本文整理汇总了C++中C4PlayerInfo::GetID方法的典型用法代码示例。如果您正苦于以下问题:C++ C4PlayerInfo::GetID方法的具体用法?C++ C4PlayerInfo::GetID怎么用?C++ C4PlayerInfo::GetID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C4PlayerInfo
的用法示例。
在下文中一共展示了C4PlayerInfo::GetID方法的7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:
void C4TeamList::ReassignAllTeams()
{
assert(::Control.isCtrlHost());
if (!::Control.isCtrlHost()) return;
// go through all player infos; reset team in them
int32_t idStart = -1; C4PlayerInfo *pNfo;
while ((pNfo = Game.PlayerInfos.GetNextPlayerInfoByID(idStart)))
{
idStart = pNfo->GetID();
if (pNfo->HasJoinIssued()) continue;
pNfo->SetTeam(0);
// mark changed info as updated
C4ClientPlayerInfos *pCltInfo = Game.PlayerInfos.GetClientInfoByPlayerID(idStart);
assert(pCltInfo);
if (pCltInfo)
{
pCltInfo->SetUpdated();
}
}
// clear players from team lists
RecheckPlayers();
EnsureTeamCount();
// reassign them
idStart = -1;
while ((pNfo = Game.PlayerInfos.GetNextPlayerInfoByID(idStart)))
{
idStart = pNfo->GetID();
if (pNfo->HasJoinIssued()) continue;
assert(!pNfo->GetTeam());
RecheckPlayerInfoTeams(*pNfo, true);
}
}
示例2: GetID
void C4Team::AddPlayer(C4PlayerInfo &rInfo, bool fAdjustPlayer)
{
// must not happen!
assert(rInfo.GetID());
if (!rInfo.GetID()) return;
// add player; grow vector if necessary
if (iPlayerCount >= iPlayerCapacity)
{
int32_t *piNewPlayers = new int32_t[iPlayerCapacity = (iPlayerCount+4)&~3];
if (iPlayerCount) memcpy(piNewPlayers, piPlayers, iPlayerCount*sizeof(int32_t));
delete [] piPlayers; piPlayers = piNewPlayers;
}
// store new player
piPlayers[iPlayerCount++] = rInfo.GetID();
if (!fAdjustPlayer) return;
// set values in info
rInfo.SetTeam(GetID());
if (Game.Teams.IsTeamColors()) rInfo.SetColor(GetColor());
// and in actual player, if it is joined already
if (rInfo.IsJoined())
{
C4Player *pJoinedPlr = ::Players.GetByInfoID(rInfo.GetID());
assert(pJoinedPlr || (rInfo.GetType() == C4PT_Script));
if (pJoinedPlr)
{
pJoinedPlr->Team = GetID();
if (Game.Teams.IsTeamColors()) pJoinedPlr->SetPlayerColor(GetColor());
}
}
}
示例3:
void C4Team::RecheckPlayers()
{
// check all players within the team
for (int32_t i=0; i<iPlayerCount; ++i)
{
bool fIsValid = false; int32_t id; C4PlayerInfo *pInfo;
if ((id = piPlayers[i]))
if ((pInfo = Game.PlayerInfos.GetPlayerInfoByID(id)))
if (pInfo->GetTeam() == GetID())
if (pInfo->IsUsingTeam())
fIsValid = true;
// removal will decrease iPlayerCount, which will abort the loop earlier
if (!fIsValid) RemoveIndexedPlayer(i--);
}
// now check for any new players in the team
int32_t id = 0; C4PlayerInfo *pInfo;
while ((pInfo = Game.PlayerInfos.GetNextPlayerInfoByID(id)))
{
id = pInfo->GetID();
if (pInfo->GetTeam() == GetID())
if (pInfo->IsUsingTeam())
if (!IsPlayerIDInTeam(id))
AddPlayer(*pInfo, false);
}
}
示例4:
void C4PlayerInfoListAttributeConflictResolver::MarkConflicts(C4ClientPlayerInfos &rCheckPacket, bool fTestOriginal)
{
C4PlayerInfo *pCheckAgainstInfo;
// check current and original attribute against all player infos
for (int32_t j=0; (pCheckAgainstInfo = rCheckPacket.GetPlayerInfo(j)); ++j)
{
if (pCheckAgainstInfo->IsUsingAttribute(eAttr)) if (!pResolveInfo->GetID() || pResolveInfo->GetID() != pCheckAgainstInfo->GetID()) if (pResolveInfo != pCheckAgainstInfo)
{
// current conflict is marked only if the checked packet has same of lower priority than the one compared to
// if the priority is higher, the attribute shall be changed in the other, low priority info instead!
