public Passenger(int destinationNodeId) { m_timeCreated = Time.realtimeSinceStartup; m_destinationNodeId = destinationNodeId; name = "herroh"; passengerUid = UidGenerator.getNewUid(); }
public ReqrepManager(string info, PType prefix) { lock ( _inst_tab_sync ) { _instance_table.Replace(info, this); } _info = info; _prefix = prefix; #if BRUNET_SIMULATOR Random r = Node.SimulatorRandom; #else Random r = new Random(); #endif //Don't use negative numbers: _req_state_table = new UidGenerator <RequestState>(r, true); //Don't use negative numbers: _reply_id_table = new UidGenerator <ReplyState>(r, true); /** * We keep a list of the most recent 1000 replies until they * get too old. If the reply gets older than reptimeout, we * remove it */ _reply_cache = new Cache(1000); _reply_cache.EvictionEvent += HandleReplyCacheEviction; _to_mgr = new TimeOutManager(); }
// Constructors public TaskAide(Database db, ISystemTime systemTime, ITimer timer) { this.systemTime = systemTime; this.timer = timer; var taskTable = new TaskTable("Tasks", db); this.taskUidGenerator = new UidGenerator( ApplicationData.Current.RoamingSettings, "TaskUids", (uid) => { return(taskTable.Get(uid.ToString()) == null); }); this.taskList = new TaskList(taskTable); //this.sessionTable = new SessionTable("Sessions", db); //this.sessionUidGenerator = new UidGenerator( // ApplicationData.Current.RoamingSettings, // "SessionUids", // (uid) => { return this.sessionTable.Get(uid.ToString()) == null; }); //this.intervalTable = new IntervalTable("Intervals", db); //this.intervalUidGenerator = new UidGenerator( // ApplicationData.Current.RoamingSettings, // "IntervalUids", // (uid) => { return this.intervalTable.Get(uid.ToString()) == null; }); }
void Awake() { m_isLoop = false; m_addDirection = AddDir.Back; m_nodes = new List <GameObject> (); m_trains = new List <GameObject> (); m_lineUid = UidGenerator.getNewUid(); }
private Przejazd() { autobus = null; nastepnaAkcja = Akcja.PobieraniePasazerow; czasPrzejazdu = TimeSpan.Zero; trasaZakonczona = false; uid = UidGenerator.WygenerujUid(); }
public DanePasazera(Type typPasazera, int czasWsiadania, int czasWysiadania, string pPoczatkowy, string pKoncowy) { id = UidGenerator.WygenerujUid(); this.typPasazera = typPasazera; this.czasWsiadania = czasWsiadania; this.czasWysiadania = czasWysiadania; this.pPoczatkowy = pPoczatkowy; this.pKoncowy = pKoncowy; }
public IdentifierTable(bool non_neg) { #if BRUNET_SIMULATOR Random rand = Node.SimulatorRandom; #else Random rand = new Random(); #endif _local_to_idpair = new UidGenerator <IIdentifierPair>(rand, non_neg); }
public Autobus(string modelAutobusu, int maksymalnaPojemnosc, int iloscDzwi, double dlugoscAutobusu, string sciezkaPlikuKonfiguracyjnego) : this() { idAutobusu = UidGenerator.WygenerujUid(5); this.modelAutobusu = modelAutobusu; this.maksymalnaPojemnosc = maksymalnaPojemnosc; this.iloscDzwi = iloscDzwi; this.sciezkaPlikuKonfiguracyjnego = sciezkaPlikuKonfiguracyjnego; this.dlugoscAutobusu = dlugoscAutobusu; }
public void Start() { AttackSpeed = 1f; Random.Range(1f, 2f); AttackDamage = 2f; // Random.Range(1.7f,2.5f); if (Game.IsSinglePlayer()) { uid = UidGenerator.GetNewUid(); } PlayerData = Registry.Player [PlayerData.uid].GetComponent <PlayerData> (); GetComponentInChildren <Renderer>().material.color = PlayerData.color; }
public ReqrepManager(object info, PType prefix) { ReqrepManager existing; lock ( _inst_tab_sync ) { if (_instance_table.TryGetValue(info, out existing)) { throw new Exception("Already an existing ReqrepManager for: " + info.ToString()); } else { _instance_table[info] = this; } } _info = info.ToString(); _prefix = prefix; _req_handler_table = new Hashtable(); Random r = new Random(); //Don't use negative numbers: _req_state_table = new UidGenerator <RequestState>(r, true); //Don't use negative numbers: _reply_id_table = new UidGenerator <ReplyState>(r, true); _rep_handler_table = new Hashtable(); /** * We keep a list of the most recent 1000 replies until they * get too old. If the reply gets older than reptimeout, we * remove it */ _reply_cache = new Cache(1000); _reply_cache.EvictionEvent += HandleReplyCacheEviction; /* * Here we set the timeout mechanisms. There is a default * value, but this is now dynamic based on the observed * RTT of the network */ //resend the request after 5 seconds. _edge_reqtimeout = new TimeSpan(0, 0, 0, 0, 5000); _nonedge_reqtimeout = new TimeSpan(0, 0, 0, 0, 5000); //Start with 50 sec timeout _acked_reqtimeout = new TimeSpan(0, 0, 0, 0, 50000); //Here we track the statistics to improve the timeouts: _nonedge_rtt_stats = new TimeStats(_nonedge_reqtimeout.TotalMilliseconds, 0.98); _edge_rtt_stats = new TimeStats(_edge_reqtimeout.TotalMilliseconds, 0.98); _acked_rtt_stats = new TimeStats(_acked_reqtimeout.TotalMilliseconds, 0.98); _last_check = DateTime.UtcNow; }
