Ejemplo n.º 1
0
        protected virtual void OnItemExecute(IGameSequencerItem item)
        {
            if (CurrentItem != item)
            {
                // it's possible that another thread Pushed or Popped the CurrentItem while the timer went off on the last current item
                return;
            }

            GameSequencerItem ex = item as GameSequencerItem;

            if (ex != null)
            {
                if (ex.HasBegunExecution) // dont execute twice, just in case
                {
                    return;
                }
                ex.HasBegunExecution = true;
            }

            string msg  = "";
            bool   rslt = true;

            rslt = item.TryExecuteEffect(ref msg);

            FireItemExecuted(ex, rslt, msg);
        }
Ejemplo n.º 2
0
        protected virtual void OnCurrentItemChanged(IGameSequencerItem oldItem, IGameSequencerItem newItem)
        {
            if (oldItem != null)
            {
                oldItem.OnBecameNotCurrent();
            }

            if (newItem != null)
            {
                newItem.OnBecameCurrent();
            }

            FireCurrentItemChanged(oldItem, newItem);

            if (newItem == null)
            {
                return;
            }

            GameSequencerItem ex = newItem as GameSequencerItem;

            // Get the timeout
            int timeout = 0;

            if (ex.ResponseTimerMod == int.MaxValue)
            {
                timeout = Timeout.Infinite;
            }
            else if (ex.ResponseTimerMod > int.MinValue)
            {
                timeout = ex.ResponseTimeout + ex.ResponseTimerMod;
            }

            ex.ResponseTimeout = timeout;

            // Set the timer or execute in case of no timeout
            if (timeout > 0)
            {
                Log.LogMsg(" -> Waiting [" + TimeSpan.FromMilliseconds(timeout).TotalSeconds + "] seconds before executing.");
                ex.ResponseTime = DateTime.UtcNow.Ticks + TimeSpan.FromMilliseconds(timeout).Ticks;
                SetTimerForCurrentItem(timeout);
                OnItemResponseTimerStarted(ex);

                DateTime exeTime = new DateTime(ex.ResponseTime, DateTimeKind.Utc);
                TimeSpan len     = exeTime - DateTime.UtcNow;
                Log.LogMsg("It is now [" + DateTime.UtcNow.ToLongTimeString() + "]. Execute time for [" + ((Phase)ex).PhaseName + "] is at [" + exeTime.ToLongTimeString() + "], i.e. in [" + len.TotalSeconds + " seconds]. Response timeout is [" + timeout + " ms].");
            }
            else
            {
                OnItemExecute(ex);
            }
        }
Ejemplo n.º 3
0
 /// <summary>
 /// Pushes a new item to the stack.
 /// </summary>
 /// <param name="itm">the item to push</param>
 /// <param name="responseTimerMod">You can add/remove time from the response timer by passing a possitive or negative value as responseTimerMod.  Pass
 /// int.MinValue to disable the response timer and to cause the item to execute as soon as its on the stack. Pass int.MaxValue to never time the
 /// stack item out.</param>
 public void AddItem(IGameSequencerItem itm, int responseTimerMod)
 {
     lock (CurrentItemSyncRoot)
     {
         itm.Sequencer = this;
         GameSequencerItem ex = itm as GameSequencerItem;
         ex.ResponseTimerMod = responseTimerMod;
         if (m_Queue != null)
         {
             m_Queue.Enqueue(ex);
         }
         else
         {
             m_Stack.Push(ex);
         }
     }
 }
Ejemplo n.º 4
0
 protected virtual void OnItemResponseTimerStarted(GameSequencerItem newItem)
 {
     FireItemResponseTimerStarted(newItem);
 }
Ejemplo n.º 5
0
 protected virtual void OnItemResponseTimerStarted(GameSequencerItem newItem)
 {
     FireItemResponseTimerStarted(newItem);
 }