public override System.Collections.Generic.IEnumerator <byte> Auth(string key, ServiceItem serviceItem)
        {
            net.SetName("stat");
            this.needReconnect = true;

            var hasError = false;

            this.Connect(key, (resultOk) => hasError = !resultOk);

            while (this.net.Connected() == false && hasError == false)
            {
                yield return(0);
            }

            var seconds = (System.DateTime.UtcNow - connectDT).TotalSeconds;

            if (hasError == false)
            {
                WindowSystemLogger.Warning(this, string.Format("Stat connected: {0} in {1} s", host, seconds));

                foreach (var identityMsg in this.userMap.Values)
                {
                    this.SendMsg(identityMsg);
                }
            }
            else
            {
                WindowSystemLogger.Warning(this, string.Format("Stat connecting error to host: {0} in {1} s", host, seconds));
            }

            yield return(0);
        }
예제 #2
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        public static string Get(string key, UnityEngine.SystemLanguage language, bool forced = false)
        {
            if (LocalizationSystem.IsReady() == true || forced == true)
            {
                string[] values;
                if (LocalizationSystem.valuesByLanguage.TryGetValue(language, out values) == true)
                {
                    var keys = LocalizationSystem.GetKeys();
                    if (keys != null && key != null)
                    {
                        var index = System.Array.IndexOf(keys, key.ToLower());
                        if (index >= 0 && index < values.Length)
                        {
                            return(values[index]);
                        }
                    }
                }
            }
            else
            {
                if (Application.isPlaying == true)
                {
                    WindowSystemLogger.Warning(LocalizationSystem.GetName(), string.Format("System not ready. Do not use `LocalizationSystem.Get()` method while/before system starting. You can check it's state by `LocalizationSystem.IsReady()` call. Key: `{0}`.", key));
                }
            }

            if (string.IsNullOrEmpty(key) == true)
            {
                return(string.Empty);
            }

            return(string.Format(LocalizationSystem.NO_KEY_STRING, key));
        }
예제 #3
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        public IEnumerator Init(System.Action onComplete = null)
        {
            if (this.logEnabled == true)
            {
                WindowSystemLogger.Log(this, "Initializing...");
            }

            if (FlowSystem.GetData().IsValidAuthKey(this.GetAuthPermission()) == false)
            {
                if (this.logEnabled == true)
                {
                    WindowSystemLogger.Warning(this, "Permission denied");
                }
                yield break;
            }

            var settings = this.settings;

            if (settings == null)
            {
                yield break;
            }

            this.OnInitialized();

            if (this.services != null)
            {
                var items = settings.GetItems();

                foreach (var service in this.services)
                {
                    for (int i = 0; i < items.Count; ++i)
                    {
                        var item = items [i];
                        if (item.serviceName == service.GetServiceName())
                        {
                            service.isActive = item.enabled;
                            if (service.isActive == true)
                            {
                                yield return(this.StartCoroutine(service.Auth(service.GetAuthKey(item))));

                                yield return(this.StartCoroutine(this.OnAfterAuth(service)));
                            }
                        }
                    }
                }
            }

            if (this.logEnabled == true)
            {
                WindowSystemLogger.Log(this, "Initialized");
            }

            if (onComplete != null)
            {
                onComplete.Invoke();
            }
        }
        public static string Get(LocalizationKey key, params object[] parameters)
        {
            if (parameters.Length == key.parameters)
            {
                var value = LocalizationSystem.Get(key.key, LocalizationSystem.GetCurrentLanguage());
                if (key.formatWithDeclension == true)
                {
                    return(LocalizationSystem.FormatWithDeclension(value, returnWithNumber: !key.outputDeclensionWithoutNumber, parameters: parameters));
                }

                return(string.Format(value, parameters));
            }
            else
            {
                WindowSystemLogger.Warning(LocalizationSystem.GetName(), string.Format("Wrong parameters length in key `{0}`", key.key));
            }

            return(key.key);
        }
예제 #5
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        public static string Get(LocalizationKey key, params object[] parameters)
        {
            if (parameters != null && parameters.Length == key.parameters)
            {
                var lang  = LocalizationSystem.GetCurrentLanguage();
                var value = LocalizationSystem.Get(key.key, lang);
                if (key.formatWithDeclension == true)
                {
                    return(LocalizationSystem.ArabicCheck(LocalizationSystem.FormatWithDeclension(value, returnWithNumber: !key.outputDeclensionWithoutNumber, parameters: parameters), lang));
                }

