Esempio n. 1
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            Timing.TotalTime    = gameTime.TotalGameTime.TotalSeconds;
            Timing.Accumulator += gameTime.ElapsedGameTime.TotalSeconds;
            int updateIterations = (int)Math.Floor(Timing.Accumulator / Timing.Step);

            if (Timing.Accumulator > Timing.Step * 6.0)
            {
                //if the game's running too slowly then we have no choice
                //but to skip a bunch of steps
                //otherwise it snowballs and becomes unplayable
                Timing.Accumulator = Timing.Step;
            }

            CrossThread.ProcessTasks();

            PlayerInput.UpdateVariable();

            bool paused = true;

            if (SoundManager != null)
            {
                if (WindowActive || !Config.MuteOnFocusLost)
                {
                    SoundManager.ListenerGain = SoundManager.CompressionDynamicRangeGain;
                }
                else
                {
                    SoundManager.ListenerGain = 0.0f;
                }
            }

            while (Timing.Accumulator >= Timing.Step)
            {
                Stopwatch sw = new Stopwatch();
                sw.Start();

                fixedTime.IsRunningSlowly = gameTime.IsRunningSlowly;
                TimeSpan addTime = new TimeSpan(0, 0, 0, 0, 16);
                fixedTime.ElapsedGameTime = addTime;
                fixedTime.TotalGameTime.Add(addTime);
                base.Update(fixedTime);

                PlayerInput.Update(Timing.Step);


                if (loadingScreenOpen)
                {
                    //reset accumulator if loading
                    // -> less choppy loading screens because the screen is rendered after each update
                    // -> no pause caused by leftover time in the accumulator when starting a new shift
                    GameMain.ResetFrameTime();

                    if (!TitleScreen.PlayingSplashScreen)
                    {
                        SoundPlayer.Update((float)Timing.Step);
                    }

                    if (TitleScreen.LoadState >= 100.0f && !TitleScreen.PlayingSplashScreen &&
                        (!waitForKeyHit || ((PlayerInput.GetKeyboardState.GetPressedKeys().Length > 0 || PlayerInput.LeftButtonClicked()) && WindowActive)))
                    {
                        loadingScreenOpen = false;
                    }

                    if (!hasLoaded && !CoroutineManager.IsCoroutineRunning(loadingCoroutine))
                    {
                        string errMsg = "Loading was interrupted due to an error";
                        if (loadingCoroutine.Exception != null)
                        {
                            errMsg += ": " + loadingCoroutine.Exception.Message + "\n" + loadingCoroutine.Exception.StackTrace;
                        }
                        throw new Exception(errMsg);
                    }
                }
                else if (hasLoaded)
                {
                    if (ConnectLobby != 0)
                    {
                        if (Client != null)
                        {
                            Client.Disconnect();
                            Client = null;

                            GameMain.MainMenuScreen.Select();
                        }
                        Steam.SteamManager.JoinLobby(ConnectLobby, true);

                        ConnectLobby    = 0;
                        ConnectEndpoint = null;
                        ConnectName     = null;
                    }
                    else if (!string.IsNullOrWhiteSpace(ConnectEndpoint))
                    {
                        if (Client != null)
                        {
                            Client.Disconnect();
                            Client = null;

                            GameMain.MainMenuScreen.Select();
                        }
                        UInt64 serverSteamId = SteamManager.SteamIDStringToUInt64(ConnectEndpoint);
                        Client = new GameClient(SteamManager.GetUsername(),
                                                serverSteamId != 0 ? null : ConnectEndpoint,
                                                serverSteamId,
                                                string.IsNullOrWhiteSpace(ConnectName) ? ConnectEndpoint : ConnectName);
                        ConnectLobby    = 0;
                        ConnectEndpoint = null;
                        ConnectName     = null;
                    }

                    SoundPlayer.Update((float)Timing.Step);