bool fHasHigherPrio = (GetAttributePriorityDifference(pResolveInfo, pResolvePacket, pCheckAgainstInfo, &rCheckPacket) > 0);
if (!fHasHigherPrio)
if (IsAttributeConflict(pCheckAgainstInfo, pResolveInfo, C4PlayerInfo::PLRAL_Current))
fCurrentConflict = true;
if (fTestOriginal)
{
if (IsAttributeConflict(pCheckAgainstInfo, pResolveInfo, C4PlayerInfo::PLRAL_Original))
{
if (fHasHigherPrio && !fOriginalConflict && !pLowPrioOriginalConflictPacket)
{
// original attribute is taken by a low prio packet - do not mark an original conflict, but remember the packet
// that's blocking it
pLowPrioOriginalConflictPacket = &rCheckPacket;
}
else
{
// original attribute is taken by either one higher/equal priority by packet, or by two low prio packets
// in this case, don't revert to original
pLowPrioOriginalConflictPacket = nullptr;
fOriginalConflict = true;
}
}
if (IsAttributeConflict(pCheckAgainstInfo, pResolveInfo, C4PlayerInfo::PLRAL_Alternate))
{
if (fHasHigherPrio && !fAlternateConflict && !pLowPrioAlternateConflictPacket)
pLowPrioAlternateConflictPacket = &rCheckPacket;
else
fAlternateConflict = true;
}
}
}
}
}
示例5: if
void C4Network2Players::JoinUnjoinedPlayersInControlQueue(C4ClientPlayerInfos *pNewPacket)
{
// only host may join any players to the queue
assert(::Network.isHost());
// check all players
int i=0; C4PlayerInfo *pInfo;
while ((pInfo = pNewPacket->GetPlayerInfo(i++)))
// not yet joined and no savegame assignment?
if (!pInfo->HasJoinIssued()) if (!pInfo->GetAssociatedSavegamePlayerID())
{
// join will be marked when queue is executed (C4Player::Join)
// but better mark join now already to prevent permanent sending overkill
pInfo->SetJoinIssued();
// do so!
C4Network2Res *pPlrRes = pInfo->GetRes();
C4Network2Client *pClient = ::Network.Clients.GetClientByID(pNewPacket->GetClientID());
if (!pPlrRes || (!pClient && pNewPacket->GetClientID() != ::Control.ClientID()))
if (pInfo->GetType() != C4PT_Script)
{
// failure: Non-script players must have a res to join from!
const char *szPlrName = pInfo->GetName(); if (!szPlrName) szPlrName="???";
LogF("Network: C4Network2Players::JoinUnjoinedPlayersInControlQueue failed to join player %s!", szPlrName);
continue;
}
if (pPlrRes)
{
// join with resource
Game.Input.Add(CID_JoinPlr,
new C4ControlJoinPlayer(pPlrRes->getFile(), pNewPacket->GetClientID(), pInfo->GetID(), pPlrRes->getCore()));
}
else
{
// join without resource (script player)
Game.Input.Add(CID_JoinPlr,
new C4ControlJoinPlayer(NULL, pNewPacket->GetClientID(), pInfo->GetID()));
}
}
}
示例6: GetTeamByPlayerID
bool C4TeamList::RecheckPlayerInfoTeams(C4PlayerInfo &rNewJoin, bool fByHost)
{
// only if enabled
assert(IsMultiTeams());
if (!IsMultiTeams()) return false;
// check whether a new team is to be assigned first
C4Team *pCurrentTeam = GetTeamByPlayerID(rNewJoin.GetID());
int32_t idCurrentTeam = pCurrentTeam ? pCurrentTeam->GetID() : 0;
if (rNewJoin.GetTeam())
{
// was that team a change to the current team?
// no change anyway: OK, skip this info
if (idCurrentTeam == rNewJoin.GetTeam()) return true;
// the player had a different team assigned: Check if changes are allowed at all
if (eTeamDist == TEAMDIST_Free || (eTeamDist == TEAMDIST_Host && fByHost))
// also make sure that selecting this team is allowed, e.g. doesn't break the team limit
// this also checks whether the team number is a valid team - but it would accept TEAMID_New, which shouldn't be used in player infos!
if (rNewJoin.GetTeam() != TEAMID_New && IsJoin2TeamAllowed(rNewJoin.GetTeam()))
// okay; accept change
return true;
// Reject change by reassigning the current team
rNewJoin.SetTeam(idCurrentTeam);
// and determine a new team, if none has been assigned yet
if (idCurrentTeam) return true;
}
// new team assignment
// teams are always needed in the lobby, so there's a team preset to change
// for runtime joins, teams are needed if specified by teams.txt or if any teams have been created before (to avoid mixed team-noteam-scenarios)
// but only assign teams in runtime join if the player won't pick it himself
bool fWillHaveLobby = ::Network.isEnabled() && !::Network.Status.isPastLobby() && Game.fLobby;
bool fHasOrWillHaveLobby = ::Network.isLobbyActive() || fWillHaveLobby;
bool fCanPickTeamAtRuntime = !IsRandomTeam() && (rNewJoin.GetType() == C4PT_User) && IsRuntimeJoinTeamChoice();
bool fIsTeamNeeded = IsRuntimeJoinTeamChoice() || GetTeamCount();
if (!fHasOrWillHaveLobby && (!fIsTeamNeeded || fCanPickTeamAtRuntime)) return false;
// get least-used team
C4Team *pAssignTeam=NULL;
C4Team *pLowestTeam = GetRandomSmallestTeam();
// melee mode
if (IsAutoGenerateTeams() && !IsRandomTeam())
{
// reuse old team only if it's empty
if (pLowestTeam && !pLowestTeam->GetPlayerCount())
pAssignTeam = pLowestTeam;
else
{
// no empty team: generate new
GenerateDefaultTeams(iLastTeamID+1);
pAssignTeam = GetTeamByID(iLastTeamID);
}
}
else
{
if (!pLowestTeam)
{
// not enough teams defined in teamwork mode?
