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Unity .net Remoting Server get_animation can only be called from the main thread
I am working on a project where I am having two Unity Projects that need to communicate with each other. I am trying to solve this by using the .net Remoting Framework. For That I created a dll which both Unity projects will use. The dll consists of:
MyRemotableObject.cs
public class MyRemotableObject : MarshalByRefObject
{
public MyRemotableObject()
{
}
public void NotifyStatusChange(int status)
{
Cache.GetInstance().Status = 0;
}
public int GetCreditCount()
{
return Cache.GetInstance().CreditCount;
}
}
Cache.cs
public class Cache
{
private static Cache myInstance;
public static IObserver Observer;
private Cache()
{
}
public static void Attach(IObserver observer)
{
Observer = observer;
}
public static Cache GetInstance()
{
if(myInstance==null)
{
myInstance = new Cache();
}
return myInstance;
}
public int Status
{
set
{
Observer.NotifyFinished(value);
}
}
public int CreditCount
{
get
{
return Observer.QueryCreditCount();
}
}
}
IObserver.cs
public interface IObserver
{
void NotifyFinished(int status);
int QueryCreditCount();
}
Now I have my Menu - Unity project, acting as the remoting server
MenuController.cs
public class MenuController : MonoBehaviour, IObserver
{
private object lockObject;
List<ControllerBase> controllers;
private MyRemotableObject remotableObject;
private System.ComponentModel.Container components = null;
void Awake()
{
lockObject = new object();
try
{
remotableObject = new MyRemotableObject();
//für fehler: //http://www.mycsharp.de/wbb2/thread.php?postid=199935
//************************************* TCP *************************************//
// using TCP protocol
TcpChannel channel = new TcpChannel(124);
ChannelServices.RegisterChannel(channel, false);
RemotingConfiguration.RegisterWellKnownServiceType(typeof(MyRemotableObject), "TargetShooterMenu", WellKnownObjectMode.SingleCall);
//************************************* TCP *************************************//
RemotableObjects.Cache.Attach(this);
}
catch (Exception e)
{
Debug.Log(e.ToString());
}
controllers = new List<ControllerBase>();
foreach (GameObject controllerObject in GameObject.FindGameObjectsWithTag(GlobalNames.Tags.CONTROLLEROBJECT))
{
if (controllerObject.GetComponent<ControllerBase>())
controllers.Add(controllerObject.GetComponent<ControllerBase>());
}
}
delegate void PresentNameInputControllerDelegate(int status);
private void PresentNameInputController(int status)
{
if (status == (int)LevelStatusCode.OK)
foreach (ControllerBase controller in controllers)
{
controller.Hide();
if (controller.GetType() == typeof(NameInputController))
controller.Show();
}
}
public void NotifyFinished(int status)
{
Debug.Log("Notify");
lock (lockObject)
{
PresentNameInputControllerDelegate d = PresentNameInputController;
d(status);
}
}
public int QueryCreditCount()
{
Debug.Log("Query");
return 100;
}
}
This Server implements the IObserver Functions NotifyFinished and QueryCreditCount (returns dummy value for the moment) When calling the NotifyFinished function from the client, following error occurs:
Constructors and field initializers will be executed from the loading thread when loading a scene. Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function. Can someone tell me, how to solve this problem? Thanks in advance, Hoffmanuelget_animation can only be called from the main thread.
Answer by hoffmanuel · Apr 24, 2013 at 10:52 AM
After lots of searching, i came to the solution: Using the Loom Unity Package from: Unity Gems entry about threading and using it like mentioned in Unity answers entry about threading:
void Start()
{
var tmp = Loom.Current;
...
}
//Function called from other Thread
public void NotifyFinished(int status)
{
Debug.Log("Notify");
try
{
if (status == (int)LevelStatusCode.OK)
{
Loom.QueueOnMainThread(() =>
{
PresentNameInputController();
});
}
}
catch (Exception e)
{
Debug.LogError(e.ToString());
}
}
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