Using the same code as Awful nested timers, how do I refactor?, though the question is substantially different enough for me to ask a new one.
Basically, I have an array of 'Movement' classes, and I want to 'Run' them all after eachother; when they're all done, I want to finally set the image to something specific.
I was thinking of using a foreach loop and then putting a timer on the end of the foreach before it can continue? I can't get it to work though. Could someone help me, how do I get this method to be usable with as long a list of 'movements' as I want?
What I want is to have a method
public void SetPlayerAnimation(int location, string endsprite, params Movement[] parts)
{
//Get the sprite object to be animated
TranslateTarget = "Sprite" + location.ToString();
OnPropertyChanged("TranslateTarget");
...stuff here that can have as many 'Movement parts' as are passed along.
...and waits with the next iteration until the previous one is done.
...but doesn't spin around in this method, so preferably using events, maybe?
//End with a final sprite
SetPlayerSprite(location, endsprite);
}
What I have is the code below.
//Three part animation
public void SetPlayerAnimation(int location, string endsprite, Movement part1, Movement part2, Movement part3)
{
//Get the sprite object to be animated
TranslateTarget = "Sprite" + location.ToString();
OnPropertyChanged("TranslateTarget");
//Start first part
part1.Run(location);
//Wait till its done to start the second part.
var timer = new DispatcherTimer();
timer.Interval = part1.duration;
timer.Start();
timer.Tick += (s, args) =>
{
//Start second part
part2.Run(location);
timer.Stop();
//Wait till its done to start the third part.
var timer2 = new DispatcherTimer();
timer2.Interval = part2.duration;
timer2.Start();
timer2.Tick += (s2, args2) =>
{
//Start third part
part3.Run(location);
timer2.Stop();
//When we're through all parts, wait till its done and set the endsprite.
var timer3 = new DispatcherTimer();
timer3.Interval = part3.duration;
timer3.Start();
timer3.Tick += (s3, args3) =>
{
//End with a final sprite
SetPlayerSprite(location, endsprite);
timer3.Stop();
};
};
};
}
maybe you can try something like this:
private void RepetitionRoutine(Movement part, Action next, int location)
{
part.Run(location);
var timer = new DispatcherTimer();
timer.Interval = part.duration;
timer.Start();
timer.Tick += (s, args) =>
{
next();
timer.Stop();
}
}
public class MovementChain
{
Action _next;
Movement _part;
int _location;
public MovementChain(Movement part, int location)
{
_part = part;
_location = location;
}
public void setNext(Action next)
{
_next = next;
}
public void execute()
{
RepetitionRoutine(_part, _next, _location);
}
}
public void SetPlayerAnimation(int location, string endsprite, params Movement[] parts)
{
//Get the sprite object to be animated
if(parts.Count() == 0)
return;
TranslateTarget = "Sprite" + location.ToString();
OnPropertyChanged("TranslateTarget");
MovementChain first;
MovementChain last;
foreach(Movement part in parts)
{
MovementChain current = new MovementChain(part, location);
if(first == null)
{
first = current;
last = first;
}
else
{
last.setNext(current.execute);
last = current;
}
}
last.setNext(()=>SetPlayerSprite(location, endsprite));
first.execute();
}
Related
I'm trying to develop some sort of "animation" for a control in winforms that will run in a new thread than the main one.
So the code I used for the animation is the one I leave you below (a label control that scrolls up pixel by pixel every few seconds until it reaches 0 pixels):
private void LabelAnimation(int amount)
{
this.Invoke((MethodInvoker)delegate
{
int currentX = Label.Location.X;
Label.Text = amount.ToString();
for (int h = 1; h < 7; h++)
{
int subtractHeight = h;
int currentY = Label.Location.Y;
Label.Location = new Point(currentX, (currentY - subtractHeight));
Thread.Sleep(200);
}
});
}
And the method in which the new thread is created:
private void ExecuteAnimation()
{
Thread t = new Thread(() => LabelAnimation(100));
t.Start();
}
The problem is that in itself it works but on a graphic level it sucks, I mean, instead of moving the entire control, the text string remained in the same position while the rectangle of the label moved in the indicated direction, covering its own string.
