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C++ MessagePtr::type方法代码示例

本文整理汇总了C++中MessagePtr::type方法的典型用法代码示例。如果您正苦于以下问题:C++ MessagePtr::type方法的具体用法?C++ MessagePtr::type怎么用?C++ MessagePtr::type使用的例子?那么恭喜您, 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MessagePtr的用法示例。

在下文中一共展示了MessagePtr::type方法的10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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: receiveMessages

void Client::receiveMessages()
{
	while(d->msgqueue->isPending()) {
		MessagePtr msg = d->msgqueue->getPending();

		if(d->session.isNull()) {
			// No session? We must be in the login phase
			if(msg->type() == protocol::MSG_COMMAND)
				emit loginMessage(msg);
			else
				log(Log().about(Log::Level::Warn, Log::Topic::RuleBreak).message(
					QString("Got non-login message (type=%1) in login state").arg(msg->type())
					));

		} else {

			// Enforce origin ID, except when receiving a snapshot
			if(d->session->initUserId() != d->id)
				msg->setContextId(d->id);

			if(isHoldLocked())
				d->holdqueue << msg;
			else
				d->session->handleClientMessage(*this, msg);
		}
	}
}
开发者ID:callaa,项目名称:Drawpile,代码行数:27,代码来源:client.cpp


示例2: Main

void Actor::Main() {
    is_working_ = true;
    MessagePtr msg;
    while (mailbox_->Pop(msg)) {
        if (handlers_.find(msg->type()) != handlers_.end()) {
            handlers_[msg->type()](msg);
        } else if (handlers_.find(MsgType::Default) != handlers_.end()) {
            handlers_[MsgType::Default](msg);
        } else {
            Log::Fatal("Unexpected msg type\n");
        }
    }
}
开发者ID:ericxsun,项目名称:multiverso,代码行数:13,代码来源:actor.cpp


示例3: receiveMessages

void Client::receiveMessages()
{
	while(_msgqueue->isPending()) {
		MessagePtr msg = _msgqueue->getPending();

		if(_state == LOGIN) {
			if(msg->type() == protocol::MSG_LOGIN)
				emit loginMessage(msg);
			else
				logger::notice() << this << "Got non-login message (type=" << msg->type() << ") in login state";
		} else {
			handleSessionMessage(msg);
		}
	}
}
开发者ID:gotomypc,项目名称:Drawpile,代码行数:15,代码来源:client.cpp


示例4: send

 void MessageManager::send(MessagePtr message) {
     MessageMap::iterator pos = messageMap.find(message->type());
     if (pos != messageMap.end()) {
         for (boost::unordered_set<EntitySystem*>::iterator itr = pos->second.begin(); itr != pos->second.end(); itr++) {
             (*itr)->receive(message);
         }
     }
 }
开发者ID:tygill,项目名称:GameFrame,代码行数:8,代码来源:MessageManager.cpp


示例5: receiveSnapshot

void Client::receiveSnapshot()
{
	if(!_uploading_snapshot) {
		logger::notice() << this << "Received snapshot data when not expecting it!";
		disconnectError("Didn't expect snapshot data");
		return;
	}

	while(_msgqueue->isPendingSnapshot()) {
		MessagePtr msg = _msgqueue->getPendingSnapshot();

		// Filter away blatantly unallowed messages
		switch(msg->type()) {
		using namespace protocol;
		case MSG_LOGIN:
		case MSG_SESSION_CONFIG:
		case MSG_STREAMPOS:
		case MSG_DISCONNECT:
			continue;
		default: break;
		}

		// Add message
		if(_session->addToSnapshotStream(msg)) {
			logger::debug() << this << "Finished getting snapshot.";
			_uploading_snapshot = false;

			// If this was the hosting user, graduate to full session status
			// The server now needs to be brought up to date with the initial uploaded state
			if(_state == WAIT_FOR_SYNC) {
				logger::debug() << this << "Session sync complete.";
				_state = IN_SESSION;
				_streampointer = _session->mainstream().snapshotPointIndex();
				_session->syncInitialState(_session->mainstream().snapshotPoint().cast<protocol::SnapshotPoint>().substream());
				enqueueHeldCommands();
				sendAvailableCommands();
			}

			if(_msgqueue->isPendingSnapshot()) {
				logger::notice() << this << "Received too much snapshot data!";
				disconnectError("too much snapshot data");
			}
			break;
		}
	}
}
开发者ID:gotomypc,项目名称:Drawpile,代码行数:46,代码来源:client.cpp


