本文整理汇总了C++中BitStream::StoreBitArray方法的典型用法代码示例。如果您正苦于以下问题:C++ BitStream::StoreBitArray方法的具体用法?C++ BitStream::StoreBitArray怎么用?C++ BitStream::StoreBitArray使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类BitStream
的用法示例。
在下文中一共展示了BitStream::StoreBitArray方法的5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: serializeto
void UpdateServer::serializeto( BitStream &tgt ) const
{
tgt.StorePackedBits(1, 2); //opcode
tgt.StorePackedBits(1, m_build_date);
tgt.StorePackedBits(1, 0); // flags
tgt.StoreString(currentVersion);
tgt.StoreBitArray(clientInfo,sizeof(clientInfo)*8);
tgt.StorePackedBits(1, authID);
tgt.StoreBits(32, authCookie);
tgt.StoreString(accountName);
}
示例2: sendClientData
void EntitiesResponse::sendClientData(BitStream &tgt) const
{
PlayerEntity *ent=static_cast<PlayerEntity *>(m_client->char_entity());
Character &player_char=ent->m_char;
if(!m_incremental)
{
ACE_DEBUG ((LM_DEBUG,ACE_TEXT ("\tSending Character to client: full\n")));
//full_update - > receiveCharacterFromServer
// initial character update = level/name/class/origin/map_name
//m_client->char_entity()->m_char.m_ent=m_client->char_entity();
ent->serialize_full(tgt);
player_char.sendTray(tgt);
player_char.sendTrayMode(tgt);
tgt.StoreString(ent->name()); // maxlength 32
tgt.StoreString(ent->m_battle_cry); //max 128
tgt.StoreString(ent->m_character_description); //max 1024
player_char.sendWindows(tgt);
tgt.StoreBits(1,0); // lfg related
tgt.StoreBits(1,0); // a2->ent_player2->field_AC
player_char.sendTeamBuffMode(tgt);
player_char.sendDockMode(tgt);
player_char.sendChatSettings(tgt);
player_char.sendTitles(tgt);
player_char.sendDescription(tgt);
uint8_t auth_data[]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
tgt.StoreBitArray(auth_data,128);
player_char.sendKeybinds(tgt);
player_char.sendOptions(tgt);
player_char.sendFriendList(tgt);
}
else
{
//ACE_DEBUG ((LM_DEBUG,ACE_TEXT ("\tSending Character to client: stats-only\n")));
ent->m_char.sendFullStats(tgt);
}
storePowerInfoUpdate(tgt);
//storePowerModeUpdate(tgt);
//storeBadgeUpdate(tgt);
//storeGenericinventoryUpdate(tgt);
//storeInventionUpdate(tgt);
storeTeamList(tgt);
storeSuperStats(tgt);
storeGroupDyn(tgt);
bool additional=false;
tgt.StoreBits(1,additional);
if(additional)
{
tgt.StoreFloat(0.1f);
tgt.StoreFloat(0.2f); // camera_yaw
tgt.StoreFloat(0.3f);
}
}
示例3: sendServerControlState
void EntitiesResponse::sendServerControlState(BitStream &bs) const
{
Vector3 spd(1,80,1);
Vector3 zeroes;
bool m_flying=false;
bool m_dazed=false;
// user entity
Entity *ent = m_client->char_entity();
CscCommon_Sub28 struct_csc;
memset(&struct_csc,0,sizeof(struct_csc));
static int vla=1;
int g=rand()&0xff;
for(int i=0; i<3; ++i)
struct_csc.a.v[i] = g+vla;
vla+=1;
struct_csc.b.max_speed = struct_csc.a.max_speed = 5.0f;
struct_csc.b.gravitational_constant = struct_csc.a.gravitational_constant = 3.0f;
// for(int i=3; i<5; ++i)
// struct_csc.a.v[i] = rand()&0xf;
bool update_part_1=true;
bool update_part_2=false;
bs.StoreBits(1,update_part_1);
if(update_part_1)
{
//rand()&0xFF
bs.StoreBits(8,vla); // value stored in control state field_134
// after input_send_time_initialized, this value is enqueued as CSC_9's control_flags
// This is entity speed vector !!
NetStructure::storeVector(bs,spd);
bs.StoreFloat(1.0f); // speed rel back
bs.StoreBitArray((uint8_t *)&struct_csc,sizeof(CscCommon_Sub28)*8);
bs.StoreFloat(0.1f);
bs.StoreBits(1,m_flying); // key push bits ??
bs.StoreBits(1,m_dazed); // key push bits ??
bs.StoreBits(1,0); // key push bits ??
bs.StoreBits(1,0); // key push bits ??
bs.StoreBits(1,0); // key push bits ??
bs.StoreBits(1,0); // key push bits ??
}
// Used to force the client to a position/speed/pitch/rotation by server
bs.StoreBits(1,update_part_2);
if(update_part_2)
{
bs.StorePackedBits(1,0); // sets g_client_pos_id_rel
NetStructure::storeVector(bs,spd);
NetStructure::storeVectorConditional(bs,zeroes); // vector3 -> speed ? likely
NetStructure::storeFloatConditional(bs,0); // Pitch not used ?
NetStructure::storeFloatConditional(bs,ent->inp_state.pyr.x); // Pitch
NetStructure::storeFloatConditional(bs,0); // Roll
bs.StorePackedBits(1,0); // sets the lowest bit in CscCommon::flags
}
}
示例4: storeTransformMatrix
void storeTransformMatrix(BitStream &tgt, const glm::mat4x3 &src )
{
tgt.StoreBits(1,0); // no packed matrices for now
tgt.StoreBitArray((const uint8_t*)glm::value_ptr(src),12*4*8);
}
示例5: storeTransformMatrix
void NetStructure::storeTransformMatrix( BitStream &tgt,const Matrix4x3 &src )
{
tgt.StoreBits(1,0); // no packed matrices for now
tgt.StoreBitArray((uint8_t*)&src,12*4*8);
}