public DBpedia(DataSampleService sampleService, SettingsService settingsService) : base(CommonDependency.DataType, CommonDependency.Name) { _sampleService = sampleService; _configuration = settingsService.LoadSetting <DBpediaConfiguration>(this, "Settings").Result; _cacheLocation = Path.Combine(ModuleEngine.ModulePath(this), "Cache"); if (!Directory.Exists(_cacheLocation)) { Directory.CreateDirectory(_cacheLocation); } }
/// <summary> /// Invalidate all game modules. /// </summary> private void InvalidateModules() { ModuleEngine?.Dispose(); ModuleEngine = default; ModuleClient?.Dispose(); ModuleClient = default; Process?.Dispose(); Process = default; }
public ConnectionViewModel(ModuleEngine moduleEngine) { _moduleEngine = moduleEngine; SourceTypes = new ObservableCollection <string>(_moduleEngine.SchemaInferenceModules.Select(m => m.SupportedSourceType()).Distinct().ToList()); Connections = new ObservableCollection <ConnectionInfo>(moduleEngine.Connections); CreateConnection = new RelayCommand <ConnectionInfo>(OnCreateConnection); RemoveConnection = new RelayCommand <ConnectionInfo>(OnRemoveConnection); Connections.CollectionChanged += ConnectionsOnCollectionChanged; }
public ViewModelLocator() { _container = new Container(); var locatorAdapter = new SimpleInjectorServiceLocatorAdapter(_container); ServiceLocator.SetLocatorProvider(() => locatorAdapter); ////if (ViewModelBase.IsInDesignModeStatic) ////{ //// // Create design time view services and models //// SimpleIoc.Default.Register<IDataService, DesignDataService>(); ////} ////else ////{ //// // Create run time view services and models //// SimpleIoc.Default.Register<IDataService, DataService>(); ////} _container.Register <Container>(() => _container, Lifestyle.Singleton); _container.Register <ISnackbarMessageQueue>(() => new SnackbarMessageQueue(), Lifestyle.Singleton); _container.Register <ViewModelLocator>(() => this, Lifestyle.Singleton); // Windows _container.Register <MainViewModel>(Lifestyle.Singleton); // Controls _container.Register <HomeViewModel>(); _container.Register <ConnectionViewModel>(Lifestyle.Singleton); _container.Register <ExecutionViewModel>(Lifestyle.Singleton); _container.Register <ConfigurationViewModel>(Lifestyle.Singleton); _container.Register <LogViewModel>(Lifestyle.Singleton); SettingsService settingsService = new SettingsService(); _container.Register <DataSampleService>(Lifestyle.Singleton); _container.Register <SettingsService>(() => settingsService, Lifestyle.Singleton); _container.Register <ModuleEngine>(() => ModuleEngine.CreateInstance(_container, settingsService).Result, Lifestyle.Singleton); try { _container.Verify(); } catch (Exception e) { Logger.Log(e); throw; } }
public ExecutionViewModel(ModuleEngine moduleEngine, DataSampleService sampleService) { _moduleEngine = moduleEngine; _sampleService = sampleService; Configurations = moduleEngine.Configurations; CurrConfiguration = moduleEngine.CurrentConfiguration; ExecuteConfiguration = new RelayCommand(OnExecuteConfiguration, () => !_isExecuting); NextStep = new RelayCommand(OnNextStep, () => !_isExecuting); ShowCommonModel = new RelayCommand <CommonGraph>(OnShowCommonModel); RemoveCommonModel = new RelayCommand <CommonGraph>(OnRemoveCommonModel); ShowStarModel = new RelayCommand <StarGraph>(OnShowStarModel); RemoveStarModel = new RelayCommand <StarGraph>(OnRemoveStarModel); }