                return(LocalizationSystem.ArabicCheck(string.Format(value, parameters), lang));
            }
            else
            {
                if (LocalizationSystem.instance.logEnabled == true)
                {
                    WindowSystemLogger.Warning(LocalizationSystem.GetName(), string.Format("Wrong parameters length in key `{0}`", key.key));
                }
            }

            return(key.key);
        }
예제 #6
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        public static void TryToSaveCSV(string data, bool loadCacheOnFail = true)
        {
            try {
                                #if UNITY_EDITOR
                var monoMemorySize = Profiler.GetMonoUsedSizeLong();
                                #endif

                var parsed = CSVParser.ReadCSV(data);

                var defaultLanguage = parsed[0][0];
                LocalizationSystem.defaultLanguage = (UnityEngine.SystemLanguage)System.Enum.Parse(typeof(UnityEngine.SystemLanguage), defaultLanguage);

                var keysCount = 0;

                #region KEYS
                var keys = new List <string>();
                for (int i = 0; i < parsed.Count; ++i)
                {
                    if (i == 0)
                    {
                        continue;
                    }

                    var row = parsed[i];
                    if (string.IsNullOrEmpty(row[0].Trim()) == true)
                    {
                        continue;
                    }

                    keys.Add(row[0].ToLower());

                    ++keysCount;
                }

                LocalizationSystem.keys = keys.ToArray();
                #endregion

                var langCount = 0;

                #region LANGUAGES
                var languages = new List <UnityEngine.SystemLanguage>();
                for (int i = 0; i < parsed[0].Length; ++i)
                {
                    if (i == 0)
                    {
                        continue;
                    }

                    var col = parsed[0][i];
                    try {
                        var lng = (UnityEngine.SystemLanguage)System.Enum.Parse(typeof(UnityEngine.SystemLanguage), col);
                        languages.Add(lng);
                    } catch (Exception) {
                    }

                    if (col == LocalizationSystem.defaultLanguage.ToString())
                    {
                        LocalizationSystem.currentVersionNumber = int.Parse(parsed[1][i]);
                    }

                    ++langCount;
                }

                LocalizationSystem.languages = languages.ToArray();
                #endregion

                #region VALUES
                var values = new Dictionary <UnityEngine.SystemLanguage, string[]>();
                for (int j = 0; j < languages.Count; ++j)
                {
                    var lang = languages[j];

                    var output = new List <string>();
                    for (int i = 0; i < parsed.Count; ++i)
                    {
                        if (i == 0)
                        {
                            continue;
                        }

                        var col = parsed[i][j + 1];
                        if (string.IsNullOrEmpty(col.Trim()) == true)
                        {
                            continue;
                        }

                        output.Add(col);
                    }

                    values.Add(lang, output.ToArray());
                }

                LocalizationSystem.valuesByLanguage = values;
                #endregion

                foreach (var lang in languages)
                {
                    var val = LocalizationSystem.Get("Last", lang, forced: true);
                    if (val != "Last")
                    {
                        Debug.Log("Last Key: " + keys.Last());
                        Debug.Log("Value: " + val);
                        foreach (var key in keys)
                        {
                            Debug.Log(key + " :: " + LocalizationSystem.Get(key, lang, forced: true));
                        }

                        throw new Exception(string.Format("Language `{0}` has errors", lang));
                    }
                }

                var path = LocalizationSystem.GetCachePath();
                                #if STORAGE_NOT_SUPPORTED
                PlayerPrefs.SetString(path, data);
                                #else
                System.IO.File.WriteAllText(path, data);
                                #endif

                                #if UNITY_EDITOR
                path = LocalizationSystem.GetBuiltinCachePath();
                System.IO.File.WriteAllText(path, data);
                                #endif

                LocalizationSystem.currentLanguage = LocalizationSystem.defaultLanguage;

                if (LocalizationSystem.instance == null || LocalizationSystem.instance.logEnabled == true)
                {
                    WindowSystemLogger.Log(LocalizationSystem.GetName(), string.Format("Loaded version {3}. Cache saved to: {0}, Keys: {1}, Languages: {2}", path, keysCount, langCount, LocalizationSystem.GetCurrentVersionId()));
                }

                LocalizationSystem.isReady = true;

