public int Update()
        {
            int free;

            while (m_PendingFree.TryDequeue(out free))
            {
                int ver = m_ConnectionList[free].Version + 1;
                if (ver == 0)
                {
                    ver = 1;
                }
                m_ConnectionList[free] = new Connection {
                    Id = free, Version = ver
                };
                m_FreeList.ReleaseConnectionId(free);
            }

            if (m_EventQueue.Count != 0)
            {
                Debug.LogError("Resetting event queue with pending events (Count=" + m_EventQueue.Count + ")");
            }
            m_EventQueue.Reset();
            m_BitStream.Reset();
            CheckTimeouts();
            return(ProcessPackets(m_BitStream));
        }
 protected override JobHandle OnUpdate(JobHandle inputDependencies)
 {
     timeout -= Time.deltaTime;
     if (timeout < 0)
     {
         if (!settings)
         {
             CreateTexts();
         }
         timeout += settings.tickTime;
         var job = new AsteroidSystemJob()
         {
             changes  = changes.ToConcurrent(),
             launches = launches.ToConcurrent(),
             minShip  = settings.minShipStock,
             shipCost = settings.shipCost
         };
         int2 todo;
         while (changes.TryDequeue(out todo))
         {
             texts[todo.x].text = cache[todo.y + 1];
         }
         int l;
         while (launches.TryDequeue(out l))
         {
             SpawnShip(l);
         }
         return(job.Schedule(this, inputDependencies));
     }
     else
     {
         return(inputDependencies);
     }
 }
Exemple #3
0
        [Obsolete] internal void UpdateSend <T>(T driver, out int updateCount) where T : struct, INetworkPipelineSender
        {
            NativeArray <UpdatePipeline> sendUpdates = new NativeArray <UpdatePipeline>(m_SendStageNeedsUpdateRead.Count + m_SendStageNeedsUpdate.Length, Allocator.Temp);

            UpdatePipeline updateItem;

            updateCount = 0;
            while (m_SendStageNeedsUpdateRead.TryDequeue(out updateItem))
            {
                sendUpdates[updateCount++] = updateItem;
            }

            int startLength = updateCount;

            for (int i = 0; i < m_SendStageNeedsUpdate.Length; i++)
            {
                sendUpdates[startLength + i] = m_SendStageNeedsUpdate[i];
                updateCount++;
            }

            NativeList <UpdatePipeline> currentUpdates = new NativeList <UpdatePipeline>(128, Allocator.Temp);

            // Move the updates requested in this iteration to the concurrent queue so it can be read/parsed in update routine
            for (int i = 0; i < updateCount; ++i)
            {
                updateItem = sendUpdates[i];
                var inboundBuffer = default(NativeSlice <byte>);
                ToConcurrent().ProcessPipelineSend(driver, updateItem.stage, updateItem.pipeline, updateItem.connection, inboundBuffer, currentUpdates);
            }
            for (int i = 0; i < currentUpdates.Length; ++i)
            {
                m_SendStageNeedsUpdateRead.Enqueue(currentUpdates[i]);
            }
        }
Exemple #4
0
            public void Execute(int index)
            {
                var searchQueue = new NativeQueue <int>(Allocator.Temp);

                var sumProvinceWeights = 0;
                var rawAverage         = new float2(0);

                var cursor = NationalCapitals[index];

                do
                {
                    if (CheckedProvinces[cursor] ||
                        ProvinceLifeRating[cursor] < 0.1f || // Ocean
                        ProvinceOwnership[cursor] != index)
                    {
                        continue;
                    }

                    ContiguousProvinces.Add(index, ProvinceCentroids[cursor]);
                    CheckedProvinces[cursor] = true;

                    rawAverage         += ProvinceCentroids[cursor] * ProvincePixels[cursor];
                    sumProvinceWeights += ProvincePixels[cursor];

                    var end = cursor > 0 ? BorderEnds[cursor - 1] : 0;
                    for (var i = end; i < BorderEnds[cursor]; i++)
                    {
                        searchQueue.Enqueue(BorderIndices[i]);
                    }
                } while (searchQueue.TryDequeue(out cursor));

