Пример #1
0
 public void StoryUpdate(StoryUpdate update)
 {
     SetActive(false);
     SetText(update.text);
     SetChoices(update.choices);
     SetActive(true);
 }
Пример #2
0
        // Keeping this for a bit. If there's multiple clients we need to solve what gets sent where. An update from a client to the server should be forwarded.
        // Other clients would receive the update first and any server updates on top of that.
        // But that would mean different messages which we haven't used so far.
        // Could also be that update messages get forwarded but all updates have sender labels, so the the sender can identify an update as their own and ignore it.
        // All clients and server would need unique id's.
        // Could already be implemented in unity. If not, server should pass around unique names.


        //

        /*
         * void onTaskUpdateFromClient(NetworkMessage netMsg)
         * {
         *
         *  var taskUpdate = netMsg.ReadMessage<TaskUpdate>();
         *
         *  string debug = "";
         *
         *  debug += "Incoming task update on connection ID " + netMsg.conn.connectionId;
         *
         *  //		if (GENERAL.ALLTASKS
         *
         *  applyTaskUpdate(taskUpdate);
         *
         *
         *  List<NetworkConnection> connections = new List<NetworkConnection>(NetworkServer.connections);
         *
         *  int c = 0;
         *
         *  for (int ci = 0; ci < connections.Count; ci++)
         *  {
         *
         *      NetworkConnection nc = connections[ci];
         *
         *      if (nc != null)
         *      {
         *
         *          if (nc.connectionId != netMsg.conn.connectionId)
         *          {
         *
         *              debug += " sending update to connection ID " + nc.connectionId;
         *
         *              NetworkServer.SendToClient(ci, taskCode, taskUpdate);
         *              c++;
         *
         *          }
         *          else
         *          {
         *
         *              debug += " skipping client connection ID " + nc.connectionId;
         *
         *          }
         *
         *      }
         *      else
         *      {
         *
         *          debug += (" skipping null connection ");
         *
         *      }
         *
         *  }
         *
         *  Log.Message(debug);
         *
         * }
         */


        // Send bundled story updates

        void SendStoryUpdateToClients(StoryUpdate message)
        {
            //  message.MaxMessageSize;


            // NetworkServer.SendUnreliableToAll(storyCode, message);
            NetworkServer.SendToAll(storyCode, message);
        }
Пример #3
0
        // Keeping this for a bit. If there's multiple clients we need to solve what gets sent where. An update from a client to the server should be forwarded.
        // Other clients would receive the update first and any server updates on top of that.
        // But that would mean different messages which we haven't used so far.
        // Could also be that update messages get forwarded but all updates have sender labels, so the the sender can identify an update as their own and ignore it.
        // All clients and server would need unique id's.
        // Could already be implemented in unity. If not, server should pass around unique names.


        //

        /*
         * void onTaskUpdateFromClient(NetworkMessage netMsg)
         * {
         *
         *  var taskUpdate = netMsg.ReadMessage<TaskUpdate>();
         *
         *  string debug = "";
         *
         *  debug += "Incoming task update on connection ID " + netMsg.conn.connectionId;
         *
         *  //		if (GENERAL.ALLTASKS
         *
         *  applyTaskUpdate(taskUpdate);
         *
         *
         *  List<NetworkConnection> connections = new List<NetworkConnection>(NetworkServer.connections);
         *
         *  int c = 0;
         *
         *  for (int ci = 0; ci < connections.Count; ci++)
         *  {
         *
         *      NetworkConnection nc = connections[ci];
         *
         *      if (nc != null)
         *      {
         *
         *          if (nc.connectionId != netMsg.conn.connectionId)
         *          {
         *
         *              debug += " sending update to connection ID " + nc.connectionId;
         *
         *              NetworkServer.SendToClient(ci, taskCode, taskUpdate);
         *              c++;
         *
         *          }
         *          else
         *          {
         *
         *              debug += " skipping client connection ID " + nc.connectionId;
         *
         *          }
         *
         *      }
         *      else
         *      {
         *
         *          debug += (" skipping null connection ");
         *
         *      }
         *
         *  }
         *
         *  Log.Message(debug);
         *
         * }
         */


        // Send bundled story updates

        public void SendStoryUpdateToClients(StoryUpdate message)
        {
            //  message.MaxMessageSize;