private IEnumerator fireBurnOut(ModuleEngine engine) { yield return(new WaitForSeconds(fireDestroyTime)); if (engine.engineEnabled) { StopWarning(); engine.engineEffects.particleEffects[1].afterburnerOnly = true; engine.FailEngine(); } else { engine.engineEffects.particleEffects[1].afterburnerOnly = true; StopWarning(); } }
public static void EngineMods(GameObject vehicle) { engine = GameObject.Find("f45a-engine").GetComponent <ModuleEngine>(); engine.startupTime = 0.1f; engine.fuelDrain = 0f; if (enableSuperThrust) { engine.maxThrust = 4000f; engine.idleThrottle = 0.01f; engine.abThrustMult = 50f; } else { engine.maxThrust = 208f; engine.idleThrottle = 0.03f; engine.abThrustMult = 1.12233f; } }
public ConfigurationViewModel(ModuleEngine moduleEngine) { _moduleEngine = moduleEngine; Categories = new List <ConfigurationCategory> { new ConfigurationCategory("Metadata phase"), new ConfigurationCategory("Refinement phase"), new LimitedConfigurationCategory("Star phase (Combination)", 1), new ConfigurationCategory("Star phase (Find fact tables)"), new ConfigurationCategory("Star phase (Find dimensions)"), new ConfigurationCategory("Star refinement phase"), new ConfigurationCategory("Generation phase") }; // Configurations Configurations = new ObservableCollection <Configuration>(moduleEngine.Configurations); CurrConfiguration = moduleEngine.CurrentConfiguration; CreateConfiguration = new RelayCommand(OnCreateConfiguration); SaveConfiguration = new RelayCommand(OnSaveConfiguration, () => !_isSaving); }
public virtual void Initialize(bool promiscuous) { ICaptureDevice device = null; //Attempt to load modules in the current directory. ModuleEngine.Load(UnixEnvironment.CurrentDirectory); ModuleEngine.ScannerShouldExecute += HandleModuleShouldExecute; //Open the logger for output. try { Logger.Open(); } catch { Debugger.Put(1, "Proceeding without logging!", ConsoleColor.DarkMagenta); Logger = new NullLogger(); } /* * Attempt to open the specified device for capturing. */ try { //Attempt to open the device interface for capture. Debugger.Status("Opening device '" + Device + "' for capture..."); //Configure device for packet capture. device = GetDevice(Device); device.OnPacketArrival += HandleOnPacketArrival; //Open the device depending on the mode specified. if (promiscuous) { device.Open(DeviceMode.Promiscuous); } else { device.Open(DeviceMode.Normal); } Debugger.Success(); } catch (Exception e) { Debugger.Failure(e); Environment.Exit(-1); } /* * Attempt to start capturing packets on the device. */ try { Debugger.Status("Starting capture on device '" + Device + "'"); //Wait two seconds for modules to load before starting capture. Thread.Sleep(2000); device.StartCapture(); Debugger.Success(); } catch (Exception e) { Debugger.Failure(e); Environment.Exit(-2); } //Start module scheduler thread. ModuleEngine.StartScheduler(); //Waits for a UNIX kill signal. UnixSignal.WaitAny(new UnixSignal [] { new UnixSignal(Signum.SIGINT), new UnixSignal(Signum.SIGTERM), new UnixSignal(Signum.SIGQUIT), new UnixSignal(Signum.SIGHUP) }); /* * At this point a kill signal has been received and * the shutdown process can begin. * * Stop capturing and stop modules from running. */ Debugger.Put(3, "Terminate signal received"); ModuleEngine.StopScheduler(); Logger.Close(); device.StopCapture(); Thread.Sleep(2000); /* * Kill signal received, attempt to close the listening device. */ try { Debugger.Status("Attempting to close device..."); //Close the interface from packet capturing. device.Close(); Debugger.Success(); } catch (Exception e) { Debugger.Failure(e); } //Exit with success! Environment.Exit(0); }
