public void SendColorSpace(MsgTag tag, ColorSpacePoint[] ColorSpace) { // If we are connected to a session, broadcast our info if (this.serverConnection != null && this.serverConnection.IsConnected()) { // RED message NetworkOutMessage msg = CreateMessage((int)TestMessageID.StartID); msg.Write((byte)tag); // 4) Add message int length = ColorSpace.Length; //Debug.Log("colorspace length in CS2 is.........................: " + length); //byte for (int i = 0; i < length; i++) { msg.Write(ColorSpace[i].X); //Debug.Log("COLOR SPACE XXXXXXXXXXX IN CS2 IS: " + msg.ToString()); msg.Write(ColorSpace[i].Y); //Debug.Log("COLOR SPACE YYYYYYYYYYY IN CS2 IS: " + msg.ToString()); } // Send the message as a broadcast this.serverConnection.Broadcast( msg, MessagePriority.Immediate, MessageReliability.UnreliableSequenced, MessageChannel.Avatar); } }
public void SendColorData(MsgTag tag, byte[] colorData) { // If we are connected to a session, broadcast our info if (this.serverConnection != null && this.serverConnection.IsConnected()) { // RED message NetworkOutMessage msg = CreateMessage((int)TestMessageID.StartID); msg.Write((byte)tag); // 4) Add message uint len = (uint)colorData.Length; //Debug.Log("length of color data in cs2 is :" + len); msg.WriteArray(colorData, len); //Debug.Log("MSG.WRITE ARRAY IN CS2" + msg.ToString()); /*for (int i = 0; i < colorData.Length; i += BYTES_PER_PIXEL) * { * * }*/ // Send the message as a broadcast this.serverConnection.Broadcast( msg, MessagePriority.Immediate, MessageReliability.UnreliableSequenced, MessageChannel.Avatar); } }
public Msg(MsgTag tag, string sessionId, bool remote, int timeoutSeconds = 0, object data = null) { Tag = tag; SessionId = sessionId; Remote = remote; TimeoutSeconds = timeoutSeconds; Data = data; }
public RelayMsg(MsgTag tag, string connectionId, ProcessId to, ProcessId sender, bool isAsk) { Tag = tag; ConnectionId = connectionId; IsAsk = isAsk; To = to; Sender = sender; }
public Msg(MsgTag tag) { Tag = tag; }
public void SendDepthData(MsgTag tag, ushort[] depthData) { // If we are connected to a session, broadcast our info if (this.serverConnection != null && this.serverConnection.IsConnected()) { /*ushort[] source = new ushort[217088]; * source = depthData; * byte[] target = new byte[source.Length * 2]; * Buffer.BlockCopy(source, 0, target, 0, source.Length * 2); * uint len = (uint)target.Length;*/ //int length = 217088; //int offset = 0; //if ((2 * length) > MAX_PACKET_SIZE) // Will need to divide depth data into at least two messages //{ // offset = (int)Math.Ceiling((float)(length) / 2f); //} // Start first message // 1) Start with UserMessageIDStart NetworkOutMessage msg = CreateMessage((int)TestMessageID.StartID); // 2) Add message type ID msg.Write((byte)tag); //// 3) Add message length //if (offset == 0) // will just send one depth message //{ // msg1.Write((int)length); //} else // will send two depth messages //{ // msg1.Write((int)offset); //} // 3) Add message length //msg.Write((int)length); // 4) Write message int length = depthData.Length; for (int i = 0; i < length; i++) { msg.Write((short)depthData[i]); } //msg.WriteArray(target, len); //Debug.Log("msg.write in cs2 is:" + msg1.ToString()); // Send the message as a broadcast this.serverConnection.Broadcast( msg, MessagePriority.Immediate, MessageReliability.UnreliableSequenced, MessageChannel.Avatar); //// Send second message //if (offset != 0) //{ // // Start second message // // 1) Start with UserMessageIDStart // NetworkOutMessage msg2 = CreateMessage((int)TestMessageID.StartID); // // 2) Add message type ID // msg2.Write((byte)MsgID.DEPTH2); // // 3) Add message length // msg2.Write((int)(length - offset)); // // 4) Add message // for (int i = offset; i < length; i++) // { // msg2.Write((short)depthData[i]); // } // // Send the message as a broadcast // this.serverConnection.Broadcast( // msg2, // MessagePriority.Immediate, // MessageReliability.UnreliableSequenced, // MessageChannel.Avatar); //} } }
public static ITag Create(string str) { ITag tag = null; var strTag = CreateTag(str); var value = CreateValue(str); switch (strTag) { case TagConfig.START: tag = new StartTag(); break; case TagConfig.BGM_PLAY: tag = new BgmPlayTag(); break; case TagConfig.BGM_STOP: tag = new BgmStopTag(); break; case TagConfig.EFFECT_SHOW: tag = new EffectShowTag(); break; case TagConfig.END: tag = new EndTag(); break; case TagConfig.CHARA_LOAD: tag = new CharaLoadTag(); break; case TagConfig.BG_LOAD: tag = new BgLoadTag(); break; case TagConfig.LOAD_EFFECT: tag = new LoadEffectTag(); break; case TagConfig.MSG: tag = new MsgTag(); break; case TagConfig.NAME: tag = new NameTag(); break; case TagConfig.SE_PLAY: tag = new SePlayTag(); break; case TagConfig.BG_SHOW: tag = new BgShowTag(); break; case TagConfig.TITLE_HIDE: tag = new TitleHideTag(); break; case TagConfig.TITLE_SHOW: tag = new TitleShowTag(); break; case TagConfig.CHARA_SHOW: tag = new CharaShowTag(); break; case TagConfig.BG_HIDE: tag = new BgHideTag(); break; case TagConfig.CHARA_HIDE: tag = new CharaHideTag(); break; case TagConfig.WAIT: tag = new WaitTag(); break; case TagConfig.P: tag = new PTag(); break; case TagConfig.ER: tag = new ErTag(); break; case TagConfig.CAMERA_GRAIN: tag = new CameraGrainEffectTag(); break; case TagConfig.CAMERA_COLOR: tag = new CameraColorEffectTag(); break; case TagConfig.CAMERA_VIGNETTE: tag = new CameraVignetteEffectTag(); break; case TagConfig.CAMERA_EFFECT_STOP: tag = new CameraEffectStopTag(); break; } if (tag == null) { Debug.LogError(strTag + "にマッチするタグはありませんでした"); return(null); } tag.Create(value); return(tag); }