            // NetworkServer.SendUnreliableToAll(storyCode, message);
            NetworkServer.SendToAll(storyCode, message);
            Verbose("Sending: " + message.DebugLog);
        }
Пример #4
0
        // must async auto-continue, or new messages happen immediately,
        // in the middle of the old message, leading to out-of-order issues.
        private IEnumerator AutoContinue(StoryUpdate update)
        {
            if (autoContinue && (ink.story.canContinue && update.choices.Count == 0))
            {
                yield return(new WaitForSeconds(0));

                ink.Continue();
            }
            if (autoContinue && update.atEnd)
            {
                Quit();
            }
        }
Пример #5
0
        void ApplyStoryUpdate(StoryUpdate storyUpdate)
        {
            PointerUpdateBundled pointerUpdateBundled;

            while (storyUpdate.GetPointerUpdate(out pointerUpdateBundled))
            {
                ApplyPointerUpdate(pointerUpdateBundled);
            }

            TaskUpdateBundled taskUpdateBundled;

            while (storyUpdate.GetTaskUpdate(out taskUpdateBundled))
            {
                ApplyTaskUpdate(taskUpdateBundled);
            }
        }
Пример #6
0
        //void ApplyStoryUpdate(StoryUpdate storyUpdate)
        //{

        //    DataUpdate dataUpdate;
        //    while (storyUpdate.GetDataUpdate(out dataUpdate))
        //        ApplyDataUpdate(dataUpdate);

        //}

        //void ApplyDataUpdate(DataUpdate dataUpdate)
        //{

        //    // See if we have an instance of this.

        //    //   GENERAL.ALLDATA.Contains



        //}

        void ApplyStoryUpdate(StoryUpdate storyUpdate)
        {
            // apply all pointerupdates

            StoryPointerUpdate pointerUpdateBundled;

            while (storyUpdate.GetPointerUpdate(out pointerUpdateBundled))
            {
                ApplyPointerUpdate(pointerUpdateBundled);
            }

            // apply all taskupdates

            StoryTaskUpdate taskUpdateBundled;

            while (storyUpdate.GetTaskUpdate(out taskUpdateBundled))
            {
                ApplyTaskUpdate(taskUpdateBundled);
            }
        }
Пример #7
0
        public void SendStoryUpdateToClient(StoryUpdate message, string address)
        {
            int conn = -1;

            for (int i = 0; i < NetworkServer.connections.Count; i++)
            {
                if (NetworkServer.connections[i].address == address)
                {
                    conn = i; break;
                }
            }


            if (conn == -1)
            {
                Warning("client not found " + address);
            }
            ;

            // NetworkServer.SendUnreliableToAll(storyCode, message);
            NetworkServer.SendToClient(conn, storyCode, message);
            //  Verbose("Sending: "+message.DebugLog);
        }
Пример #8
0
 public void StoryUpdate(StoryUpdate update) => choices = update.choices;
    //State state;

    // Start is called before the first frame update
    void Start()
    {
        states = StoryUpdate.update();

        UpdateStoryText();
    }
Пример #10
0
 private void StoryUpdate(StoryUpdate update)
 {
     Debug.Log(update);
     StartCoroutine(AutoContinue(update));
 }
Пример #11
0
 public void StoryUpdate(StoryUpdate u) => speechBubble?.StoryUpdate(u);
Пример #12
0
 void SendStoryUpdateToServer(StoryUpdate message)
 {
     networkManager.client.Send(storyCode, message);
     //  sendMessageToServer("ping");
 }
Пример #13
0
        void LateUpdate()
        {
            StoryUpdate storyUpdate = new StoryUpdate(); // Contains a collection of task and pointer updates.

            // Check our loadbalance. If we're sending too many updates we'll randomly drop frames.
            // All changes will be sent but if values are updated in the meantime the previous value will never be sent.
            // This is ok for running values but not ok for status values etc.

            int QueueSize = 0;

            if (GENERAL.AUTHORITY == AUTHORITY.GLOBAL && NetworkServer.active)
            {
                // We're an active server.

                byte error;
                QueueSize = NetworkTransport.GetOutgoingMessageQueueSize(NetworkServer.serverHostId, out error);
                //  debugValue.text = "queued out server: " + QueueSize;

                if ((NetworkError)error != NetworkError.Ok)
                {
                    Error("Networktransport error: " + (NetworkError)error);
                }
            }
            if (GENERAL.AUTHORITY == AUTHORITY.LOCAL && networkManager != null && networkManager.client != null)
            {
                // We're an active client.

                byte error = (byte)NetworkError.Ok;

                if (networkManager.client.connection != null)
                {
                    QueueSize = NetworkTransport.GetOutgoingMessageQueueSize(networkManager.client.connection.hostId, out error);
                }
                else
                {
                    Warning("Can't get queue size (yet)");
                }

