public void OnNodesUpdated(AgentConnection clientConnection, NodeNetwork updatedNodes)
 {
     if (NodesUpdated != null)
     {
         NodesUpdated.Invoke(clientConnection, updatedNodes);
     }
 }
        public ClientSession()
        {
            ManagedNodes = new NodeNetwork();
            Database     = new DatabaseConnection();

            Agents = new Dictionary <String, AgentConnection>();
        }
Esempio n. 3
0
        /// <summary>
        /// Creates all the node info with added subdivisions for the _pathTransforms array.
        /// </summary>
        /// <param name="nodeNetwork">NodeNetwork which will be modified</param>
        /// <returns></returns>
        private List<NodeInfo> CreateSubdivideNodeInfoArray(NodeNetwork nodeNetwork)
        {
            int length = _pathTransforms.Length;
            List<NodeInfo> nodeInfoList = new List<NodeInfo>();
            NodeInfo nodeInfo;
            for (int i = 1; i < length; i++)
            {
                int subdivisionCount = Mathf.Max(Mathf.FloorToInt((_pathTransforms[i].position - _pathTransforms[i - 1].position).magnitude / nodeNetwork.Spacing), 1);          

                Vector3 previousPosition = _pathTransforms[i - 1].position;
                Vector3 currentPosition = _pathTransforms[i].position;

                Vector3 interval = Vector3.zero;
                interval.x = (currentPosition.x - previousPosition.x) / subdivisionCount;
                interval.y = (currentPosition.y - previousPosition.y) / subdivisionCount;
                interval.z = (currentPosition.z - previousPosition.z) / subdivisionCount;

                // Subdivision nodes cannot be created if their NetorkPosition already exists. It will update the excisting one.
                for (int j = 0; j < subdivisionCount; j++)
                {            
                    nodeInfo = new NodeInfo(_pathTransforms[i- 1].gameObject.layer, previousPosition + j * interval);
                    nodeInfoList.Add(nodeInfo);
                }
               
                if (i == length -1)
                {
                    nodeInfo = new NodeInfo(_pathTransforms[i].gameObject.layer, _pathTransforms[i].position);
                    nodeInfoList.Add(nodeInfo);
                }
            }
            
            return nodeInfoList;
        }
Esempio n. 4
0
        /// <summary>
        /// Connects the first node of the linear path to the NodeNetwork
        /// </summary>
        /// <param name="startNode">First node of the linear path</param>
        /// <param name="nodeNetwork">NodeNetwork which will be modified</param>
        private void ConnectStartToNetwork(Node startNode, NodeNetwork nodeNetwork)
        {
            if (!_useScale)
            {
                Node connectionNode = nodeNetwork.GetNodeBelow(startNode);
                if (connectionNode == startNode)
                    Debug.LogError("We have a problem.");
                Debug.Log("ConnectionNode: " + connectionNode.WorldPosition);
                if (connectionNode != null)
                {
                    startNode.AddConnection(connectionNode);
                    connectionNode.AddConnection(startNode);
                }
                return;
            }
            // Gets the entire area covered by the collider.
            List<Node> innerNetwork = base.CreateCustomNodeNetwork(nodeNetwork);
            if (_pathTransforms.Length == 0 || innerNetwork.Count == 0)
                throw new System.Exception("No pathTransforms or innerNetwork found.");

            // Connect the first Node of the linearPathNetwork to all Nodes of the innerNetwork.
            foreach (var node in innerNetwork)
            {
                startNode.AddConnection(node);
                node.AddConnection(startNode);
            }
        }
Esempio n. 5
0
        /// <summary>
        /// Finds the nodes this gameobject overlaps, modifies their layer to the gameobject's layer or unwalkable, depending whether it is unlocked. Finally, it returns all the nodes modified.
        /// </summary>
        /// <param name="nodeNetwork">NodeNetwork which will be modified</param>
        /// <returns>List of all modified nodes</returns>
        public override List <Node> CreateCustomNodeNetwork(NodeNetwork nodeNetwork)
        {
            int layer = (_unlocked) ? gameObject.layer : NodeNetwork.UnwalkableLayer;

            _innerNetworkNodes = CreateCustomNodeNetwork(nodeNetwork, layer);
            return(_innerNetworkNodes);
        }
 protected MazeAlgorithm(MazeCell[,] mazeCells) : base()
 {
     this.mazeCells = mazeCells;
     mazeRows       = mazeCells.GetLength(0);
     mazeColumns    = mazeCells.GetLength(1);
     nodeNetwork    = GameObject.Find("NodeNetwork").GetComponent <NodeNetwork>();
 }
Esempio n. 7
0
        /// <summary>
        /// Finds the nodes this gameobject overlaps, modifies their layer to the specified layer and returns all the nodes modified.
        /// </summary>
        /// <param name="nodeNetwork">NodeNetwork which will be modified</param>
        /// <param name="layer">The nodes their new layer</param>
        /// <returns>List of all modified nodes</returns>
        protected virtual List <Node> CreateCustomNodeNetwork(NodeNetwork nodeNetwork, int layer)
        {
            float spacing           = nodeNetwork.Spacing;
            int   innerNetworkSizeX = Mathf.Max(Mathf.RoundToInt(((transform.localScale.x)) / spacing), 1);
            int   innerNetworkSizeY = Mathf.Max(Mathf.RoundToInt(((transform.localScale.y)) / spacing), 1);

