Пример #1
0
        //public void NewStoryLine(string _name)
        //{
        //    // Creates a new LOCAL storypointer and adds it to the pointerstack.

        //    new StoryPointer(_name, SCOPE.LOCAL); // constructor adds pointer to GENERAL.allpointers

        //}

        public void EvaluatePointers()
        {
            // Create a stack of pointers for processing.

            pointerStack = new List <StoryPointer>();

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


                // For consistency of network logic, local pointers that were killed are disposed here.
                // Global pointers are disposed by the AD, after updating clients about them.

                if (sp.scope == SCOPE.LOCAL && sp.GetStatus() == POINTERSTATUS.KILLED)
                {
                    Log("Removing pointer: " + sp.currentPoint.StoryLine);
                    GENERAL.ALLPOINTERS.RemoveAt(p);
                }

                if (sp.GetStatus() == POINTERSTATUS.EVALUATE || sp.GetStatus() == POINTERSTATUS.TASKUPDATED)
                {
                    // pointer needs evaluating. but we only do this if pointer is local OR if pointer is global and we are the server

                    if ((sp.scope == SCOPE.GLOBAL && GENERAL.AUTHORITY == AUTHORITY.GLOBAL) || (sp.scope == SCOPE.LOCAL))
                    {
                        pointerStack.Add(sp);
                    }
                }
            }

            if (pointerStack.Count > 0)
            {
                Log("Evaluating " + pointerStack.Count + " of " + GENERAL.ALLPOINTERS.Count + " storypointers.");
            }

            while (pointerStack.Count > 0)
            {
                // Keep processing items on the stack untill empty.

                StoryPointer pointer;
                string       targetPointerName, targetValue;
                StoryPointer newPointer, targetPointer;
                StoryPoint   targetPoint;

                pointer = pointerStack[0];

                Log("Evaluating pointer: " + pointer.currentPoint.StoryLine);

                pointer.LoadPersistantData();

                switch (pointer.currentPoint.taskType)
                {
                case TASKTYPE.ROUTING:

                    string type = pointer.currentPoint.Instructions[0];

                    switch (type)
                    {
                    case "hold":

                        // Put this pointer on hold. Remove from stack.

                        Log("Pausing pointer.");

                        pointer.SetStatus(POINTERSTATUS.PAUSED);

                        pointerStack.RemoveAt(0);

                        break;

                    case "tell":

                        // Control another pointer. Finds a/the(!) pointer on the given storyline and moves it to the given storypoint, marking the pointer for evaluation.
                        // Progress this pointer, keeping it on the stack

                        targetPointerName = pointer.currentPoint.Instructions[1];

                        targetValue = pointer.currentPoint.Instructions[2];

                        targetPointer = GENERAL.GetPointerForStoryline(targetPointerName);

                        if (targetPointer != null)
                        {
                            targetPoint = GENERAL.GetStoryPointByID(targetValue);

                            if (targetPoint != null)
                            {
                                targetPointer.currentPoint = targetPoint;
                            }
                            else
                            {
                                Warning("Tell was unable to find the indicated storypoint.");
                            }

                            targetPointer.SetStatus(POINTERSTATUS.EVALUATE);

                            Log("Telling pointer on storyline " + targetPointerName + " to move to point " + targetValue);
                        }
                        else
                        {
                            Warning("Tell was unable to find the indicated storypointer.");
                        }

                        moveToNextPoint(pointer);

                        break;

                    case "goto":

                        // Moves this pointer to another point anywhere in the script. Mark for evaluation, keep on stack.

                        targetValue = pointer.currentPoint.Instructions[1];

                        targetPoint = GENERAL.GetStoryPointByID(targetValue);

                        if (targetPoint != null)
                        {
                            pointer.currentPoint = targetPoint;

                            Log("Go to point " + targetValue);
                        }
                        else
                        {
                            Warning("Goto point not found.");
                        }

                        pointer.SetStatus(POINTERSTATUS.EVALUATE);

                        break;

                    case "start":

                        // Start a new pointer on the given storypoint.
                        // Create a new pointer, add it to the list of pointers and add it to the stack.
                        // Progress the current pointer, keeping it on the stack.

