本文整理汇总了C++中CommandContainer::game_command_size方法的典型用法代码示例。如果您正苦于以下问题:C++ CommandContainer::game_command_size方法的具体用法?C++ CommandContainer::game_command_size怎么用?C++ CommandContainer::game_command_size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CommandContainer
的用法示例。
在下文中一共展示了CommandContainer::game_command_size方法的4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: processCommandContainer
void Server_ProtocolHandler::processCommandContainer(const CommandContainer &cont)
{
// Command processing must be disabled after prepareDestroy() has been called.
if (deleted)
return;
lastDataReceived = timeRunning;
ResponseContainer responseContainer(cont.has_cmd_id() ? cont.cmd_id() : -1);
Response::ResponseCode finalResponseCode;
if (cont.game_command_size())
finalResponseCode = processGameCommandContainer(cont, responseContainer);
else if (cont.room_command_size())
finalResponseCode = processRoomCommandContainer(cont, responseContainer);
else if (cont.session_command_size())
finalResponseCode = processSessionCommandContainer(cont, responseContainer);
else if (cont.moderator_command_size())
finalResponseCode = processModeratorCommandContainer(cont, responseContainer);
else if (cont.admin_command_size())
finalResponseCode = processAdminCommandContainer(cont, responseContainer);
else
finalResponseCode = Response::RespInvalidCommand;
if ((finalResponseCode != Response::RespNothing))
sendResponseContainer(responseContainer, finalResponseCode);
}
示例2: externalGameCommandContainerReceived
void Server::externalGameCommandContainerReceived(const CommandContainer &cont, int playerId, int serverId, qint64 sessionId)
{
// This function is always called from the main thread via signal/slot.
try {
ResponseContainer responseContainer(cont.cmd_id());
Response::ResponseCode finalResponseCode = Response::RespOk;
QReadLocker roomsLocker(&roomsLock);
Server_Room *room = rooms.value(cont.room_id());
if (!room) {
qDebug() << "externalGameCommandContainerReceived: room id=" << cont.room_id() << "not found";
throw Response::RespNotInRoom;
}
QReadLocker roomGamesLocker(&room->gamesLock);
Server_Game *game = room->getGames().value(cont.game_id());
if (!game) {
qDebug() << "externalGameCommandContainerReceived: game id=" << cont.game_id() << "not found";
throw Response::RespNotInRoom;
}
QMutexLocker gameLocker(&game->gameMutex);
Server_Player *player = game->getPlayers().value(playerId);
if (!player) {
qDebug() << "externalGameCommandContainerReceived: player id=" << playerId << "not found";
throw Response::RespNotInRoom;
}
GameEventStorage ges;
for (int i = cont.game_command_size() - 1; i >= 0; --i) {
const GameCommand &sc = cont.game_command(i);
qDebug() << "[ISL]" << QString::fromStdString(sc.ShortDebugString());
Response::ResponseCode resp = player->processGameCommand(sc, responseContainer, ges);
if (resp != Response::RespOk)
finalResponseCode = resp;
}
ges.sendToGame(game);
if (finalResponseCode != Response::RespNothing) {
player->playerMutex.lock();
player->getUserInterface()->sendResponseContainer(responseContainer, finalResponseCode);
player->playerMutex.unlock();
}
} catch (Response::ResponseCode code) {
Response response;
response.set_cmd_id(cont.cmd_id());
response.set_response_code(code);
sendIsl_Response(response, serverId, sessionId);
}
}
示例3: processGameCommandContainer
Response::ResponseCode Server_ProtocolHandler::processGameCommandContainer(const CommandContainer &cont, ResponseContainer &rc)
{
if (authState == NotLoggedIn)
return Response::RespLoginNeeded;
QMap<int, QPair<int, int> > gameMap = getGames();
if (!gameMap.contains(cont.game_id()))
return Response::RespNotInRoom;
const QPair<int, int> roomIdAndPlayerId = gameMap.value(cont.game_id());
QReadLocker roomsLocker(&server->roomsLock);
Server_Room *room = server->getRooms().value(roomIdAndPlayerId.first);
if (!room)
return Response::RespNotInRoom;
QReadLocker roomGamesLocker(&room->gamesLock);
Server_Game *game = room->getGames().value(cont.game_id());
