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void PlayerLoop()
{
ReentrancyChecker checker(&s_InsidePlayerLoop);
if (!checker.IsOK())
{
ErrorString("An abnormal situation has occurred: the PlayerLoop internal function has been called recursively. "
"Please contact Customer Support with a sample project so that we can reproduce the problem and troubleshoot it.");
return;
}

#if FRAME_DEBUGGER_REMOTE_PLAYER
if (FrameDebugger::IsLocalEnabled())
{
FrameDebugger::PlayerLoop();
return;
}
#endif

::SetWorldPlayingThisFrame(IsWorldPlaying()); // The IsWorldPlaying state can potentially be
// modified inside the loop, so to ensure consistency
// we need to store it for the duration of the frame.


// --- ----
// NOTE: Do NOT add any logic or branches below, any new code MUST use callbacks
// --- ----


// The time should be updated as early as possible to allow the rest of the
// loop logic to be on the same time for this loop. It is also a must before
// calling SynchronizeState (used in cluster mode).
CALL_UPDATE_MODULAR(Initialization, PlayerUpdateTime);
CALL_UPDATE_MODULAR(Initialization, AsyncUploadTimeSlicedUpdate);
CALL_UPDATE_MODULAR(Initialization, SynchronizeInputs);
CALL_UPDATE_MODULAR(Initialization, SynchronizeState);
CALL_UPDATE_MODULAR(Initialization, XREarlyUpdate); // Potentially invalidates our GfxDevice!

CALL_UPDATE_MODULAR(EarlyUpdate, PollPlayerConnection);
CALL_UPDATE_MODULAR(EarlyUpdate, ProfilerStartFrame);
CALL_UPDATE_MODULAR(EarlyUpdate, GpuTimestamp);
CALL_UPDATE_MODULAR(EarlyUpdate, UnityConnectClientUpdate);
CALL_UPDATE_MODULAR(EarlyUpdate, CloudWebServicesUpdate);
CALL_UPDATE_MODULAR(EarlyUpdate, NScreenUpdate);
CALL_UPDATE_MODULAR(EarlyUpdate, UnityWebRequestUpdate);
CALL_UPDATE_MODULAR(EarlyUpdate, ExecuteMainThreadJobs); // Update background tasks
CALL_UPDATE_MODULAR(EarlyUpdate, ProcessMouseInWindow);
CALL_UPDATE_MODULAR(EarlyUpdate, ClearIntermediateRenderers); // In the editor, clear intermediate renderers before loop.
// So that in paused state or when resizing windows,
// we can still draw the previous ones.
CALL_UPDATE_MODULAR(EarlyUpdate, ClearLines);
CALL_UPDATE_MODULAR(EarlyUpdate, PresentBeforeUpdate);
CALL_UPDATE_MODULAR(EarlyUpdate, ResetFrameStatsAfterPresent); // Reset frame stats after present (case 496221)
CALL_UPDATE_MODULAR(EarlyUpdate, UpdateAllUnityWebStreams);

////@TODO: CLeanup code where input is processed after scene loading
/// All input should be processed prior to scene loading

CALL_UPDATE_MODULAR(EarlyUpdate, UpdateTextureStreamingManager);
CALL_UPDATE_MODULAR(EarlyUpdate, UpdatePreloading);
CALL_UPDATE_MODULAR(EarlyUpdate, RendererNotifyInvisible);
CALL_UPDATE_MODULAR(EarlyUpdate, PlayerCleanupCachedData);

// Make sure the screen manager uses the correct Game View size, which is only known on the managed side.
// We query it in the game loop rather than setting it from the Game View. This prevents multiple Game Views overwriting the value,
// or none setting it because no Game View has its tab in front.
CALL_UPDATE_MODULAR(EarlyUpdate, UpdateMainGameViewRect);

// UpdateCanvasRectTransform modifies the RectTransform of the Canvas.
// It is done before all Update functions so that UI elements can react to the change in the same frame.
CALL_UPDATE_MODULAR(EarlyUpdate, UpdateCanvasRectTransform);

////@TODO: CLeanup code where input is processed after scene loading
/// All input should be processed prior to scene loading

CALL_UPDATE_MODULAR(EarlyUpdate, UpdateInputManager);
CALL_UPDATE_MODULAR(EarlyUpdate, ProcessRemoteInput);
CALL_UPDATE_MODULAR(EarlyUpdate, XRUpdate);
CALL_UPDATE_MODULAR(EarlyUpdate, TangoUpdate);
CALL_UPDATE_MODULAR(EarlyUpdate, ScriptRunDelayedStartupFrame);
CALL_UPDATE_MODULAR(EarlyUpdate, UpdateKinect);
CALL_UPDATE_MODULAR(EarlyUpdate, DeliverIosPlatformEvents);
CALL_UPDATE_MODULAR(EarlyUpdate, DispatchEventQueueEvents);
CALL_UPDATE_MODULAR(EarlyUpdate, DirectorSampleTime);
CALL_UPDATE_MODULAR(EarlyUpdate, PhysicsResetInterpolatedTransformPosition); // Initializes fixed time step loop
CALL_UPDATE_MODULAR(EarlyUpdate, NewInputBeginFrame);
CALL_UPDATE_MODULAR(EarlyUpdate, SpriteAtlasManagerUpdate);
CALL_UPDATE_MODULAR(EarlyUpdate, PerformanceAnalyticsUpdate);

