Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Screens/GameScreen.cs
2023-10-02 16:43:54 +03:00

325 lines
10 KiB
C#

//#define RUN_PHYSICS_IN_SEPARATE_THREAD
using Microsoft.Xna.Framework;
using System.Threading;
using FarseerPhysics.Dynamics;
#if DEBUG && CLIENT
using System;
using Microsoft.Xna.Framework.Input;
#endif
namespace Barotrauma
{
partial class GameScreen : Screen
{
private object updateLock = new object();
private double physicsTime;
#if CLIENT
private readonly Camera cam;
public override Camera Cam
{
get { return cam; }
}
#elif SERVER
public override Camera Cam
{
get { return Camera.Instance; }
}
#endif
public double GameTime
{
get;
private set;
}
public GameScreen()
{
#if CLIENT
cam = new Camera();
cam.Translate(new Vector2(-10.0f, 50.0f));
#endif
}
public override void Select()
{
base.Select();
#if CLIENT
if (Character.Controlled != null)
{
cam.Position = Character.Controlled.WorldPosition;
cam.UpdateTransform(true);
}
else if (Submarine.MainSub != null)
{
cam.Position = Submarine.MainSub.WorldPosition;
cam.UpdateTransform(true);
}
GameMain.GameSession?.CrewManager?.AutoShowCrewList();
#endif
MapEntity.ClearHighlightedEntities();
#if RUN_PHYSICS_IN_SEPARATE_THREAD
var physicsThread = new Thread(ExecutePhysics)
{
Name = "Physics thread",
IsBackground = true
};
physicsThread.Start();
#endif
}
public override void Deselect()
{
base.Deselect();
#if CLIENT
var config = GameSettings.CurrentConfig;
config.CrewMenuOpen = CrewManager.PreferCrewMenuOpen;
config.ChatOpen = ChatBox.PreferChatBoxOpen;
GameSettings.SetCurrentConfig(config);
GameSettings.SaveCurrentConfig();
GameMain.SoundManager.SetCategoryMuffle("default", false);
GUI.ClearMessages();
#if !DEBUG
if (GameMain.GameSession?.GameMode is TestGameMode)
{
DebugConsole.DeactivateCheats();
}
#endif
#endif
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
public override void Update(double deltaTime)
{
#if RUN_PHYSICS_IN_SEPARATE_THREAD
physicsTime += deltaTime;
lock (updateLock)
{
#endif
#if DEBUG && CLIENT
if (GameMain.GameSession != null && !DebugConsole.IsOpen && GUI.KeyboardDispatcher.Subscriber == null)
{
if (GameMain.GameSession.Level != null && GameMain.GameSession.Submarine != null)
{
Submarine closestSub = Submarine.FindClosest(cam.WorldViewCenter) ?? GameMain.GameSession.Submarine;
Vector2 targetMovement = Vector2.Zero;
if (PlayerInput.KeyDown(Keys.I)) { targetMovement.Y += 1.0f; }
if (PlayerInput.KeyDown(Keys.K)) { targetMovement.Y -= 1.0f; }
if (PlayerInput.KeyDown(Keys.J)) { targetMovement.X -= 1.0f; }
if (PlayerInput.KeyDown(Keys.L)) { targetMovement.X += 1.0f; }
if (targetMovement != Vector2.Zero)
{
closestSub.ApplyForce(targetMovement * closestSub.SubBody.Body.Mass * 100.0f);
}
}
}
#endif
#if CLIENT
GameMain.LightManager?.Update((float)deltaTime);
#endif
GameTime += deltaTime;
foreach (PhysicsBody body in PhysicsBody.List)
{
if (body.Enabled && body.BodyType != FarseerPhysics.BodyType.Static) { body.Update(); }
}
MapEntity.ClearHighlightedEntities();
#if CLIENT
var sw = new System.Diagnostics.Stopwatch();
sw.Start();
#endif
GameMain.GameSession?.Update((float)deltaTime);
#if CLIENT
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Update:GameSession", sw.ElapsedTicks);
sw.Restart();
GameMain.ParticleManager.Update((float)deltaTime);
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Update:Particles", sw.ElapsedTicks);
sw.Restart();
if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime, cam);
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Update:Level", sw.ElapsedTicks);
if (Character.Controlled is { } controlled)
{
if (controlled.SelectedItem != null && controlled.CanInteractWith(controlled.SelectedItem))