// then create two teams as default
if (!GetTeamByIndex(1))
GenerateDefaultTeams(2);
else
// otherwise, all defined teams are full. This is a scenario error, because MaxPlayer should have been adjusted
return false;
pLowestTeam = GetTeamByIndex(0);
}
pAssignTeam = pLowestTeam;
}
// assign it
if (!pAssignTeam) return false;
pAssignTeam->AddPlayer(rNewJoin, true);
return true;
}
示例7: OwnInfoPacket
void C4Network2Players::HandlePlayerInfoUpdRequest(const class C4ClientPlayerInfos *pInfoPacket, bool fByHost)
{
// network host only
assert(::Network.isEnabled());
assert(::Network.isHost());
// copy client infos (need to be adjusted)
C4ClientPlayerInfos OwnInfoPacket(*pInfoPacket);
// safety: check any duplicate, unjoined players first
// check those with unassigned IDs only, so update packets won't be rejected by this
if (!OwnInfoPacket.IsInitialPacket())
{
C4ClientPlayerInfos *pExistingClientInfo = rInfoList.GetInfoByClientID(OwnInfoPacket.GetClientID());
if (pExistingClientInfo)
{
int iCnt=OwnInfoPacket.GetPlayerCount(); C4PlayerInfo *pPlrInfo;
C4Network2Res *pRes;
while (iCnt--) if ((pPlrInfo=OwnInfoPacket.GetPlayerInfo(iCnt)))
if (!pPlrInfo->GetID()) if ((pRes = pPlrInfo->GetRes()))
if (pExistingClientInfo->GetPlayerInfoByRes(pRes->getResID()))
{
// double join: simply deny without message
#ifdef _DEBUG
Log("Network: Duplicate player join rejected!");
#endif
OwnInfoPacket.RemoveIndexedInfo(iCnt);
}
}
if (!OwnInfoPacket.GetPlayerCount())
{
// player join request without players: probably all removed because doubled
#ifdef _DEBUG
Log("Network: Empty player join request ignored!");
#endif
return;
}
}
// assign player IDs
if (!rInfoList.AssignPlayerIDs(&OwnInfoPacket) && OwnInfoPacket.IsAddPacket())
{
// no players could be joined in an add request: probably because the maximum player limit has been reached
return;
}
// check doubled savegame player usage
UpdateSavegameAssignments(&OwnInfoPacket);
// update teams
rInfoList.AssignTeams(&OwnInfoPacket, fByHost);
// update any other player colors and names
// this may only change colors and names of all unjoined players (which is all players in lobby mode)
// any affected players will get an updated-flag
rInfoList.UpdatePlayerAttributes(&OwnInfoPacket, true);
// league score gains may now be different
rInfoList.ResetLeagueProjectedGain(true);
int32_t iPlrInfo = 0;
C4PlayerInfo *pPlrInfo;
while ((pPlrInfo = OwnInfoPacket.GetPlayerInfo(iPlrInfo++))) pPlrInfo->ResetLeagueProjectedGain();
if (Game.Parameters.isLeague())
{
// lobby only
if (!::Network.isLobbyActive())
return;
// check league authentication for new players
for (int i = 0; i < OwnInfoPacket.GetPlayerCount(); i++)
if (!rInfoList.GetPlayerInfoByID(OwnInfoPacket.GetPlayerInfo(i)->GetID()))
{
C4PlayerInfo *pInfo = OwnInfoPacket.GetPlayerInfo(i);
// remove player infos without authentication
if (!::Network.LeaguePlrAuthCheck(pInfo))
{
OwnInfoPacket.RemoveIndexedInfo(i);
i--;
}
else
// always reset authentication ID after check - it's not needed anymore
pInfo->SetAuthID("");
}
}
// send updates to all other clients and reset update flags
SendUpdatedPlayers();
// finally, add new player join as direct input
// this will add the player infos directly on host side (DirectExec as a subcall),
// so future player join request will take the other joined clients into consideration
// when assigning player colors, etc.; it will also start resource loading
// in running mode, this call will also put the actual player joins into the queue
::Control.DoInput(CID_PlrInfo, new C4ControlPlayerInfo(OwnInfoPacket), CDT_Direct);
// notify lobby of updates
C4GameLobby::MainDlg *pLobby = ::Network.GetLobby();
if (pLobby) pLobby->OnPlayersChange();
}