本文整理汇总了C++中Block_Buffer::reset方法的典型用法代码示例。如果您正苦于以下问题:C++ Block_Buffer::reset方法的具体用法?C++ Block_Buffer::reset怎么用?C++ Block_Buffer::reset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Block_Buffer
的用法示例。
在下文中一共展示了Block_Buffer::reset方法的4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: pop_game_buffer
void pop_game_buffer(const FunctionCallbackInfo<Value>& args) {
Block_Buffer *buf = GAME_MANAGER->pop_block_buffer();
if (buf) {
buf->reset();
args.GetReturnValue().Set(wrap_buffer(args.GetIsolate(), buf));
} else {
//设置对象为空
args.GetReturnValue().SetNull();
}
}
示例2: get_game_player_save_data_buffer
void get_game_player_save_data_buffer(const FunctionCallbackInfo<Value>& args) {
Game_Player *player = unwrap_game_player(args.Holder());
if (!player) {
args.GetReturnValue().SetNull();
return;
}
Block_Buffer *buf = player->save_player_data_buffer();
if (buf) {
buf->reset();
args.GetReturnValue().Set(wrap_buffer(args.GetIsolate(), buf));
} else {
//设置对象为空
args.GetReturnValue().SetNull();
}
}
示例3: team_fb_create_player_monster
int Map_Team::team_fb_create_player_monster(Scene_Player &player) {
if (!player.is_in_battle()) {
MSG_USER("has in battle");
return -1;
}
if (player.dead_status()) {
MSG_USER("has die");
return -1;
}
Battle_Scene *scene = player.battle_scene();
if(!scene){
return -1;
}
int pos = -1;
for (Battle_Scene::Debug_Mover_Map::const_iterator it = scene->pos_debug_map().begin();
it != scene->pos_debug_map().end(); ++it) {
if (it->second == player.role_id()) {
pos = it->first.pos;
break;
}
}
if (pos == -1) {
return -1;
}
Int_Hash_Set idx_set;
{
for (Battle_Scene::Debug_Mover_Map::const_iterator it = scene->pos_debug_map().begin();
it != scene->pos_debug_map().end(); ++it) {
if (it->first.pos != pos) continue;
idx_set.insert(it->first.idx);
}
int ret = ensure_battle_pos_unique(idx_set);
if (0 != ret) {
return ret;
}
}
if ((pos != 0 && pos != 1) || idx_set.size() >= 3){
return -1;
}
Block_Buffer buf;
const Team_Robot_Config_Map crc = CONFIG_CACHE_TEAM->team_robot_cfg();
int y = Position_Key::LINE_ONE_BEHIND;
int i = 0;
for (Team_Robot_Config_Map::const_iterator it_crc = crc.begin(); it_crc != crc.end(); ++it_crc) {
buf.reset();
// 机器人信息
create_team_player_detail(it_crc->second, buf);
get_empty_pos(idx_set, y);
y = get_other_idx(y);
if (0 == y) {
continue;
}
idx_set.insert(y);
NPC_Addition_Info add_info;
add_info.birth_coord.x = pos;
add_info.birth_coord.y = y;
add_info.ex_val1 = it_crc->second.career;
add_info.ex_val2 = 1; // gender
add_info.name = it_crc->second.name;
int monster_type = 63800108;
Player_Monster* player_monster = NPC_MANAGER->create_player_monster(monster_type, NULL, add_info, scene, buf);
if(player_monster == NULL){
return -1;
}
Int_Vec avatar_vec;
if (i == 0) {
avatar_vec.push_back(10731102);
avatar_vec.push_back(10931102);
avatar_vec.push_back(10831102);
} else {
avatar_vec.push_back(10711102);
avatar_vec.push_back(10911102);
avatar_vec.push_back(10811102);
}
player_monster->set_player_monster_avatar(avatar_vec);
player_monster->set_clear_label(false);
player_monster->restore_hp(player_monster->blood_max(), true);
// 战斗英雄信息
buf.reset();
create_team_hero_detail(it_crc->second, buf);
player_monster->hero_battle_birth(buf, scene);
player_monster->battle_enter_appaer(scene);
y += 2;
++i;
}
// player.restore_hp(player.blood_max(), true);
// player.set_battle_position(0, Position_Key::LINE_TWO_FRONT);
// player.enter_battle_scene(scene);
return 0;
}
示例4: process_list
int Gate_Manager::process_list(void) {
int32_t cid = 0;
Block_Buffer *buf = 0;
while (1) {
bool all_empty = true;
/// 掉线玩家列表
if (! drop_cid_list_.empty()) {
all_empty = false;
cid = drop_cid_list_.pop_front();
process_drop_cid(cid);
}
/// client-->gate 消息队列
if ((buf = gate_client_data_list_.pop_front()) != 0) {
all_empty = false;
if (buf->is_legal()) {
cid = buf->peek_int32();
GATE_CLIENT_MESSAGER->process_block(*buf);
} else {
LOG_ERROR("buf.read_index = %ld, buf.write_index = %ld", buf->get_read_idx(), buf->get_write_idx());
buf->reset();
}
GATE_CLIENT_SERVER->push_block(cid, buf);
}
/// 游戏服内部循环消息队列
if (! self_loop_block_list_.empty()) {
all_empty = false;
buf = self_loop_block_list_.front();
self_loop_block_list_.pop_front();
GATE_INNER_MESSAGER->process_self_loop_block(*buf);
block_pool_.push(buf);
}
/// login-->gate 消息队列
if ((buf = gate_login_data_list_.pop_front()) != 0) {
all_empty = false;
if (buf->is_legal()) {
cid = buf->peek_int32();
GATE_INNER_MESSAGER->process_login_block(*buf);
} else {
LOG_ERROR("buf.read_index = %ld, buf.write_index = %ld", buf->get_read_idx(), buf->get_write_idx());
buf->reset();
}
GATE_LOGIN_CONNECTOR->push_block(cid, buf);
}
/// game-->gate 消息队列
if ((buf = gate_game_data_list_.pop_front()) != 0) {
all_empty = false;
if (buf->is_legal()) {
cid = buf->peek_int32();
GATE_INNER_MESSAGER->process_game_block(*buf);
} else {
LOG_ERROR("buf.read_index = %ld, buf.write_index = %ld", buf->get_read_idx(), buf->get_write_idx());
buf->reset();
}
GATE_GAME_CONNECTOR->push_block(cid, buf);
}
/// master-->gate 消息队列
if ((buf = gate_master_data_list_.pop_front()) != 0) {
all_empty = false;
if (buf->is_legal()) {
cid = buf->peek_int32();
GATE_INNER_MESSAGER->process_master_block(*buf);
} else {
LOG_ERROR("buf.read_index = %ld, buf.write_index = %ld", buf->get_read_idx(), buf->get_write_idx());
buf->reset();
}
GATE_MASTER_CONNECTOR->push_block(cid, buf);
}
if (all_empty)
Time_Value::sleep(Time_Value(0,100));
}
return 0;
}