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Worker connector updates & refactoring #271
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May 19, 2020
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workers/unity/Assets/Fps/Scripts/WorkerConnectors/SimulatedPlayerCoordinatorWorkerConnector.cs
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} | ||
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protected int GetWorldSize() | ||
protected async Task WaitForWorkerFlags(CancellationToken token, params string[] flagKeys) |
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This looks like it is worth integrating into the core later?
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Its worth a shout, or even a:
public Task<string> GetWorkerFlagAsync(string key, CancellationToken token);
Then you can compose them:
var flags = await Task.WhenAll(Worker.GetWorkerFlagAsync("first", token), Worker.GetWorkerFlagAsync("second", token)); // Returns ["first_value", "second_value"]
Random through, does the map generator still work in the editor with this? Not when playing. |
Yup - just tested with a map w/ 200 tile layers, Editor pauses for a few seconds and then completes fine |
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Everything looked good on the quick playtest! 📈 |
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Description
Updated the
WorkerConnector
implementations with these spatialos/gdk-for-unity#1365 changes. Additionally made all the map building useTask
rather than coroutines and did some refactoring.Tests
Documentation