            Vector3     size              = new Vector3((transform.localScale.x), (transform.localScale.y), 0);
            Vector3     worldBottomLeft   = transform.position - (size / 2);
            List <Node> innerNetworkNodes = new List <Node>();

            for (int x = 0; x <= innerNetworkSizeX + 0; x++)
            {
                for (int y = 0; y <= innerNetworkSizeY; y++)
                {
                    Vector3 worldPosition = worldBottomLeft + new Vector3(x * spacing, y * spacing, nodeNetwork.transform.position.z);
                    Node    node          = nodeNetwork.GetNodeFromWorldPosition(worldPosition, int.MaxValue, true);
                    if (node.LayerValue == NodeNetwork.UnwalkableLayer)
                    {
                        continue;
                    }

                    if (!innerNetworkNodes.Contains(node) && node.WorldPosition.z >= transform.position.z)
                    {
                        nodeNetwork.MofidyNode(node, layer);
                        innerNetworkNodes.Add(node);
                    }
                }
            }
            return(innerNetworkNodes);
        }
Esempio n. 8
0
        /// <summary>
        /// 
        /// </summary>
        /// <param name="nodeNetwork">NodeNetwork which will be modified</param>
        /// <returns></returns>
        public override List<Node> CreateCustomNodeNetwork(NodeNetwork nodeNetwork)
        {
            // Create NodeInfo array for all the new nodes that need to be created.
            List<NodeInfo> nodeInfoList = GetNodeInfoArray(nodeNetwork);

            // Create the first node of the linearPathNetwork.
            NodeInfo nodeInfo = nodeInfoList[0];
            Node currentNode = nodeNetwork.CreateCustomNode(nodeInfo.Layer, nodeInfo.WorldPosition);

            linearPathNetwork = new List<Node>();
            linearPathNetwork.Add(currentNode);

            ConnectStartToNetwork(currentNode, nodeNetwork);

            // Create the other nodes and connect them to the linear path network.
            int length = nodeInfoList.Count;
            for (int i = 1; i < length; i++)
            {
                nodeInfo = nodeInfoList[i];
                // Create new node in the linearPathNetwork.
                currentNode = nodeNetwork.CreateCustomNode(nodeInfo.Layer, nodeInfo.WorldPosition);
                currentNode.CanSimplify = false;

                // Connect the last 2 nodes.
                Node previousNode = linearPathNetwork[i - 1];
                currentNode.AddConnection(previousNode);
                previousNode.AddConnection(currentNode);

                linearPathNetwork.Add(currentNode);
            }

            ConnectEndToNetwork(currentNode, nodeNetwork);

            return linearPathNetwork;
        }
 void CloseNodeNetworkClick(Window callingWindow)
 {
     if (mNodeNetwork != null)
     {
         mNodeNetwork.Visible = false;
         mNodeNetwork = null;
     }
 }
 void CloseNodeNetworkClick(Window callingWindow)
 {
     if (mNodeNetwork != null)
     {
         mNodeNetwork.Visible = false;
         mNodeNetwork         = null;
     }
 }
        void OnLoadNodeNetworkOk(Window callingWindow)
        {
            CloseNodeNetworkClick(null);

            string fileName = ((FileWindow)callingWindow).Results[0];

            mNodeNetwork = FlatRedBallServices.Load <NodeNetwork>(fileName);

            mNodeNetwork.Visible = true;
        }
Esempio n. 12
0
        private void RemoveExcludedNodesViaPolygonLayer(NodeNetwork nodeNetwork, MapLayer mapLayer, Dictionary <int, Dictionary <int, PositionedNode> > allNodes)
        {
            ShapeCollection       sc            = this.ToShapeCollection(mapLayer.Name + " nonodes");
            List <PositionedNode> nodesToRemove = GetNodesThatCollideWithShapeCollection(sc, allNodes);

            foreach (var node in nodesToRemove)
            {
                nodeNetwork.Remove(node);
            }
        }
Esempio n. 13
0
        private static void RemoveNodeNetwork()
        {
            if (mNodeNetwork != null)
            {
                mNodeNetwork.Visible = false;
            }

