本文整理汇总了C++中CUnpacker::GetInt方法的典型用法代码示例。如果您正苦于以下问题:C++ CUnpacker::GetInt方法的具体用法?C++ CUnpacker::GetInt怎么用?C++ CUnpacker::GetInt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CUnpacker
的用法示例。
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示例1: ProcessClientPacket
void CServer::ProcessClientPacket(CNetChunk *pPacket)
{
int ClientId = pPacket->m_ClientID;
NETADDR Addr;
CUnpacker Unpacker;
Unpacker.Reset(pPacket->m_pData, pPacket->m_DataSize);
// unpack msgid and system flag
int Msg = Unpacker.GetInt();
int Sys = Msg&1;
Msg >>= 1;
if(Unpacker.Error())
return;
if(m_aClients[ClientId].m_State == CClient::STATE_AUTH)
{
if(Sys && Msg == NETMSG_INFO)
{
char aVersion[64];
const char *pPassword;
str_copy(aVersion, Unpacker.GetString(), 64);
if(str_comp(aVersion, GameServer()->NetVersion()) != 0)
{
// OH FUCK! wrong version, drop him
char aReason[256];
str_format(aReason, sizeof(aReason), "wrong version. server is running '%s' and client '%s'.", GameServer()->NetVersion(), aVersion);
m_NetServer.Drop(ClientId, aReason);
return;
}
str_copy(m_aClients[ClientId].m_aName, Unpacker.GetString(), MAX_NAME_LENGTH);
str_copy(m_aClients[ClientId].m_aClan, Unpacker.GetString(), MAX_CLANNAME_LENGTH);
pPassword = Unpacker.GetString();
if(g_Config.m_Password[0] != 0 && str_comp(g_Config.m_Password, pPassword) != 0)
{
// wrong password
m_NetServer.Drop(ClientId, "wrong password");
return;
}
m_aClients[ClientId].m_State = CClient::STATE_CONNECTING;
SendMap(ClientId);
}
}
else
{
if(Sys)
{
// system message
if(Msg == NETMSG_REQUEST_MAP_DATA)
{
int Chunk = Unpacker.GetInt();
int ChunkSize = 1024-128;
int Offset = Chunk * ChunkSize;
int Last = 0;
// drop faulty map data requests
if(Chunk < 0 || Offset > m_CurrentMapSize)
return;
if(Offset+ChunkSize >= m_CurrentMapSize)
{
ChunkSize = m_CurrentMapSize-Offset;
if(ChunkSize < 0)
ChunkSize = 0;
Last = 1;
}
CMsgPacker Msg(NETMSG_MAP_DATA);
Msg.AddInt(Last);
Msg.AddInt(m_CurrentMapSize);
Msg.AddInt(ChunkSize);
Msg.AddRaw(&m_pCurrentMapData[Offset], ChunkSize);
SendMsgEx(&Msg, MSGFLAG_VITAL|MSGFLAG_FLUSH, ClientId, true);
if(g_Config.m_Debug)
dbg_msg("server", "sending chunk %d with size %d", Chunk, ChunkSize);
}
else if(Msg == NETMSG_READY)
{
if(m_aClients[ClientId].m_State == CClient::STATE_CONNECTING)
{
Addr = m_NetServer.ClientAddr(ClientId);
dbg_msg("server", "player is ready. ClientId=%x ip=%d.%d.%d.%d",
ClientId, Addr.ip[0], Addr.ip[1], Addr.ip[2], Addr.ip[3]);
m_aClients[ClientId].m_State = CClient::STATE_READY;
GameServer()->OnClientConnected(ClientId);
}
}
else if(Msg == NETMSG_ENTERGAME)
{
if(m_aClients[ClientId].m_State == CClient::STATE_READY)
{
Addr = m_NetServer.ClientAddr(ClientId);
dbg_msg("server", "player has entered the game. ClientId=%x ip=%d.%d.%d.%d",
ClientId, Addr.ip[0], Addr.ip[1], Addr.ip[2], Addr.ip[3]);
//.........这里部分代码省略.........
