LoadAllTextures() static private method

Loads all registered textures.
static private LoadAllTextures ( ) : void
return void
Esempio n. 1
0
        /// <summary>This method is called once the route and train data have been preprocessed, in order to physically setup the simulation</summary>
        private void SetupSimulation()
        {
            if (Loading.Cancel)
            {
                Close();
            }

            lock (Illustrations.Locker)
            {
                Timetable.CreateTimetable();
            }
            //Check if any critical errors have occured during the route or train loading
            for (int i = 0; i < Interface.MessageCount; i++)
            {
                if (Interface.LogMessages[i].Type == MessageType.Critical)
                {
                    MessageBox.Show("A critical error has occured:\n\n" + Interface.LogMessages[i].Text + "\n\nPlease inspect the error log file for further information.", "Load", MessageBoxButtons.OK, MessageBoxIcon.Hand);
                    Close();
                }
            }
            Program.Renderer.Lighting.Initialize();
            Game.LogRouteName = System.IO.Path.GetFileName(MainLoop.currentResult.RouteFile);
            Game.LogTrainName = System.IO.Path.GetFileName(MainLoop.currentResult.TrainFolder);
            Game.LogDateTime  = DateTime.Now;

            if (Interface.CurrentOptions.LoadInAdvance)
            {
                Textures.LoadAllTextures();
            }
            else
            {
                Program.Renderer.TextureManager.UnloadAllTextures();
            }
            // camera
            Program.Renderer.InitializeVisibility();
            TrainManager.PlayerTrain.DriverBody = new DriverBody(TrainManager.PlayerTrain);
            World.CameraTrackFollower.UpdateAbsolute(0.0, true, false);
            World.CameraTrackFollower.UpdateAbsolute(-0.1, true, false);
            World.CameraTrackFollower.UpdateAbsolute(0.1, true, false);
            World.CameraTrackFollower.TriggerType = EventTriggerType.Camera;
            // starting time and track position
            Program.CurrentRoute.SecondsSinceMidnight = 0.0;
            Game.StartupTime = 0.0;
            int    PlayerFirstStationIndex = -1;
            double PlayerFirstStationPosition;
            int    os = -1;
            bool   f  = false;

            for (int i = 0; i < Program.CurrentRoute.Stations.Length; i++)
            {
                if (!String.IsNullOrEmpty(Game.InitialStationName))
                {
                    if (Game.InitialStationName.ToLowerInvariant() == Program.CurrentRoute.Stations[i].Name.ToLowerInvariant())
                    {
                        PlayerFirstStationIndex = i;
                    }
                }
                if (Program.CurrentRoute.Stations[i].StopMode == StationStopMode.AllStop | Program.CurrentRoute.Stations[i].StopMode == StationStopMode.PlayerStop & Program.CurrentRoute.Stations[i].Stops.Length != 0)
                {
                    if (f == false)
                    {
                        os = i;
                        f  = true;
                    }
                }
            }
            if (PlayerFirstStationIndex == -1)
            {
                PlayerFirstStationIndex = os;
            }
            {
                int s = Program.CurrentRoute.Stations[PlayerFirstStationIndex].GetStopIndex(TrainManager.PlayerTrain.NumberOfCars);
                if (s >= 0)
                {
                    PlayerFirstStationPosition = Program.CurrentRoute.Stations[PlayerFirstStationIndex].Stops[s].TrackPosition;

                    double TrainLength = 0.0;
                    for (int c = 0; c < TrainManager.PlayerTrain.Cars.Length; c++)
                    {
                        TrainLength += TrainManager.PlayerTrain.Cars[c].Length;
                    }

                    for (int j = 0; j < Program.CurrentRoute.BufferTrackPositions.Length; j++)
                    {
                        if (PlayerFirstStationPosition > Program.CurrentRoute.BufferTrackPositions[j] && PlayerFirstStationPosition - TrainLength < Program.CurrentRoute.BufferTrackPositions[j])
                        {
                            /*
                             * HACK: The initial start position for the player train is stuck on a set of buffers
                             * This means we have to make some one the fly adjustments to the first station stop position
                             */

