Esempio n. 1
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 /// <summary>
 /// Default AchievementManager constructor. Hidden to enforce singleton pattern.
 /// </summary>
 private AchievementManager()
 {
     achis = new List<Achievement>();
     state = ManagerState.Uninitialized;
     eventReg = new Dictionary<string,List<Achievement>>();
     unregQueue = new List<Tuple<string,Achievement>>();
 }
Esempio n. 2
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        public void GoToAIPanel()
        {
            state = ManagerState.Menu;
            ManagerInterface.SelectedIndex = 0;

            GameControl.Content = null;
            quatroInterface = null;
        }
Esempio n. 3
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 public Manager()
 {
     additionalCashier = 0;
     state = ManagerState.Thinking;
     //maxNumberCashier = Store.Get().StoreParams.MaximumServicePoints;
     Store.Get().SPS.RegisterObserver(this); //Manager needs to be registerd here too!!
     Thread t = new Thread(new ThreadStart(this.Begin));
     //t.Priority = ThreadPriority.AboveNormal;
     t.Start();
 }
        public override void Start()
        {
            lock (_stateLock)
            {
                lock (_thisLock)
                {
                    if (this.State == ManagerState.Start) return;
                    _state = ManagerState.Start;

                    this.Update();
                }
            }
        }
Esempio n. 5
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        public MainWindow()
        {
            InitializeComponent();

            state = ManagerState.Menu;

            allAIs = getPossibleAIs();

            player1AIs.ItemsSource = allAIs;
            player2AIs.ItemsSource = allAIs;

            StartGameButton.Click += StartGameButton_Click;
        }
    private void OnListenerConnectionClosed(object sender, EventArgs args)
    {
        if (this.listenerConnection == null)
        {
            return;
        }

        this.isListener = false;

        this.listenerConnection.Disconnected -= this.OnListenerConnectionDisconnected;
        this.listenerConnection.Closed       -= this.OnListenerConnectionClosed;
        this.listenerConnection.Dispose();
        this.listenerConnection = null;

        this.ManagerState = ManagerState.Idle;
    }
Esempio n. 7
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        public override void Stop()
        {
            this.Check();

            lock (_lockObject)
            {
                if (this.State == ManagerState.Stop)
                {
                    return;
                }
                _state = ManagerState.Stop;

                _connectionManager.Stop();
                _coreManager.Stop();
            }
        }
Esempio n. 8
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        public override void Start()
        {
            if (_disposed)
            {
                throw new ObjectDisposedException(this.GetType().FullName);
            }

            using (DeadlockMonitor.Lock(this.ThisLock))
            {
                if (this.State == ManagerState.Start)
                {
                    return;
                }
                _state = ManagerState.Start;
            }
        }
Esempio n. 9
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        public static ManagerState LoadManagerState(string _name)
        {
            string   path = Path.Combine(Application.persistentDataPath, "ManagerStates");
            string   file = Path.Combine(path, _name + ".mstate");
            FileInfo info = new FileInfo(file);

            if (info.Exists == false)
            {
                return(new ManagerState());
            }
            BinaryFormatter bf     = new BinaryFormatter();
            FileStream      stream = File.Open(file, FileMode.Open);
            ManagerState    state  = bf.Deserialize(stream) as ManagerState;

            stream.Close();
            return(state);
        }
Esempio n. 10
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        void OnConfirmationGUI()
        {
            // Show warning
            EditorGUILayout.HelpBox("Warning: This process is not reversible and modifies a lot of files.\n\nMake sure all scenes are saved (including the open scene) and you have an up to date backup in case anything gose wrong.", MessageType.Warning);

            // OK
            if (GUILayout.Button("Yes, I have a backup"))
            {
                ApplyLayerModifications();
            }

            // Cancel
            if (GUILayout.Button("No, I'm not ready yet"))
            {
                m_State = ManagerState.Editing;
            }
        }
Esempio n. 11
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        public override void Stop()
        {
            lock (_stateLock)
            {
                lock (_thisLock)
                {
                    if (this.State == ManagerState.Stop)
                    {
                        return;
                    }
                    _state = ManagerState.Stop;
                }

                _watchThread.Join();
                _watchThread = null;
            }
        }
Esempio n. 12
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    // Update is called once per frame
    void FixedUpdate()
    {
        switch (_state)
        {
        case ManagerState.ADDCOLLECTIBLE:
            AddCollectibleBehaviour();
            _state = ManagerState.IDLE;
            break;

        case ManagerState.RESET:
            StopAllCoroutines();
            ResetBehaviour();
            powerUpInfoManager.Clear();
            _state = ManagerState.IDLE;
            break;
        }
    }
Esempio n. 13
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    public void SetWaves(List <Wave> waves)
    {
        _waveQueue  = new Queue <Wave>();
        _enemyQueue = new Queue <EnemySchedule>();

        _currentManagerState = ManagerState.Active;
        WaveCount            = waves.Count;

        for (int i = 0; i < waves.Count; i++)
        {
            _waveQueue.Enqueue(waves[i]);
        }

        SetNextWave();

