static MyToolbarItemFactory() { m_objectFactory = new MyObjectFactory <MyToolbarItemDescriptor, MyToolbarItem>(); m_objectFactory.RegisterFromAssembly(Assembly.GetAssembly(typeof(MyToolbarItem))); m_objectFactory.RegisterFromAssembly(MyPlugins.GameAssembly); m_objectFactory.RegisterFromAssembly(MyPlugins.UserAssembly); }
static MyToolbarItemFactory() { m_objectFactory = new MyObjectFactory<MyToolbarItemDescriptor, MyToolbarItem>(); m_objectFactory.RegisterFromAssembly(Assembly.GetAssembly(typeof(MyToolbarItem))); m_objectFactory.RegisterFromAssembly(MyPlugins.GameAssembly); m_objectFactory.RegisterFromAssembly(MyPlugins.UserAssembly); }
static StartingStateFactory() { m_objectFactory = new MyObjectFactory<StartingStateTypeAttribute, MyWorldGeneratorStartingStateBase>(); m_objectFactory.RegisterFromCreatedObjectAssembly(); m_objectFactory.RegisterFromAssembly(MyPlugins.GameAssembly); m_objectFactory.RegisterFromAssembly(MyPlugins.UserAssembly); }
#pragma warning restore 649 internal static void ForceRegisterAssemblies() { // static MyEntities() called by MySandboxGame.ForceStaticCtor RuntimeHelpers.RunClassConstructor(typeof(MyEntities).TypeHandle); { MyObjectFactory <MyEntityTypeAttribute, MyEntity> factory = _entityFactoryObjectFactory(); ObjectFactory_RegisterFromAssemblySafe(factory, typeof(MySandboxGame).Assembly); // calling assembly ObjectFactory_RegisterFromAssemblySafe(factory, MyPlugins.GameAssembly); ObjectFactory_RegisterFromAssemblySafe(factory, MyPlugins.SandboxAssembly); ObjectFactory_RegisterFromAssemblySafe(factory, MyPlugins.UserAssembly); } // static MyGuiManager(): // MyGuiControlsFactory.RegisterDescriptorsFromAssembly(); // static MyComponentTypeFactory() called by MyComponentContainer.Add RuntimeHelpers.RunClassConstructor(typeof(MyComponentTypeFactory).TypeHandle); { ComponentTypeFactory_RegisterFromAssemblySafe(typeof(MyComponentContainer).Assembly); // calling assembly ComponentTypeFactory_RegisterFromAssemblySafe(MyPlugins.SandboxAssembly); ComponentTypeFactory_RegisterFromAssemblySafe(MyPlugins.GameAssembly); ComponentTypeFactory_RegisterFromAssemblySafe(MyPlugins.SandboxGameAssembly); ComponentTypeFactory_RegisterFromAssemblySafe(MyPlugins.UserAssembly); } // static MyObjectPoolManager() // Render, so should be fine. }
static OperationFactory() { m_objectFactory = new MyObjectFactory<OperationTypeAttribute, MyWorldGeneratorOperationBase>(); m_objectFactory.RegisterFromCreatedObjectAssembly(); m_objectFactory.RegisterFromAssembly(MyPlugins.GameAssembly); m_objectFactory.RegisterFromAssembly(MyPlugins.UserAssembly); }
static StartingStateFactory() { m_objectFactory = new MyObjectFactory <StartingStateTypeAttribute, MyWorldGeneratorStartingStateBase>(); m_objectFactory.RegisterFromCreatedObjectAssembly(); m_objectFactory.RegisterFromAssembly(MyPlugins.GameAssembly); m_objectFactory.RegisterFromAssembly(MyPlugins.UserAssembly); }
static OperationFactory() { m_objectFactory = new MyObjectFactory <OperationTypeAttribute, MyWorldGeneratorOperationBase>(); m_objectFactory.RegisterFromCreatedObjectAssembly(); m_objectFactory.RegisterFromAssembly(MyPlugins.GameAssembly); m_objectFactory.RegisterFromAssembly(MyPlugins.UserAssembly); }
static MyComponentFactory() { m_objectFactory = new MyObjectFactory<MyComponentBuilderAttribute, MyComponentBase>(); m_objectFactory.RegisterFromAssembly(MyPlugins.GameAssembly); m_objectFactory.RegisterFromAssembly(MyPlugins.SandboxGameAssembly); m_objectFactory.RegisterFromAssembly(MyPlugins.UserAssembly); }
static MyComponentFactory() { m_objectFactory = new MyObjectFactory <MyComponentBuilderAttribute, MyComponentBase>(); m_objectFactory.RegisterFromAssembly(MyPlugins.GameAssembly); m_objectFactory.RegisterFromAssembly(MyPlugins.SandboxGameAssembly); m_objectFactory.RegisterFromAssembly(MyPlugins.UserAssembly); }
static TriggerFactory() { m_objectFactory = new MyObjectFactory <TriggerTypeAttribute, MyTrigger>(); m_objectFactory.RegisterFromCreatedObjectAssembly(); //m_objectFactory.RegisterFromAssembly(MyPlugins.GameAssembly); //m_objectFactory.RegisterFromAssembly(MyPlugins.UserAssembly); }