Use System.Timers.Timer.
It`s recommended to use a timer instead of sleeping the thread.
Here is one way to achieve this:
private System.Timers.Timer timer;
private int amount = 100;
private void ExecuteAnimation()
{
new Thread(() =>
{
// Set DoubleBuffered to true for smoother animation
this.DoubleBuffered = true;
if (timer == null)
{
timer = new System.Timers.Timer();
timer.Interval = 100;
timer.Elapsed += timer_tick;
}
timer.Start();
}).Start();
}
private void timer_tick(object sender, EventArgs e)
{
this.Invoke(new Action(() =>
{
int currentX = label1.Location.X;
label1.Text = amount.ToString();
if (label1.Location.Y > 0)
{
label1.Location = new Point(currentX, label1.Location.Y - 1);
}
}));
}
OUTPUT:
In addition to Jonathans fine answer, you might also be interested in this "Component Animator":
https://www.codeproject.com/Articles/548769/Animator-for-WinForms
If it could be useful to someone else, I finally solved the problem by mixing the #Jonathan Applebaum code and mine, like so:
private void LabelAnimation(int amount, int moveUp)
{
int currentX = 0;
this.Invoke(new Action(() =>
{
currentX = Label.Location.X;
Label.Text = amount.ToString();
}));
for (int h = 1; h < moveUp; h++)
{
this.Invoke(new Action(() =>
{
int currentY = Label.Location.Y;
Label.Location = new Point(currentX, (currentY - h));
}));
Thread.Sleep(150);
}
}
The thread execution always remains the same:
private void ExecuteAnimation()
{
Thread t = new Thread(() => LabelAnimation(100, 7));
t.Start();
}
In this way I make only the gets or sets related to the Label control run on the main thread while everything else, including the Thread.Sleep(150), in the secondary thread so as to avoid the Form getting stuck. In this way everything runs smoothly for me.
I'm making a retro-style game with C# .NET-Framework, and for dialogue I'm using a for-statement, that prints my text letter by letter (like a typewriter-effect):
I'm working with different scenes, and I have a skip button (bottom right) that skips the current dialogue and passes to the next scene. My typewriter-effect automatically stops when all the text is displayed, but when I click on the skip button, it automatically skips to the next scene.
I would like it, when the typewriter is still active, and if I click on the skip button, that it first shows all the text, instead of skipping to the next scene.
So that it only skips to the next scene when all the text is displayed (automatically or manually).
This is the (working code) that I'm using for my typewriter method (+ variables):
public string FullTextBottom;
public string CurrentTextBottom = "";
public bool IsActive;
public async void TypeWriterEffectBottom()
{
if(this.BackgroundImage != null) // only runs on backgrounds that arent black
{
for(i=0; i < FullTextBottom.Length + 1; i++)
{
CurrentTextBottom = FullTextBottom.Substring(0, i); // updating current string with one extra letter
LblTextBottom.Text = CurrentTextBottom; // "temporarily place string in text box"
await Task.Delay(30); // wait for next update
#region checks for IsActive // for debugging only!
if(i < FullTextBottom.Length + 1)
{
IsActive = true;
Debug1.Text = "IsActive = " + IsActive.ToString();
}
if(CurrentTextBottom.Length == FullTextBottom.Length)
{
IsActive = false;
Debug1.Text = "IsActive = " + IsActive.ToString();
}
#endregion
}
}
}
And this is the code that I want to get for my skip button (named Pb_FastForward):
private void PbFastForward_Click(object sender, EventArgs e)
{
if( //typewriter is active)
{
//print all text into the textbox
}
else if( //all text is printed)
{
// skip to the next scene
}
}
But I don't know how to formulate the 2nd part of code. I've tried many different approaches, like using counters that increase on a buttonclick (and using that to check in an if-statement), and many different types of if-statements to see if the typewriter is still active or not, but I haven't got anything to work yet.
