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);
        }
示例#2
0
        private void Tick(FrameEventArgs frameEventArgs)
        {
            _modLoader.BroadcastUpdate(ModUpdateLevel.PreEngine, frameEventArgs);
            _timerManager.UpdateTimers(frameEventArgs);
            _taskManager.ProcessPendingTasks();
            _userInterfaceManager.Update(frameEventArgs);

            if (_client.RunLevel >= ClientRunLevel.Connected)
            {
                _componentManager.CullRemovedComponents();
                _gameStateManager.ApplyGameState();
                _entityManager.Update(frameEventArgs.DeltaSeconds);
                _playerManager.Update(frameEventArgs.DeltaSeconds);
            }

            _stateManager.Update(frameEventArgs);
            _modLoader.BroadcastUpdate(ModUpdateLevel.PostEngine, frameEventArgs);
        }
示例#3
0
        private void Update(FrameEventArgs frameEventArgs)
        {
            UpdateTitle();
            _systemConsole.Update();

            _network.ProcessPackets();

            _modLoader.BroadcastUpdate(ModUpdateLevel.PreEngine, frameEventArgs);

            timerManager.UpdateTimers(frameEventArgs);
            _taskManager.ProcessPendingTasks();

            _components.CullRemovedComponents();
            _entities.Update(frameEventArgs.DeltaSeconds);

            _modLoader.BroadcastUpdate(ModUpdateLevel.PostEngine, frameEventArgs);

            _stateManager.SendGameStateUpdate();
        }
示例#4
0
        private void Update(float frameTime)
        {
            UpdateTitle();
            _systemConsole.Update();

            IoCManager.Resolve <IServerNetManager>().ProcessPackets();

            _modLoader.BroadcastUpdate(ModUpdateLevel.PreEngine, frameTime);

            timerManager.UpdateTimers(frameTime);
            _taskManager.ProcessPendingTasks();

            _components.CullRemovedComponents();
            _entities.Update(frameTime);

            _modLoader.BroadcastUpdate(ModUpdateLevel.PostEngine, frameTime);

            _stateManager.SendGameStateUpdate();
        }
示例#5
0
        private void Update(FrameEventArgs frameEventArgs)
        {
            ServerCurTick.Set(_time.CurTick.Value);
            ServerCurTime.Set(_time.CurTime.TotalSeconds);

            UpdateTitle();

            _modLoader.BroadcastUpdate(ModUpdateLevel.PreEngine, frameEventArgs);

            timerManager.UpdateTimers(frameEventArgs);
            _taskManager.ProcessPendingTasks();

            _components.CullRemovedComponents();
            _entities.Update(frameEventArgs.DeltaSeconds);

            _modLoader.BroadcastUpdate(ModUpdateLevel.PostEngine, frameEventArgs);

            _stateManager.SendGameStateUpdate();

            _watchdogApi.Heartbeat();
        }