Added Unity project files
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using System;
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using System.Collections.Generic;
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namespace VRC.SDK3.ClientSim
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{
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/// <summary>
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/// The Event Dispatcher is how ClientSim implements the Observer Pattern.
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/// Systems can subscribe to specific event types, and other systems can then send the event.
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/// </summary>
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public class ClientSimEventDispatcher : IClientSimEventDispatcher, IDisposable
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{
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private readonly Dictionary<Type, Delegate> _eventSubscribers;
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public ClientSimEventDispatcher()
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{
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_eventSubscribers = new Dictionary<Type, Delegate>();
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}
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public void Subscribe<T>(Action<T> eventHandler) where T : IClientSimEvent
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{
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Type t = typeof(T);
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if (_eventSubscribers.TryGetValue(t, out Delegate eventDelegate))
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{
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_eventSubscribers[t] = Delegate.Combine(eventDelegate, eventHandler);
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}
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else
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{
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_eventSubscribers.Add(t, eventHandler);
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}
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}
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public void Unsubscribe<T>(Action<T> eventHandler) where T : IClientSimEvent
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{
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Type t = typeof(T);
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if (_eventSubscribers.TryGetValue(t, out Delegate eventDelegate))
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{
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Delegate remainingDelegate = Delegate.Remove(eventDelegate, eventHandler);
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if (remainingDelegate == null)
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{
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_eventSubscribers.Remove(t);
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}
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else
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{
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_eventSubscribers[t] = remainingDelegate;
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}
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}
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}
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/// <summary>
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/// Sends the event to subscribed receivers
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/// </summary>
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/// <param name="clientSimEvent"></param>
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/// <typeparam name="T"></typeparam>
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public void SendEvent<T>(T clientSimEvent) where T : IClientSimEvent
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{
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// TODO log warning if trying to send events while another is still being processed.
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if (_eventSubscribers.TryGetValue(typeof(T), out Delegate eventDelegate)
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&& eventDelegate is Action<T> action)
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{
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action.Invoke(clientSimEvent);
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}
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}
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public void Dispose()
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{
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_eventSubscribers.Clear();
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}
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}
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}
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