本文整理汇总了C++中CL_NetGameEvent::to_string方法的典型用法代码示例。如果您正苦于以下问题:C++ CL_NetGameEvent::to_string方法的具体用法?C++ CL_NetGameEvent::to_string怎么用?C++ CL_NetGameEvent::to_string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CL_NetGameEvent
的用法示例。
在下文中一共展示了CL_NetGameEvent::to_string方法的14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: on_event_received
// An event was received from a client
void Server::on_event_received(CL_NetGameConnection *connection, const CL_NetGameEvent &e)
{
cl_log_event("events", "Client sent event: %1", e.to_string());
ServerUser *user = ServerUser::get_user(connection);
if(user)
{
bool handled_event = false;
if (user->id == 0) // User has not logged in, so route events to login dispatcher
{
// Route login events
handled_event = login_events.dispatch(e, user);
}
else
{
// Route game events
handled_event = game_events.dispatch(e, user);
}
if (!handled_event)
{
// We received an event which we didn't hook up
cl_log_event("events", "Unhandled event: %1", e.to_string());
}
}
}
示例2: on_evento_recibido
//Evento Cliente: Recibido
void Servidor::on_evento_recibido(CL_NetGameConnection *conexion, const CL_NetGameEvent &e)
{
UsuarioServidor *usuario = UsuarioServidor::get_usuario(conexion);
if(usuario)
{
bool evento_manejado = false;
if (usuario->id == 0) // Usuario no se ha logeado, enrutar a eventos del despachador de login
{
//Despachador de eventos de login
evento_manejado = eventos_login.dispatch(e, usuario);
}
else
{
//Despachador de eventos del juego
evento_manejado = eventos_juego.dispatch(e, usuario);
}
if (!evento_manejado)
{
//Evento no manejado
cl_log_event("eventos", "Evento no manejado: %1", e.to_string());
}
}
}
示例3: onEventArrived
void ServerImpl::onEventArrived(
CL_NetGameConnection *p_conn,
const CL_NetGameEvent &p_event
)
{
cl_log_event(LOG_EVENT, "event %1 arrived", p_event.to_string());
try {
bool unhandled = false;
const CL_String eventName = p_event.get_name();
// connection initialize events
if (eventName == EVENT_CLIENT_INFO) {
onClientInfo(p_conn, p_event);
}
// race events
else if (eventName == EVENT_CAR_STATE) {
onCarState(p_conn, p_event);
} else if (eventName == EVENT_VOTE_START) {
onVoteStart(p_conn, p_event);
} else if (eventName == EVENT_VOTE_TICK) {
onVoteTick(p_conn, p_event);
}
// unknown events remains unhandled
else {
unhandled = true;
}
if (unhandled) {
cl_log_event(
LOG_EVENT,
"event %1 remains unhandled",
p_event.to_string()
);
}
} catch (CL_Exception e) {
cl_log_event(LOG_ERROR, e.message);
}
}
示例4: on_event_received
void Server::on_event_received(CL_NetGameConnection *connection, const CL_NetGameEvent &e)
{
cl_log_event("system", "Client sent event: %1", e.to_string());
ServerPlayer *player = ServerPlayer::get_player(connection);
handle_event(player, e);
}
示例5: parseEvent
void RankingClientImpl::parseEvent(const CL_NetGameEvent &p_event)
{
const CL_String eventName = p_event.get_name();
if (eventName == EVENT_RANKING_ENTRIES) {
parseEntriesEvent(p_event);
} else {
cl_log_event(LOG_ERROR, "event remains unhandled: %1", p_event.to_string());
}
}
示例6: on_event_set_maparea_army_strength
void GameEvents::on_event_set_maparea_army_strength(const CL_NetGameEvent &e)
{
int map_area_id = e.get_argument(0);
int army_strength = e.get_argument(1);
MapArea *map_area = client->get_game_model()->get_map()->get_area_by_id(map_area_id);
if(map_area != 0 && army_strength >= 1 && army_strength <= 8)
map_area->army_strength = army_strength;
else
cl_log_event("error", "Invalid event: %1", e.to_string());
}
示例7: on_event_player_joined_game
void GameEvents::on_event_player_joined_game(const CL_NetGameEvent &e)
{
int player_id = e.get_argument(0);
CL_String player_name = e.get_argument(1);