/* This is what fixed time stepping is doing
float time = GetProfilerTime ();
while (fixedTime < time)
{
fixedTime += fixedDeltaTime;
UpdateFixedBehaviours ();
UdateDynamicsManager ();
}
Which means:
- fixed timestep is always larger than dynamic timestep
- fixed delta time is always the same
*/

// Fixed framerate loop (fixed behaviours, dynamics, delayed calling)
while (GetTimeManager().StepFixedTime())
{
CALL_UPDATE_MODULAR(FixedUpdate, ClearLines); // Placed here so we ensure it is also called
// in edit-mode (fix for case 379024: pressing
// stop did not properly clear fixedStepLines)
CALL_UPDATE_MODULAR(FixedUpdate, NewInputEndFixedUpdate);
CALL_UPDATE_MODULAR(FixedUpdate, DirectorFixedSampleTime);
CALL_UPDATE_MODULAR(FixedUpdate, AudioFixedUpdate);
CALL_UPDATE_MODULAR(FixedUpdate, ScriptRunBehaviourFixedUpdate); // Script.FixedUpdate
CALL_UPDATE_MODULAR(FixedUpdate, DirectorFixedUpdate);
CALL_UPDATE_MODULAR(FixedUpdate, LegacyFixedAnimationUpdate); // Animation (Root motion)
CALL_UPDATE_MODULAR(FixedUpdate, XRFixedUpdate);
CALL_UPDATE_MODULAR(FixedUpdate, PhysicsFixedUpdate); // 3D Physics
CALL_UPDATE_MODULAR(FixedUpdate, Physics2DFixedUpdate); // 2D Physics
CALL_UPDATE_MODULAR(FixedUpdate, DirectorFixedUpdatePostPhysics); // Animation IK and write bones
CALL_UPDATE_MODULAR(FixedUpdate, ScriptRunDelayedFixedFrameRate); // Script Coroutines
CALL_UPDATE_MODULAR(FixedUpdate, ScriptRunDelayedTasks); // Tasks on Synchronization Context
CALL_UPDATE_MODULAR(FixedUpdate, NewInputBeginFixedUpdate);
}

// Dynamics, animation, behaviours

CALL_UPDATE_MODULAR(PreUpdate, PhysicsUpdate);
CALL_UPDATE_MODULAR(PreUpdate, Physics2DUpdate);
CALL_UPDATE_MODULAR(PreUpdate, CheckTexFieldInput);
CALL_UPDATE_MODULAR(PreUpdate, IMGUISendQueuedEvents);
CALL_UPDATE_MODULAR(PreUpdate, NewInputUpdate);
CALL_UPDATE_MODULAR(PreUpdate, SendMouseEvents);
CALL_UPDATE_MODULAR(PreUpdate, AIUpdate);
CALL_UPDATE_MODULAR(PreUpdate, WindUpdate);
CALL_UPDATE_MODULAR(PreUpdate, UpdateVideo);

CALL_UPDATE_MODULAR(Update, ScriptRunBehaviourUpdate);
CALL_UPDATE_MODULAR(Update, DirectorUpdate);
CALL_UPDATE_MODULAR(Update, ScriptRunDelayedDynamicFrameRate);

CALL_UPDATE_MODULAR(PreLateUpdate, AIUpdatePostScript);
CALL_UPDATE_MODULAR(PreLateUpdate, DirectorUpdateAnimationBegin); // Dynamic Step Animation Update
CALL_UPDATE_MODULAR(PreLateUpdate, LegacyAnimationUpdate);
CALL_UPDATE_MODULAR(PreLateUpdate, DirectorUpdateAnimationEnd);
CALL_UPDATE_MODULAR(PreLateUpdate, DirectorDeferredEvaluate);
CALL_UPDATE_MODULAR(PreLateUpdate, UpdateNetworkManager);
CALL_UPDATE_MODULAR(PreLateUpdate, UpdateMasterServerInterface);
CALL_UPDATE_MODULAR(PreLateUpdate, UNetUpdate);
CALL_UPDATE_MODULAR(PreLateUpdate, EndGraphicsJobsLate); // Latest possible time to end graphics jobs of the previous frame. Must run before any graphics callbacks.
CALL_UPDATE_MODULAR(PreLateUpdate, ParticleSystemBeginUpdateAll);
CALL_UPDATE_MODULAR(PreLateUpdate, ScriptRunBehaviourLateUpdate);