            // The editor depends on the NodeNetwork not being null
            mNodeNetwork = new NodeNetwork();
        }
        void OnLoadNodeNetworkOk(Window callingWindow)
        {
            CloseNodeNetworkClick(null);

            string fileName = ((FileWindow)callingWindow).Results[0];

            mNodeNetwork = FlatRedBallServices.Load<NodeNetwork>(fileName);

            mNodeNetwork.Visible = true;
        }
        private void NodeDataUpdated(AgentConnection agentConnection, NodeNetwork updatedNodes)
        {
            dataGridViewNodes.UpdateNodes(updatedNodes, clientConnectionManager.Session.Database);

            toolStripStatusLabelDatabase.Text = "DB: " + clientConnectionManager.Session.Database.GetDatabaseFilesystemSize();

            int totalNodes   = managedNodes.Nodes.Count;
            int runningNodes = managedNodes.Nodes.Count(n => n.Value.NodeState.Initialized && n.Value.NodeState.NodeOperationState.State == ProcessState.Running);

            toolStripStatusLabelNodeState.Text = $"Nodes: {runningNodes} / {totalNodes}";
        }
Esempio n. 16
0
        public List <PositionedNode> GetPathTo(Vector3 position)
        {
            var toReturn = NodeNetwork.GetPath(ref Position, ref position);

            // remove node 0 if there's more than 1 node, because otherwise the user backtracks:
            if (toReturn.Count > 1)
            {
                toReturn.RemoveAt(0);
            }
            return(toReturn);
        }
Esempio n. 17
0
        private void UpdateCurrentBehavior(NodeNetwork nodeNetwork, PositionedObject target)
        {
            if (shotsLeftInClip == 0)
            {
                // do reload activity
                CurrentBehavior = Behavior.Reloading;

                var isDoneReloading = FlatRedBall.Screens.ScreenManager.CurrentScreen.PauseAdjustedSecondsSince(lastFireShotTime) >
                                      SecondsForReload;

                if (isDoneReloading)
                {
                    shotsLeftInClip = ClipSize;
                    CurrentBehavior = Behavior.Chasing;
                }
                //shootingAnimationLayer.StopPlay();
            }
            else
            {
                var ai   = InputDevice as TopDown.TopDownAiInput <Enemy>;
                var path = ai.Path;

                bool isLineOfSight = path.Count < 2 && target != null;

                bool isInRange = false;

                if (isLineOfSight)
                {
                    isInRange = (target.Position - this.Position).Length() < MaxShootingDistance * StatMultipliers.EffectiveRangeMultiplier;
                }

                var shouldWalkForward = true;

                if (isInRange && MaxShootingDistance > 0)
                {
                    // line of site
                    CurrentBehavior = Behavior.Shooting;

                    if ((this.Position - target.Position).Length() < ClosestShootingDistance)
                    {
                        shouldWalkForward = false;
                    }
                }
                else
                {
                    CurrentBehavior = Behavior.Chasing;
                }

                ai.IsActive = shouldWalkForward;
            }
        }
Esempio n. 18
0
        public CoinMasterForm()
        {
            InitializeComponent();
            buttonEditNodeProfile_Click(null, EventArgs.Empty);
            ReadNodeProfiles();

            //Create pop-up
            notifier        = new Tulpep.NotificationWindow.PopupNotifier();
            notifier.Delay  = 10000;
            notifier.Click += (sender, eventArgs) =>
            {
                Visible = true;
                BringToFront();
            };

            //Create workers
            cryptoIdWorker              = new CryptoIdWorker(60000, new NodeEndpointName("Stratis", "StratisTest"));
            cryptoIdWorker.StateChange += DashboardWorkerStateChanged;
            cryptoIdWorker.DataUpdate  += (source, args) => Invoke(new Action <object, CryptoIdDataUpdateEventArgs>(CryptoIdUpdated), source, args);
            _workers.Add(cryptoIdWorker);

            //Start all workers
            foreach (BaseWorker worker in _workers)
            {
                worker.Start();
            }


            ClientConfigReader reader = new ClientConfigReader();

            clientConfig = reader.ReadConfig();
            List <String> agentList = clientConfig.GetAgentList();

            this.managedNodes = new NodeNetwork();
            foreach (string fullNodeName in clientConfig.NodeItems.Keys)
            {
                BlockchainNode blockchainNode = new BlockchainNode(clientConfig.NodeItems[fullNodeName]);
                this.managedNodes.Nodes.Add(fullNodeName, blockchainNode);
            }

            clientConnectionManager = new AgentConnectionManager(managedNodes);

            clientConnectionManager.Session.AgentHealthcheckStatsUpdated += (agentConnection, state, message) => Invoke(new Action <AgentConnection, AgentHealthState, String>(AgentDataTableUpdated), agentConnection, state, message);
            clientConnectionManager.Session.NodesUpdated             += (agentConnection, updatedNodes) => Invoke(new Action <AgentConnection, NodeNetwork>(NodeDataUpdated), agentConnection, updatedNodes);
            clientConnectionManager.Session.AgentRegistrationUpdated += (agentConnection, agentRegistration) => Invoke(new Action <AgentConnection, AgentRegistration>(AgentRegistrationUpdated), agentConnection, agentRegistration);

            clientConnectionManager.ConnectToAgents(agentList);
        }
Esempio n. 19
0
    private void InitializeMaze()
    {
        SetCamera();

        parent      = GameObject.Find("MazeObjects");
        nodeNetwork = GameObject.Find("NodeNetwork").GetComponent <NodeNetwork>();

        widthSlider.value  = mazeColumns;
        heightSlider.value = mazeRows;

        mazeCells = new MazeCell[mazeRows, mazeColumns];

        for (int r = -1; r < mazeRows + 1; r++)
        {
            for (int c = -1; c < mazeColumns + 1; c++)
            {
                Vector3 newPosition      = new Vector3(r * size, 0, c * size);
                Vector3 newFloorPosition = new Vector3(r * size, -(size / 2f), c * size);

                if (r >= 0 && r < mazeRows && c >= 0 && c < mazeColumns)
                {
                    nodeNetwork.walkablePositions.Add(new KeyValuePair <Vector3, bool>(newPosition, false));