                    if (PlayerInput.KeyHit(Keys.Escape) && WindowActive)
                    {
                        // Check if a text input is selected.
                        if (GUI.KeyboardDispatcher.Subscriber != null)
                        {
                            if (GUI.KeyboardDispatcher.Subscriber is GUITextBox textBox)
                            {
                                textBox.Deselect();
                            }
                            GUI.KeyboardDispatcher.Subscriber = null;
                        }
                        //if a verification prompt (are you sure you want to x) is open, close it
                        else if (GUIMessageBox.VisibleBox as GUIMessageBox != null &&
                                 GUIMessageBox.VisibleBox.UserData as string == "verificationprompt")
                        {
                            ((GUIMessageBox)GUIMessageBox.VisibleBox).Close();
                        }
                        else if (Tutorial.Initialized && Tutorial.ContentRunning)
                        {
                            (GameSession.GameMode as TutorialMode).Tutorial.CloseActiveContentGUI();
                        }
                        else if (GUI.PauseMenuOpen)
                        {
                            GUI.TogglePauseMenu();
                        }
                        else if ((Character.Controlled?.SelectedConstruction == null || !Character.Controlled.SelectedConstruction.ActiveHUDs.Any(ic => ic.GuiFrame != null)) &&
                                 Inventory.SelectedSlot == null && CharacterHealth.OpenHealthWindow == null)
                        {
                            // Otherwise toggle pausing, unless another window/interface is open.
                            GUI.TogglePauseMenu();
                        }
                    }

                    GUI.ClearUpdateList();
                    paused = (DebugConsole.IsOpen || GUI.PauseMenuOpen || GUI.SettingsMenuOpen || Tutorial.ContentRunning) &&
                             (NetworkMember == null || !NetworkMember.GameStarted);

#if !DEBUG
                    if (NetworkMember == null && !WindowActive && !paused && true && Screen.Selected != MainMenuScreen && Config.PauseOnFocusLost)
                    {
                        GUI.TogglePauseMenu();
                        paused = true;
                    }
#endif

                    Screen.Selected.AddToGUIUpdateList();

                    if (Client != null)
                    {
                        Client.AddToGUIUpdateList();
                    }

                    DebugConsole.AddToGUIUpdateList();

                    DebugConsole.Update(this, (float)Timing.Step);
                    paused = paused || (DebugConsole.IsOpen && (NetworkMember == null || !NetworkMember.GameStarted));

                    if (!paused)
                    {
                        Screen.Selected.Update(Timing.Step);
                    }
                    else if (Tutorial.Initialized && Tutorial.ContentRunning)
                    {
                        (GameSession.GameMode as TutorialMode).Update((float)Timing.Step);
                    }

                    if (NetworkMember != null)
                    {
                        NetworkMember.Update((float)Timing.Step);
                    }

                    GUI.Update((float)Timing.Step);
                }

                CoroutineManager.Update((float)Timing.Step, paused ? 0.0f : (float)Timing.Step);

                SteamManager.Update((float)Timing.Step);

                SoundManager?.Update();

                Timing.Accumulator -= Timing.Step;

                sw.Stop();
                PerformanceCounter.AddElapsedTicks("Update total", sw.ElapsedTicks);
                PerformanceCounter.UpdateTimeGraph.Update(sw.ElapsedTicks / (float)TimeSpan.TicksPerMillisecond);
                PerformanceCounter.UpdateIterationsGraph.Update(updateIterations);
            }

            if (!paused)
            {
                Timing.Alpha = Timing.Accumulator / Timing.Step;
            }
        }
Esempio n. 2
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            Timing.TotalTime    = gameTime.TotalGameTime.TotalSeconds;
            Timing.Accumulator += gameTime.ElapsedGameTime.TotalSeconds;
            PlayerInput.UpdateVariable();

            bool paused = true;

            while (Timing.Accumulator >= Timing.Step)
            {
                fixedTime.IsRunningSlowly = gameTime.IsRunningSlowly;
                TimeSpan addTime = new TimeSpan(0, 0, 0, 0, 16);
                fixedTime.ElapsedGameTime = addTime;
                fixedTime.TotalGameTime.Add(addTime);
                base.Update(fixedTime);

                PlayerInput.Update(Timing.Step);

                if (loadingScreenOpen)
                {
                    //reset accumulator if loading
                    // -> less choppy loading screens because the screen is rendered after each update
                    // -> no pause caused by leftover time in the accumulator when starting a new shift
                    Timing.Accumulator = 0.0f;

                    if (TitleScreen.LoadState >= 100.0f &&
                        (!waitForKeyHit || PlayerInput.GetKeyboardState.GetPressedKeys().Length > 0 || PlayerInput.LeftButtonClicked()))
                    {
                        loadingScreenOpen = false;
                    }

                    if (!hasLoaded && !CoroutineManager.IsCoroutineRunning(loadingCoroutine))
                    {
                        throw new Exception("Loading was interrupted due to an error");
                    }
                }
                else if (hasLoaded)
                {
                    SoundPlayer.Update((float)Timing.Step);

                    if (PlayerInput.KeyHit(Keys.Escape))
                    {
                        GUI.TogglePauseMenu();
                    }