private static string io_cmd(string cmd, string io = null) { string tmpp = "_tmp_f_" + UidGenerator.GetShortId(); if (File.Exists(tmpp)) { File.Delete(tmpp); } string argument = string.Format("{0}@{1}#{2}", cmd, tmpp, io); System.Diagnostics.Process.Start("FolderBrowserDialog.exe", argument); while (File.Exists(tmpp) == false) { Thread.Sleep(200); } var reader = new StreamReader(tmpp); var result = reader.ReadLine(); reader.Dispose(); reader.Close(); File.Delete(tmpp); return(result); }
public virtual void Spawn() { var shipUid = UidGenerator.GetNewUid(); var island = Registry.Islands[gameObject.GetComponent <IslandData>().Uid]; var islandData = island.GetComponent <IslandData>(); // 1) create ship by type var go = GameObjectFactory.CreateShip(shipUid, islandData.ShipType, islandData.PlayerData.playerType); // 2) append ship at island go.transform.Translate(island.transform.position); go.transform.parent = island.transform; // 3) set ship data var shipData = go.AddComponent <ShipData>(); shipData.shipType = islandData.ShipType; shipData.uid = shipUid; shipData.PlayerData = islandData.PlayerData; // 4) colorize @see http://answers.unity3d.com/questions/483419/changing-color-of-children-of-instantiated-prefab.html //go.GetComponentInChildren<Renderer>().material.color = Island.PlayerData.color - new Color(0.5f,0.5f,0.5f); // 5) life data var lifeData = go.AddComponent <LifeData>(); lifeData.CurrentHp = lifeData.MaxHp = 10; // 6) host fires attacks go.AddComponent <Assault>(); go.AddComponent <Defence>(); // 7) reset spawn timer ResetSpawnTimer(); // Debug.Log("spawn [uid=" + shipUid + "|type=" + shipData.shipType + "] at [uid=" + islandData.uid + "|type=" + islandData.islandType + "] for player [" + shipData.playerUid + "]"); }
public override void Spawn() { // check if spawning event already triggered if (_fsm.ActiveStateName.Equals("Spawning Ship")) { return; } // 1) block spawnings until network event did actually spawn the ship _fsm.SendEvent("Spawn"); // 2) broadcast spawn event var json = PackageFactory.CreateSpawnMessage( new[] { new JObject { { "island_uid", Island.Uid }, { "uid", UidGenerator.GetNewUid() } } }); SocketHandler.EmitNow("spawn-unit", json); // 3 schedule event Spawn(json); }
public ReqrepManager(string info, PType prefix) { lock( _inst_tab_sync ) { _instance_table.Replace(info, this); } _info = info; _prefix = prefix; _req_handler_table = new Hashtable(); Random r = new Random(); //Don't use negative numbers: _req_state_table = new UidGenerator<RequestState>(r, true); //Don't use negative numbers: _reply_id_table = new UidGenerator<ReplyState>(r, true); _rep_handler_table = new Hashtable(); /** * We keep a list of the most recent 1000 replies until they * get too old. If the reply gets older than reptimeout, we * remove it */ _reply_cache = new Cache(1000); _reply_cache.EvictionEvent += HandleReplyCacheEviction; /* * Here we set the timeout mechanisms. There is a default * value, but this is now dynamic based on the observed * RTT of the network */ //resend the request after 5 seconds. _edge_reqtimeout = new TimeSpan(0,0,0,0,5000); _nonedge_reqtimeout = new TimeSpan(0,0,0,0,5000); //Start with 50 sec timeout _acked_reqtimeout = new TimeSpan(0,0,0,0,50000); //Here we track the statistics to improve the timeouts: _nonedge_rtt_stats = new TimeStats(_nonedge_reqtimeout.TotalMilliseconds, 0.98); _edge_rtt_stats = new TimeStats(_edge_reqtimeout.TotalMilliseconds, 0.98); _acked_rtt_stats = new TimeStats(_acked_reqtimeout.TotalMilliseconds, 0.98); _last_check = DateTime.UtcNow; }
public IdentifierTable(bool non_neg) { _local_to_idpair = new UidGenerator <IIdentifierPair>(new Random(), non_neg); }
public ReqrepManager(string info, PType prefix) { lock( _inst_tab_sync ) { _instance_table.Replace(info, this); } _info = info; _prefix = prefix; #if BRUNET_SIMULATOR Random r = Node.SimulatorRandom; #else Random r = new Random(); #endif //Don't use negative numbers: _req_state_table = new UidGenerator<RequestState>(r, true); //Don't use negative numbers: _reply_id_table = new UidGenerator<ReplyState>(r, true); /** * We keep a list of the most recent 1000 replies until they * get too old. If the reply gets older than reptimeout, we * remove it */ _reply_cache = new Cache(1000); _reply_cache.EvictionEvent += HandleReplyCacheEviction; _to_mgr = new TimeOutManager(); }
/** * Protected constructor, we want to control ReqrepManager instances * running on a node. * @param info some context that we work for */ public ReqrepManager(object info) { ReqrepManager existing; lock( _inst_tab_sync ) { if(_instance_table.TryGetValue(info, out existing) ) { throw new Exception("Already an existing ReqrepManager for: " + info.ToString()); } else { _instance_table[info] = this; } } _info = info.ToString(); Random r = new Random(); //Don't use negative numbers: _req_state_table = new UidGenerator<RequestState>(r, true); //Don't use negative numbers: _reply_id_table = new UidGenerator<ReplyState>(r, true); /** * We keep a list of the most recent 1000 replies until they * get too old. If the reply gets older than reptimeout, we * remove it */ _reply_cache = new Cache(1000); _reply_cache.EvictionEvent += HandleReplyCacheEviction; _to_mgr = new TimeOutManager(); }