本文整理汇总了C++中ObjectManager::Update方法的典型用法代码示例。如果您正苦于以下问题:C++ ObjectManager::Update方法的具体用法?C++ ObjectManager::Update怎么用?C++ ObjectManager::Update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ObjectManager
的用法示例。
在下文中一共展示了ObjectManager::Update方法的2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: PlayGameServer
void PlayGameServer()
{
r3d_assert(gServerLogic.ginfo_.IsValid());
switch(gServerLogic.ginfo_.mapId)
{
default:
r3dError("invalid map id\n");
break;
case GBGameInfo::MAPID_Editor_Particles:
r3dGameLevel::SetHomeDir("WorkInProgress\\Editor_Particles");
break;
case GBGameInfo::MAPID_ServerTest:
r3dGameLevel::SetHomeDir("WorkInProgress\\ServerTest");
break;
case GBGameInfo::MAPID_WZ_Colorado:
r3dGameLevel::SetHomeDir("WZ_Colorado");
break;
case GBGameInfo::MAPID_Laskar:
r3dGameLevel::SetHomeDir("Laskar_Village_V2");
break;
case GBGameInfo::MAPID_WZ_Cliffside_Farm:
r3dGameLevel::SetHomeDir("WZ_Cliffside_Farm");
break;
case GBGameInfo::MAPID_WZ_RaccoonCity:
r3dGameLevel::SetHomeDir("WZ_RaccoonCity");
break;
case GBGameInfo::MAPID_WZ_RaccoonCity_Premium:
r3dGameLevel::SetHomeDir("WZ_RaccoonCity_Premium");
break;
case GBGameInfo::MAPID_WZ_CARCANFLY:
r3dGameLevel::SetHomeDir("WZ_CARCANFLY");
break;
case GBGameInfo::MAPID_WZ_Cliffside_PVP:
r3dGameLevel::SetHomeDir("WZ_Cliffside_PVP");
break;
case GBGameInfo::MAPID_wo_wasteland:
r3dGameLevel::SetHomeDir("wo_wasteland");
break;
case GBGameInfo::MAPID_wo_inferno:
r3dGameLevel::SetHomeDir("wo_inferno");
break;
case GBGameInfo::MAPID_wo_eastern_bunker_tdm:
r3dGameLevel::SetHomeDir("wo_eastern_bunker_tdm");
break;
case GBGameInfo::MAPID_WO_Grozny:
r3dGameLevel::SetHomeDir("WO_Grozny");
break;
case GBGameInfo::MAPID_wo_shippingyard:
r3dGameLevel::SetHomeDir("wo_shippingyard");
break;
}
r3dResetFrameTime();
GameWorld_Create();
u_srand(timeGetTime());
GameWorld().Init(OBJECTMANAGER_MAXOBJECTS, OBJECTMANAGER_MAXSTATICOBJECTS);
ServerDummyWorld.Init(OBJECTMANAGER_MAXOBJECTS, OBJECTMANAGER_MAXSTATICOBJECTS);
g_pPhysicsWorld = new PhysXWorld;
g_pPhysicsWorld->Init();
r3dTerrain::SetNeedShaders( false );
LoadLevel_Objects( 1.f );
gCollectionsManager.Init( 0, 1 );
r3dOutToLog( "NavMesh.Load...\n" );
gAutodeskNavMesh.Init();
r3dResetFrameTime();
GameWorld().Update();
ServerDummyWorld.Update();
r3dOutToLog("Spawning Vehicles... Count:%d\n",GameWorld().spawncar);
gServerLogic.SpawnNewCar();
r3dGameLevel::SetStartGameTime(r3dGetTime());
r3dOutToLog("server main loop started\n");
r3dResetFrameTime();
gServerLogic.OnGameStart();
gKeepAliveReporter.SetStarted(true);
while(1)
{
::Sleep(20); // limit to 100 FPS
r3dEndFrame();
r3dStartFrame();
//if(GetAsyncKeyState(VK_F1)&0x8000) r3dError("r3dError test");
//if(GetAsyncKeyState(VK_F2)&0x8000) r3d_assert(false && "r3d_Assert test");
gKeepAliveReporter.Tick(gServerLogic.curPlayers_);
gServerLogic.Tick();
gMasterServerLogic.Tick();
//.........这里部分代码省略.........