                    GUIComponent.ClearUpdateList();
                    paused = (DebugConsole.IsOpen || GUI.PauseMenuOpen || GUI.SettingsMenuOpen) &&
                             (NetworkMember == null || !NetworkMember.GameStarted);

                    if (!paused)
                    {
                        Screen.Selected.AddToGUIUpdateList();
                    }

                    if (NetworkMember != null)
                    {
                        NetworkMember.AddToGUIUpdateList();
                    }

                    GUI.AddToGUIUpdateList();
                    DebugConsole.AddToGUIUpdateList();
                    GUIComponent.UpdateMouseOn();

                    DebugConsole.Update(this, (float)Timing.Step);
                    paused = paused || (DebugConsole.IsOpen && (NetworkMember == null || !NetworkMember.GameStarted));

                    if (!paused)
                    {
                        Screen.Selected.Update(Timing.Step);
                    }

                    if (NetworkMember != null)
                    {
                        NetworkMember.Update((float)Timing.Step);
                    }

                    GUI.Update((float)Timing.Step);
                }

                CoroutineManager.Update((float)Timing.Step, paused ? 0.0f : (float)Timing.Step);

                Timing.Accumulator -= Timing.Step;
            }

            if (!paused)
            {
                Timing.Alpha = Timing.Accumulator / Timing.Step;
            }
        }
Esempio n. 3
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            Timing.Accumulator += gameTime.ElapsedGameTime.TotalSeconds;
            int updateIterations = (int)Math.Floor(Timing.Accumulator / Timing.Step);

            if (Timing.Accumulator > Timing.Step * 6.0)
            {
                //if the game's running too slowly then we have no choice
                //but to skip a bunch of steps
                //otherwise it snowballs and becomes unplayable
                Timing.Accumulator = Timing.Step;
            }

            CrossThread.ProcessTasks();

            PlayerInput.UpdateVariable();

            if (SoundManager != null)
            {
                if (WindowActive || !Config.MuteOnFocusLost)
                {
                    SoundManager.ListenerGain = SoundManager.CompressionDynamicRangeGain;
                }
                else
                {
                    SoundManager.ListenerGain = 0.0f;
                }
            }

            while (Timing.Accumulator >= Timing.Step)
            {
                Timing.TotalTime += Timing.Step;

                Stopwatch sw = new Stopwatch();
                sw.Start();

                fixedTime.IsRunningSlowly = gameTime.IsRunningSlowly;
                TimeSpan addTime = new TimeSpan(0, 0, 0, 0, 16);
                fixedTime.ElapsedGameTime = addTime;
                fixedTime.TotalGameTime.Add(addTime);
                base.Update(fixedTime);

                PlayerInput.Update(Timing.Step);


                if (loadingScreenOpen)
                {
                    //reset accumulator if loading
                    // -> less choppy loading screens because the screen is rendered after each update
                    // -> no pause caused by leftover time in the accumulator when starting a new shift
                    GameMain.ResetFrameTime();

                    if (!TitleScreen.PlayingSplashScreen)
                    {
                        SoundPlayer.Update((float)Timing.Step);
                    }

                    if (TitleScreen.LoadState >= 100.0f && !TitleScreen.PlayingSplashScreen &&
                        (!waitForKeyHit || ((PlayerInput.GetKeyboardState.GetPressedKeys().Length > 0 || PlayerInput.PrimaryMouseButtonClicked()) && WindowActive)))
                    {
                        loadingScreenOpen = false;
                    }

#if DEBUG
                    if (TitleScreen.LoadState >= 100.0f && !TitleScreen.PlayingSplashScreen && Config.AutomaticQuickStartEnabled && FirstLoad)
                    {
                        loadingScreenOpen = false;
                        FirstLoad         = false;
                        MainMenuScreen.QuickStart();
                    }
#endif

                    if (!hasLoaded && !CoroutineManager.IsCoroutineRunning(loadingCoroutine))
                    {
                        throw new LoadingException(loadingCoroutine.Exception);
                    }
                }
                else if (hasLoaded)
                {
                    if (ConnectLobby != 0)
                    {
                        if (Client != null)
                        {
                            Client.Disconnect();
                            Client = null;

                            GameMain.MainMenuScreen.Select();
                        }
                        Steam.SteamManager.JoinLobby(ConnectLobby, true);

                        ConnectLobby    = 0;
                        ConnectEndpoint = null;
                        ConnectName     = null;
                    }
                    else if (!string.IsNullOrWhiteSpace(ConnectEndpoint))
                    {
                        if (Client != null)
                        {
                            Client.Disconnect();
                            Client = null;