int visual_id = e.get_argument(2);
GamePlayer *player = client->get_game_model()->get_players()->create_player(player_name, player_id, visual_id);
if(player)
client->get_game_view()->player_joined_game(player);
else
cl_log_event("error", "Invalid event: %1", e.to_string());
}
示例8: on_event_game_has_started
void GameEvents::on_event_game_has_started(const CL_NetGameEvent &e)
{
if (client->get_game_model()->get_map()->validate())
{
client->get_game_view()->start_game();
}
else
{
// TODO: Show an error to user
cl_log_event("error", "Unable to start game: Map is invalid", e.to_string());
}
}
示例9: on_evento_recibido
//Evento Server: Recibido
void Cliente::on_evento_recibido(const CL_NetGameEvent &e)
{
cl_log_event("eventos", "Servidor envio evento: %1", e.to_string());
bool evento_manejado = false;
if(!logged_in)
{
// Usuario no se ha logeado, enrutar a eventos del despachador de login
evento_manejado = eventos_login.dispatch(e);
}
else
{
// Usuario logiado, enrutar a eventos del despachador del juego
evento_manejado = eventos_juego.dispatch(e);
}
if(! evento_manejado)
{
//Evento no manejado
cl_log_event("eventos", "Evento no manejado: %1", e.to_string());
}
}
示例10: on_event_received
// An event was received from server
void Client::on_event_received(const CL_NetGameEvent &e)
{
cl_log_event("events", "Server sent event: %1", e.to_string());
bool handled_event = false;
if(!logged_in)
{
// We haven't logged in, so route events to login dispatcher
handled_event = login_events.dispatch(e);
}
else
{
// We have logged in, so route events to game dispatcher
handled_event = game_events.dispatch(e);
}
if(!handled_event)
{
// We received an event which we didn't hook up
cl_log_event("events", "Unhandled event: %1", e.to_string());
}
}
示例11: on_event_player_left_game
void GameEvents::on_event_player_left_game(const CL_NetGameEvent &e)
{
int player_id = e.get_argument(0);
GamePlayer *player = client->get_game_model()->get_players()->get_player(player_id);
if(player)
{
client->get_game_view()->player_left_game(player);
client->get_game_model()->get_players()->remove_player(player);
}
else
cl_log_event("error", "Invalid event: %1", e.to_string());
}
示例12: on_event_set_maparea_ownership
void GameEvents::on_event_set_maparea_ownership(const CL_NetGameEvent &e)
{
int map_area_id = e.get_argument(0);
int player_id = e.get_argument(1);
MapArea *map_area = client->get_game_model()->get_map()->get_area_by_id(map_area_id);
GamePlayer *player = client->get_game_model()->get_players()->get_player(player_id);
if(map_area != 0 && player != 0)
{
map_area->player_id = player->id;
client->get_game_view()->update_map();
}
else
cl_log_event("error", "Invalid event: %1", e.to_string());
}
示例13: handle_event
// TODO: This method should not be public, but it needs to currently to make it possible
// for AI player to directly send an event to server
void Server::handle_event(ServerPlayer *player, const CL_NetGameEvent &e)
{
bool handled_event = false;
if (player->id == 0)
{
handled_event = login_events->get_dispatcher().dispatch(e, player);
}
else
{
if (player->lobby_player)
handled_event = lobby_events->get_dispatcher().dispatch(e, player->lobby_player);
if (player->game_player)
if(player->game_player->current_game)
handled_event |= game_events->get_dispatcher().dispatch(e, player->game_player->current_game, player->game_player);
}
if (!handled_event)
cl_log_event("system", "Unhandled event: %1", e.to_string());
}
示例14: onEventArrived
void ServerImpl::onEventArrived(CL_NetGameConnection *p_conn, const CL_NetGameEvent &p_event)
{
cl_log_event(LOG_EVENT, "event %1 arrived", p_event.to_string());
m_parent->handleEvent(p_conn, p_event);
}