// Update is called once per frame void Update() { //gameNetPerfMarker.Begin(); gameNet.Loop(); //gameNetPerfMarker.End(); //backendPerfMarker.Begin(); beamApp.Loop(GameTime.DeltaTime()); //backendPerfMarker.End(); }
protected bool Loop(int frameMs) { // first dispatch incoming messages // while not self.netCmdQueue.empty(): // cmd = self.netCmdQueue.get(block=False) // if cmd: // self._dispatch_net_cmd(cmd) // ge_sleep(0) # yield // while not self.feMsgQueue.empty(): // cmd = self.feMsgQueue.get(block=False) // if cmd: // self._dispatch_fe_cmd(cmd) // ge_sleep(0) # yield // then update the game float frameSecs = (float)frameMs / 1000f; bgn.Loop(); fe.Loop(frameSecs); return(appl.Loop(frameSecs)); }