                //    debugValue.text = "queued out client: " + QueueSize;

                if ((NetworkError)error != NetworkError.Ok)
                {
                    Error("Networktransport error: " + (NetworkError)error);
                }
            }

            switch (QueueSize)
            {
            case 0:
                BufferStatusOut = 0;
                break;

            case 1:
            case 2:
                BufferStatusOut = 1;
                break;

            default:
                BufferStatusOut = 2;
                break;
            }

            // forcing always send.
            // this means that a storyupdate is sent for every frame and they all arrive in order.
            // they get executed in order as well, but they may be batched together.
            // so multiple tasks might get executed in a single frame. they will be executed in the correct order.


            if (QueueSize < 3 || true)

            {
                // Iterate over all pointers to see if any were killed. Clients do not kill pointers themselves.
                // For consistency of network logic, local pointers that were killed are disposed by the director.
                // Global pointers are disposed here, after updating clients about them.

                for (int p = GENERAL.ALLPOINTERS.Count - 1; p >= 0; p--)
                {
                    StoryPointer pointer = GENERAL.ALLPOINTERS[p];

                    if (GENERAL.AUTHORITY == AUTHORITY.GLOBAL && pointer.scope == SCOPE.GLOBAL && pointer.GetStatus() == POINTERSTATUS.KILLED)

                    //if (GENERAL.AUTHORITY == AUTHORITY.GLOBAL && pointer.scope == SCOPE.GLOBAL && pointer.modified && pointer.GetStatus() == POINTERSTATUS.KILLED)
                    {
                        Log("Sending pointer kill update to clients: " + pointer.currentPoint.StoryLine);

                        storyUpdate.AddStoryPointerUpdate(pointer.GetUpdate()); // bundled

                        //pointer.modified = false;


                        Log("Removing pointer " + pointer.currentPoint.StoryLine);

                        GENERAL.ALLPOINTERS.Remove(pointer);
                    }
                }

                // Iterate over all tasks.

                for (int i = GENERAL.ALLTASKS.Count - 1; i >= 0; i--)
                {
                    StoryTask task = GENERAL.ALLTASKS[i];

                    // Cleanup completed tasks.

                    if (task.getStatus() == TASKSTATUS.COMPLETE)
                    {
                        GENERAL.ALLTASKS.RemoveAt(i);

                        Verbose("Task " + task.Instruction + " on storyline " + task.Pointer.currentPoint.StoryLine + " completed, removed from alltasks. ");
                    }

                    if (task.modified)
                    {
                        // Debugging: if a pointer is in the process of being killed, we may want to not send task updates
                        // as they might result in the task being recreated clientside.

                        if (task.Pointer.GetStatus() == POINTERSTATUS.KILLED)
                        {
                            Warning("Supressing sending task update for task with pointer that is dying. " + task.Instruction);
                        }
                        else
                        {
                            // Check if we need to send network updates.

                            switch (GENERAL.AUTHORITY)
                            {
                            case AUTHORITY.LOCAL:

                                if (task.scope == SCOPE.GLOBAL)
                                {
                                    Verbose("Global task " + task.Instruction + " changed, adding to update for server.");

                                    storyUpdate.AddTaskUpdate(task.GetUpdateBundled());     // bundled
                                }

                                break;

                            case AUTHORITY.GLOBAL:

                                if (task.scope == SCOPE.GLOBAL)
                                {
                                    Verbose("Global task " + task.Instruction + " changed, adding to update for clients.");

                                    storyUpdate.AddTaskUpdate(task.GetUpdateBundled());     // bundled
                                }

                                break;

                            default:

                                break;
                            }

                            task.modified = false;
                        }
                    }
                }

                // If anything to send, send.

                if (storyUpdate.AnythingToSend())

                {
                    switch (GENERAL.AUTHORITY)
                    {
                    case AUTHORITY.LOCAL:
                        SendStoryUpdateToServer(storyUpdate);
                        //Debug.Log("Sending story update to server. \n" + storyUpdate.DebugLog);

                        break;

                    case AUTHORITY.GLOBAL:

                        SendStoryUpdateToClients(storyUpdate);

                        //Debug.Log("Sending story update to clients. \n" + storyUpdate.DebugLog);
                        //Debug.Log(storyUpdate.ToString());