示例6: writeData

void MessageQueue::writeData() {
	if(_sendbuflen==0) {
		// If send buffer is empty, serialize the next message in the queue.
		// The snapshot upload queue has lower priority than the normal queue.
		if(!_sendqueue.isEmpty()) {
			// There are messages in the higher priority queue, send one
			MessagePtr msg = _sendqueue.dequeue();
			_sendbuflen = msg->serialize(_sendbuffer);
			if(msg->type() == protocol::MSG_DISCONNECT) {
				// Automatically disconnect after Disconnect notification is sent
				_closeWhenReady = true;
				_sendqueue.clear();
			}

		} else if(!_snapshot_send.isEmpty()) {
			// When the main send queue is empty, messages from the snapshot queue are sent
			SnapshotMode mode(SnapshotMode::SNAPSHOT);
			_sendbuflen = mode.serialize(_sendbuffer);
			_sendbuflen += _snapshot_send.takeFirst()->serialize(_sendbuffer + _sendbuflen);
		}
	}

	if(_sentcount < _sendbuflen) {
		int sent = _socket->write(_sendbuffer+_sentcount, _sendbuflen-_sentcount);
		if(sent<0) {
			// Error
			emit socketError(_socket->errorString());
			return;
		}
		_sentcount += sent;
		if(_sentcount == _sendbuflen) {
			_sendbuflen=0;
			_sentcount=0;
			if(_closeWhenReady) {
				_socket->disconnectFromHost();

			} else {
				writeData();
			}
		}
	}
}
开发者ID:gotomypc,项目名称:Drawpile,代码行数:42,代码来源:messagequeue.cpp


示例7: sendAvailableCommands

void Client::sendAvailableCommands()
{
	if(_state != IN_SESSION)
		return;

	if(_substreampointer>=0) {
		// Are we downloading a substream?
		const protocol::MessagePtr sptr = _session->mainstream().at(_streampointer);
		Q_ASSERT(sptr->type() == protocol::MSG_SNAPSHOTPOINT);
		const protocol::SnapshotPoint &sp = sptr.cast<const protocol::SnapshotPoint>();

		if(_substreampointer == 0) {
			// User is in the beginning of a stream, send stream position message
			uint streamlen = 0;
			for(int i=0;i<sp.substream().length();++i)
				streamlen += sp.substream().at(i)->length();
			for(int i=_streampointer+1;i<_session->mainstream().end();++i)
				streamlen += _session->mainstream().at(i)->length();

			_msgqueue->send(MessagePtr(new protocol::StreamPos(streamlen)));
		}
		// Enqueue substream
		while(_substreampointer < sp.substream().length())
			_msgqueue->send(sp.substream().at(_substreampointer++));

		if(sp.isComplete()) {
			_substreampointer = -1;
			++_streampointer;
			sendAvailableCommands();
		}
	} else {
		// No substream in progress, enqueue normal commands
		// Snapshot points (substreams) are skipped.
		while(_streampointer < _session->mainstream().end()) {
			MessagePtr msg = _session->mainstream().at(_streampointer++);
			if(msg->type() != protocol::MSG_SNAPSHOTPOINT)
				_msgqueue->send(msg);
		}
	}
}
开发者ID:gotomypc,项目名称:Drawpile,代码行数:40,代码来源:client.cpp


示例8: handleUndoCommand

bool Client::handleUndoCommand(protocol::Undo &undo)
{
	// First check if user context override is used
	if(undo.overrideId()) {
		undo.setContextId(undo.overrideId());
	}

	// Undo history is limited to last UNDO_HISTORY_LIMIT undopoints
	// or the latest snapshot point, whichever comes first
	// Clients usually store more than that, but to ensure a consistent
	// experience, we enforce the limit here.

	if(undo.points()>0) {
		// Undo mode: iterator towards the beginning of the history,
		// marking not-undone UndoPoints as undone.
		int limit = protocol::UNDO_HISTORY_LIMIT;
		int pos = _session->mainstream().end()-1;
		int points = 0;
		while(limit>0 && points<undo.points() && _session->mainstream().isValidIndex(pos)) {
			MessagePtr msg = _session->mainstream().at(pos);

			if(msg->type() == protocol::MSG_SNAPSHOTPOINT)
				break;

			if(msg->type() == protocol::MSG_UNDOPOINT) {
				--limit;
				if(msg->contextId() == undo.contextId() && msg->undoState()==protocol::DONE) {
					msg->setUndoState(protocol::UNDONE);
					++points;
				}
			}
			--pos;
		}

