예제 #1
0
        public static IEnumerator CoroutinePostRequest(object parametersObject)
        {
            PostRequestParameters parameters = (PostRequestParameters)parametersObject;

            yield return(GetSingletonInstance().StartCoroutine(
                             CoroutinePostRequest(parameters.recvResult, parameters.serializableRequest, parameters.responseHandler, parameters.url)));
        }
예제 #2
0
        private static void WriteRequestToCache(PostRequestParameters parameters)
        {
            ProtoBuf.IExtensible    serializableRequest = parameters.serializableRequest;
            MemoryStream            stream           = new MemoryStream();
            ThinksyProtosSerializer customSerializer = new ThinksyProtosSerializer();

            customSerializer.Serialize(stream, serializableRequest);
            byte[] bytes         = stream.ToArray();
            string directoryPath = Path.Combine(Application.persistentDataPath, "post_cache/");

            //Debug.Log (fileCount);
            if (!Directory.Exists(directoryPath))
            {
                Directory.CreateDirectory(directoryPath);
            }
            string fileCount = (Directory.GetFiles(directoryPath).Length + 1).ToString();
            string filePath  = Path.Combine(directoryPath, fileCount + ProblemKeeper.SEED_FILE_EXTENSION);

            System.IO.File.WriteAllBytes(filePath, bytes);
            SenseixSession.DoFileFlagging(filePath);
        }
예제 #3
0
        /// <summary>
        /// Posts a list of Problems that have been answered or skipped by the Player to the server. This is mainly
        /// for internal use/developers should not have to worry about this.
        /// </summary>
        static public IEnumerator PostProblems(string PlayerId, Queue problems)
        {
            problems = new Queue(problems);



            Problem.ProblemPostRequest postProblem = new Problem.ProblemPostRequest();

            while (problems.Count > 0)
            {
                Senseix.Message.Problem.ProblemPost addMeProblem = (Senseix.Message.Problem.ProblemPost)problems.Dequeue();
                postProblem.problem.Add(addMeProblem);
            }


            if (SenseixSession.ShouldCacheProblemPosts())
            {
                PostRequestParameters queueParameters = new PostRequestParameters();
                queueParameters.serializableRequest = postProblem;
                queueParameters.responseHandler     = Response.ParsePostProblemResponse;
                queueParameters.url = POST_PROBLEM_URL;
                WriteRequestToCache(queueParameters);
                //UnityEngine.Debug.Log("Cache post");
            }
            else
            {
                //UnityEngine.Debug.Log ("Post Problems request going off to " + POST_PROBLEM_URL);
                for (int i = 0; i < postProblem.problem.Count; i++)
                {
                    Senseix.Message.Problem.ProblemPost problemPost = postProblem.problem[i];
                    SetPlayerForProblemIfNeeded(ref problemPost);
                    postProblem.problem[i] = problemPost;
                    //UnityEngine.Debug.Log(postProblem.problem[0].correct);
                }
                yield return(GetSingletonInstance().StartCoroutine(
                                 CoroutinePostRequest(postProblem, Response.ParsePostProblemResponse, POST_PROBLEM_URL, false)));
                //UnityEngine.Debug.Log("Post post");
            }
        }
예제 #4
0
 private static void WriteRequestToCache(PostRequestParameters parameters)
 {
     ProtoBuf.IExtensible serializableRequest = parameters.serializableRequest;
     MemoryStream stream = new MemoryStream ();
     ThinksyProtosSerializer customSerializer = new ThinksyProtosSerializer ();
     customSerializer.Serialize (stream, serializableRequest);
     byte[] bytes = stream.ToArray();
     string directoryPath = Path.Combine (Application.persistentDataPath, "post_cache/");
     //Debug.Log (fileCount);
     if (!Directory.Exists(directoryPath))
         Directory.CreateDirectory(directoryPath);
     string fileCount = (Directory.GetFiles (directoryPath).Length + 1).ToString ();
     string filePath = Path.Combine (directoryPath, fileCount + ProblemKeeper.SEED_FILE_EXTENSION);
     System.IO.File.WriteAllBytes (filePath, bytes);
     SenseixSession.DoFileFlagging(filePath);
 }
예제 #5
0
        /// <summary>
        /// Posts a list of Problems that have been answered or skipped by the Player to the server. This is mainly 
        /// for internal use/developers should not have to worry about this. 
        /// </summary>
        public static IEnumerator PostProblems(string PlayerId, Queue problems)
        {
            problems = new Queue (problems);

            Problem.ProblemPostRequest postProblem = new Problem.ProblemPostRequest();

            while (problems.Count > 0) {
                Senseix.Message.Problem.ProblemPost addMeProblem = (Senseix.Message.Problem.ProblemPost)problems.Dequeue();
                postProblem.problem.Add (addMeProblem);
            }

            if (SenseixSession.ShouldCacheProblemPosts())
            {
                PostRequestParameters queueParameters = new PostRequestParameters();
                queueParameters.serializableRequest = postProblem;
                queueParameters.responseHandler = Response.ParsePostProblemResponse;
                queueParameters.url = POST_PROBLEM_URL;
                WriteRequestToCache(queueParameters);
                //UnityEngine.Debug.Log("Cache post");
            }
            else
            {
                //UnityEngine.Debug.Log ("Post Problems request going off to " + POST_PROBLEM_URL);
                for (int i = 0; i < postProblem.problem.Count; i++)
                {
                    Senseix.Message.Problem.ProblemPost problemPost = postProblem.problem[i];
                    SetPlayerForProblemIfNeeded(ref problemPost);
                    postProblem.problem[i] = problemPost;
                    //UnityEngine.Debug.Log(postProblem.problem[0].correct);
                }
                yield return GetSingletonInstance().StartCoroutine(
                    CoroutinePostRequest (postProblem, Response.ParsePostProblemResponse, POST_PROBLEM_URL, false));
                //UnityEngine.Debug.Log("Post post");
            }
        }