void Awake() { Debug.Log("--------------- Awake ------------------------"); XTC.oelMVCS.Logger logger = new UnityLogger(); UIFacade.logger = logger; foreach (UIFacade facade in uIFacades) { facade.Register(); } framework.setLogger(logger); framework.setConfig(new Config()); framework.Initialize(); SampleModel model = new SampleModel(); SampleView view = new SampleView(); SampleController controller = new SampleController(); SampleService service = new SampleService(); service.mono = this; service.MockProcessor = service.mockProcessor; service.useMock = true; framework.getStaticPipe().RegisterModel(SampleModel.NAME, model); framework.getStaticPipe().RegisterView(SampleView.NAME, view); framework.getStaticPipe().RegisterController(SampleController.NAME, controller); framework.getStaticPipe().RegisterService(SampleService.NAME, service); }
// Use this for initialization IEnumerator Start() { log4net.Config.XmlConfigurator.ConfigureAndWatch(new System.IO.FileInfo("log4net.xml")); UnityLogger.Init(); InitUI.SetActive(true); yield return(new WaitForSeconds(1f)); TipsUI.SetActive(true); yield return(new WaitForSeconds(1f)); LoadingUI.SetActive(true); InitUI.SetActive(false); yield return(new WaitForSeconds(1f)); TipsUI.SetActive(false); yield return(DataManager.Instance.LoadData()); MapService.Instance.Init(); for (int i = 0; i < 100; i++) { progressBar.fillAmount = (i + 1) / 100f; progressTxt.text = "正在加载:" + (i + 1) + "%"; yield return(new WaitForEndOfFrame()); } LoadingUI.SetActive(false); LoginUI.SetActive(true); yield return(0); }
public IEnumerator ConnectServerTest() { UnityLogger logger = new UnityLogger(); ClientManager client = new GameObject(nameof(ClientManager)).AddComponent <ClientManager>(); client.logger = logger; bool isConnected = false; client.onConnected += () => { isConnected = true; Debug.Log("测试连接成功"); return(Task.CompletedTask); }; client.start(); action = null; tryLogin(); var room = serverClient.CreateRoom(); Task task = client.JoinServer(room.IP, room.Port, serverClient.UserSession, room.RoomID); yield return(new WaitUntil(() => task.IsCompleted)); Assert.AreEqual(0, client.id); Assert.True(isConnected); }
static async void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) { // automatically run postprocessor if any excel file is imported string csvAsset = importedAssets.FirstOrDefault(x => x.EndsWith(".csv")); if (csvAsset != null) { var csvPath = Path.GetDirectoryName(csvAsset); var resultPath = Path.Combine(Application.streamingAssetsPath, "CSV"); var logger = new UnityLogger(); var sheetContainer = new SheetContainer(logger); // create csv converter from path var csvImporter = new CsvSheetConverter(csvPath, TimeZoneInfo.Utc); // bake sheets from csv converter await sheetContainer.Bake(csvImporter); // create csv converter to path var csvExporter = new CsvSheetConverter(resultPath, TimeZoneInfo.Utc); // save datasheet to streaming assets await sheetContainer.Store(csvExporter); AssetDatabase.Refresh(); Debug.Log("CSV sheet converted."); } }
// This should be called before any other gameobject awakes private void Awake() { // Singleton pattern : this is the only case where it should be used if (ms_Instance == null) { ms_Instance = this; DontDestroyOnLoad(gameObject); m_Logger = new UnityLogger(); m_Updater = new Updater(); m_GameEventManager = new GameEventManager(); m_InputManager = new InputManager(); m_LevelManager = new LevelManager(); m_GameFlowHSM = new GameFlowHSM(); m_SoundManager = new SoundManager(m_EfxSource, m_MusicSource); m_SaveManager = new SaveManager(); m_PlayerManager = new PlayerManager(); OpenProxies(); OnEngineStart(); } else if (ms_Instance != this) { Destroy(gameObject); return; } }