                            //Set the start position to be the buffer position plus the train length plus 1m
                            PlayerFirstStationPosition = Program.CurrentRoute.BufferTrackPositions[j] + TrainLength + 1;
                            //Update the station stop location
                            if (s >= 0)
                            {
                                Program.CurrentRoute.Stations[PlayerFirstStationIndex].Stops[s].TrackPosition = PlayerFirstStationPosition;
                            }
                            else
                            {
                                Program.CurrentRoute.Stations[PlayerFirstStationIndex].DefaultTrackPosition = PlayerFirstStationPosition;
                            }
                            break;
                        }
                    }
                }
                else
                {
                    PlayerFirstStationPosition = Program.CurrentRoute.Stations[PlayerFirstStationIndex].DefaultTrackPosition;
                }
                if (Game.InitialStationTime != -1)
                {
                    Program.CurrentRoute.SecondsSinceMidnight = Game.InitialStationTime;
                    Game.StartupTime = Game.InitialStationTime;
                }
                else
                {
                    if (Program.CurrentRoute.Stations[PlayerFirstStationIndex].ArrivalTime < 0.0)
                    {
                        if (Program.CurrentRoute.Stations[PlayerFirstStationIndex].DepartureTime < 0.0)
                        {
                            Program.CurrentRoute.SecondsSinceMidnight = 0.0;
                            Game.StartupTime = 0.0;
                        }
                        else
                        {
                            Program.CurrentRoute.SecondsSinceMidnight = Program.CurrentRoute.Stations[PlayerFirstStationIndex].DepartureTime -
                                                                        Program.CurrentRoute.Stations[PlayerFirstStationIndex].StopTime;
                            Game.StartupTime = Program.CurrentRoute.Stations[PlayerFirstStationIndex].DepartureTime -
                                               Program.CurrentRoute.Stations[PlayerFirstStationIndex].StopTime;
                        }
                    }
                    else
                    {
                        Program.CurrentRoute.SecondsSinceMidnight = Program.CurrentRoute.Stations[PlayerFirstStationIndex].ArrivalTime;
                        Game.StartupTime = Program.CurrentRoute.Stations[PlayerFirstStationIndex].ArrivalTime;
                    }
                }
            }
            int    OtherFirstStationIndex    = -1;
            double OtherFirstStationPosition = 0.0;
            double OtherFirstStationTime     = 0.0;

            for (int i = 0; i < Program.CurrentRoute.Stations.Length; i++)
            {
                if (Program.CurrentRoute.Stations[i].StopMode == StationStopMode.AllStop | Program.CurrentRoute.Stations[i].StopMode == StationStopMode.PlayerPass & Program.CurrentRoute.Stations[i].Stops.Length != 0)
                {
                    OtherFirstStationIndex = i;
                    int s = Program.CurrentRoute.Stations[i].GetStopIndex(TrainManager.PlayerTrain.Cars.Length);
                    if (s >= 0)
                    {
                        OtherFirstStationPosition = Program.CurrentRoute.Stations[i].Stops[s].TrackPosition;
                    }
                    else
                    {
                        OtherFirstStationPosition = Program.CurrentRoute.Stations[i].DefaultTrackPosition;
                    }
                    if (Program.CurrentRoute.Stations[i].ArrivalTime < 0.0)
                    {
                        if (Program.CurrentRoute.Stations[i].DepartureTime < 0.0)
                        {
                            OtherFirstStationTime = 0.0;
                        }
                        else
                        {
                            OtherFirstStationTime = Program.CurrentRoute.Stations[i].DepartureTime - Program.CurrentRoute.Stations[i].StopTime;
                        }
                    }
                    else
                    {
                        OtherFirstStationTime = Program.CurrentRoute.Stations[i].ArrivalTime;
                    }
                    break;
                }
            }
            if (Game.PrecedingTrainTimeDeltas.Length != 0)
            {
                OtherFirstStationTime -= Game.PrecedingTrainTimeDeltas[Game.PrecedingTrainTimeDeltas.Length - 1];
                if (OtherFirstStationTime < Program.CurrentRoute.SecondsSinceMidnight)
                {
                    Program.CurrentRoute.SecondsSinceMidnight = OtherFirstStationTime;
                }
            }
            // initialize trains
            for (int i = 0; i < TrainManager.Trains.Length; i++)
            {
                TrainManager.Trains[i].Initialize();
                int s = TrainManager.Trains[i].IsPlayerTrain ? PlayerFirstStationIndex : OtherFirstStationIndex;
                if (s >= 0)
                {
                    if (Program.CurrentRoute.Stations[s].OpenLeftDoors)
                    {
                        for (int j = 0; j < TrainManager.Trains[i].Cars.Length; j++)
                        {
                            TrainManager.Trains[i].Cars[j].Doors[0].AnticipatedOpen = true;
                        }
                    }
                    if (Program.CurrentRoute.Stations[s].OpenRightDoors)
                    {
                        for (int j = 0; j < TrainManager.Trains[i].Cars.Length; j++)
                        {
                            TrainManager.Trains[i].Cars[j].Doors[1].AnticipatedOpen = true;
                        }
                    }
                }
                if (Program.CurrentRoute.Sections.Length != 0)
                {
                    Program.CurrentRoute.Sections[0].Enter(TrainManager.Trains[i]);
                }
                for (int j = 0; j < TrainManager.Trains[i].Cars.Length; j++)
                {
                    double length = TrainManager.Trains[i].Cars[0].Length;
                    TrainManager.Trains[i].Cars[j].Move(-length);
                    TrainManager.Trains[i].Cars[j].Move(length);
                }
            }

            foreach (var Train in TrainManager.TFOs)
            {
                Train.Initialize();

                foreach (var Car in Train.Cars)
                {
                    double length = Train.Cars[0].Length;
                    Car.Move(-length);
                    Car.Move(length);
                }
            }

