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