void FixedUpdate() { // remove control locks in any case Misc.clearLocks(); // do nothing if paused if (Lib.IsPaused()) { return; } // maintain elapsed_s, converting to double only once // and detect warp blending double fixedDeltaTime = TimeWarp.fixedDeltaTime; if (Math.Abs(fixedDeltaTime - elapsed_s) > double.Epsilon) { warp_blending = 0; } else { ++warp_blending; } elapsed_s = fixedDeltaTime; // evict oldest entry from vessel cache Cache.update(); // store info for oldest unloaded vessel double last_time = 0.0; Vessel last_v = null; vessel_info last_vi = null; VesselData last_vd = null; vessel_resources last_resources = null; // for each vessel foreach (Vessel v in FlightGlobals.Vessels) { // get vessel info from the cache vessel_info vi = Cache.VesselInfo(v); // set locks for active vessel if (v.isActiveVessel) { Misc.setLocks(v, vi); } // maintain eva dead animation and helmet state if (v.loaded && v.isEVA) { EVA.update(v); } // keep track of rescue mission kerbals, and gift resources to their vessels on discovery if (v.loaded && vi.is_vessel) { // manage rescue mission mechanics Misc.manageRescueMission(v); } // do nothing else for invalid vessels if (!vi.is_valid) { continue; } // get vessel data from db VesselData vd = DB.Vessel(v); // get resource cache vessel_resources resources = ResourceCache.Get(v); // if loaded if (v.loaded) { // show belt warnings Radiation.beltWarnings(v, vi, vd); // update storm data Storm.update(v, vi, vd, elapsed_s); // show signal warnings Signal.update(v, vi, vd, elapsed_s); // consume ec for transmission, and transmit science data Science.update(v, vi, vd, resources, elapsed_s); // apply rules Profile.Execute(v, vi, vd, resources, elapsed_s); // apply deferred requests resources.Sync(v, elapsed_s); // call automation scripts vd.computer.automate(v, vi, resources); // remove from unloaded data container unloaded.Remove(vi.id); } // if unloaded else { // get unloaded data, or create an empty one unloaded_data ud; if (!unloaded.TryGetValue(vi.id, out ud)) { ud = new unloaded_data(); unloaded.Add(vi.id, ud); } // accumulate time ud.time += elapsed_s; // maintain oldest entry if (ud.time > last_time) { last_time = ud.time; last_v = v; last_vi = vi; last_vd = vd; last_resources = resources; } } } // if the oldest unloaded vessel was selected if (last_v != null) { // show belt warnings Radiation.beltWarnings(last_v, last_vi, last_vd); // update storm data Storm.update(last_v, last_vi, last_vd, last_time); // show signal warnings Signal.update(last_v, last_vi, last_vd, last_time); // consume ec for transmission, and transmit science Science.update(last_v, last_vi, last_vd, last_resources, last_time); // apply rules Profile.Execute(last_v, last_vi, last_vd, last_resources, last_time); // simulate modules in background Background.update(last_v, last_vi, last_vd, last_resources, last_time); // apply deferred requests last_resources.Sync(last_v, last_time); // call automation scripts last_vd.computer.automate(last_v, last_vi, last_resources); // remove from unloaded data container unloaded.Remove(last_vi.id); } // update storm data for one body per-step if (storm_bodies.Count > 0) { storm_bodies.ForEach(k => k.time += elapsed_s); storm_data sd = storm_bodies[storm_index]; Storm.update(sd.body, sd.time); sd.time = 0.0; storm_index = (storm_index + 1) % storm_bodies.Count; } }
// called every simulation step void FixedUpdate() { // do nothing if paused if (Lib.IsPaused()) return; // do nothing in the editors and the menus if (!Lib.SceneIsGame()) return; // do nothing if db isn't ready if (!DB.Ready()) return; // get elapsed time double elapsed_s = Kerbalism.elapsed_s; // evict oldest entry from vessel cache cache.update(); // store info for oldest unloaded vessel double last_time = 0.0; Vessel last_v = null; vessel_info last_vi = null; vessel_data last_vd = null; vessel_resources last_resources = null; // for each vessel foreach(Vessel v in FlightGlobals.Vessels) { // get vessel info from the cache vessel_info vi = Cache.VesselInfo(v); // skip invalid vessels if (!vi.is_valid) continue; // get vessel data from db vessel_data vd = DB.VesselData(v.id); // get resource cache vessel_resources resources = ResourceCache.Get(v); // if loaded if (v.loaded) { // show belt warnings Radiation.beltWarnings(v, vi, vd); // update storm data storm.update(v, vi, vd, elapsed_s); // consume relay EC and show signal warnings signal.update(v, vi, vd, resources, elapsed_s * vi.time_dilation); // apply rules Rule.applyRules(v, vi, vd, resources, elapsed_s * vi.time_dilation); // apply deferred requests resources.Sync(v, elapsed_s); // update computer vd.computer.update(v, elapsed_s); // remove from unloaded data container unloaded.Remove(vi.id); } // if unloaded else { // get unloaded data, or create an empty one unloaded_data ud; if (!unloaded.TryGetValue(vi.id, out ud)) { ud = new unloaded_data(); unloaded.Add(vi.id, ud); } // accumulate time ud.time += elapsed_s; // maintain oldest entry if (ud.time > last_time) { last_time = ud.time; last_v = v; last_vi = vi; last_vd = vd; last_resources = resources; } } } // if the oldest unloaded vessel was selected if (last_v != null) { // show belt warnings Radiation.beltWarnings(last_v, last_vi, last_vd); // decay unloaded vessels inside atmosphere Kerbalism.atmosphereDecay(last_v, last_vi, last_time); // update storm data storm.update(last_v, last_vi, last_vd, last_time); // consume relay EC and show signal warnings signal.update(last_v, last_vi, last_vd, last_resources, last_time * last_vi.time_dilation); // apply rules Rule.applyRules(last_v, last_vi, last_vd, last_resources, last_time * last_vi.time_dilation); // simulate modules in background Background.update(last_v, last_vi, last_vd, last_resources, last_time * last_vi.time_dilation); // apply deferred requests last_resources.Sync(last_v, last_time); // update computer last_vd.computer.update(last_v, last_time); // remove from unloaded data container unloaded.Remove(last_vi.id); } // update storm data for one body per-step storm_bodies.ForEach(k => k.time += elapsed_s); storm_data sd = storm_bodies[storm_index]; storm.update(sd.body, sd.time); sd.time = 0.0; storm_index = (storm_index + 1) % storm_bodies.Count; }