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C++ NetIO::getVersion方法代码示例

本文整理汇总了C++中NetIO::getVersion方法的典型用法代码示例。如果您正苦于以下问题:C++ NetIO::getVersion方法的具体用法?C++ NetIO::getVersion怎么用?C++ NetIO::getVersion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NetIO的用法示例。


在下文中一共展示了NetIO::getVersion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: IffManager

//------------------------------------------------------------------------------
// IffManager() -- (Output support) IFF manager
//------------------------------------------------------------------------------
bool Nib::IffManager(const double curExecTime)
{
   NetIO* disIO = static_cast<NetIO*>(getNetIO());
   const base::Pair* pair = getPlayer()->getRadioByType(typeid(models::Iff));

   // OK if the player has an IFF transponder and we're the correct version.
   bool ok = (disIO->getVersion() >= NetIO::VERSION_1278_1A) && (pair != nullptr);

   if (ok) {
      const models::Iff* iffSystem = static_cast<const models::Iff*>(pair->object());

      if (isIffUpdateRequired(curExecTime, iffSystem)) {


         // Standard header stuff
         IffAtcNavaidsPDU pdu;
         pdu.header.protocolVersion = disIO->getVersion();
         pdu.header.exerciseIdentifier = disIO->getExerciseID();
         pdu.header.PDUType = NetIO::PDU_IFF_ATC_NAVAIDS;
         pdu.header.protocolFamily = NetIO::PDU_FAMILY_DIS_EMISSION_REG;
         pdu.header.timeStamp = disIO->timeStamp();
         pdu.header.length = sizeof(IffAtcNavaidsPDU);

         // Entity ID
         pdu.emittingEntityID.simulationID.siteIdentification = getSiteID();
         pdu.emittingEntityID.simulationID.applicationIdentification = getApplicationID();
         pdu.emittingEntityID.ID = getPlayerID();

         // Location (default is center of parent entity)
         pdu.location.component[0] = 0;
         pdu.location.component[1] = 0;
         pdu.location.component[2] = 0;

         // System ID (for now just use a standard Mark X11; upgrade to type from IFF later)
         pdu.systemID.systemType = 1;        // Mark X11
         pdu.systemID.systemName = 2;        // Mark X11
         pdu.systemID.systemMode = 0;        // Other
         pdu.systemID.options = iffOptions;  // Option bits

         // Functional operational data
         pdu.operationalData.systemStatus = iffFunOpData->systemStatus;
         pdu.operationalData.alternateParam4 = iffFunOpData->alternateParam4;
         pdu.operationalData.informationLayers = iffFunOpData->informationLayers;
         pdu.operationalData.modifier = iffFunOpData->modifier;
         pdu.operationalData.param1 = iffFunOpData->param1;
         pdu.operationalData.param2 = iffFunOpData->param2;
         pdu.operationalData.param3 = iffFunOpData->param3;
         pdu.operationalData.param4 = iffFunOpData->param4;
         pdu.operationalData.param5 = iffFunOpData->param5;
         pdu.operationalData.param6 = iffFunOpData->param6;

         // Event ID
         pdu.eventID.simulationID.siteIdentification = disIO->getSiteID();
         pdu.eventID.simulationID.applicationIdentification = disIO->getApplicationID();
         pdu.eventID.eventNumber = disIO->getNewIffEventID();

         //pdu.dumpData();
         if (base::NetHandler::isNotNetworkByteOrder()) pdu.swapBytes();
         ok = disIO->sendData(reinterpret_cast<char*>(&pdu), sizeof(pdu));

         iffLastExecTime = curExecTime;

      }

   }

   return ok;
}
开发者ID:doughodson,项目名称:OpenEaagles,代码行数:71,代码来源:Nib_iff.cpp

示例2: entityStateManager

//------------------------------------------------------------------------------
// entityStateManager() --  (Output support)
//    -- Update the entity object for this NIB(Player)
//------------------------------------------------------------------------------
bool Nib::entityStateManager(const LCreal curExecTime)
{
   bool ok = false;