                CenterNationals[index] = rawAverage / (sumProvinceWeights > 0 ? sumProvinceWeights : 1);

                //searchQueue.Dispose(); // Not needed? What is documentation anyways.
            }
Exemple #5
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        protected override JobHandle OnUpdate(JobHandle inputDep)
        {
            int spawnCount = 0;
            int cnt;

            while (spawnCountQueue.TryDequeue(out cnt))
            {
                spawnCount += cnt;
            }
            SetSingleton(new ParticleSpawnCountComponent {
                spawnCount = spawnCount
            });
            var commandBuffer = barrier.CreateCommandBuffer().ToConcurrent();
            var spawnJob      = new ParticleSpawnJob();

            spawnJob.spawnCountQueue = spawnCountQueue.ToConcurrent();
            spawnJob.commandBuffer   = commandBuffer;
            spawnJob.deltaTime       = Time.deltaTime;
            spawnJob.m_ColorSizeParticleArchetype = m_ColorSizeParticleArchetype;
            spawnJob.m_ColorParticleArchetype     = m_ColorParticleArchetype;
            spawnJob.m_SizeParticleArchetype      = m_SizeParticleArchetype;
            spawnJob.m_ParticleArchetype          = m_ParticleArchetype;
            inputDep = spawnJob.Schedule(this, inputDep);

            barrier.AddJobHandleForProducer(inputDep);
            return(inputDep);
        }
    public override void UpdateSystem()
    {
        Dependency = JobHandle.CombineDependencies(Dependency, m_spawningQueueSystem.spawnQueueDependencies);

        EntityCommandBuffer       ecb        = m_entityCommandBuffer.CreateCommandBuffer();
        NativeQueue <Translation> spawnQueue = m_spawningQueueSystem.spawnQueue;

        Dependency = Entities.ForEach((ref RuntimePrefabData runtimePrefabData) =>
        {
            Translation translation;
            while (spawnQueue.TryDequeue(out translation))
            {
                Rotation rotation = GetComponent <Rotation>(runtimePrefabData.aiDrone);

                Entity e = ecb.Instantiate(runtimePrefabData.aiDrone);

                ecb.SetComponent(e, translation);
                ecb.SetComponent(e, new LocalToWorld {
                    Value = new float4x4(rotation.Value, translation.Value)
                });
            }
        }).Schedule(Dependency);

        m_entityCommandBuffer.AddJobHandleForProducer(Dependency);
    }
        void InternalUpdate()
        {
#if ENABLE_UNITY_COLLECTIONS_CHECKS
            for (int i = 0; i < m_ConnectionList.Length; ++i)
            {
                int conCount = m_EventQueue.GetCountForConnection(i);
                if (conCount != 0 && m_ConnectionList[i].State != NetworkConnection.State.Disconnected)
                {
                    UnityEngine.Debug.LogError("Resetting event queue with pending events (Count=" +
                                               conCount +
                                               ", ConnectionID=" + i + ") Listening: " + Listening);
                }
            }
#endif
            int free;
            while (m_PendingFree.TryDequeue(out free))
            {
                int ver = m_ConnectionList[free].Version + 1;
                if (ver == 0)
                {
                    ver = 1;
                }
                m_ConnectionList[free] = new Connection {
                    Id = free, Version = ver
                };
                m_FreeList.Enqueue(free);
            }

            m_EventQueue.Clear();
            m_DataStream.Clear();
            CheckTimeouts();
        }
Exemple #8
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        public void Execute()
        {
            var count        = counter.Count;
            var averageCount = math.min((count / (MAX_QUERIES - ID)) + 1, RequestBatch.MAX_COUNT);
            var s            = batch.state[0];
            var perfectSplit = averageCount - s.entitySize;

            for (var i = 0; i < perfectSplit; ++i)
            {
                if (s.entitySize >= RequestBatch.MAX_COUNT - 1)
                {
                    break;
                }
                Entity entity;
                if (!waitingEntities.TryDequeue(out entity))
                {
                    break;
                }
                batch.entities[s.entitySize] = entity;
                var request = requests[entity];
                request.status               = PathRequestStatus.InQueue;
                requests[entity]             = request;
                batch.requests[s.entitySize] = request;
                count        -= 1;
                s.entitySize += 1;
            }
            batch.state[0] = s;
            counter.Count  = count;
        }
        /// <summary>
        /// Process all queued events.
        /// </summary>
        public void ProcessEvents()
        {
            // Early bail to avoid setting up job stuff unnecessarily
            if (_queuedEvents.Length == 0)
            {
                return;
            }