                        targetPointerName = pointer.currentPoint.Instructions[1];

                        if (GENERAL.GetPointerForStoryline(targetPointerName) == null)
                        {
                            Log("Starting new pointer for storypoint: " + targetPointerName);

                            newPointer = new StoryPointer(targetPointerName, pointer.scope);
                            pointerStack.Add(newPointer);
                        }
                        else
                        {
                            Log("Storyline already active for storypoint " + targetPointerName);
                        }

                        moveToNextPoint(pointer);

                        break;

                    case "stop":

                        // Stop another storypointer by storyline name, or all other storylines with 'all'.

                        targetPointerName = pointer.currentPoint.Instructions[1];

                        if (targetPointerName == "all")
                        {
                            foreach (StoryPointer stp in GENERAL.ALLPOINTERS)
                            {
                                if (stp != pointer)
                                {
                                    Log("Stopping pointer " + stp.currentPoint.StoryLine);

                                    stp.Kill();

                                    if (GENERAL.ALLTASKS.Remove(stp.currentTask))
                                    {
                                        Log("Removing task " + stp.currentTask.Instruction);
                                    }
                                    else
                                    {
                                        Warning("Failed removing task " + stp.currentTask.Instruction);
                                    }
                                }
                            }

                            // Remove all pointers from stack, re-adding the one we're on.

                            pointerStack.Clear();
                            pointerStack.Add(pointer);
                        }
                        else
                        {
                            // Stop a single storypointer on given storyline.

                            targetPointer = GENERAL.GetPointerForStoryline(targetPointerName);

                            if (targetPointer != null)
                            {
                                Log("Stopping pointer " + targetPointer.currentPoint.StoryLine);

                                pointerStack.Remove(targetPointer);
                                targetPointer.Kill();

                                if (GENERAL.ALLTASKS.Remove(targetPointer.currentTask))
                                {
                                    Log("Removing task " + targetPointer.currentTask.Instruction);
                                }
                                else
                                {
                                    Warning("Failed removing task " + targetPointer.currentTask.Instruction);
                                }
                            }
                            else
                            {
                                Log("No pointer found for " + targetPointerName);
                            }
                        }

                        moveToNextPoint(pointer);

                        break;

                    default:

                        break;
                    }

                    break;


                //case TASKTYPE.END:

                //    // End of a storyline.

                //    checkForCallBack(pointer);

                //    if (pointer.currentTask != null && pointer.currentTask.getStatus() != TASKSTATUS.COMPLETE)
                //    {
                //        Warning("Encountered end of storyline, but current task didn't complete?");

                //    }

                //    pointer.SetStatus(POINTERSTATUS.NEWTASK);

                //    //    pointer.Kill();
                //    pointerStack.RemoveAt(0);

                //    break;

                case TASKTYPE.BASIC:
                    //			case TASKTYPE.END:

                    if (pointer.GetStatus() == POINTERSTATUS.EVALUATE)
                    {
                        // A normal task to be executed. Assistant director will generate task.

                        Log("Task to be executed: " + pointer.currentPoint.Instructions[0]);

                        pointer.SetStatus(POINTERSTATUS.NEWTASK);

                        pointerStack.RemoveAt(0);
                    }

                    if (pointer.GetStatus() == POINTERSTATUS.TASKUPDATED)
                    {
                        // Something has happened in the task that we need to evaluate.

                        if (pointer.currentTask.getStatus() == TASKSTATUS.COMPLETE)
                        {
                            // Task was completed. Check if there's a callback before moving on.

                            checkForCallBack(pointer);

                            // Task was completed, progress to the next point.

                            Log("task completed: " + pointer.currentTask.Instruction);

                            pointer.SetStatus(POINTERSTATUS.EVALUATE);

                            moveToNextPoint(pointer);
                        }

                        if (pointer.currentTask.getStatus() == TASKSTATUS.ACTIVE)
                        {
                            // See if there's a callback.

                            checkForCallBack(pointer);

                            // Return pointerstatus to paused and stop evaluating it for now.