public static void Main(string[] args) { /* * Create an instance of the LogicContoller class, * give it a new instance of the MyObject class, * then call the RunLogic method on the instance of * the LogicController class */ var myObject = MyObjectFactory.GenerateMyObject(); var logicController = new LogicController(myObject); logicController.RunLogic(); /* * Create an instance of the FileReader class; * Parse the contents of the medicationAttempt1.json; * Create a new instance of the LogicController and pass * it the parsed medication object; * Call the RunLogic method of the LogicController */ var fileReader = new MyFileReader(); var fileContent = string.Empty; // Only run the logic if we could read the file if (fileReader.TryParseFile("medicationAttempt1.json", out fileContent)) { var parsedMedication = JsonConvert.DeserializeObject <Medication>(fileContent); var medsLogicController = new LogicController(parsedMedication); medsLogicController.RunLogic(); } }
static MyCubeBlockFactory() { m_objectFactory = new MyObjectFactory <MyCubeBlockTypeAttribute, object>(); m_objectFactory.RegisterFromAssembly(Assembly.GetAssembly(typeof(MyCubeBlock))); m_objectFactory.RegisterFromAssembly(MyPlugins.GameAssembly); m_objectFactory.RegisterFromAssembly(MyPlugins.UserAssembly); }
static MyBehaviorTreeNodeMemoryFactory() { m_objectFactory = new MyObjectFactory <MyBehaviorTreeNodeMemoryTypeAttribute, MyBehaviorTreeNodeMemory>(); m_objectFactory.RegisterFromAssembly(Assembly.GetAssembly(typeof(MyBehaviorTreeNodeMemory))); m_objectFactory.RegisterFromAssembly(MyPlugins.GameAssembly); m_objectFactory.RegisterFromAssembly(MyPlugins.UserAssembly); }
static MyCubeBlockFactory() { m_objectFactory = new MyObjectFactory<MyCubeBlockTypeAttribute, object>(); m_objectFactory.RegisterFromAssembly(Assembly.GetAssembly(typeof(MyCubeBlock))); m_objectFactory.RegisterFromAssembly(MyPlugins.GameAssembly); m_objectFactory.RegisterFromAssembly(MyPlugins.UserAssembly); }
static MyBehaviorTreeNodeFactory() { m_objectFactory = new MyObjectFactory<MyBehaviorTreeNodeTypeAttribute, MyBehaviorTreeNode>(); m_objectFactory.RegisterFromAssembly(Assembly.GetAssembly(typeof(MyBehaviorTreeNode))); m_objectFactory.RegisterFromAssembly(MyPlugins.GameAssembly); m_objectFactory.RegisterFromAssembly(MyPlugins.UserAssembly); }
static MyEntityStatEffectFactory() { m_objectFactory = new MyObjectFactory<MyEntityStatEffectTypeAttribute, MyEntityStatRegenEffect>(); #if XB1 // XB1_ALLINONEASSEMBLY m_objectFactory.RegisterFromAssembly(MyAssembly.AllInOneAssembly); #else // !XB1 m_objectFactory.RegisterFromAssembly(Assembly.GetAssembly(typeof(MyEntityStatRegenEffect))); #endif // !XB1 }
static MyBehaviorTreeNodeMemoryFactory() { m_objectFactory = new MyObjectFactory<MyBehaviorTreeNodeMemoryTypeAttribute, MyBehaviorTreeNodeMemory>(); m_objectFactory.RegisterFromAssembly(Assembly.GetAssembly(typeof(MyBehaviorTreeNodeMemory))); m_objectFactory.RegisterFromAssembly(MyPlugins.GameAssembly); m_objectFactory.RegisterFromAssembly(MyPlugins.SandboxAssembly); //TODO: Will be removed m_objectFactory.RegisterFromAssembly(MyPlugins.UserAssembly); }
static MyBehaviorTreeNodeFactory() { m_objectFactory = new MyObjectFactory <MyBehaviorTreeNodeTypeAttribute, MyBehaviorTreeNode>(); m_objectFactory.RegisterFromAssembly(Assembly.GetAssembly(typeof(MyBehaviorTreeNode))); m_objectFactory.RegisterFromAssembly(MyPlugins.GameAssembly); m_objectFactory.RegisterFromAssembly(MyPlugins.SandboxAssembly); //TODO: Will be removed m_objectFactory.RegisterFromAssembly(MyPlugins.UserAssembly); }
static MyGlobalEventFactory() { m_typesToHandlers = new Dictionary <MyDefinitionId, GlobalEventHandler>(); m_globalEventFactory = new MyObjectFactory <MyEventTypeAttribute, MyGlobalEventBase>(); RegisterEventTypesAndHandlers(Assembly.GetAssembly(typeof(MyGlobalEventBase))); RegisterEventTypesAndHandlers(MyPlugins.GameAssembly); RegisterEventTypesAndHandlers(MyPlugins.SandboxAssembly); }
static MyEnvironmentalParticleLogicFactory() { m_objectFactory = new MyObjectFactory <MyEnvironmentalParticleLogicTypeAttribute, MyEnvironmentalParticleLogic>(); m_objectFactory.RegisterFromAssembly(Assembly.GetAssembly(typeof(MyEnvironmentalParticleLogic))); m_objectFactory.RegisterFromAssembly(MyPlugins.GameAssembly); // m_objectFactory.RegisterFromAssembly(MyPlugins.SandboxAssembly); //TODO: Will be removed m_objectFactory.RegisterFromAssembly(MyPlugins.UserAssembly); }