CALL_UPDATE_MODULAR(PostLateUpdate, PlayerSendFrameStarted); // For Editor, we call begin frame just before starting
// rendering RepaintController. For Runtime we start here.
CALL_UPDATE_MODULAR(PostLateUpdate, DirectorLateUpdate);
CALL_UPDATE_MODULAR(PostLateUpdate, ScriptRunDelayedDynamicFrameRate);
CALL_UPDATE_MODULAR(PostLateUpdate, PhysicsSkinnedClothBeginUpdate);
CALL_UPDATE_MODULAR(PostLateUpdate, UpdateCanvasRectTransform); // UI update here after late update
CALL_UPDATE_MODULAR(PostLateUpdate, PlayerUpdateCanvases);
CALL_UPDATE_MODULAR(PostLateUpdate, UpdateAudio);
CALL_UPDATE_MODULAR(PostLateUpdate, ParticlesLegacyUpdateAllParticleSystems);
CALL_UPDATE_MODULAR(PostLateUpdate, ParticleSystemEndUpdateAll); // We need to sync particle systems here to
// make sure they update their renderers properly
CALL_UPDATE_MODULAR(PostLateUpdate, UpdateSubstance);
CALL_UPDATE_MODULAR(PostLateUpdate, UpdateCustomRenderTextures);
CALL_UPDATE_MODULAR(PostLateUpdate, UpdateAllRenderers);
CALL_UPDATE_MODULAR(PostLateUpdate, EnlightenRuntimeUpdate);
CALL_UPDATE_MODULAR(PostLateUpdate, UpdateAllSkinnedMeshes);
CALL_UPDATE_MODULAR(PostLateUpdate, ProcessWebSendMessages);
CALL_UPDATE_MODULAR(PostLateUpdate, SortingGroupsUpdate);

// removed because nothing seems to actually register at this manager
//GetUpdateManager ().Update ();

CALL_UPDATE_MODULAR(PostLateUpdate, UpdateVideoTextures);
CALL_UPDATE_MODULAR(PostLateUpdate, UpdateVideo);
CALL_UPDATE_MODULAR(PostLateUpdate, DirectorRenderImage);
CALL_UPDATE_MODULAR(PostLateUpdate, ExecuteOneJobInMainThread); // Execute one job from the main thread
CALL_UPDATE_MODULAR(PostLateUpdate, PlayerEmitCanvasGeometry);
CALL_UPDATE_MODULAR(PostLateUpdate, PhysicsSkinnedClothFinishUpdate);
CALL_UPDATE_MODULAR(PostLateUpdate, FinishFrameRendering);
CALL_UPDATE_MODULAR(PostLateUpdate, BatchModeUpdate);
CALL_UPDATE_MODULAR(PostLateUpdate, PlayerSendFrameComplete);
CALL_UPDATE_MODULAR(PostLateUpdate, UpdateCaptureScreenshot);
CALL_UPDATE_MODULAR(PostLateUpdate, PresentAfterDraw);
CALL_UPDATE_MODULAR(PostLateUpdate, ClearImmediateRenderers);
CALL_UPDATE_MODULAR(PostLateUpdate, PlayerSendFramePostPresent);
CALL_UPDATE_MODULAR(PostLateUpdate, UpdateResolution);
CALL_UPDATE_MODULAR(PostLateUpdate, InputEndFrame); // Clear the input string and the key-down events at the end
// of the Loop. This makes sure all input string is cleared.

// We have two UI systems. IM GUI & the new component based UI system.
// IM GUI doesn't consume the move events. They are consumed by the player loop.
// But there might be no scripts popping the vents. So clear them at the end of the frame.
CALL_UPDATE_MODULAR(PostLateUpdate, GUIClearEvents);

CALL_UPDATE_MODULAR(PostLateUpdate, ShaderHandleErrors); // Handle any shaders with errors discovered
CALL_UPDATE_MODULAR(PostLateUpdate, ResetInputAxis); // We entered Text Field input this frame, Game mode input
// is disabled. Reset axes, so they don't stick.
CALL_UPDATE_MODULAR(PostLateUpdate, ThreadedLoadingDebug);
CALL_UPDATE_MODULAR(PostLateUpdate, ProfilerSynchronizeStats);
CALL_UPDATE_MODULAR(PostLateUpdate, MemoryFrameMaintenance);
CALL_UPDATE_MODULAR(PostLateUpdate, ExecuteGameCenterCallbacks);
CALL_UPDATE_MODULAR(PostLateUpdate, ProfilerEndFrame);
}

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#define REGISTER_PLAYERLOOP_CALL(TYPE_, NAME_, BODY_, ...)                       \
struct TYPE_##NAME_##Registrator \
{ \
static void Forward (__VA_ARGS__) \
{ \
PROFILE_CALLBACK_AUTO(TYPE_##NAME_##Registrator, #TYPE_ "." #NAME_); \
BODY_; \
} \
}; \
gPlayerLoopCallbacks.TYPE_.NAME_ = TYPE_##NAME_##Registrator::Forward;