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C++ VectorBuffer类代码示例

本文整理汇总了C++中VectorBuffer的典型用法代码示例。如果您正苦于以下问题:C++ VectorBuffer类的具体用法?C++ VectorBuffer怎么用?C++ VectorBuffer使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了VectorBuffer类的15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: msg

void Chat::HandleNetworkMessage(StringHash eventType, VariantMap& eventData)
{
    Network* network = GetSubsystem<Network>();
    
    using namespace NetworkMessage;
    
    int msgID = eventData[P_MESSAGEID].GetInt();
    if (msgID == MSG_CHAT)
    {
        const PODVector<unsigned char>& data = eventData[P_DATA].GetBuffer();
        // Use a MemoryBuffer to read the message data so that there is no unnecessary copying
        MemoryBuffer msg(data);
        String text = msg.ReadString();
        
        // If we are the server, prepend the sender's IP address and port and echo to everyone
        // If we are a client, just display the message
        if (network->IsServerRunning())
        {
            Connection* sender = static_cast<Connection*>(eventData[P_CONNECTION].GetPtr());
            
            text = sender->ToString() + " " + text;
            
            VectorBuffer sendMsg;
            sendMsg.WriteString(text);
            // Broadcast as in-order and reliable
            network->BroadcastMessage(MSG_CHAT, true, true, sendMsg);
        }
        
        ShowChatText(text);
    }
}
开发者ID:3dicc,项目名称:Urho3D,代码行数:31,代码来源:Chat.cpp

示例2: Save

bool Node::Save(Serializer& dest)
{
    // Write node ID
    if (!dest.WriteUInt(id_))
        return false;
    
    // Write attributes
    if (!Serializable::Save(dest))
        return false;
    
    // Write components
    dest.WriteVLE(components_.Size());
    for (unsigned i = 0; i < components_.Size(); ++i)
    {
        Component* component = components_[i];
        // Create a separate buffer to be able to skip unknown components during deserialization
        VectorBuffer compBuffer;
        if (!component->Save(compBuffer))
            return false;
        dest.WriteVLE(compBuffer.GetSize());
        dest.Write(compBuffer.GetData(), compBuffer.GetSize());
    }
    
    // Write child nodes
    dest.WriteVLE(children_.Size());
    for (unsigned i = 0; i < children_.Size(); ++i)
    {
        Node* node = children_[i];
        if (!node->Save(dest))
            return false;
    }
    
    return true;
}
开发者ID:acremean,项目名称:urho3d,代码行数:34,代码来源:Node.cpp

示例3: write_node

//
// write_node
//
void ClientSidePrediction::write_node(VectorBuffer& message, Node& node)
{
    // Write node ID
    message.WriteUInt(node.GetID());

    // Write attributes
    write_network_attributes(node, message);

    // Write user variables
    const auto& vars = node.GetVars();
    message.WriteVLE(vars.Size());
    for (auto i = vars.Begin(); i != vars.End(); ++i)
    {
        message.WriteStringHash(i->first_);
        message.WriteVariant(i->second_);
    }

    // Write number of components
    message.WriteVLE(node.GetNumComponents());

    // Write components
    const auto& components = node.GetComponents();
    for (unsigned i = 0; i < components.Size(); ++i)
    {
        auto component = components[i];
        write_component(message, *component);
    }
}
开发者ID:rasteron,项目名称:Urho3D-CSP,代码行数:31,代码来源:ClientSidePrediction.cpp

示例4: ToString

String XMLFile::ToString(const String& indentation) const
{
    VectorBuffer dest;
    XMLWriter writer(dest);
    document_->save(writer, indentation.CString());
    return String((const char*)dest.GetData(), dest.GetSize());
}
开发者ID:03050903,项目名称:Urho3D,代码行数:7,代码来源:XMLFile.cpp

示例5: DecompressVectorBuffer

VectorBuffer DecompressVectorBuffer(VectorBuffer& src)
{
    VectorBuffer ret;
    src.Seek(0);
    DecompressStream(ret, src);
    ret.Seek(0);
    return ret;
}
开发者ID:Hevedy,项目名称:Urho3D,代码行数:8,代码来源:Compression.cpp

示例6: write_component

//
// write_component
//
void ClientSidePrediction::write_component(VectorBuffer& message, Component& component)
{
    // Write ID
    message.WriteUInt(component.GetID());
    // Write type
    message.WriteStringHash(component.GetType());
    // Write attributes
    write_network_attributes(component, message);
}
开发者ID:rasteron,项目名称:Urho3D-CSP,代码行数:12,代码来源:ClientSidePrediction.cpp

示例7:

std::vector<unsigned char> CollisionChain2D::GetVerticesAttr() const
{
    VectorBuffer ret;

    for (unsigned i = 0; i < vertices_.size(); ++i)
        ret.WriteVector2(vertices_[i]);

    return ret.GetBuffer();
}
开发者ID:nemerle,项目名称:lutefisk3d,代码行数:9,代码来源:CollisionChain2D.cpp