                    //Создаем клетки
                    mazeCells[r, c] = new MazeCell();

                    mazeCells[r, c].floor      = Instantiate(floorPrefab, newFloorPosition, Quaternion.identity) as GameObject;
                    mazeCells[r, c].floor.name = "Floor " + r + "," + c;
                    mazeCells[r, c].floor.transform.Rotate(Vector3.right, 90f);
                    mazeCells[r, c].floor.transform.SetParent(parent.transform);

                    mazeCells[r, c].wall      = Instantiate(wallPrefab, newPosition, Quaternion.identity) as GameObject;
                    mazeCells[r, c].wall.name = "Wall " + r + "," + c;
                    mazeCells[r, c].wall.transform.SetParent(parent.transform);
                }
                else
                {
                    //Содаем границу
                    var border = Instantiate(floorPrefab, newFloorPosition, Quaternion.identity) as GameObject;
                    border.name = "Border";
                    border.transform.SetParent(parent.transform);
                    border      = Instantiate(wallPrefab, newPosition, Quaternion.identity) as GameObject;
                    border.name = "Border";
                    border.transform.SetParent(parent.transform);
                }
            }
        }
    }
Esempio n. 20
0
        public void UpdateNodes(NodeNetwork managedNodes, DatabaseConnection database)
        {
            Mapper.MergeDataRows(managedNodes);
            Mapper.UpdateDataTable(database, managedNodes);
            if (this.DataSource == null)
            {
                ConfigureDataGridView();
            }

            if (SelectedRows.Count > 0)
            {
                DataGridViewRow selectedRow            = SelectedRows[0];
                DataGridViewRowStateChangedEventArgs e = new DataGridViewRowStateChangedEventArgs(selectedRow, DataGridViewElementStates.None);
                this.OnRowStateChanged(selectedRow.Index, e);
            }
        }
Esempio n. 21
0
        public AgentSession()
        {
            ManagedNodes = new NodeNetwork();

            //Configure dispatchers
            Dispatchers = new List <DispatcherBase>();
            Dispatchers.Add(new AgentHealthcheckDispatcher(this, 5000));
            Dispatchers.Add(new NodeStatusDispatcher(this, 3000));
            Dispatchers.Add(new ResourceFromAgentDispatcher(this, 1000));

            Clients = new List <ClientConnection>();

            List <String> codeDirectoryList = ManagedNodes.GetCodeDirectoryList();

            GitRepositoryMonitor = new GitRepositoryMonitor(codeDirectoryList);
        }
Esempio n. 22
0
        void ScaleOkClick(Window callingWindow)
        {
            Vector3 scaleValue = ((Vector3OkWindow)callingWindow).Vector3Value;

            NodeNetwork nodeNetwork = EditorData.NodeNetwork;

            for (int i = 0; i < nodeNetwork.Nodes.Count; i++)
            {
                PositionedNode node = nodeNetwork.Nodes[i];

                node.Position.X *= scaleValue.X;
                node.Position.Y *= scaleValue.Y;
                node.Position.Z *= scaleValue.Z;
            }

            GuiManager.RemoveWindow(callingWindow);
        }
        public static void RemoveNodesForCollision(this NodeNetwork network, AxisAlignedRectangle collision)
        {
            var nodeCircle = new Circle {
                Radius = 20f
            };

            for (var i = network.Nodes.Count - 1; i >= 0; i--)
            {
                var node = network.Nodes[i];
                nodeCircle.Position = node.Position;

                if (collision.CollideAgainst(nodeCircle))
                {
                    network.Remove(node);
                }
            }
            network.UpdateShapes();
        }
        public void MergeDataRows(NodeNetwork managedNodes)
        {
            //Remove nodes not managed by agent
            List <DataRow> rowsToDelete = new List <DataRow>();

            foreach (DataRow row in DataTable.Rows)
            {
                BlockchainNode node = (BlockchainNode)row["Node"];

                if (!managedNodes.Nodes.ContainsKey(node.NodeEndpoint.FullNodeName))
                {
                    rowsToDelete.Add(row);
                }
            }
            foreach (DataRow row in rowsToDelete)
            {
                DataTable.Rows.Remove(row);
            }

            //Add and update nodes
            foreach (string nodeName in managedNodes.Nodes.Keys)
            {
                BlockchainNode node = managedNodes.Nodes[nodeName];

                var matchingNodes = from DataRow r in DataTable.Rows
                                    let nodeInDataTable = (BlockchainNode)r["Node"]
                                                          where nodeInDataTable.NodeEndpoint.FullNodeName == node.NodeEndpoint.FullNodeName
                                                          select r;

                if (!matchingNodes.Any())
                {
                    object[] rowData = new object[2];

