StyleCop clean OpenRA.Game

This commit is contained in:
Matthias Mailänder
2015-01-02 15:11:36 +01:00
parent 9dd607c846
commit 44cd174a8d
61 changed files with 628 additions and 581 deletions

View File

@@ -328,10 +328,10 @@ namespace OpenRA
else
Cursor = new SoftwareCursor(modData.CursorProvider);
PerfHistory.items["render"].hasNormalTick = false;
PerfHistory.items["batches"].hasNormalTick = false;
PerfHistory.items["render_widgets"].hasNormalTick = false;
PerfHistory.items["render_flip"].hasNormalTick = false;
PerfHistory.Items["render"].HasNormalTick = false;
PerfHistory.Items["batches"].HasNormalTick = false;
PerfHistory.Items["render_widgets"].HasNormalTick = false;
PerfHistory.Items["render_flip"].HasNormalTick = false;
JoinLocal();
@@ -513,10 +513,10 @@ namespace OpenRA
Renderer.EndFrame(new DefaultInputHandler(orderManager.World));
}
PerfHistory.items["render"].Tick();
PerfHistory.items["batches"].Tick();
PerfHistory.items["render_widgets"].Tick();
PerfHistory.items["render_flip"].Tick();
PerfHistory.Items["render"].Tick();
PerfHistory.Items["batches"].Tick();
PerfHistory.Items["render_widgets"].Tick();
PerfHistory.Items["render_flip"].Tick();
}
static void Loop()
@@ -551,12 +551,12 @@ namespace OpenRA
// (if ever).
// This also means that the 'logicInterval' cannot be longer than this
// value.
const int maxLogicTicksBehind = 250;
const int MaxLogicTicksBehind = 250;
// Try to maintain at least this many FPS during replays, even if it slows down logic.
// However, if the user has enabled a framerate limit that is even lower
// than this, then that limit will be used.
const int minReplayFps = 10;
const int MinReplayFps = 10;
// Timestamps for when the next logic and rendering should run
var nextLogic = RunTime;
@@ -576,7 +576,7 @@ namespace OpenRA
var now = RunTime;
// If the logic has fallen behind too much, skip it and catch up
if (now - nextLogic > maxLogicTicksBehind)
if (now - nextLogic > MaxLogicTicksBehind)
nextLogic = now;
// When's the next update (logic or render)
@@ -608,7 +608,7 @@ namespace OpenRA
// allowed between screen updates.
// We do this before rendering to include the time rendering takes
// in this interval.
var maxRenderInterval = Math.Max(1000 / minReplayFps, renderInterval);
var maxRenderInterval = Math.Max(1000 / MinReplayFps, renderInterval);
forcedNextRender = now + maxRenderInterval;
RenderTick();