            NativeQueue <UnityEvent <T_Event> > eventsToProcessQueue =
                new NativeQueue <UnityEvent <T_Event> >(Allocator.TempJob);

            BuildEventQueueJob job = new BuildEventQueueJob();

            job.queuedEvents    = _queuedEvents;
            job.subscribers     = _subscribers;
            job.eventsToProcess = eventsToProcessQueue.ToConcurrent();

            job.Schedule(_queuedEvents.Length, _batchCount).Complete();

            while (eventsToProcessQueue.TryDequeue(out UnityEvent <T_Event> ev))
            {
                try
                {
                    _subscriberCallbacks[ev.subscriberIndex](ev.ev);
                }
                catch (Exception e)
                {
                    Debug.LogException(e);
                }
            }

            eventsToProcessQueue.Dispose();
            _queuedEvents.Clear();
        }
Exemple #10
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            public void Execute()
            {
                Entity entity;

                while (ShipArrivedQueue.TryDequeue(out entity))
                {
                    EntityCommandBuffer.AddComponent(entity, new ShipArrivedTag());
                }
            }
        internal void Update(NativeQueue <IPCQueuedMessage> queue)
        {
            IPCQueuedMessage val;

            while (queue.TryDequeue(out val))
            {
                m_IPCQueue.Enqueue(val.dest, val.data);
            }
        }
Exemple #12
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            public void Execute()
            {
                int        index = 0;
                RenderData renderData;

                while (queue.TryDequeue(out renderData))
                {
                    array[index++] = renderData;
                }
            }
            public void Execute()
            {
                int        index = 0;
                RenderData renderData;

                while (renderQueue1.TryDequeue(out renderData))
                {
                    renderArray[index] = renderData;
                    index++;
                }
            }
Exemple #14
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        public void Execute()
        {
            int    index = 0;
            Entity renderData;

            while (destroyedPlanetoidQueue.TryDequeue(out renderData))
            {
                destroyedPlanetoidArray[index] = renderData;
                index++;
            }
        }
        public void Execute()
        {
            int index = 0;

            SpriteSheetAnimationComponent SpriteSheetAnimationComponent;

            while (nativeQueue.TryDequeue(out SpriteSheetAnimationComponent))
            {
                nativeArray[index++] = SpriteSheetAnimationComponent;
            }
        }
Exemple #16
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        public void Execute()
        {
            int        index = 0;
            RenderData entity;

            while (nativeQueue.TryDequeue(out entity))
            {
                nativeArray[index] = entity;
                index++;
            }
        }
        public void Execute()
        {
            int        index = 0;
            RenderData renderData;

            while (nativeQueue.TryDequeue(out renderData))
            {
                nativeArray[index] = renderData;
                index++;
            }
        }
Exemple #18
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            public void Execute()
            {
                int index       = 0;
                int arrayLength = array.Length;
                T   rdata;

                while (index < arrayLength && queue.TryDequeue(out rdata))
                {
                    array[index] = rdata;
                    index++;
                }
            }
Exemple #19
0
            public void Execute()
            {
                COMMAND command;

                while (CommandsQueue.TryDequeue(out command))
                {
                    CommandsMap.Add(new MapKey()
                    {
                        Value = command.RegistryReference.TypeId
                    }, command);
                }
            }
Exemple #20
0
            public void Execute(ref LineRendererComponentData lineData)
            {
                if (level.Length > 0)
                {
                    list.Add(new Line(new float2(0, 0), new float2(level[0].width, 0), new float4(1, 0, 0, 1), 5));
                    list.Add(new Line(new float2(0, 0), new float2(0, level[0].height), new float4(1, 0, 0, 1), 5));
                    list.Add(new Line(new float2(0, level[0].height), new float2(level[0].width, level[0].height),
                                      new float4(1, 0, 0, 1), 5));
                    list.Add(new Line(new float2(level[0].width, 0), new float2(level[0].width, level[0].height),
                                      new float4(1, 0, 0, 1), 5));
                }

