
                            {
                                destRect.Left += (destWidth - srcWidth)/2;
                                destRect.Right = destRect.Left + srcWidth;
                                bltUsingBezel = true;
                            }
                            if (srcHeight < destHeight)
                            {
                                destRect.Top += (destHeight - srcHeight)/2;
                                destRect.Bottom = destRect.Top + srcHeight;
                                bltUsingBezel = true;
                            }

                            if (bltUsingBezel)
                            {
                                if (destRect.Top != bezelRect.Top ||
                                    destRect.Left != bezelRect.Left ||
                                    destRect.Bottom != bezelRect.Bottom ||
                                    destRect.Right != bezelRect.Right)
                                {
                                    ScreenSurface.Surface.BltColorFill(ref windowRect, 0);
                                }
                                bezelRect = destRect;
                            }

                            ScreenSurface.Surface.Blt(
                                ref destRect,
                                BackBufferSurface.Surface,
                                ref srcRect,
                                CONST_DDBLTFLAGS.DDBLT_WAIT);
                        }
                    }
#if TRACE
                    Profiler.End("TerrariumDirectDrawGameView.RenderFrame()::Primary Surface Blit");
#endif
                    if (updateMiniMap)
                    {
                        updateMiniMap = false;
                        OnMiniMapUpdated(new MiniMapUpdatedEventArgs(miniMap));
                    }
                }
            }
            finally
            {
                drawing = false;
            }
#if TRACE
            Profiler.End("TerrariumDirectDrawGameView.RenderFrame()");
#else
			renderTime += tm.EndGetMicroseconds();
			samples++;
#endif
        }
Example #3
0
        // NEVER pop up UI in this function, or in any function that it calls.  If you do, and the
        // function pumps messages, we could shut the game down without DoTick expecting it.
        private void DoTick()
        {
            if (GameEngine.Current == null)
            {
                return;
            }

            double outsideTime = 0;
            if (outsideTimer.IsStarted)
            {
                outsideTime = (double)outsideTimer.EndGetMicroseconds() / (double)1000;
            }

            totalOutsideTime += outsideTime;
            if (frameNumber == 0)
            {
                outsideTimes[9] = outsideTime;
                ReportTimes();
            }
            else
            {
                outsideTimes[frameNumber - 1] = outsideTime;
            }

            // Shutdown if our appdomain is getting too big
            if (GameEngine.Current.Pac.PacOrganismCount > 600 ||
                GameEngine.Current.Pac.PacSize > 104857600)
            {
                LoadEcosystem(null);
            }

            // Paint the screen
            if (this.Visible == true && !this.resizeBar.Dragging && !_options.NoDirectX && !turnOffDirectX)
            {
                TimeMonitor startRefreshTime = new TimeMonitor();
                startRefreshTime.Start();

                TimeMonitor paintFrame = new TimeMonitor();
                paintFrame.Start();
                if (oldVector != null)
                {
                    PaintFrame(oldVector, newVector, frameNumber, false);
                }
                totalPaintFrameTime += paintFrame.EndGetMicroseconds();

                try
                {
                    tddGameView.DrawScreen = GameConfig.DrawScreen;
                    tddGameView.DrawBoundingBox = GameConfig.BoundingBoxes;

                    // NOTE: Removed since we change how we render background grids
                    //		 we only need to set it once and the view will handle it
                    //		 from then on
                    //tddGameView.DrawBackgroundGrid = GameConfig.BackgroundGrid;
                    tddGameView.DrawDestinationLines = GameConfig.DestinationLines;
                    tddGameView.RenderFrame();
                    // Successful frame, reset our counter
                    // This prevents us from turning off DirectX rendering when we
                    // get a hiccup like an out of memory exception.
                    turnOffDirectXCounter = 0;
                    this.developerPanel.MapLocation = new Point(tddGameView.ViewSize.Left, tddGameView.ViewSize.Top);
                }
                catch (Exception exc)
                {
                    Trace.WriteLine(exc.ToString());
                    this.turnOffDirectXCounter++;
                    if (turnOffDirectXCounter > 10)
                    {
                        Trace.WriteLine("Turning off DirectX");
                        turnOffDirectX = true;
                    }
                }

