コード例 #1
0
        void LateUpdate()
        {
            StoryUpdate storyUpdate = new StoryUpdate(); // Contains a collection of task and pointer updates.

            // Check our loadbalance. If we're sending too many updates we'll randomly drop frames.
            // All changes will be sent but if values are updated in the meantime the previous value will never be sent.
            // This is ok for running values but not ok for status values etc.

            int QueueSize = 0;

            if (GENERAL.AUTHORITY == AUTHORITY.GLOBAL && NetworkServer.active)
            {
                // We're an active server.

                byte error;
                QueueSize = NetworkTransport.GetOutgoingMessageQueueSize(NetworkServer.serverHostId, out error);
                //  debugValue.text = "queued out server: " + QueueSize;

                if ((NetworkError)error != NetworkError.Ok)
                {
                    Error("Networktransport error: " + (NetworkError)error);
                }
            }
            if (GENERAL.AUTHORITY == AUTHORITY.LOCAL && networkManager != null && networkManager.client != null)
            {
                // We're an active client.

                byte error = (byte)NetworkError.Ok;

                if (networkManager.client.connection != null)
                {
                    QueueSize = NetworkTransport.GetOutgoingMessageQueueSize(networkManager.client.connection.hostId, out error);
                }
                else
                {
                    Warning("Can't get queue size (yet)");
                }

                //    debugValue.text = "queued out client: " + QueueSize;

                if ((NetworkError)error != NetworkError.Ok)
                {
                    Error("Networktransport error: " + (NetworkError)error);
                }
            }

            switch (QueueSize)
            {
            case 0:
                BufferStatusOut = 0;
                break;

            case 1:
            case 2:
                BufferStatusOut = 1;
                break;

            default:
                BufferStatusOut = 2;
                break;
            }

            // forcing always send.
            // this means that a storyupdate is sent for every frame and they all arrive in order.
            // they get executed in order as well, but they may be batched together.
            // so multiple tasks might get executed in a single frame. they will be executed in the correct order.


            if (QueueSize < 3 || true)

            {
                // Iterate over all pointers to see if any were killed. Clients do not kill pointers themselves.
                // For consistency of network logic, local pointers that were killed are disposed by the director.
                // Global pointers are disposed here, after updating clients about them.

                for (int p = GENERAL.ALLPOINTERS.Count - 1; p >= 0; p--)
                {
                    StoryPointer pointer = GENERAL.ALLPOINTERS[p];

                    if (GENERAL.AUTHORITY == AUTHORITY.GLOBAL && pointer.scope == SCOPE.GLOBAL && pointer.GetStatus() == POINTERSTATUS.KILLED)

                    //if (GENERAL.AUTHORITY == AUTHORITY.GLOBAL && pointer.scope == SCOPE.GLOBAL && pointer.modified && pointer.GetStatus() == POINTERSTATUS.KILLED)
                    {
                        Log("Sending pointer kill update to clients: " + pointer.currentPoint.StoryLine);

                        storyUpdate.AddStoryPointerUpdate(pointer.GetUpdate()); // bundled

                        //pointer.modified = false;


                        Log("Removing pointer " + pointer.currentPoint.StoryLine);

                        GENERAL.ALLPOINTERS.Remove(pointer);
                    }
                }

                // Iterate over all tasks.

                for (int i = GENERAL.ALLTASKS.Count - 1; i >= 0; i--)
                {
                    StoryTask task = GENERAL.ALLTASKS[i];

                    // Cleanup completed tasks.

                    if (task.getStatus() == TASKSTATUS.COMPLETE)
                    {
                        GENERAL.ALLTASKS.RemoveAt(i);

                        Verbose("Task " + task.Instruction + " on storyline " + task.Pointer.currentPoint.StoryLine + " completed, removed from alltasks. ");
                    }

                    if (task.modified)
                    {
                        // Debugging: if a pointer is in the process of being killed, we may want to not send task updates
                        // as they might result in the task being recreated clientside.

                        if (task.Pointer.GetStatus() == POINTERSTATUS.KILLED)
                        {
                            Warning("Supressing sending task update for task with pointer that is dying. " + task.Instruction);
                        }
                        else
                        {
                            // Check if we need to send network updates.

