public RSOutgoingCommand(RSService service, IRSCommand command, ResponseHandler callback = null, int commandId = -1) { Service = service; Command = command; Callback = callback; CommandId = commandId; }
public RSCommandSequence(RSService service, RSStateData stateData = null) { Service = service; StateData = stateData; ContainsRenderCommands = false; ContainsResponseHandlers = false; }
public bool OnLoad(RSRenderCommand command, RSService service, byte[] data) { // Updating the texture has to be done in the game loop and not from a different thread. lock (DataLock) { CurrentData = data; HasNewData = true; } return true; }
protected void InitValues() { ReceivedFirstRender = false; string rand = RSUtils.RandomString(); if (RenderLoopName == null || RenderLoopName.Length == 0) { RenderLoopName = "loop_" + rand; } KeepAliveService = new RSService(Scene.Host, Scene.Port); }
/** * Sets up any values that are still null. */ public void InitValues() { // Create a service if one wasn't given. if (Service == null) { Service = new RSService(Host, Port, Timeout); } // Default the scene name to be the same as the filename. if (Name == null) { Name = Filename; } // Create a user scope if one wasn't given. string rand = RSUtils.RandomString(); if (UserScope == null || UserScope.Length == 0) { UserScope = "user_" + rand; } }
public RSDownloadHandlerRender(RSService service, UnityWebRequest request) { this.service = service; this.bytes = new List <byte>(); this.request = request; }
public RSScene(RSService service) { Service = service; Ready = false; }