public override void PhysicsProcess(float delta) { // Can't be too certain. gameTiming.InSimulation = true; gameTiming._tickRemainderTimer.Restart(); try { if (!gameTiming.Paused) { gameTiming.CurTick++; _networkManager.ProcessPackets(); var eventArgs = new ProcessFrameEventArgs(delta); AssemblyLoader.BroadcastUpdate(AssemblyLoader.UpdateLevel.PreEngine, eventArgs.Elapsed); _timerManager.UpdateTimers(delta); _taskManager.ProcessPendingTasks(); _userInterfaceManager.Update(eventArgs); _stateManager.Update(eventArgs); AssemblyLoader.BroadcastUpdate(AssemblyLoader.UpdateLevel.PostEngine, eventArgs.Elapsed); } } finally { gameTiming.InSimulation = false; } }
/// <summary> /// Runs a tick of the simulation. /// </summary> /// <param name="e">Current GameTiming.FrameTime</param> private void Update(FrameEventArgs e) { _networkManager.ProcessPackets(); CluwneLib.RunIdle(this, e); AssemblyLoader.BroadcastUpdate(AssemblyLoader.UpdateLevel.PreEngine, e.Elapsed); _stateManager.Update(e); AssemblyLoader.BroadcastUpdate(AssemblyLoader.UpdateLevel.PostEngine, e.Elapsed); }
private void Update(float frameTime) { var eventArgs = new ProcessFrameEventArgs(frameTime); _networkManager.ProcessPackets(); AssemblyLoader.BroadcastUpdate(AssemblyLoader.UpdateLevel.PreEngine, eventArgs.Elapsed); _timerManager.UpdateTimers(frameTime); _taskManager.ProcessPendingTasks(); _userInterfaceManager.Update(eventArgs); _stateManager.Update(eventArgs); AssemblyLoader.BroadcastUpdate(AssemblyLoader.UpdateLevel.PostEngine, eventArgs.Elapsed); }
private void Update(FrameEventArgs frameEventArgs) { _networkManager.ProcessPackets(); _modLoader.BroadcastUpdate(ModUpdateLevel.PreEngine, frameEventArgs); _timerManager.UpdateTimers(frameEventArgs); _taskManager.ProcessPendingTasks(); _userInterfaceManager.Update(frameEventArgs); _stateManager.Update(frameEventArgs); if (_client.RunLevel >= ClientRunLevel.Connected) { _gameStateManager.ApplyGameState(); } _modLoader.BroadcastUpdate(ModUpdateLevel.PostEngine, frameEventArgs); }
private void Input(FrameEventArgs frameEventArgs) { _clyde.ProcessInput(frameEventArgs); _networkManager.ProcessPackets(); _taskManager.ProcessPendingTasks(); // tasks like connect }
/// <summary> /// Runs a tick of the simulation. /// </summary> /// <param name="e">Current GameTiming.FrameTime</param> private void Update(FrameEventArgs e) { _networkManager.ProcessPackets(); CluwneLib.RunIdle(this, e); _stateManager.Update(e); }
private void Input(FrameEventArgs frameEventArgs) { _clyde.ProcessInput(frameEventArgs); _networkManager.ProcessPackets(); }