                    CreateColumnIfNotExist("Status", "", typeof(Bitmap), 16);
                    rowData[DataTable.Columns.IndexOf("Status")] = StatusIconProvider.GrayCircle;

                    CreateColumnIfNotExist("Node", "Node", typeof(BlockchainNode), 130);
                    rowData[DataTable.Columns.IndexOf("Node")] = node;
                    DataTable.Rows.Add(rowData);
                }
            }
        }
Esempio n. 25
0
        private static void WriteConfig()
        {
            _network = new NodeNetwork <string>();
            _Stopwatch.Reset();

            foreach (string filePath in Directory.GetFiles($@"{AppContext.BaseDirectory}\Training\", "*.txt"))
            {
                Console.Write("Reading text from training file: ");
                _Stopwatch.Start();
                string rawInput = File.ReadAllText(filePath);
                Console.WriteLine($"{_Stopwatch.ElapsedMilliseconds}ms");
                _Stopwatch.Reset();

                Console.Write("Symbol to new-line replacement pass: "******"{_Stopwatch.ElapsedMilliseconds}ms");
                _Stopwatch.Reset();

                Console.Write("New-line split pass: "******"{_Stopwatch.ElapsedMilliseconds}ms");
                _Stopwatch.Reset();

                Console.WriteLine("Processing input list to create node network...");
                _Stopwatch.Start();
                _network.ProcessInput(splitByNewLines);
                Console.WriteLine($"Creation of node network completed: {_Stopwatch.ElapsedMilliseconds}ms");
                _Stopwatch.Reset();
            }

            Console.Write("Writing serialized network to file: ");
            _Stopwatch.Start();
            File.WriteAllText("config.json", JsonConvert.SerializeObject(_network));
            Console.WriteLine($"{_Stopwatch.ElapsedMilliseconds}ms");
            _Stopwatch.Reset();

            Console.WriteLine("All processes complete.");
        }
 public void Activity(NodeNetwork nodeNetwork)
 {
     //If SHIFT+C is down, make the line visible and redraw it, otherwise make it invisible.
     if (InputManager.Keyboard.KeyDown(Keys.C) &&
         (InputManager.Keyboard.KeyDown(Keys.LeftShift) ||
         (InputManager.Keyboard.KeyDown(Keys.RightShift))))
     {
         this.RelativePoint1.X = mMousePosition.X = InputManager.Mouse.WorldXAt(1);
         this.RelativePoint1.Y = mMousePosition.Y = InputManager.Mouse.WorldYAt(1);
         mNode = nodeNetwork.GetClosestNodeTo(ref mMousePosition);
         if (mNode != null)
         {
             this.RelativePoint2.X = mNode.Position.X;
             this.RelativePoint2.Y = mNode.Position.Y;
             this.Visible = true;
         }
     }
     else
     {
         this.Visible = false;
     }
 }
Esempio n. 27
0
 public void Activity(NodeNetwork nodeNetwork)
 {
     //If SHIFT+C is down, make the line visible and redraw it, otherwise make it invisible.
     if (InputManager.Keyboard.KeyDown(Keys.C) &&
         (InputManager.Keyboard.KeyDown(Keys.LeftShift) ||
          (InputManager.Keyboard.KeyDown(Keys.RightShift))))
     {
         this.RelativePoint1.X = mMousePosition.X = InputManager.Mouse.WorldXAt(1);
         this.RelativePoint1.Y = mMousePosition.Y = InputManager.Mouse.WorldYAt(1);
         mNode = nodeNetwork.GetClosestNodeTo(ref mMousePosition);
         if (mNode != null)
         {
             this.RelativePoint2.X = mNode.Position.X;
             this.RelativePoint2.Y = mNode.Position.Y;
             this.Visible          = true;
         }
     }
     else
     {
         this.Visible = false;
     }
 }
Esempio n. 28
0
        public void DoAiActivity(bool refreshPath, NodeNetwork nodeNetwork,
                                 PositionedObjectList <Player> players, PlayerBase playerBase, TileShapeCollection solidCollisions, TileShapeCollection pitCollision)
        {
            if (CurrentHP > 0)
            {
                DoTargetDecision(players, playerBase);

                if (refreshPath)
                {
                    // enemies always move towards player, but really slowly when shooting
                    RefreshPath(nodeNetwork, target, solidCollisions, pitCollision);
                }

                UpdateAimingBehavior(target);

                UpdatePrimaryAction();

                UpdateCurrentBehavior(nodeNetwork, target);

                UpdateCurrentMovementValues();
            }
        }
Esempio n. 29
0
        private static void Main(string[] args)
        {
            string output = string.Empty;

            try
            {
                if (File.Exists(@"config.json") && false)
                {
                    _network = JsonConvert.DeserializeObject <NodeNetwork <string> >(File.ReadAllText(@"config.json"));

