Terrarium.Game.GameEngine.GameEngine C# (CSharp) Метод

GameEngine() приватный Метод

Constructs a new game engine.
private GameEngine ( string dataPath, bool useNetwork, bool deserializeState, string fileName, bool reportData, TerrariumLed leds, bool trackLastRun ) : System
dataPath string The path to save game directory.
useNetwork bool Controls the usage of the network engine.
deserializeState bool Controls if the state is deserialized or not.
fileName string The path to the state file.
reportData bool Determines if data should be reported.
leds TerrariumLed Provides a listing of game leds that can be used.
trackLastRun bool Controls whether the PAC keeps track of the last run creature for blacklisting.
Результат System
        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;
        }