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C++ broadcastMessage函数代码示例

本文整理汇总了C++中broadcastMessage函数的典型用法代码示例。如果您正苦于以下问题:C++ broadcastMessage函数的具体用法?C++ broadcastMessage怎么用?C++ broadcastMessage使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。


在下文中一共展示了broadcastMessage函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: setDirection

void SceneObjectImplementation::updateDirection(float angleHeadingRadians) {
	setDirection(angleHeadingRadians);

	++movementCounter;

	if (parent.get() != NULL) {
		DataTransformWithParent* pack = new DataTransformWithParent(asSceneObject());
		broadcastMessage(pack, true, true);
	} else {
		DataTransform* pack = new DataTransform(asSceneObject());
		broadcastMessage(pack, true, true);
	}
}
开发者ID:JigglyPoofSWG,项目名称:BSS,代码行数:13,代码来源:SceneObjectImplementation.cpp

示例2: assert

void TangibleObjectImplementation::addDefender(SceneObject* defender) {
	if (defender == asTangibleObject())
		return;

	assert(defender);

	for (int i = 0; i < defenderList.size(); ++i) {
		if (defender == defenderList.get(i))
			return;
	}

	//info("adding defender");

	TangibleObjectDeltaMessage6* dtano6 = new TangibleObjectDeltaMessage6(asTangibleObject());
	dtano6->startUpdate(0x01);

	defenderList.add(defender, dtano6);

	dtano6->close();

	broadcastMessage(dtano6, true);

	setCombatState();

	notifyObservers(ObserverEventType::DEFENDERADDED, defender);
}
开发者ID:Nifdoolb,项目名称:Server,代码行数:26,代码来源:TangibleObjectImplementation.cpp

示例3: sendToAll

void GameServer::handleDisconnections()
{
    for (auto itr = mPeers.begin(); itr != mPeers.end(); )
    {
        if ((*itr)->timedOut)
        {
            // Inform everyone of the disconnection, erase
            for (sf::Int32 identifier : (*itr)->aircraftIdentifiers)
            {
                sendToAll(sf::Packet() << static_cast<sf::Int32>(Server::PlayerDisconnect) << identifier);
                
                mAircraftInfo.erase(identifier);
            }
            
            mConnectedPlayers--;
            mAircraftCount -= (*itr)->aircraftIdentifiers.size();
            
            itr = mPeers.erase(itr);
            
            // Go back to a listening state if needed
            if (mConnectedPlayers < mMaxConnectedPlayers)
            {
                mPeers.push_back(PeerPtr(new RemotePeer()));
                setListening(true);
            }
            
            broadcastMessage("An ally has disconnected.");
        }
        else
        {
            ++itr;
        }
    }
}
开发者ID:mebobby2,项目名称:SFML_Game_Development,代码行数:34,代码来源:GameServer.cpp

示例4: PlayClientEffectObjectMessage

void SceneObjectImplementation::playEffect(const String& file,
		const String& aux) {
	PlayClientEffectObjectMessage* effect = new PlayClientEffectObjectMessage(
			asSceneObject(), file, aux);

	broadcastMessage(effect, true);
}
开发者ID:JigglyPoofSWG,项目名称:BSS,代码行数:7,代码来源:SceneObjectImplementation.cpp

示例5: info

void TangibleObjectImplementation::removeDefender(SceneObject* defender) {
	//info("trying to remove defender");
	for (int i = 0; i < defenderList.size(); ++i) {
		if (defenderList.get(i) == defender) {
			info("removing defender");

			notifyObservers(ObserverEventType::DEFENDERDROPPED, defender);

			TangibleObjectDeltaMessage6* dtano6 = new TangibleObjectDeltaMessage6(asTangibleObject());

			dtano6->startUpdate(0x01);

			if (defenderList.size() == 1)
				defenderList.removeAll(dtano6);
			else
				defenderList.remove(i, dtano6);

			dtano6->close();

			broadcastMessage(dtano6, true);

			//info("defender found and removed");
			break;
		}
	}

	if (defenderList.size() == 0)
		clearCombatState(false);

	//info("finished removing defender");
}
开发者ID:Nifdoolb,项目名称:Server,代码行数:31,代码来源:TangibleObjectImplementation.cpp

示例6: broadcastMessage

void TcpServer::broadcastMessage(ClientResponse* message) {
	char* json = MessageConversion::convertResponseToJson(message, true);
	if (json != nullptr) {
		broadcastMessage(json);
	}
	delete[] json;
}
开发者ID:Robbiedobbie,项目名称:RaspberrySpotter,代码行数:7,代码来源:TcpServer.cpp

示例7: getLeader

bool Party::passLeadership(Player* player)
{
    if(!player || getLeader() == player || !isPlayerMember(player))
        return false;

    //Remove it before to broadcast the message correctly
    PlayerVector::iterator it = std::find(memberList.begin(), memberList.end(), player);
    if(it != memberList.end())
        memberList.erase(it);

