本文整理汇总了C++中EntityItemProperties::setSimulatorIDChanged方法的典型用法代码示例。如果您正苦于以下问题:C++ EntityItemProperties::setSimulatorIDChanged方法的具体用法?C++ EntityItemProperties::setSimulatorIDChanged怎么用?C++ EntityItemProperties::setSimulatorIDChanged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EntityItemProperties
的用法示例。
在下文中一共展示了EntityItemProperties::setSimulatorIDChanged方法的1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: updateEntityWithElement
bool EntityTree::updateEntityWithElement(EntityItemPointer entity, const EntityItemProperties& origProperties,
EntityTreeElement* containingElement, const SharedNodePointer& senderNode) {
EntityItemProperties properties = origProperties;
bool allowLockChange;
QUuid senderID;
if (senderNode.isNull()) {
auto nodeList = DependencyManager::get<NodeList>();
allowLockChange = nodeList->getThisNodeCanAdjustLocks();
senderID = nodeList->getSessionUUID();
} else {
allowLockChange = senderNode->getCanAdjustLocks();
senderID = senderNode->getUUID();
}
if (!allowLockChange && (entity->getLocked() != properties.getLocked())) {
qCDebug(entities) << "Refusing disallowed lock adjustment.";
return false;
}
// enforce support for locked entities. If an entity is currently locked, then the only
// property we allow you to change is the locked property.
if (entity->getLocked()) {
if (properties.lockedChanged()) {
bool wantsLocked = properties.getLocked();
if (!wantsLocked) {
EntityItemProperties tempProperties;
tempProperties.setLocked(wantsLocked);
UpdateEntityOperator theOperator(this, containingElement, entity, tempProperties);
recurseTreeWithOperator(&theOperator);
_isDirty = true;
}
}
} else {
if (getIsServer()) {
bool simulationBlocked = !entity->getSimulatorID().isNull();
if (properties.simulatorIDChanged()) {
QUuid submittedID = properties.getSimulatorID();
// a legit interface will only submit their own ID or NULL:
if (submittedID.isNull()) {
if (entity->getSimulatorID() == senderID) {
// We only allow the simulation owner to clear their own simulationID's.
simulationBlocked = false;
}
// else: We assume the sender really did believe it was the simulation owner when it sent
} else if (submittedID == senderID) {
// the sender is trying to take or continue ownership
if (entity->getSimulatorID().isNull() || entity->getSimulatorID() == senderID) {
simulationBlocked = false;
} else {
// the sender is trying to steal ownership from another simulator
// so we apply the ownership change filter
if (usecTimestampNow() - entity->getSimulatorIDChangedTime() > SIMULATOR_CHANGE_LOCKOUT_PERIOD) {
simulationBlocked = false;
}
}
} else {
// the entire update is suspect --> ignore it
return false;
}
}
if (simulationBlocked) {
// squash the physics-related changes.
properties.setSimulatorIDChanged(false);
properties.setPositionChanged(false);
properties.setRotationChanged(false);
}
}
// else client accepts what the server says
QString entityScriptBefore = entity->getScript();
QString collisionSoundURLBefore = entity->getCollisionSoundURL();
uint32_t preFlags = entity->getDirtyFlags();
UpdateEntityOperator theOperator(this, containingElement, entity, properties);
recurseTreeWithOperator(&theOperator);
_isDirty = true;
uint32_t newFlags = entity->getDirtyFlags() & ~preFlags;
if (newFlags) {
if (_simulation) {
if (newFlags & DIRTY_SIMULATION_FLAGS) {
_simulation->lock();
_simulation->changeEntity(entity);
_simulation->unlock();
}
} else {
// normally the _simulation clears ALL updateFlags, but since there is none we do it explicitly
entity->clearDirtyFlags();
}
}
QString entityScriptAfter = entity->getScript();
if (entityScriptBefore != entityScriptAfter) {
emitEntityScriptChanging(entity->getEntityItemID()); // the entity script has changed
}
maybeNotifyNewCollisionSoundURL(collisionSoundURLBefore, entity->getCollisionSoundURL());
}
// TODO: this final containingElement check should eventually be removed (or wrapped in an #ifdef DEBUG).
containingElement = getContainingElement(entity->getEntityItemID());
//.........这里部分代码省略.........