ORTSActSoundSources ORTSActSoundSourceList; // Dictionary of activity sound sources public SoundProcess(Game game) { Game = game; Thread = new Thread(SoundThread); WatchdogToken = new WatchdogToken(Thread); ORTSActSoundSourceList = new ORTSActSoundSources(); }
public LoaderProcess(Game game) { Game = game; Thread = new Thread(LoaderThread); WatchdogToken = new WatchdogToken(Thread); WatchdogToken.SpecialDispensationFactor = 6; CancellationTokenSource = new Orts.Common.Threading.CancellationTokenSource(WatchdogToken.Ping); }
public static float[] ShadowMapLimit; // diameter of shadow map far edge from camera internal RenderProcess(Game game) { this.game = game; gameForm = (Form)Control.FromHandle(game.Window.Handle); watchdogToken = new WatchdogToken(System.Threading.Thread.CurrentThread); Profiler = new Profiler("Render"); Profiler.SetThread(); game.SetThreadLanguage(); game.Window.Title = "Open Rails"; GraphicsDeviceManager = new GraphicsDeviceManager(game); var windowSizeParts = game.Settings.WindowSize.Split(new[] { 'x' }, 2); gameWindowSize = new System.Drawing.Size(Convert.ToInt32(windowSizeParts[0]), Convert.ToInt32(windowSizeParts[1])); FrameRate = new SmoothedData(); FrameTime = new SmoothedDataWithPercentiles(); PrimitiveCount = new int[(int)RenderPrimitiveSequence.Sentinel]; PrimitivePerFrame = new int[(int)RenderPrimitiveSequence.Sentinel]; // Run the game initially at 10FPS fixed-time-step. Do not change this! It affects the loading performance. game.IsFixedTimeStep = true; game.TargetElapsedTime = TimeSpan.FromMilliseconds(100); game.InactiveSleepTime = TimeSpan.FromMilliseconds(100); // Set up the rest of the graphics according to the settings. GraphicsDeviceManager.SynchronizeWithVerticalRetrace = game.Settings.VerticalSync; GraphicsDeviceManager.PreferredBackBufferFormat = SurfaceFormat.Color; GraphicsDeviceManager.PreferredDepthStencilFormat = DepthFormat.Depth24Stencil8; GraphicsDeviceManager.IsFullScreen = true; GraphicsDeviceManager.PreferMultiSampling = game.Settings.MultisamplingCount > 0; GraphicsDeviceManager.PreparingDeviceSettings += new EventHandler <PreparingDeviceSettingsEventArgs>(GDM_PreparingDeviceSettings); currentScreen = Screen.PrimaryScreen; gameWindowOrigin = new System.Drawing.Point((currentScreen.WorkingArea.Right - gameWindowSize.Width) / 2, (currentScreen.WorkingArea.Bottom - gameWindowSize.Height) / 2); System.Drawing.Point tempGameWindowOrigin = gameWindowOrigin; SynchronizeGraphicsDeviceManager(game.Settings.FullScreen ? game.Settings.NativeFullscreenResolution ? ScreenMode.FullscreenNativeResolution : ScreenMode.FullscreenPresetResolution : ScreenMode.WindowedPresetResolution); //restore gameWindowOrigin which will be overriden when game started in Fullscreen () gameWindowOrigin = tempGameWindowOrigin; RenderPrimitive.SetGraphicsDevice(game.GraphicsDevice); UserInput.Initialize(game); gameForm.LocationChanged += GameForm_LocationChanged; }
/// <summary> /// Unregisters a thread token from monitoring by the watchdog. /// </summary> /// <param name="token">The token representing the thread to stop monitoring.</param> public void Unregister(WatchdogToken token) { // We must do this elaborate routine because: // a) We cannot modify Tokens in-place (due to potentially being read from other threads at the same time) // b) We cannot just assign directly (due to potentially being written from other threads at the same time) while (true) { var tokens = Tokens; var newTokens = new List <WatchdogToken>(tokens); newTokens.Remove(token); if (tokens == Interlocked.CompareExchange(ref Tokens, newTokens, tokens)) { break; } } }
public UpdaterProcess(Game game) { Game = game; Thread = new Thread(UpdaterThread); WatchdogToken = new WatchdogToken(Thread); }
public UpdaterProcess(Game game) { this.game = game; thread = new Thread(UpdaterThread); watchdogToken = new WatchdogToken(thread); }