示例2: ProcessClientPacket
void CServer::ProcessClientPacket(CNetChunk *pPacket)
{
int ClientID = pPacket->m_ClientID;
CUnpacker Unpacker;
Unpacker.Reset(pPacket->m_pData, pPacket->m_DataSize);
// unpack msgid and system flag
int Msg = Unpacker.GetInt();
int Sys = Msg&1;
Msg >>= 1;
if(Unpacker.Error())
return;
if(Sys)
{
// system message
if(Msg == NETMSG_INFO)
{
if(m_aClients[ClientID].m_State == CClient::STATE_AUTH)
{
char aVersion[64];
str_copy(aVersion, Unpacker.GetString(CUnpacker::SANITIZE_CC), 64);
bool CustClt = str_comp(aVersion, GameServer()->NetVersionCust()) == 0;
dbg_msg("es", "%s client connected!", CustClt?"cust":"vanilla");
if(!CustClt && str_comp(aVersion, GameServer()->NetVersion()) != 0)
{
// wrong version
char aReason[256];
str_format(aReason, sizeof(aReason), "Wrong version. Server is running '%s' and client '%s'", GameServer()->NetVersion(), aVersion);
m_NetServer.Drop(ClientID, aReason);
return;
}
const char *pPassword = Unpacker.GetString(CUnpacker::SANITIZE_CC);
if(g_Config.m_Password[0] != 0 && str_comp(g_Config.m_Password, pPassword) != 0)
{
// wrong password
m_NetServer.Drop(ClientID, "Wrong password");
return;
}
m_aClients[ClientID].m_State = CClient::STATE_CONNECTING;
m_aClients[ClientID].m_CustClt = CustClt;
SendMap(ClientID);
}
}
else if(Msg == NETMSG_REQUEST_MAP_DATA)
{
int Chunk = Unpacker.GetInt();
int ChunkSize = 1024-128;
int Offset = Chunk * ChunkSize;
int Last = 0;
// drop faulty map data requests
if(Chunk < 0 || Offset > m_CurrentMapSize)
return;
if(Offset+ChunkSize >= m_CurrentMapSize)
{
ChunkSize = m_CurrentMapSize-Offset;
if(ChunkSize < 0)
ChunkSize = 0;
Last = 1;
}
CMsgPacker Msg(NETMSG_MAP_DATA);
Msg.AddInt(Last);
Msg.AddInt(m_CurrentMapCrc);
Msg.AddInt(Chunk);
Msg.AddInt(ChunkSize);
Msg.AddRaw(&m_pCurrentMapData[Offset], ChunkSize);
SendMsgEx(&Msg, MSGFLAG_VITAL|MSGFLAG_FLUSH, ClientID, true);
if(g_Config.m_Debug)
{
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "sending chunk %d with size %d", Chunk, ChunkSize);
Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "server", aBuf);
}
}
else if(Msg == NETMSG_READY)
{
if(m_aClients[ClientID].m_State == CClient::STATE_CONNECTING)
{
char aAddrStr[NETADDR_MAXSTRSIZE];
net_addr_str(m_NetServer.ClientAddr(ClientID), aAddrStr, sizeof(aAddrStr), true);
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "player is ready. ClientID=%x addr=%s", ClientID, aAddrStr);
Console()->Print(IConsole::OUTPUT_LEVEL_ADDINFO, "server", aBuf);
m_aClients[ClientID].m_State = CClient::STATE_READY;
GameServer()->OnClientConnected(ClientID);
SendConnectionReady(ClientID);
}
}
else if(Msg == NETMSG_ENTERGAME)
{
if(m_aClients[ClientID].m_State == CClient::STATE_READY && GameServer()->IsClientReady(ClientID))
{
//.........这里部分代码省略.........
