Files
SVSimServer/SVSim.BattleEngine/Engine/ConnectionReporter.cs
gamer147 957af3d1ec feat(battle-engine): full Unity/VFX/god-object shims + expanded copy closure (2570 files)
Authored Unity primitive/object-model shim, VFX layer (control-flow-preserving, InstantVfx never invokes its action -- headless suppression), god-object stubs (GameMgr/EffectMgr/UIManager with faithfully-extracted nested enums), View/UI/Touch tree, LitJson+BetterList+Tuple copied, third-party stubs. Discovered Roslyn header-error masking: fixing class-header type errors unmasks body references, so the true copy closure is ~2570 files (was 782 under masking). Errors: masked-25720 -> 268; our shim files compile clean. Remaining: ~50 residual shim/external types, 24 NGUI UI-base overrides, static-type fixes, plus likely 1-2 more unmask waves.
2026-06-05 17:22:20 -04:00

52 lines
954 B
C#

using System;
using System.Collections;
using Cute;
using UnityEngine;
public class ConnectionReporter
{
private const float DEFAULT_INTERVAL = 10f;
private Coroutine coroutine;
private readonly MonoBehaviour runner;
private readonly Action report;
private readonly float interval;
public ConnectionReporter(MonoBehaviour runner, Action report, float interval = 10f)
{
this.runner = runner;
this.report = report;
this.interval = interval;
}
public void StopReporter()
{
if (coroutine != null)
{
runner.StopCoroutine(coroutine);
coroutine = null;
}
}
public void StartReporter()
{
if (coroutine == null && runner != null)
{
coroutine = runner.StartCoroutine(LoopCoroutine());
}
}
private IEnumerator LoopCoroutine()
{
WaitForSeconds secondWait = new WaitForSeconds(interval);
while (true)
{
report.Call();
yield return secondWait;
}
}
}