   // Get the player pointer
   const Simulation::Player* player = getPlayer();
   if (player == nullptr) return ok;

   // Dummy weapon?
   const Simulation::Weapon* ww = dynamic_cast<const Simulation::Weapon*>( player );
   if (ww != nullptr) {
      if (ww->isDummy()) return ok;
   }

   if (isPlayerStateUpdateRequired(curExecTime)) {

      //
      // Send an entity state PDU
      //   1) create buffer
      //   2) set state information
      //   3) send data
      //

      // Get our NetIO and the main simulation
      NetIO* disIO = static_cast<NetIO*>(getNetIO());
      Simulation::Simulation* sim = disIO->getSimulation();

      // Capture the player data, reset the dead reckoning and
      // mark the current time.
      playerState2Nib();

      // ---
      // Create buffer and cast it as an entity state PDU
      // ---
      char pduBuffer[NetIO::MAX_PDU_SIZE];
      EntityStatePDU* pdu = (EntityStatePDU*) &pduBuffer[0];

      //
      // Entity state PDU structure
      // =========================================================
      // PDUHeader            header;
      // EntityIdentifierDIS  entityID;
      // uint8_t              forceID;
      // uint8_t              numberOfArticulationParameters;
      // EntityType           entityType;
      // EntityType           alternativeType;
      // VectorDIS            entityLinearVelocity;
      // WorldCoordinates     entityLocation;
      // EulerAngles          entityOrientation;
      // uint32_t             appearance;
      // uint8_t              deadReckoningAlgorithm;
      // uint8_t              otherParameters[15];
      // VectorDIS            DRentityLinearAcceleration;
      // AngularVelocityVectorDIS DRentityAngularVelocity;
      // EntityMarking        entityMarking;
      // uint32_t             capabilities;
      // =========================================================
      //

      // ---
      // Standard header (PDUHeader)
      // ---
      pdu->header.protocolVersion = disIO->getVersion();
      pdu->header.exerciseIdentifier = disIO->getExerciseID();
      pdu->header.PDUType = NetIO::PDU_ENTITY_STATE;
      pdu->header.protocolFamily = NetIO::PDU_FAMILY_ENTITY_INFO;
      //
      if (disIO->getTimeline() == Simulation::NetIO::UTC)
         pdu->header.timeStamp = disIO->makeTimeStamp( getTimeUtc(), true );
      else
         pdu->header.timeStamp = disIO->makeTimeStamp( getTimeExec(), false );
      //
      pdu->header.status = 0;
      pdu->header.padding = 0;

      // ---
      // Entity ID (EntityIdentifierID)
      // ---
      pdu->entityID.simulationID.siteIdentification = getSiteID();
      pdu->entityID.simulationID.applicationIdentification = getApplicationID();
      pdu->entityID.ID = getPlayerID();

      // ---
      // Force ID: When mapping Player side to force IDs ...
      // ---
      if (getSide() == Simulation::Player::BLUE) {
         // blue's are friendly, ...
         pdu->forceID = NetIO::FRIENDLY_FORCE;
      }
      else if (getSide() == Simulation::Player::RED) {
         // red's are not, ...
         pdu->forceID = NetIO::OPPOSING_FORCE;
      }
      else if (getSide() == Simulation::Player::WHITE) {
         // white is neutral, ...
         pdu->forceID = NetIO::NEUTRAL_FORCE;
//.........这里部分代码省略.........
开发者ID:jmc734,项目名称:OpenEaagles,代码行数:101,代码来源:Nib-entity-state.cpp

示例3: weaponFireMsgFactory

//------------------------------------------------------------------------------
// weaponFireMsgFactory() -- (Output support) Weapon fire message factory
//------------------------------------------------------------------------------
bool Nib::weaponFireMsgFactory(const LCreal)
{
    bool ok = true;
    //std::cout << "NetIO::weaponFireMsgFactory() HERE!!" << std::endl;

    // Get our NetIO
    NetIO* disIO = (NetIO*)(getNetIO());
    //Simulation* sim = disIO->getSimulation();

