Esempio n. 1
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        public void TestBehindFalse()
        {
            var timer = new CyclicTimer(1);

            Thread.Sleep(1500);
            Assert.IsFalse(timer.IsBehind());
        }
Esempio n. 2
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        public void TestBehindTrue()
        {
            var timer = new CyclicTimer(1);

            Thread.Sleep(2000);
            Assert.IsTrue(timer.IsBehind());
        }
Esempio n. 3
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 private void wait_until_new_code_has_been_submitted(CyclicTimer timer, CancellationToken cancel_token)
 {
     for (; ;)
     {
         timer.WaitUntilNextFrame();
         if (has_new_code_been_submitted() || cancel_token.IsCancellationRequested)
         {
             break;
         }
     }
 }
Esempio n. 4
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    private void OnValidate()
    {
        spawn_timer = new CyclicTimer(SpawnPulseDelta);

        var half_size = Size / 2;
        var p         = transform.position;

        bottom = new Vector2
        {
            x = p.x,
            y = p.z
        } -half_size;
        top = new Vector2
        {
            x = p.x,
            y = p.z
        } +half_size;
    }
Esempio n. 5
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    public void Cmd_equip_weapon_impl(GameObject go)
    {
        var weapon = go.GetComponent <WeaponController>();

        if (!can_be_equipped(weapon))
        {
            return;
        }

        equipped_weapon = weapon;
        clip_size       = 0;
        OnClipSizeChanged.Invoke(clip_size);
        max_clip_size    = weapon.ClipSize;
        fire_rate_delta  = time_since_last_fired_shot = weapon.FireRateDelta;
        clip_regen_timer = new CyclicTimer(weapon.ClipRegenDelta);

        ik_equip.SwapWeapon(weapon);
        Rpc_change_weapon(weapon.gameObject);
    }
Esempio n. 6
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        public void Test1()
        {
            var timer = new CyclicTimer(1);

            timer.WaitUntilNextFrame();
            Assert.IsTrue(!timer.HasPassedLastFrame());
            Assert.IsFalse(timer.IsBehind());
            Thread.Sleep(1000);
            Assert.IsTrue(timer.HasPassedLastFrame());
            Assert.IsFalse(timer.IsBehind());

            var now = DateTime.Now;

            timer.WaitUntilNextFrame();
            var delta = DateTime.Now - now;

            Assert.IsTrue(delta.TotalSeconds > 1, delta.TotalSeconds.ToString());
            Assert.IsFalse(timer.IsBehind());
        }
Esempio n. 7
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    void run_env()
    {
        Script.DefaultOptions.DebugPrint = (s) => MainThreadEventQueue.Enqueue(() => LogController.Instance?.Log(s));

        var engine       = new Script();
        var cancel_token = cancel_source.Token;

        var ud_v3 = UserData.RegisterType(typeof(Vector3));
        var ud_q  = UserData.RegisterType(typeof(Quaternion));

        UserData.RegisterType(typeof(PlayerState));
        UserData.RegisterType(typeof(EnvState));
        UserData.RegisterType(typeof(Weapon));
        var ud_weapon_type = UserData.RegisterType(typeof(WeaponType));

        UserData.RegisterType(typeof(Bullet));
        UserData.RegisterType(typeof(OtherPlayer));
        UserData.RegisterType(typeof(Elevation));
        for (; ;)
        {
            var timer = new CyclicTimer(1f / 10f);

            try
            {
                if (cancel_token.IsCancellationRequested)
                {
                    break;
                }

                var local_snapshot = current_snapshot; //Really important local_* is used instead of snapshot here. Basicly the state is viewed as consumed from here on.
                var local_ps       = local_snapshot.player_state;
                var local_env      = local_snapshot.env_state;
                //Set up state
                engine.Globals["vector3"]     = UserData.CreateStatic(ud_v3);
                engine.Globals["quaternion"]  = UserData.CreateStatic(ud_q);
                engine.Globals["WEAPON_TYPE"] = UserData.CreateStatic(ud_weapon_type);
                engine.Globals["player"]      = local_ps;
                engine.Globals["environment"] = local_env;

                //Run script
                engine.DoString(Code, codeFriendlyName: "Script");

                //Run commands from script
                if (local_ps.new_dest.HasValue) //SetDestination
                {
                    var v = local_ps.new_dest.Value;
                    local_ps.new_dest = null;
                    MainThreadEventQueue.Enqueue(() => local_navmesh_network.SetDestination(v));
                }
                if (local_ps.use_weapon) //UseWeapon
                {
                    if (local_ps.equipped_weapon != null)
                    {
                        local_ps.use_weapon = false;
                        MainThreadEventQueue.Enqueue(() => equipment_controller?.CmdUseWeapon());
                    }
                }
                if (local_ps.weapon_to_pick_up != null) //PickUpWeapon
                {
                    var weapon = local_ps.weapon_to_pick_up;
                    local_ps.weapon_to_pick_up = null;
                    MainThreadEventQueue.Enqueue(() => bag?.PickUp(weapon.controller)); //TODO: Error message: weapon already picked up or owned by other
                }
                if (local_ps.weapon_to_drop != null)                                    //DropWeapon
                {
                    var weapon = local_ps.weapon_to_drop;
                    local_ps.weapon_to_drop = null;
                    MainThreadEventQueue.Enqueue(() => bag?.Drop(weapon.controller)); //TODO: Error message: weapon not ours
                }
                if (local_ps.weapon_to_equip != null)                                 //EquipWeapon
                {
                    var weapon = local_ps.weapon_to_equip;
                    local_ps.weapon_to_equip = null;
                    MainThreadEventQueue.Enqueue(() => equipment_controller?.EquipWeapon(weapon.controller)); //TODO: Error message: weapon not picked up
                }
                if (local_ps.new_rotation.HasValue)                                                           //Aim
                {
                    var rot = local_ps.new_rotation.Value;
                    local_ps.new_rotation = null;
                    MainThreadEventQueue.Enqueue(() => rotator?.CmdSetRotation(rot));
                }

                timer.WaitUntilNextFrame();
            } catch (SyntaxErrorException e)
            {
                MainThreadEventQueue.Enqueue(() => LogController.Instance?.Log(e.DecoratedMessage));
                wait_until_new_code_has_been_submitted(timer, cancel_token);
            } catch (ScriptRuntimeException e)
            {
                MainThreadEventQueue.Enqueue(() => LogController.Instance?.Log(e.DecoratedMessage));
                wait_until_new_code_has_been_submitted(timer, cancel_token);
            } catch (Exception e)
            {
                UnityEngine.Debug.LogError(e);
                MainThreadEventQueue.Enqueue(() => LogController.Instance?.Log(e.Message));
                wait_until_new_code_has_been_submitted(timer, cancel_token);
            }
        }

        UnityEngine.Debug.Log("Ended running scripts");
    }