示例2: PlayGameServer
/*static unsigned int WINAPI NetworkThread( void * param )
{
while(1)
{
::Sleep(1);
gServerLogic.net_->Update();
}
}*/
void PlayGameServer()
{
r3d_assert(gServerLogic.ginfo_.IsValid());
switch(gServerLogic.ginfo_.mapId)
{
default:
r3dError("invalid map id\n");
break;
case GBGameInfo::MAPID_Editor_Particles:
r3dGameLevel::SetHomeDir("WorkInProgress\\Editor_Particles");
break;
case GBGameInfo::MAPID_ServerTest:
r3dGameLevel::SetHomeDir("WorkInProgress\\ServerTest");
break;
case GBGameInfo::MAPID_WZ_Colorado:
r3dGameLevel::SetHomeDir("WZ_Colorado");
break;
case GBGameInfo::MAPID_UB_Cliffside:
r3dGameLevel::SetHomeDir("WZ_Cliffside");
break;
case GBGameInfo::MAPID_UB_CaliWood:
r3dGameLevel::SetHomeDir("CaliWood");
break;
case GBGameInfo::MAPID_UB_Valley:
r3dGameLevel::SetHomeDir("UB_Valley");
break;
case GBGameInfo::MAPID_UB_Area51:
r3dGameLevel::SetHomeDir("UB_Deserto");
break;
case GBGameInfo::MAPID_UB_CryZ:
r3dGameLevel::SetHomeDir("UB_CryZ");
break;
case GBGameInfo::MAPID_UB_Terra:
r3dGameLevel::SetHomeDir("UB_Terra");
break;
case GBGameInfo::MAPID_UB_Mega:
r3dGameLevel::SetHomeDir("UB_Mega");
break;
}
r3dResetFrameTime();
GameWorld_Create();
u_srand(timeGetTime());
GameWorld().Init(OBJECTMANAGER_MAXOBJECTS, OBJECTMANAGER_MAXSTATICOBJECTS);
ServerDummyWorld.Init(OBJECTMANAGER_MAXOBJECTS, OBJECTMANAGER_MAXSTATICOBJECTS);
g_pPhysicsWorld = new PhysXWorld;
g_pPhysicsWorld->Init();
r3dTerrain::SetNeedShaders( false );
LoadLevel_Objects( 1.f );
gCollectionsManager.Init( 0, 1 );
r3dOutToLog( "NavMesh.Load...\n" );
gAutodeskNavMesh.Init();
r3dResetFrameTime();
GameWorld().Update();
ServerDummyWorld.Update();
r3dGameLevel::SetStartGameTime(r3dGetTime());
r3dOutToLog("server main loop started\n");
r3dResetFrameTime();
gServerLogic.OnGameStart();
gKeepAliveReporter.SetStarted(true);
// _beginthreadex ( NULL, 0, NetworkThread, NULL, 0, NULL );
while(1)
{
::Sleep(20); // limit to 100 FPS
char text[64] ={0};
sprintf(text,"WarZ Game Server [Running..] id:%d curPeer:%d players:%d/%d",gServerLogic.ginfo_.gameServerId,gServerLogic.curPeersConnected,gServerLogic.curPlayers_,gServerLogic.ginfo_.maxPlayers);
SetConsoleTitle(text);
gServerLogic.net_->Update();
r3dEndFrame();
r3dStartFrame();
//if(GetAsyncKeyState(VK_F1)&0x8000) r3dError("r3dError test");
//if(GetAsyncKeyState(VK_F2)&0x8000) r3d_assert(false && "r3d_Assert test");
gKeepAliveReporter.Tick(gServerLogic.curPlayers_);
gServerLogic.Tick();
gServerLogic.UpdateNetId();
gMasterServerLogic.Tick();
//.........这里部分代码省略.........