		// Did we undo anything?
		if(points==0)
			return false;

		// Number of undoable actions may be less than expected, but undo what we got.
		undo.setPoints(points);
		return true;
	} else if(undo.points()<0) {
		// Redo mode: find the start of the latest undo sequence, then mark
		// (points) UndoPoints as redone.
		int redostart = _session->mainstream().end();
		int limit = protocol::UNDO_HISTORY_LIMIT;
		int pos = _session->mainstream().end();
		while(_session->mainstream().isValidIndex(--pos) && limit>0) {
			protocol::MessagePtr msg = _session->mainstream().at(pos);
			if(msg->type() == protocol::MSG_UNDOPOINT) {
				--limit;
				if(msg->contextId() == undo.contextId()) {
					if(msg->undoState() != protocol::DONE)
						redostart = pos;
					else
						break;
				}
			}
		}

		// There may be nothing to redo
		if(redostart == _session->mainstream().end())
			return false;

		pos = redostart;

		// Mark undone actions as done again
		int actions = -undo.points() + 1;
		int points = 0;
		while(pos < _session->mainstream().end()) {
			protocol::MessagePtr msg = _session->mainstream().at(pos);
			if(msg->contextId() == undo.contextId() && msg->type() == protocol::MSG_UNDOPOINT) {
				if(msg->undoState() == protocol::UNDONE) {
					if(--actions==0)
						break;

					msg->setUndoState(protocol::DONE);
					++points;
				}
			}
			++pos;
		}

		// Did we redo anything
		if(points==0)
			return false;

		undo.setPoints(-points);
		return true;
	} else {
		// points==0 is invalid
		return false;
	}
}
开发者ID:gotomypc,项目名称:Drawpile,代码行数:94,代码来源:client.cpp


示例9: handleSessionMessage

/**
 * @brief Handle messages in normal session mode
 *
 * This one is pretty simple. The message is validated to make sure
 * the client is authorized to send it, etc. and it is added to the
 * main message stream, from which it is distributed to all connected clients.
 * @param msg the message received from the client
 */
void Client::handleSessionMessage(MessagePtr msg)
{
	// Filter away blatantly unallowed messages
	switch(msg->type()) {
	using namespace protocol;
	case MSG_LOGIN:
	case MSG_USER_JOIN:
	case MSG_USER_ATTR:
	case MSG_USER_LEAVE:
	case MSG_SESSION_CONFIG:
	case MSG_STREAMPOS:
		logger::notice() << this << "Got server-to-user only command" << msg->type();
		return;
	case MSG_DISCONNECT:
		// we don't do anything with disconnect notifications from the client
		return;
	default: break;
	}

	if(msg->isOpCommand() && !isOperator()) {
		logger::notice() << this << "Tried to use operator command" << msg->type();
		return;
	}

	// Layer control locking
	if(_session->isLayerControlLocked() && !isOperator()) {
		switch(msg->type()) {
		using namespace protocol;
		case MSG_LAYER_CREATE:
		case MSG_LAYER_ATTR:
		case MSG_LAYER_ORDER:
		case MSG_LAYER_RETITLE:
		case MSG_LAYER_DELETE:
			logger::debug() << this << "Non-operator use of layer control command";
			return;
		default: break;
		}
	}

	// Locking (note. applies only to command stream)
	if(msg->isCommand()) {
		if(isDropLocked()) {
			// ignore command
			return;
		} else if(isHoldLocked()) {
			_holdqueue.append(msg);
			return;
		}

		// Layer specific locking. Drop commands that affect layer contents
		switch(msg->type()) {
		using namespace protocol;
		case MSG_PEN_MOVE:
			if(isLayerLocked(_session->drawingContext(_id).currentLayer))
				return;
			break;
		case MSG_LAYER_ATTR:
			if(!isOperator() && isLayerLocked(msg.cast<LayerAttributes>().id()))
				return;
			break;
		case MSG_LAYER_RETITLE:
			if(!isOperator() && isLayerLocked(msg.cast<LayerRetitle>().id()))
				return;
			break;
		case MSG_LAYER_DELETE: {
			const LayerDelete &ld = msg.cast<LayerDelete>();
			if(!isOperator() && isLayerLocked(ld.id()))
				return;

