/// <summary> /// Create a new root assembly with parameters. At the moment we only support a single root assembly per STEP file. /// </summary> /// <param name="stepManager">Manager that keeps track of global values relevant for the entire STEP file.</param> /// <param name="name">Name of the assembly that is visible in the CAD hierarchy.</param> /// <param name="id">Uniquely identifies this IContent object in the entire assembly.</param> public RootAssembly(IStepManager stepManager, string name, int id) { this.StepManager = stepManager; this.Name = name; this.Id = id; this.Children = new List <IChild>(); }
public Worker(IStepManager <IStepInformation> stepManager, ILogger logger) { this.stepManager = stepManager; this.createdTasks = new TaskCollection(); this.logger = logger; }
public LWController(IDatabase dbContext, IStepManager stepContext) { this.dbContext = dbContext; this.stepContext = stepContext; lwSvc = new LWIntegrationSvcClientManager(EnvironmentManager.Get.SOAPServiceURL, "CDIS", true, String.Empty); lwSvc.MaxReceivedMessageSize = 2147483647; lwSvc.MaxStringContentLength = 2147483647; }
/// <summary> /// Create a new group with parameters. /// </summary> /// <param name="stepManager">Manager that keeps track of global values relevant for the entire STEP file</param> /// <param name="name">Name of the group that is visible in the CAD hierarchy.</param> /// <param name="position">Position of the group relative to parent.</param> /// <param name="rotation">Group rotation relative to parent (around the provided position).</param> /// <param name="id">Uniquely identifies this IContent object in the entire assembly.</param> public Group(IStepManager stepManager, string name, Vector3 position, Vector3 rotation, int id) { this.StepManager = stepManager; this.Id = id; this.Name = name; this.Position = position; this.Rotation = rotation; this.Children = new List <IChild>(); }
public WorkerManager(ILogger logger) { this.stepManager = new StepManager(); this.taskManager = new TaskCollectionManager(); this.workers = new List <Worker>(); this.managerTokenSource = new CancellationTokenSource(); this.workerTokenSouce = new CancellationTokenSource(); this.logger = logger; ThreadPool.GetAvailableThreads(out int available, out int availableIO); this.logger.LogInformation($"Available Threads: {available}, IO: {availableIO}"); ThreadPool.GetMinThreads(out int minAvailable, out int minIO); this.logger.LogInformation($"Min Available Threads: {minAvailable}, IO: {minIO}"); ThreadPool.GetMaxThreads(out int maxAvailable, out int maxIO); this.logger.LogInformation($"Max Available Threads: {maxAvailable}, IO: {maxIO}"); }
public Runner(IStepManager step, IWin32 env, IOptions <Point> options) { this.step = step; this.env = env; this.options = options; }
public PromotionController(IDatabase dbContext, IStepManager stepContext) { this.dbContext = dbContext; this.stepContext = stepContext; }
public ItemController(IItemManager itemManager, IStepManager stepManager) { _itemManager = itemManager; _stepManager = stepManager; }
public StepController(IStepManager stepManager) { _stepManager = stepManager; }
public TxnHeaderController(IDatabase dbContext = null, IStepManager stepContext = null) { this.dbContext = dbContext; this.stepContext = stepContext; }
public void Initialse(GraphicsDeviceManager graphics) { _mouseManger = new MouseManger(); _keyboardInputManger = new KeyboardInputManger(); _componentManager = new ComponentManager(); _entityManager = new EntityManager() { ComponentManager = _componentManager }; _renderManager = new RenderManager() { ComponentManager = _componentManager }; _inputManger = new InputManger(_componentManager); _grid = new Grid(); _colssionManger = new ColssionComManger(_componentManager, _entityManager, _grid); _textureManager = new TextureManager { Content = Content }; _fontManger = new FontManger { Content = Content }; _soundManager = new SoundManager(Content, Settings); _senceManger = new SenceManger(_entityManager); _stepManager = new StepManager() { ComponentManager = _componentManager }; _gameEvenetPostMaster = new GameEvenetPostMaster(_componentManager); _gameInfo = new GameInfo(graphics); _minigameManger = Utils.GetFromJsonFile <MinigameManger>(@"Minigames\MinigameList.json"); _minigameManger.SenceManger = _senceManger; _entiyBlueprintManger = JsonConvert.DeserializeObject <BlueprintManger> ( Utils.ReadEntireFile(@"Minigames\Blueprints.json"), Utils.JsonSettings ); _gameObjectFactory = new GameObjectFactory { ComponentManager = _componentManager, RenderManager = _renderManager, EntityManager = _entityManager, InputManger = _inputManger, ColssionManger = _colssionManger, StepManager = _stepManager, TextureManager = _textureManager, FontManger = _fontManger, SoundManager = _soundManager, MinigameManger = _minigameManger, SpriteBatch = SpriteBatch, SenceManger = _senceManger, BlueprintManger = _entiyBlueprintManger, MouseManger = _mouseManger, KeyboardInputManger = _keyboardInputManger, Content = Content, GameEvenetPostMaster = _gameEvenetPostMaster, Grid = _grid, GameInfo = _gameInfo }; _senceManger.GameObjectFactory = _gameObjectFactory; _componentManager.PostMaster = _gameEvenetPostMaster; SetupPlayer(); SetupResoultion(); }