Пример #1
0
  private void cleanup() {
    logger.info("Shutting down Terasology...");
    changeStatus(StandardGameStatus.SHUTTING_DOWN);

    if (currentState != null) {
      currentState.dispose();
      currentState = null;
    }

    Iterator<EngineSubsystem> preshutdownIter = allSubsystems.descendingIterator();
    while (preshutdownIter.hasNext()) {
      EngineSubsystem subsystem = preshutdownIter.next();
      try {
        subsystem.preShutdown();
      } catch (RuntimeException e) {
        logger.error("Error preparing to shutdown {} subsystem", subsystem.getName(), e);
      }
    }

    Iterator<EngineSubsystem> shutdownIter = allSubsystems.descendingIterator();
    while (shutdownIter.hasNext()) {
      EngineSubsystem subsystem = shutdownIter.next();
      try {
        subsystem.shutdown();
      } catch (RuntimeException e) {
        logger.error("Error shutting down {} subsystem", subsystem.getName(), e);
      }
    }
  }
Пример #2
0
 private void initSubsystems() {
   changeStatus(TerasologyEngineStatus.INITIALIZING_SUBSYSTEMS);
   for (EngineSubsystem subsystem : getSubsystems()) {
     changeStatus(() -> "Initialising " + subsystem.getName() + " subsystem");
     subsystem.initialise(this, rootContext);
   }
 }
Пример #3
0
 /** Gives a chance to subsystems to do something BEFORE managers and Time are initialized. */
 private void preInitSubsystems() {
   changeStatus(TerasologyEngineStatus.PREPARING_SUBSYSTEMS);
   for (EngineSubsystem subsystem : getSubsystems()) {
     changeStatus(() -> "Pre-initialising " + subsystem.getName() + " subsystem");
     subsystem.preInitialise(rootContext);
   }
 }
Пример #4
0
  /**
   * The main loop runs until the EngineState is set back to INITIALIZED by shutdown() or until the
   * OS requests the application's window to be closed. Engine cleanup and disposal occur
   * afterwards.
   */
  private void mainLoop() {
    PerformanceMonitor.startActivity("Other");
    // MAIN GAME LOOP
    while (!shutdownRequested) {
      assetTypeManager.reloadChangedOnDisk();

      processPendingState();

      if (currentState == null) {
        shutdown();
        break;
      }

      Iterator<Float> updateCycles = timeSubsystem.getEngineTime().tick();

      for (EngineSubsystem subsystem : allSubsystems) {
        try (Activity ignored =
            PerformanceMonitor.startActivity(subsystem.getName() + " PreUpdate")) {
          subsystem.preUpdate(currentState, timeSubsystem.getEngineTime().getRealDelta());
        }
      }

      while (updateCycles.hasNext()) {
        float updateDelta = updateCycles.next(); // gameTime gets updated here!
        try (Activity ignored = PerformanceMonitor.startActivity("Main Update")) {
          currentState.update(updateDelta);
        }
      }

      // Waiting processes are set by modules via GameThread.a/synch() methods.
      GameThread.processWaitingProcesses();

      for (EngineSubsystem subsystem : getSubsystems()) {
        try (Activity ignored =
            PerformanceMonitor.startActivity(subsystem.getName() + " Subsystem postUpdate")) {
          subsystem.postUpdate(currentState, timeSubsystem.getEngineTime().getRealDelta());
        }
      }
      assetTypeManager.disposedUnusedAssets();

      PerformanceMonitor.rollCycle();
      PerformanceMonitor.startActivity("Other");
    }
    PerformanceMonitor.endActivity();
  }