            // score
            Game.CurrentScore.ArrivalStation   = PlayerFirstStationIndex + 1;
            Game.CurrentScore.DepartureStation = PlayerFirstStationIndex;
            Game.CurrentScore.Maximum          = 0;
            for (int i = 0; i < Program.CurrentRoute.Stations.Length; i++)
            {
                if (i != PlayerFirstStationIndex & Program.CurrentRoute.Stations[i].PlayerStops())
                {
                    if (i == 0 || Program.CurrentRoute.Stations[i - 1].Type != StationType.ChangeEnds && Program.CurrentRoute.Stations[i - 1].Type != StationType.Jump)
                    {
                        Game.CurrentScore.Maximum += Game.ScoreValueStationArrival;
                    }
                }
            }
            if (Game.CurrentScore.Maximum <= 0)
            {
                Game.CurrentScore.Maximum = Game.ScoreValueStationArrival;
            }
            // signals
            if (Program.CurrentRoute.Sections.Length > 0)
            {
                Program.CurrentRoute.UpdateAllSections();
            }
            // move train in position
            for (int i = 0; i < TrainManager.Trains.Length; i++)
            {
                double p;
                if (TrainManager.Trains[i].IsPlayerTrain)
                {
                    p = PlayerFirstStationPosition;
                }
                else if (TrainManager.Trains[i].State == TrainState.Bogus)
                {
                    p = Program.CurrentRoute.BogusPreTrainInstructions[0].TrackPosition;
                    TrainManager.Trains[i].AI = new Game.BogusPretrainAI(TrainManager.Trains[i]);
                }
                else
                {
                    p = OtherFirstStationPosition;
                }
                for (int j = 0; j < TrainManager.Trains[i].Cars.Length; j++)
                {
                    TrainManager.Trains[i].Cars[j].Move(p);
                }
            }
            // timetable
            if (Timetable.DefaultTimetableDescription.Length == 0)
            {
                Timetable.DefaultTimetableDescription = Game.LogTrainName;
            }

            // initialize camera
            if (Program.Renderer.Camera.CurrentRestriction == CameraRestrictionMode.NotAvailable)
            {
                Program.Renderer.Camera.CurrentMode = CameraViewMode.InteriorLookAhead;
            }
            //Place the initial camera in the driver car
            TrainManager.PlayerTrain.Cars[TrainManager.PlayerTrain.DriverCar].UpdateCamera();
            World.CameraTrackFollower.UpdateAbsolute(-1.0, true, false);
            Program.Renderer.UpdateVisibility(World.CameraTrackFollower.TrackPosition + Program.Renderer.Camera.Alignment.Position.Z);
            World.CameraSavedExterior = new CameraAlignment(new OpenBveApi.Math.Vector3(-2.5, 1.5, -15.0), 0.3, -0.2, 0.0, PlayerFirstStationPosition, 1.0);
            World.CameraSavedTrack    = new CameraAlignment(new OpenBveApi.Math.Vector3(-3.0, 2.5, 0.0), 0.3, 0.0, 0.0, TrainManager.PlayerTrain.Cars[0].TrackPosition - 10.0, 1.0);
            // signalling sections
            for (int i = 0; i < TrainManager.Trains.Length; i++)
            {
                int s = TrainManager.Trains[i].CurrentSectionIndex;
                Program.CurrentRoute.Sections[s].Enter(TrainManager.Trains[i]);
            }
            if (Program.CurrentRoute.Sections.Length > 0)
            {
                Program.CurrentRoute.UpdateAllSections();
            }
            // fast-forward until start time
            {
                Game.MinimalisticSimulation = true;
                const double w = 0.25;
                double       u = Game.StartupTime - Program.CurrentRoute.SecondsSinceMidnight;
                if (u > 0)
                {
                    while (true)
                    {
                        double v = u < w ? u : w; u -= v;
                        Program.CurrentRoute.SecondsSinceMidnight += v;
                        TrainManager.UpdateTrains(v);
                        if (u <= 0.0)
                        {
                            break;
                        }
                        TotalTimeElapsedForSectionUpdate += v;
                        if (TotalTimeElapsedForSectionUpdate >= 1.0)
                        {
                            if (Program.CurrentRoute.Sections.Length > 0)
                            {
                                Program.CurrentRoute.UpdateAllSections();
                            }
                            TotalTimeElapsedForSectionUpdate = 0.0;
                        }
                    }
                }
                Game.MinimalisticSimulation = false;
            }
            // animated objects
            ObjectManager.UpdateAnimatedWorldObjects(0.0, true);
            TrainManager.UpdateTrainObjects(0.0, true);
            //HACK: This function calls a single update on all objects attached to the player's train
            //      but ignores any specified damping so that all needles etc. are in the correct place
            //      for the first frame, rather than spinning wildly to get to the starting point.
            TrainManager.PlayerTrain.UpdateCabObjects();
            // timetable
            if (TrainManager.PlayerTrain.Station >= 0)
            {
                Timetable.UpdateCustomTimetable(Program.CurrentRoute.Stations[TrainManager.PlayerTrain.Station].TimetableDaytimeTexture, Program.CurrentRoute.Stations[TrainManager.PlayerTrain.Station].TimetableNighttimeTexture);
                if (Timetable.CustomObjectsUsed != 0 & Timetable.CustomTimetableAvailable && Interface.CurrentOptions.TimeTableStyle != Interface.TimeTableMode.AutoGenerated && Interface.CurrentOptions.TimeTableStyle != Interface.TimeTableMode.None)
                {
                    Timetable.CurrentTimetable = Timetable.TimetableState.Custom;
                }
            }
            //Create AI driver for the player train if specified via the commmand line
            if (Game.InitialAIDriver == true)
            {
                TrainManager.PlayerTrain.AI = new Game.SimpleHumanDriverAI(TrainManager.PlayerTrain);
                if (TrainManager.PlayerTrain.Plugin != null && !TrainManager.PlayerTrain.Plugin.SupportsAI)
                {
                    Game.AddMessage(Translations.GetInterfaceString("notification_aiunable"), MessageDependency.None, GameMode.Expert,
                                    OpenBveApi.Colors.MessageColor.White, Program.CurrentRoute.SecondsSinceMidnight + 10.0, null);
                }
            }

