//subscriber methods public void AddSubscriber(UserObserver a_sub) { if (!m_observers.Contains(a_sub)) { m_observers.Add(a_sub); } }
public UserObserver getObserver() { if (observer == null) { observer = new UserObserver(); } return(observer); }
public override void _Ready() { LocalUser = (UserObserver)GetNode("/root/GameRoot/Management/UserObserver_1"); //We've essentially connected to our own session when we start the application GetNode("/root").Connect("ready", this, nameof(OnConnectedToSession), new Godot.Collections.Array { -1 }); Networking.Instance.Connect(nameof(Networking.ConnectedToSession), this, nameof(OnConnectedToSession)); }
public Client(Guid userId, int clientPort, IPEndPoint stanServerIP, int refreshInterval, SynchronizationContext ctx) { _selfId = userId; _stanIP = stanServerIP; _refreshMs = refreshInterval; _clientPort = clientPort; userObserver = new UserObserver(); messageObserver = new MessageObserver(_selfId); var blackHole = new UndefinedResolver(); var routes = userObserver.Compose(messageObserver, blackHole); observer = new UDPObserver(_clientPort, ctx, routes); }
public override void Notify(NotificationData data) { Subject subject = new Subject(); User[] query = db.GetUsers(user => user.Type == 2); foreach (User user in query) { UserObserver observer = new UserObserver(user.Id); subject.Attach(observer); } subject.Notify(data); }
public bool RemoveSubscriber(UserObserver a_sub) { return m_observers.Remove(a_sub); }