			// When merging, the layer below must be unlocked (and exist!)
			if(ld.merge()) {
				const LayerState *layer = _session->getLayerBelowId(ld.id());
				if(!layer || isLayerLocked(layer->id))
					return;
			}

			} break;
		case MSG_PUTIMAGE:
			if(isLayerLocked(msg.cast<PutImage>().layer()))
				return;
			break;
		case MSG_FILLRECT:
			if(isLayerLocked(msg.cast<FillRect>().layer()))
				return;
			break;
		default: /* other types are always allowed */ break;
		}
	}

	// Make sure the origin user ID is set
	msg->setContextId(_id);

//.........这里部分代码省略.........
开发者ID:gotomypc,项目名称:Drawpile,代码行数:101,代码来源:client.cpp


示例10: handleSessionMessage

/**
 * @brief Handle messages in normal session mode
 *
 * This one is pretty simple. The message is validated to make sure
 * the client is authorized to send it, etc. and it is added to the
 * main message stream, from which it is distributed to all connected clients.
 * @param msg the message received from the client
 */
void Client::handleSessionMessage(MessagePtr msg)
{
	// Filter away blatantly unallowed messages
	switch(msg->type()) {
	using namespace protocol;
	case MSG_LOGIN:
	case MSG_USER_JOIN:
	case MSG_USER_ATTR:
	case MSG_USER_LEAVE:
	case MSG_SESSION_CONFIG:
	case MSG_STREAMPOS:
		_server->printDebug(QString("Warning: user #%1 sent server-to-user only command %2").arg(_id).arg(msg->type()));
		return;
	default: break;
	}

	if(msg->isOpCommand() && !_isOperator) {
		_server->printDebug(QString("Warning: normal user #%1 tried to use operator command %2").arg(_id).arg(msg->type()));
		return;
	}

	// Layer control locking
	if(_server->session().layerctrllocked && !_isOperator) {
		switch(msg->type()) {
		using namespace protocol;
		case MSG_LAYER_CREATE:
		case MSG_LAYER_ATTR:
		case MSG_LAYER_ORDER:
		case MSG_LAYER_RETITLE:
		case MSG_LAYER_DELETE:
			_server->printDebug(QString("Blocked layer control command from non-operator #%1").arg(_id));
			return;
		default: break;
		}
	}

	// Locking (note. applies only to command stream)
	if(msg->isCommand()) {
		if(isDropLocked()) {
			// ignore command
			return;
		} else if(isHoldLocked()) {
			_holdqueue.append(msg);
			return;
		}

		// Layer specific locking. Drop commands that affect layer contents
		switch(msg->type()) {
		using namespace protocol;
		case MSG_PEN_MOVE:
			if(isLayerLocked(_server->session().drawingctx[_id].currentLayer))
				return;
			break;
		case MSG_LAYER_ATTR:
			if(!_isOperator && isLayerLocked(msg.cast<LayerAttributes>().id()))
				return;
			break;
		case MSG_LAYER_RETITLE:
			if(!_isOperator && isLayerLocked(msg.cast<LayerRetitle>().id()))
				return;
			break;
		case MSG_LAYER_DELETE:
			if(!_isOperator && isLayerLocked(msg.cast<LayerDelete>().id()))
				return;
			break;
		case MSG_PUTIMAGE:
			if(isLayerLocked(msg.cast<PutImage>().layer()))
				return;
			break;
		default: /* other types are always allowed */ break;
		}
	}

	// Make sure the origin user ID is set
	msg->setContextId(_id);

	// Track state and special commands
	switch(msg->type()) {
	using namespace protocol;
	case MSG_TOOLCHANGE:
		_server->session().drawingContextToolChange(msg.cast<ToolChange>());
		break;
	case MSG_PEN_MOVE:
		_server->session().drawingContextPenDown(msg.cast<PenMove>());
		break;
	case MSG_PEN_UP:
		_server->session().drawingContextPenUp(msg.cast<PenUp>());
		if(_barrierlock == BARRIER_WAIT) {
			_barrierlock = BARRIER_LOCKED;
			emit barrierLocked();
		}
		break;
//.........这里部分代码省略.........
开发者ID:xyproto,项目名称:Drawpile,代码行数:101,代码来源:client.cpp



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