mooege/mooege — pull request #164 by raistlinthewiz (2011-10-12 13:06:43+00:00)
Title: Implemented a very primitive tick manager

Implemented a very primitive tick manager -- which GameClient.cs will be handling tick-stuff on its own.
Added a game loop to Game.cs which is started on a new thread and it'll be notifying worlds with active players in it to update.
Added a virtual function Update() to DynamicObject.cs so extending types can implement it for their update needs (ie Monster.cs calling it's Brain()).
Overrided update() in world.cs -- it calls child actors and players update() functions.
Fixed OnActorMove() in Worlds.cs -- so that for player actors, position update message is not sent back to original player (otherwise it'll cause leaps on client side).
Moved EndOfTickMessage to src/Mooege/Net/GS/Message/Definitions/Tick
Introduced GameTickMessage.cs which is actually DWordDataMessage6.
Removed SendMessageNow() function and all references -- if we need it somehow in the future, I'll be putting it back.
Removed all that manual hacky ticks from code.
Removed player.InGameClient.FlushOutgoingBuffer() calls, as it's now automated -- player:update() will be flushing buffers.
Added a basic Brain() function to Monster.cs -- which u can put your simple AI stuff.
Changed Game.cs _worlds and _objects to ConcurrentDictionary, we don't want any races there.