                            //						Debug.LogWarning (me + "Pointerstatus says taskupdated, but taskstatus for task " + pointer.currentTask.description + " is active.");

                            pointer.SetStatus(POINTERSTATUS.PAUSED);

                            pointerStack.RemoveAt(0);
                        }
                    }

                    break;

                default:

                    // This shouldn't occur.

                    Warning("Error: unkown storypoint type. ");

                    pointerStack.RemoveAt(0);

                    break;
                }
            }
        }
Пример #2
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 #3
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);
                 *
                 *
                 *
                 *                  }
                 *
                 *
                 *              }
                 *
                 *
                 *
                 *
                 *          }
                 *
                 *
                 */
            }
        }
Пример #4
0
        void Update()
        {
#if !SOLO
            // Handle story updates, aiming for 1 per frame, assuming we're tyring to run in sync.
            // Lowest numbers are oldest.

            int UpdateCount = StoryUpdateStack.Count;

            switch (UpdateCount)
            {
            case 0:
                BufferStatusIn = 0;
                break;

            case 1:

                // exactly one, so apply.

                ApplyStoryUpdate(StoryUpdateStack[0]);
                StoryUpdateStack.RemoveAt(0);
                BufferStatusIn = 1;

                break;

            case 2:

                // Two, normally for different frames that happened to arrive in the same frame on this end.
                // Apply the oldest one, keep the other because we exact 0 updates during our next frame.

                ApplyStoryUpdate(StoryUpdateStack[0]);
                StoryUpdateStack.RemoveAt(0);
                BufferStatusIn = 1;

                break;

            default:

                // More than 2. Apply all the older ones in order of arrival, keep latest one.

                Warning("Update buffer >2");

                BufferStatusIn = 2;

                while (StoryUpdateStack.Count > 1)
                {
                    ApplyStoryUpdate(StoryUpdateStack[0]);
                    StoryUpdateStack.RemoveAt(0);
                }


                break;
            }
#endif

            switch (theDirector.status)
            {
            case DIRECTORSTATUS.ACTIVE:

                //   Verbose("Director active .");

                foreach (StoryTask task in GENERAL.ALLTASKS)
                {
                    if (task.getCallBack() != "")
                    {
                        // if a callback was set (somewhere on the network) we act on it only if we are the server or if the task is local.

                        if (GENERAL.AUTHORITY == AUTHORITY.GLOBAL || task.scope == SCOPE.LOCAL)
                        {
                            task.Pointer.SetStatus(POINTERSTATUS.TASKUPDATED);
                        }
                    }
                }

                theDirector.EvaluatePointers();

                List <StoryTask> newTasks = new List <StoryTask>();

                for (int p = 0; p < GENERAL.ALLPOINTERS.Count; p++)
                {
                    StoryPointer pointer = GENERAL.ALLPOINTERS[p];

                    switch (pointer.scope)
                    {
                    case SCOPE.GLOBAL:

                        // If pointer scope is global, we add a task if our own scope is global as well. (If our scope is local, we'll be receiving the task over the network)

                        if (GENERAL.AUTHORITY == AUTHORITY.GLOBAL)
                        {
                            if (pointer.GetStatus() == POINTERSTATUS.NEWTASK)
                            {
                                pointer.SetStatus(POINTERSTATUS.PAUSED);

                                StoryTask task = new StoryTask(pointer, SCOPE.GLOBAL);
                                task.LoadPersistantData(pointer);

                                newTasks.Add(task);
                                task.modified = true;

                                Verbose("Created global task " + task.Instruction + " for pointer " + pointer.currentPoint.StoryLine);
                            }
                        }

                        break;

                    case SCOPE.LOCAL:
                    default:

                        // If pointer scope is local, check if new tasks have to be generated.