                    List <string> outputs = new List <string>
                    {
                        "i"
                    };

                    for (int i = 0; i < 10; i++)
                    {
                        outputs.Add(_network.DetermineOutput(outputs.Last()));
                    }

                    output = string.Join(' ', outputs);
                }
                else
                {
                    WriteConfig();
                }
            }
            catch (Exception ex)
            {
                Console.WriteLine(ex);
            }
            finally
            {
                Console.WriteLine(output);
                Console.ReadLine();
            }
        }
Esempio n. 30
0
 /// <summary>
 /// Connects the last node of the linear path to the NodeNetwork
 /// </summary>
 /// <param name="startNode">Last node of the linear path</param>
 /// <param name="nodeNetwork">NodeNetwork which will be modified</param>
 private void ConnectEndToNetwork(Node endNode, NodeNetwork nodeNetwork)
 {
     Node connectionNode;
     
     // Depending on the connection type, the last Node will search a compatible node below it to create a network connection with.
     switch (_connectionType)
     {
         case ConnectionType.TwoWay:
             // Connects the last Node and Node below both ways. This creates a 2-way connection.
             connectionNode = nodeNetwork.GetNodeBelow(endNode);
             if (connectionNode != null)
             {
                 endNode.AddConnection(connectionNode);
                 connectionNode.AddConnection(endNode);
             }
             else
                 throw new System.Exception("Cannot find node below.");
             break;
         case ConnectionType.OneWay:
             // Connects the last Node and Node below one ways. This creates a 1-way connection from start to end.
             connectionNode = nodeNetwork.GetNodeBelow(endNode);
             if (connectionNode != null)
             {
                 endNode.AddConnection(connectionNode);
             }
             else
                 throw new System.Exception("Cannot find node below.");
             break;
         case ConnectionType.Manual:                  
             // No connection made at all. Create another linearPathNetwork and connect it's end to this linearPathNetwork's end.
             // This creates a 2-way connection with both having an innerNetwork connected to their respective starts.
             break;
         default:
             break;
     }
 }
Esempio n. 31
0
 /// <summary>
 /// Finds the nodes this gameobject overlaps, modifies their layer to the gameobject's layer and returns all the nodes modified.
 /// </summary>
 /// <param name="nodeNetwork">NodeNetwork which will be modified</param>
 /// <returns>List of all modified nodes</returns>
 public virtual List <Node> CreateCustomNodeNetwork(NodeNetwork nodeNetwork)
 {
     return(CreateCustomNodeNetwork(nodeNetwork, gameObject.layer));
 }
        public void UpdateDataTable(DatabaseConnection database, NodeNetwork managedNodes)
        {
            if (managedNodes == null)
            {
                return;
            }

            foreach (string fullNodeName in managedNodes.Nodes.Keys)
            {
                foreach (DataRow dataRow in DataTable.Rows)
                {
                    BlockchainNode node = managedNodes.Nodes[fullNodeName];
                    if (node.NodeState.Initialized && ((BlockchainNode)dataRow["Node"]).NodeEndpoint.FullNodeName.Equals(fullNodeName))
                    {
                        switch (node.NodeState.NodeOperationState.State)
                        {
                        case ProcessState.Unknown:
                            dataRow["Status"] = StatusIconProvider.GrayCircle;
                            break;

                        case ProcessState.Stopped:
                            dataRow["Status"] = StatusIconProvider.RedCircle;
                            break;

                        case ProcessState.Running:
                            dataRow["Status"] = StatusIconProvider.GreenCircle;
                            break;

                        case ProcessState.Starting:
                            dataRow["Status"] = StatusIconProvider.GreenCircle;
                            break;

                        default:
                            throw new ArgumentOutOfRangeException();
                        }

                        dataRow["Node"] = node;

                        CreateColumnIfNotExist("HeaderHeight", "Header", typeof(String), 40);
                        dataRow["HeaderHeight"] = node.NodeState.NodeLogState.HeadersHeight;

                        CreateColumnIfNotExist("ConsensusHeight", "Consen", typeof(String), 35);
                        dataRow["ConsensusHeight"] = node.NodeState.NodeLogState.ConsensusHeight;

                        CreateColumnIfNotExist("BlockHeight", "Block", typeof(String), 35);
                        dataRow["BlockHeight"] = node.NodeState.NodeLogState.BlockStoreHeight;

                        CreateColumnIfNotExist("WalletHeight", "Wallet", typeof(String), 35);
                        dataRow["WalletHeight"] = node.NodeState.NodeLogState.WalletHeight;

                        CreateColumnIfNotExist("NetworkHeight", "Network", typeof(String), 35);
                        dataRow["NetworkHeight"] = node.NodeState.NodeOperationState.NetworkHeight;

                        CreateColumnIfNotExist("Mempool", "Mpool", typeof(String), 30);
                        dataRow["Mempool"] = node.NodeState.NodeOperationState.MempoolTransactionCount;

                        CreateColumnIfNotExist("Events", "Events", typeof(String), 60);
                        dataRow["Events"] = $"M: {database.GetMinedBlockCount(fullNodeName)} / R: {database.GetReorgCount(fullNodeName)}";

