Example #1
0
 /// <summary> Registers model id. </summary>
 public void Register(long id)
 {
     if (_renderMode == RenderMode.Scene)
     {
         _localIds.Add(id);
     }
 }
Example #2
0
        /// <summary>
        ///Add 的测试
        ///</summary>
        public void AddTestHelper <KeyT>()
        {
            SafeHashSet <KeyT> target = new SafeHashSet <KeyT>(); // TODO: 初始化为适当的值
            KeyT key = default(KeyT);                             // TODO: 初始化为适当的值

            target.Add(key);
            Assert.Inconclusive("无法验证不返回值的方法。");
        }
Example #3
0
        /// <summary> Register element with given id inside to prevent multiple loading. </summary>
        /// <remarks>
        ///     Mostly used for objects which cross tile borders, but their geometry is
        ///     not clipped (buildings one of examples)
        /// </remarks>
        public void Register(long id)
        {
            if (IsDisposed)
            {
                return;
            }

            _localIds.Add(id);
            GlobalIds.Add(id);
        }
Example #4
0
        public void SafeHashSet依照加入指定元素_集合中已經包含該元素故加入失敗_SafeHashSet應包含該元素並應回傳False()
        {
            var safeHashSet = new SafeHashSet <int> {
                0, 1, 2, 3, 4, 5
            };
            const int element = 3;
            var       result  = safeHashSet.Add(element);

            result.Should().Be(false);
            var isContain = safeHashSet.Contains(element);

            isContain.Should().Be(true);
        }
Example #5
0
        public void SafeHashSet依照加入指定元素_加入成功_SafeHashSet應包含該元素並回傳True()
        {
            var safeHashSet = new SafeHashSet <int> {
                0, 1, 2, 3, 4, 5
            };
            const int element = 10;
            var       result  = safeHashSet.Add(element);

            result.Should().Be(true);
            var isContain = safeHashSet.Contains(element);

            isContain.Should().Be(true);
        }
Example #6
0
        public void 繞行SafeHashSet操作集合_不同執行緒同時對SafeHashSet操作新增與刪除_不應擲出例外()
        {
            var safeHashSet = new SafeHashSet <int> {
                1, 2, 3, 4, 5
            };

            Task.Run(() =>
            {
                while (true)
                {
                    safeHashSet.Add(0);
                }
            });

            Task.Run(() =>
            {
                while (true)
                {
                    safeHashSet.Remove(0);
                }
            });

            Task.Run(() =>
            {
                while (true)
                {
                    safeHashSet.Clear();
                }
            });

            Task.Run(() =>
            {
                while (true)
                {
                    safeHashSet.IntersectWith(Enumerable.Range(0, 3));
                }
            });

            Task.Run(() =>
            {
                while (true)
                {
                    safeHashSet.UnionWith(Enumerable.Range(0, 3));
                }
            });

            Action action = () => IterateCollection(safeHashSet).Wait();

            action.Should().NotThrow();
        }
        // NOTE: jh 2010.10.01
        // When we move to .NET 4.0 we'll have a proper ISet interface. Until
        // then, this factory method doesn't really make much sense.

        /*
         * protected virtual ISet instantiateSet()
         * {
         *  return new HashSet();
         * }
         */

        /// <summary>
        /// Check the entry against the set of entries not included in the
        /// index and update the set if necessary.
        /// </summary>
        /// <param name="entry">
        /// The entry to be checked.
        /// </param>
        /// <param name="excluded">
        /// True if the insert or update of the entry into the index caused
        /// an exception.
        /// </param>
        protected void UpdateExcludedKeys(ICacheEntry entry, bool excluded)
        {
            SafeHashSet setExcluded = m_keysExcluded;

            if (excluded || !(setExcluded.Count == 0))
            {
                Object key = entry.Key;
                if (excluded)
                {
                    setExcluded.Add(key);
                }
                else
                {
                    setExcluded.Remove(key);
                }
            }
        }
Example #8
0
 public void Listen(Action action, object owner = null) => listeners.Add(new WeakAction(action, owner));
Example #9
0
 /// <summary> Register element with given id inside to prevent multiple loading. </summary>
 public void Register(long id)
 {
     _localIds.Add(id);
     GlobalIds.Add(id);
 }
        /// <summary>
        ///
        /// </summary>
        /// <param name="dt"></param>
        public virtual void OnUpdate(object sender, ProcessSliceEventArgs eventArgs)
        {
            if (m_isInWorld == false)
            {
                return;
            }

            uint         uiUpdateCount = 0;
            MemoryPacket memoryPacket  = new MemoryPacket();

