Esempio n. 1
0
void CSimulation2Impl::Interpolate(float frameLength, float frameOffset)
{
	m_LastFrameOffset = frameOffset;

	CMessageInterpolate msg(frameLength, frameOffset);
	m_ComponentManager.BroadcastMessage(msg);

	// Clean up any entities destroyed during interpolate (e.g. local corpses)
	m_ComponentManager.FlushDestroyedComponents();
}
Esempio n. 2
0
bool CSimulation2Impl::Update(int turnLength, const std::vector<SimulationCommand>& commands)
{
	fixed turnLengthFixed = fixed::FromInt(turnLength) / 1000;

	// TODO: the update process is pretty ugly, with lots of messages and dependencies
	// between different components. Ought to work out a nicer way to do this.

	CMessageTurnStart msgTurnStart;
	m_ComponentManager.BroadcastMessage(msgTurnStart);

	CmpPtr<ICmpPathfinder> cmpPathfinder(m_SimContext, SYSTEM_ENTITY);
	if (!cmpPathfinder.null())
		cmpPathfinder->FinishAsyncRequests();

	// Push AI commands onto the queue before we use them
	CmpPtr<ICmpAIManager> cmpAIManager(m_SimContext, SYSTEM_ENTITY);
	if (!cmpAIManager.null())
		cmpAIManager->PushCommands();

	CmpPtr<ICmpCommandQueue> cmpCommandQueue(m_SimContext, SYSTEM_ENTITY);
	if (!cmpCommandQueue.null())
		cmpCommandQueue->FlushTurn(commands);

	// Process newly generated move commands so the UI feels snappy
	if (!cmpPathfinder.null())
		cmpPathfinder->ProcessSameTurnMoves();

	// Send all the update phases
	{
		CMessageUpdate msgUpdate(turnLengthFixed);
		m_ComponentManager.BroadcastMessage(msgUpdate);
	}
	{
		CMessageUpdate_MotionFormation msgUpdate(turnLengthFixed);
		m_ComponentManager.BroadcastMessage(msgUpdate);
	}

	// Process move commands for formations (group proxy)
	if (!cmpPathfinder.null())
		cmpPathfinder->ProcessSameTurnMoves();

	{
		CMessageUpdate_MotionUnit msgUpdate(turnLengthFixed);
		m_ComponentManager.BroadcastMessage(msgUpdate);
	}
	{
		CMessageUpdate_Final msgUpdate(turnLengthFixed);
		m_ComponentManager.BroadcastMessage(msgUpdate);
	}

	// Process moves resulting from group proxy movement (unit needs to catch up or realign) and any others
	if (!cmpPathfinder.null())
		cmpPathfinder->ProcessSameTurnMoves();


	// Clean up any entities destroyed during the simulation update
	m_ComponentManager.FlushDestroyedComponents();

//	if (m_TurnNumber == 0)
//		m_ComponentManager.GetScriptInterface().DumpHeap();

	// Run the GC occasionally
	// (TODO: we ought to schedule this for a frame where we're not
	// running the sim update, to spread the load)
	if (m_TurnNumber % 10 == 0)
		m_ComponentManager.GetScriptInterface().MaybeGC();

	if (m_EnableOOSLog)
		DumpState();

	// Start computing AI for the next turn
	if (!cmpAIManager.null())
		cmpAIManager->StartComputation();

	++m_TurnNumber;

	return true; // TODO: don't bother with bool return
}
Esempio n. 3
0
void CComponentManager::Script_FlushDestroyedEntities(ScriptInterface::CxPrivate *pCxPrivate)
{
	CComponentManager* componentManager = static_cast<CComponentManager*> (pCxPrivate->pCBData);
	componentManager->FlushDestroyedComponents();
}