示例#1
0
        public override void OnLoad(ConfigNode node)
        {
            // deserialize data
            DB.Load(node);

            // initialize everything just once
            if (!initialized)
            {
                // add supply resources to pods
                Profile.SetupPods();

                // initialize subsystems
                Cache.Init();
                ResourceCache.Init();
                Radiation.Init();
                Science.Init();
                LineRenderer.Init();
                ParticleRenderer.Init();
                Highlighter.Init();
                UI.Init();

                // prepare storm data
                foreach (CelestialBody body in FlightGlobals.Bodies)
                {
                    if (Storm.Skip_body(body))
                    {
                        continue;
                    }
                    Storm_data sd = new Storm_data
                    {
                        body = body
                    };
                    storm_bodies.Add(sd);
                }

                // various tweaks to the part icons in the editor
                Misc.TweakPartIcons();

                // setup callbacks
                callbacks = new Callbacks();

                // everything was initialized
                initialized = true;
            }

            // detect if this is a different savegame
            if (DB.uid != savegame_uid)
            {
                // clear caches
                Cache.Clear();
                ResourceCache.Clear();

                // sync main window pos from db
                UI.Sync();

                // remember savegame id
                savegame_uid = DB.uid;
            }
        }
示例#2
0
        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)
                {
                    // get most used resource
                    Resource_info ec = resources.Info(v, "ElectricCharge");

                    // show belt warnings
                    Radiation.BeltWarnings(v, vi, vd);

                    // update storm data
                    Storm.Update(v, vi, vd, elapsed_s);

                    Communications.Update(v, vi, vd, ec, elapsed_s);

                    // Habitat equalization
                    ResourceBalance.Equalizer(v);

                    // 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;
                    }
                }
            }


            // at most one vessel gets background processing per physics tick
            // if there is a vessel that is not the currently loaded vessel, then
            // we will update the vessel whose most recent background update is the oldest
            if (last_v != null)
            {
                // get most used resource
                Resource_info last_ec = last_resources.Info(last_v, "ElectricCharge");

                // show belt warnings
                Radiation.BeltWarnings(last_v, last_vi, last_vd);

                // update storm data
                Storm.Update(last_v, last_vi, last_vd, last_time);

                Communications.Update(last_v, last_vi, last_vd, last_ec, last_time);

                // transmit science	data
                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;
            }
        }
示例#3
0
        public override void OnLoad(ConfigNode node)
        {
            // everything in there will be called only one time : the first time a game is loaded from the main menu
            if (!IsCoreGameInitDone)
            {
                // core game systems
                Sim.Init();                         // find suns (Kopernicus support)
                Radiation.Init();                   // create the radiation fields
                ScienceDB.Init();                   // build the science database (needs Sim.Init() and Radiation.Init() first)
                Science.Init();                     // register the science hijacker

                // static graphic components
                LineRenderer.Init();
                ParticleRenderer.Init();
                Highlighter.Init();

                // UI
                Textures.Init();                                      // set up the icon textures
                UI.Init();                                            // message system, main gui, launcher
                KsmGui.KsmGuiMasterController.Init();                 // setup the new gui framework

                // part prefabs hacks
                Profile.SetupPods();                 // add supply resources to pods
                Misc.TweakPartIcons();               // various tweaks to the part icons in the editor

                // Create KsmGui windows
                new ScienceArchiveWindow();

                // GameEvents callbacks
                Callbacks = new Callbacks();

                IsCoreGameInitDone = true;
            }

            // everything in there will be called every time a savegame (or a new game) is loaded from the main menu
            if (!IsSaveGameInitDone)
            {
                Cache.Init();
                ResourceCache.Init();

                // prepare storm data
                foreach (CelestialBody body in FlightGlobals.Bodies)
                {
                    if (Storm.Skip_body(body))
                    {
                        continue;
                    }
                    Storm_data sd = new Storm_data {
                        body = body
                    };
                    storm_bodies.Add(sd);
                }

                IsSaveGameInitDone = true;
            }

            // eveything else will be called on every OnLoad() call :
            // - save/load
            // - every scene change
            // - in various semi-random situations (thanks KSP)

            // Fix for background IMGUI textures being dropped on scene changes since KSP 1.8
            Styles.ReloadBackgroundStyles();

            // always clear the caches
            Cache.Clear();
            ResourceCache.Clear();

            // deserialize our database
            UnityEngine.Profiling.Profiler.BeginSample("Kerbalism.DB.Load");
            DB.Load(node);
            UnityEngine.Profiling.Profiler.EndSample();

            // I'm smelling the hacky mess in here.
            Communications.NetworkInitialized  = false;
            Communications.NetworkInitializing = false;

            // detect if this is a different savegame
            if (DB.uid != savegame_uid)
            {
                // clear caches
                Message.all_logs.Clear();

