public void WatchDirectories(IEnumerable<FullPath> directories) {
      lock (_watchersLock) {
        var oldSet = new HashSet<FullPath>(_watchers.Keys);
        var newSet = new HashSet<FullPath>(directories);

        var removed = new HashSet<FullPath>(oldSet);
        removed.ExceptWith(newSet);

        var added = new HashSet<FullPath>(newSet);
        added.ExceptWith(oldSet);

        removed.ForAll(RemoveDirectory);
        added.ForAll(AddDirectory);
      }
    }
        public void WatchDirectories(IEnumerable<DirectoryName> directories)
        {
            lock (_watchersLock) {
            var oldSet = new HashSet<DirectoryName>(_watchers.Keys);
            var newSet = new HashSet<DirectoryName>(directories);

            var removed = new HashSet<DirectoryName>(oldSet);
            removed.ExceptWith(newSet);

            var added = new HashSet<DirectoryName>(newSet);
            added.ExceptWith(oldSet);

            removed.ForAll(x => RemoveDirectory(x));
            added.ForAll(x => AddDirectory(x));
              }
        }
Example #3
0
    /// <summary>
    /// Assigns all player's initial relationships returning a lookup table of initial relationships of all AIPlayers with the User.
    /// </summary>
    /// <param name="existingDebugUnitCreators">The existing debug unit creators.</param>
    /// <returns></returns>
    private IDictionary<DiplomaticRelationship, IList<Player>> AssignAllPlayerInitialRelationships(ADebugUnitCreator[] existingDebugUnitCreators) {
        Player userPlayer = _gameMgr.UserPlayer;
        IList<Player> aiPlayers = _gameMgr.AIPlayers;
        int aiPlayerQty = aiPlayers.Count;

        var aiOwnedDebugUnitCreators = existingDebugUnitCreators.Where(uc => !uc.EditorSettings.IsOwnerUser);
        var desiredAiUserRelationships = aiOwnedDebugUnitCreators.Select(uc => uc.EditorSettings.DesiredRelationshipWithUser.Convert());

        HashSet<DiplomaticRelationship> uniqueDesiredAiUserRelationships =
            new HashSet<DiplomaticRelationship>(desiredAiUserRelationships, DiplomaticRelationshipEqualityComparer.Default);
        //D.Log(ShowDebugLog, "{0}: Unique desired AI/User Relationships = {1}.", DebugName, uniqueDesiredAiUserRelationships.Select(r => r.GetValueName()).Concatenate());

        // Setup initial AIPlayer <-> User relationships derived from editorCreators..
        Dictionary<DiplomaticRelationship, IList<Player>> aiPlayerInitialUserRelationsLookup =
            new Dictionary<DiplomaticRelationship, IList<Player>>(aiPlayerQty, DiplomaticRelationshipEqualityComparer.Default);
        Stack<Player> unassignedAIPlayers = new Stack<Player>(aiPlayers);
        uniqueDesiredAiUserRelationships.ForAll(aiUserRelationship => {
            if (unassignedAIPlayers.Count > Constants.Zero) {
                var aiPlayer = unassignedAIPlayers.Pop();
                //D.Log(ShowDebugLog, "{0} about to set {1}'s user relationship to {2}.", DebugName, aiPlayer, aiUserRelationship.GetValueName());
                userPlayer.SetInitialRelationship(aiPlayer, aiUserRelationship);  // will auto handle both assignments
                aiPlayerInitialUserRelationsLookup.Add(aiUserRelationship, new List<Player>() { aiPlayer });
            }
        });
        // ..then assign any aiPlayers that have not been assigned an initial user relationship to Neutral
        if (unassignedAIPlayers.Count > Constants.Zero) {
            IList<Player> neutralAiPlayers;
            if (!aiPlayerInitialUserRelationsLookup.TryGetValue(DiplomaticRelationship.Neutral, out neutralAiPlayers)) {
                neutralAiPlayers = new List<Player>(unassignedAIPlayers.Count);
                aiPlayerInitialUserRelationsLookup.Add(DiplomaticRelationship.Neutral, neutralAiPlayers);
            }
            unassignedAIPlayers.ForAll(aiPlayer => {
                //D.Log(ShowDebugLog, "{0} about to set {1}'s user relationship to {2}.", DebugName, aiPlayer, DiplomaticRelationship.Neutral.GetValueName());
                userPlayer.SetInitialRelationship(aiPlayer); // Neutral, will auto handle both assignments
                neutralAiPlayers.Add(aiPlayer);
            });
        }

        // Set initial AIPlayer <-> AIPlayer relationships to Neutral
        for (int j = 0; j < aiPlayerQty; j++) {
            for (int k = j + 1; k < aiPlayerQty; k++) {
                Player jAiPlayer = aiPlayers[j];
                Player kAiPlayer = aiPlayers[k];
                jAiPlayer.SetInitialRelationship(kAiPlayer);    // Neutral, will auto handle both assignments
            }
        }

        return aiPlayerInitialUserRelationsLookup;
    }