                            GameMain.MainMenuScreen.Select();
                        }
                        UInt64 serverSteamId = SteamManager.SteamIDStringToUInt64(ConnectEndpoint);
                        Client = new GameClient(Config.PlayerName,
                                                serverSteamId != 0 ? null : ConnectEndpoint,
                                                serverSteamId,
                                                string.IsNullOrWhiteSpace(ConnectName) ? ConnectEndpoint : ConnectName);
                        ConnectLobby    = 0;
                        ConnectEndpoint = null;
                        ConnectName     = null;
                    }

                    SoundPlayer.Update((float)Timing.Step);

                    if (PlayerInput.KeyHit(Keys.Escape) && WindowActive)
                    {
                        // Check if a text input is selected.
                        if (GUI.KeyboardDispatcher.Subscriber != null)
                        {
                            if (GUI.KeyboardDispatcher.Subscriber is GUITextBox textBox)
                            {
                                textBox.Deselect();
                            }
                            GUI.KeyboardDispatcher.Subscriber = null;
                        }
                        //if a verification prompt (are you sure you want to x) is open, close it
                        else if (GUIMessageBox.VisibleBox as GUIMessageBox != null &&
                                 GUIMessageBox.VisibleBox.UserData as string == "verificationprompt")
                        {
                            ((GUIMessageBox)GUIMessageBox.VisibleBox).Close();
                        }
                        else if (Tutorial.Initialized && Tutorial.ContentRunning)
                        {
                            (GameSession.GameMode as TutorialMode).Tutorial.CloseActiveContentGUI();
                        }
                        else if (GameSession.IsTabMenuOpen)
                        {
                            gameSession.ToggleTabMenu();
                        }
                        else if (GUI.PauseMenuOpen)
                        {
                            GUI.TogglePauseMenu();
                        }
                        //open the pause menu if not controlling a character OR if the character has no UIs active that can be closed with ESC
                        else if ((Character.Controlled == null || !itemHudActive())
                                 //TODO: do we need to check Inventory.SelectedSlot?
                                 && Inventory.SelectedSlot == null && CharacterHealth.OpenHealthWindow == null &&
                                 !CrewManager.IsCommandInterfaceOpen &&
                                 !(Screen.Selected is SubEditorScreen editor && !editor.WiringMode && Character.Controlled?.SelectedConstruction != null))
                        {
                            // Otherwise toggle pausing, unless another window/interface is open.
                            GUI.TogglePauseMenu();
                        }

                        bool itemHudActive()
                        {
                            if (Character.Controlled?.SelectedConstruction == null)
                            {
                                return(false);
                            }
                            return
                                (Character.Controlled.SelectedConstruction.ActiveHUDs.Any(ic => ic.GuiFrame != null) ||
                                 ((Character.Controlled.ViewTarget as Item)?.Prefab?.FocusOnSelected ?? false));
                        }
                    }

#if DEBUG
                    if (GameMain.NetworkMember == null)
                    {
                        if (PlayerInput.KeyHit(Keys.P) && !(GUI.KeyboardDispatcher.Subscriber is GUITextBox))
                        {
                            DebugConsole.Paused = !DebugConsole.Paused;
                        }
                    }
#endif

                    GUI.ClearUpdateList();
                    Paused = (DebugConsole.IsOpen || GUI.PauseMenuOpen || GUI.SettingsMenuOpen || Tutorial.ContentRunning || DebugConsole.Paused) &&
                             (NetworkMember == null || !NetworkMember.GameStarted);

#if !DEBUG
                    if (NetworkMember == null && !WindowActive && !Paused && true && Screen.Selected != MainMenuScreen && Config.PauseOnFocusLost)
                    {
                        GUI.TogglePauseMenu();
                        Paused = true;
                    }
#endif

                    Screen.Selected.AddToGUIUpdateList();

                    if (Client != null)
                    {
                        Client.AddToGUIUpdateList();
                    }

                    FileSelection.AddToGUIUpdateList();

                    DebugConsole.AddToGUIUpdateList();

                    DebugConsole.Update((float)Timing.Step);
                    Paused = Paused || (DebugConsole.IsOpen && (NetworkMember == null || !NetworkMember.GameStarted));

                    if (!Paused)
                    {
                        Screen.Selected.Update(Timing.Step);
                    }
                    else if (Tutorial.Initialized && Tutorial.ContentRunning)
                    {
                        (GameSession.GameMode as TutorialMode).Update((float)Timing.Step);
                    }
                    else if (DebugConsole.Paused)
                    {
                        if (Screen.Selected.Cam == null)
                        {
                            DebugConsole.Paused = false;
                        }
                        else
                        {
                            Screen.Selected.Cam.MoveCamera((float)Timing.Step);
                        }
                    }

                    if (NetworkMember != null)
                    {
                        NetworkMember.Update((float)Timing.Step);
                    }

