private void Update(FrameEventArgs frameEventArgs) { _networkManager.ProcessPackets(); _modLoader.BroadcastUpdate(ModUpdateLevel.PreEngine, frameEventArgs); _timerManager.UpdateTimers(frameEventArgs); _taskManager.ProcessPendingTasks(); _userInterfaceManager.Update(frameEventArgs); _stateManager.Update(frameEventArgs); if (_client.RunLevel >= ClientRunLevel.Connected) { _gameStateManager.ApplyGameState(); } _modLoader.BroadcastUpdate(ModUpdateLevel.PostEngine, frameEventArgs); }
private void Tick(FrameEventArgs frameEventArgs) { _modLoader.BroadcastUpdate(ModUpdateLevel.PreEngine, frameEventArgs); _timerManager.UpdateTimers(frameEventArgs); _taskManager.ProcessPendingTasks(); _userInterfaceManager.Update(frameEventArgs); if (_client.RunLevel >= ClientRunLevel.Connected) { _componentManager.CullRemovedComponents(); _gameStateManager.ApplyGameState(); _entityManager.Update(frameEventArgs.DeltaSeconds); _playerManager.Update(frameEventArgs.DeltaSeconds); } _stateManager.Update(frameEventArgs); _modLoader.BroadcastUpdate(ModUpdateLevel.PostEngine, frameEventArgs); }
private void Update(FrameEventArgs frameEventArgs) { UpdateTitle(); _systemConsole.Update(); _network.ProcessPackets(); _modLoader.BroadcastUpdate(ModUpdateLevel.PreEngine, frameEventArgs); timerManager.UpdateTimers(frameEventArgs); _taskManager.ProcessPendingTasks(); _components.CullRemovedComponents(); _entities.Update(frameEventArgs.DeltaSeconds); _modLoader.BroadcastUpdate(ModUpdateLevel.PostEngine, frameEventArgs); _stateManager.SendGameStateUpdate(); }
private void Update(float frameTime) { UpdateTitle(); _systemConsole.Update(); IoCManager.Resolve <IServerNetManager>().ProcessPackets(); _modLoader.BroadcastUpdate(ModUpdateLevel.PreEngine, frameTime); timerManager.UpdateTimers(frameTime); _taskManager.ProcessPendingTasks(); _components.CullRemovedComponents(); _entities.Update(frameTime); _modLoader.BroadcastUpdate(ModUpdateLevel.PostEngine, frameTime); _stateManager.SendGameStateUpdate(); }
private void Update(FrameEventArgs frameEventArgs) { ServerCurTick.Set(_time.CurTick.Value); ServerCurTime.Set(_time.CurTime.TotalSeconds); UpdateTitle(); _modLoader.BroadcastUpdate(ModUpdateLevel.PreEngine, frameEventArgs); timerManager.UpdateTimers(frameEventArgs); _taskManager.ProcessPendingTasks(); _components.CullRemovedComponents(); _entities.Update(frameEventArgs.DeltaSeconds); _modLoader.BroadcastUpdate(ModUpdateLevel.PostEngine, frameEventArgs); _stateManager.SendGameStateUpdate(); _watchdogApi.Heartbeat(); }