            // warnings / errors
            if (Interface.MessageCount != 0)
            {
                int filesNotFound = 0;
                int errors        = 0;
                int warnings      = 0;
                for (int i = 0; i < Interface.MessageCount; i++)
                {
                    if (Interface.LogMessages[i].FileNotFound)
                    {
                        filesNotFound++;
                    }
                    else if (Interface.LogMessages[i].Type == MessageType.Error)
                    {
                        errors++;
                    }
                    else if (Interface.LogMessages[i].Type == MessageType.Warning)
                    {
                        warnings++;
                    }
                }
                string NotFound = null;
                string Messages;
                if (filesNotFound != 0)
                {
                    NotFound = filesNotFound.ToString() + " file(s) not found";
                    Game.AddMessage(NotFound, MessageDependency.None, GameMode.Expert, MessageColor.Magenta, Program.CurrentRoute.SecondsSinceMidnight + 10.0, null);
                }
                if (errors != 0 & warnings != 0)
                {
                    Messages = errors.ToString() + " error(s), " + warnings.ToString() + " warning(s)";
                    Game.AddMessage(Messages, MessageDependency.None, GameMode.Expert, MessageColor.Magenta, Program.CurrentRoute.SecondsSinceMidnight + 10.0, null);
                }
                else if (errors != 0)
                {
                    Messages = errors.ToString() + " error(s)";
                    Game.AddMessage(Messages, MessageDependency.None, GameMode.Expert, MessageColor.Magenta, Program.CurrentRoute.SecondsSinceMidnight + 10.0, null);
                }
                else
                {
                    Messages = warnings.ToString() + " warning(s)";
                    Game.AddMessage(Messages, MessageDependency.None, GameMode.Expert, MessageColor.Magenta, Program.CurrentRoute.SecondsSinceMidnight + 10.0, null);
                }
                Game.RouteInformation.FilesNotFound     = NotFound;
                Game.RouteInformation.ErrorsAndWarnings = Messages;
                //Print the plugin error encountered (If any) for 10s
                //This must be done after the simulation has init, as otherwise the timeout doesn't work
                if (Loading.PluginError != null)
                {
                    Game.AddMessage(Loading.PluginError, MessageDependency.None, GameMode.Expert, OpenBveApi.Colors.MessageColor.Red, Program.CurrentRoute.SecondsSinceMidnight + 5.0, null);
                    Game.AddMessage(Translations.GetInterfaceString("errors_plugin_failure2"), MessageDependency.None, GameMode.Expert, OpenBveApi.Colors.MessageColor.Red, Program.CurrentRoute.SecondsSinceMidnight + 5.0, null);
                }
            }
            loadComplete          = true;
            RenderRealTimeElapsed = 0.0;
            RenderTimeElapsed     = 0.0;
            World.InitializeCameraRestriction();
            Loading.SimulationSetup = true;
            switch (Game.InitialViewpoint)
            {
            case 1:
                //Switch camera to exterior
                MainLoop.SaveCameraSettings();
                Program.Renderer.Camera.CurrentMode = CameraViewMode.Exterior;
                MainLoop.RestoreCameraSettings();
                for (int j = 0; j < TrainManager.PlayerTrain.Cars.Length; j++)
                {
                    TrainManager.PlayerTrain.Cars[j].ChangeCarSection(TrainManager.CarSectionType.Exterior);
                    //Make bogies visible
                    TrainManager.PlayerTrain.Cars[j].FrontBogie.ChangeSection(0);
                    TrainManager.PlayerTrain.Cars[j].RearBogie.ChangeSection(0);
                    TrainManager.PlayerTrain.Cars[j].Coupler.ChangeSection(0);
                }
                Program.Renderer.Camera.AlignmentDirection = new CameraAlignment();
                Program.Renderer.Camera.AlignmentSpeed     = new CameraAlignment();
                Program.Renderer.UpdateViewport(ViewportChangeMode.NoChange);
                World.UpdateAbsoluteCamera(0.0);
                World.UpdateViewingDistances();
                break;

