本文整理汇总了C++中CClientPlayer::GetLastPuresyncTime方法的典型用法代码示例。如果您正苦于以下问题:C++ CClientPlayer::GetLastPuresyncTime方法的具体用法?C++ CClientPlayer::GetLastPuresyncTime怎么用?C++ CClientPlayer::GetLastPuresyncTime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CClientPlayer
的用法示例。
在下文中一共展示了CClientPlayer::GetLastPuresyncTime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: DoPulse
void CClientPlayerManager::DoPulse ( void )
{
unsigned long ulCurrentTime = CClientTime::GetTime ();
CClientPlayer * pPlayer = NULL;
vector < CClientPlayer* > ::const_iterator iter = m_Players.begin ();
for ( ; iter != m_Players.end (); ++iter )
{
pPlayer = *iter;
if ( !pPlayer->IsLocalPlayer () )
{
// Pulse voice data if voice is enabled
if ( g_pClientGame->GetVoiceRecorder()->IsEnabled() && pPlayer->GetVoice() )
pPlayer->GetVoice()->DoPulse();
// Flag him with connection error if its been too long since last puresync and force his position
unsigned long ulLastPuresyncTime = pPlayer->GetLastPuresyncTime ();
bool bHasConnectionTrouble = ( ulLastPuresyncTime != 0 && ulCurrentTime >= ulLastPuresyncTime + REMOTE_PLAYER_CONNECTION_TROUBLE_TIME );
if ( bHasConnectionTrouble && !g_pClientGame->IsDownloadingBigPacket () && !pPlayer->IsDeadOnNetwork () )
{
pPlayer->SetHasConnectionTrouble ( true );
// Reset his controller so he doesn't get stuck shooting or something
CControllerState State;
memset ( &State, 0, sizeof ( CControllerState ) );
pPlayer->SetControllerState ( State );
// Grab his vehicle if any and force the position to where he was last sync
CClientVehicle* pVehicle = pPlayer->GetOccupiedVehicle ();
if ( pVehicle )
{
// Is he driving the vehicle?
if ( pPlayer->GetOccupiedVehicleSeat () == 0 )
{
// Force his position to where he was last sync
pVehicle->SetPosition ( pPlayer->GetLastPuresyncPosition () );
pVehicle->SetMoveSpeed ( CVector ( 0, 0, 0 ) );
pVehicle->SetTurnSpeed ( CVector ( 0, 0, 0 ) );
pPlayer->ResetInterpolation ();
}
}
else
{
// Force his position to where he was last sync
pPlayer->SetPosition ( pPlayer->GetLastPuresyncPosition () );
pPlayer->ResetInterpolation ();
pPlayer->SetMoveSpeed ( CVector ( 0, 0, 0 ) );
pPlayer->ResetInterpolation ();
}
}
else
{
pPlayer->SetHasConnectionTrouble ( false );
}
}
}
}
示例2: ProcessVehicleList
///////////////////////////////////////////////////////////////
//
// CClientModelCacheManagerImpl::ProcessVehicleList
//
///////////////////////////////////////////////////////////////
void CClientModelCacheManagerImpl::ProcessVehicleList(std::map<ushort, float>& outNeedCacheList, const std::vector<CClientVehicle*>& vehicleList,
float fMaxStreamDistanceSq)
{
const ulong ulTimeNow = CClientTime::GetTime();
for (std::vector<CClientVehicle*>::const_iterator iter = vehicleList.begin(); iter != vehicleList.end(); ++iter)
{
CClientVehicle* pVehicle = *iter;
const ushort usModelId = pVehicle->GetModel();
if (usModelId < 400 || usModelId > 611)
continue;
// Check if currently within distance
{
// Check distance
CVector vecPosition;
pVehicle->GetPosition(vecPosition);
float fDistSq = (m_vecCameraPos - vecPosition).LengthSquared();
if (fDistSq < fMaxStreamDistanceSq)
{
// Add model to needed list
InsertIntoNeedCacheList(outNeedCacheList, usModelId, fDistSq);
AddProcessStat("p", true, PURESYNC_TYPE_NONE, usModelId, vecPosition, vecPosition);
continue;
}
}
CClientPlayer* pDriver = DynamicCast<CClientPlayer>(pVehicle->GetControllingPlayer());
if (!pDriver)
continue;
// Check if will be within distance soon
ePuresyncType syncType = pDriver->GetLastPuresyncType();
if (syncType == PURESYNC_TYPE_PURESYNC || syncType == PURESYNC_TYPE_LIGHTSYNC)
{
ulong ulSyncAge = ulTimeNow - pDriver->GetLastPuresyncTime();
if (ulSyncAge < 8000)
{
// Get velocity from somewhere
CVector vecVelocity;
if (syncType == PURESYNC_TYPE_LIGHTSYNC)
vecVelocity = pDriver->GetLightsyncCalcedVelocity();
else
{
pVehicle->GetMoveSpeed(vecVelocity);
vecVelocity *= m_fGameFps;
}
// Extrapolate position for 2 seconds time
float fSecondsToAdd = std::min(6000UL, ulSyncAge + 2000) * 0.001f;
CVector vecPosition;
pVehicle->GetPosition(vecPosition);
CVector vecNewPosition = vecPosition + vecVelocity * fSecondsToAdd;
// Check distance
float fDistSq = (m_vecCameraPos - vecNewPosition).LengthSquared();
if (fDistSq < fMaxStreamDistanceSq)
{
// Add model to needed list
InsertIntoNeedCacheList(outNeedCacheList, usModelId, fDistSq);
AddProcessStat("l", true, syncType, usModelId, vecPosition, vecNewPosition);
continue;
}
AddProcessStat("n", false, syncType, usModelId, vecPosition, vecNewPosition);
continue;
}
}
}
}