            // 把自己改变得值广播到附近
            this.BroadcastValueUpdate();

            // 开始更新道具

            // 开始更新 新的游戏道具
            if (m_NewItems.Count > 0)
            {
                WowItem[] newItemArray = m_NewItems.ToArrayAndClear();
                foreach (var newItem in newItemArray)
                {
                    //item.OnInsert();
                    newItem.ObjectCreationUpdate(memoryPacket, true);
                    //obj.m_isInWorld = true;
                }

                uiUpdateCount += (uint)newItemArray.Length;
            }
            // 结束更新 新的游戏道具


            // 开始跟新 存在的游戏道具
            WowItem[] ownedItemArray = m_OwnedItemsRequiringUpdates.ToArrayAndClear();
            foreach (var ownedItem in ownedItemArray)
            {
                ownedItem.BroadcastValueUpdate();
            }
            // 结束跟新 存在的游戏道具

            // 检测
            if ((eventArgs.UpdateTime - m_PreUpdateTime) < ProcessServer.WowZoneCluster.World.UpdateWorldSpeed && uiUpdateCount > 0)
            {
                // 仅仅更新道具,就发送数据 然后退出
                // 完成更新
                this.AddUpdateData(memoryPacket, uiUpdateCount);
                this.SendUpdates();

                return;
            }


            // 如果还需要更新人物等。。。
            HashSet <WorldEntity> newWorldEntity = new HashSet <WorldEntity>();

            // 获取附近的对象
            IEnumerable <WorldEntity> nearbyWorldEntity = this.GetAllEntitysInRange(WowCharacter.BROAD_CAST_RANGE);

            // 排除已存在的对象
            newWorldEntity.AddRange(nearbyWorldEntity);
            newWorldEntity.ExceptWith(m_KnownEntity);
            newWorldEntity.Remove(this);


            // 开始更新 新的游戏物体
            foreach (WorldEntity entity in newWorldEntity)
            {
                WowCharacter wowCharacter = entity as WowCharacter;
                if (wowCharacter != null)
                {
                    m_KnownCharacters.Add(wowCharacter);
                }

                IWowUpdate wowUpdate = entity.GetComponent <IWowUpdate>(WowUpdate.WOW_UPDATE_COMPONENT_ID);
                if (wowUpdate != null)
                {
                    wowUpdate.ObjectCreationUpdate(memoryPacket, false);
                }
                //OnEncountered( obj );
            }

            uiUpdateCount += (uint)newWorldEntity.Count;
            // 结束更新 新的游戏物体


            // 获取已不再附近的对象
            HashSet <WorldEntity> outOfRangeWorldEntity = new HashSet <WorldEntity>();

            // 排除已不存在的对象
            outOfRangeWorldEntity.AddRange(m_KnownEntity);
            outOfRangeWorldEntity.ExceptWith(nearbyWorldEntity);

            foreach (WorldEntity entity in outOfRangeWorldEntity)
            {
                WowCharacter wowCharacter = entity as WowCharacter;
                if (wowCharacter != null)
                {
                    m_KnownCharacters.Remove(wowCharacter);
                }

                // m_outOfRange.Add(obj.EntityId);

                //OnOutOfRange( obj );
            }

            // 添加现在已存在附近的游戏物体
            m_KnownEntity.Clear();
            m_KnownEntity.AddRange(nearbyWorldEntity);

            // 完成更新
            if (uiUpdateCount > 0)
            {
                this.AddUpdateData(memoryPacket, uiUpdateCount);
                this.SendUpdates();
            }

            foreach (var entity in outOfRangeWorldEntity)
            {
                // send the destroy packet
                IWowUpdate wowUpdate = entity.GetComponent <IWowUpdate>(WowUpdate.WOW_UPDATE_COMPONENT_ID);
                if (wowUpdate != null)
                {
                    wowUpdate.SendDestroyToPlayer(this);
                }
            }

            m_PreUpdateTime = eventArgs.UpdateTime;
        }