static MyEnvironmentalParticleLogicFactory() { m_objectFactory = new MyObjectFactory<MyEnvironmentalParticleLogicTypeAttribute, MyEnvironmentalParticleLogic>(); m_objectFactory.RegisterFromAssembly(Assembly.GetAssembly(typeof(MyEnvironmentalParticleLogic))); m_objectFactory.RegisterFromAssembly(MyPlugins.GameAssembly); m_objectFactory.RegisterFromAssembly(MyPlugins.SandboxAssembly); //TODO: Will be removed m_objectFactory.RegisterFromAssembly(MyPlugins.UserAssembly); }
static MyEntityStatEffectFactory() { m_objectFactory = new MyObjectFactory <MyEntityStatEffectTypeAttribute, MyEntityStatRegenEffect>(); #if XB1 // XB1_ALLINONEASSEMBLY m_objectFactory.RegisterFromAssembly(MyAssembly.AllInOneAssembly); #else // !XB1 m_objectFactory.RegisterFromAssembly(Assembly.GetAssembly(typeof(MyEntityStatRegenEffect))); #endif // !XB1 }
static MyBotFactoryBase() { m_objectFactory = new MyObjectFactory<MyBotTypeAttribute, IMyBot>(); var baseAssembly = Assembly.GetAssembly(typeof(MyAgentBot)); m_objectFactory.RegisterFromAssembly(baseAssembly); m_objectFactory.RegisterFromAssembly(VRage.Plugins.MyPlugins.GameAssembly); foreach (var plugin in VRage.Plugins.MyPlugins.Plugins) m_objectFactory.RegisterFromAssembly(plugin.GetType().Assembly); }
public static MyObjectFactory <MyDefinitionTypeAttribute, MyDefinitionBase> GetObjectFactory() { if (m_definitionFactory == null) { m_definitionFactory = new MyObjectFactory <MyDefinitionTypeAttribute, MyDefinitionBase>(); m_definitionFactory.RegisterFromCreatedObjectAssembly(); m_definitionFactory.RegisterFromAssembly(MyPlugins.GameAssembly); m_definitionFactory.RegisterFromAssembly(MyPlugins.UserAssembly); } return(m_definitionFactory); }
static MyToolbarItemFactory() { m_objectFactory = new MyObjectFactory <MyToolbarItemDescriptor, MyToolbarItem>(); #if XB1 // XB1_ALLINONEASSEMBLY m_objectFactory.RegisterFromAssembly(MyAssembly.AllInOneAssembly); #else // !XB1 m_objectFactory.RegisterFromAssembly(Assembly.GetAssembly(typeof(MyToolbarItem))); m_objectFactory.RegisterFromAssembly(MyPlugins.GameAssembly); m_objectFactory.RegisterFromAssembly(MyPlugins.SandboxAssembly); //TODO: Will be removed m_objectFactory.RegisterFromAssembly(MyPlugins.UserAssembly); #endif // !XB1 }
static OperationFactory() { m_objectFactory = new MyObjectFactory<OperationTypeAttribute, MyWorldGeneratorOperationBase>(); #if XB1 // XB1_ALLINONEASSEMBLY m_objectFactory.RegisterFromAssembly(MyAssembly.AllInOneAssembly); #else // !XB1 m_objectFactory.RegisterFromCreatedObjectAssembly(); m_objectFactory.RegisterFromAssembly(MyPlugins.GameAssembly); m_objectFactory.RegisterFromAssembly(MyPlugins.SandboxAssembly); //TODO: Will be removed m_objectFactory.RegisterFromAssembly(MyPlugins.UserAssembly); #endif // !XB1 }
static StartingStateFactory() { m_objectFactory = new MyObjectFactory <StartingStateTypeAttribute, MyWorldGeneratorStartingStateBase>(); #if XB1 // XB1_ALLINONEASSEMBLY m_objectFactory.RegisterFromAssembly(MyAssembly.AllInOneAssembly); #else // !XB1 m_objectFactory.RegisterFromCreatedObjectAssembly(); m_objectFactory.RegisterFromAssembly(MyPlugins.GameAssembly); m_objectFactory.RegisterFromAssembly(MyPlugins.SandboxAssembly); //TODO: Will be removed m_objectFactory.RegisterFromAssembly(MyPlugins.UserAssembly); #endif // !XB1 }
static MyComponentFactory() { m_objectFactory = new MyObjectFactory <MyComponentBuilderAttribute, MyComponentBase>(); #if XB1 // XB1_ALLINONEASSEMBLY m_objectFactory.RegisterFromAssembly(MyAssembly.AllInOneAssembly); #else // !XB1 m_objectFactory.RegisterFromAssembly(Assembly.GetExecutingAssembly()); m_objectFactory.RegisterFromAssembly(MyPlugins.GameAssembly); m_objectFactory.RegisterFromAssembly(MyPlugins.SandboxGameAssembly); m_objectFactory.RegisterFromAssembly(MyPlugins.UserAssembly); #endif // !XB1 }
static MyToolbarItemFactory() { m_objectFactory = new MyObjectFactory<MyToolbarItemDescriptor, MyToolbarItem>(); #if XB1 // XB1_ALLINONEASSEMBLY m_objectFactory.RegisterFromAssembly(MyAssembly.AllInOneAssembly); #else // !XB1 m_objectFactory.RegisterFromAssembly(Assembly.GetAssembly(typeof(MyToolbarItem))); m_objectFactory.RegisterFromAssembly(MyPlugins.GameAssembly); m_objectFactory.RegisterFromAssembly(MyPlugins.SandboxAssembly); //TODO: Will be removed m_objectFactory.RegisterFromAssembly(MyPlugins.UserAssembly); #endif // !XB1 }
