Esempio n. 1
0
 public override void PhysicsProcess(float delta)
 {
     // Can't be too certain.
     gameTiming.InSimulation = true;
     gameTiming._tickRemainderTimer.Restart();
     try
     {
         if (!gameTiming.Paused)
         {
             gameTiming.CurTick++;
             _networkManager.ProcessPackets();
             var eventArgs = new ProcessFrameEventArgs(delta);
             AssemblyLoader.BroadcastUpdate(AssemblyLoader.UpdateLevel.PreEngine, eventArgs.Elapsed);
             _timerManager.UpdateTimers(delta);
             _taskManager.ProcessPendingTasks();
             _userInterfaceManager.Update(eventArgs);
             _stateManager.Update(eventArgs);
             AssemblyLoader.BroadcastUpdate(AssemblyLoader.UpdateLevel.PostEngine, eventArgs.Elapsed);
         }
     }
     finally
     {
         gameTiming.InSimulation = false;
     }
 }
Esempio n. 2
0
 /// <summary>
 /// Runs a tick of the simulation.
 /// </summary>
 /// <param name="e">Current GameTiming.FrameTime</param>
 private void Update(FrameEventArgs e)
 {
     _networkManager.ProcessPackets();
     CluwneLib.RunIdle(this, e);
     AssemblyLoader.BroadcastUpdate(AssemblyLoader.UpdateLevel.PreEngine, e.Elapsed);
     _stateManager.Update(e);
     AssemblyLoader.BroadcastUpdate(AssemblyLoader.UpdateLevel.PostEngine, e.Elapsed);
 }
        private void _frameProcessMain(float delta)
        {
            var eventArgs = new RenderFrameEventArgs(delta);

            AssemblyLoader.BroadcastUpdate(AssemblyLoader.UpdateLevel.FramePreEngine, eventArgs.Elapsed);
            _lightManager.FrameUpdate(eventArgs);
            _stateManager.FrameUpdate(eventArgs);
            _overlayManager.FrameUpdate(eventArgs);
            AssemblyLoader.BroadcastUpdate(AssemblyLoader.UpdateLevel.FramePostEngine, eventArgs.Elapsed);
        }
        private void Update(float frameTime)
        {
            var eventArgs = new ProcessFrameEventArgs(frameTime);

            _networkManager.ProcessPackets();
            AssemblyLoader.BroadcastUpdate(AssemblyLoader.UpdateLevel.PreEngine, eventArgs.Elapsed);
            _timerManager.UpdateTimers(frameTime);
            _taskManager.ProcessPendingTasks();
            _userInterfaceManager.Update(eventArgs);
            _stateManager.Update(eventArgs);
            AssemblyLoader.BroadcastUpdate(AssemblyLoader.UpdateLevel.PostEngine, eventArgs.Elapsed);
        }
Esempio n. 5
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        public override void FrameProcess(float delta)
        {
            gameTiming.InSimulation  = false; // Better safe than sorry.
            gameTiming.RealFrameTime = TimeSpan.FromSeconds(delta);
            gameTiming.TickRemainder = gameTiming._tickRemainderTimer.Elapsed;

            var eventArgs = new RenderFrameEventArgs(delta);

            AssemblyLoader.BroadcastUpdate(AssemblyLoader.UpdateLevel.FramePreEngine, eventArgs.Elapsed);
            lightManager.FrameUpdate(eventArgs);
            _stateManager.FrameUpdate(eventArgs);
            AssemblyLoader.BroadcastUpdate(AssemblyLoader.UpdateLevel.FramePostEngine, eventArgs.Elapsed);
        }
Esempio n. 6
0
        private void Update(float frameTime)
        {
            UpdateTitle();
            _systemConsole.Update();

            IoCManager.Resolve <IServerNetManager>().ProcessPackets();

            AssemblyLoader.BroadcastUpdate(AssemblyLoader.UpdateLevel.PreEngine, frameTime);

            timerManager.UpdateTimers(frameTime);
            _taskManager.ProcessPendingTasks();

            _components.CullRemovedComponents();
            _entities.Update(frameTime);

            AssemblyLoader.BroadcastUpdate(AssemblyLoader.UpdateLevel.PostEngine, frameTime);

            _stateManager.SendGameStateUpdate();
        }