                                #if UNITY_EDITOR
                var monoMemorySizeAfter = Profiler.GetMonoUsedSizeLong();
                var deltaMemory         = monoMemorySizeAfter - monoMemorySize;
                WindowSystemLogger.Warning(LocalizationSystem.GetName(), string.Format("Allocated: {0} bytes ({1}MB)", deltaMemory, (deltaMemory / 1024f / 1024f)));
                                #endif
            } catch (System.Exception ex) {
                Debug.LogError("LocalizationSystem parse failed");

                if (LocalizationSystem.instance == null || LocalizationSystem.instance.logEnabled == true)
                {
                    // Nothing to do: failed to parse
                    WindowSystemLogger.Error(LocalizationSystem.GetName(), string.Format("Parser error: {0}\n{1}", ex.Message, ex.StackTrace));
                }

                if (loadCacheOnFail == true)
                {
                    LocalizationSystem.TryToLoadCache();
                }
            }
        }
예제 #7
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        public static void TryToSaveCSV(string data, bool loadCacheOnFail = true)
        {
            try {
                var parsed = CSVParser.ReadCSV(data);

                if (GameDataSystem.currentVersion == default(Version))
                {
                    var defaultVersion = parsed[0][0];
                    GameDataSystem.currentVersion = new Version(defaultVersion);

                    if (GameDataSystem.instance == null || GameDataSystem.instance.logEnabled == true)
                    {
                        WindowSystemLogger.Warning(GameDataSystem.GetName(), string.Format("Default version is used: {0}", GameDataSystem.currentVersion));
                    }
                }
                GameDataSystem.defaultVersion = GameDataSystem.currentVersion;

                var keysCount = 0;

                #region KEYS
                var keys = new List <string>();
                for (int i = 0; i < parsed.Count; ++i)
                {
                    if (i == 0)
                    {
                        continue;
                    }

                    var row = parsed[i];
                    var str = row[0].Trim();
                    if (string.IsNullOrEmpty(str) == true)
                    {
                        //str = string.Empty;
                        continue;
                    }

                    keys.Add(str.ToLower());

                    ++keysCount;
                }

                GameDataSystem.keys = keys.ToArray();
                #endregion

                var verCount = 0;

                #region VERSIONS
                var versions = new List <Version>();
                for (int i = 0; i < parsed[0].Length; ++i)
                {
                    if (i == 0)
                    {
                        continue;
                    }

                    var col     = parsed[0][i];
                    var version = new Version(col);
                    versions.Add(version);

                    if (version == GameDataSystem.defaultVersion)
                    {
                        GameDataSystem.currentVersionNumber = int.Parse(parsed[1][i]);
                    }

                    ++verCount;
                }

                GameDataSystem.versions = versions.ToArray();
                #endregion

                #region VALUES
                var values = new Dictionary <VersionCrc, float[]>();
                for (int j = 0; j < versions.Count; ++j)
                {
                    var version = versions[j];
                    var crc     = new VersionCrc(version);

                    var output = new List <float>();
                    for (int i = 0; i < parsed.Count; ++i)
                    {
                        if (i == 0)
                        {
                            continue;
                        }

                        var value = parsed[i][j + 1];
                        if (string.IsNullOrEmpty(value.Trim()) == true)
                        {
                            //value = "0";
                            continue;
                        }

                        value = value.Replace(",", ".").Replace(" ", string.Empty);

                        var col = float.Parse(value);
                        output.Add(col);
                    }

                    if (values.ContainsKey(crc) == false)
                    {
                        values.Add(crc, output.ToArray());
                    }
                }

                GameDataSystem.valuesByVersion = values;
                #endregion

                var path = GameDataSystem.GetCachePath();
                                #if STORAGE_NOT_SUPPORTED
                PlayerPrefs.SetString(path, data);
                                #else
                System.IO.File.WriteAllText(path, data);
                                #endif

                                #if UNITY_EDITOR
                path = GameDataSystem.GetBuiltinCachePath();
                System.IO.File.WriteAllText(path, data);
                                #endif

                GameDataSystem.currentVersion = GameDataSystem.defaultVersion;

                if (GameDataSystem.instance == null || GameDataSystem.instance.logEnabled == true)
                {
                    WindowSystemLogger.Log(GameDataSystem.GetName(), string.Format("Loaded version {3}. Cache saved to: {0}, Keys: {1}, Versions: {2}, Version: {4}", path, keysCount, verCount, GameDataSystem.GetCurrentVersionId(), GameDataSystem.currentVersion));
                }

                GameDataSystem.isReady = true;
            } catch (System.Exception ex) {
                if (GameDataSystem.instance == null || GameDataSystem.instance.logEnabled == true)
                {
                    // Nothing to do: failed to parse
                    WindowSystemLogger.Error(GameDataSystem.GetName(), string.Format("Parser error: {0}\n{1}", ex.Message, ex.StackTrace));
                }

                if (loadCacheOnFail == true)
                {
                    GameDataSystem.TryToLoadCache();
                }
            }
        }
        public static void TryToSaveCSV(string data, bool loadCacheOnFail = true)
        {
            try {
                var parsed = CSVParser.ReadCSV(data);

                var defaultLanguage = parsed[0][0];
                LocalizationSystem.defaultLanguage = (UnityEngine.SystemLanguage)System.Enum.Parse(typeof(UnityEngine.SystemLanguage), defaultLanguage);

                var keysCount = 0;