                Int64 refreshTime = startRefreshTime.EndGetMicroseconds();
                paintTimes[frameNumber] = (double)refreshTime / (double)1000;
                totalPaintTime += refreshTime;
            }

            // Process the turn
            TimeMonitor startProcessTime = new TimeMonitor();
            startProcessTime.Start();
            Boolean turnFinished = false;
            try
            {
                turnFinished = GameEngine.Current.ProcessTurn();
            }
            catch (InvalidPeerException ipe)
            {
                timer1.Enabled = false;
                MessageBox.Show(this, ipe.Message, "Can't run EcoSystem", MessageBoxButtons.OK, MessageBoxIcon.Exclamation);
                CloseTerrarium(false);
                return;
            }
            catch (MaliciousOrganismException)
            {
                timer1.Enabled = false;
                relaunch = true;
                maliciousOrganism = true;
                this.Close();
                return;
            }
            catch (ShutdownFailureException)
            {
                // This version of the game has been marked as bad
                timer1.Enabled = false;
                GameConfig.BlockedVersion = Assembly.GetExecutingAssembly().GetName().Version.ToString();
                runningBlockedVersion = true;
                relaunch = true;
                this.Close();
                return;
            }
            catch (OrganismBlacklistException)
            {
                // Reload the ecosystem but blacklist on startup
                blacklistCheckOnRestart = true;
                LoadEcosystem(null);
                return;
            }
            catch (StateTimedOutException)
            {
                // our state has been timed out -- need to create a new ecosystem
                timer1.Enabled = false;
                MessageBox.Show(this, "Your animals have all died since you haven't run Terrarium for a long time.  Starting fresh.", "Error", MessageBoxButtons.OK, MessageBoxIcon.Exclamation);
                CloseTerrarium(false);
                LoadEcosystem(SpecialUserAppDataPath + ecosystemStateFileName);
                return;
            }
            catch (StateCorruptedException corruptedException)
            {
                // our state is corrupted, probably because the app was killed and we're reporting duplicate data -- need to create a new ecosystem
                timer1.Enabled = false;
                MessageBox.Show(this, "Your part of the ecosystem is messed up. Starting fresh. [Last Reported Tick = " + corruptedException.LastReportedTick + "]", "Error", MessageBoxButtons.OK, MessageBoxIcon.Exclamation);
                CloseTerrarium(false);
                LoadEcosystem(SpecialUserAppDataPath + ecosystemStateFileName);
                return;
            }

            Int64 processTime = startProcessTime.EndGetMicroseconds();
            processTimes[frameNumber] = (double)processTime / (double)1000;
            totalProcessTime += processTime;

            frameNumber++;
            if (turnFinished)
            {
                if (frameNumber != 10)
                {
                    throw new ApplicationException("Frame numbers messed up.");
                }

                frameNumber = 0;

                if (propertySheet != null)
                {
                    propertySheet.RefreshGrid();
                }
            }

            outsideTimer.Start();
        }
Example #4
0
 /// <summary>
 ///  Creates a new node given an id.  Sets up the initial
 ///  TimeMonitor used to record high performance timings.
 /// </summary>
 /// <param name="id">ID for this node.</param>
 public ProfilerNode(string id)
 {
     _timeMonitor = new TimeMonitor();
     _isCounting = false;
 }
Example #5
0
 /// <summary>
 ///  Creates a new node given an id.  Sets up the initial
 ///  TimeMonitor used to record high performance timings.
 /// </summary>
 /// <param name="id">ID for this node.</param>
 public ProfilerNode(string id)
 {
     _timeMonitor = new TimeMonitor();
     _isCounting  = false;
 }
 /// <summary>
 ///  Creates a new node given an id.  Sets up the initial
 ///  TimeMonitor used to record high performance timings.
 /// </summary>
 /// <param name="id">ID for this node.</param>
 public ProfilerNode(string id)
 {
     tm = new TimeMonitor();
     this.id = id;
     counting = false;
 }