        _currentManagerState = ManagerState.WaitForTowers;
    }
Esempio n. 14
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    public void Startup()
    {
        State = ManagerState.Active;

        _httpClient = new HttpClient
        {
            BaseAddress           = new Uri(baseUrl),
            DefaultRequestHeaders =
            {
                Accept = { new MediaTypeWithQualityHeaderValue("application/json") }
            },
            Timeout = TimeSpan.FromSeconds(pollingInterval - 1f)
        };

        _isPolling = true;
        PollAsync();
    }
Esempio n. 15
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    /**
     * Initializes the wave manager with the stage to process
     * @param stage The stage to process
     */
    public void Init(Stage stage, Transform parent)
    {
        waveIndexes.Clear();
        currentWaves.Clear();

        timer         = 0.0f;
        this.parent   = parent;
        currenteStage = stage;
        managerState  = ManagerState.ManagerBegin;

        int waveCount = currenteStage.StageWaves.Count;

        for (int nWave = 0; nWave < waveCount; ++nWave)
        {
            waveIndexes.Add(nWave);
        }
    }
Esempio n. 16
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        internal virtual void Draw(RendererBatch batch)
        {
            State = ManagerState.ThrowError;

            C child;

            for (int i = 0; i < Children.Count; i++)
            {
                child = Children[i];

                if (child.IsVisible)
                {
                    child.DrawInternally(batch);
                }
            }

            State = ManagerState.Opened;
        }
Esempio n. 17
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        internal virtual void Update(float deltaTime)
        {
            State = ManagerState.Queue;

            C child;

            for (int i = 0; i < Children.Count; i++)
            {
                child = Children[i];

                if (child.IsActive)
                {
                    child.UpdateInternally(deltaTime);
                }
            }

            State = ManagerState.Opened;
        }
Esempio n. 18
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    IEnumerator ClosingManager()
    {
        state = ManagerState.CLOSING;
        bool closeCompleted = false;

        // 开始关闭
        foreach (KeyValuePair <GameObject, Child> objChild in windowChilds)
        {
            CloseChild(objChild.Value);
        }
        foreach (KeyValuePair <GameObject, Child> objChild in panelsChilds)
        {
            CloseChild(objChild.Value);
        }
        // 检查是否全部关闭
        while (!closeCompleted)
        {
            closeCompleted = true;
            foreach (KeyValuePair <GameObject, Child> objChild in windowChilds)
            {
                if (!IsChildClosed(objChild.Value))
                {
                    closeCompleted = false;
                    break;
                }
            }

            foreach (KeyValuePair <GameObject, Child> objChild in panelsChilds)
            {
                if (!closeCompleted)
                {
                    break;
                }
                if (!IsChildClosed(objChild.Value))
                {
                    closeCompleted = false;
                    break;
                }
            }
            yield return(new WaitForEndOfFrame());
        }
        state = ManagerState.CLOSED;
        this.gameObject.SetActive(false);
    }
Esempio n. 19
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    private void SwitchManagerState(ManagerState state)
    {
        if (_generatingState == state)
        {
            return;
        }
        switch (_generatingState)
        {
        case ManagerState.NONE:
            ExitNoneState();
            break;

        case ManagerState.GENERATING:
            ExitGeneratingState();
            break;

        case ManagerState.SETTLEMENT:
            ExitSettlementState();
            break;

        case ManagerState.HIDING:
            ExitHidingState();
            break;
        }
        _generatingState = state;
        switch (_generatingState)
        {
        case ManagerState.NONE:
            InitNoneState();
            break;

        case ManagerState.GENERATING:
            InitGeneratingState();
            break;

        case ManagerState.SETTLEMENT:
            InitSettlementState();
            break;

        case ManagerState.HIDING:
            InitHidingState();
            break;
        }
    }
Esempio n. 20
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        public override void Stop()
        {
            lock (_stateLock)
            {
                lock (this.ThisLock)
                {
                    if (this.State == ManagerState.Stop)
                    {
                        return;
                    }
                    _state = ManagerState.Stop;
                }

                _watchTimer.Change(Timeout.Infinite);

                _uploadThread.Join();
                _uploadThread = null;
            }
        }
Esempio n. 21
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        public override void Start()
        {
            lock (_stateLock)
            {
                lock (_thisLock)
                {
                    if (this.State == ManagerState.Start)
                    {
                        return;
                    }
                    _state = ManagerState.Start;

                    _watchThread          = new Thread(this.WatchThread);
                    _watchThread.Priority = ThreadPriority.Lowest;
                    _watchThread.Name     = "TransfarLimitManager_WatchThread";
                    _watchThread.Start();
                }
            }
        }
Esempio n. 22
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    void select()
    {
        if (now_count < max_count)//開始分裂
        {
            state = ManagerState.split;
            return;
        }

        if (batch_stack.Count > 0)
        {
            state = ManagerState.merge;
            return;
        }
        else
        {
            state = ManagerState.init;
            root_node.reset_is_click();
        }
    }
Esempio n. 23
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        private void Manager(ManagerState state)
        {
            switch (state)
            {
            case ManagerState.OFF:
                btnAdd.Enabled         = false;
                btnCancel.Enabled      = false;
                btnCheck.Enabled       = false;
                btnNewUser.Enabled     = false;
                btnRecharge.Enabled    = false;
                radioAdmin.Enabled     = false;
                radioOperation.Enabled = false;
                UID = null;
                break;