static MyComponentFactory() { m_objectFactory = new MyObjectFactory<MyComponentBuilderAttribute, MyComponentBase>(); #if XB1 // XB1_ALLINONEASSEMBLY m_objectFactory.RegisterFromAssembly(MyAssembly.AllInOneAssembly); #else // !XB1 m_objectFactory.RegisterFromAssembly(Assembly.GetExecutingAssembly()); m_objectFactory.RegisterFromAssembly(MyPlugins.GameAssembly); m_objectFactory.RegisterFromAssembly(MyPlugins.SandboxGameAssembly); m_objectFactory.RegisterFromAssembly(MyPlugins.UserAssembly); #endif // !XB1 }
static MyEnvironmentalParticleLogicFactory() { m_objectFactory = new MyObjectFactory <MyEnvironmentalParticleLogicTypeAttribute, MyEnvironmentalParticleLogic>(); #if XB1 // XB1_ALLINONEASSEMBLY m_objectFactory.RegisterFromAssembly(MyAssembly.AllInOneAssembly); #else // !XB1 m_objectFactory.RegisterFromAssembly(Assembly.GetAssembly(typeof(MyEnvironmentalParticleLogic))); m_objectFactory.RegisterFromAssembly(MyPlugins.GameAssembly); m_objectFactory.RegisterFromAssembly(MyPlugins.SandboxAssembly); //TODO: Will be removed m_objectFactory.RegisterFromAssembly(MyPlugins.UserAssembly); #endif // !XB1 }
static MyBehaviorTreeNodeFactory() { m_objectFactory = new MyObjectFactory <MyBehaviorTreeNodeTypeAttribute, MyBehaviorTreeNode>(); #if XB1 // XB1_ALLINONEASSEMBLY m_objectFactory.RegisterFromAssembly(MyAssembly.AllInOneAssembly); #else // !XB1 m_objectFactory.RegisterFromAssembly(Assembly.GetAssembly(typeof(MyBehaviorTreeNode))); m_objectFactory.RegisterFromAssembly(MyPlugins.GameAssembly); m_objectFactory.RegisterFromAssembly(MyPlugins.SandboxAssembly); //TODO: Will be removed m_objectFactory.RegisterFromAssembly(MyPlugins.UserAssembly); #endif // !XB1 }
static MyDefinitionManagerBase() { m_definitionFactory = new MyObjectFactory <MyDefinitionTypeAttribute, MyDefinitionBase>(); RegisterTypesFromAssembly(m_definitionFactory.GetType().Assembly); RegisterTypesFromAssembly(MyPlugins.GameAssembly); RegisterTypesFromAssembly(MyPlugins.SandboxAssembly); RegisterTypesFromAssembly(MyPlugins.UserAssembly); foreach (var plugin in MyPlugins.Plugins) { RegisterTypesFromAssembly(plugin.GetType().Assembly); } }
static MyBehaviorTreeNodeMemoryFactory() { m_objectFactory = new MyObjectFactory<MyBehaviorTreeNodeMemoryTypeAttribute, MyBehaviorTreeNodeMemory>(); #if XB1 // XB1_ALLINONEASSEMBLY m_objectFactory.RegisterFromAssembly(MyAssembly.AllInOneAssembly); #else // !XB1 m_objectFactory.RegisterFromAssembly(Assembly.GetAssembly(typeof(MyBehaviorTreeNodeMemory))); m_objectFactory.RegisterFromAssembly(MyPlugins.GameAssembly); m_objectFactory.RegisterFromAssembly(MyPlugins.SandboxAssembly); //TODO: Will be removed m_objectFactory.RegisterFromAssembly(MyPlugins.UserAssembly); #endif // !XB1 }
static MyEnvironmentalParticleLogicFactory() { m_objectFactory = new MyObjectFactory<MyEnvironmentalParticleLogicTypeAttribute, MyEnvironmentalParticleLogic>(); #if XB1 // XB1_ALLINONEASSEMBLY m_objectFactory.RegisterFromAssembly(MyAssembly.AllInOneAssembly); #else // !XB1 m_objectFactory.RegisterFromAssembly(Assembly.GetAssembly(typeof(MyEnvironmentalParticleLogic))); m_objectFactory.RegisterFromAssembly(MyPlugins.GameAssembly); m_objectFactory.RegisterFromAssembly(MyPlugins.SandboxAssembly); //TODO: Will be removed m_objectFactory.RegisterFromAssembly(MyPlugins.UserAssembly); #endif // !XB1 }
static MyGlobalEventFactory() { m_typesToHandlers = new Dictionary <MyDefinitionId, MethodInfo>(); m_globalEventFactory = new MyObjectFactory <MyEventTypeAttribute, MyGlobalEventBase>(); #if XB1 // XB1_ALLINONEASSEMBLY RegisterEventTypesAndHandlers(MyAssembly.AllInOneAssembly); #else // !XB1 RegisterEventTypesAndHandlers(Assembly.GetAssembly(typeof(MyGlobalEventBase))); RegisterEventTypesAndHandlers(MyPlugins.GameAssembly); RegisterEventTypesAndHandlers(MyPlugins.SandboxAssembly); #endif // !XB1 }
static MyBotFactoryBase() { m_objectFactory = new MyObjectFactory <MyBotTypeAttribute, IMyBot>(); var baseAssembly = Assembly.GetAssembly(typeof(MyAgentBot)); m_objectFactory.RegisterFromAssembly(baseAssembly); m_objectFactory.RegisterFromAssembly(VRage.Plugins.MyPlugins.GameAssembly); foreach (var plugin in VRage.Plugins.MyPlugins.Plugins) { m_objectFactory.RegisterFromAssembly(plugin.GetType().Assembly); } }