            case 2:
                //Switch camera to track
                MainLoop.SaveCameraSettings();
                Program.Renderer.Camera.CurrentMode = CameraViewMode.Track;
                MainLoop.RestoreCameraSettings();
                for (int j = 0; j < TrainManager.PlayerTrain.Cars.Length; j++)
                {
                    TrainManager.PlayerTrain.Cars[j].ChangeCarSection(TrainManager.CarSectionType.Exterior);
                    TrainManager.PlayerTrain.Cars[j].FrontBogie.ChangeSection(0);
                    TrainManager.PlayerTrain.Cars[j].RearBogie.ChangeSection(0);
                    TrainManager.PlayerTrain.Cars[j].Coupler.ChangeSection(0);
                }

                Program.Renderer.Camera.AlignmentDirection = new CameraAlignment();
                Program.Renderer.Camera.AlignmentSpeed     = new CameraAlignment();
                Program.Renderer.UpdateViewport(ViewportChangeMode.NoChange);
                World.UpdateAbsoluteCamera(0.0);
                World.UpdateViewingDistances();
                break;

            case 3:
                //Switch camera to flyby
                MainLoop.SaveCameraSettings();
                Program.Renderer.Camera.CurrentMode = CameraViewMode.FlyBy;
                MainLoop.RestoreCameraSettings();
                for (int j = 0; j < TrainManager.PlayerTrain.Cars.Length; j++)
                {
                    TrainManager.PlayerTrain.Cars[j].ChangeCarSection(TrainManager.CarSectionType.Exterior);
                    TrainManager.PlayerTrain.Cars[j].FrontBogie.ChangeSection(0);
                    TrainManager.PlayerTrain.Cars[j].RearBogie.ChangeSection(0);
                    TrainManager.PlayerTrain.Cars[j].Coupler.ChangeSection(0);
                }

                Program.Renderer.Camera.AlignmentDirection = new CameraAlignment();
                Program.Renderer.Camera.AlignmentSpeed     = new CameraAlignment();
                Program.Renderer.UpdateViewport(ViewportChangeMode.NoChange);
                World.UpdateAbsoluteCamera(0.0);
                World.UpdateViewingDistances();
                break;

            case 4:
                //Switch camera to flyby
                MainLoop.SaveCameraSettings();
                Program.Renderer.Camera.CurrentMode = CameraViewMode.FlyByZooming;
                MainLoop.RestoreCameraSettings();
                for (int j = 0; j < TrainManager.PlayerTrain.Cars.Length; j++)
                {
                    TrainManager.PlayerTrain.Cars[j].ChangeCarSection(TrainManager.CarSectionType.Exterior);
                    TrainManager.PlayerTrain.Cars[j].FrontBogie.ChangeSection(0);
                    TrainManager.PlayerTrain.Cars[j].RearBogie.ChangeSection(0);
                    TrainManager.PlayerTrain.Cars[j].Coupler.ChangeSection(0);
                }

                Program.Renderer.Camera.AlignmentDirection = new CameraAlignment();
                Program.Renderer.Camera.AlignmentSpeed     = new CameraAlignment();
                Program.Renderer.UpdateViewport(ViewportChangeMode.NoChange);
                World.UpdateAbsoluteCamera(0.0);
                World.UpdateViewingDistances();
                break;
            }
        }
Esempio n. 2
0
        /// <summary>This method is called once the route and train data have been preprocessed, in order to physically setup the simulation</summary>
        private void SetupSimulation()
        {
            if (Loading.Cancel)
            {
                Close();
            }
            Timetable.CreateTimetable();
            //Check if any critical errors have occured during the route or train loading
            for (int i = 0; i < Interface.MessageCount; i++)
            {
                if (Interface.Messages[i].Type == Interface.MessageType.Critical)
                {
                    MessageBox.Show("A critical error has occured:\n\n" + Interface.Messages[i].Text + "\n\nPlease inspect the error log file for further information.", "Load", MessageBoxButtons.OK, MessageBoxIcon.Hand);
                    Close();
                }
            }
            Renderer.InitializeLighting();
            Game.LogRouteName = System.IO.Path.GetFileName(MainLoop.currentResult.RouteFile);
            Game.LogTrainName = System.IO.Path.GetFileName(MainLoop.currentResult.TrainFolder);
            Game.LogDateTime  = DateTime.Now;