                    GUI.Update((float)Timing.Step);
                }

                CoroutineManager.Update((float)Timing.Step, Paused ? 0.0f : (float)Timing.Step);

                SteamManager.Update((float)Timing.Step);

                TaskPool.Update();

                SoundManager?.Update();

                Timing.Accumulator -= Timing.Step;

                sw.Stop();
                PerformanceCounter.AddElapsedTicks("Update total", sw.ElapsedTicks);
                PerformanceCounter.UpdateTimeGraph.Update(sw.ElapsedTicks * 1000.0f / (float)Stopwatch.Frequency);
                PerformanceCounter.UpdateIterationsGraph.Update(updateIterations);
            }

            if (!Paused)
            {
                Timing.Alpha = Timing.Accumulator / Timing.Step;
            }
        }
Esempio n. 4
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            Timing.TotalTime    = gameTime.TotalGameTime.TotalSeconds;
            Timing.Accumulator += gameTime.ElapsedGameTime.TotalSeconds;
            int updateIterations = (int)Math.Floor(Timing.Accumulator / Timing.Step);

            if (Timing.Accumulator > Timing.Step * 6.0)
            {
                //if the game's running too slowly then we have no choice
                //but to skip a bunch of steps
                //otherwise it snowballs and becomes unplayable
                Timing.Accumulator = Timing.Step;
            }
            PlayerInput.UpdateVariable();

            bool paused = true;

            while (Timing.Accumulator >= Timing.Step)
            {
                Stopwatch sw = new Stopwatch();
                sw.Start();

                fixedTime.IsRunningSlowly = gameTime.IsRunningSlowly;
                TimeSpan addTime = new TimeSpan(0, 0, 0, 0, 16);
                fixedTime.ElapsedGameTime = addTime;
                fixedTime.TotalGameTime.Add(addTime);
                base.Update(fixedTime);

                PlayerInput.Update(Timing.Step);

                if (loadingScreenOpen)
                {
                    //reset accumulator if loading
                    // -> less choppy loading screens because the screen is rendered after each update
                    // -> no pause caused by leftover time in the accumulator when starting a new shift
                    Timing.Accumulator = 0.0f;

                    if (TitleScreen.LoadState >= 100.0f &&
                        (!waitForKeyHit || PlayerInput.GetKeyboardState.GetPressedKeys().Length > 0 || PlayerInput.LeftButtonClicked()))
                    {
                        loadingScreenOpen = false;
                    }

                    if (!hasLoaded && !CoroutineManager.IsCoroutineRunning(loadingCoroutine))
                    {
                        string errMsg = "Loading was interrupted due to an error";
                        if (loadingCoroutine.Exception != null)
                        {
                            errMsg += ": " + loadingCoroutine.Exception.Message + "\n" + loadingCoroutine.Exception.StackTrace;
                        }
                        throw new Exception(errMsg);
                    }
                }
                else if (hasLoaded)
                {
                    SoundPlayer.Update((float)Timing.Step);

                    if (PlayerInput.KeyHit(Keys.Escape))
                    {
                        GUI.TogglePauseMenu();
                    }

                    GUI.ClearUpdateList();
                    paused = (DebugConsole.IsOpen || GUI.PauseMenuOpen || GUI.SettingsMenuOpen) &&
                             (NetworkMember == null || !NetworkMember.GameStarted);

                    Screen.Selected.AddToGUIUpdateList();

                    if (NetworkMember != null)
                    {
                        NetworkMember.AddToGUIUpdateList();
                    }

                    DebugConsole.AddToGUIUpdateList();

                    DebugConsole.Update(this, (float)Timing.Step);
                    paused = paused || (DebugConsole.IsOpen && (NetworkMember == null || !NetworkMember.GameStarted));

                    if (!paused)
                    {
                        Screen.Selected.Update(Timing.Step);
                    }

                    if (NetworkMember != null)
                    {
                        NetworkMember.Update((float)Timing.Step);
                    }

                    GUI.Update((float)Timing.Step);
                }

                CoroutineManager.Update((float)Timing.Step, paused ? 0.0f : (float)Timing.Step);

                SteamManager.Update((float)Timing.Step);