public IEnumerator sendToMultiplayerTest() { UnityLogger logger = new UnityLogger(); HostManager host = new GameObject(nameof(HostManager)).AddComponent <HostManager>(); host.logger = logger; host.start(); ClientManager[] clients = new ClientManager[5]; Dictionary <int, object> receivedDic = new Dictionary <int, object>(); for (int i = 0; i < clients.Length; i++) { clients[i] = new GameObject(nameof(ClientManager)).AddComponent <ClientManager>(); int localI = i; clients[i].onReceive += (id, obj) => { receivedDic.Add(clients[localI].id, obj); return(Task.CompletedTask); }; clients[i].logger = logger; clients[i].start(); Task task = clients[i].join(Dns.GetHostEntry(Dns.GetHostName()).AddressList.FirstOrDefault(ip => ip.AddressFamily == AddressFamily.InterNetwork)?.ToString(), host.port); yield return(new WaitUntil(() => task.IsCompleted)); } Task <int> sendTask = clients[0].send(1); yield return(new WaitUntil(() => sendTask.IsCompleted && clients.All(c => receivedDic.Keys.Contains(c.id)))); Assert.True(sendTask.IsCompleted); Assert.AreEqual(1, sendTask.Result); Assert.True(clients.All(c => receivedDic.ContainsKey(c.id) && receivedDic[c.id] is int i && i == 1)); }
public static void Shutdown(Assembly assembly) { var injectableTypes = INJECTABLE_TYPES.ToArray(); foreach (var type in injectableTypes) { if (type.Assembly == assembly) { INJECTABLE_TYPES.Remove(type); } } var instantiableTypes = INSTANTIABLE_TYPES.Keys.ToArray(); foreach (var type in instantiableTypes) { if (type.Assembly == assembly) { INSTANTIABLE_TYPES.Remove(type); } } var createdTypes = DEPENDENCIES.Keys.ToArray(); foreach (var type in createdTypes) { if (type.Assembly == assembly) { UnityLogger.Log($"removing type {type}"); var hashSet = DEPENDENCIES[type]; hashSet.Clear(); DEPENDENCIES.Remove(type); } } }
public static void CreateClient() { Debug.Log("[ERP] Creating Client"); //Prepare the logger DiscordRPC.Logging.ILogger logger = null; //Update the logger to the unity logger if (Debug.isDebugBuild) { logger = new FileLogger("discordrpc.log") { Level = logLevel } } ; if (Application.isEditor) { logger = new UnityLogger() { Level = logLevel } } ; client = new DiscordRpcClient( applicationID, //The Discord Application ID pipe: (int)targetPipe, //The target pipe to connect too // logger: logger, //The logger. Will Uncomment after when Lachee fixes issue #136 in Lachee/discord-rpc-csharp autoEvents: false, //WE will manually invoke events client: new UnityNamedPipe() //The client for the pipe to use. Unity MUST use a NativeNamedPipeClient since its managed client is broken. ); }
static async void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) { // automatically run postprocessor if any excel file is imported string excelAsset = importedAssets.FirstOrDefault(x => x.EndsWith(".xlsx")); if (excelAsset != null) { var excelPath = Path.GetDirectoryName(excelAsset); var jsonPath = Path.Combine(Application.streamingAssetsPath, "Excel"); var logger = new UnityLogger(); var sheetContainer = new SheetContainer(logger); // create excel converter from path var excelConverter = new ExcelSheetConverter(excelPath, TimeZoneInfo.Utc); // bake sheets from excel converter await sheetContainer.Bake(excelConverter); // create json converter to path var jsonConverter = new JsonSheetConverter(jsonPath); // save datasheet to streaming assets await sheetContainer.Store(jsonConverter); AssetDatabase.Refresh(); Debug.Log("Excel sheet converted."); } }
