/// <summary>
        /// Initializes & executes the server runtime loop
        /// </summary>
        public void Go()
        {
            float MAX_UPDATE = 1.0f / 60.0f;
            Mogre.Timer frameTimer = new Timer();
            frameTimer.Reset();

            SafeTimer timer = new SafeTimer();

            while (true) {
                System.Threading.Thread.Sleep(10);
                eventMgr.Update();

                IPAddress ip = null;
                while ((ip = netServer.GetDisconnectedIP()) != null)
                {
                    netServer.RemovePlayer(ip);
                }

                if (netServer.NumPlayers == 0)
                    break;

                //world update
                float diff = (float)timer.Diff / 1000.0f;
                while (diff > MAX_UPDATE) {

                    this.world.update(MAX_UPDATE);
                    diff -= MAX_UPDATE;
                }
                if (diff > 0) {
                    this.world.update(diff);
                }

                frameTimer.Reset();

                mode.ProcessState();
                serverShipMgr.sendShipStateStatus();
            }
        }
Exemple #2
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        /// <summary>
        /// execute the render loop, which
        /// is actually pretty simple at this point
        /// </summary>
        public void Go()
        {
            frameTimer.Reset();
            float frameTime;
            uint  frameTimeMod50 = 0;

            SafeTimer timer = new SafeTimer();

            Console.Out.WriteLine(timer.Diff / 1000.0f);
            float MAX_UPDATE = 1.0f / 60.0f;

            //float MAX_SPEED = 30.0f;

            // RenderOneFrame returns false when we Ogre
            // is done. Alternatively, we can not have
            // the loop and merely call root.StartRendering
            while (true)
            {
                frameTime = frameTimer.Milliseconds / 1000.0f;

                //update input
                inputMgr.PollInputs();

                if (input.IsDown(Key.Escape))
                {
                    break;
                }

                // grab events
                GrabEvents((uint)timer.Time, null);

                // grab a ship, if there are any
                ICollection <ClientShip> ships = shipMgr.Ships;
                if (ships.Count > 0)
                {
                    IEnumerator <ClientShip> e = ships.GetEnumerator();
                    e.MoveNext();
                    if (input.IsPressed(Key.Return))
                    {
                        Util.Log("Current State:" + e.Current.SceneNode.Position);
                    }
                }

                frameTimeMod50 += frameTimer.Milliseconds;
                frameTimer.Reset();

                if (frameTimeMod50 > 50)
                {
                    eventMgr.Update();
                    frameTimeMod50 -= 50;
                }
                //world update
                float diff = (float)timer.Diff / 1000.0f;
                while (diff > MAX_UPDATE)
                {
                    this.world.update(MAX_UPDATE);
                    diff -= MAX_UPDATE;
                }
                if (diff > 0)
                {
                    this.world.update(diff);
                }

                // score update
                TextRenderer.UpdateTextBox("frameCtr", "FPS: " + (int)(1 / (frameTime)));

                shipCam.Update();

                if (!root.RenderOneFrame())
                {
                    break;
                }
            }
        }
Exemple #3
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        /// <summary>
        /// execute the render loop, which
        /// is actually pretty simple at this point
        /// </summary>
        public void Go()
        {
            frameTimer.Reset();
            float frameTime;
            uint frameTimeMod50 = 0;

            SafeTimer timer = new SafeTimer();
            Console.Out.WriteLine(timer.Diff/1000.0f);
            float MAX_UPDATE = 1.0f / 60.0f;
            //float MAX_SPEED = 30.0f;

            // RenderOneFrame returns false when we Ogre
            // is done. Alternatively, we can not have
            // the loop and merely call root.StartRendering
            while (true)
            {
                frameTime = frameTimer.Milliseconds / 1000.0f;

                //update input
                inputMgr.PollInputs();

                if (input.IsDown(Key.Escape))
                    break;

                // grab events
                GrabEvents((uint)timer.Time, null);

                // grab a ship, if there are any
                ICollection<ClientShip> ships = shipMgr.Ships;
                if (ships.Count > 0)
                {
                    IEnumerator<ClientShip> e = ships.GetEnumerator();
                    e.MoveNext();
                    if (input.IsPressed(Key.Return))
                        Util.Log("Current State:" + e.Current.SceneNode.Position);
                }

                frameTimeMod50 += frameTimer.Milliseconds;
                frameTimer.Reset();

                if (frameTimeMod50 > 50)
                {
                    eventMgr.Update();
                    frameTimeMod50 -= 50;
                }
                //world update
                float diff = (float)timer.Diff / 1000.0f ;
                while (diff > MAX_UPDATE) {
                    this.world.update(MAX_UPDATE);
                    diff -= MAX_UPDATE;
                }
                if (diff > 0) {
                    this.world.update(diff);
                }

                // score update
                TextRenderer.UpdateTextBox("frameCtr","FPS: " +(int)(1 / (frameTime)) );

                shipCam.Update();

                if (!root.RenderOneFrame())
                    break;
            }
        }