本文整理汇总了C++中C4PlayerInfo::GetRes方法的典型用法代码示例。如果您正苦于以下问题:C++ C4PlayerInfo::GetRes方法的具体用法?C++ C4PlayerInfo::GetRes怎么用?C++ C4PlayerInfo::GetRes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::GetRes方法的2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: 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2: 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();
}