public IEnumerator disconnectTest() { UnityLogger logger = new UnityLogger(); HostManager host = new GameObject(nameof(HostManager)).AddComponent <HostManager>(); host.logger = logger; host.start(); ClientManager client = new GameObject(nameof(ClientManager)).AddComponent <ClientManager>(); client.logger = logger; client.start(); Task task = client.join(Dns.GetHostEntry(Dns.GetHostName()).AddressList.FirstOrDefault(ip => ip.AddressFamily == AddressFamily.InterNetwork)?.ToString(), host.port); yield return(new WaitUntil(() => task.IsCompleted)); bool isDisconnected = false; client.onDisconnect += onDisconnect; client.disconnect(); void onDisconnect(DisconnectType disconnectType) { isDisconnected = true; } yield return(new WaitUntil(() => isDisconnected)); }
public IEnumerator connectTest() { UnityLogger logger = new UnityLogger(); HostManager host = new GameObject(nameof(HostManager)).AddComponent <HostManager>(); host.logger = logger; host.start(); ClientManager client = new GameObject(nameof(ClientManager)).AddComponent <ClientManager>(); client.logger = logger; bool isConnected = false; client.onConnected += () => { isConnected = true; Debug.Log("测试连接成功"); return(Task.CompletedTask); }; client.start(); Task task = client.join(host.ip, host.port); yield return(new WaitUntil(() => task.IsCompleted)); Assert.AreEqual(0, client.id); Assert.True(isConnected); }
public IEnumerator remoteAskAllTest() { UnityLogger logger = new UnityLogger(); HostManager host = new GameObject(nameof(HostManager)).AddComponent <HostManager>(); host.logger = logger; host.start(); ClientManager c1 = new GameObject(nameof(ClientManager)).AddComponent <ClientManager>(); c1.logger = logger; c1.start(); _ = c1.join(Dns.GetHostEntry(Dns.GetHostName()).AddressList.FirstOrDefault(ip => ip.AddressFamily == AddressFamily.InterNetwork)?.ToString(), host.port); AnswerManager a1 = new GameObject(nameof(AnswerManager)).AddComponent <AnswerManager>(); a1.client = c1; yield return(new WaitForSeconds(.5f)); ClientManager c2 = new GameObject(nameof(ClientManager)).AddComponent <ClientManager>(); c2.logger = logger; c2.start(); _ = c2.join(Dns.GetHostEntry(Dns.GetHostName()).AddressList.FirstOrDefault(ip => ip.AddressFamily == AddressFamily.InterNetwork)?.ToString(), host.port); AnswerManager a2 = new GameObject(nameof(AnswerManager)).AddComponent <AnswerManager>(); a2.client = c2; AnswerManager a3 = new GameObject(nameof(AnswerManager)).AddComponent <AnswerManager>(); yield return(new WaitForSeconds(.5f)); TestRequest request = new TestRequest(); var task1 = a1.askAll(new int[] { c1.id, c2.id }, request, 3); var task2 = a2.askAll(new int[] { c1.id, c2.id }, request, 3); var task3 = a3.askAll(new int[] { c1.id, c2.id }, request, 3); a1.answer(c1.id, new TestResponse() { integer = 0 }); yield return(new WaitForSeconds(.5f)); a2.answer(c2.id, new TestResponse() { integer = 1 }); yield return(new WaitForSeconds(.5f)); Assert.True(task1.IsCompleted); foreach (var p in task1.Result) { Debug.Log("玩家" + p.Key + ":" + p.Value + "(PlayerID:" + p.Value.playerId + ",Value:" + (p.Value as TestResponse).integer + ")"); Assert.AreEqual(p.Key, p.Value.playerId); } Assert.True(task2.IsCompleted); foreach (var p in task2.Result) { Debug.Log("玩家" + p.Key + ":" + p.Value + "(PlayerID:" + p.Value.playerId + ",Value:" + (p.Value as TestResponse).integer + ")"); Assert.AreEqual(p.Key, p.Value.playerId); } Assert.False(task3.IsCompleted); }
// public CollectionGroup<IItemInstance> serverItemCollectionGroup { get; set; } // public CollectionGroup<IEquippableItemInstance, IEquipmentCollection<IEquippableItemInstance>> serverEquipmentCollectionGroup { get; set; } // public CurrencyCollectionGroup<ICurrency> serverCurrencyCollectionGroup { get; set; } public UNetInventoryPlayer() { logger = new UnityLogger("[UNet][player] "); itemCollectionGroup = new CollectionGroup <IItemInstance>(); equipmentCollectionGroup = new CollectionGroup <IEquippableItemInstance, IEquipmentCollection <IEquippableItemInstance> >(); currencyCollectionGroup = new CurrencyCollectionGroup <ICurrency>(); }
