public IFuture <TValue> GetNode(TKey key) { IFuture <TValue> future = new Future <TValue>(); LinkedActor.SendMessage(PeerOrder.PeerGetNode, key, future); return(future); }
public IFuture <HashKey> GetHashKey() { var future = new Future <HashKey>(); LinkedActor.SendMessage(future); return(future); }
private void Update(Tuple <CalcEvent, string> evt) { string data = evt.Item2; switch (evt.Item1) { case CalcEvent.Clear: { accumulators = new Accumulators(); LinkedActor.SendMessage(accumulators); break; } case CalcEvent.Digit: { accumulators = accumulators.Enter(data); LinkedActor.SendMessage(accumulators); break; } case CalcEvent.Plus: { accumulators = accumulators.Plus(); LinkedActor.SendMessage(accumulators); break; } case CalcEvent.Moins: { accumulators = accumulators.Moins(); LinkedActor.SendMessage(accumulators); break; } case CalcEvent.Mult: { accumulators = accumulators.Mult(); LinkedActor.SendMessage(accumulators); break; } case CalcEvent.Div: { accumulators = accumulators.Div(); LinkedActor.SendMessage(accumulators); break; } case CalcEvent.Sign: { accumulators = accumulators.Sign(); LinkedActor.SendMessage(accumulators); break; } default: break; } }
public Future <bool, TKey, TValue> GetKeyValue(TKey key) { var future = new Future <bool, TKey, TValue>(); LinkedActor.SendMessage((IActor)future, key); return(future); }
public IFuture <IEnumerable <KeyValuePair <TKey, TValue> > > AsEnumerable() { IFuture <IEnumerable <KeyValuePair <TKey, TValue> > > future = new Future <IEnumerable <KeyValuePair <TKey, TValue> > >(); LinkedActor.SendMessage(future); return(future); }
public NPCData craftNewNpc(LinkedActor actor) { string uuid = Guid.NewGuid().ToString(); string job = actor.job; Vector3 pos = new Vector3(actor.position[0], actor.position[1], actor.position[2]); return(new NPCData(uuid, job, pos, Quaternion.Euler(0, 0, 0), false, WalkMode.idle, actor.canDie)); }
public SupervisedBehavior() { Pattern = t => true; Apply = t => { if (t.Equals(SupervisorAction.Kill)) { LinkedActor.SendMessage(SystemMessage.NullBehavior); } }; }
public void DeleteNode(TKey key) { LinkedActor.SendMessage(PeerOrder.PeerDeleteNode, key); }
public void AddKeyValue(TKey key, TValue value) { LinkedActor.SendMessage(key, value); }
public void UnregisterOutput(IActor actor) => LinkedActor.SendMessage(actor, false, false);
public void UnregisterInput(IActor actor) => LinkedActor.SendMessage(actor, true, false);
public void GetValue() { LinkedActor.SendMessage(((StateBehaviors <T>)LinkedTo).Value); }
public void StoreNode(TKey key, TValue value) { LinkedActor.SendMessage(PeerOrder.PeerStoreNode, key, value); }
public void RegisterOutput(IActor actor) { LinkedActor.SendMessage(actor, false, true); }
public SupervisedBehavior() { Pattern = t => t == SupervisorAction.Kill; Apply = _ => LinkedActor.SendMessage(SystemMessage.NullBehavior); }
public void SetData(T aMessage) { LinkedActor.SendMessage((ITrait <T>) this, aMessage); }
public void RemoveKey(TKey key) { LinkedActor.SendMessage(key); }
public void GetNode(TKey key, IActor actor) { LinkedActor.SendMessage(PeerOrder.PeerGetNode, key, actor); }
private void GetValue() => LinkedActor.SendMessage(((StateBehaviors <T>)LinkedTo).Value);
public void Clear() { LinkedActor.SendMessage(DictionaryBehaviorOrder.clear); }
public void RegisterInput(IActor actor) => LinkedActor.SendMessage(actor, true, true);
public void SetData(T aMessage) { LinkedActor.SendMessage(typeof(ITrait <T>), aMessage); }