            case ManagerState.OPERATION:
                btnAdd.Enabled         = false;
                btnCancel.Enabled      = false;
                btnCheck.Enabled       = false;
                btnNewUser.Enabled     = false;
                btnRecharge.Enabled    = false;
                radioAdmin.Enabled     = true;
                radioOperation.Enabled = true;
                UID = null;
                break;

            case ManagerState.ADMIN:
                btnAdd.Enabled         = false;
                btnCancel.Enabled      = false;
                btnCheck.Enabled       = true;
                btnNewUser.Enabled     = true;
                btnRecharge.Enabled    = true;
                radioAdmin.Enabled     = true;
                radioOperation.Enabled = true;
                txtContact.Clear();
                txtID.Clear();
                txtName.Clear();
                break;

            default:
                break;
            }
        }
Esempio n. 24
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    private void LoadWaveEnemy()
    {
        switch (_currentManagerState)
        {
        case (ManagerState.Prep):
            return;

        case (ManagerState.Active):
            if ((Time.time - _spawntimedinterval) > delay)
            {
                EnemySchedule es = _enemyQueue.Dequeue();
                SpawnEnemy(es.token);

                if (_enemyQueue.Count == 0)
                {
                    SetNextWave();
                }
                ResetTime();
            }
            break;

        case (ManagerState.Done):
            return;

        case (ManagerState.WaitForPrevWave):
            if (GetActiveCount() == 0)
            {
                _currentManagerState = ManagerState.Active;
                _spawntimedinterval  = Time.time;

                if (OnWaveStarted != null)
                {
                    OnWaveStarted();
                    Debug.Log("wave triggered");
                }
            }
            break;

        case (ManagerState.WaitForTowers):
            return;
        }
    }
Esempio n. 25
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        void Initialise()
        {
            // Create & attach scriptable object (allows undos, etc)
            if (m_Data == null)
            {
                m_Data = CreateInstance <LayerManagerData>();
                m_Data.Initialise();
            }

            // Get fixed layers
            m_FixedLayers = new string[8];
            for (int i = 0; i < 8; ++i)
            {
                m_FixedLayers[i] = LayerMask.LayerToName(i);
            }


            // Create reorderable list
            m_LayerList = new ReorderableList(
                m_Data.serializedObject, m_Data.layerMapProperty,
                true, true, false, false
                );
            m_LayerList.drawHeaderCallback  = DrawLayerMapHeader;
            m_LayerList.drawElementCallback = DrawLayerMapElement;
            m_LayerList.elementHeight       = lineHeight * 2 + lineSpacing * 3;
            m_LayerList.onReorderCallback   = OnLayerMapReorder;

            // Reset state
            m_State = ManagerState.Editing;

            // Reset reporting
            m_SceneCount               = 0;
            m_PrefabCount              = 0;
            m_ObjectCount              = 0;
            m_ComponentCount           = 0;
            m_AssetCount               = 0;
            m_LayerMaskCount           = 0;
            m_PhysicsMatrixCompleted   = false;
            m_Physics2DMatrixCompleted = false;
            m_Errors.Clear();
            m_CompletionReport = string.Empty;
        }
Esempio n. 26
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    //Next action in queue
    public void NextAction()
    {
        //If there are still actions or agent hasn't reached the goal, get and start next action. Otherwise change state to COMPLETED plan

        if (actions.Count > 0)
        {
            IGroundAction action = actions.Dequeue();

            currentAction = action;

            //Start action

            action.Start(this, agent.state);
        }
        else if (actions.Count == 0 || RuleMatcher.MatchCondition(agent.goalCondition, agent.state, agent.logicalOperator))
        {
            state         = ManagerState.EMPTY;
            currentAction = null;
        }
    }
Esempio n. 27
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        public override void Start()
        {
            if (_disposed)
            {
                throw new ObjectDisposedException(this.GetType().FullName);
            }

            lock (_stateLock)
            {
                lock (this.ThisLock)
                {
                    if (this.State == ManagerState.Start)
                    {
                        return;
                    }
                    _state = ManagerState.Start;

                    _watchTimer.Change(0, 1000 * 10);
                }
            }
        }
Esempio n. 28
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        public override void Stop()
        {
            lock (_stateLockObject)
            {
                lock (_lockObject)
                {
                    if (this.State == ManagerState.Stop)
                    {
                        return;
                    }
                    _state = ManagerState.Stop;
                }

                _watchTimer.Stop();