/// <summary> /// Begins creating an IUnityEnlearnClient associated with this instance. /// </summary> public void CreateClient(string gameId) { var logger = new UnityLogger(); #if UNITY_ANDROID _enlearnClient = new JavaBackedEnlearnClient(this, gameId, logger, () => { _isClientReady = true; Debug.Log("UnityEnlearnClient is now Ready!"); }); #endif }
private void InitLogging() { Interface.get_Oxide().NextTick(() => { this.logger = new UnityLogger(); Interface.get_Oxide().get_RootLogger().AddLogger(this.logger); Interface.get_Oxide().get_RootLogger().DisableCache(); }); }
void Awake() { Debug.Log("--------------- Awake ------------------------"); XTC.oelMVCS.Logger logger = new UnityLogger(); UIFacade.logger = logger; framework.setLogger(logger); framework.setConfig(new Config()); btnLoad.onClick.AddListener(() => { btnLoad.gameObject.SetActive(false); btnDestroy.gameObject.SetActive(true); GameObject go = Resources.Load <GameObject>("SampleFacade"); uiFacade = GameObject.Instantiate(go); uiFacade.transform.SetParent(btnLoad.transform.parent); uiFacade.transform.localScale = Vector3.one; RectTransform rt = uiFacade.GetComponent <RectTransform>(); rt.anchoredPosition = Vector2.zero; rt.sizeDelta = Vector2.zero; uiFacade.GetComponent <UIFacade>().Register(); model = new SampleModel(); view = new SampleView(); controller = new SampleController(); service = new SampleService(); service.MockProcessor = this.mockProcessor; service.useMock = true; framework.getDynamicPipe().PushModel(SampleModel.NAME, model); framework.getDynamicPipe().PushView(SampleView.NAME, view); framework.getDynamicPipe().PushController(SampleController.NAME, controller); framework.getDynamicPipe().PushService(SampleService.NAME, service); }); btnDestroy.onClick.AddListener(() => { btnLoad.gameObject.SetActive(true); btnDestroy.gameObject.SetActive(false); framework.getDynamicPipe().PopModel(SampleModel.NAME); framework.getDynamicPipe().PopView(SampleView.NAME); framework.getDynamicPipe().PopController(SampleController.NAME); framework.getDynamicPipe().PopService(SampleService.NAME); if (uiFacade != null) { uiFacade.GetComponent <UIFacade>().Cancel(); GameObject.Destroy(uiFacade); uiFacade = null; } }); framework.Initialize(); }
private static T CheckForNullAndReturn <T>(T checkingObject, string errorMessage) { if (checkingObject == null) { UnityLogger.Error(errorMessage); } return(checkingObject); }
// Use this for initialization public void StartMatchMakingClient() { IMMEventHandler iMMEventHandler = new MM_EventHandler(); ILogger logger = new UnityLogger(); PersistentData data = UnityConfig.GetPersistentDataContainer().persistentData; string name = UnityConfig.GetName(); clientEndPoint = new MatchMakerClient(config, iMMEventHandler, logger, data, name); }
private void InitLogging() { // Create our logger and add it to the compound logger Interface.Oxide.NextTick(() => { logger = new UnityLogger(); Interface.Oxide.RootLogger.AddLogger(logger); Interface.Oxide.RootLogger.DisableCache(); }); }
public void Log_StartsWithLogPrefix() { var interceptor = new TestUnityLoggerInterceptor(); var logger = new UnityLogger(new SentryOptions { DiagnosticLevel = SentryLevel.Debug }, interceptor); logger.Log(SentryLevel.Debug, "TestLog"); StringAssert.StartsWith(UnityLogger.LogPrefix, interceptor.LogMessage); }