Edit
This is the sequence in which different components need to be loaded (on button click), which is related to the way different variables are updated:
Gamestate_Cycle() --> called for loading new scene.
FullTextBottom = LblTextBottom.Text --> called to refresh variables for typewriter.
TypeWriterEffectBottom() --> called to perform typewriter effect.
Avoid async void. Otherwise you can get an Exception that will break your game and you will not able to catch it.
Then use as less global variables in async methods as possible.
I suggest CancellationTokenSource as thread-safe way to stop the Type Writer.
public async Task TypeWriterEffectBottom(string text, CancellationToken token)
{
if (this.BackgroundImage != null)
{
Debug1.Text = "TypeWriter is active";
StringBuilder sb = new StringBuilder(text.Length);
try
{
foreach (char c in text)
{
LblTextBottom.Text = sb.Append(c).ToString();
await Task.Delay(30, token);
}
}
catch (OperationCanceledException)
{
LblTextBottom.Text = text;
}
Debug1.Text = "TypeWriter is finished";
}
}
Define CTS. It's thread-safe, so it's ok to have it in global scope.
private CancellationTokenSource cts = null;
Call TypeWriter from async method to be able to await it.
// set button layout as "Skip text" here
using (cts = new CancellationTokenSource())
{
await TypeWriterEffectBottom(yourString, cts.Token);
}
cts = null;
// set button layout as "Go to the next scene" here
And finally
private void PbFastForward_Click(object sender, EventArgs e)
{
if (cts != null)
{
cts?.Cancel();
}
else
{
// go to the next scene
}
}
I pondered on your task a bit more and it occurred to me that it is a good job for the Rx.Net library.
An advantage of this approach is that you have less mutable state to care about and you almost don't need to think about threads, synchronization, etc.; you manipulate higher-level building blocks instead: observables, subscriptions.
I extended the task a bit to better illustrate Rx capabilities:
there are two pieces of animated text, each one can be fast-forwarded separately;
the user can fast-forward to the final state;
the user can reset the animation state.
Here is the form code (C# 8, System.Reactive.Linq v4.4.1):
private enum DialogState
{
NpcSpeaking,
PlayerSpeaking,
EverythingShown
}
private enum EventKind
{
AnimationFinished,
Skip,
SkipToEnd
}
DialogState _state;
private readonly Subject<DialogState> _stateChanges = new Subject<DialogState>();
Dictionary<DialogState, (string, Label)> _lines;
IDisposable _eventsSubscription;
IDisposable _animationSubscription;
public Form1()
{
InitializeComponent();
_lines = new Dictionary<DialogState, (string, Label)>
{
{ DialogState.NpcSpeaking, ("NPC speaking...", lblNpc) },
{ DialogState.PlayerSpeaking, ("Player speaking...", lblCharacter) },
};
// tick = 1,2...
IObservable<long> tick = Observable
.Interval(TimeSpan.FromSeconds(0.15))
.ObserveOn(this)
.StartWith(-1)
.Select(x => x + 2);
IObservable<EventPattern<object>> fastForwardClicks = Observable.FromEventPattern(
h => btnFastForward.Click += h,
h => btnFastForward.Click -= h);
IObservable<EventPattern<object>> skipToEndClicks = Observable.FromEventPattern(
h => btnSkipToEnd.Click += h,
h => btnSkipToEnd.Click -= h);
// On each state change animationFarames starts from scratch: 1,2...