                            switch (GENERAL.AUTHORITY)
                            {
                            case AUTHORITY.LOCAL:

                                if (task.scope == SCOPE.GLOBAL)
                                {
                                    Verbose("Global task " + task.Instruction + " changed, adding to update for server.");

                                    storyUpdate.AddTaskUpdate(task.GetUpdateBundled());     // bundled
                                }

                                break;

                            case AUTHORITY.GLOBAL:

                                if (task.scope == SCOPE.GLOBAL)
                                {
                                    Verbose("Global task " + task.Instruction + " changed, adding to update for clients.");

                                    storyUpdate.AddTaskUpdate(task.GetUpdateBundled());     // bundled
                                }

                                break;

                            default:

                                break;
                            }

                            task.modified = false;
                        }
                    }
                }

                // If anything to send, send.

                if (storyUpdate.AnythingToSend())

                {
                    switch (GENERAL.AUTHORITY)
                    {
                    case AUTHORITY.LOCAL:
                        SendStoryUpdateToServer(storyUpdate);
                        //Debug.Log("Sending story update to server. \n" + storyUpdate.DebugLog);

                        break;

                    case AUTHORITY.GLOBAL:

                        SendStoryUpdateToClients(storyUpdate);

                        //Debug.Log("Sending story update to clients. \n" + storyUpdate.DebugLog);
                        //Debug.Log(storyUpdate.ToString());

                        break;

                    default:
                        break;
                    }
                }
            }
            else
            {
                Warning("Dropping update.");
            }
        }
コード例 #2
0
        /*
         * private async void LoadScript()
         * {
         *  if (scriptAddressable != null && scriptAddressable != "")
         *  {
         *      theDirector.status = DIRECTORSTATUS.PAUSED;
         *      AsyncOperationHandle<TextAsset> handle = Addressables.LoadAssetAsync<TextAsset>(scriptAddressable);
         *      await handle.Task;
         *
         *      if (handle.Status==)
         *      if (handle.Result == null)
         *      {
         *          Error("Addressable script asset failed: " + obj.OperationException.Message);
         *
         *      }
         *      else
         *      {
         *
         *          theDirector.loadScriptAsset(obj.Result);
         *          Log("Script loaded, from addressable asset.");
         *
         *
         *      }
         *
         *  }
         *
         *
         *
         *
         *
         *  // The task is complete. Be sure to check the Status is successful before storing the Result.
         *
         * }
         *
         */



        #region SENDUPDATES


        void LateUpdate()
        {
            // Check if any data changed during this frame, and send updates across network.

            StoryUpdate storyUpdate = new StoryUpdate(); // Contains a collection of task and pointer updates.


            // Is there a networkhandler.

            if (NetworkHandler.Instance != null)
            {
                int Queue = NetworkHandler.Instance.GetQueueSize();

                if (Queue == -1)
                {
                    //  Verbose("no network active");
                }
                else
                {
                    switch (Queue)
                    {
                    case 0:
                        BufferStatusOut = 0;
                        break;

                    case 1:
                    case 2:
                        BufferStatusOut = 1;
                        break;

                    default:
                        BufferStatusOut = 2;
                        break;
                    }

                    // forcing always send.
                    // this means that a storyupdate is sent for every frame and they all arrive in order.
                    // they get executed in order as well, but they may be batched together.
                    // so multiple tasks might get executed in a single frame. they will be executed in the correct order.

                    if (Queue < 3 || true)
                    {
                        // Iterate over all pointers to see if any were killed. Clients do not kill pointers themselves.
                        // For consistency of network logic, local pointers that were killed are disposed by the director.
                        // Global pointers are disposed here, after updating clients about them.

                        for (int p = GENERAL.ALLPOINTERS.Count - 1; p >= 0; p--)
                        {
                            StoryPointer pointer = GENERAL.ALLPOINTERS[p];

                            if (GENERAL.AUTHORITY == AUTHORITY.GLOBAL && pointer.scope == SCOPE.GLOBAL && pointer.GetStatus() == POINTERSTATUS.KILLED)

                            //if (GENERAL.AUTHORITY == AUTHORITY.GLOBAL && pointer.scope == SCOPE.GLOBAL && pointer.modified && pointer.GetStatus() == POINTERSTATUS.KILLED)
                            {
                                Log("Sending pointer kill update to clients: " + pointer.currentPoint.StoryLine);

                                storyUpdate.AddStoryPointerUpdate(pointer.GetUpdate()); // bundled

                                //pointer.modified = false;

                                Log("Removing pointer " + pointer.currentPoint.StoryLine);

                                GENERAL.ALLPOINTERS.Remove(pointer);
                            }
                        }

                        // Iterate over all tasks.

                        for (int i = GENERAL.ALLTASKS.Count - 1; i >= 0; i--)
                        {
                            StoryTask task = GENERAL.ALLTASKS[i];

                            // Cleanup completed tasks.

                            if (task.getStatus() == TASKSTATUS.COMPLETE)
                            {
                                GENERAL.ALLTASKS.RemoveAt(i);

                                Verbose("Task " + task.Instruction + " on storyline " + task.Pointer.currentPoint.StoryLine + " completed, removed from alltasks. ");
                            }

                            if (task.modified)
                            {
                                // Debugging: if a pointer is in the process of being killed, we may want to not send task updates
                                // as they might result in the task being recreated clientside.

                                if (task.Pointer.GetStatus() == POINTERSTATUS.KILLED)
                                {
                                    Warning("Supressing sending task update for task with pointer that is dying. " + task.Instruction);
                                }
                                else
                                {
                                    // Check if we need to send network updates.