                        CreateColumnIfNotExist("Peers", "Peers", typeof(String), 70);
                        dataRow["Peers"] = $"In:{node.NodeState.NodeOperationState.InboundPeersCount} / Out:{node.NodeState.NodeOperationState.OutboundPeersCount}";

                        CreateColumnIfNotExist("Uptime", "Uptime", typeof(String), 50);
                        dataRow["Uptime"] = node.NodeState.NodeOperationState.Uptime.ToString("d'.'hh':'mm");

                        CreateColumnIfNotExist("Branch", "Branch", typeof(String), 100);
                        int lastComitDays = (DateTime.Now - node.GitRepositoryInfo.LatestLocalCommitDateTime).Days;
                        dataRow["Branch"] = $"{node.GitRepositoryInfo.CurrentBranchName} [{node.GitRepositoryInfo.CommitDifference}] {lastComitDays} days ago";
                    }
                }
            }
        }
Esempio n. 33
0
 /// <summary>
 /// Creates Range instance with specified estimation precision and signal strength threshhold.
 /// </summary>
 public Range()
 {
     mNodeNetwork = NodeNetwork.Instance;
 }
Esempio n. 34
0
        public T LoadFromFile <T>(string assetName)
        {
            string extension = FileManager.GetExtension(assetName);

            if (FileManager.IsRelative(assetName))
            {
                // get the absolute path using the current relative directory
                assetName = FileManager.RelativeDirectory + assetName;
            }



            string fullNameWithType = assetName + typeof(T).Name;


            // get the dictionary by the contentManagerName.  If it doesn't exist, GetDisposableDictionaryByName
            // will create it.

            if (mDisposableDictionary.ContainsKey(fullNameWithType))
            {
#if PROFILE
                mHistory.Add(new ContentLoadHistory(
                                 TimeManager.CurrentTime, typeof(T).Name, fullNameWithType, ContentLoadDetail.Cached));
#endif

                return((T)mDisposableDictionary[fullNameWithType]);
            }
            else if (mNonDisposableDictionary.ContainsKey(fullNameWithType))
            {
                return((T)mNonDisposableDictionary[fullNameWithType]);
            }
            else
            {
#if PROFILE
                mHistory.Add(new ContentLoadHistory(
                                 TimeManager.CurrentTime,
                                 typeof(T).Name,
                                 fullNameWithType,
                                 ContentLoadDetail.HddFromFile));
#endif
#if DEBUG
                // The ThrowExceptionIfFileDoesntExist
                // call used to be done before the checks
                // in the dictionaries.  But whatever is held
                // in there may not really be a file so let's check
                // if the file exists after we check the dictionaries.
                FileManager.ThrowExceptionIfFileDoesntExist(assetName);
#endif

                IDisposable loadedAsset = null;

                if (typeof(T) == typeof(Texture2D) || typeof(T) == typeof(Microsoft.Xna.Framework.Graphics.Texture2D))
                {
                    // for now we'll create it here, eventually have it in a dictionary:
                    loadedAsset = textureContentLoader.Load(assetName);
                }

                #region Scene

                else if (typeof(T) == typeof(FlatRedBall.Scene))
                {
                    FlatRedBall.Scene scene = FlatRedBall.Content.Scene.SceneSave.FromFile(assetName).ToScene(mName);

                    object sceneAsObject = scene;

                    lock (mNonDisposableDictionary)
                    {
                        if (!mNonDisposableDictionary.ContainsKey(fullNameWithType))
                        {
                            mNonDisposableDictionary.Add(fullNameWithType, scene);
                        }
                    }
                    return((T)sceneAsObject);
                }

                #endregion

                #region EmitterList

                else if (typeof(T) == typeof(EmitterList))
                {
                    EmitterList emitterList = EmitterSaveList.FromFile(assetName).ToEmitterList(mName);


                    mNonDisposableDictionary.Add(fullNameWithType, emitterList);


                    return((T)((object)emitterList));
                }

                #endregion

                #region Image
#if !MONOGAME
                else if (typeof(T) == typeof(Image))
                {
                    switch (extension.ToLowerInvariant())
                    {
                    case "gif":
                        Image image = Image.FromFile(assetName);
                        loadedAsset = image;
                        break;
                    }
                }
#endif
                #endregion

                #region BitmapList
#if !XBOX360 && !SILVERLIGHT && !WINDOWS_PHONE && !MONOGAME
                else if (typeof(T) == typeof(BitmapList))
                {
                    loadedAsset = BitmapList.FromFile(assetName);
                }
#endif

                #endregion

                #region NodeNetwork
                else if (typeof(T) == typeof(NodeNetwork))
                {
                    NodeNetwork nodeNetwork = NodeNetworkSave.FromFile(assetName).ToNodeNetwork();

                    mNonDisposableDictionary.Add(fullNameWithType, nodeNetwork);

                    return((T)((object)nodeNetwork));
                }
                #endregion

                #region ShapeCollection

                else if (typeof(T) == typeof(ShapeCollection))
                {
                    ShapeCollection shapeCollection =
                        ShapeCollectionSave.FromFile(assetName).ToShapeCollection();

                    mNonDisposableDictionary.Add(fullNameWithType, shapeCollection);

                    return((T)((object)shapeCollection));
                }
                #endregion