IObservable<long> animationFarames = _stateChanges
.Select(
s => Observable.If(() => _lines.ContainsKey(s), tick.TakeUntil(_stateChanges)))
.Switch();
var animationFinished = new Subject<int>();
_animationSubscription = animationFarames.Subscribe(frame =>
{
(string line, Label lbl) = _lines[_state];
if (frame > line.Length)
{
animationFinished.OnNext(default);
return;
}
lbl.Text = line.Substring(0, (int)frame);
});
IObservable<EventKind> events = Observable.Merge(
skipToEndClicks.Select(_ => EventKind.SkipToEnd),
fastForwardClicks.Select(_ => EventKind.Skip),
animationFinished.Select(_ => EventKind.AnimationFinished));
_eventsSubscription = events.Subscribe(e =>
{
DialogState prev = _state;
_state = prev switch
{
DialogState.NpcSpeaking => WhenSpeaking(e, DialogState.PlayerSpeaking),
DialogState.PlayerSpeaking => WhenSpeaking(e, DialogState.EverythingShown),
DialogState.EverythingShown => WhenEverythingShown(e)
};
_stateChanges.OnNext(_state);
});
Reset();
}
private DialogState WhenEverythingShown(EventKind _)
{
Close();
return _state;
}
private DialogState WhenSpeaking(EventKind e, DialogState next)
{
switch (e)
{
case EventKind.AnimationFinished:
case EventKind.Skip:
{
(string l, Label lbl) = _lines[_state];
lbl.Text = l;
return next;
}
case EventKind.SkipToEnd:
{
ShowFinalState();
return DialogState.EverythingShown;
}
default:
throw new NotSupportedException($"Unknown event '{e}'.");
}
}
private void ShowFinalState()
{
foreach ((string l, Label lbl) in _lines.Values)
{
lbl.Text = l;
}
}
private void Reset()
{
foreach ((_, Label lbl) in _lines.Values)
{
lbl.Text = "";
}
_state = DialogState.NpcSpeaking;
_stateChanges.OnNext(_state);
}
protected override void OnClosed(EventArgs e)
{
_eventsSubscription?.Dispose();
_animationSubscription?.Dispose();
base.OnClosed(e);
}
private void btnReset_Click(object sender, EventArgs e)
{
Reset();
}
I adjusted your code a little bit to achieve your goal. I'm not sure it's the best way to do it, but it should work.
public async void TypeWriterEffectBottom()
{
if(this.BackgroundImage == null)
{
return;
}
IsActive = true;
for(i=0; i < FullTextBottom.Length && IsActive; i++)
{
CurrentTextBottom = FullTextBottom.Substring(0, i+1);
LblTextBottom.Text = CurrentTextBottom;
await Task.Delay(30);
Debug1.Text = "IsActive = " + IsActive.ToString();
}
IsActive = false;
}
private void PbFastForward_Click(object sender, EventArgs e)
{
if(IsActive)
{
LblTextBottom.Text = FullTextBottom;
IsActive = false;
return;
}
// IsActive == false means all text is printed
// skip to the next scene
}
UPD: Just noticed that Hans Kesting has suggested pretty much exactly this in his comment.
You write what skip / forward button does, so you control it. Just have a check if the length of written text is equal to text that supposed to be written and if yes move as usual if not just display the text in full have delay to be read and move on
Currently I have this working as expected
Observable.Timer(TimeSpan.FromSeconds(5))
.Subscribe(x => MessageBroker.Default.Publish(new Messages.Serve()));
I would like to display a countdown based off this Observables remaining time but can't find a way to access the timers current value.
Is there a way to do this without wrapping the whole thing and keeping track of the progress separately?
When making a timer in Unity always try to use the Unity API first unless there is a great reason not to. If making a count down timer, decrement your timer variable with Time.detalTime every frame. This can be done in the Update or a coroutine function. If you want to be able use multiple instances of this, put it in its own class.