                _catharsisManager.Stop();
                _tcpConnectionManager.Stop();
                _i2pConnectionManager.Stop();
                _customConnectionManager.Stop();
            }
        }
Esempio n. 29
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        public virtual void Stop()
        {
            if (_isDisposed)
            {
                throw new ObjectDisposedException(nameof(PortManager));
            }

            lock (_stateLocker)
            {
                if (GetCurrentState() == ManagerState.Running)
                {
                    Log.Info(nameof(PortManager), "Stop requested");
                    _managerState = ManagerState.Stopping;
                }
            }

            if (_runCancellationSource != null && !_runCancellationSource.IsCancellationRequested)
            {
                _runCancellationSource.Cancel();
            }
        }
Esempio n. 30
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        public override void Start()
        {
            lock (_stateLock)
            {
                lock (this.ThisLock)
                {
                    if (this.State == ManagerState.Start)
                    {
                        return;
                    }
                    _state = ManagerState.Start;

                    _watchTimer.Change(0, 1000 * 60 * 10);

                    _uploadThread          = new Thread(this.UploadThread);
                    _uploadThread.Priority = ThreadPriority.Lowest;
                    _uploadThread.Name     = "UploadManager_UploadManagerThread";
                    _uploadThread.Start();
                }
            }
        }
Esempio n. 31
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        public override void Stop()
        {
            lock (_stateLockObject)
            {
                lock (_lockObject)
                {
                    if (this.State == ManagerState.Stop)
                    {
                        return;
                    }
                    _state = ManagerState.Stop;
                }

                _downloadTaskManager.Stop();

                foreach (var taskManager in _decodeTaskManagers)
                {
                    taskManager.Stop();
                }
            }
        }
Esempio n. 32
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        public override void Start()
        {
            lock (_stateLockObject)
            {
                lock (_lockObject)
                {
                    if (this.State == ManagerState.Start)
                    {
                        return;
                    }
                    _state = ManagerState.Start;

                    _catharsisManager.Start();
                    _tcpConnectionManager.Start();
                    _i2pConnectionManager.Start();
                    _customConnectionManager.Start();

                    _watchTimer.Start(new TimeSpan(0, 0, 0), new TimeSpan(0, 0, 30));
                }
            }
        }
        public Manager(Shop shop)
        {
            this.countOfBuyersFromAllStends = new List <Buyer>();
            this.profit      = 0;
            this.productName = new List <string>();
            productName.Add("Шоколад");
            productName.Add("Мороженное");
            productName.Add("Напитки");


            CountOfVisitedBuyers = 0;

            this.managerState = ManagerState.NotWork;
            this.stends       = new List <Stand>(3);
            for (int i = 0; i < stends.Capacity; i++)
            {
                this.stends.Add(new Stand(this.productName[i], (i + 1) * 1.0M));
            }

            foreach (Stand stend in this.stends)
            {
                stend.ReturnBuyerToManager += new ReturnBuyer(RizeVisitor);
            }

            this.stendsThread = new List <Thread>(this.stends.Count);
            for (int i = 0; i < this.stends.Count; i++)
            {
                this.stendsThread.Add(new Thread(this.stends[i].StartToWork));
                this.stendsThread[i].Name = this.stends[i].ProductName + "Thread";
            }

            this.managerState         = ManagerState.NotWork;
            this.shop                 = shop;
            this.shop.RizeNewVisitor += new NewVisitor(RizeVisitor);

            foreach (Stand stend in this.stends)
            {
                stend.FinishedWork += new FinishedWorkStend(Stend_FinishedWork);
            }
        }
Esempio n. 34
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 private void HandleKeyInput()
 {
     if (Input.GetKeyDown(KeyCode.R))
     {
         Debug.Log("Re-Initialize histogram");
         currentState = ManagerState.REINIT_HIST;
     }
     else if (Input.GetKeyDown(KeyCode.N))
     {
         //Debug.Log( "Processing one frame" );
         currentState = ManagerState.PROCESS_FRAME;
     }
     else if (Input.GetKeyDown(KeyCode.B))
     {
         Debug.Log("Processing video");
         currentState = ManagerState.PROCESS_VIDEO;
     }
     else if (Input.GetKeyDown(KeyCode.P))
     {
         Debug.Log("Paused..");
     }
 }
    private void StartConnector(string url)
    {
        if (this.Manager.EnableMRC)
        {
            return;
        }

        StopConnector();

        this.ManagerState = ManagerState.ConnectorStarting;

        this.connector = new Connector {
            ConnectionUrl = url
        };
        if (this.connector != null)
        {
            this.connector.Started   += this.OnConnectorStarted;
            this.connector.Connected += this.OnConnectorConnected;
            this.connector.Failed    += this.OnConnectorFailed;
            this.connector.StartAsync();
        }
    }
Esempio n. 36
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        public void StartGame()
        {
            state = ManagerState.Playing;
            ManagerInterface.SelectedIndex = 1;

            //fecth selection
            int AI1 = player1AIs.SelectedIndex;
            int AI2 = player2AIs.SelectedIndex;

            //In case of unselected AI's, go with first one
            if (AI1 == -1)
                AI1 = 0;
            if (AI2 == -1)
                AI2 = 0;

            QuatroPlayer player1 = allAIs[AI1].creator();
            QuatroPlayer player2 = allAIs[AI2].creator();