                var offset = renderOffset[0];
                var target = lineData.targetOffset;

                renderOffset[1] = target;
                float maxPxPerSec = 500;

                if (math.any(offset != target))
                {
                    if (lineData.teleport != 0)
                    {
                        offset = target;
                    }
                    else
                    {
                        float2 delta    = (target - offset);
                        float  deltaLen = math.length(delta);
                        float  maxDiff  = maxPxPerSec * deltaTime;
                        if (deltaLen > maxDiff || deltaLen < -maxDiff)
                        {
                            delta *= maxDiff / deltaLen;
                        }
                        offset += delta;
                    }

                    renderOffset[0] = offset;
                }

                Line line;

                while (queue.TryDequeue(out line))
                {
                    if ((line.start.x < offset.x - line.width && line.end.x < offset.x - line.width) ||
                        (line.start.x > offset.x + renderSize.x + line.width && line.end.x > offset.x + renderSize.x + line.width) ||
                        (line.start.y < offset.y - line.width && line.end.y < offset.y - line.width) ||
                        (line.start.y > offset.y + renderSize.y + line.width && line.end.y > offset.y + renderSize.y + line.width))
                    {
                        continue;
                    }
                    list.Add(line);
                }
            }
Exemple #21
0
            public void Execute()
            {
                TVal val;

                while (vals.TryDequeue(out val))
                {
                    if (!uniqueVals.ContainsValue(val))
                    {
                        uniqueVals.Add(val);
                    }
                }
            }
        public NetworkConnection Connect(NetworkEndPoint endpoint)
        {
#if ENABLE_UNITY_COLLECTIONS_CHECKS
            if (!m_InternalState.IsCreated)
            {
                throw new InvalidOperationException(
                          "Driver must be constructed with a populated or empty INetworkParameter params list");
            }
#endif
            int id;
            if (!m_FreeList.TryDequeue(out id))
            {
                id = m_ConnectionList.Length;
                m_ConnectionList.Add(new Connection {
                    Id = id, Version = 1
                });
            }

            int ver = m_ConnectionList[id].Version;
            var c   = new Connection
            {
                Id           = id,
                Version      = ver,
                State        = NetworkConnection.State.Connecting,
                Address      = endpoint,
                Attempts     = 1,
                LastAttempt  = m_updateTime,
                SendToken    = 0,
                ReceiveToken = m_SessionIdCounter[0]
            };
            m_SessionIdCounter[0] = (ushort)(m_SessionIdCounter[0] + 1);

            m_ConnectionList[id] = c;
            var netcon = new NetworkConnection {
                m_NetworkId = id, m_NetworkVersion = ver
            };
            SendConnectionRequest(c);

            return(netcon);
        }
Exemple #23
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        internal unsafe void Update(NetworkInterfaceEndPoint local, NativeQueue <QueuedSendMessage> queue)
        {
            QueuedSendMessage val;

            while (queue.TryDequeue(out val))
            {
                var ipcData = new IPCData();
                UnsafeUtility.MemCpy(ipcData.data, val.Data, val.DataLength);
                ipcData.length = val.DataLength;
                ipcData.from   = *(int *)local.data;
                m_IPCQueue.Enqueue(*(int *)val.Dest.data, ipcData);
            }
        }
Exemple #24
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            public void Execute()
            {
                Entity ent;

                while (playerClearQueue.TryDequeue(out ent))
                {
                    if (commandTarget.HasComponent(ent))
                    {
                        var state = commandTarget[ent];
                        state.targetEntity = Entity.Null;
                        commandTarget[ent] = state;
                    }
                }
            }
            public void Execute()
            {
                Entity ent;

                while (playerClearQueue.TryDequeue(out ent))
                {
                    if (playerState.Exists(ent))
                    {
                        var state = playerState[ent];
                        state.PlayerShip = Entity.Null;
                        playerState[ent] = state;
                    }
                }
            }
Exemple #26
0
            public void Execute()
            {
                NetworkConnection con;

                while ((con = driver.Accept()) != default(NetworkConnection))
                {
                    // New connection can never have any events, if this one does - just close it
                    DataStreamReader reader;
                    if (con.PopEvent(driver, out reader) != NetworkEvent.Type.Empty)
                    {
                        con.Disconnect(driver);
                        continue;
                    }