                Timing.Accumulator -= Timing.Step;

                sw.Stop();
                PerformanceCounter.AddElapsedTicks("Update total", sw.ElapsedTicks);
                PerformanceCounter.UpdateTimeGraph.Update(sw.ElapsedTicks / (float)TimeSpan.TicksPerMillisecond);
                PerformanceCounter.UpdateIterationsGraph.Update(updateIterations);
            }

            if (!paused)
            {
                Timing.Alpha = Timing.Accumulator / Timing.Step;
            }
        }
Esempio n. 5
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            Timing.TotalTime    = gameTime.TotalGameTime.TotalSeconds;
            Timing.Accumulator += gameTime.ElapsedGameTime.TotalSeconds;
            PlayerInput.UpdateVariable();

            bool paused = true;

            if (GameMain.NilMod.UseExperimentalFPSLagPrevention && !loadingScreenOpen)
            {
                if ((int)GameMain.FrameCounter.CurrentFramesPerSecond <= 2)
                {
                    Timing.Step = 1.0 / 8.0;
                    FarseerPhysics.Settings.VelocityIterations    = 10;
                    FarseerPhysics.Settings.PositionIterations    = 4;
                    FarseerPhysics.Settings.TOIPositionIterations = 25;
                    FarseerPhysics.Settings.TOIVelocityIterations = 10;
                }
                else if ((int)GameMain.FrameCounter.CurrentFramesPerSecond <= 4)
                {
                    Timing.Step = 1.0 / 10.0;
                    FarseerPhysics.Settings.VelocityIterations    = 10;
                    FarseerPhysics.Settings.PositionIterations    = 4;
                    FarseerPhysics.Settings.TOIPositionIterations = 25;
                    FarseerPhysics.Settings.TOIVelocityIterations = 10;
                }
                else if ((int)GameMain.FrameCounter.CurrentFramesPerSecond <= 6)
                {
                    Timing.Step = 1.0 / 12.0;
                    FarseerPhysics.Settings.VelocityIterations    = 10;
                    FarseerPhysics.Settings.PositionIterations    = 4;
                    FarseerPhysics.Settings.TOIPositionIterations = 25;
                    FarseerPhysics.Settings.TOIVelocityIterations = 10;
                }
                else if ((int)GameMain.FrameCounter.CurrentFramesPerSecond <= 8)
                {
                    Timing.Step = 1.0 / 15.0;
                    FarseerPhysics.Settings.VelocityIterations    = 9;
                    FarseerPhysics.Settings.PositionIterations    = 4;
                    FarseerPhysics.Settings.TOIPositionIterations = 22;
                    FarseerPhysics.Settings.TOIVelocityIterations = 9;
                }
                else if ((int)GameMain.FrameCounter.CurrentFramesPerSecond <= 10)
                {
                    Timing.Step = 1.0 / 20.0;
                    FarseerPhysics.Settings.VelocityIterations    = 9;
                    FarseerPhysics.Settings.PositionIterations    = 4;
                    FarseerPhysics.Settings.TOIPositionIterations = 22;
                    FarseerPhysics.Settings.TOIVelocityIterations = 9;
                }
                else if ((int)GameMain.FrameCounter.CurrentFramesPerSecond <= 12)
                {
                    Timing.Step = 1.0 / 25.0;
                    FarseerPhysics.Settings.VelocityIterations    = 9;
                    FarseerPhysics.Settings.PositionIterations    = 4;
                    FarseerPhysics.Settings.TOIPositionIterations = 22;
                    FarseerPhysics.Settings.TOIVelocityIterations = 9;
                }
                else if ((int)GameMain.FrameCounter.CurrentFramesPerSecond <= 14)
                {
                    Timing.Step = 1.0 / 30.0;
                    FarseerPhysics.Settings.VelocityIterations    = 8;
                    FarseerPhysics.Settings.PositionIterations    = 3;
                    FarseerPhysics.Settings.TOIPositionIterations = 20;
                    FarseerPhysics.Settings.TOIVelocityIterations = 8;
                }
                else if ((int)GameMain.FrameCounter.CurrentFramesPerSecond <= 16)
                {
                    Timing.Step = 1.0 / 35.0;
                    FarseerPhysics.Settings.VelocityIterations    = 8;
                    FarseerPhysics.Settings.PositionIterations    = 3;
                    FarseerPhysics.Settings.TOIPositionIterations = 20;
                    FarseerPhysics.Settings.TOIVelocityIterations = 8;
                }
                else if ((int)GameMain.FrameCounter.CurrentFramesPerSecond <= 18)
                {
                    Timing.Step = 1.0 / 40.0;
                    FarseerPhysics.Settings.VelocityIterations    = 8;
                    FarseerPhysics.Settings.PositionIterations    = 3;
                    FarseerPhysics.Settings.TOIPositionIterations = 20;
                    FarseerPhysics.Settings.TOIVelocityIterations = 8;
                }
                else if ((int)GameMain.FrameCounter.CurrentFramesPerSecond <= 20)
                {
                    Timing.Step = 1.0 / 45.0;
                    FarseerPhysics.Settings.VelocityIterations    = 8;
                    FarseerPhysics.Settings.PositionIterations    = 3;
                    FarseerPhysics.Settings.TOIPositionIterations = 20;
                    FarseerPhysics.Settings.TOIVelocityIterations = 8;
                }
                else if ((int)GameMain.FrameCounter.CurrentFramesPerSecond <= 22)
                {
                    Timing.Step = 1.0 / 50.0;
                    FarseerPhysics.Settings.VelocityIterations    = 8;
                    FarseerPhysics.Settings.PositionIterations    = 3;
                    FarseerPhysics.Settings.TOIPositionIterations = 20;
                    FarseerPhysics.Settings.TOIVelocityIterations = 8;
                }
                else if ((int)GameMain.FrameCounter.CurrentFramesPerSecond <= 25)
                {
                    Timing.Step = 1.0 / 55.0;
                    FarseerPhysics.Settings.VelocityIterations    = 8;
                    FarseerPhysics.Settings.PositionIterations    = 3;
                    FarseerPhysics.Settings.TOIPositionIterations = 20;
                    FarseerPhysics.Settings.TOIVelocityIterations = 8;
                }
                else
                {
                    Timing.Step = 1.0 / 60.0;
                    FarseerPhysics.Settings.VelocityIterations    = 8;
                    FarseerPhysics.Settings.PositionIterations    = 3;
                    FarseerPhysics.Settings.TOIPositionIterations = 20;
                    FarseerPhysics.Settings.TOIVelocityIterations = 8;
                }
            }
            else
            {
                Timing.Step = 1.0 / 60.0;
                FarseerPhysics.Settings.VelocityIterations    = 8;
                FarseerPhysics.Settings.PositionIterations    = 3;
                FarseerPhysics.Settings.TOIPositionIterations = 20;
                FarseerPhysics.Settings.TOIVelocityIterations = 8;
            }

