| | 1 | | using System; |
| | 2 | | using System.Collections.Generic; |
| | 3 | | using DCL; |
| | 4 | | using DCL.CRDT; |
| | 5 | |
|
| | 6 | | namespace KernelCommunication |
| | 7 | | { |
| | 8 | | public class KernelBinaryMessageProcessor |
| | 9 | | { |
| | 10 | | private readonly IMessageQueueHandler messageQueueHanlder; |
| | 11 | |
|
| 0 | 12 | | public KernelBinaryMessageProcessor(IMessageQueueHandler messageQueueHanlder) |
| | 13 | | { |
| 0 | 14 | | this.messageQueueHanlder = messageQueueHanlder; |
| 0 | 15 | | } |
| | 16 | |
|
| | 17 | | public void Process(string sceneId, IntPtr messageIntPtr, int messageLength) |
| | 18 | | { |
| 0 | 19 | | Process(sceneId, KernelBinaryMessageDeserializer.Deserialize(messageIntPtr, messageLength)); |
| 0 | 20 | | } |
| | 21 | |
|
| | 22 | | public void Process(string sceneId, byte[] message) |
| | 23 | | { |
| 0 | 24 | | Process(sceneId, KernelBinaryMessageDeserializer.Deserialize(message)); |
| 0 | 25 | | } |
| | 26 | |
|
| | 27 | | private void Process(string sceneId, IEnumerator<object> deserializer) |
| | 28 | | { |
| 0 | 29 | | using (var iterator = deserializer) |
| | 30 | | { |
| 0 | 31 | | while (iterator.MoveNext()) |
| | 32 | | { |
| 0 | 33 | | if (iterator.Current is CRDTMessage crdtMessage) |
| | 34 | | { |
| 0 | 35 | | OnCRDTMessage(sceneId, crdtMessage); |
| | 36 | | } |
| | 37 | | } |
| 0 | 38 | | } |
| 0 | 39 | | } |
| | 40 | |
|
| | 41 | | private void OnCRDTMessage(string sceneId, CRDTMessage message) |
| | 42 | | { |
| 0 | 43 | | var sceneMessagesPool = messageQueueHanlder.sceneMessagesPool; |
| 0 | 44 | | if (!sceneMessagesPool.TryDequeue(out QueuedSceneMessage_Scene queuedMessage)) |
| | 45 | | { |
| 0 | 46 | | queuedMessage = new QueuedSceneMessage_Scene(); |
| | 47 | | } |
| 0 | 48 | | queuedMessage.method = MessagingTypes.CRDT_MESSAGE; |
| 0 | 49 | | queuedMessage.type = QueuedSceneMessage.Type.SCENE_MESSAGE; |
| 0 | 50 | | queuedMessage.sceneId = sceneId; |
| 0 | 51 | | queuedMessage.payload = message; |
| | 52 | |
|
| 0 | 53 | | messageQueueHanlder.EnqueueSceneMessage(queuedMessage); |
| 0 | 54 | | } |
| | 55 | | } |
| | 56 | | } |