                        if (pointer.GetStatus() == POINTERSTATUS.NEWTASK)
                        {
                            pointer.SetStatus(POINTERSTATUS.PAUSED);

                            StoryTask task = new StoryTask(pointer, SCOPE.LOCAL);
                            task.LoadPersistantData(pointer);

                            newTasks.Add(task);

                            Verbose("Created local task " + task.Instruction + " for pointer " + pointer.currentPoint.StoryLine);
                        }

                        break;
                    }
                }

                if (newTasks.Count > 0)
                {
                    DistributeTasks(new TaskArgs(newTasks));     // if any new tasks call an event, passing on the list of tasks to any handlers listening
                }

                break;

            case DIRECTORSTATUS.READY:

                GENERAL.SIGNOFFS = eventHandlerCount();

                if (GENERAL.SIGNOFFS == 0)
                {
                    Error("No handlers registred. Pausing director.");
                    theDirector.status = DIRECTORSTATUS.PAUSED;
                }
                else
                {
                    Verbose("" + GENERAL.SIGNOFFS + " handlers registred.");

                    Log("Starting storyline " + launchStoryline);

                    theDirector.NewStoryLine(launchStoryline);
                    theDirector.status = DIRECTORSTATUS.ACTIVE;
                }

                break;

            case DIRECTORSTATUS.NOTREADY:

                if (script != null)
                {
                    theDirector.loadScript(script);
                    break;
                }

                //if (scriptName != "")
                //{
                //    Warning("Please use the TextAsset field for your script.");
                //    theDirector.loadScript(scriptName);
                //    break;
                //}

                Error("No script reference found.");

                break;

            default:
                break;
            }
        }
Пример #5
0
        void Update()
        {
            SetDebugLevels();

            #region APPLYUPDATES

            if (NetworkHandler.Instance != null)
            {
                // Handle story updates, aiming for 1 per frame, assuming we're tyring to run in sync.
                // Lowest numbers are oldest.

                int UpdateCount = NetworkHandler.Instance.StoryUpdateStack.Count;

                switch (UpdateCount)
                {
                case 0:
                    BufferStatusIn = 0;
                    break;

                case 1:

                    // exactly one, so apply.

                    ApplyStoryUpdate(NetworkHandler.Instance.StoryUpdateStack[0]);
                    NetworkHandler.Instance.StoryUpdateStack.RemoveAt(0);
                    BufferStatusIn = 1;

                    break;

                case 2:

                    // Two, normally for different frames that happened to arrive in the same frame on this end.
                    // Apply the oldest one, keep the other because we expect to get 0 updates during our next frame
                    // (If we're on similar fps)

                    ApplyStoryUpdate(NetworkHandler.Instance.StoryUpdateStack[0]);
                    NetworkHandler.Instance.StoryUpdateStack.RemoveAt(0);
                    BufferStatusIn = 1;

                    break;

                default:

                    // More than 2. Apply all the older ones in order of arrival, keep latest one because we may get 0 next frame.

                    Warning("Update buffer >2");
                    BufferStatusIn = 2;

                    while (NetworkHandler.Instance.StoryUpdateStack.Count > 1)
                    {
                        ApplyStoryUpdate(NetworkHandler.Instance.StoryUpdateStack[0]);
                        NetworkHandler.Instance.StoryUpdateStack.RemoveAt(0);
                    }

                    break;
                }
            }

            #endregion

            #region DIRECTOR

            switch (theDirector.status)
            {
            case DIRECTORSTATUS.ACTIVE:

                //   Verbose("Director active .");

                foreach (StoryTask task in GENERAL.ALLTASKS)
                {
                    if (task.getCallBack() != "")
                    {
                        // if a callback was set (somewhere on the network) we act on it only if we are the server or if the task is local.

                        if (GENERAL.AUTHORITY == AUTHORITY.GLOBAL || task.scope == SCOPE.LOCAL)
                        //  if (true || task.scope == SCOPE.LOCAL)
                        {
                            task.Pointer.SetStatus(POINTERSTATUS.TASKUPDATED);
                        }
                    }
                }

                theDirector.EvaluatePointers();

                List <StoryTask> newTasks = new List <StoryTask>();

                for (int p = 0; p < GENERAL.ALLPOINTERS.Count; p++)
                {
                    StoryPointer pointer = GENERAL.ALLPOINTERS[p];

                    switch (pointer.scope)
                    {
                    case SCOPE.GLOBAL:

                        // If pointer scope is global, we add a task if our own scope is global as well. (If our scope is local, we'll be receiving the task over the network)

                        if (GENERAL.AUTHORITY == AUTHORITY.GLOBAL)
                        //      if (true)
                        {
                            if (pointer.GetStatus() == POINTERSTATUS.NEWTASK)
                            {
                                pointer.SetStatus(POINTERSTATUS.PAUSED);

                                StoryTask task = pointer.SpawnTask();



                                //  StoryTask task = new StoryTask(pointer, SCOPE.GLOBAL);
                                task.LoadPersistantData(pointer);

                                newTasks.Add(task);
                                task.modified = true;

                                Verbose("Created global task " + task.Instruction + " with pointid " + task.PointID + " for pointer " + pointer.currentPoint.StoryLine);
                            }
                        }

                        break;

                    case SCOPE.LOCAL:
                    default:

                        // If pointer scope is local, check if new tasks have to be generated.

                        if (pointer.GetStatus() == POINTERSTATUS.NEWTASK)
                        {
                            pointer.SetStatus(POINTERSTATUS.PAUSED);
                            StoryTask task = pointer.SpawnTask();

                            //StoryTask task = new StoryTask(pointer, SCOPE.LOCAL);
                            task.LoadPersistantData(pointer);

                            newTasks.Add(task);


                            Verbose("Created local task " + task.Instruction + " with pointid " + task.PointID + " for pointer " + pointer.currentPoint.StoryLine);
                        }

                        break;
                    }
                }

                if (newTasks.Count > 0)
                {
                    if (newTasksEventUnity != null)
                    {
                        newTasksEventUnity.Invoke(newTasks);
                    }
                    //     if (newTasksEvent != null) newTasksEvent(this, new TaskArgs(newTasks)); // trigger the event, if there are any listeners

                    //  DistributeTasks(new TaskArgs(newTasks)); // if any new tasks call an event, passing on the list of tasks to any handlers listening
                }

                break;

            case DIRECTORSTATUS.READY:

                int SIGNOFFS = eventHandlerCount();

                if (SIGNOFFS == 0)
                {
                    Error("No handlers registred. Pausing director.");
                    theDirector.status = DIRECTORSTATUS.PAUSED;
                }
                else
                {
                    Verbose("" + SIGNOFFS + " handlers registred at this time.");

                    Verbose("Starting storyline " + launchStoryline);

                    theDirector.NewStoryLine(launchStoryline);
                    theDirector.status = DIRECTORSTATUS.ACTIVE;
                }

                break;

            case DIRECTORSTATUS.NOTREADY:

                // try addressable script first.

                //if (scriptAddressable != null && scriptAddressable != "")
                //{
                //    // pause while loading
                //    theDirector.status = DIRECTORSTATUS.PAUSED;



                //    Addressables.LoadAssetAsync<TextAsset>(scriptAddressable).Completed += obj =>
                //    {
                //        if (obj.Result == null)
                //        {
                //            Error("Addressable script asset failed: " + obj.OperationException.Message);

                //        }
                //        else
                //        {

                //            theDirector.loadScriptAsset(obj.Result);
                //            Log("Script loaded, from addressable asset.");


                //        }



                //    };

                //}


                if (scriptFile != null && scriptFile != "")
                {
                    // we have a reference to a local script file, so we'll attempt to load it (synchronous). we try to load it from a folder with the current version

                    string script = Transport.FileToText(Application.persistentDataPath + "/scripts/" + App.GetMinor() + "/" + scriptFile);

                    if (script == "")
                    {
                        Log("No script on disk for version: " + App.GetMinor());
                    }
                    else
                    {
                        theDirector.loadScriptText(script);
                        Log("Script loaded, from local file.");
                        break;
                    }
                }

                if (scriptAsset != null)
                {
                    theDirector.loadScriptAsset(scriptAsset);
                    Log("Script loaded, from asset.");
                    break;
                }

                Error("No script reference found, pausing director.");

                theDirector.status = DIRECTORSTATUS.PAUSED;
                break;

            default:
                break;
            }

            #endregion
        }