            while (Timing.Accumulator >= Timing.Step)
            {
                NilModProfiler.SWMainUpdateLoop.Start();
                fixedTime.IsRunningSlowly = gameTime.IsRunningSlowly;
                TimeSpan addTime = new TimeSpan(0, 0, 0, 0, 16);

                if (GameMain.NilMod.UseExperimentalFPSLagPrevention)
                {
                    if ((int)GameMain.FrameCounter.CurrentFramesPerSecond <= 2)
                    {
                        addTime = new TimeSpan(0, 0, 0, 0, 125);
                    }
                    else if ((int)GameMain.FrameCounter.CurrentFramesPerSecond <= 4)
                    {
                        addTime = new TimeSpan(0, 0, 0, 0, 100);
                    }
                    else if ((int)GameMain.FrameCounter.CurrentFramesPerSecond <= 6)
                    {
                        addTime = new TimeSpan(0, 0, 0, 0, 83);
                    }
                    else if ((int)GameMain.FrameCounter.CurrentFramesPerSecond <= 8)
                    {
                        addTime = new TimeSpan(0, 0, 0, 0, 66);
                    }
                    else if ((int)GameMain.FrameCounter.CurrentFramesPerSecond <= 10)
                    {
                        addTime = new TimeSpan(0, 0, 0, 0, 50);
                    }
                    else if ((int)GameMain.FrameCounter.CurrentFramesPerSecond <= 12)
                    {
                        addTime = new TimeSpan(0, 0, 0, 0, 40);
                    }
                    else if ((int)GameMain.FrameCounter.CurrentFramesPerSecond <= 14)
                    {
                        addTime = new TimeSpan(0, 0, 0, 0, 33);
                    }
                    else if ((int)GameMain.FrameCounter.CurrentFramesPerSecond <= 16)
                    {
                        addTime = new TimeSpan(0, 0, 0, 0, 28);
                    }
                    else if ((int)GameMain.FrameCounter.CurrentFramesPerSecond <= 18)
                    {
                        addTime = new TimeSpan(0, 0, 0, 0, 25);
                    }
                    else if ((int)GameMain.FrameCounter.CurrentFramesPerSecond <= 20)
                    {
                        addTime = new TimeSpan(0, 0, 0, 0, 22);
                    }
                    else if ((int)GameMain.FrameCounter.CurrentFramesPerSecond <= 22)
                    {
                        addTime = new TimeSpan(0, 0, 0, 0, 20);
                    }
                    else if ((int)GameMain.FrameCounter.CurrentFramesPerSecond <= 25)
                    {
                        addTime = new TimeSpan(0, 0, 0, 0, 18);
                    }
                    else
                    {
                        addTime = new TimeSpan(0, 0, 0, 0, 16);
                    }
                }