            QuatroOptions options = new QuatroOptions();
            switch(automaticComboBox.SelectedIndex)
            {
                case 0:
                    options.automaticPlay = QuatroOptions.AutomaticPlay.StepAnalysis;
                    break;
                case 1:
                    options.automaticPlay = QuatroOptions.AutomaticPlay.Regular;
                    break;
                case 2:
                    options.automaticPlay = QuatroOptions.AutomaticPlay.Automatic;
                    break;
            }
            options.turnSeconds = 10f;

            quatroInterface = new QuatroInterface(player1, player2, options);
            quatroInterface.Finished += GoToAIPanel;

            GameControl.Content = quatroInterface;
        }
Esempio n. 37
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        public void EncodeStop()
        {
            lock (_encodeStateLock)
            {
                lock (_thisLock)
                {
                    if (this.EncodeState == ManagerState.Stop) return;
                    _encodeState = ManagerState.Stop;
                }

                {
                    foreach (var thread in _encodeThreads)
                    {
                        thread.Join();
                    }

                    _encodeThreads.Clear();
                }
            }
        }
        public override void Start()
        {
            lock (_stateLock)
            {
                lock (_thisLock)
                {
                    if (this.State == ManagerState.Start) return;
                    _state = ManagerState.Start;

                    _watchThread = new Thread(this.WatchThread);
                    _watchThread.Priority = ThreadPriority.Lowest;
                    _watchThread.Name = "OverlayNetworkManager_WatchThread";
                    _watchThread.Start();
                }
            }
        }
        public override void Stop()
        {
            lock (_stateLock)
            {
                lock (_thisLock)
                {
                    if (this.State == ManagerState.Stop) return;
                    _state = ManagerState.Stop;
                }

                _watchThread.Join();
                _watchThread = null;

                if (_samManager != null) _samManager.Dispose();
                _samManager = null;

                lock (_thisLock)
                {
                    if (_settings.I2pUri != null)
                    {
                        if (this.RemoveUri(_settings.I2pUri))
                            Log.Information(string.Format("Remove Node uri: {0}", _settings.I2pUri));
                    }
                    _settings.I2pUri = null;
                }
            }
        }
        public override void Start()
        {
            lock (_stateLock)
            {
                lock (this.ThisLock)
                {
                    if (this.State == ManagerState.Start) return;
                    _state = ManagerState.Start;

                    _watchThread = new Thread(this.WatchThread);
                    _watchThread.Priority = ThreadPriority.Lowest;
                    _watchThread.Name = "TransfarLimitManager_WatchThread";
                    _watchThread.Start();
                }
            }
        }
        public override void Stop()
        {
            lock (_stateLock)
            {
                lock (_thisLock)
                {
                    if (this.State == ManagerState.Stop) return;
                    _state = ManagerState.Stop;
                }

                _encodeThread.Join();
                _encodeThread = null;

                _watchTimer.Change(Timeout.Infinite);
            }
        }
 /// <summary>
 /// 传入非空集合表示Agent想要碰。
 /// Dealer需要判断碰是否合法(和当前的targetCard进行比对)
 /// </summary>
 public void AskForPengCallback(List<Card> pengCards, int agentIndex)
 {
     if (pengCards == null) {
         currentAgentIndex = GetNextIndex(agentIndex);
     } else {
         currentState = ManagerState.ASK_PLAY;
     }
 }
 /// <summary>
 /// 不可传入空值,表示Agent打某张牌
 /// </summary>
 public void AskForPlayCallback(Card playCard, int agentIndex)
 {
     currentState = ManagerState.ASK_DIAN_PAO;
     targetCard = playCard;
     agents[currentAgentIndex].cards.Remove(playCard);
     //agents[currentAgentIndex].playedCards.Add(playCard);
     agents[currentAgentIndex].cards.Sort();
     currentAgentIndex = GetNextIndex(agentIndex);
 }
Esempio n. 44
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        public override void Stop()
        {
            this.Check();

            lock (this.ThisLock)
            {
                if (this.State == ManagerState.Stop) return;
                _state = ManagerState.Stop;

                _backgroundUploadManager.Stop();
                _backgroundDownloadManager.Stop();
                _uploadManager.Stop();
                _downloadManager.Stop();
                _connectionsManager.Stop();
                _serverManager.Stop();
            }
        }
        private void ReadImpl()
        {
            List<IntPtr> dead = null, active = new List<IntPtr>();
            List<ISocketCallback> activeCallbacks = new List<ISocketCallback>();
            IntPtr[] readSockets = EmptyPointers, errorSockets = EmptyPointers;
            long lastHeartbeat = Environment.TickCount;
            SocketPair[] allSocketPairs = null;
            while (true)
            {
                managerState = ManagerState.CheckForHeartbeat;
                active.Clear();
                activeCallbacks.Clear();
                if (dead != null) dead.Clear();

