Пример #1
0
        /// <summary>
        /// Check vessels that must be reloaded
        /// </summary>
        private void CheckVesselsToRefresh()
        {
            try
            {
                if ((DateTime.UtcNow - LastReloadCheck).TotalMilliseconds > 1500 && ProtoSystemBasicReady)
                {
                    VesselsToRefresh.Clear();

                    //We get the vessels that already exist
                    VesselsToRefresh.AddRange(VesselsProtoStore.AllPlayerVessels
                                              .Where(pv => pv.Value.VesselExist && pv.Value.VesselHasUpdate)
                                              .Select(v => v.Key));

                    //Do not iterate directly trough the AllPlayerVessels dictionary as the collection can be modified in another threads!
                    foreach (var vesselIdToReload in VesselsToRefresh)
                    {
                        if (VesselRemoveSystem.VesselWillBeKilled(vesselIdToReload))
                        {
                            continue;
                        }

                        //Do not handle vessel proto updates over our OWN active vessel if we are not spectating
                        //If there is an undetected dock (our protovessel has been modified) it will be detected
                        //in the docksystem
                        if (vesselIdToReload == FlightGlobals.ActiveVessel?.id && !VesselCommon.IsSpectating)
                        {
                            continue;
                        }

                        if (VesselsProtoStore.AllPlayerVessels.TryGetValue(vesselIdToReload, out var vesselProtoUpdate))
                        {
                            CurrentlyUpdatingVesselId = vesselIdToReload;
                            ProtoToVesselRefresh.UpdateVesselPartsFromProtoVessel(vesselProtoUpdate.Vessel, vesselProtoUpdate.ProtoVessel, vesselProtoUpdate.VesselParts.Keys);
                            vesselProtoUpdate.VesselHasUpdate = false;
                            CurrentlyUpdatingVesselId         = Guid.Empty;
                        }
                    }

                    LastReloadCheck = DateTime.UtcNow;
                }
            }
            catch (Exception e)
            {
                LunaLog.LogError($"[LMP]: Error in CheckVesselsToReload {e}");
            }
        }
Пример #2
0
        /// <summary>
        /// Check vessels that must be reloaded
        /// </summary>
        private void CheckVesselsToRefresh()
        {
            try
            {
                if (TimeUtil.IsInInterval(ref _lastReloadCheck, 1500) && ProtoSystemBasicReady)
                {
                    VesselsToRefresh.Clear();

                    //We get the vessels that already exist
                    VesselsToRefresh.AddRange(VesselsProtoStore.AllPlayerVessels
                                              .Where(pv => pv.Value.VesselExist && pv.Value.VesselHasUpdate && !pv.Value.HasInvalidParts)
                                              .Select(v => v.Key));

                    //Do not iterate directly trough the AllPlayerVessels dictionary as the collection can be modified in another threads!
                    foreach (var vesselIdToReload in VesselsToRefresh)
                    {
                        if (VesselRemoveSystem.VesselWillBeKilled(vesselIdToReload))
                        {
                            continue;
                        }

                        if (FlightGlobals.ActiveVessel?.id == vesselIdToReload)
                        {
                            LunaLog.LogWarning("Reloading our OWN active vessel!");
                        }

                        if (VesselsProtoStore.AllPlayerVessels.TryGetValue(vesselIdToReload, out var vesselProtoUpd))
                        {
                            CurrentlyUpdatingVesselId = vesselIdToReload;
                            ProtoToVesselRefresh.UpdateVesselPartsFromProtoVessel(vesselProtoUpd.Vessel, vesselProtoUpd.ProtoVessel, vesselProtoUpd.ForceReload, vesselProtoUpd.VesselParts.Keys);
                            vesselProtoUpd.VesselHasUpdate = false;
                            VesselReloadEvent.onLmpVesselReloaded.Fire(vesselProtoUpd.Vessel);
                            CurrentlyUpdatingVesselId = Guid.Empty;
                        }
                    }
                }
            }
            catch (Exception e)
            {
                LunaLog.LogError($"[LMP]: Error in CheckVesselsToReload {e}");
            }
        }