コード例 #1
0
 /// <summary>
 /// Event Handler for EntityRemoved event fired by the entity registry. Once an entity is removed from the registry,
 /// its entry is also deleted from the database (including cascaded deletion of its component instances)
 /// </summary>
 /// <param name="sender">Sender of the event (the EntityRegistry)</param>
 /// <param name="e">Event Arguments</param>
 internal void OnEntityRemoved(Object sender, EntityEventArgs e)
 {
     RemoveEntityFromDatabase (e.Entity);
 }
コード例 #2
0
ファイル: Scripting.cs プロジェクト: FaisalZ/FiVES
 private void HandleOnEntityAdded(object sender, EntityEventArgs e)
 {
     // FIXME: This is not very efficient. Would be nice to be triggered only when anything in "scripting"
     // component is changed, but without the need to create one. Essentially we need an event
     // OnComponentCreated.
     e.Entity.ChangedAttribute += HandleOnAttributeInComponentChanged;
     InitEntityContext(e.Entity);
 }
コード例 #3
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 /// <summary>
 /// Event Handler for EntityAdded event fired by the EntityRegistry. A new entity will be persisted to the database,
 /// unless the entity to be added was just queried from the database (e.g. upon initialization)
 /// </summary>
 /// <param name="sender">Sender of the event (the EntityRegistry)</param>
 /// <param name="e">Event arguments</param>
 internal void OnEntityAdded(Object sender, EntityEventArgs e)
 {
     Entity addedEntity = e.Entity;
     // Only persist entities if they are not added during intialization on Startup
     if (!EntitiesToInitialize.Contains (addedEntity.Guid)) {
         AddEntityToPersisted (addedEntity);
     } else {
         EntitiesToInitialize.Remove(addedEntity.Guid);
     }
     addedEntity.ChangedAttribute += new EventHandler<ChangedAttributeEventArgs>(OnAttributeChanged);
     addedEntity.CreatedComponent += new EventHandler<ComponentEventArgs>(HandleComponentCreated);
 }
コード例 #4
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        /// <summary>
        /// Handler for the event AddedEntity event in the World. Invokes addEntity method on the connected sync nodes
        /// to notify them about new entity.
        /// </summary>
        /// <param name="sender">Event sender.</param>
        /// <param name="e">Event arguments.</param>
        internal void HandleLocalAddedEntity(object sender, EntityEventArgs e)
        {
            e.Entity.ChangedAttribute += HandleLocalChangedAttribute;

            // Ignore this change if it was caused by the scalability plugin itself.
            lock (ignoredEntityAdditions)
            {
                if (ignoredEntityAdditions.Remove(e.Entity.Guid))
                    return;
            }

            lock (syncInfo)
            {
                // Local sync info may already be present if this new entity was added in response to a sync message
                // from remote sync node.
                if (!syncInfo.ContainsKey(e.Entity.Guid))
                {
                    var newSyncInfo = CreateSyncInfoForNewEntity(e.Entity);
                    syncInfo.Add(e.Entity.Guid, newSyncInfo);
                }

                // This must be inside the lock to prevent concurrent changes to entity's sync info.
                foreach (IRemoteServer server in ServerSync.RemoteServers)
                    if (server.DoI.IsInterestedInEntity(e.Entity))
                        server.Connection["serverSync.addEntity"](e.Entity.Guid, syncInfo[e.Entity.Guid]);
            }
        }
コード例 #5
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 void HandleAddedEntity(object sender, EntityEventArgs e)
 {
     if (!CheckAndRegisterAvatarEntity(e.Entity))
         e.Entity.CreatedComponent += HandleCreatedComponent;
 }
コード例 #6
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        /// <summary>
        /// Handler for the event RemovedEntity event in the World. Invokes removeEntity method on the connected sync
        /// nodes to notify them about removed entity.
        /// </summary>
        /// <param name="sender">Event sender.</param>
        /// <param name="e">Event arguments.</param>
        internal void HandleLocalRemovedEntity(object sender, EntityEventArgs e)
        {
            // Ignore this change if it was caused by the scalability plugin itself.
            lock (ignoredEntityRemovals)
            {
                if (ignoredEntityRemovals.Remove(e.Entity.Guid))
                    return;
            }

            lock (syncInfo)
            {
                // Local sync info may already have been removed if this new entity was removed in response to a sync
                // message from remote sync node.
                if (syncInfo.ContainsKey(e.Entity.Guid))
                    syncInfo.Remove(e.Entity.Guid);
            }

            foreach (IRemoteServer server in ServerSync.RemoteServers)
                if (server.DoI.IsInterestedInEntity(e.Entity))
                    server.Connection["serverSync.removeEntity"](e.Entity.Guid);
        }
コード例 #7
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ファイル: ClientManager.cs プロジェクト: FaisalZ/FiVES
 private void HandleEntityRemoved(object sender, EntityEventArgs e)
 {
     foreach (KeyValuePair<Connection, ClientFunction> clientHandler in onRemovedEntityHandlers)
     {
         if(e.Entity.Owner != clientHandler.Key.SessionID)
             clientHandler.Value(e.Entity.Guid.ToString());
     }
 }
コード例 #8
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ファイル: ClientManager.cs プロジェクト: FaisalZ/FiVES
 private void HandleEntityAdded(object sender, EntityEventArgs e)
 {
     foreach (KeyValuePair<Connection, ClientFunction> clientHandler in onNewEntityHandlers)
     {
         if(e.Entity.Owner != clientHandler.Key.SessionID)
             clientHandler.Value(ConstructEntityInfo(e.Entity));
     }
 }
コード例 #9
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 /// <summary>
 /// Sets initial ground level of an entity to its y-attribute. This is as when just added the entity the
 /// client may not yet have determined the ground level (as no ray was cast). To avoid setting the entity
 /// to a wrong level, it is just kept where it is until the first ray is cast
 /// </summary>
 /// <param name="sender">The World</param>
 /// <param name="e">Entity Added event arguments</param>
 private void HandleEntityAdded(Object sender, EntityEventArgs e)
 {
     if (e.Entity.ContainsComponent("avatar"))
     {
         // Initialise entities without gravity
         float initialGroundlevel = ((Vector)e.Entity["location"]["position"].Value).y;
         e.Entity["avatarCollision"]["groundLevel"].Suggest(initialGroundlevel);
     }
 }
コード例 #10
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 private void HandleEntityRemoved(object sender, EntityEventArgs e)
 {
     foreach (ClientFunction clientHandler in onRemovedEntityHandlers.Values)
     {
         clientHandler(ConstructEntityInfo(e.Entity));
     }
 }