示例8: GetDetourCrowdAgent

PODVector<unsigned char> CrowdAgent::GetAgentDataAttr() const
{
    const dtCrowdAgent* agent = GetDetourCrowdAgent();
    if (!agent)
        return Variant::emptyBuffer;

    // Reading it back in isn't this simple, see SetAgentDataAttr
    VectorBuffer ret;
    ret.Write(agent, sizeof(dtCrowdAgent));

    return ret.GetBuffer();
}
开发者ID:hendradarwin,项目名称:Urho3D,代码行数:12,代码来源:CrowdAgent.cpp

示例9:

PODVector<unsigned char> ScriptInstance::GetScriptDataAttr() const
{
    if (!scriptObject_ || !methods_[METHOD_SAVE])
        return PODVector<unsigned char>();
    else
    {
        VectorBuffer buf;
        VariantVector parameters;
        parameters.Push(Variant((void*)static_cast<Serializer*>(&buf)));
        scriptFile_->Execute(scriptObject_, methods_[METHOD_SAVE], parameters);
        return buf.GetBuffer();
    }
}
开发者ID:acremean,项目名称:urho3d,代码行数:13,代码来源:ScriptInstance.cpp

示例10: sizeof

PODVector<unsigned char> CrowdAgent::GetAgentDataAttr() const
{
    if (!inCrowd_ || !crowdManager_ || !IsEnabled())
        return Variant::emptyBuffer;
    dtCrowd* crowd = crowdManager_->GetCrowd();
    const dtCrowdAgent* agent = crowd->getAgent(agentCrowdId_);
    
    // Reading it back in isn't this simple, see SetAgentDataAttr
    VectorBuffer ret;
    ret.Write(agent, sizeof(dtCrowdAgent));

    return ret.GetBuffer();
}
开发者ID:vivienneanthony,项目名称:Urho3D-gameeconomic,代码行数:13,代码来源:CrowdAgent.cpp

示例11: LOGINFO

void Network::OnServerConnected()
{
    serverConnection_->SetConnectPending(false);
    
    LOGINFO("Connected to server");
    
    // Send the identity map now
    VectorBuffer msg;
    msg.WriteVariantMap(serverConnection_->GetIdentity());
    serverConnection_->SendMessage(MSG_IDENTITY, true, true, msg);
    
    SendEvent(E_SERVERCONNECTED);
}
开发者ID:CarloMaker,项目名称:Urho3D,代码行数:13,代码来源:Network.cpp

示例12: write_scene_state

//
// write_scene_state
//
void ClientSidePrediction::write_scene_state(VectorBuffer& message, Scene* scene)
{
    // Write placeholder last input ID, which will be set per connection before sending
    message.WriteUInt(0);

    auto& nodes = scene_nodes[scene];

    // Write number of nodes
    message.WriteVLE(nodes.size());

    // Write nodes
    for (auto node : nodes)
        write_node(message, *node);
}
开发者ID:rasteron,项目名称:Urho3D-CSP,代码行数:17,代码来源:ClientSidePrediction.cpp

示例13: RefreshShaderParameterHash

void Material::RefreshShaderParameterHash()
{
    VectorBuffer temp;
    for (HashMap<StringHash, MaterialShaderParameter>::ConstIterator i = shaderParameters_.Begin(); i != shaderParameters_.End(); ++i)
    {
        temp.WriteStringHash(i->first_);
        temp.WriteVariant(i->second_.value_);
    }

    shaderParameterHash_ = 0;
    const unsigned char* data = temp.GetData();
    unsigned dataSize = temp.GetSize();
    for (unsigned i = 0; i < dataSize; ++i)
        shaderParameterHash_ = SDBMHash(shaderParameterHash_, data[i]);
}
开发者ID:Boshin,项目名称:Urho3D,代码行数:15,代码来源:Material.cpp

示例14: strncmp

bool Variant::operator ==(const VectorBuffer& rhs) const
{
    const PODVector<unsigned char>& buffer = *(reinterpret_cast<const PODVector<unsigned char>*>(&value_));
    return type_ == VAR_BUFFER && buffer.Size() == rhs.GetSize() ?
        strncmp(reinterpret_cast<const char*>(&buffer[0]), reinterpret_cast<const char*>(rhs.GetData()), buffer.Size()) == 0 :
        false;
}
开发者ID:gogoprog,项目名称:Urho3D,代码行数:7,代码来源:Variant.cpp

示例15:

PODVector<unsigned char> LuaScriptInstance::GetScriptNetworkDataAttr() const
{
    if (scriptObjectRef_ == LUA_REFNIL)
        return PODVector<unsigned char>();

    VectorBuffer buf;

    WeakPtr<LuaFunction> function = scriptObjectMethods_[LSOM_WRITENETWORKUPDATE];
    if (function && function->BeginCall(this))
    {
        function->PushUserType((Serializer&)buf, "Serializer");
        function->EndCall();
    }

    return buf.GetBuffer();
}
开发者ID:janfrost,项目名称:Urho3D,代码行数:16,代码来源:LuaScriptInstance.cpp


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