                #region KEYS
                var keys = new List <string>();
                for (int i = 0; i < parsed.Count; ++i)
                {
                    if (i == 0)
                    {
                        continue;
                    }

                    var row = parsed[i];
                    if (string.IsNullOrEmpty(row[0].Trim()) == true)
                    {
                        continue;
                    }

                    keys.Add(row[0].ToLower());

                    ++keysCount;
                }

                LocalizationSystem.keys = keys.ToArray();
                #endregion

                var langCount = 0;

                #region LANGUAGES
                var languages = new List <UnityEngine.SystemLanguage>();
                for (int i = 0; i < parsed[0].Length; ++i)
                {
                    if (i == 0)
                    {
                        continue;
                    }

                    var col = parsed[0][i];
                    languages.Add((UnityEngine.SystemLanguage)System.Enum.Parse(typeof(UnityEngine.SystemLanguage), col));

                    if (col == LocalizationSystem.defaultLanguage.ToString())
                    {
                        LocalizationSystem.currentVersionNumber = int.Parse(parsed[1][i]);
                    }

                    ++langCount;
                }

                LocalizationSystem.languages = languages.ToArray();
                #endregion

                #region VALUES
                var values = new Dictionary <UnityEngine.SystemLanguage, string[]>();
                for (int j = 0; j < languages.Count; ++j)
                {
                    var lang = languages[j];

                    var output = new List <string>();
                    for (int i = 0; i < parsed.Count; ++i)
                    {
                        if (i == 0)
                        {
                            continue;
                        }

                        var col = parsed[i][j + 1];
                        if (string.IsNullOrEmpty(col.Trim()) == true)
                        {
                            continue;
                        }

                        output.Add(col);
                    }

                    values.Add(lang, output.ToArray());
                }

                LocalizationSystem.valuesByLanguage = values;
                #endregion

                var path = LocalizationSystem.GetCachePath();
                System.IO.File.WriteAllText(path, data);

                LocalizationSystem.currentLanguage = LocalizationSystem.defaultLanguage;

                                #if !UNITY_EDITOR
                if (LocalizationSystem.instance.logEnabled == true)
                {
                                #endif

                WindowSystemLogger.Log(LocalizationSystem.GetName(), string.Format("Loaded version {3}. Cache saved to: {0}, Keys: {1}, Languages: {2}", path, keysCount, langCount, LocalizationSystem.GetCurrentVersionId()));

                                #if !UNITY_EDITOR
            }
                                #endif

                LocalizationSystem.isReady = true;
            } catch (System.Exception ex) {
                // Nothing to do: failed to parse
                WindowSystemLogger.Warning(LocalizationSystem.GetName(), string.Format("Parser error: {0}\n{1}", ex.Message, ex.StackTrace));

                if (loadCacheOnFail == true)
                {
                    LocalizationSystem.TryToLoadCache();
                }
            }
        }
예제 #9
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        public System.Collections.IEnumerator Init(System.Action onComplete = null)
        {
            if (this.logEnabled == true)
            {
                WindowSystemLogger.Log(this, "Initializing...");
            }

            if (FlowSystem.GetData().IsValidAuthKey(this.GetAuthPermission()) == false)
            {
                WindowSystemLogger.Warning(this, "Permission denied");

                if (onComplete != null)
                {
                    onComplete.Invoke();
                }

                yield break;
            }

            var settings = this.settings;

            if (settings == null)
            {
                WindowSystemLogger.Warning(this, "Settings is null");

                if (onComplete != null)
                {
                    onComplete.Invoke();
                }

                yield break;
            }

            this.OnInitialized();

            if (this.services != null)
            {
                var items = settings.GetItems();

                foreach (var service in this.services)
                {
                    for (int i = 0; i < items.Count; ++i)
                    {
                        var item = items[i];
                        if (item.serviceName == service.GetServiceName())
                        {
                            var isSupported = service.IsSupported();
                            service.isActive = (item.enabled == true && isSupported == true);
                            if (service.isActive == true && isSupported == true)
                            {
                                //Debug.Log("ServiceManager::Auth (" + service.GetServiceName() + ")");
                                this.StartCoroutine(this.InitializeService(service, item));
                            }
                        }
                    }
                }
            }

            if (this.logEnabled == true)
            {
                WindowSystemLogger.Log(this, "Initialized");
            }

            if (onComplete != null)
            {
                onComplete.Invoke();
            }
        }