{
controlled.SelectedItem.UpdateHUD(cam, controlled, (float)deltaTime);
}
if (controlled.Inventory != null)
{
foreach (Item item in controlled.Inventory.AllItems)
{
if (controlled.HasEquippedItem(item))
{
item.UpdateHUD(cam, controlled, (float)deltaTime);
}
}
}
}
sw.Restart();
Character.UpdateAll((float)deltaTime, cam);
#elif SERVER
if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime, Camera.Instance);
Character.UpdateAll((float)deltaTime, Camera.Instance);
#endif
#if CLIENT
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Update:Character", sw.ElapsedTicks);
sw.Restart();
#endif
StatusEffect.UpdateAll((float)deltaTime);
#if CLIENT
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Update:StatusEffects", sw.ElapsedTicks);
sw.Restart();
if (Character.Controlled != null &&
Lights.LightManager.ViewTarget != null)
{
Vector2 targetPos = Lights.LightManager.ViewTarget.WorldPosition;
if (Lights.LightManager.ViewTarget == Character.Controlled &&
(CharacterHealth.OpenHealthWindow != null || CrewManager.IsCommandInterfaceOpen || ConversationAction.IsDialogOpen))
{
Vector2 screenTargetPos = new Vector2(GameMain.GraphicsWidth, GameMain.GraphicsHeight) * 0.5f;
if (CharacterHealth.OpenHealthWindow != null)
{
screenTargetPos.X = GameMain.GraphicsWidth * (CharacterHealth.OpenHealthWindow.Alignment == Alignment.Left ? 0.6f : 0.4f);
}
else if (ConversationAction.IsDialogOpen)
{
screenTargetPos.Y = GameMain.GraphicsHeight * 0.4f;
}
Vector2 screenOffset = screenTargetPos - new Vector2(GameMain.GraphicsWidth / 2, GameMain.GraphicsHeight / 2);
screenOffset.Y = -screenOffset.Y;
targetPos -= screenOffset / cam.Zoom;
}
cam.TargetPos = targetPos;
}
cam.MoveCamera((float)deltaTime, allowZoom: GUI.MouseOn == null && !Inventory.IsMouseOnInventory);
Character.Controlled?.UpdateLocalCursor(cam);
#endif
foreach (Submarine sub in Submarine.Loaded)
{
sub.SetPrevTransform(sub.Position);
}
foreach (PhysicsBody body in PhysicsBody.List)
{
if (body.Enabled && body.BodyType != FarseerPhysics.BodyType.Static)
{
body.SetPrevTransform(body.SimPosition, body.Rotation);
}
}
#if CLIENT
MapEntity.UpdateAll((float)deltaTime, cam);
#elif SERVER
MapEntity.UpdateAll((float)deltaTime, Camera.Instance);
#endif
#if CLIENT
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Update:MapEntity", sw.ElapsedTicks);
sw.Restart();
#endif
Character.UpdateAnimAll((float)deltaTime);
#if CLIENT
Ragdoll.UpdateAll((float)deltaTime, cam);
#elif SERVER
Ragdoll.UpdateAll((float)deltaTime, Camera.Instance);
#endif
#if CLIENT
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Update:Ragdolls", sw.ElapsedTicks);
sw.Restart();
#endif
foreach (Submarine sub in Submarine.Loaded)
{
sub.Update((float)deltaTime);
}
#if CLIENT
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Update:Submarine", sw.ElapsedTicks);
sw.Restart();
#endif
#if !RUN_PHYSICS_IN_SEPARATE_THREAD
try
{
GameMain.World.Step((float)Timing.Step);
}
catch (WorldLockedException e)
{
string errorMsg = "Attempted to modify the state of the physics simulation while a time step was running.";
DebugConsole.ThrowError(errorMsg, e);
GameAnalyticsManager.AddErrorEventOnce("GameScreen.Update:WorldLockedException" + e.Message, GameAnalyticsManager.ErrorSeverity.Critical, errorMsg);
}
#endif
#if CLIENT
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Update:Physics", sw.ElapsedTicks);
#endif
UpdateProjSpecific(deltaTime);
#if RUN_PHYSICS_IN_SEPARATE_THREAD
}
#endif
}
partial void UpdateProjSpecific(double deltaTime);
private void ExecutePhysics()
{
while (true)
{
while (physicsTime >= Timing.Step)
{
lock (updateLock)
{
GameMain.World.Step((float)Timing.Step);
physicsTime -= Timing.Step;
}
}
}
}
}
}