                // sync main window pos from db
                UI.Sync();

                // remember savegame id
                savegame_uid = DB.uid;
            }

            Kerbalism.gameLoadTime = Time.time;
        }
示例#4
0
        void FixedUpdate()
        {
            // remove control locks in any case
            Misc.ClearLocks();

            // do nothing if paused
            if (Lib.IsPaused())
            {
                return;
            }

            // convert elapsed time to double only once
            double fixedDeltaTime = TimeWarp.fixedDeltaTime;

            // and detect warp blending
            if (Math.Abs(fixedDeltaTime - elapsed_s) < 0.001)
            {
                warp_blending = 0;
            }
            else
            {
                ++warp_blending;
            }

            // update elapsed time
            elapsed_s = fixedDeltaTime;

            // store info for oldest unloaded vessel
            double          last_time      = 0.0;
            Guid            last_id        = Guid.Empty;
            Vessel          last_v         = null;
            VesselData      last_vd        = null;
            VesselResources last_resources = null;

            foreach (VesselData vd in DB.VesselDatas)
            {
                vd.EarlyUpdate();
            }

            // for each vessel
            foreach (Vessel v in FlightGlobals.Vessels)
            {
                // get vessel data
                VesselData vd = v.KerbalismData();

                // update the vessel data validity
                vd.Update(v);

                // set locks for active vessel
                if (v.isActiveVessel)
                {
                    Misc.SetLocks(v);
                }

                // 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 && vd.is_vessel)
                {
                    // manage rescue mission mechanics
                    Misc.ManageRescueMission(v);
                }

                // do nothing else for invalid vessels
                if (!vd.IsSimulated)
                {
                    continue;
                }

                // get resource cache
                VesselResources resources = ResourceCache.Get(v);

                // if loaded
                if (v.loaded)
                {
                    //UnityEngine.Profiling.Profiler.BeginSample("Kerbalism.FixedUpdate.Loaded.VesselDataEval");
                    // update the vessel info
                    vd.Evaluate(false, elapsed_s);
                    //UnityEngine.Profiling.Profiler.EndSample();

                    // get most used resource
                    ResourceInfo ec = resources.GetResource(v, "ElectricCharge");

                    UnityEngine.Profiling.Profiler.BeginSample("Kerbalism.FixedUpdate.Loaded.Radiation");
                    // show belt warnings
                    Radiation.BeltWarnings(v, vd);

                    // update storm data
                    Storm.Update(v, vd, elapsed_s);
                    UnityEngine.Profiling.Profiler.EndSample();

                    UnityEngine.Profiling.Profiler.BeginSample("Kerbalism.FixedUpdate.Loaded.Comms");
                    Communications.Update(v, vd, ec, elapsed_s);
                    UnityEngine.Profiling.Profiler.EndSample();

                    // Habitat equalization
                    ResourceBalance.Equalizer(v);

                    UnityEngine.Profiling.Profiler.BeginSample("Kerbalism.FixedUpdate.Loaded.Science");
                    // transmit science data
                    Science.Update(v, vd, ec, elapsed_s);
                    UnityEngine.Profiling.Profiler.EndSample();

                    UnityEngine.Profiling.Profiler.BeginSample("Kerbalism.FixedUpdate.Loaded.Profile");
                    // apply rules
                    Profile.Execute(v, vd, resources, elapsed_s);
                    UnityEngine.Profiling.Profiler.EndSample();

                    UnityEngine.Profiling.Profiler.BeginSample("Kerbalism.FixedUpdate.Loaded.Profile");
                    // part module resource updates
                    vd.ResourceUpdate(resources, elapsed_s);
                    UnityEngine.Profiling.Profiler.EndSample();

                    UnityEngine.Profiling.Profiler.BeginSample("Kerbalism.FixedUpdate.Loaded.Resource");
                    // apply deferred requests
                    resources.Sync(v, vd, elapsed_s);
                    UnityEngine.Profiling.Profiler.EndSample();

                    // call automation scripts
                    vd.computer.Automate(v, vd, resources);

                    // remove from unloaded data container
                    unloaded.Remove(vd.VesselId);
                }
                // if unloaded
                else
                {
                    // get unloaded data, or create an empty one
                    Unloaded_data ud;
                    if (!unloaded.TryGetValue(vd.VesselId, out ud))
                    {
                        ud = new Unloaded_data();
                        unloaded.Add(vd.VesselId, ud);
                    }

                    // accumulate time
                    ud.time += elapsed_s;

                    // maintain oldest entry
                    if (ud.time > last_time)
                    {
                        last_time      = ud.time;
                        last_v         = v;
                        last_vd        = vd;
                        last_resources = resources;
                    }
                }
            }