public struct CountDownTimer
{
private static int sTimerID = 0;
private MonoBehaviour monoBehaviour;
public float timer { get { return localTimer; } }
private float localTimer;
public int timerID { get { return localID; } }
private int localID;
public CountDownTimer(MonoBehaviour monoBehaviour)
{
this.monoBehaviour = monoBehaviour;
localTimer = 0;
//Assign timer ID
sTimerID++;
localID = sTimerID;
}
public void Start(int interval, Action<float, int> tickCallBack, Action<int> finshedCallBack)
{
localTimer = interval;
monoBehaviour.StartCoroutine(beginCountDown(tickCallBack, finshedCallBack));
}
private IEnumerator beginCountDown(Action<float, int> tickCallBack, Action<int> finshedCallBack)
{
while (localTimer > 0)
{
localTimer -= Time.deltaTime;
//Notify tickCallBack in each clock tick
tickCallBack(localTimer, localID);
yield return null;
}
//Notify finshedCallBack after timer is done
finshedCallBack(localID);
}
}
Usage:
//Create new Timer
CountDownTimer timer = new CountDownTimer(this);
//What to do each second time tick in the timer
Action<float, int> tickCallBack = (currentTime, timerID) =>
{
Debug.Log("Time Left: " + currentTime + " ID: " + timerID);
};
//What to do when timer changes
Action<int> finshedCallBack = (timeriD) =>
{
Debug.Log("Count Down Timer Done! ID: " + timeriD);
};
//Start Countdown Timer from 5
timer.Start(5, tickCallBack, finshedCallBack);
You can access the timer progress anytime with the CountDownTimer.timer variable if you wish. Although, I prefer to use Action like above and be notified when the progress changes.
i've got a player and an enemy. When i rightclick the enemy his HP goes down and a hitcounter goes up. I want to make it like when you hit the enemy the text label becomes visible and when you stop attacking it stays visible for a couple more seconds and then hides and sets the hitcounter back to 0.
This is what i have at the moment.
public Text GUIHit;
public int HitCounter = 0;
void OnMouseOver()
{
if (Input.GetMouseButtonDown(1))
{
HitCounter++;
StartCoroutine(ShowHitCounter(HitCounter.ToString(), 2));
}
}
IEnumerator ShowHitCounter(string message, float delay)
{
GUIHit.text = message;
GUIHit.enabled = true;
yield return new WaitForSeconds(delay);
HitCounter = 0;
GUIHit.enabled = false;
}
What happens is that it works for 2 seconds, but even when im still attacking it goes invisible and the hit counter goes back to 0, the coroutine does not get reset back to a starting point.
Lets analyze your code:
void OnMouseOver()
{
if (Input.GetMouseButtonDown(1)) //you get passed that if when you hit first time
{
HitCounter++;
StartCoroutine(ShowHitCounter(HitCounter.ToString(), 2)); //you call your label with delay of 2 sec
}
}
IEnumerator ShowHitCounter(string message, float delay)
{
GUIHit.text = message;
GUIHit.enabled = true;
yield return new WaitForSeconds(delay); // still on your first hit you get to here and wait 2 seconds
HitCounter = 0; //after 2 seconds you reset hitcounter and disable label
GUIHit.enabled = false;
}
To fix it you need to know when you stopped hitting, and then reset hitcounter and disable label.
I would change showhitcounter to below:
IEnumerator ShowHitCounter(string message)
{
GUIHit.text = message;
GUIHit.enabled = true;
}
void ClearLabel()
{
HitCounter = 0;
GUIHit.enabled = false;
}
}
I made clearLabel to have separate method that clears label. Your logic will have to be in different places and call this method.
One place would onmouseleave event.
Other place would be in your onmouseover and added a property
public static DateTime TimeLeft { get; set; }
void OnMouseOver()
{
TimeSpan span = DateTime.Now - TimeLeft;
int ms = (int)span.TotalMilliseconds;
if (ms > 2000)
{
ClearLabel();
}
if (Input.GetMouseButtonDown(1))
{
HitCounter++;
StartCoroutine(ShowHitCounter(HitCounter.ToString(), 2));
}
}
Also you need to initialize TimeLeft somewhere before
Just finished with my solution and realized there is an answer already. Can't discard it. Just putting it as a solution with no memory allocation.
