void Update() { ServerJobHandle.Complete(); var connectionJob = new ServerUpdateConnectionsJob { driver = m_Driver, connections = m_Connections }; var serverUpdateJob = new ServerUpdateJob { driver = m_Driver.ToConcurrent(), connections = m_Connections.AsDeferredJobArray() }; ServerJobHandle = m_Driver.ScheduleUpdate(); ServerJobHandle = connectionJob.Schedule(ServerJobHandle); ServerJobHandle = serverUpdateJob.Schedule(m_Connections, 1, ServerJobHandle); }
// Update is called once per frame void Update() { ServerJobHandle.Complete(); var connectionJob = new ServerUpdateConnectionsJob { driver = m_Driver, connections = m_Connections }; var serverUpdateJob = new ServerUpdateJob { driver = m_Driver.ToConcurrent(), connections = m_Connections.AsDeferredJobArray(), commandBuffer = ecbSystem.CreateCommandBuffer().ToConcurrent() }; ServerJobHandle = m_Driver.ScheduleUpdate(); ServerJobHandle = connectionJob.Schedule(ServerJobHandle); ServerJobHandle = serverUpdateJob.Schedule(m_Connections, 1, ServerJobHandle); ecbSystem.AddJobHandleForProducer(ServerJobHandle); }
void Update() { serverJobHandle.Complete(); ServerUpdateConnectionsJob connectionJob = new ServerUpdateConnectionsJob { driver = m_Driver, connections = m_Connections, }; ServerUpdateJob serverUpdateJob = new ServerUpdateJob { driver = m_Driver.ToConcurrent(), connections = m_Connections.AsDeferredJobArray(), pipeline = m_Reliable_Pipeline }; serverJobHandle = m_Driver.ScheduleUpdate(); serverJobHandle = connectionJob.Schedule(serverJobHandle); serverJobHandle.Complete(); //Debug.Log(m_Connections.Length); serverJobHandle = serverUpdateJob.Schedule(m_Connections.Length, 1, serverJobHandle); }
// Update is called once per frame void Update() { ServerJobHandle.Complete(); updatePlayers(); ServerUpdateConnectionsJob connectionJob = new ServerUpdateConnectionsJob { driver = Driver, connections = Connections, players = Players }; ServerUpdateJob serverUpdateJob = new ServerUpdateJob { driver = Driver.ToConcurrent(), connections = Connections.AsDeferredJobArray(), players = Players }; ServerJobHandle = Driver.ScheduleUpdate(); ServerJobHandle = connectionJob.Schedule(ServerJobHandle); ServerJobHandle = serverUpdateJob.Schedule(Connections, 1, ServerJobHandle); }
// Update is called once per frame void Update() { ServerJobHandle.Complete(); var connectionJob = new ServerUpdateConnectionJob { driver = m_driver, connections = m_connections }; var serverUpdateJob = new ServerUpdateJob { driver = m_driver.ToConcurrent(), connections = m_connections.ToDeferredJobArray() }; ServerJobHandle = m_driver.ScheduleUpdate(); ServerJobHandle = connectionJob.Schedule(ServerJobHandle); #if UNITY_2018_3_OR_NEWER ServerJobHandle = serverUpdateJob.Schedule(m_connections.Length, 1, ServerJobHandle); #else ServerJobHandle = serverUpdateJob.Schedule(m_connections, 1, ServerJobHandle); #endif }