    // Set the NIB mode so that we don't do this again.
    setMode(Simulation::Player::ACTIVE);
    
    // Our NIB's player is a weapon that just became active
    Simulation::Weapon* mPlayer = (Simulation::Weapon*)(getPlayer());

    // Ok, we have the weapon, now get the firing and target players
    Simulation::Player* tPlayer = mPlayer->getTargetPlayer();
    Simulation::Player* fPlayer = mPlayer->getLaunchVehicle();
    if (fPlayer == 0) return false;

    // ---
    // PDU header 
    // ---
    FirePDU pdu;
    pdu.header.protocolVersion = disIO->getVersion();
    pdu.header.exerciseIdentifier = disIO->getExerciseID();
    pdu.header.PDUType = NetIO::PDU_FIRE;
    pdu.header.protocolFamily = NetIO::PDU_FAMILY_WARFARE;
    pdu.header.timeStamp = disIO->timeStamp();
    pdu.header.length = sizeof(FirePDU);
    
    // ---
    // Set the PDU data with the firing (launcher) player's id
    // ---
    pdu.firingEntityID.ID = fPlayer->getID();
    pdu.firingEntityID.simulationID.siteIdentification = disIO->getSiteID();
    pdu.firingEntityID.simulationID.applicationIdentification = disIO->getApplicationID();
    
    // ---
    // Set the PDU data with the munition's ID
    // ---
    pdu.munitionID.ID = mPlayer->getID();
    pdu.munitionID.simulationID.siteIdentification = disIO->getSiteID();
    pdu.munitionID.simulationID.applicationIdentification = disIO->getApplicationID();
    
    // ---
    // Set the PDU data with the target's ID
    // ---
    {
      bool tOk = false;
      if (tPlayer != 0) {
         pdu.targetEntityID.ID = tPlayer->getID();
         if (tPlayer->isLocalPlayer()) {
            // Local player, use our site/app/exerc IDs
            pdu.targetEntityID.simulationID.siteIdentification = disIO->getSiteID();
            pdu.targetEntityID.simulationID.applicationIdentification = disIO->getApplicationID();
            tOk = true;
         }
         else {
            const Nib* fNIB = dynamic_cast<const Nib*>( tPlayer->getNib() );
            if (fNIB != 0) {
               // Networked player, use it's NIB's IDs
               pdu.targetEntityID.simulationID.siteIdentification = fNIB->getSiteID();
               pdu.targetEntityID.simulationID.applicationIdentification = fNIB->getApplicationID();
               tOk = true;
            }
         }
      }
      if (!tOk) {
         // Networked player, use it's NIB's IDs
         pdu.targetEntityID.ID = 0;
         pdu.targetEntityID.simulationID.siteIdentification = 0;
         pdu.targetEntityID.simulationID.applicationIdentification = 0;
      }
    }
    
    // ---
    // Event ID
    // ---
    pdu.eventID.simulationID.siteIdentification = disIO->getSiteID();
    pdu.eventID.simulationID.applicationIdentification = disIO->getApplicationID();
    pdu.eventID.eventNumber = mPlayer->getReleaseEventID();

    // ---
    // Location & Velociy
    // ---

    // World Coordinates
    osg::Vec3d geocPos = mPlayer->getGeocPosition();
    pdu.location.X_coord = geocPos[Basic::Nav::IX];
    pdu.location.Y_coord = geocPos[Basic::Nav::IY];
    pdu.location.Z_coord = geocPos[Basic::Nav::IZ];

    // Velocity
    osg::Vec3d geocVel = mPlayer->getGeocVelocity();
    pdu.velocity.component[0] = (float)geocVel[Basic::Nav::IX];
    pdu.velocity.component[1] = (float)geocVel[Basic::Nav::IY];
//.........这里部分代码省略.........
开发者ID:,项目名称:,代码行数:101,代码来源:

示例4: munitionDetonationMsgFactory

//------------------------------------------------------------------------------
// munitionDetonationMsgFactory() -- (Output) Munition detonation message factory
//------------------------------------------------------------------------------
bool Nib::munitionDetonationMsgFactory(const LCreal)
{
   // Dummy weapon?
   const Simulation::Weapon* ww = dynamic_cast<const Simulation::Weapon*>( getPlayer() );
   if (ww != 0) {
      if (ww->isDummy()) return true;
   }

    bool ok = true;
    //std::cout << "NetIO::munitionDetonationMsgFactory() HERE!!" << std::endl;

    // Get our NetIO
    NetIO* disIO = (NetIO*)(getNetIO());

    // If our NIB's player just detonated, then it must be a weapon!
    Simulation::Weapon* mPlayer = dynamic_cast<Simulation::Weapon*>(getPlayer());
    if (mPlayer == 0) return false;

    // Ok, we have the weapon, now get the firing and target players
    Simulation::Player* tPlayer = mPlayer->getTargetPlayer();
    Simulation::Player* fPlayer = mPlayer->getLaunchVehicle();
    if (fPlayer == 0) return false;

    // ---
    // PDU header
    // ---
    DetonationPDU pdu;
    pdu.header.protocolVersion = disIO->getVersion();
    pdu.header.PDUType = NetIO::PDU_DETONATION;
    pdu.header.protocolFamily = NetIO::PDU_FAMILY_WARFARE;
    pdu.header.length = sizeof(DetonationPDU);
    pdu.header.exerciseIdentifier = disIO->getExerciseID();
    pdu.header.timeStamp = disIO->timeStamp();
    pdu.header.status = 0;
    pdu.header.padding = 0;

    // ---
    // Set the PDU data with the firing (launcher) player's id
    // ---
    pdu.firingEntityID.ID = fPlayer->getID();
    pdu.firingEntityID.simulationID.siteIdentification = getSiteID();
    pdu.firingEntityID.simulationID.applicationIdentification = getApplicationID();

    // ---
    // Set the PDU data with the munition's ID
    // ---
    pdu.munitionID.ID = mPlayer->getID();
    pdu.munitionID.simulationID.siteIdentification = getSiteID();
    pdu.munitionID.simulationID.applicationIdentification = getApplicationID();

    // ---
    // Set the PDU data with the target's ID
    // ---
    {
         bool tOk = false;
         if (tPlayer != 0) {
            pdu.targetEntityID.ID = tPlayer->getID();
            if (tPlayer->isLocalPlayer()) {
               // Local player, use our site/app/exerc IDs
               pdu.targetEntityID.simulationID.siteIdentification = getSiteID();
               pdu.targetEntityID.simulationID.applicationIdentification = getApplicationID();
               tOk = true;
            }
            else {
               // Networked player, use its NIB's IDs
               const Nib* fNIB = dynamic_cast<const Nib*>( tPlayer->getNib() );
               if (fNIB != 0) {
                  pdu.targetEntityID.simulationID.siteIdentification = fNIB->getSiteID();
                  pdu.targetEntityID.simulationID.applicationIdentification = fNIB->getApplicationID();
                  tOk = true;
               }
            }
         }
         if (!tOk) {
            pdu.targetEntityID.ID = 0;
            pdu.targetEntityID.simulationID.siteIdentification = 0;
            pdu.targetEntityID.simulationID.applicationIdentification = 0;
         }
    }

    // ---
    // Event ID
    // ---
    pdu.eventID.simulationID.siteIdentification = getSiteID();
    pdu.eventID.simulationID.applicationIdentification = getApplicationID();
    pdu.eventID.eventNumber = mPlayer->getReleaseEventID();

    // ---
    // Location & Velocity
    // ---

    // World Coordinates
    osg::Vec3d geocPos = mPlayer->getGeocPosition();
    pdu.location.X_coord = geocPos[Basic::Nav::IX];
    pdu.location.Y_coord = geocPos[Basic::Nav::IY];
    pdu.location.Z_coord = geocPos[Basic::Nav::IZ];

//.........这里部分代码省略.........
开发者ID:AFIT-Hodson,项目名称:OpenEaagles,代码行数:101,代码来源:Nib-munition-detonation.cpp


注:本文中的NetIO::getVersion方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。