You don't need to start Coroutine each time right mouse is clicked like you did in the code in your question. I say this because of constant memory allocation when StartCoroutine() is called after each mouse click. Timer in the code below is based on frame-rate but can be easily changed to real-time by using DateTime.Now. You can also put the code in a while loop in a Coroutine then call it once from Start function.
public Text GUIHit;
public int HitCounter = 0;
bool firstRun = true;
float waitTimeBeforeDisabling = 2f;
float timer = 0;
void Update()
{
//Check when Button is Pressed
if (Input.GetMouseButtonDown(1))
{
//Reset Timer each time there is a right click
timer = 0;
if (!firstRun)
{
firstRun = true;
GUIHit.enabled = true;
}
HitCounter++;
GUIHit.text = HitCounter.ToString();
}
//Button is not pressed
else
{
//Increement timer if Button is not pressed and timer < waitTimeBeforeDisabling
if (timer < waitTimeBeforeDisabling)
{
timer += Time.deltaTime;
}
//Timer has reached value to Disable Text
else
{
if (firstRun)
{
firstRun = false;
GUIHit.text = HitCounter.ToString();
HitCounter = 0;
GUIHit.enabled = false;
}
}
}
}
Awh, okay then, here's another concept, just for the sake of it :)Did not test it and such so handle with care, but the thing is, starting a coroutine, etc looks too much (and too expensive) for me for something as little as what you want.
private float holdOutTime = 2.0f;
private float lastHitTime = 0.0f;
void OnMouseOver() {
if (Input.GetMouseButtonDown(1)) { IncHitAndShowUI() } //compacted
}
private void Update() {
if (GUIHit.enabled) { TestAndDisableHitUI(); } //compacted
}
#region priv/helper methods
//would force it inline if it was possible in Unity :)
private void IncHitAndShowUI() {
HitCounter++;
lastHitTime = Time.time;
GUIHit.text = HitCounter.ToString();
GUIHit.enabled = true;
}
//same here :)
private void TestAndDisableHitUI() {
if (lastHitTime + holdOutTime >= Time.time) {
GUIHit.enabled = false;
}
}
#endregion
I am using a design for playing wav files one after another. This design is based on mediaEnded event and works fine. When trying to imply this design on very short wav files, the mediaEnded event isn't always raised.
Is their a solution for this problem?
Thanks.
I implemented a workaround using a timer to periodically check for two situations:
Video Playback Position has not moved since last check - indicates the video is stuck.
Video Playback Position is beyond the end of the video - indicates the video is playing but usually just a black screen will be displayed.
If either condition exists force the next vide to start playing.
Note that this is an extract of code from a class file.
namespace XXXX
{
public partial class VideoWindow : Window
{
private DispatcherTimer mediaPositionTimer; // We check the play position of the video each time this fires to see if it has hung
double _lastPosition = -1;
int _video_count;
int videoDuration;
DateTime lastVideoStartTime;
public VideoWindow()
{
adMediaElement.LoadedBehavior = MediaState.Manual;
adMediaElement.MediaEnded += adMediaElement_MediaEnded;
adMediaElement.MediaOpened += adMediaElement_MediaOpened;
adMediaElement.MediaFailed += adMediaElement_MediaFailed;
}
// Increment the counter every time we open a video
void adMediaElement_MediaOpened(object sender, RoutedEventArgs e)
{
Log("Media opened");
_video_count++;
}
// If we have a failure then just start the next video
void adMediaElement_MediaFailed(object sender, ExceptionRoutedEventArgs e)
{
Log("Media failed");
this.Dispatcher.BeginInvoke(System.Windows.Threading.DispatcherPriority.Normal, new Action(delegate()
{
PlayNextMedia();
}));
}
// When a video ends start the next one