            if (Interface.CurrentOptions.LoadInAdvance)
            {
                Textures.LoadAllTextures();
            }
            else
            {
                Textures.UnloadAllTextures();
            }
            // camera
            ObjectManager.InitializeVisibility();
            TrackManager.UpdateTrackFollower(ref World.CameraTrackFollower, 0.0, true, false);
            TrackManager.UpdateTrackFollower(ref World.CameraTrackFollower, -0.1, true, false);
            TrackManager.UpdateTrackFollower(ref World.CameraTrackFollower, 0.1, true, false);
            World.CameraTrackFollower.TriggerType = TrackManager.EventTriggerType.Camera;
            // starting time and track position
            Game.SecondsSinceMidnight = 0.0;
            Game.StartupTime          = 0.0;
            int    PlayerFirstStationIndex    = -1;
            double PlayerFirstStationPosition = 0.0;

            for (int i = 0; i < Game.Stations.Length; i++)
            {
                if (Game.Stations[i].StopMode == Game.StationStopMode.AllStop | Game.Stations[i].StopMode == Game.StationStopMode.PlayerStop & Game.Stations[i].Stops.Length != 0)
                {
                    PlayerFirstStationIndex = i;
                    int s = Game.GetStopIndex(i, TrainManager.PlayerTrain.Cars.Length);
                    if (s >= 0)
                    {
                        PlayerFirstStationPosition = Game.Stations[i].Stops[s].TrackPosition;

                        double TrainLength = 0.0;
                        for (int c = 0; c < TrainManager.Trains[TrainManager.PlayerTrain.TrainIndex].Cars.Length; c++)
                        {
                            TrainLength += TrainManager.Trains[TrainManager.PlayerTrain.TrainIndex].Cars[c].Length;
                        }

                        for (int j = 0; j < Game.BufferTrackPositions.Length; j++)
                        {
                            if (PlayerFirstStationPosition > Game.BufferTrackPositions[j] && PlayerFirstStationPosition - TrainLength < Game.BufferTrackPositions[j])
                            {
                                /*
                                 * HACK: The initial start position for the player train is stuck on a set of buffers
                                 * This means we have to make some one the fly adjustments to the first station stop position
                                 */

                                //Set the start position to be the buffer position plus the train length plus 1m
                                PlayerFirstStationPosition = Game.BufferTrackPositions[j] + TrainLength + 1;
                                //Update the station stop location
                                if (s >= 0)
                                {
                                    Game.Stations[PlayerFirstStationIndex].Stops[s].TrackPosition = PlayerFirstStationPosition;
                                }
                                else
                                {
                                    Game.Stations[PlayerFirstStationIndex].DefaultTrackPosition = PlayerFirstStationPosition;
                                }
                                break;
                            }
                        }
                    }
                    else
                    {
                        PlayerFirstStationPosition = Game.Stations[i].DefaultTrackPosition;
                    }
                    if (Game.Stations[i].ArrivalTime < 0.0)
                    {
                        if (Game.Stations[i].DepartureTime < 0.0)
                        {
                            Game.SecondsSinceMidnight = 0.0;
                            Game.StartupTime          = 0.0;
                        }
                        else
                        {
                            Game.SecondsSinceMidnight = Game.Stations[i].DepartureTime - Game.Stations[i].StopTime;
                            Game.StartupTime          = Game.Stations[i].DepartureTime - Game.Stations[i].StopTime;
                        }
                    }
                    else
                    {
                        Game.SecondsSinceMidnight = Game.Stations[i].ArrivalTime;
                        Game.StartupTime          = Game.Stations[i].ArrivalTime;
                    }
                    break;
                }
            }
            int    OtherFirstStationIndex    = -1;
            double OtherFirstStationPosition = 0.0;
            double OtherFirstStationTime     = 0.0;