            // at most one vessel gets background processing per physics tick :
            // if there is a vessel that is not the currently loaded vessel, then
            // we will update the vessel whose most recent background update is the oldest
            if (last_v != null)
            {
                //UnityEngine.Profiling.Profiler.BeginSample("Kerbalism.FixedUpdate.Unloaded.VesselDataEval");
                // update the vessel info (high timewarp speeds reevaluation)
                last_vd.Evaluate(false, last_time);
                //UnityEngine.Profiling.Profiler.EndSample();

                // get most used resource
                ResourceInfo last_ec = last_resources.GetResource(last_v, "ElectricCharge");

                UnityEngine.Profiling.Profiler.BeginSample("Kerbalism.FixedUpdate.Unloaded.Radiation");
                // show belt warnings
                Radiation.BeltWarnings(last_v, last_vd);

                // update storm data
                Storm.Update(last_v, last_vd, last_time);
                UnityEngine.Profiling.Profiler.EndSample();

                UnityEngine.Profiling.Profiler.BeginSample("Kerbalism.FixedUpdate.Unloaded.Comms");
                Communications.Update(last_v, last_vd, last_ec, last_time);
                UnityEngine.Profiling.Profiler.EndSample();

                UnityEngine.Profiling.Profiler.BeginSample("Kerbalism.FixedUpdate.Unloaded.Profile");
                // apply rules
                Profile.Execute(last_v, last_vd, last_resources, last_time);
                UnityEngine.Profiling.Profiler.EndSample();

                UnityEngine.Profiling.Profiler.BeginSample("Kerbalism.FixedUpdate.Unloaded.Background");
                // simulate modules in background
                Background.Update(last_v, last_vd, last_resources, last_time);
                UnityEngine.Profiling.Profiler.EndSample();

                UnityEngine.Profiling.Profiler.BeginSample("Kerbalism.FixedUpdate.Unloaded.Science");
                // transmit science	data
                Science.Update(last_v, last_vd, last_ec, last_time);
                UnityEngine.Profiling.Profiler.EndSample();

                UnityEngine.Profiling.Profiler.BeginSample("Kerbalism.FixedUpdate.Unloaded.Resource");
                // apply deferred requests
                last_resources.Sync(last_v, last_vd, last_time);
                UnityEngine.Profiling.Profiler.EndSample();

                // call automation scripts
                last_vd.computer.Automate(last_v, last_vd, last_resources);

                // remove from unloaded data container
                unloaded.Remove(last_vd.VesselId);
            }

            // 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;
            }
        }
示例#5
0
        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();

            // vvvv------- This code tests for a theroy that could cause #313
            // If KSP itself has the same vessel more than once in the
            // FlightGlobals.Vessels list, it would cause processes to run too many times.
            // The other possible cause was a Vessel ID collision in Lib.VesselID(), which
            // only used 4 bytes of a 16 byte GUID to create an ID from.
            //
            // If the BUG TRIGGERED message is never observed in the wild,
            // it is safe to remove this chunk of code.
            Dictionary <UInt64, Vessel> vessels = new Dictionary <UInt64, Vessel>();

            foreach (Vessel v in FlightGlobals.Vessels)
            {
                if (vessels.ContainsKey(Lib.VesselID(v)))
                {
                    Lib.Log("THIS SHOULD NOT BE HAPPENING: Vessel " + v.name + " already seen in FlightGlobals.Vessels");
                    Message.Post(Lib.BuildString(Lib.Color("red", "BUG TRIGGERED", true), "\n",
                                                 v.name + " duplicated in FlightGlobals.Vessels. Please report this on GitHub."));
                }
                else
                {
                    vessels.Add(Lib.VesselID(v), v);
                }
            }
            // ^^^^-------- end theory test code

            // 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)
            foreach (Vessel v in vessels.Values)
            {
                // 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)
                {
                    // get most used resource
                    Resource_info ec = resources.Info(v, "ElectricCharge");

                    // show belt warnings
                    Radiation.BeltWarnings(v, vi, vd);

                    // update storm data
                    Storm.Update(v, vi, vd, elapsed_s);

                    Communications.Update(v, vi, vd, ec, elapsed_s);

                    // Habitat equalization
                    ResourceBalance.Equalizer(v);

                    // 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;
                    }
                }
            }

            // at most one vessel gets background processing per physics tick
            // if there is a vessel that is not the currently loaded vessel, then
            // we will update the vessel whose most recent background update is the oldest
            if (last_v != null)
            {
                // get most used resource
                Resource_info last_ec = last_resources.Info(last_v, "ElectricCharge");

                // show belt warnings
                Radiation.BeltWarnings(last_v, last_vi, last_vd);

                // update storm data
                Storm.Update(last_v, last_vi, last_vd, last_time);

                Communications.Update(last_v, last_vi, last_vd, last_ec, last_time);

                // transmit science	data
                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;
            }
        }