/// <summary> /// Stops the game and determines if the final tick of data should be serialized. /// </summary> /// <param name="serializeState">Controls if the state is serialized.</param> public void StopGame(Boolean serializeState) { // This needs to be the first call in stop game because if it fails, the game needs to be able // to continue. In addition, it may jump the engine ahead a few phases, and if the engine isn't // in the normal running state this could cause things to fail since the engine phases are expecting // things to be in a normal state. if (serializeState) { this.serializeState(_currentStateFileName); } if (_usingNetwork && _networkEngine != null) { _networkEngine.ShutdownNetwork(); _networkEngine = null; _usingNetwork = false; } // Shut down populationData after serializing since serializing // may advance to the end of the tick if (_populationData != null) { _populationData.Close(); _populationData = null; } AppMgr.DestroyScheduler(); _pac.Close(); _ledIndicators = null; _engine = null; }
/// <summary> /// Constructs a new game engine. /// </summary> /// <param name="dataPath">The path to save game directory.</param> /// <param name="useNetwork">Controls the usage of the network engine.</param> /// <param name="deserializeState">Controls if the state is deserialized or not.</param> /// <param name="fileName">The path to the state file.</param> /// <param name="reportData">Determines if data should be reported.</param> /// <param name="leds">Provides a listing of game leds that can be used.</param> /// <param name="trackLastRun">Controls whether the PAC keeps track of the last run creature for blacklisting.</param> private GameEngine(string dataPath, bool useNetwork, bool deserializeState, string fileName, bool reportData, TerrariumLed[] leds, bool trackLastRun) { _ledIndicators = leds; _currentStateFileName = fileName; // test to make sure we're not violating any constraints by current // physics settings in the engine. EngineSettings.EngineSettingsAsserts(); // Calculate quanta and worldsize if we haven't done so yet if (_reloadSettings) CalculateWorldSize(); _pac = new PrivateAssemblyCache(dataPath, fileName, true, trackLastRun); // Reset the appdomain policy since we changed the location of the organism dlls // This must be done before any animals are loaded in any way. Make sure this call stays // as soon as possible AppDomain.CurrentDomain.SetAppDomainPolicy(SecurityUtils.MakePolicyLevel(_pac.AssemblyDirectory)); _usingNetwork = useNetwork; _populationData = new PopulationData(reportData, leds[(int) LedIndicators.ReportWebService]); // Should only happen if an exception prevented a previous attempt to start a game if (AppMgr.CurrentScheduler != null) { AppMgr.DestroyScheduler(); } // Create a scheduler that manages giving the creatures timeslices _scheduler = AppMgr.CreateSameDomainScheduler(this); _scheduler.Quantum = _organismQuanta; if (useNetwork) { // Required to start up the network listeners _networkEngine = new NetworkEngine(); } WorldState currentState; Boolean successfulDeserialization = false; if (deserializeState && File.Exists(fileName)) { try { if (_pac.LastRun.Length != 0) { // The process was killed while an organism was being run, blacklist it // Since this potentially means the animal hung the game. _pac.BlacklistAssemblies(new string[] {_pac.LastRun}); } this.deserializeState(fileName); currentState = CurrentVector.State; _scheduler.CurrentState = currentState; _scheduler.CompleteOrganismDeserialization(); successfulDeserialization = true; } catch (Exception e) { ErrorLog.LogHandledException(e); } } if (successfulDeserialization) return; // Set up initial world state currentState = new WorldState(GridWidth, GridHeight); currentState.TickNumber = 0; currentState.StateGuid = Guid.NewGuid(); currentState.Teleporter = new Teleporter(AnimalCount/EngineSettings.NumberOfAnimalsPerTeleporter); currentState.MakeImmutable(); WorldVector vector = new WorldVector(currentState); CurrentVector = vector; _scheduler.CurrentState = currentState; }