                                    switch (GENERAL.AUTHORITY)
                                    {
                                    case AUTHORITY.LOCAL:

                                        if (task.scope == SCOPE.GLOBAL)
                                        {
                                            Verbose("Global task " + task.Instruction + " with id " + task.PointID + " changed, adding to update for server.");

                                            storyUpdate.AddTaskUpdate(task.GetUpdate());     // bundled
                                        }

                                        break;

                                    case AUTHORITY.GLOBAL:

                                        if (task.scope == SCOPE.GLOBAL)
                                        {
                                            Verbose("Global task " + task.Instruction + " with id " + task.PointID + " changed, adding to update for clients.");

                                            storyUpdate.AddTaskUpdate(task.GetUpdate());     // bundled
                                        }

                                        break;

                                    default:

                                        break;
                                    }

                                    task.modified = false;
                                }
                            }
                        }

                        // If anything to send, send.

                        if (storyUpdate.AnythingToSend())

                        {
                            switch (GENERAL.AUTHORITY)
                            {
                            case AUTHORITY.LOCAL:

                                if (NetworkHandler.Instance != null)
                                {
                                    NetworkHandler.Instance.SendStoryUpdateToServer(storyUpdate);
                                }
                                Log("Sending story update to server. \n" + storyUpdate.DebugLog);

                                break;

                            case AUTHORITY.GLOBAL:

                                if (NetworkHandler.Instance != null)
                                {
                                    NetworkHandler.Instance.SendStoryUpdateToClients(storyUpdate);
                                }

                                Log("Sending story update to clients. \n" + storyUpdate.DebugLog);
                                //Debug.Log(storyUpdate.ToString());

                                break;

                            default:
                                break;
                            }
                        }
                    }
                }



                /*
                 *
                 *
                 *
                 *          if (NetworkHandler.Instance.IsClient())
                 *          {
                 *              StoryUpdate storyUpdate = new StoryUpdate(); // Contains a collection of dataupdates.
                 *
                 *              // Iterate over all data.
                 *
                 *              for (int i = GENERAL.ALLTASKS.Count - 1; i >= 0; i--)
                 *              {
                 *                  StoryTask data = GENERAL.ALLTASKS[i];
                 *
                 *                  if (data.modified)
                 *                  {
                 *                      // Data was modified locally, if global, compile an update for the server.
                 *
                 *                      if (data.scope == SCOPE.GLOBAL)
                 *                      {
                 *                          Verbose("Data was modified locally as client, creating update for server for " + data.ID);
                 *                          storyUpdate.AddDataUpdate(data.GetDataUpdate()); // bundled
                 *                      }
                 *
                 *                      data.modified = false;
                 *                  }
                 *              }
                 *
                 *              // If anything to send, send.
                 *
                 *              if (storyUpdate.AnythingToSend())
                 *
                 *              {
                 *
                 *                 NetworkHandler.Instance.SendStoryUpdateToServer(storyUpdate);
                 *
                 *                  Verbose("Sending story update to server. \n" + storyUpdate.DebugLog);
                 *
                 *
                 *
                 *              }
                 *
                 *
                 *
                 *          }
                 *
                 *
                 *
                 *
                 *          // If server, messages may differ for clients.
                 *
                 *
                 *          if (NetworkHandler.Instance.IsServer())
                 *          {
                 *
                 *              string[] clients = NetworkHandler.Instance.TrackedConnectedAddresses().ToArray();
                 *
                 *              for (int c = 0; c < clients.Length; c++)
                 *              {
                 *
                 *                  StoryUpdate storyUpdate = new StoryUpdate(); // Contains a collection of dataupdates.
                 *
                 *                  // Iterate over all data.
                 *
                 *                  for (int i = GENERAL.ALLTASKS.Count - 1; i >= 0; i--)
                 *                  {
                 *                      StoryTask data = GENERAL.ALLTASKS[i];
                 *
                 *                      if (data.modified)
                 *                      {
                 *                          // Data was modified locally, if global, compile an update for the server.
                 *
                 *                          if (data.scope == SCOPE.GLOBAL)
                 *                          {
                 *                              Verbose("Data was modified locally as client, creating update for server for " + data.ID);
                 *                              storyUpdate.AddDataUpdate(data.GetDataUpdateFor(clients[c])); // bundled
                 *                          }
                 *
                 *                          data.modified = false;
                 *                      }
                 *                  }
                 *
                 *                  // If anything to send, send.
                 *
                 *                  if (storyUpdate.AnythingToSend())
                 *
                 *                  {
                 *                      NetworkHandler.Instance.SendStoryUpdateToClient(storyUpdate, clients[c]);
                 *
                 *                      Verbose("Sending story update to client. \n" + storyUpdate.DebugLog);
                 *
                 *
                 *
                 *                  }
                 *
                 *
                 *              }
                 *
                 *
                 *
                 *
                 *          }
                 *
                 *
                 */
            }
        }