                // this check is actually a pace-maker; sometimes the Timer callback stalls for
                // extended periods of time, which can cause socket disconnect
                long now = Environment.TickCount;
                if (unchecked(now - lastHeartbeat) >= 15000)
                {
                    managerState = ManagerState.ExecuteHeartbeat;
                    lastHeartbeat = now;
                    lock (socketLookup)
                    {
                        if (allSocketPairs == null || allSocketPairs.Length != socketLookup.Count)
                            allSocketPairs = new SocketPair[socketLookup.Count];
                        socketLookup.Values.CopyTo(allSocketPairs, 0);
                    }
                    foreach (var pair in allSocketPairs)
                    {
                        var callback = pair.Callback;
                        if (callback != null) try { callback.OnHeartbeat(); } catch { }
                    }
                }

                managerState = ManagerState.LocateActiveSockets;
                lock (socketLookup)
                {
                    if (isDisposed) return;

                    if (socketLookup.Count == 0)
                    {
                        // if empty, give it a few seconds chance before exiting
                        managerState = ManagerState.NoSocketsPause;
                        Monitor.Wait(socketLookup, TimeSpan.FromSeconds(20));
                        if (socketLookup.Count == 0) return; // nothing new came in, so exit
                    }
                    managerState = ManagerState.PrepareActiveSockets;
                    foreach (var pair in socketLookup)
                    {
                        var socket = pair.Value.Socket;
                        if (socket.Handle == pair.Key && socket.Connected)
                            if (pair.Value.Socket.Connected)
                            {
                                active.Add(pair.Key);
                                activeCallbacks.Add(pair.Value.Callback);
                            }
                            else
                            {
                                (dead ?? (dead = new List<IntPtr>())).Add(pair.Key);
                            }
                    }
                    if (dead != null && dead.Count != 0)
                    {
                        managerState = ManagerState.CullDeadSockets;
                        foreach (var socket in dead) socketLookup.Remove(socket);
                    }
                }
                int pollingSockets = active.Count;
                if (pollingSockets == 0)
                {
                    // nobody had actual sockets; just sleep
                    managerState = ManagerState.NoActiveSocketsPause;
                    Thread.Sleep(10);
                    continue;
                }

                if (readSockets.Length < active.Count + 1)
                {
                    managerState = ManagerState.GrowingSocketArray;
                    ConnectionMultiplexer.TraceWithoutContext("Resizing socket array for " + active.Count + " sockets");
                    readSockets = new IntPtr[active.Count + 6]; // leave so space for growth
                    errorSockets = new IntPtr[active.Count + 6];
                }
                managerState = ManagerState.CopyingPointersForSelect;
                readSockets[0] = errorSockets[0] = (IntPtr)active.Count;
                active.CopyTo(readSockets, 1);
                active.CopyTo(errorSockets, 1);
                int ready;
                try
                {
                    var timeout = new TimeValue(1000);
                    managerState = ManagerState.ExecuteSelect;
                    ready = select(0, readSockets, null, errorSockets, ref timeout);
                    managerState = ManagerState.ExecuteSelectComplete;
                    if (ready <= 0) // -ve typically means a socket was disposed just before; just retry
                    {
                        bool hasWorkToDo = false;
                        if (ready == 0)
                        {
                            managerState = ManagerState.CheckForStaleConnections;
                            foreach (var s in activeCallbacks)
                            {
                                if (s.IsDataAvailable)
                                {
                                    hasWorkToDo = true;
                                }
                                else
                                {
                                    s.CheckForStaleConnection();
                                }
                            }
                        }
                        else
                        {
                            lastErrorTicks = Environment.TickCount;
                        }
                        if (!hasWorkToDo)
                        {
                            continue; 
                        }
                    }
                    ConnectionMultiplexer.TraceWithoutContext((int)readSockets[0] != 0, "Read sockets: " + (int)readSockets[0]);
                    ConnectionMultiplexer.TraceWithoutContext((int)errorSockets[0] != 0, "Error sockets: " + (int)errorSockets[0]);
                }
                catch (Exception ex)
                { // this typically means a socket was disposed just before; just retry
                    Trace.WriteLine(ex.Message);
                    continue;
                }

                bool haveWork = false;
                int queueCount = (int)readSockets[0];
                if (queueCount != 0)
                {
                    managerState = ManagerState.EnqueueRead;
                    lock (readQueue)
                    {
                        for (int i = 1; i <= queueCount; i++)
                        {
                            var callback = GetCallback(readSockets[i]);
                            if (callback != null)
                            {
                                readQueue.Enqueue(callback);
                                haveWork = true;
                            }
                        }
                    }
                }
                queueCount = (int)errorSockets[0];
                if (queueCount != 0)
                {
                    managerState = ManagerState.EnqueueError;
                    lock (errorQueue)
                    {
                        for (int i = 1; i <= queueCount; i++)
                        {
                            var callback = GetCallback(errorSockets[i]);
                            if (callback != null)
                            {
                                errorQueue.Enqueue(callback);
                                haveWork = true;
                            }
                        }
                    }
                }
                if(!haveWork)
                {
                    // edge case: select is returning 0, but data could still be available
                    managerState = ManagerState.EnqueueReadFallback;
                    lock (readQueue)
                    {
                        foreach (var callback in activeCallbacks)
                        {
                            if(callback.IsDataAvailable)
                            {
                                readQueue.Enqueue(callback);
                            }
                        }
                    }
                }