if (!game) {
if (room->getExternalGames().contains(cont.game_id())) {
server->sendIsl_GameCommand(cont,
room->getExternalGames().value(cont.game_id()).server_id(),
userInfo->session_id(),
roomIdAndPlayerId.first,
roomIdAndPlayerId.second
);
return Response::RespNothing;
}
return Response::RespNotInRoom;
}
QMutexLocker gameLocker(&game->gameMutex);
Server_Player *player = game->getPlayers().value(roomIdAndPlayerId.second);
if (!player)
return Response::RespNotInRoom;
GameEventStorage ges;
Response::ResponseCode finalResponseCode = Response::RespOk;
for (int i = cont.game_command_size() - 1; i >= 0; --i) {
const GameCommand &sc = cont.game_command(i);
logDebugMessage(QString("game %1 player %2: ").arg(cont.game_id()).arg(roomIdAndPlayerId.second) + QString::fromStdString(sc.ShortDebugString()));
Response::ResponseCode resp = player->processGameCommand(sc, rc, ges);
if (resp != Response::RespOk)
finalResponseCode = resp;
}
ges.sendToGame(game);
return finalResponseCode;
}
示例4: processGameCommandContainer
Response::ResponseCode Server_ProtocolHandler::processGameCommandContainer(const CommandContainer &cont, ResponseContainer &rc)
{
static QList<GameCommand::GameCommandType> antifloodCommandsWhiteList = QList<GameCommand::GameCommandType>()
// draw/undo card draw (example: drawing 10 cards one by one from the deck)
<< GameCommand::DRAW_CARDS
<< GameCommand::UNDO_DRAW
// create, delete arrows (example: targeting with 10 cards during an attack)
<< GameCommand::CREATE_ARROW
<< GameCommand::DELETE_ARROW
// set card attributes (example: tapping 10 cards at once)
<< GameCommand::SET_CARD_ATTR
// increment / decrement counter (example: -10 life points one by one)
<< GameCommand::INC_COUNTER
// mulling lots of hands in a row
<< GameCommand::MULLIGAN
// allows a user to sideboard without receiving flooding message
<< GameCommand::MOVE_CARD;
if (authState == NotLoggedIn)
return Response::RespLoginNeeded;
QMap<int, QPair<int, int> > gameMap = getGames();
if (!gameMap.contains(cont.game_id()))
return Response::RespNotInRoom;
const QPair<int, int> roomIdAndPlayerId = gameMap.value(cont.game_id());
QReadLocker roomsLocker(&server->roomsLock);
Server_Room *room = server->getRooms().value(roomIdAndPlayerId.first);
if (!room)
return Response::RespNotInRoom;
QReadLocker roomGamesLocker(&room->gamesLock);
Server_Game *game = room->getGames().value(cont.game_id());
if (!game) {
if (room->getExternalGames().contains(cont.game_id())) {
server->sendIsl_GameCommand(cont,
room->getExternalGames().value(cont.game_id()).server_id(),
userInfo->session_id(),
roomIdAndPlayerId.first,
roomIdAndPlayerId.second
);
return Response::RespNothing;
}
return Response::RespNotInRoom;
}
QMutexLocker gameLocker(&game->gameMutex);
Server_Player *player = game->getPlayers().value(roomIdAndPlayerId.second);
if (!player)
return Response::RespNotInRoom;
int commandCountingInterval = server->getCommandCountingInterval();
int maxCommandCountPerInterval = server->getMaxCommandCountPerInterval();
GameEventStorage ges;
Response::ResponseCode finalResponseCode = Response::RespOk;
for (int i = cont.game_command_size() - 1; i >= 0; --i) {
const GameCommand &sc = cont.game_command(i);
logDebugMessage(QString("game %1 player %2: ").arg(cont.game_id()).arg(roomIdAndPlayerId.second) + QString::fromStdString(sc.ShortDebugString()));
if (commandCountingInterval > 0) {
int totalCount = 0;
if (commandCountOverTime.isEmpty())
commandCountOverTime.prepend(0);
if(!antifloodCommandsWhiteList.contains((GameCommand::GameCommandType) getPbExtension(sc)))
++commandCountOverTime[0];
for (int i = 0; i < commandCountOverTime.size(); ++i)
totalCount += commandCountOverTime[i];
if (totalCount > maxCommandCountPerInterval)
return Response::RespChatFlood;
}
Response::ResponseCode resp = player->processGameCommand(sc, rc, ges);
if (resp != Response::RespOk)
finalResponseCode = resp;
}
ges.sendToGame(game);
return finalResponseCode;
}