/** * 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(); }
/** * 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() { NetworkSystem networkSystem = CoreRegistry.get(NetworkSystem.class); DisplayDevice display = CoreRegistry.get(DisplayDevice.class); PerformanceMonitor.startActivity("Other"); // MAIN GAME LOOP while (engineState == EngineState.RUNNING && !display.isCloseRequested()) { long totalDelta; float updateDelta; float subsystemsDelta; // Only process rendering and updating once a second if (!display.isActive() && isHibernationAllowed()) { time.setPaused(true); Iterator<Float> updateCycles = time.tick(); while (updateCycles.hasNext()) { updateCycles.next(); } try { Thread.sleep(100); } catch (InterruptedException e) { logger.warn("Display inactivity sleep interrupted", e); } display.processMessages(); time.setPaused(false); continue; } processPendingState(); if (currentState == null) { shutdown(); break; } Iterator<Float> updateCycles = time.tick(); try (Activity ignored = PerformanceMonitor.startActivity("Network Update")) { networkSystem.update(); } totalDelta = 0; while (updateCycles.hasNext()) { updateDelta = updateCycles.next(); // gameTime gets updated here! totalDelta += time.getDeltaInMs(); try (Activity ignored = PerformanceMonitor.startActivity("Main Update")) { currentState.update(updateDelta); } } subsystemsDelta = totalDelta / 1000f; for (EngineSubsystem subsystem : getSubsystems()) { try (Activity ignored = PerformanceMonitor.startActivity(subsystem.getClass().getSimpleName())) { subsystem.preUpdate(currentState, subsystemsDelta); } } // Waiting processes are set by modules via GameThread.a/synch() methods. GameThread.processWaitingProcesses(); for (EngineSubsystem subsystem : getSubsystems()) { try (Activity ignored = PerformanceMonitor.startActivity(subsystem.getClass().getSimpleName())) { subsystem.postUpdate(currentState, subsystemsDelta); } } PerformanceMonitor.rollCycle(); PerformanceMonitor.startActivity("Other"); } PerformanceMonitor.endActivity(); // This becomes important only if display.isCloseRequested() is true. // In all other circumstances the EngineState is already set to // INITIALIZED by the time the flow gets here. engineState = EngineState.INITIALIZED; }