static MyObjectBuilderSerializer() { Serializer = TypeModel.Create(); Serializer.AutoAddMissingTypes = true; Serializer.UseImplicitZeroDefaults = false; m_objectFactory = new MyObjectFactory <MyObjectBuilderDefinitionAttribute, MyObjectBuilder_Base>(); m_objectFactory.RegisterFromAssembly(Assembly.GetExecutingAssembly()); m_objectFactory.RegisterFromAssembly(MyPlugins.GameAssembly); m_objectFactory.RegisterFromAssembly(MyPlugins.UserAssembly); LoadSerializers(); }
static MyBotFactoryBase() { m_objectFactory = new MyObjectFactory<MyBotTypeAttribute, IMyBot>(); #if XB1 // XB1_ALLINONEASSEMBLY m_objectFactory.RegisterFromAssembly(MyAssembly.AllInOneAssembly); #else // !XB1 var baseAssembly = Assembly.GetAssembly(typeof(MyAgentBot)); m_objectFactory.RegisterFromAssembly(baseAssembly); m_objectFactory.RegisterFromAssembly(VRage.Plugins.MyPlugins.GameAssembly); foreach (var plugin in VRage.Plugins.MyPlugins.Plugins) m_objectFactory.RegisterFromAssembly(plugin.GetType().Assembly); #endif // !XB1 }
private static int run(string[] args, Ice.Communicator communicator) { Ice.ObjectFactory factory = new MyObjectFactory(); communicator.addObjectFactory(factory, "::Test::B"); communicator.addObjectFactory(factory, "::Test::C"); communicator.addObjectFactory(factory, "::Test::D"); communicator.addObjectFactory(factory, "::Test::E"); communicator.addObjectFactory(factory, "::Test::F"); communicator.addObjectFactory(factory, "::Test::I"); communicator.addObjectFactory(factory, "::Test::J"); communicator.addObjectFactory(factory, "::Test::H"); InitialPrx initial = AllTests.allTests(communicator, false); initial.shutdown(); return 0; }
private static int run(string[] args, Ice.Communicator communicator) { Ice.ObjectFactory factory = new MyObjectFactory(); communicator.addObjectFactory(factory, "::Test::I"); communicator.addObjectFactory(factory, "::Test::J"); communicator.addObjectFactory(factory, "::Test::H"); communicator.getProperties().setProperty("TestAdapter.Endpoints", "default -p 12010"); Ice.ObjectAdapter adapter = communicator.createObjectAdapter("TestAdapter"); Ice.Object @object = new InitialI(adapter); adapter.add(@object, communicator.stringToIdentity("initial")); @object = new UnexpectedObjectExceptionTestI(); adapter.add(@object, communicator.stringToIdentity("uoet")); adapter.activate(); communicator.waitForShutdown(); return 0; }
static MyBotFactoryBase() { m_objectFactory = new MyObjectFactory <MyBotTypeAttribute, IMyBot>(); #if XB1 // XB1_ALLINONEASSEMBLY m_objectFactory.RegisterFromAssembly(MyAssembly.AllInOneAssembly); #else // !XB1 var baseAssembly = Assembly.GetAssembly(typeof(MyAgentBot)); m_objectFactory.RegisterFromAssembly(baseAssembly); m_objectFactory.RegisterFromAssembly(VRage.Plugins.MyPlugins.GameAssembly); foreach (var plugin in VRage.Plugins.MyPlugins.Plugins) { m_objectFactory.RegisterFromAssembly(plugin.GetType().Assembly); } #endif // !XB1 }
private static int run(string[] args, Ice.Communicator communicator) { Ice.ObjectFactory factory = new MyObjectFactory(); communicator.addObjectFactory(factory, "::Test::I"); communicator.addObjectFactory(factory, "::Test::J"); communicator.addObjectFactory(factory, "::Test::H"); communicator.getProperties().setProperty("TestAdapter.Endpoints", "default -p 12010"); Ice.ObjectAdapter adapter = communicator.createObjectAdapter("TestAdapter"); Ice.Object @object = new InitialI(adapter); adapter.add(@object, communicator.stringToIdentity("initial")); @object = new UnexpectedObjectExceptionTestI(); adapter.add(@object, communicator.stringToIdentity("uoet")); adapter.activate(); communicator.waitForShutdown(); return(0); }
private static void ObjectFactory_RegisterDescriptorSafe <TAttribute, TCreatedObjectBase>( MyObjectFactory <TAttribute, TCreatedObjectBase> factory, TAttribute descriptor, Type type) where TAttribute : MyFactoryTagAttribute where TCreatedObjectBase : class { if (factory.Attributes.TryGetValue(type, out _)) { return; } if (descriptor.ObjectBuilderType != null && factory.TryGetProducedType(descriptor.ObjectBuilderType) != null) { return; } if (typeof(MyObjectBuilder_Base).IsAssignableFrom(descriptor.ProducedType) && factory.TryGetProducedType(descriptor.ProducedType) != null) { return; } factory.RegisterDescriptor(descriptor, type); }