protected override void OnUpdate() { Entities .WithAll <NetworkStreamDisconnected>() .ForEach((Entity entity, ref NetworkIdComponent networkIdComponent, ref CommandTargetComponent commandTargetComponent) => { PostUpdateCommands.DestroyEntity(commandTargetComponent.targetEntity); ServerManager.Instance.OnDisconnected(entity); UnityLogger.Info($"[Server] Client disconnected from server with network id = [{networkIdComponent.Value}]"); }); }
//---- Ctor //--------- public void Init() { _log = new UnityLogger(); LoadClientState(); Connection = new ClientConnection(State, _log); _connectionListener = new ClientConnectionListener(State, Connection, _log); Lobby.Init(_log); // Hook up listeners Connection.ConnectionListener = _connectionListener; Connection.LobbyListener = Lobby; }
private static void createHostClient(out HostManager host, out ClientManager client) { UnityLogger logger = new UnityLogger(); host = new GameObject(nameof(HostManager)).AddComponent <HostManager>(); host.logger = logger; host.start(); client = new GameObject(nameof(ClientManager)).AddComponent <ClientManager>(); client.logger = logger; client.start(); }
protected override void OnUpdate() { Entities .WithAll <NetworkStreamDisconnected>() .ForEach((Entity entity, ref CommandTargetComponent commandTargetComponent) => { PostUpdateCommands.DestroyEntity(commandTargetComponent.targetEntity); ClientManager.Instance.OnDisconnected(); UnityLogger.Info($"[Client] Disconnected from server"); }); }
private App() { var logger = new UnityLogger(); var factory = new Factory("App", logger); factory.Dep <ILogger>(logger); factory.AutoRegisterTypes(); this.Factory = factory; this.singletonManager = factory.AutoInstantiateSingletons(); this.singletonManager.Startup(); }
protected override void OnUpdate() { var startServer = GetSingleton <StartServer>(); EntityManager.DestroyEntity(GetSingletonEntity <StartServer>()); var network = World.GetExistingSystem <NetworkStreamReceiveSystem>(); NetworkEndPoint ep = NetworkEndPoint.AnyIpv4; ep.Port = startServer.port; network.Listen(ep); UnityLogger.Info($"Server started on {ep.Port} port in {World.Name} world"); }
public ServiceRegistry() { _logger = new UnityLogger(); CheckerFactory = new CheckerFactory(Logger); ExceptionLogger = new ExceptionLogger(Logger); ConfigFetcher = new ConfigFetcher(Logger); AnalysisRunner = new AnalysisRunner ( Logger, CheckerFactory, ExceptionLogger ); }
private void Awake() { ILogger logger = null; if (Application.isEditor) { logger = new UnityLogger(); } var pubSub = new PubSub(); _app = new CoinGameApp(pubSub, logger); _app.Init(); }
public JavaBackedEnlearnClient(MonoBehaviour behaviour, string gameId, UnityLogger logger, Action serviceStartedCallback) { _behaviour = behaviour; var unityPlayerJavaClass = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); var unityPlayerActivity = unityPlayerJavaClass.GetStatic <AndroidJavaObject>("currentActivity"); //Send request to start service _unityCallable = new AndroidJavaObject("org.enlearn.enlearnServiceClient.UnityCallable", gameId, unityPlayerActivity); _androindJniCallable = new AndroidJniCallable(_unityCallable); _jniTask = new JniTask(_androindJniCallable, 5000); _unityCallable.Call("StartService", new EnlearnServiceStartedListener(logger, serviceStartedCallback)); //dispatch event back to client builder when service is started }
private static void createHostClient12(out HostManager host, out ClientManager client1, out ClientManager client2) { UnityLogger logger = new UnityLogger(); host = new GameObject(nameof(HostManager) + "1").AddComponent <HostManager>(); host.logger = logger; host.start(); client1 = new GameObject(nameof(ClientManager) + "1").AddComponent <ClientManager>(); client1.logger = logger; client1.start(); client2 = new GameObject(nameof(ClientManager) + "2").AddComponent <ClientManager>(); client2.logger = logger; client2.start(); }