private void Awake() { actor = gameObject.GetComponent <Actor>(); lastFiringMessage = new Message_WeaponFiring(-1, false, false, networkUID); // lastStoppedFiringMessage = new Message_WeaponStoppedFiring(networkUID); lastCountermeasureMessage = new Message_FireCountermeasure(true, true, networkUID); lastDeathMessage = new Message_Death(networkUID, false); wheelsController = GetComponent <WheelsController>(); aeroController = GetComponent <AeroController>(); isPlayer = actor.isPlayer; sequenceNumber = 0; lastMessage = new Message_PlaneUpdate(false, 0, 0, 0, 0, 0, 0, false, false, false, networkUID, sequenceNumber); engine = gameObject.GetComponentInChildren <ModuleEngine>(); if (engine == null) { Debug.Log("engine was null on vehicle " + gameObject.name); } weaponManager = GetComponent <WeaponManager>(); if (weaponManager == null) { Debug.LogError("Weapon Manager was null on vehicle " + gameObject.name); } else { traverse = Traverse.Create(weaponManager); Networker.WeaponSet += WeaponSet; //weaponManager.OnWeaponEquipped += Rearm; //weaponManager.OnWeaponUnequippedHPIdx +=Rearm; //detect player rearm PlayerVehicleSetup pv = gameObject.GetComponent <PlayerVehicleSetup>(); if (pv != null) { pv.OnEndRearming.AddListener(Rearm); } if (actor.isPlayer && weaponManager.GetIWBForEquip(3) != null) { iwb = weaponManager.GetIWBForEquip(3); } } cmManager = GetComponentInChildren <CountermeasureManager>(); if (cmManager == null) { Debug.LogError("CountermeasureManager was null on vehicle " + gameObject.name); } else { cmManager.OnFiredCM += FireCountermeasure; } fuelTank = GetComponent <FuelTank>(); if (fuelTank == null) { Debug.LogError("FuelTank was null on vehicle " + gameObject.name); } Debug.Log("Done Plane Sender"); tailhook = GetComponentInChildren <Tailhook>(); launchBar = GetComponentInChildren <CatapultHook>(); refuelPort = GetComponentInChildren <RefuelPort>(); }
public override void Run() { Debug.Log($"TestVAR: {testVar}"); testVar = "Run"; Debug.Log($"TestVAR: {testVar}"); Debug.Log("*******"); Debug.Log(HUDWarning.warnText.color); Debug.Log(HUDWarning.warnText.text); base.Run(); running = true; GameObject currentVehicle = VTOLAPI.instance.GetPlayersVehicleGameObject(); ModuleEngine[] engines = currentVehicle.GetComponentsInChildren <ModuleEngine>(); System.Random rand = new System.Random(); int index = rand.Next(engines.ToList().Count()); Debug.Log($"Total Engines: {engines.ToList().Count()}"); ModuleEngine engine = engines[index]; UIImageToggle[] lights = currentVehicle.GetComponentsInChildren <UIImageToggle>(); string leftOrRight; string leftOrRightCAPS; if (index == 0) { leftOrRight = "Left"; leftOrRightCAPS = "LEFT"; } else { leftOrRight = "Right"; leftOrRightCAPS = "RIGHT"; } // Adding warning text to the HUD Warning if (engines.ToList().Count() > 0) { SetHUDWarningText($"-[ {leftOrRightCAPS} ENGINE FIRE ]-"); } StartWarning(); // THIS DOESN'T SET THE LIGHT TO ON. WHAT GIVES? foreach (UIImageToggle light in lights) { if (light.name.Contains($"EWIndicator_{leftOrRight}")) { Traverse.Create(light).Field("color").SetValue(Color.red); light.gameObject.SetActive(true); } } // This is a lazy way to set this. Need to find a better "fire" simulation. engine.engineEffects.particleEffects[1].afterburnerOnly = false; StartCoroutine(fireBurnOut(engine)); }
