protected override void CustomProcessRequest(HttpContext context) { UpdateFactory factory = new UpdateFactory(context); IUpdateBehavior updateBehavior = factory.Create(); updateBehavior.Update(); }
/// <inheritdoc /> public void Tick() { using (LockingPolicy.ReaderLock(null, CancellationToken.None)) { //For every player we need to do some processing so that we can entity data update values foreach (var guid in PlayerGuids) { InterestCollection interest = GetEntityInterestCollection(guid); //Even if we only know ourselves we should do this anyway //so that the client can receieve entity data changes about itself //TODO: We probably won't send an update about ALL entites, so this is some wasted allocations and time List <EntityAssociatedData <FieldValueUpdate> > updates = new List <EntityAssociatedData <FieldValueUpdate> >(interest.ContainedEntities.Count); foreach (var interestingEntityGuid in interest.ContainedEntities) { //Don't build an update for entities that don't have any changes if (!ChangeTrackerHasChangesForEntity(interestingEntityGuid)) { continue; } //TODO: We should cache this update value so we don't need to recompute it for ALL players who are interested //This is the update collection for the particular Entity with guid interestingEntityGuid //We want to use the CHANGE TRACKING bitarray for updates. If this was initial discovery we'd use the SIT bitarray to send all set values. FieldValueUpdate update = UpdateFactory.Create(new EntityFieldUpdateCreationContext(ChangeTrackingCollections[interestingEntityGuid], ChangeTrackingCollections[interestingEntityGuid].ChangeTrackingArray)); updates.Add(new EntityAssociatedData <FieldValueUpdate>(interestingEntityGuid, update)); } //It's possible no entity had updates, so we should not send a packet update if (updates.Count != 0) { SendUpdate(guid, updates); } } foreach (var dataEntityCollection in ChangeTrackingCollections.Values) { dataEntityCollection.ClearTrackedChanges(); } } }
/// <inheritdoc /> public void Tick() { foreach (var entry in GuidToInterestCollectionMappable.EnumerateWithGuid(KnownEntities, EntityType.Player)) { InterestCollection interest = entry.ComponentValue; //Even if we only know ourselves we should do this anyway //so that the client can receieve entity data changes about itself //TODO: We probably won't send an update about ALL entites, so this is some wasted allocations and time List <EntityAssociatedData <FieldValueUpdate> > updates = new List <EntityAssociatedData <FieldValueUpdate> >(interest.ContainedEntities.Count); foreach (var interestingEntityGuid in interest.ContainedEntities) { //Don't build an update for entities that don't have any changes if (!ChangeTrackerHasChangesForEntity(interestingEntityGuid)) { continue; } //TODO: We should cache this update value so we don't need to recompute it for ALL players who are interested //This is the update collection for the particular Entity with guid interestingEntityGuid //We want to use the CHANGE TRACKING bitarray for updates. If this was initial discovery we'd use the SIT bitarray to send all set values. FieldValueUpdate update = UpdateFactory.Create(new EntityFieldUpdateCreationContext(ChangeTrackingCollections.RetrieveEntity(interestingEntityGuid), ChangeTrackingCollections.RetrieveEntity(interestingEntityGuid).ChangeTrackingArray)); updates.Add(new EntityAssociatedData <FieldValueUpdate>(interestingEntityGuid, update)); } //It's possible no entity had updates, so we should not send a packet update if (updates.Count != 0) { SendUpdate(entry.EntityGuid, updates); } } foreach (var dataEntityCollection in ChangeTrackingCollections.Enumerate(KnownEntities)) { dataEntityCollection.ClearTrackedChanges(); } }