                #region PositionedObjectList<Polygon>

                else if (typeof(T) == typeof(PositionedObjectList <FlatRedBall.Math.Geometry.Polygon>))
                {
                    PositionedObjectList <FlatRedBall.Math.Geometry.Polygon> polygons =
                        PolygonSaveList.FromFile(assetName).ToPolygonList();
                    mNonDisposableDictionary.Add(fullNameWithType, polygons);
                    return((T)((object)polygons));
                }

                #endregion

                #region AnimationChainList

                else if (typeof(T) == typeof(AnimationChainList))
                {
                    if (assetName.EndsWith("gif"))
                    {
#if WINDOWS_8 || UWP || DESKTOP_GL
                        throw new NotImplementedException();
#else
                        AnimationChainList acl = new AnimationChainList();
                        acl.Add(FlatRedBall.Graphics.Animation.AnimationChain.FromGif(assetName, this.mName));
                        acl[0].ParentGifFileName = assetName;
                        loadedAsset = acl;
#endif
                    }
                    else
                    {
                        loadedAsset =
                            AnimationChainListSave.FromFile(assetName).ToAnimationChainList(mName);
                    }

                    mNonDisposableDictionary.Add(fullNameWithType, loadedAsset);
                }

                #endregion

                else if (typeof(T) == typeof(Song))
                {
                    var loader = new SongLoader();
                    return((T)(object)loader.Load(assetName));
                }
#if MONOGAME
                else if (typeof(T) == typeof(SoundEffect))
                {
                    T soundEffect;

                    if (assetName.StartsWith(@".\") || assetName.StartsWith(@"./"))
                    {
                        soundEffect = base.Load <T>(assetName.Substring(2));
                    }
                    else
                    {
                        soundEffect = base.Load <T>(assetName);
                    }

                    return(soundEffect);
                }
#endif

                #region RuntimeCsvRepresentation

#if !SILVERLIGHT
                else if (typeof(T) == typeof(RuntimeCsvRepresentation))
                {
#if XBOX360
                    throw new NotImplementedException("Can't load CSV from file.  Try instead to use the content pipeline.");
#else
                    return((T)((object)CsvFileManager.CsvDeserializeToRuntime(assetName)));
#endif
                }
#endif


                #endregion

                #region SplineList

                else if (typeof(T) == typeof(List <Spline>))
                {
                    List <Spline> splineList = SplineSaveList.FromFile(assetName).ToSplineList();
                    mNonDisposableDictionary.Add(fullNameWithType, splineList);
                    object asObject = splineList;

                    return((T)asObject);
                }

                else if (typeof(T) == typeof(SplineList))
                {
                    SplineList splineList = SplineSaveList.FromFile(assetName).ToSplineList();
                    mNonDisposableDictionary.Add(fullNameWithType, splineList);
                    object asObject = splineList;

                    return((T)asObject);
                }

                #endregion

                #region BitmapFont

                else if (typeof(T) == typeof(BitmapFont))
                {
                    // We used to assume the texture is named the same as the font file
                    // But now FRB understands the .fnt file and gets the PNG from the font file
                    //string pngFile = FileManager.RemoveExtension(assetName) + ".png";
                    string fntFile = FileManager.RemoveExtension(assetName) + ".fnt";

                    BitmapFont bitmapFont = new BitmapFont(fntFile, this.mName);

                    object bitmapFontAsObject = bitmapFont;

                    return((T)bitmapFontAsObject);
                }

                #endregion


                #region Text

                else if (typeof(T) == typeof(string))
                {
                    return((T)((object)FileManager.FromFileText(assetName)));
                }

                #endregion

                #region Catch mistakes

#if DEBUG
                else if (typeof(T) == typeof(Spline))
                {
                    throw new Exception("Cannot load Splines.  Try using the List<Spline> type instead.");
                }
                else if (typeof(T) == typeof(Emitter))
                {
                    throw new Exception("Cannot load Emitters.  Try using the EmitterList type instead.");
                }
#endif

                #endregion

                #region else, exception!

                else
                {
                    throw new NotImplementedException("Cannot load content of type " +
                                                      typeof(T).AssemblyQualifiedName + " from file.  If you are loading " +
                                                      "through the content pipeline be sure to remove the extension of the file " +
                                                      "name.");
                }

                #endregion

                if (loadedAsset != null)
                {
                    lock (mDisposableDictionary)
                    {
                        // Multiple threads could try to load this content simultaneously
                        if (!mDisposableDictionary.ContainsKey(fullNameWithType))
                        {
                            mDisposableDictionary.Add(fullNameWithType, loadedAsset);
                        }
                    }
                }

                return((T)loadedAsset);
            }
        }
Esempio n. 35
0
        private static void RemoveNodeNetwork()
        {
            if (mNodeNetwork != null)
            {
                mNodeNetwork.Visible = false;
            }

            // The editor depends on the NodeNetwork not being null
            mNodeNetwork = new NodeNetwork();
        }