コード例 #1
0
        /// <summary>
        ///     Called when the application is idle. This function is used to render the canvas.
        /// </summary>
        /// <param name="sender">Object that caused this event to be triggered.</param>
        /// <param name="e">Arguments explaining why this event occured.</param>
        void Application_Idle(object sender, EventArgs e)
        {
            if (Visible == false)
            {
                return;
            }

            while (NativeMethods.IsApplicationIdle == true)
            {
                GraphicsCanvas.RenderAll();
            }
        }
コード例 #2
0
ファイル: Fusion.cs プロジェクト: slagusev/FusionGameEngine
        /// <summary>
        ///		Called by the base engine class when its safe to update and render the scene.
        /// </summary>
        protected override void Update()
        {
            // Ignore everything else if we are not running a game.
            if (_gameName == "")
            {
                return;
            }

            //System.Console.WriteLine("Collective Time("+EntityNode.CollectiveCalls+" calls): "+EntityNode.CollectiveTime);
            //EntityNode.CollectiveTime = 0.0f;
            //EntityNode.CollectiveCalls = 0;
            //EntityNode.CollectiveTimer.Restart();

            // Time to load a map?
            if (_mapLoadPending == true)
            {
                // Pump out a MapFinish event.
                EventManager.FireEvent(new Event("map_finish", this, null));

                // Allow the processes some time to be notified of closing events.
                //EventManager.ProcessEvents();
                //ProcessManager.RunProcesses(1);

                // Tell the scripts that we are now loading the new map (so they can show a loadings screen).
                _gameScriptProcess.Process.InvokeFunction("OnLoadingBegin", true, true);

                // Don't want to render the scene graph as its currently being loaded >.<.
                bool priorSceneGraphRender = true;
                if (_isServer == false)
                {
                    priorSceneGraphRender       = _window.RenderSceneGraph;
                    _window.RenderLoadingScreen = true;
                    _window.RenderSceneGraph    = false;
                }

                // Keep track of time :).
                HighPreformanceTimer loadTimer = new HighPreformanceTimer();

                // Get starting memory.
                long startingMemory = GC.GetTotalMemory(true);

                if (GraphicsManager.ThreadSafe == false)
                {
                    // Load the new map.
                    DebugLogger.WriteLog("Loading map from " + _mapLoadFile + " " + (_mapLoadPassword != "" ? " with password " + _mapLoadPassword : "") + ".");
                    LoadMapThread();
                }
                else
                {
                    // Load the new map.
                    DebugLogger.WriteLog("Loading map from " + _mapLoadFile + " " + (_mapLoadPassword != "" ? " with password " + _mapLoadPassword : "") + ".");
                    Thread thread = new Thread(LoadMapThread);
                    thread.Priority = ThreadPriority.Highest;
                    // Thread.CurrentThread.Priority = ThreadPriority.Lowest;
                    thread.IsBackground = true;
                    thread.Start();

                    // Ech, there has to be a better way than this. I hate thread safety >.>.
                    HighPreformanceTimer timer = new HighPreformanceTimer();
                    while (thread != null && thread.IsAlive == true)
                    {
                        // Track frame stats.
                        TrackFrameStatsBegin();

                        // Update the process.
                        //timer = new HighPreformanceTimer();
                        //_gameScriptProcess.Run(_deltaTime);
                        //_processProcessingDuration = (float)timer.DurationMillisecond;

                        // Update the graphical console.
                        if (_isServer == false)
                        {
                            GraphicalConsole.Update(1.0f);
                        }

                        // Tell the window to render
                        if (_isServer == false)
                        {
                            timer.Restart();
                            GraphicsCanvas.RenderAll();
                            _window.Render();
                            _renderingDuration = (float)timer.DurationMillisecond;
                        }

                        // Update network.
                        NetworkManager.Poll();

                        // Process application level events.
                        timer.Restart();
                        Application.DoEvents();
                        _applicationProcessingDuration = (float)timer.DurationMillisecond;

                        // Track frame stats.
                        TrackFrameStatsFinish();
                    }
                }

                // Invoke OnCreate events of scripted entities.
                foreach (SceneNode node in _map.SceneGraph.EnumerateNodes())
                {
                    if (node != null && node is ScriptedEntityNode && node.IsPersistent == false)
                    {
                        ((ScriptedEntityNode)node).ScriptProcess[0].InvokeFunction("OnCreate", true, false);
                    }
                }

                // Run the collision manager quickly so that we can sort out any unplesent problems.
                CollisionManager.ProcessCollisions();

                //Thread.CurrentThread.Priority = ThreadPriority.Normal;

                // We can render again! Oh holy days!
                if (_isServer == false)
                {
                    _window.RenderLoadingScreen = false;
                    _window.RenderSceneGraph    = priorSceneGraphRender;
                }

                // Remove any old resource from the cache that haven't been used for 5 maps :P.
                ResourceManager.CollectGarbage(3);

                // Free up some space.
                GC.Collect();

                // And we are done!
                DebugLogger.WriteLog("Map loaded successfully in " + loadTimer.DurationMillisecond + "ms, " + (((GC.GetTotalMemory(false) - startingMemory) / 1024.0f) / 1024.0f) + "mb allocated during loading.");

                // Yay, loaded!
                _mapLoadPending = false;

                // Reset the delta time!
                _forcedDeltaTimeThisFrame = 1.0f;
            }
        }