                if (ready >= 5) // number of sockets we should attempt to process by ourself before asking for help
                {
                    // seek help, work in parallel, then synchronize
                    var obj = new QueueDrainSyncLock(this);
                    lock (obj)
                    {
                        managerState = ManagerState.RequestAssistance;
                        ThreadPool.QueueUserWorkItem(HelpProcessItems, obj);
                        managerState = ManagerState.ProcessQueues;
                        ProcessItems(true);
                        if (!obj.Consume())
                        {   // then our worker arrived and picked up work; we need
                            // to let it finish; note that if it *didn't* get that far
                            // yet, the Consume() call will mean that it never tries
                            Monitor.Wait(obj);
                        }
                    }
                }
                else
                {
                    // just do it ourself
                    managerState = ManagerState.ProcessQueues;
                    ProcessItems(true);
                }
            }
        }
        public override void Start()
        {
            lock (_stateLock)
            {
                lock (_thisLock)
                {
                    if (this.State == ManagerState.Start) return;
                    _state = ManagerState.Start;

                    _encodeThread = new Thread(this.EncodeThread);
                    _encodeThread.Priority = ThreadPriority.Lowest;
                    _encodeThread.Name = "BackgroundUploadManager_EndocdeThread";
                    _encodeThread.Start();

                    _watchTimer.Change(0, 1000 * 60 * 10);
                }
            }
        }
Esempio n. 47
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        public void DecodeStop()
        {
            this.Check();

            lock (this.ThisLock)
            {
                if (this.DecodeState == ManagerState.Stop) return;
                _decodeState = ManagerState.Stop;

                _downloadManager.DecodeStop();
            }
        }
Esempio n. 48
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        public void EncodeStart()
        {
            lock (_encodeStateLock)
            {
                lock (_thisLock)
                {
                    if (this.EncodeState == ManagerState.Start) return;
                    _encodeState = ManagerState.Start;

                    for (int i = 0; i < _threadCount; i++)
                    {
                        var thread = new Thread(this.EncodeThread);
                        thread.Priority = ThreadPriority.BelowNormal;
                        thread.Name = "UploadManager_EncodeThread";
                        thread.Start();

                        _encodeThreads.Add(thread);
                    }
                }
            }
        }
Esempio n. 49
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        public override void Stop()
        {
            if (_disposed) throw new ObjectDisposedException(this.GetType().FullName);

            lock (_stateLock)
            {
                lock (this.ThisLock)
                {
                    if (this.State == ManagerState.Stop) return;
                    _state = ManagerState.Stop;

                    _watchTimer.Change(Timeout.Infinite);

                    foreach (var tcpListener in _tcpListeners.Values)
                    {
                        tcpListener.Stop();
                    }

                    _tcpListeners.Clear();
                    _oldListenUris.Clear();
                }
            }
        }
Esempio n. 50
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        public override void Start()
        {
            if (_disposed) throw new ObjectDisposedException(this.GetType().FullName);

            lock (_stateLock)
            {
                lock (this.ThisLock)
                {
                    if (this.State == ManagerState.Start) return;
                    _state = ManagerState.Start;

                    _watchTimer.Change(0, 1000 * 10);
                }
            }
        }
Esempio n. 51
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 public override void Stop()
 {
     lock (_stateLock)
     {
         lock (this.ThisLock)
         {
             if (this.State == ManagerState.Stop) return;
             _state = ManagerState.Stop;
         }
     }
 }
        public override void Stop()
        {
            lock (_stateLock)
            {
                lock (_thisLock)
                {
                    if (this.State == ManagerState.Stop) return;
                    _state = ManagerState.Stop;
                }

                _watchThread.Join();
                _watchThread = null;
            }
        }
Esempio n. 53
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        public override void Start()
        {
            lock (_stateLock)
            {
                lock (_thisLock)
                {
                    if (this.State == ManagerState.Start) return;
                    _state = ManagerState.Start;

                    _watchTimer.Change(0, 1000 * 60);
                }
            }
        }
Esempio n. 54
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        public void ProcessSelf()
        {
            System.Threading.Thread.Sleep(10);
            switch (state)
            {
                case ManagerState.Thinking:
                    //Think what to do
                    if (Store.Get().open == false)
                    {
                        state = ManagerState.OpeningStore;
                    }
                    else //the case the store is already opened!
                    {
                        //if (Store.Get().CustomerPool.Count > 5)
                        //{
                            state = ManagerState.ManagingCashier;
                        //}
                        //else if (Store.Get().CustomerPool.Count == 0)
                        //{
                        //    state = ManagerState.ClosingStore;
                        //}
                    }
                    break;
                case ManagerState.TakingBreak:
                    if (!Store.Get().StoreParams.ManagerCanBreak)
                    {
                        state = ManagerState.Thinking;
                        break;
                    }
                    //Wait for Finding Item
                    Program.Debug("Manager -> Breaking!!!");
                    System.Threading.Thread.Sleep(Store.Get().StoreParams.ManagerBreakTime); ///////////////////////////////////
                    Program.Debug("Manager -> Not Breaking!!!");
                    state = ManagerState.Thinking;
                    break;
                case ManagerState.OpeningStore:
                    Store.Get().open = true;
                    Program.Debug("Open up the Store");
                    System.Threading.Thread.Sleep(100);
                    state = ManagerState.Thinking;
                    break;
                case ManagerState.ClosingStore:
                    //need to get rid of all of the customers. NOOOOOOOOOOOOOOOOOOOOOOOOO
                    //need to not receive any more customers!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
                   // Store.Get().open = false;
                   // Program.Debug("Store Closed");
                   // System.Threading.Thread.Sleep(15000); //sleep 50 sec
                    // state = ManagerState.TakingBreak;
                    state = ManagerState.Thinking;
                    break;
                case ManagerState.ManagingCashier:
                    AdjustNumberOfCashier();
                    System.Threading.Thread.Sleep(Store.Get().StoreParams.ManagerBreakTime);
                    state = ManagerState.Thinking;
                    break;