            for (int i = 0; i < Game.Stations.Length; i++)
            {
                if (Game.Stations[i].StopMode == Game.StationStopMode.AllStop | Game.Stations[i].StopMode == Game.StationStopMode.PlayerPass & Game.Stations[i].Stops.Length != 0)
                {
                    OtherFirstStationIndex = i;
                    int s = Game.GetStopIndex(i, TrainManager.PlayerTrain.Cars.Length);
                    if (s >= 0)
                    {
                        OtherFirstStationPosition = Game.Stations[i].Stops[s].TrackPosition;
                    }
                    else
                    {
                        OtherFirstStationPosition = Game.Stations[i].DefaultTrackPosition;
                    }
                    if (Game.Stations[i].ArrivalTime < 0.0)
                    {
                        if (Game.Stations[i].DepartureTime < 0.0)
                        {
                            OtherFirstStationTime = 0.0;
                        }
                        else
                        {
                            OtherFirstStationTime = Game.Stations[i].DepartureTime - Game.Stations[i].StopTime;
                        }
                    }
                    else
                    {
                        OtherFirstStationTime = Game.Stations[i].ArrivalTime;
                    }
                    break;
                }
            }
            if (Game.PrecedingTrainTimeDeltas.Length != 0)
            {
                OtherFirstStationTime -= Game.PrecedingTrainTimeDeltas[Game.PrecedingTrainTimeDeltas.Length - 1];
                if (OtherFirstStationTime < Game.SecondsSinceMidnight)
                {
                    Game.SecondsSinceMidnight = OtherFirstStationTime;
                }
            }
            // initialize trains
            for (int i = 0; i < TrainManager.Trains.Length; i++)
            {
                TrainManager.InitializeTrain(TrainManager.Trains[i]);
                int s = i == TrainManager.PlayerTrain.TrainIndex ? PlayerFirstStationIndex : OtherFirstStationIndex;
                if (s >= 0)
                {
                    if (Game.Stations[s].OpenLeftDoors)
                    {
                        for (int j = 0; j < TrainManager.Trains[i].Cars.Length; j++)
                        {
                            TrainManager.Trains[i].Cars[j].Specs.AnticipatedLeftDoorsOpened = true;
                        }
                    }
                    if (Game.Stations[s].OpenRightDoors)
                    {
                        for (int j = 0; j < TrainManager.Trains[i].Cars.Length; j++)
                        {
                            TrainManager.Trains[i].Cars[j].Specs.AnticipatedRightDoorsOpened = true;
                        }
                    }
                }
                if (Game.Sections.Length != 0)
                {
                    Game.Sections[0].Enter(TrainManager.Trains[i]);
                }
                for (int j = 0; j < TrainManager.Trains[i].Cars.Length; j++)
                {
                    double length = TrainManager.Trains[i].Cars[0].Length;
                    TrainManager.MoveCar(TrainManager.Trains[i], j, -length, 0.01);
                    TrainManager.MoveCar(TrainManager.Trains[i], j, length, 0.01);
                }
            }
            // score
            Game.CurrentScore.ArrivalStation   = PlayerFirstStationIndex + 1;
            Game.CurrentScore.DepartureStation = PlayerFirstStationIndex;
            Game.CurrentScore.Maximum          = 0;
            for (int i = 0; i < Game.Stations.Length; i++)
            {
                if (i != PlayerFirstStationIndex & Game.PlayerStopsAtStation(i))
                {
                    if (i == 0 || Game.Stations[i - 1].StationType != Game.StationType.ChangeEnds)
                    {
                        Game.CurrentScore.Maximum += Game.ScoreValueStationArrival;
                    }
                }
            }
            if (Game.CurrentScore.Maximum <= 0)
            {
                Game.CurrentScore.Maximum = Game.ScoreValueStationArrival;
            }
            // signals
            if (Game.Sections.Length > 0)
            {
                Game.UpdateSection(Game.Sections.Length - 1);
            }
            // move train in position
            for (int i = 0; i < TrainManager.Trains.Length; i++)
            {
                double p;
                if (i == TrainManager.PlayerTrain.TrainIndex)
                {
                    p = PlayerFirstStationPosition;
                }
                else if (TrainManager.Trains[i].State == TrainManager.TrainState.Bogus)
                {
                    p = Game.BogusPretrainInstructions[0].TrackPosition;
                    TrainManager.Trains[i].AI = new Game.BogusPretrainAI(TrainManager.Trains[i]);
                }
                else
                {
                    p = OtherFirstStationPosition;
                }
                for (int j = 0; j < TrainManager.Trains[i].Cars.Length; j++)
                {
                    TrainManager.MoveCar(TrainManager.Trains[i], j, p, 0.01);
                }
            }
            // timetable
            if (Timetable.DefaultTimetableDescription.Length == 0)
            {
                Timetable.DefaultTimetableDescription = Game.LogTrainName;
            }

