UnityThread | 在u3d中使用多线程,使用C # 的多线程,http

 by   SpiritWolf2015 C# Version: Current License: No License

kandi X-RAY | UnityThread Summary

kandi X-RAY | UnityThread Summary

UnityThread is a C# library. UnityThread has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

UnityThread
Support
    Quality
      Security
        License
          Reuse

            kandi-support Support

              UnityThread has a low active ecosystem.
              It has 4 star(s) with 5 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              UnityThread has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of UnityThread is current.

            kandi-Quality Quality

              UnityThread has no bugs reported.

            kandi-Security Security

              UnityThread has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              UnityThread does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              UnityThread releases are not available. You will need to build from source code and install.

            Top functions reviewed by kandi - BETA

            kandi's functional review helps you automatically verify the functionalities of the libraries and avoid rework.
            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of UnityThread
            Get all kandi verified functions for this library.

            UnityThread Key Features

            No Key Features are available at this moment for UnityThread.

            UnityThread Examples and Code Snippets

            No Code Snippets are available at this moment for UnityThread.

            Community Discussions

            QUESTION

            Firebase Realtime Database - Matchmaking using transactions = High download usage
            Asked 2020-Apr-22 at 14:38
            Problem

            I'm using Firebase Realtime Database (for Unity) to manage the server side for a turn based game but I have a problem with my matchmaking... a high download usage.

            Every online game have 2 base states to avoid more than 2 players join a game: Created and Joined

            • Created: A player try to join a game, if can't find one a new game will be Created
            • Joined: A player try to join a game, if find one change the state to from Created to Joined

            I'm using RunTransaction to prevent more than 2 players from joining a game, but I checked that the latest data was not fetched from the database because of the local cache, adding keepSynced over my matches-{lang} child node will always have the latest data but naturally this produces a high download usage.

            ...

            ANSWER

            Answered 2020-Apr-22 at 14:38

            Removing "keepSynced" players will have locally cached information for "matches", can I trust that by doing this there will be no more than 2 players per game? *Transactions are supposed to avoid this kind of problem.

            With KeepSynced off, Transactions will still hit the local cache then hit the internet. It'll probably save you some bandwidth since it's a lazy access (that's assuming you don't do something like "get all matches"), and you'll be able to make the guarantees you need. Whether or not you use KeepSynced, you should be prepared for your transaction to run multiple times (and against null data if the local cache is empty).

            Is there a way to avoid the local cache for a request and thus always get the updated data?

            Correction

            It looks like I got this a little backwards, see this answer for more details. It will return the cached value and request an updated one. Subsequent calls will get a new value when it's available. You should always try to use ValueChanged when possible.

            old answer:

            You _can_ just say `GetValueAsync`, which has to bypass the cache since it will only fire once. You really should use ValueChanged listeners to listen for changes and Transactions to change data if you can to keep everything up to date and to avoid data races.

            Could the best solution be to move the games to another node to reduce the size of the "matches" node?

            Generally the fewer people hitting a shared resource, the better your performance. If you haven't already, check out the Loteria post to see how a team created a realtime game on Realtime Database that was resilient enough to be a Google Doodle.

            The TLDR is that rather than a player being responsible for creating or finding a game, players looking for games are written to a queue. When a player is added to the matchmaking queue, a Cloud Function trigger fires which does the work of hooking the users up. A client knows that they're in a game by putting a ValueChanged listener onto a player entry in the database and waiting for a game to be written into it.

            The game is further kept low latency with some manual sharding logic. They performed some profiling to see how much traffic a single database could handle, then write some quick (manual - since it was a one day thing) scaling logic to distribute players to one of a number of databases.

            I hope that all helps!

            --Patrick

            Source https://stackoverflow.com/questions/61341349

            QUESTION

            How to call methods with different parameters as Action?
            Asked 2018-May-20 at 19:23

            I'm working on a game in Unity and Unity is not threadsafe so whenever I do some calculations on different thread and want to go back to Unity I need to queue calls in some kind of queue so Unity can take those tasks and execute them on Unity thread. This is my code with tool that kind of gets job done:

            ...

            ANSWER

            Answered 2018-May-20 at 18:44

            Just wrap your method call in a lambda expression:

            Action act = () => MethodCalledNotInUnityThread1(argVal1, argVal2); ExecuteInUpdate(act);

            Source https://stackoverflow.com/questions/50438154

            QUESTION

            Convert TCP StreamReader/StreamWriter to SSLStream
            Asked 2018-Apr-19 at 09:27

            Here is my code:

            ...

            ANSWER

            Answered 2018-Apr-19 at 09:27
            1. you need a certificate; makecert would work, but it won't be trusted by default, so you'd either need to supply a custom RemoteCertificateValidationCallback to the consumer, or use a trusted cert; Let's Encrypt might be useful there
            2. makecert or New-SelfSignedCertificate
            3. the SslStream would need to go between the NetworkStream and the StreamReader; frankly, it isn't clear to make that StreamReader give you much here - you could do everything here with just the Streaam API; so instead of WriteLine, you'd encode manually and then Write the encoded buffer; but - there's no reason that you can't just whack SslStream in the middle of the two
            4. yes
            5. only the server needs the certificate (and in particular, only the server needs the private key of the certificate); there is something related called "client certificates" used for authenticating the client, but that is a related but different topic

            As an example ripped from SE.Redis and mangled beyond legibility; SE.Redis optionally encrypts, and is basically:

            Source https://stackoverflow.com/questions/49916299

            QUESTION

            Delegate Closure with no memory allocation
            Asked 2017-Apr-29 at 12:44

            I wrote a Thread helper class that can be used to execute a piece of code in Unity's main Thread.

            This is the functions blue print:

            ...

            ANSWER

            Answered 2017-Apr-23 at 11:00

            After hours of experiment I discovered that if you put the code with the closure in a function, then cache it to an Action variable once in the Start or Awake function, the closure memory allocation will be gone when you invoke it in inside the while loop.

            Also, I made the doneUploading boolean variable a volatile so that both Threads can see the changes. I don't think that the lock keyword is needed for this boolean variable here.

            Source https://stackoverflow.com/questions/43695860

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install UnityThread

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
            Find more information at:

            Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items

            Find more libraries
            CLONE
          • HTTPS

            https://github.com/SpiritWolf2015/UnityThread.git

          • CLI

            gh repo clone SpiritWolf2015/UnityThread

          • sshUrl

            git@github.com:SpiritWolf2015/UnityThread.git

          • Stay Updated

            Subscribe to our newsletter for trending solutions and developer bootcamps

            Agree to Sign up and Terms & Conditions

            Share this Page

            share link