            }
        }
Esempio n. 55
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        public void EncodeStop()
        {
            this.Check();

            lock (this.ThisLock)
            {
                if (this.EncodeState == ManagerState.Stop) return;
                _encodeState = ManagerState.Stop;

                _uploadManager.EncodeStop();
            }
        }
 public void AskForAnGangCallback(List<Card> gangCards, int agentIndex)
 {
     if (gangCards == null) {
         currentState = ManagerState.ASK_PLAY;
     } else {
         currentState = ManagerState.ASK_PICK;
     }
 }
Esempio n. 57
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        public override void Stop()
        {
            lock (_stateLock)
            {
                lock (_thisLock)
                {
                    if (this.State == ManagerState.Stop) return;
                    _state = ManagerState.Stop;
                }

                _watchTimer.Change(Timeout.Infinite);
            }
        }
 public void AskForZiMoCallback(bool isHu, int agentIndex)
 {
     if (isHu) {
         End("自摸(" + agentIndex + ")");
     } else {
         currentState = ManagerState.ASK_AN_GANG;
     }
 }
 /// <summary>
 /// 传入非空集合表示Agent想要吃,
 /// 需要判断吃是否合法(和当前targetCard进行比对,并且需要和currentAgentIndex进行比对)
 /// 没有吃,下家抓牌。否则下家打牌
 /// </summary>
 public void AskForChiCallback(List<Card> chiCards, int agentIndex)
 {
     if (chiCards == null) {
         currentState = ManagerState.ASK_PICK;
         currentAgentIndex = GetNextIndex(currentAgentIndex);
     } else {
         currentState = ManagerState.ASK_PLAY;
         currentAgentIndex = GetNextIndex(currentAgentIndex);
     }
 }
 /// <summary>
 /// 牌局下一步
 /// 
 /// 在这个阶段,当前Agent已经抓过牌了。
 /// 如果没抓过牌那是Manager的问题不是Agent的问题
 /// 
 /// *这里只考虑询问,不考虑响应*
 /// 
 /// 另外,考虑再三,为了调试方便,还是采用了步进调试方式。
 /// 待步进调试方式写好后,增加自动机
 /// 
 /// </summary>
 public void NextStep()
 {
     Agent currentAgent = agents[currentAgentIndex];
     switch (currentState) {
         case ManagerState.ASK_PICK:
             // 如果deck的容量为0,表示所有的牌都抓没了,牌局结束
             if (deck.Count == 0) {
                 End("流局");
             } else {
                 agents[currentAgentIndex].PickCard(deck[0]);
                 deck.RemoveAt(0);
                 // 抓牌后立刻进入下一个状态,没有任何分支
                 currentState = ManagerState.ASK_ZI_MO;
                 targetAgentIndex = currentAgentIndex; // 抓牌决定目标玩家
             }
             break;
         case ManagerState.ASK_ZI_MO:
             currentAgent.AskForZiMo();
             break;
         case ManagerState.ASK_AN_GANG:
             currentAgent.AskForAnGang();
             break;
         case ManagerState.ASK_PLAY:
             currentAgent.AskForPlay();
             break;
         case ManagerState.ASK_DIAN_PAO:
             if (targetCard != null) {
                 // 在上一个Agent打出牌以后,就将currentAgentIndex+1了,
                 // 是在Callback中操作的。所有这里如果出现了相等,就表明已经轮询了一圈
                 // 为了回避开自己,在进入碰的状态之前,currentAgentIndex +1
                 if (targetAgentIndex == currentAgentIndex) {
                     currentAgentIndex = GetNextIndex(targetAgentIndex);
                     currentState = ManagerState.ASK_PENG;
                     NextStep();
                 } else {
                     currentAgent.AskForHu(this.targetCard);
                 }
             }
             break;
         case ManagerState.ASK_PENG:
             if (targetCard != null) {
                 // 在进入碰的状态之前,currengAgentIndex = GetNextIndex(targetAgentIndex),
                 if (targetAgentIndex == currentAgentIndex) {
                     currentState = ManagerState.ASK_CHI;
                     NextStep();
                 } else {
                     currentAgent.AskForPeng(this.targetCard);
                 }
             }
             break;
         case ManagerState.ASK_CHI:
             if (targetCard != null) {
                 int nextIndex = GetNextIndex(currentAgentIndex);
                 agents[nextIndex].AskForChi(targetCard);
             }
             break;
     }
 }