Esempio n. 1
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        public static void LoadInMainThread(XmlDocument gameDoc)
        {
            var watch = Stopwatch.StartNew();

            ClearState();
            MemoryUtility.ClearAllMapsAndWorld();

            LoadPatch.gameToLoad = gameDoc;

            CancelRootPlayStartLongEvents.cancel = true;
            Find.Root.Start();
            CancelRootPlayStartLongEvents.cancel = false;

            SavedGameLoaderNow.LoadGameFromSaveFileNow(null);

            Log.Message("Loading took " + watch.ElapsedMilliseconds);
        }
Esempio n. 2
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        public static void LoadInMainThread(TempGameData gameData)
        {
            DeepProfiler.Start("Multiplayer LoadInMainThread");

            ClearState();
            MemoryUtility.ClearAllMapsAndWorld();

            LoadPatch.gameToLoad = gameData;

            CancelRootPlayStartLongEvents.cancel = true;
            Find.Root.Start();
            CancelRootPlayStartLongEvents.cancel = false;

            // SaveCompression enabled in the patch
            SavedGameLoaderNow.LoadGameFromSaveFileNow(null);

            Log.Message($"loading stack {FactionContext.stack.Count}");

            DeepProfiler.End();
        }
Esempio n. 3
0
        public static void LoadInMainThread(XmlDocument gameDoc)
        {
            var watch = Stopwatch.StartNew();

            ClearState();
            MemoryUtility.ClearAllMapsAndWorld();

            LoadPatch.gameToLoad = gameDoc;

            CancelRootPlayStartLongEvents.cancel = true;
            Find.Root.Start();
            CancelRootPlayStartLongEvents.cancel = false;

            //foreach (var alert in ((UIRoot_Play)Find.UIRoot).alerts.AllAlerts)
            //    alert.lastBellTime = float.NaN;

            // SaveCompression enabled in the patch
            SavedGameLoaderNow.LoadGameFromSaveFileNow(null);

            Log.Message("Loading took " + watch.ElapsedMilliseconds);
        }