                        break;

                    default:
                        break;
                    }
                }
            }
            else
            {
                Warning("Dropping update.");
            }
        }
Пример #14
0
        /*
         * private async void LoadScript()
         * {
         *  if (scriptAddressable != null && scriptAddressable != "")
         *  {
         *      theDirector.status = DIRECTORSTATUS.PAUSED;
         *      AsyncOperationHandle<TextAsset> handle = Addressables.LoadAssetAsync<TextAsset>(scriptAddressable);
         *      await handle.Task;
         *
         *      if (handle.Status==)
         *      if (handle.Result == null)
         *      {
         *          Error("Addressable script asset failed: " + obj.OperationException.Message);
         *
         *      }
         *      else
         *      {
         *
         *          theDirector.loadScriptAsset(obj.Result);
         *          Log("Script loaded, from addressable asset.");
         *
         *
         *      }
         *
         *  }
         *
         *
         *
         *
         *
         *  // The task is complete. Be sure to check the Status is successful before storing the Result.
         *
         * }
         *
         */



        #region SENDUPDATES


        void LateUpdate()
        {
            // Check if any data changed during this frame, and send updates across network.

            StoryUpdate storyUpdate = new StoryUpdate(); // Contains a collection of task and pointer updates.


            // Is there a networkhandler.

            if (NetworkHandler.Instance != null)
            {
                int Queue = NetworkHandler.Instance.GetQueueSize();

                if (Queue == -1)
                {
                    //  Verbose("no network active");
                }
                else
                {
                    switch (Queue)
                    {
                    case 0:
                        BufferStatusOut = 0;
                        break;

                    case 1:
                    case 2:
                        BufferStatusOut = 1;
                        break;

                    default:
                        BufferStatusOut = 2;
                        break;
                    }

                    // forcing always send.
                    // this means that a storyupdate is sent for every frame and they all arrive in order.
                    // they get executed in order as well, but they may be batched together.
                    // so multiple tasks might get executed in a single frame. they will be executed in the correct order.

                    if (Queue < 3 || true)
                    {
                        // Iterate over all pointers to see if any were killed. Clients do not kill pointers themselves.
                        // For consistency of network logic, local pointers that were killed are disposed by the director.
                        // Global pointers are disposed here, after updating clients about them.

                        for (int p = GENERAL.ALLPOINTERS.Count - 1; p >= 0; p--)
                        {
                            StoryPointer pointer = GENERAL.ALLPOINTERS[p];

                            if (GENERAL.AUTHORITY == AUTHORITY.GLOBAL && pointer.scope == SCOPE.GLOBAL && pointer.GetStatus() == POINTERSTATUS.KILLED)

                            //if (GENERAL.AUTHORITY == AUTHORITY.GLOBAL && pointer.scope == SCOPE.GLOBAL && pointer.modified && pointer.GetStatus() == POINTERSTATUS.KILLED)
                            {
                                Log("Sending pointer kill update to clients: " + pointer.currentPoint.StoryLine);

                                storyUpdate.AddStoryPointerUpdate(pointer.GetUpdate()); // bundled

                                //pointer.modified = false;

                                Log("Removing pointer " + pointer.currentPoint.StoryLine);

                                GENERAL.ALLPOINTERS.Remove(pointer);
                            }
                        }

                        // Iterate over all tasks.

                        for (int i = GENERAL.ALLTASKS.Count - 1; i >= 0; i--)
                        {
                            StoryTask task = GENERAL.ALLTASKS[i];

                            // Cleanup completed tasks.

                            if (task.getStatus() == TASKSTATUS.COMPLETE)
                            {
                                GENERAL.ALLTASKS.RemoveAt(i);

                                Verbose("Task " + task.Instruction + " on storyline " + task.Pointer.currentPoint.StoryLine + " completed, removed from alltasks. ");
                            }

                            if (task.modified)
                            {
                                // Debugging: if a pointer is in the process of being killed, we may want to not send task updates
                                // as they might result in the task being recreated clientside.

                                if (task.Pointer.GetStatus() == POINTERSTATUS.KILLED)
                                {
                                    Warning("Supressing sending task update for task with pointer that is dying. " + task.Instruction);
                                }
                                else
                                {
                                    // Check if we need to send network updates.