static void Main(string[] args) { //Miminum threshold to continue on with double STAR_FACT_THRESHOLD = 0.8; Stopwatch timer = Stopwatch.StartNew(); Stopwatch phaseTimer = Stopwatch.StartNew(); Logger.Log("Creating module engine..."); var moduleEngine = ModuleEngine.CreateInstance(Container, Container.GetInstance <SettingsService>()).Result; // ==== Metadata phase ==== // Logger.Log("Metadata schemas"); // Get databases var commonModels = moduleEngine.GetDatabases(); Console.ForegroundColor = ConsoleColor.Cyan; Console.WriteLine($"Finished metadata phase in {phaseTimer.Elapsed}"); phaseTimer.Restart(); Console.ResetColor(); // ==== Refinement phase ==== // Logger.Log("Refinement phase"); // Refine databases var refinedModels = moduleEngine.RefineDatabases(new List <CommonModel> { commonModels }).Result; foreach (var commonModelsTable in refinedModels.First().Tables) { foreach (var column in commonModelsTable.Columns) { if (column.IsPrimaryKey()) { Console.ForegroundColor = ConsoleColor.Cyan; } var dt = column.DataType; //Console.WriteLine($"\t{column.Name.PadRight(25)}{dt.Type.ToString().PadRight(12)} ({dt.Length})({dt.Precision})({dt.Precision})"); Console.WriteLine($"{commonModelsTable.Name}#{column.Name}#{dt.Type.ToString()}#{column.KeyString}#{column.ConstraintString}"); Console.ResetColor(); } Console.WriteLine(); } Console.WriteLine("==============="); foreach (var commonModelsTable in refinedModels.First().Tables) { IEnumerable <Relation> relations = commonModelsTable.Relations.Where(r => r.LinkTable == commonModelsTable); foreach (Relation relation in relations) { Console.WriteLine(relation.ToString()); } } Console.ResetColor(); Console.WriteLine("Done"); Console.ReadLine(); // Group common models depending on relations var groupedCommonModels = moduleEngine.GroupCommonModels(refinedModels); Logger.Log($"Grouped common models and found {groupedCommonModels.Count} common models"); Console.ForegroundColor = ConsoleColor.Cyan; Console.WriteLine($"Finished refinement phase in {phaseTimer.Elapsed}"); phaseTimer.Restart(); Console.ResetColor(); // ==== Star phase ==== // // Combine Tables List <CommonModel> combined = new List <CommonModel>(); foreach (var cm in groupedCommonModels) { combined.AddRange(moduleEngine.GenerateCombinedCommonModels(cm)); } Logger.Log(Logger.Level.Debug, $"Generated: {combined.Count} common model(s)"); Logger.Log("Generating Fact tables"); // Generate fact tables List <StarModel> starModels = new List <StarModel>(); foreach (var groupedModel in combined) { starModels.AddRange(moduleEngine.GenerateStarModels(groupedModel, STAR_FACT_THRESHOLD)); } Logger.Log($"Generated: {starModels.Count} fact table(s)"); Logger.Log("Generating Star models"); var newStarModels = moduleEngine.GenerateStarModelsAfterFact(starModels); Logger.Log($"Generated: {newStarModels.Count} star model(s)"); Console.ForegroundColor = ConsoleColor.Cyan; Console.WriteLine($"Finished star phase in {phaseTimer.Elapsed}"); phaseTimer.Restart(); Console.ResetColor(); // ==== Star refinement phase ==== // Logger.Log("Refining Star models"); var refinedStarModels = moduleEngine.RefineStarModels(newStarModels); Console.ForegroundColor = ConsoleColor.Cyan; Console.WriteLine($"Finished star refinement phase in {phaseTimer.Elapsed}"); phaseTimer.Restart(); Console.ResetColor(); // ==== Generation phase ==== // Logger.Log("Generation physical model for star models"); moduleEngine.GenerateModels(refinedStarModels).Wait(); Console.ForegroundColor = ConsoleColor.Cyan; Console.WriteLine($"Finished generation phase in {phaseTimer.Elapsed}"); phaseTimer.Restart(); Console.ResetColor(); timer.Stop(); Console.WriteLine(timer.Elapsed); Console.WriteLine("Finished"); Console.ReadLine(); }