                    // create an entity for the new connection
                    var ent = commandBuffer.CreateEntity();
                    commandBuffer.AddComponent(ent, new NetworkStreamConnection {
                        Value = con
                    });
                    commandBuffer.AddComponent(ent, new NetworkSnapshotAckComponent());
                    commandBuffer.AddComponent(ent, new CommandTargetComponent());
                    commandBuffer.AddBuffer <IncomingRpcDataStreamBufferComponent>(ent);
                    var rpcBuffer = commandBuffer.AddBuffer <OutgoingRpcDataStreamBufferComponent>(ent);
                    commandBuffer.AddBuffer <IncomingCommandDataStreamBufferComponent>(ent);
                    commandBuffer.AddBuffer <IncomingSnapshotDataStreamBufferComponent>(ent);

                    RpcSystem.SendProtocolVersion(rpcBuffer, protocolVersion);

                    // Send RPC - assign network id
                    int nid;
                    if (!freeNetworkIds.TryDequeue(out nid))
                    {
                        // Avoid using 0
                        nid             = numNetworkId[0] + 1;
                        numNetworkId[0] = nid;
                    }

                    commandBuffer.AddComponent(ent, new NetworkIdComponent {
                        Value = nid
                    });
                    rpcQueue.Schedule(rpcBuffer, new RpcSetNetworkId
                    {
                        nid         = nid,
                        netTickRate = tickRate.NetworkTickRate,
                        simMaxSteps = tickRate.MaxSimulationStepsPerFrame,
                        simTickRate = tickRate.SimulationTickRate
                    });
                }
            }
        public NetworkConnection Accept()
        {
            if (!Listening)
            {
                return(default(NetworkConnection));
            }

            int id;

            if (!m_NetworkAcceptQueue.TryDequeue(out id))
            {
                return(default(NetworkConnection));
            }
            return(new NetworkConnection {
                m_NetworkId = id, m_NetworkVersion = m_ConnectionList[id].Version
            });
        }
Exemple #28
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    protected override void OnUpdate()
    {
        var animationsToSet = new NativeQueue <SetterData>(Allocator.TempJob);

        new StateMachineJob()
        {
            animationsToSet = animationsToSet.AsParallelWriter()
        }.Schedule(this).Complete();

        SetterData setData;

        while (animationsToSet.TryDequeue(out setData))
        {
            AnimationSetterUtil.SetAnimation(EntityManager, setData.entity, setData.animation);
        }

        animationsToSet.Dispose();
    }
Exemple #29
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    protected override void OnUpdate()
    {
        base.OnUpdate();

        LineData3D line;
        float      recip = 1.0f / 255.0f;

        while (Lines.TryDequeue(out line))
        {
            float r = ((line.Color & 0xff0000) >> 16) * recip;
            float g = ((line.Color & 0x00ff00) >> 8) * recip;
            float b = ((line.Color & 0x0000ff)) * recip;
            Debug.DrawLine(line.A, line.B, new Color(r, g, b));
        }

        Lines.Dispose();
        Lines = new NativeQueue <LineData3D>(Allocator.TempJob);
    }
    protected override void OnUpdate()
    {
        var manager   = EntityManager;
        var toDestroy = new NativeQueue <Entity>(Allocator.TempJob);
        var timerJob  = new DecreaseTimerJob()
        {
            deltaTime = Time.deltaTime,
            toDestroy = toDestroy.AsParallelWriter()
        };

        timerJob.Schedule(this).Complete();
        Entity entity;

        while (toDestroy.TryDequeue(out entity))
        {
            manager.DestroyEntity(entity);
        }
        toDestroy.Dispose();
    }