public void GenerateTerrain(List <Chunk> chunks) { if (chunks.Count == 0) { return; } m_BatchProcessor.Process(chunks, GenerateTerrain, true); }
public void ProcessBatch() { if (CanNextBatchBeProcessed(_dbContext.ProcessorLastExecution.LastRun, _dbContext.BatchConfiguration.LatencyInSeconds)) { var nextBatch = GetNextNewBatchToProcess(); if (nextBatch != null) { var status = ProcessStatus.Completed; try { _batchProcessor.Process(nextBatch); } catch (Exception ex) { status = ProcessStatus.Failed; // log the exception } UpdateBatchStatus(nextBatch.Id, status); UpdateLastRunBatchProcessorExecution(nextBatch.Id, DateTime.Now); } } }
public void GenerateMeshData(List <Chunk> chunks) { m_BatchProcessor.Process(chunks, GenerateMeshData, true); chunks.Sort(ChunksComparedByDistanceFromMapCenter); m_ChunkProcessor.AddChunksToMeshCreationQueue(chunks); }
public void GenerateMeshes(List <Chunk> chunks) { m_BatchProcessor.Process(1, chunks, GenerateMesh, false); }
public void LightChunks(List <Chunk> chunks) { m_BatchProcessor.Process(chunks, LightChunk, true); }
public void GenerateWorldDecorations(List <Chunk> chunks) { m_BatchProcessor.Process(chunks, GenerateDecorationsForChunk, true); }
public void LightChunks(List <Chunk> chunks) { m_BatchProcessor.Process(chunks, LightChunk, true); //m_ChunkProcessor.AddChunksToMeshDataCreationQueue(chunks); //m_ChunkProcessor.ClearLightingQueue(); }
static async Task Main(string[] args) { var serviceProvider = new Startup().GetServiceProvider(); IBatchProcessor batchProcessor = serviceProvider.GetService <IBatchProcessor>(); await batchProcessor.Process(); }
public void GenerateChunkTerrain(List <Chunk> chunks) { m_BatchProcessor.Process(chunks, GenerateTerrain, true); }