    Player* oldLeader = getLeader();
    setLeader(player);
    memberList.insert(memberList.begin(), oldLeader);

    char buffer[125];
    sprintf(buffer, "%s is now the leader of the party.", player->getName().c_str());
    broadcastMessage(MSG_INFO_DESCR, buffer, true);

    player->sendTextMessage(MSG_INFO_DESCR, "You are now the leader of the party.");
    updateSharedExperience();

    updateIcons(oldLeader);
    updateIcons(player);
    return true;
}
开发者ID:Fir3element,项目名称:035,代码行数:25,代码来源:party.cpp

示例8: broadcastMessage

void HooksUpdateDetector::terminate32Loader()
{
  if (m_hookLoader32.getProcessHandle() != 0) {
    // Send broadcast message to close the 32 bit hook loader.
    broadcastMessage(HookDefinitions::LOADER_CLOSE_CODE);
  }
}
开发者ID:sim0629,项目名称:tightvnc,代码行数:7,代码来源:HooksUpdateDetector.cpp

示例9: getGroupMember

void GroupObjectImplementation::calcGroupLevel() {
	int highestPlayer = 0;
	groupLevel = 0;

	for (int i = 0; i < getGroupSize(); i++) {
		Reference<SceneObject*> member = getGroupMember(i);

		if (member->isPet()) {
			CreatureObject* creature = cast<CreatureObject*>(member.get());

			groupLevel += creature->getLevel() / 5;

		} else if (member->isPlayerCreature()) {
			CreatureObject* creature = cast<CreatureObject*>(member.get());

			int memberLevel = creature->getLevel();

			if (memberLevel > highestPlayer) {
				groupLevel += (memberLevel - highestPlayer + (highestPlayer / 5));
				highestPlayer = memberLevel;
			} else {
				groupLevel += memberLevel / 5;
			}
		}
	}

	GroupObjectDeltaMessage6* msg = new GroupObjectDeltaMessage6(_this.getReferenceUnsafeStaticCast());

	msg->updateLevel(this->groupLevel);
	msg->close();

	broadcastMessage(msg);
}
开发者ID:grtest,项目名称:testgit,代码行数:33,代码来源:GroupObjectImplementation.cpp

示例10: trace

void RDOKernel::unregistered( RDOThread* thread )
{
#ifdef RDO_MT
	threads_mutex.Lock();
#endif
	if ( thread && std::find( threads.begin(), threads.end(), thread ) != threads.end() ) {
		threads.remove( thread );
	} else {
#ifdef RDO_MT
		threads_mutex.Unlock();
#endif
		return;
	}
	if ( thread_runtime    && thread->getName() == "RDOThreadRunTime"    ) thread_runtime    = NULL;
	if ( thread_simulator  && thread->getName() == "RDOThreadSimulator"  ) thread_simulator  = NULL;
	if ( thread_codecomp   && thread->getName() == "RDOThreadCodeComp"   ) thread_codecomp   = NULL;
	if ( thread_repository && thread->getName() == "RDOThreadRepository" ) thread_repository = NULL;

#ifdef CORBA_ENABLE
	if ( thread_corba      && thread->getName() == "RDOThreadCorba"      ) thread_corba      = NULL;
#endif

#ifdef RDO_MT
	threads_mutex.Unlock();
#endif

#ifdef TR_TRACE
	trace( getName() + " INFO: " + thread->getName() + " UNREGISTERED" );
#endif
	broadcastMessage( RT_THREAD_UNREGISTERED, thread );
}
开发者ID:cerevra,项目名称:rdo_studio,代码行数:31,代码来源:rdokernel.cpp

示例11: onPropertyModification

// --------------------------------------------------------------------------
void Property::onInheritChange(const InheritValueChangeMsg &msg) {
    // Consult the inheritor value change, and build a property change message
    onPropertyModification(msg);

    /* The broadcast of the property change is not done directly in the methods
       above but here. The reason for this is that only the inheritor knows the
       real character of the change, and the objects that the change inflicted
    */

    PropertyChangeMsg pmsg;
    pmsg.objectID = msg.objectID;

    switch (msg.change) {
    case INH_VAL_ADDED: // Property was added to an object
        pmsg.change = PROP_ADDED;
        break;
    case INH_VAL_CHANGED: // property changed inherit value
        pmsg.change = PROP_CHANGED;
        break;
    case INH_VAL_REMOVED: // property does not exist any more on the object (and
                          // not inherited)
        pmsg.change = PROP_REMOVED;
        break;
    default:
        return;
    }

    broadcastMessage(pmsg);
}
开发者ID:volca02,项目名称:openDarkEngine,代码行数:30,代码来源:Property.cpp

示例12: broadcastMessage

void GroupObject::broadcastDeltaRemove(Player* player)
{
    mMembersUpdateCount++;