                fixedTime.ElapsedGameTime = addTime;
                fixedTime.TotalGameTime.Add(addTime);
                base.Update(fixedTime);

                NilModProfiler.SWPlayerInput.Start();
                if (WindowActive)
                {
                    PlayerInput.Update(Timing.Step);
                }
                NilModProfiler.RecordPlayerInput();

                if (loadingScreenOpen)
                {
                    //reset accumulator if loading
                    // -> less choppy loading screens because the screen is rendered after each update
                    // -> no pause caused by leftover time in the accumulator when starting a new shift
                    if (TitleScreen.LoadState >= 100f)
                    {
                        Timing.Accumulator     = 0.0f;
                        this.TargetElapsedTime = new TimeSpan(0, 0, 0, 0, 12);
                    }
                    else
                    {
                        Timing.Accumulator     = Timing.Step * 1.99;
                        this.TargetElapsedTime = new TimeSpan(0, 0, 0, 0, 1);
                    }

                    if (TitleScreen.LoadState >= 100.0f &&
                        (!waitForKeyHit || PlayerInput.GetKeyboardState.GetPressedKeys().Length > 0 || PlayerInput.LeftButtonClicked()))
                    {
                        loadingScreenOpen = false;
                    }

                    if (!hasLoaded && !CoroutineManager.IsCoroutineRunning(loadingCoroutine))
                    {
                        throw new Exception("Loading was interrupted due to an error");
                    }
                }
                else if (hasLoaded)
                {
                    NilMod.Update((float)Timing.Step);

                    NilModProfiler.SWSoundPlayer.Start();
                    SoundPlayer.Update((float)Timing.Step);
                    NilModProfiler.RecordSoundPlayer();

                    if (PlayerInput.KeyHit(Keys.Escape))
                    {
                        GUI.TogglePauseMenu();
                    }

                    GUIComponent.ClearUpdateList();
                    paused = (DebugConsole.IsOpen || GUI.PauseMenuOpen || GUI.SettingsMenuOpen) &&
                             (NetworkMember == null || !NetworkMember.GameStarted);

                    if (!paused)
                    {
                        Screen.Selected.AddToGUIUpdateList();
                    }

                    if (NetworkMember != null)
                    {
                        NetworkMember.AddToGUIUpdateList();
                    }

                    GUI.AddToGUIUpdateList();
                    DebugConsole.AddToGUIUpdateList();
                    GUIComponent.UpdateMouseOn();

                    NilModProfiler.SWDebugConsole.Start();
                    DebugConsole.Update(this, (float)Timing.Step);
                    paused = paused || (DebugConsole.IsOpen && (NetworkMember == null || !NetworkMember.GameStarted));
                    NilModProfiler.RecordDebugConsole();

                    if (!paused)
                    {
                        NilModProfiler.SWGameScreen.Start();
                        Screen.Selected.Update(Timing.Step);
                        NilModProfiler.RecordGameScreen();
                    }

                    if (NetworkMember != null)
                    {
                        NilModProfiler.SWNetworkMember.Start();
                        NetworkMember.Update((float)Timing.Step);
                        NilModProfiler.RecordNetworkMember();
                    }

                    NilModProfiler.SWGUIUpdate.Start();
                    GUI.Update((float)Timing.Step);
                    NilModProfiler.RecordGUIUpdate();
                }

                NilModProfiler.SWCoroutineManager.Start();
                CoroutineManager.Update((float)Timing.Step, paused ? 0.0f : (float)Timing.Step);
                NilModProfiler.RecordCoroutineManager();

                Timing.Accumulator -= Timing.Step;
                if (NilModProfiler.SWMainUpdateLoop.ElapsedTicks > 0)
                {
                    NilModProfiler.RecordMainLoopUpdate();
                }
            }

            GameMain.NilModProfiler.Update((float)Timing.Step);

            if (!paused)
            {
                Timing.Alpha = Timing.Accumulator / Timing.Step;
            }
        }