Update() private method

private Update ( ) : void
return void
Esempio n. 1
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 private void timer_update_Tick(object sender, EventArgs e)
 {
     if (m_client != null)
     {
         m_client.Update();
     }
 }
Esempio n. 2
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 public void Update()
 {
     if (_client != null)
     {
         _client.Update();//接收数据
     }
 }
 // Update is called once per frame
 void Update()
 {
     if (gameClient != null)
     {
         gameClient.Update();
     }
 }
Esempio n. 4
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        /*-----------------------------------------------------------------------------------------
        *
        *	Client-server stuff :
        *
        *  -----------------------------------------------------------------------------------------*/



        /// <summary>
        /// Updates game logic and client-server interaction.
        /// </summary>
        /// <param name="gameTime"></param>
        void UpdateClientServerGame(GameTime gameTime)
        {
            cl.Update(gameTime);

            ui.Update(gameTime);

            ed.Update(gameTime);
        }
Esempio n. 5
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        static void RunOutgame(RegisterMemory rmem)
        {
            try
            {
                GameTime.Update();
                GUCTimer.Update(GameTime.Ticks);

                GameTime.Update();
                GameClient.Update();

                GameTime.Update();
                InputHandler.Update();

                if (!ShowConnectionAttempts())
                {
                    if (!outgameStarted)
                    {
                        outgameStarted = true;
                        VobRenderArgs.Init();
                        ScriptManager.Interface.StartOutgame();
                    }

                    GameTime.Update();
                    ScriptManager.Interface.Update(GameTime.Ticks);
                }

                #region Gothic

                WinApi.Process.CDECLCALL <WinApi.NullReturnCall>(0x5053E0); // void __cdecl sysEvent(void)

                using (zColor color = zColor.Create(0, 0, 0, 0))
                    zCRenderer.Vid_Clear(color, 3);

                zCRenderer.BeginFrame();
                zCView.GetScreen().Render();
                zCRenderer.EndFrame();
                zCRenderer.Vid_Blit(1, 0, 0);
                zCSndSys_MSS.DoSoundUpdate();

                #endregion

                if (fpsWatch.IsRunning)
                {
                    long diff = 8 * TimeSpan.TicksPerMillisecond - fpsWatch.Elapsed.Ticks;
                    if (diff > 0)
                    {
                        Thread.Sleep((int)(diff / TimeSpan.TicksPerMillisecond));
                    }
                }
                fpsWatch.Restart();
            }
            catch (Exception e)
            {
                Logger.LogError(e);
            }
        }
Esempio n. 6
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 static void ThreadUpdate()
 {
     while (true)
     {
         Thread.Sleep(1);
         mGateClient.Update(1.0f / 1000.0f);
         mGameClient.Update(1.0f / 1000.0f);
         Console.Title = "GameServer:" + mGameClient.GetPing().ToString() + " " + "GateServer:" + mGateClient.GetPing().ToString();
     }
 }
    public void Update(float deltaTime)
    {
        m_gameClient.Update();
        if (!m_gameClient.IsConnected())
        {
            return;
        }

        m_inputCtrl.Update(deltaTime, 0);
        ProcessNetworkMessages();

        while (!m_inputCtrl.MessageQueue.Empty())
        {
            var localMessage = m_inputCtrl.MessageQueue.Dequeue();
            // m_gameClient.Send(localMessage);
            // m_match.ProcessMessage(localMessage);
        }

        m_match.Update(deltaTime);
    }
Esempio n. 8
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        static void RunIngame(RegisterMemory rmem)
        {
            try
            {
                spikeWatch.Restart();
                // Update Timers
                GameTime.Update();
                GUCTimer.Update(GameTime.Ticks);

                // Do networking, read packets
                GameTime.Update();
                GameClient.Update();

                // handle peripherals' input
                GameTime.Update();
                InputHandler.Update();

                if (!ShowConnectionAttempts())
                {
                    if (!ingameStarted)
                    {
                        ingameStarted = true;
                        ScriptManager.Interface.StartIngame();
                    }

                    // ClientScripts update
                    GameTime.Update();
                    ScriptManager.Interface.Update(GameTime.Ticks);

                    if (GameClient.Client.IsIngame)
                    {
                        // Update worlds
                        GameTime.Update();
                        World.UpdateWorlds(GameTime.Ticks);
                    }

                    // Check spectator stuff
                    GameTime.Update();
                    GameClient.UpdateSpectator(GameTime.Ticks);

                    // check player hero
                    GameTime.Update();
                    NPC.UpdateHero(GameTime.Ticks);
                }

                // update guc sounds
                GameTime.Update();
                SoundHandler.Update3DSounds();

                spikeWatch.Stop();
                if (spikeTimer.IsReady)
                {
                    spikeLongest = 0;
                }
                if (spikeLongest < spikeWatch.Elapsed.Ticks)
                {
                    spikeLongest = spikeWatch.Elapsed.Ticks;
                }

                if (fpsWatch.IsRunning)
                {
                    long diff;
                    if ((diff = 8 * TimeSpan.TicksPerMillisecond - fpsWatch.Elapsed.Ticks) > 0)
                    {
                        Thread.Sleep((int)(diff / TimeSpan.TicksPerMillisecond));
                    }
                }
                lastElapsed = fpsWatch.Elapsed.Ticks;
                fpsWatch.Restart();
            }
            catch (Exception e)
            {
                Logger.LogError(e);
            }
        }
Esempio n. 9
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        public void Update()
        {
            for (int i = 0; i < Bullets.Count; ++i)
            {
                Bullet B = Bullets[i];
                B.Update();
                if (B.Removed)
                {
                    Bullets.RemoveAt(i);
                }
            }

            for (int i = 0; i < Tiles.Count; ++i)
            {
                GEntity T = Tiles[i];
                T.Update();
                if (T.Removed)
                {
                    Tiles.RemoveAt(i);
                }
            }

            for (int i = 0; i < Entities.Count; ++i)
            {
                GEntity E = Entities[i];
                E.HasFocus = false;
                E.Update();
                if (E.Removed)
                {
                    Entities.RemoveAt(i);
                }
            }

            for (int i = 0; i < Particles.Count; ++i)
            {
                Particle P = Particles[i];
                P.Update();
                if (P.Removed)
                {
                    Particles.RemoveAt(i);
                }
            }

            for (int i = 0; i < Bonuses.Count; ++i)
            {
                Bonus B = Bonuses.ElementAt(i).Value;
                B.Update();
                if (B.Removed || (B.LifeSpanExpired && Client.IsMain))
                {
                    Client.OnBonusRemove(B.Id);
                    Bonuses.Remove(B.Id);
                }
            }

            CurrentPlayer.Update();

            if (CurrentPlayer.Removed && (Client.IsConnected || Client.IsMain))
            {
                CurrentPlayer.Respawn();
            }

            ManageBonusGeneration();

            Client.Update(CurrentPlayer);
        }
Esempio n. 10
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 void Update()
 {
     m_gameClient.Update();
 }
Esempio n. 11
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 void Update()
 {
     client.Update();
 }
Esempio n. 12
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 protected virtual void Update()
 {
     GameClient?.Update();
     GameServer?.Update();
 }
Esempio n. 13
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 /// <summary>
 /// Обновить состояние игры
 /// </summary>
 private static void Update()
 {
     gameClient.Update();
 }