本文整理汇总了C++中CClientPlayer::GetLastPuresyncType方法的典型用法代码示例。如果您正苦于以下问题:C++ CClientPlayer::GetLastPuresyncType方法的具体用法?C++ CClientPlayer::GetLastPuresyncType怎么用?C++ CClientPlayer::GetLastPuresyncType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::GetLastPuresyncType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: Restream
void CClientStreamer::Restream ( bool bMovedFar )
{
// Limit distance stream in/out rate
// Vehicles might have to ignore this to reduce blocking loads elsewhere.
int iMaxOut = 6;
int iMaxIn = 6;
if ( bMovedFar )
{
iMaxOut = 1000;
iMaxIn = 1000;
}
// Do we have any elements waiting to be streamed out?
while ( !m_ToStreamOut.empty () )
{
CClientStreamElement* pElement = m_ToStreamOut.front ();
// Make sure we have no stream-references
if ( pElement->GetTotalStreamReferences () == 0 )
{
// Stream out 1 of them per frame
pElement->InternalStreamOut ();
iMaxOut--;
}
m_ToStreamOut.remove ( pElement );
if ( iMaxOut <= 0 )
break;
}
static std::vector < CClientStreamElement* > ClosestStreamedOutList;
static std::vector < CClientStreamElement* > FurthestStreamedInList;
ClosestStreamedOutList.clear();
FurthestStreamedInList.clear();
bool bReachedLimit = ReachedLimit ();
// Loop through our active elements list (they should be ordered closest to furthest)
list < CClientStreamElement* > ::iterator iter = m_ActiveElements.begin ();
for ( ; iter != m_ActiveElements.end (); iter++ )
{
CClientStreamElement* pElement = *iter;
float fElementDistanceExp = pElement->GetExpDistance ();
// Is this element streamed in?
if ( pElement->IsStreamedIn () )
{
if ( IS_VEHICLE ( pElement ) )
{
CClientVehicle* pVehicle = DynamicCast < CClientVehicle > ( pElement );
if ( pVehicle )
{
if ( pVehicle->GetOccupant ( ) && IS_PLAYER ( pVehicle->GetOccupant ( ) ) )
{
CClientPlayer* pPlayer = DynamicCast < CClientPlayer > ( pVehicle->GetOccupant ( ) );
if ( pPlayer->GetLastPuresyncType ( ) == PURESYNC_TYPE_LIGHTSYNC )
{
// if the last packet was ls he shouldn't be streamed in
m_ToStreamOut.push_back ( pElement );
}
}
// Is this a trailer?
if ( pVehicle->GetTowedByVehicle ( ) != NULL )
{
// Don't stream it out (this is handled by the towing vehicle)
continue;
}
}
}
if ( IS_PLAYER ( pElement ) )
{
CClientPlayer* pPlayer = DynamicCast < CClientPlayer > ( pElement );
if ( pPlayer->GetLastPuresyncType ( ) == PURESYNC_TYPE_LIGHTSYNC )
{
// if the last packet was ls he isn't/shouldn't be streamed in
m_ToStreamOut.push_back ( pElement );
}
}
// Too far away? Use the threshold so we won't flicker load it if it's on the border moving.
if ( fElementDistanceExp > m_fMaxDistanceThreshold )
{
// Unstream it now?
if ( iMaxOut > 0 )
{
// Make sure we have no stream-references
if ( pElement->GetTotalStreamReferences () == 0 )
{
// Stream out now
pElement->InternalStreamOut ();
iMaxOut--;
}
m_ToStreamOut.remove ( pElement );
}
else
{
// or later
m_ToStreamOut.push_back ( pElement );
}
}
else
{
//.........这里部分代码省略.........
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;
}
}
}
}