public void Disconnected() { AppState = UnityAppState.DISCONNECTED; AppTimeSpan = DateTime.Now.Subtract(AppStart); SendAppState(); StateUpdater.Dispose(); Log.Info("Simulation App has disconnected."); }
public void Connected() { AppStart = DateTime.Now; SendAppState(UnityAppState.CONNECTED); AppState = UnityAppState.RUNNING; Log.Success("Simulation App is now connected!"); statisticsService.InitializeStatisticsService(); StateUpdater = new ActionTimer(() => SendAppState(), new TimeSpan(0, 0, 5)); }
public UnityAppManager(ILog Log, IHubContext <UIHub> hub, IStatisticsService statisticsService) { this.Log = Log; this.hub = hub; this.statisticsService = statisticsService; AppTimeSpan = new TimeSpan(); AppState = UnityAppState.NOT_CONNECTED; Log.Success("Unity App Communication Manager is now running."); }
public async Task SignalForUnityAppConnectionStatus(UnityAppState state) { try { await Clients.All.SendAsync(SignalMethods.SignalForUnityAppConnectionStatus.Method, state); } catch (Exception ex) { Log.Error($"Exception was thrown while sending Unity App connection status {ex.Message}"); throw new SignalHubException($"Error in SignalForUnityAppConnectionStatus method", ex); } }
public void UpdateState(UnityAppState status) { switch (status) { case UnityAppState.CONNECTED: this.Connected(); break; case UnityAppState.DISCONNECTED: this.Disconnected(); break; } }
public void SendAppState(UnityAppState state) { this.hub.Clients.All.SendAsync(SignalMethods.SignalForUnityAppConnectionStatus.Method, state); }
public async Task Stop() { await ApiClient.GetAsync(Endpoints.Disconnect); this.AppState = UnityAppState.DISCONNECTED; }
public async Task Start() { await ApiClient.GetAsync(Endpoints.Connect); this.AppState = UnityAppState.CONNECTED; }