![]() Regardless of the bounding strategy, a channel will always throw a ChannelClosedException when it's used after it's been closed. Each bounding strategy exposes various creator-defined options, either BoundedChannelOptions or UnboundedChannelOptions respectively. To create a channel that is used by any number of readers and writers concurrently, call Channel.CreateUnbounded. To create a channel that specifies a maximum capacity, call Channel.CreateBounded. Bounding strategiesĭepending on how a Channel is created, its reader and writer behave differently. These options control the behavior of the channels, such as how many elements they're allowed to store and what happens if that limit is reached, or whether the channel is accessed by multiple producers or multiple consumers concurrently. The primary difference is that this collection manages synchronization and provides various consumption models through factory creation options. Try to think of channels as you would any other common generic collection type, such as a List. In other words, this model hands off data from one party to another. In this programming model, producers asynchronously produce data, and consumers asynchronously consume that data. Producer/consumer conceptual programming modelĬhannels are an implementation of the producer/consumer conceptual programming model. NET Core 3.0 or later, the package is included as part of the framework. This library is available in the NuGet package. Some features are incomplete, will be expanded in future updates.The namespace provides a set of synchronization data structures for passing data between producers and consumers asynchronously. If there is a feature you would like added or an option I have missed, please comment or start a discussion thread! ![]() Use the settings icon to customise the map. Data storage is disabled (stores data for session only).ĭon't like seeing other players, zombies or cars on your map? You can turn these features off! Room boundary data is not entirely accurate - rooms can be shapes other than rectangles.īoundary data is determined by min X/Y tile and max X/Y tile coordinates of the room.Įxperimental feature - not optimised for long term usage. Names are the same as those used in loot table entries. Room names are determined by the PZ map info. When explored by a player, the rooms will be drawn in as rectangles. (360 degree vision + wallhack)ĭraws rectangles for building boundaries. Supports all current vanilla traits.Įverything loaded is visible to admins. Gives bonuses and penalties for sight/hearing based traits. To see zombies, vehicles, other players, they must be visible to a local player (default).īeing indoors or panicked reduces sight radius and view distance on the map.Īiming with a scoped weapon improves visual range on the map - better scopes give longer recon range. The Add Marker button will add an icon at the current centre of the map. ![]() Right click on the map to add a new map marker at that position, select a custom marker icon to edit or remove. Last occupied vehicle and its last seen location will be saved temporarily to help remember where you parked. Vehicles the player can see will be visible on the map. Safehouse owner shortcuts - right click other player icons for options to add or remove access to your home (MP only). If you are close to another player's safehouse, it will appear on the map. If you have claimed a house, it will appear on the map. Will appear if visible to a local player or very close (~5 tiles) (Line of sight) (Affected by hearing) Remote players will be visible if visible to a local player. ![]() Tints map according to ambient lighting and night cycle.Īll local splitscreen players will be visible on the map - shared by up to 4 players.įriendly faction members will be visible if they are nearby (up to maximum client download range ~200 tiles)įriendly safehouse members will be visible if they are nearby (up to maximum client download range ~200 tiles) Set targets to navigate by.įor short coordinates (e.g ) grid size is 1500 x 1500 tiles (5 x 5 chunks)
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