            // initialize camera
            if (World.CameraRestriction == World.CameraRestrictionMode.NotAvailable)
            {
                World.CameraMode = World.CameraViewMode.InteriorLookAhead;
            }
            //Place the initial camera in the driver car
            TrainManager.UpdateCamera(TrainManager.PlayerTrain, TrainManager.PlayerTrain.DriverCar);
            TrackManager.UpdateTrackFollower(ref World.CameraTrackFollower, -1.0, true, false);
            ObjectManager.UpdateVisibility(World.CameraTrackFollower.TrackPosition + World.CameraCurrentAlignment.Position.Z);
            World.CameraSavedInterior = new World.CameraAlignment();
            World.CameraSavedExterior = new World.CameraAlignment(new OpenBveApi.Math.Vector3(-2.5, 1.5, -15.0), 0.3, -0.2, 0.0, PlayerFirstStationPosition, 1.0);
            World.CameraSavedTrack    = new World.CameraAlignment(new OpenBveApi.Math.Vector3(-3.0, 2.5, 0.0), 0.3, 0.0, 0.0, TrainManager.PlayerTrain.Cars[0].FrontAxle.Follower.TrackPosition - 10.0, 1.0);
            // signalling sections
            for (int i = 0; i < TrainManager.Trains.Length; i++)
            {
                int s = TrainManager.Trains[i].CurrentSectionIndex;
                Game.Sections[s].Enter(TrainManager.Trains[i]);
            }
            if (Game.Sections.Length > 0)
            {
                Game.UpdateSection(Game.Sections.Length - 1);
            }
            // fast-forward until start time
            {
                Game.MinimalisticSimulation = true;
                const double w = 0.25;
                double       u = Game.StartupTime - Game.SecondsSinceMidnight;
                if (u > 0)
                {
                    while (true)
                    {
                        double v = u < w ? u : w; u -= v;
                        Game.SecondsSinceMidnight += v;
                        TrainManager.UpdateTrains(v);
                        if (u <= 0.0)
                        {
                            break;
                        }
                        TotalTimeElapsedForSectionUpdate += v;
                        if (TotalTimeElapsedForSectionUpdate >= 1.0)
                        {
                            if (Game.Sections.Length > 0)
                            {
                                Game.UpdateSection(Game.Sections.Length - 1);
                            }
                            TotalTimeElapsedForSectionUpdate = 0.0;
                        }
                    }
                }
                Game.MinimalisticSimulation = false;
            }
            // animated objects
            ObjectManager.UpdateAnimatedWorldObjects(0.0, true);
            TrainManager.UpdateTrainObjects(0.0, true);
            // timetable
            if (TrainManager.PlayerTrain.Station >= 0)
            {
                Timetable.UpdateCustomTimetable(Game.Stations[TrainManager.PlayerTrain.Station].TimetableDaytimeTexture, Game.Stations[TrainManager.PlayerTrain.Station].TimetableNighttimeTexture);
                if (Timetable.CustomObjectsUsed != 0 & Timetable.CustomTimetableAvailable && Interface.CurrentOptions.TimeTableStyle != Interface.TimeTableMode.AutoGenerated && Interface.CurrentOptions.TimeTableStyle != Interface.TimeTableMode.None)
                {
                    Timetable.CurrentTimetable = Timetable.TimetableState.Custom;
                }
            }

            // warnings / errors
            if (Interface.MessageCount != 0)
            {
                int filesNotFound = 0;
                int errors        = 0;
                int warnings      = 0;
                for (int i = 0; i < Interface.MessageCount; i++)
                {
                    if (Interface.Messages[i].FileNotFound)
                    {
                        filesNotFound++;
                    }
                    else if (Interface.Messages[i].Type == Interface.MessageType.Error)
                    {
                        errors++;
                    }
                    else if (Interface.Messages[i].Type == Interface.MessageType.Warning)
                    {
                        warnings++;
                    }
                }
                string NotFound = null;
                string Messages = null;
                if (filesNotFound != 0)
                {
                    NotFound = filesNotFound.ToString() + " file(s) not found";
                    Game.AddDebugMessage(NotFound, 10.0);
                }
                if (errors != 0 & warnings != 0)
                {
                    Messages = errors.ToString() + " error(s), " + warnings.ToString() + " warning(s)";
                    Game.AddDebugMessage(Messages, 10.0);
                }
                else if (errors != 0)
                {
                    Messages = errors.ToString() + " error(s)";
                    Game.AddDebugMessage(Messages, 10.0);
                }
                else
                {
                    Messages = warnings.ToString() + " warning(s)";
                    Game.AddDebugMessage(Messages, 10.0);
                }
                Game.RouteInformation.FilesNotFound     = NotFound;
                Game.RouteInformation.ErrorsAndWarnings = Messages;
                //Print the plugin error encountered (If any) for 10s
                //This must be done after the simulation has init, as otherwise the timeout doesn't work
                if (Loading.PluginError != null)
                {
                    Game.AddMessage(Loading.PluginError, Game.MessageDependency.None, Interface.GameMode.Expert, OpenBveApi.Colors.MessageColor.Red, Game.SecondsSinceMidnight + 5.0);
                    Game.AddMessage(Interface.GetInterfaceString("errors_plugin_failure2"), Game.MessageDependency.None, Interface.GameMode.Expert, OpenBveApi.Colors.MessageColor.Red, Game.SecondsSinceMidnight + 5.0);
                }
            }
            loadComplete          = true;
            RenderRealTimeElapsed = 0.0;
            RenderTimeElapsed     = 0.0;
            World.InitializeCameraRestriction();
        }