示例3: OnPreConnMsg
//.........这里部分代码省略.........
// https://github.com/eeeee/ddnet/commit/b8e40a244af4e242dc568aa34854c5754c75a39a
// Before we can send NETMSG_SNAPEMPTY, the client needs
// to load a map, otherwise it might crash. The map
// should be as small as is possible and directly available
// to the client. Therefore a dummy map is sent in the same
// packet. To reduce the traffic we'll fallback to a default
// map if there are too many connection attempts at once.
// send mapchange + map data + con_ready + 3 x empty snap (with token)
CMsgPacker MapChangeMsg(NETMSG_MAP_CHANGE);
if (Flooding)
{
// Fallback to dm1
MapChangeMsg.AddString("dm1", 0);
MapChangeMsg.AddInt(0xf2159e6e);
MapChangeMsg.AddInt(5805);
}
else
{
// dummy map
MapChangeMsg.AddString("dummy", 0);
MapChangeMsg.AddInt(DummyMapCrc);
MapChangeMsg.AddInt(sizeof(g_aDummyMapData));
}
CMsgPacker MapDataMsg(NETMSG_MAP_DATA);
if (Flooding)
{
// send empty map data to keep 0.6.4 support
MapDataMsg.AddInt(1); // last chunk
MapDataMsg.AddInt(0); // crc
MapDataMsg.AddInt(0); // chunk index
MapDataMsg.AddInt(0); // map size
MapDataMsg.AddRaw(NULL, 0); // map data
}
else
{
// send dummy map data
MapDataMsg.AddInt(1); // last chunk
MapDataMsg.AddInt(DummyMapCrc); // crc
MapDataMsg.AddInt(0); // chunk index
MapDataMsg.AddInt(sizeof(g_aDummyMapData)); // map size
MapDataMsg.AddRaw(g_aDummyMapData, sizeof(g_aDummyMapData)); // map data
}
CMsgPacker ConReadyMsg(NETMSG_CON_READY);
CMsgPacker SnapEmptyMsg(NETMSG_SNAPEMPTY);
SECURITY_TOKEN SecurityToken = GetVanillaToken(Addr);
SnapEmptyMsg.AddInt((int)SecurityToken);
SnapEmptyMsg.AddInt((int)SecurityToken + 1);
// send all chunks/msgs in one packet
const CMsgPacker *Msgs[] = {&MapChangeMsg, &MapDataMsg, &ConReadyMsg,
&SnapEmptyMsg, &SnapEmptyMsg, &SnapEmptyMsg};
SendMsgs(Addr, Msgs, 6);
}
else
{
// accept client directly
SendControl(Addr, NET_CTRLMSG_CONNECTACCEPT, NULL, 0, NET_SECURITY_TOKEN_UNSUPPORTED);
TryAcceptClient(Addr, NET_SECURITY_TOKEN_UNSUPPORTED);
}
}
else if(!IsCtrl && g_Config.m_SvVanillaAntiSpoof && g_Config.m_Password[0] == '\0')
{
CNetChunkHeader h;
unsigned char *pData = Packet.m_aChunkData;
pData = h.Unpack(pData);
CUnpacker Unpacker;
Unpacker.Reset(pData, h.m_Size);
int Msg = Unpacker.GetInt() >> 1;
if (Msg == NETMSG_INPUT)
{
SECURITY_TOKEN SecurityToken = Unpacker.GetInt();
if (SecurityToken == GetVanillaToken(Addr))
{
if (g_Config.m_Debug)
dbg_msg("security", "new client (vanilla handshake)");
// try to accept client skipping auth state
TryAcceptClient(Addr, NET_SECURITY_TOKEN_UNSUPPORTED, true);
}
else if (g_Config.m_Debug)
dbg_msg("security", "invalid token (vanilla handshake)");
}
else
{
if (g_Config.m_Debug)
{
dbg_msg("security", "invalid preconn msg %d", Msg);
}
}
}