    Message* newMessage;

    gMessageFactory->StartMessage();
    gMessageFactory->addUint32(0x12862153); // deltas
    gMessageFactory->addUint64(mId);
    gMessageFactory->addUint32(0x47525550); // GRUP
    gMessageFactory->addUint8(6);

    gMessageFactory->addUint32(15);
    gMessageFactory->addUint16(1);
    gMessageFactory->addUint16(1);

    gMessageFactory->addUint32(1);
    gMessageFactory->addUint32(mMembersUpdateCount);

    gMessageFactory->addUint8(0);

    gMessageFactory->addUint16(player->getGroupMemberIndex());

    newMessage = gMessageFactory->EndMessage();

    broadcastMessage(newMessage);
}
开发者ID:ANHcRush,项目名称:mmoserver,代码行数:27,代码来源:GroupObject.cpp

示例13: objectDestroyed

void QMetaObjectPublisher::signalEmitted(const QObject *object, const int signalIndex, const QVariantList &arguments)
{
    if (!webChannel || webChannel->d_func()->transports.isEmpty()) {
        if (signalIndex == s_destroyedSignalIndex)
            objectDestroyed(object);
        return;
    }
    if (!signalToPropertyMap.value(object).contains(signalIndex)) {
        QJsonObject message;
        const QString &objectName = registeredObjectIds.value(object);
        Q_ASSERT(!objectName.isEmpty());
        message[KEY_OBJECT] = objectName;
        message[KEY_SIGNAL] = signalIndex;
        if (!arguments.isEmpty()) {
            message[KEY_ARGS] = wrapList(arguments);
        }
        message[KEY_TYPE] = TypeSignal;
        broadcastMessage(message);

        if (signalIndex == s_destroyedSignalIndex) {
            objectDestroyed(object);
        }
    } else {
        pendingPropertyUpdates[object][signalIndex] = arguments;
        if (clientIsIdle && !blockUpdates && !timer.isActive()) {
            timer.start(PROPERTY_UPDATE_INTERVAL, this);
        }
    }
}
开发者ID:venkatarajasekhar,项目名称:Qt,代码行数:29,代码来源:qmetaobjectpublisher.cpp

示例14: broadcastMessage

void GameServer::handleIncomingConnections() {
    if (!mListeningState) return;

    if (mListenerSocket.accept(mPeers[mConnectedPlayers]->socket) == sf::TcpListener::Done) {
        // order the new client to spawn its own plane ( player 1 )
        mAircraftInfo[mAircraftIdentifierCounter].position = sf::Vector2f(mBattleFieldRect.width / 2, mBattleFieldRect.top + mBattleFieldRect.height / 2);
        mAircraftInfo[mAircraftIdentifierCounter].hitpoints = 100;
        mAircraftInfo[mAircraftIdentifierCounter].missileAmmo = 2;

        sf::Packet packet;
        packet << static_cast<sf::Int32>(Server::SpawnSelf);
        packet << mAircraftIdentifierCounter;
        packet << mAircraftInfo[mAircraftIdentifierCounter].position.x;
        packet << mAircraftInfo[mAircraftIdentifierCounter].position.y;

        mPeers[mConnectedPlayers]->aircraftIdentifiers.push_back(mAircraftIdentifierCounter);

        broadcastMessage("New player!");
        informWorldState(mPeers[mConnectedPlayers]->socket);
        notifyPlayerSpawn(mAircraftIdentifierCounter++);

        mPeers[mConnectedPlayers]->socket.send(packet);
        mPeers[mConnectedPlayers]->ready = true;
        mPeers[mConnectedPlayers]->lastPacketTime = now(); // prevent initial timeouts
        mAircraftCount++;
        mConnectedPlayers++;

        if (mConnectedPlayers >= mMaxConnectedPlayers)
            setListening(false);
        else // Add a new waiting peer
            mPeers.push_back(PeerPtr(new RemotePeer()));
    }
}
开发者ID:WillSams,项目名称:SFML-Book-Exercises,代码行数:33,代码来源:GameServer.cpp

示例15: locker

void GroupObjectImplementation::addMember(SceneObject* newMember) {
	Locker locker(_this.get());

	GroupObjectDeltaMessage6* grp = new GroupObjectDeltaMessage6(_this.get());
	grp->startUpdate(1);
	groupMembers.add(newMember, grp);
	grp->close();

	broadcastMessage(grp);

	if (newMember->isPlayerCreature())
	{
		ManagedReference<CreatureObject*> playerCreature = cast<CreatureObject*>(newMember);

		sendTo(playerCreature, true);

		if (hasSquadLeader()) {
			addGroupModifiers(playerCreature);
		}

		scheduleUpdateNearestMissionForGroup(playerCreature->getPlanetCRC());
	}

	calcGroupLevel();
}
开发者ID:Chilastra-Reborn,项目名称:Chilastra-source-code,代码行数:25,代码来源:GroupObjectImplementation.cpp


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