private void adMediaElement_MediaEnded(object sender, RoutedEventArgs e)
{
Log("MediaEnded called");
this.Dispatcher.BeginInvoke(System.Windows.Threading.DispatcherPriority.Normal, new Action(delegate()
{
PlayNextMedia();
}));
}
// Stops and Closes any existing video
// Increments the file pointer index
// Switches to display ads if no more videos
// else
// Starts the video playing
private void PlayNextMedia()
{
// Log(String.Format("PlayNextMedia called"));
//Close the existing file and stop the timer
EndVideo2();
adMediaElement.Dispatcher.Invoke(System.Windows.Threading.DispatcherPriority.Normal, new Action(delegate()
{
adMediaElement.Stop();
adMediaElement.Close();
}));
currentMediaFileIndex++;
if (currentMediaFileIndex > (mediaFileCount - 1))
{
Log(String.Format(" switching to Ads, currentMediaFileIndex = {0}", currentMediaFileIndex));
// Now setup and then run static adds for 10 minutes
currentMediaFileIndex = 0;
StartAds();
}
else
{
Log(String.Format(" switching media, index = {0}", currentMediaFileIndex));
adMediaElement.Dispatcher.BeginInvoke(System.Windows.Threading.DispatcherPriority.Normal, new Action(delegate()
{
StartVideo2();
}));
}
}
// Stops the mediaPositionTimer, must be called in conjunction with a admediaElement.Pause() or Stop()
private void EndVideo2()
{
// Log("EndVideo2() called");
_is_playing = false;
// Stop the timer
if (mediaPositionTimer != null)
{
mediaPositionTimer.Stop();
}
}
// Load the media file
// Set the volume
// Set the lastVideoStartTime variable
private void StartVideo2()
{
// Log("StartVideo2() called");
loadMediaFile(currentMediaFileIndex);
adMediaElement.Volume = Properties.StationSettings.Default.VolumeMedia;
lastVideoStartTime = DateTime.Now; // Record the time we started
// Stop the timer if it exists, otherwise create a new one
if (mediaPositionTimer == null)
{
mediaPositionTimer = new DispatcherTimer();
// Set up the timer
mediaPositionTimer.Interval = TimeSpan.FromSeconds(10);
mediaPositionTimer.Tick += new EventHandler(positionTimerTick);
}
else
{
mediaPositionTimer.Stop();
}
// Start it running
adMediaElement.Dispatcher.BeginInvoke(System.Windows.Threading.DispatcherPriority.Normal, new Action(delegate()
{
mediaPositionTimer.Start();
_is_playing = true;
adMediaElement.Play();
}));
}
private void RestartVideo2()
{
//Log("Restart the video");
adMediaElement.Dispatcher.BeginInvoke(System.Windows.Threading.DispatcherPriority.Normal, new Action(delegate()
{
mediaPositionTimer.Start();
_is_playing = true;
adMediaElement.Play();
}));
}
// Check the playback position of the mediaElement has moved since the last check,
// if not then the video has hung
// Also check if the playback position exceeds the video duration,
// if so it has also hung
// If video has hung then force the next one to start and report a Warning
private void positionTimerTick(object sender, EventArgs e)
{
double duration;
double currentPosition = adMediaElement.Position.TotalSeconds;
if (adMediaElement.NaturalDuration.HasTimeSpan)
{
duration = adMediaElement.NaturalDuration.TimeSpan.TotalSeconds;
}
else
{
duration = 5 * 60; // Default to 5 minutes if video does not report a duration
}
if ((currentPosition == lastPosition) || currentPosition > (duration + 30))
{
// do something
//Log("*** Video position has exceed the end of the media or video playback position has not moved ***");
if (_is_playing)
{
String logString = String.Format("*** Video {0} has frozen ({1}c:{2}l:{3}d)so forcing the next one to start ***", mediaFiles[currentMediaFileIndex], currentPosition, lastPosition, duration);
Log(logString);
PlayNextMedia();
// Send a message indicating we had to do this
mainWindow.SendHeartbeat(MainWindow.STATUS_WARNING, logString);
}
}
lastPosition = currentPosition;
}
}
}