public static MyObjectFactory<MyDefinitionTypeAttribute, MyDefinitionBase> GetObjectFactory() { if (m_definitionFactory == null) { m_definitionFactory = new MyObjectFactory<MyDefinitionTypeAttribute, MyDefinitionBase>(); m_definitionFactory.RegisterFromCreatedObjectAssembly(); m_definitionFactory.RegisterFromAssembly(MyPlugins.GameAssembly); m_definitionFactory.RegisterFromAssembly(MyPlugins.UserAssembly); } return m_definitionFactory; }
static MyEntityStatEffectFactory() { m_objectFactory = new MyObjectFactory<MyEntityStatEffectTypeAttribute, MyEntityStatRegenEffect>(); m_objectFactory.RegisterFromAssembly(Assembly.GetAssembly(typeof(MyEntityStatRegenEffect))); }
static MyEntityStatEffectFactory() { m_objectFactory = new MyObjectFactory <MyEntityStatEffectTypeAttribute, MyEntityStatRegenEffect>(); m_objectFactory.RegisterFromAssembly(Assembly.GetAssembly(typeof(MyEntityStatRegenEffect))); }
public static InitialPrx allTests(Ice.Communicator communicator) #endif { Ice.ObjectFactory factory = new MyObjectFactory(); communicator.addObjectFactory(factory, "::Test::B"); communicator.addObjectFactory(factory, "::Test::C"); communicator.addObjectFactory(factory, "::Test::D"); communicator.addObjectFactory(factory, "::Test::E"); communicator.addObjectFactory(factory, "::Test::F"); communicator.addObjectFactory(factory, "::Test::I"); communicator.addObjectFactory(factory, "::Test::J"); communicator.addObjectFactory(factory, "::Test::H"); Write("testing stringToProxy... "); Flush(); String @ref = "initial:default -p 12010"; Ice.ObjectPrx @base = communicator.stringToProxy(@ref); test(@base != null); WriteLine("ok"); Write("testing checked cast... "); Flush(); InitialPrx initial = InitialPrxHelper.checkedCast(@base); test(initial != null); test(initial.Equals(@base)); WriteLine("ok"); Write("getting B1... "); Flush(); B b1 = initial.getB1(); test(b1 != null); WriteLine("ok"); Write("getting B2... "); Flush(); B b2 = initial.getB2(); test(b2 != null); WriteLine("ok"); Write("getting C... "); Flush(); C c = initial.getC(); test(c != null); WriteLine("ok"); Write("getting D... "); Flush(); D d = initial.getD(); test(d != null); WriteLine("ok"); Write("checking consistency... "); Flush(); test(b1 != b2); //test(b1 != c); //test(b1 != d); //test(b2 != c); //test(b2 != d); //test(c != d); test(b1.theB == b1); test(b1.theC == null); test(b1.theA is B); test(((B) b1.theA).theA == b1.theA); test(((B) b1.theA).theB == b1); //test(((B)b1.theA).theC is C); // Redundant -- theC is always of type C test(((C) (((B) b1.theA).theC)).theB == b1.theA); test(b1.preMarshalInvoked); test(b1.postUnmarshalInvoked()); test(b1.theA.preMarshalInvoked); test(b1.theA.postUnmarshalInvoked()); test(((B)b1.theA).theC.preMarshalInvoked); test(((B)b1.theA).theC.postUnmarshalInvoked()); // More tests possible for b2 and d, but I think this is already // sufficient. test(b2.theA == b2); test(d.theC == null); WriteLine("ok"); Write("getting B1, B2, C, and D all at once... "); Flush(); B b1out; B b2out; C cout; D dout; initial.getAll(out b1out, out b2out, out cout, out dout); test(b1out != null); test(b2out != null); test(cout != null); test(dout != null); WriteLine("ok"); Write("checking consistency... "); Flush(); test(b1out != b2out); test(b1out.theA == b2out); test(b1out.theB == b1out); test(b1out.theC == null); test(b2out.theA == b2out); test(b2out.theB == b1out); test(b2out.theC == cout); test(cout.theB == b2out); test(dout.theA == b1out); test(dout.theB == b2out); test(dout.theC == null); test(dout.preMarshalInvoked); test(dout.postUnmarshalInvoked()); test(dout.theA.preMarshalInvoked); test(dout.theA.postUnmarshalInvoked()); test(dout.theB.preMarshalInvoked); test(dout.theB.postUnmarshalInvoked()); test(dout.theB.theC.preMarshalInvoked); test(dout.theB.theC.postUnmarshalInvoked()); WriteLine("ok"); Write("testing protected members... "); Flush(); E e = initial.getE(); test(e.checkValues()); System.Reflection.BindingFlags flags = System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance; test(!typeof(E).GetField("i", flags).IsPublic && !typeof(E).GetField("i", flags).IsPrivate); test(!typeof(E).GetField("s", flags).IsPublic && !typeof(E).GetField("s", flags).IsPrivate); F f = initial.getF(); test(f.checkValues()); test(f.e2.checkValues()); test(!typeof(F).GetField("e1", flags).IsPublic && !typeof(F).GetField("e1", flags).IsPrivate); test(typeof(F).GetField("e2", flags).IsPublic && !typeof(F).GetField("e2", flags).IsPrivate); WriteLine("ok"); Write("getting I, J and H... "); Flush(); I i = initial.getI(); test(i != null); I j = initial.getJ(); test(j != null && ((J)j) != null); I h = initial.getH(); test(h != null && ((H)h) != null); WriteLine("ok"); Write("getting D1... "); Flush(); D1 d1 = new D1(new A1("a1"), new A1("a2"), new A1("a3"), new A1("a4")); d1 = initial.getD1(d1); test(d1.a1.name.Equals("a1")); test(d1.a2.name.Equals("a2")); test(d1.a3.name.Equals("a3")); test(d1.a4.name.Equals("a4")); WriteLine("ok"); Write("throw EDerived... "); Flush(); try { initial.throwEDerived(); test(false); } catch(EDerived ederived) { test(ederived.a1.name.Equals("a1")); test(ederived.a2.name.Equals("a2")); test(ederived.a3.name.Equals("a3")); test(ederived.a4.name.Equals("a4")); } WriteLine("ok"); Write("setting I... "); Flush(); initial.setI(i); initial.setI(j); initial.setI(h); WriteLine("ok"); Write("testing sequences..."); Flush(); try { Base[] inS = new Base[0]; Base[] outS; Base[] retS; retS = initial.opBaseSeq(inS, out outS); inS = new Base[1]; inS[0] = new Base(new S(), ""); retS = initial.opBaseSeq(inS, out outS); test(retS.Length == 1 && outS.Length == 1); } catch(Ice.OperationNotExistException) { } WriteLine("ok"); Write("testing compact ID..."); Flush(); try { test(initial.getCompact() != null); } catch(Ice.OperationNotExistException) { } WriteLine("ok"); Write("testing UnexpectedObjectException..."); Flush(); @ref = "uoet:default -p 12010"; @base = communicator.stringToProxy(@ref); test(@base != null); UnexpectedObjectExceptionTestPrx uoet = UnexpectedObjectExceptionTestPrxHelper.uncheckedCast(@base); test(uoet != null); try { uoet.op(); test(false); } catch(Ice.UnexpectedObjectException ex) { test(ex.type.Equals("::Test::AlsoEmpty")); test(ex.expectedType.Equals("::Test::Empty")); } catch(System.Exception ex) { WriteLine(ex.ToString()); test(false); } WriteLine("ok"); #if SILVERLIGHT initial.shutdown(); #else return initial; #endif }
static MyAutopilotFactory() { m_objectFactory = new MyObjectFactory<MyAutopilotTypeAttribute, MyAutopilotBase>(); m_objectFactory.RegisterFromCreatedObjectAssembly(); }
public static InitialPrx allTests(Ice.Communicator communicator) #endif { Ice.ObjectFactory factory = new MyObjectFactory(); communicator.addObjectFactory(factory, "::Test::B"); communicator.addObjectFactory(factory, "::Test::C"); communicator.addObjectFactory(factory, "::Test::D"); communicator.addObjectFactory(factory, "::Test::E"); communicator.addObjectFactory(factory, "::Test::F"); communicator.addObjectFactory(factory, "::Test::I"); communicator.addObjectFactory(factory, "::Test::J"); communicator.addObjectFactory(factory, "::Test::H"); Write("testing stringToProxy... "); Flush(); String @ref = "initial:default -p 12010"; Ice.ObjectPrx @base = communicator.stringToProxy(@ref); test(@base != null); WriteLine("ok"); Write("testing checked cast... "); Flush(); InitialPrx initial = InitialPrxHelper.checkedCast(@base); test(initial != null); test(initial.Equals(@base)); WriteLine("ok"); Write("getting B1... "); Flush(); B b1 = initial.getB1(); test(b1 != null); WriteLine("ok"); Write("getting B2... "); Flush(); B b2 = initial.getB2(); test(b2 != null); WriteLine("ok"); Write("getting C... "); Flush(); C c = initial.getC(); test(c != null); WriteLine("ok"); Write("getting D... "); Flush(); D d = initial.getD(); test(d != null); WriteLine("ok"); Write("checking consistency... "); Flush(); test(b1 != b2); //test(b1 != c); //test(b1 != d); //test(b2 != c); //test(b2 != d); //test(c != d); test(b1.theB == b1); test(b1.theC == null); test(b1.theA is B); test(((B)b1.theA).theA == b1.theA); test(((B)b1.theA).theB == b1); //test(((B)b1.theA).theC is C); // Redundant -- theC is always of type C test(((C)(((B)b1.theA).theC)).theB == b1.theA); test(b1.preMarshalInvoked); test(b1.postUnmarshalInvoked()); test(b1.theA.preMarshalInvoked); test(b1.theA.postUnmarshalInvoked()); test(((B)b1.theA).theC.preMarshalInvoked); test(((B)b1.theA).theC.postUnmarshalInvoked()); // More tests possible for b2 and d, but I think this is already // sufficient. test(b2.theA == b2); test(d.theC == null); WriteLine("ok"); Write("getting B1, B2, C, and D all at once... "); Flush(); B b1out; B b2out; C cout; D dout; initial.getAll(out b1out, out b2out, out cout, out dout); test(b1out != null); test(b2out != null); test(cout != null); test(dout != null); WriteLine("ok"); Write("checking consistency... "); Flush(); test(b1out != b2out); test(b1out.theA == b2out); test(b1out.theB == b1out); test(b1out.theC == null); test(b2out.theA == b2out); test(b2out.theB == b1out); test(b2out.theC == cout); test(cout.theB == b2out); test(dout.theA == b1out); test(dout.theB == b2out); test(dout.theC == null); test(dout.preMarshalInvoked); test(dout.postUnmarshalInvoked()); test(dout.theA.preMarshalInvoked); test(dout.theA.postUnmarshalInvoked()); test(dout.theB.preMarshalInvoked); test(dout.theB.postUnmarshalInvoked()); test(dout.theB.theC.preMarshalInvoked); test(dout.theB.theC.postUnmarshalInvoked()); WriteLine("ok"); Write("testing protected members... "); Flush(); E e = initial.getE(); test(e.checkValues()); System.Reflection.BindingFlags flags = System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance; test(!typeof(E).GetField("i", flags).IsPublic&& !typeof(E).GetField("i", flags).IsPrivate); test(!typeof(E).GetField("s", flags).IsPublic&& !typeof(E).GetField("s", flags).IsPrivate); F f = initial.getF(); test(f.checkValues()); test(f.e2.checkValues()); test(!typeof(F).GetField("e1", flags).IsPublic&& !typeof(F).GetField("e1", flags).IsPrivate); test(typeof(F).GetField("e2", flags).IsPublic&& !typeof(F).GetField("e2", flags).IsPrivate); WriteLine("ok"); Write("getting I, J and H... "); Flush(); I i = initial.getI(); test(i != null); I j = initial.getJ(); test(j != null && ((J)j) != null); I h = initial.getH(); test(h != null && ((H)h) != null); WriteLine("ok"); Write("setting I... "); Flush(); initial.setI(i); initial.setI(j); initial.setI(h); WriteLine("ok"); Write("testing sequences..."); Flush(); try { Base[] inS = new Base[0]; Base[] outS; Base[] retS; retS = initial.opBaseSeq(inS, out outS); inS = new Base[1]; inS[0] = new Base(new S(), ""); retS = initial.opBaseSeq(inS, out outS); test(retS.Length == 1 && outS.Length == 1); } catch (Ice.OperationNotExistException) { } WriteLine("ok"); Write("testing compact ID..."); Flush(); try { test(initial.getCompact() != null); } catch (Ice.OperationNotExistException) { } WriteLine("ok"); Write("testing UnexpectedObjectException..."); Flush(); @ref = "uoet:default -p 12010"; @base = communicator.stringToProxy(@ref); test(@base != null); UnexpectedObjectExceptionTestPrx uoet = UnexpectedObjectExceptionTestPrxHelper.uncheckedCast(@base); test(uoet != null); try { uoet.op(); test(false); } catch (Ice.UnexpectedObjectException ex) { test(ex.type.Equals("::Test::AlsoEmpty")); test(ex.expectedType.Equals("::Test::Empty")); } catch (System.Exception ex) { WriteLine(ex.ToString()); test(false); } WriteLine("ok"); #if SILVERLIGHT initial.shutdown(); #else return(initial); #endif }
static TriggerFactory() { m_objectFactory = new MyObjectFactory<TriggerTypeAttribute, MyTrigger>(); m_objectFactory.RegisterFromCreatedObjectAssembly(); //m_objectFactory.RegisterFromAssembly(MyPlugins.GameAssembly); //m_objectFactory.RegisterFromAssembly(MyPlugins.UserAssembly); }
static MyAutopilotFactory() { m_objectFactory = new MyObjectFactory <MyAutopilotTypeAttribute, MyAutopilotBase>(); m_objectFactory.RegisterFromCreatedObjectAssembly(); }
private static void ObjectFactory_RegisterFromAssemblySafe <TAttribute, TCreatedObjectBase>(MyObjectFactory <TAttribute, TCreatedObjectBase> factory, Assembly assembly) where TAttribute : MyFactoryTagAttribute where TCreatedObjectBase : class { if (assembly == null) { return; } foreach (Type type in assembly.GetTypes()) { foreach (TAttribute descriptor in type.GetCustomAttributes <TAttribute>()) { ObjectFactory_RegisterDescriptorSafe(factory, descriptor, type); } } }