private void ExecuteRoundInstruction(bool bWait) { if (Engine.cyleszero()) { // Realizamos el STEP bDead = Engine.stepInfoNew(getmemoria()); //update(1); if (bDead) { } else { // Dibujamos la info del jugador drawPC(Engine.thisplayer); // dibujamos la info del nuevo jugador drawPC(Engine.otherplayer); // Dibujamos los accesos a memoria drawmemaccess(Engine.thisplayer); drawplayerturn(Engine.otherplayer); drawscreen(Engine.thisplayer); drawscreen(Engine.otherplayer); send_draw_event(json_output()); } } else { //Engine.players[Engine.thisplayer].logAdd(new clsinfo(Engine.players[Engine.thisplayer].actual.pc, Engine.players[Engine.thisplayer].actual.ins, Engine.players[Engine.thisplayer].actual.dasm, Engine.players[Engine.thisplayer].actual.regs, Engine.players[Engine.thisplayer].actual.mem, Engine.players[Engine.thisplayer].actual.cycles + 1, getmemoria())); drawplayerturn(Engine.otherplayer); drawscreen(Engine.thisplayer); drawscreen(Engine.otherplayer); send_draw_event(json_output()); } // here was have a pause on previous versions now its on send_draw_event Engine.switchUserIdx(); }
private void ExecuteRoundInstruction(bool bWait) { if (Engine.cyleszero()) { // Realizamos el STEP bDead = Engine.stepInfoNew(getmemoria()); update(1); if (bWait) { espera(2, 1); } } else { //Engine.players[Engine.thisplayer].logAdd(new clsinfo(Engine.players[Engine.thisplayer].actual.pc, Engine.players[Engine.thisplayer].actual.ins, Engine.players[Engine.thisplayer].actual.dasm, Engine.players[Engine.thisplayer].actual.regs, Engine.players[Engine.thisplayer].actual.mem, Engine.players[Engine.thisplayer].actual.cycles + 1, getmemoria())); } Engine.switchUserIdx(); }