                                    switch (GENERAL.AUTHORITY)
                                    {
                                    case AUTHORITY.LOCAL:

                                        if (task.scope == SCOPE.GLOBAL)
                                        {
                                            Verbose("Global task " + task.Instruction + " with id " + task.PointID + " changed, adding to update for server.");

                                            storyUpdate.AddTaskUpdate(task.GetUpdate());     // bundled
                                        }

                                        break;

                                    case AUTHORITY.GLOBAL:

                                        if (task.scope == SCOPE.GLOBAL)
                                        {
                                            Verbose("Global task " + task.Instruction + " with id " + task.PointID + " changed, adding to update for clients.");

                                            storyUpdate.AddTaskUpdate(task.GetUpdate());     // bundled
                                        }

                                        break;

                                    default:

                                        break;
                                    }

                                    task.modified = false;
                                }
                            }
                        }

                        // If anything to send, send.

                        if (storyUpdate.AnythingToSend())

                        {
                            switch (GENERAL.AUTHORITY)
                            {
                            case AUTHORITY.LOCAL:

                                if (NetworkHandler.Instance != null)
                                {
                                    NetworkHandler.Instance.SendStoryUpdateToServer(storyUpdate);
                                }
                                Log("Sending story update to server. \n" + storyUpdate.DebugLog);

                                break;

                            case AUTHORITY.GLOBAL:

                                if (NetworkHandler.Instance != null)
                                {
                                    NetworkHandler.Instance.SendStoryUpdateToClients(storyUpdate);
                                }

                                Log("Sending story update to clients. \n" + storyUpdate.DebugLog);
                                //Debug.Log(storyUpdate.ToString());

                                break;

                            default:
                                break;
                            }
                        }
                    }
                }



                /*
                 *
                 *
                 *
                 *          if (NetworkHandler.Instance.IsClient())
                 *          {
                 *              StoryUpdate storyUpdate = new StoryUpdate(); // Contains a collection of dataupdates.
                 *
                 *              // Iterate over all data.
                 *
                 *              for (int i = GENERAL.ALLTASKS.Count - 1; i >= 0; i--)
                 *              {
                 *                  StoryTask data = GENERAL.ALLTASKS[i];
                 *
                 *                  if (data.modified)
                 *                  {
                 *                      // Data was modified locally, if global, compile an update for the server.
                 *
                 *                      if (data.scope == SCOPE.GLOBAL)
                 *                      {
                 *                          Verbose("Data was modified locally as client, creating update for server for " + data.ID);
                 *                          storyUpdate.AddDataUpdate(data.GetDataUpdate()); // bundled
                 *                      }
                 *
                 *                      data.modified = false;
                 *                  }
                 *              }
                 *
                 *              // If anything to send, send.
                 *
                 *              if (storyUpdate.AnythingToSend())
                 *
                 *              {
                 *
                 *                 NetworkHandler.Instance.SendStoryUpdateToServer(storyUpdate);
                 *
                 *                  Verbose("Sending story update to server. \n" + storyUpdate.DebugLog);
                 *
                 *
                 *
                 *              }
                 *
                 *
                 *
                 *          }
                 *
                 *
                 *
                 *
                 *          // If server, messages may differ for clients.
                 *
                 *
                 *          if (NetworkHandler.Instance.IsServer())
                 *          {
                 *
                 *              string[] clients = NetworkHandler.Instance.TrackedConnectedAddresses().ToArray();
                 *
                 *              for (int c = 0; c < clients.Length; c++)
                 *              {
                 *
                 *                  StoryUpdate storyUpdate = new StoryUpdate(); // Contains a collection of dataupdates.
                 *
                 *                  // Iterate over all data.
                 *
                 *                  for (int i = GENERAL.ALLTASKS.Count - 1; i >= 0; i--)
                 *                  {
                 *                      StoryTask data = GENERAL.ALLTASKS[i];
                 *
                 *                      if (data.modified)
                 *                      {
                 *                          // Data was modified locally, if global, compile an update for the server.
                 *
                 *                          if (data.scope == SCOPE.GLOBAL)
                 *                          {
                 *                              Verbose("Data was modified locally as client, creating update for server for " + data.ID);
                 *                              storyUpdate.AddDataUpdate(data.GetDataUpdateFor(clients[c])); // bundled
                 *                          }
                 *
                 *                          data.modified = false;
                 *                      }
                 *                  }
                 *
                 *                  // If anything to send, send.
                 *
                 *                  if (storyUpdate.AnythingToSend())
                 *
                 *                  {
                 *                      NetworkHandler.Instance.SendStoryUpdateToClient(storyUpdate, clients[c]);
                 *
                 *                      Verbose("Sending story update to client. \n" + storyUpdate.DebugLog);
                 *
                 *
                 *
                 *                  }
                 *
                 *
                 *              }
                 *
                 *
                 *
                 *
                 *          }
                 *
                 *
                 */
            }
        }