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C++ idBitMsg::GetRemainingData方法代码示例

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


在下文中一共展示了idBitMsg::GetRemainingData方法的3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: ReceiveAndPlayVoiceData

void idMultiplayerGame::ReceiveAndPlayVoiceData( const idBitMsg &inMsg )
{
	int		clientNum;

	if( !gameLocal.serverInfo.GetBool( "si_voiceChat" ) )
	{
		return;
	}
	
	clientNum = inMsg.ReadByte();
	soundSystem->PlayVoiceData( clientNum, inMsg.GetReadData(), inMsg.GetRemainingData() );
	if( g_voiceChatDebug.GetInteger() & 4 )
	{
		common->Printf( "VC: Playing %d bytes\n", inMsg.GetRemainingData() );
	}
}
开发者ID:AliKalkandelen,项目名称:quake4,代码行数:16,代码来源:VoiceComms.cpp

示例2: NetReceiveReliable

/*
===============
idCommonLocal::NetReceiveReliable
===============
*/
void idCommonLocal::NetReceiveReliable( int peer, int type, idBitMsg & msg ) {
    int clientNum = Game()->MapPeerToClient( peer );
    // Only servers care about the client num. Band-aid for problems related to the host's peerIndex being -1 on clients.
    if ( common->IsServer() && clientNum == -1 ) {
        idLib::Warning( "NetReceiveReliable: Could not find client for peer %d", peer );
        return;
    }

    const byte * msgData = msg.GetReadData() + msg.GetReadCount();
    int msgSize = msg.GetRemainingData();
    reliableMsg_t & reliable = reliableQueue.Alloc();
    reliable.client = clientNum;
    reliable.type = type;
    reliable.dataSize = msgSize;
    reliable.data = (byte *)Mem_Alloc( msgSize, TAG_NETWORKING );
    memcpy( reliable.data, msgData, msgSize );
}
开发者ID:Nekel-Seyew,项目名称:OregonState-idTech4,代码行数:22,代码来源:Common_network.cpp

示例3: ReceiveAndForwardVoiceData

void idMultiplayerGame::ReceiveAndForwardVoiceData( int clientNum, const idBitMsg &inMsg, int messageType ) {
	assert( clientNum >= 0 && clientNum < MAX_CLIENTS );

	idBitMsg	outMsg;
	int			i;
	byte		msgBuf[MAX_VOICE_PACKET_SIZE + 2];
	idPlayer *	from;
	
	from = ( idPlayer * )gameLocal.entities[clientNum];
	if( !gameLocal.serverInfo.GetBool( "si_voiceChat" ) || !from ) {
		return;
	}

	// Create a new packet with forwarded data
	outMsg.Init( msgBuf, sizeof( msgBuf ) );
	outMsg.WriteByte( GAME_UNRELIABLE_MESSAGE_VOICEDATA_SERVER );
	outMsg.WriteByte( clientNum );
	outMsg.WriteData( inMsg.GetReadData(), inMsg.GetRemainingData() );

	if( g_voiceChatDebug.GetInteger() & 2 ) {
		common->Printf( "VC: Received %d bytes, forwarding...\n", inMsg.GetRemainingData() );
	}

	// Forward to appropriate parties
	for( i = 0; i < gameLocal.numClients; i++ )  {
		idPlayer* to = ( idPlayer * )gameLocal.entities[i];
		if( to && to->GetUserInfo() && to->GetUserInfo()->GetBool( "s_voiceChatReceive" ) )
		{
			if( i != gameLocal.localClientNum && CanTalk( from, to, !!( messageType & 1 ) ) )
			{
				if( messageType & 2 )
				{
					// If "from" is testing - then only send back to him
					if( from == to )
					{
						gameLocal.SendUnreliableMessage( outMsg, to->entityNumber );
					}
				}
				else
				{
					if( to->AllowedVoiceDest( from->entityNumber ) )
					{
						gameLocal.SendUnreliableMessage( outMsg, to->entityNumber );
						if( g_voiceChatDebug.GetInteger() & 2 )
						{
							common->Printf( " ... to client %d\n", to->entityNumber );
						}
					}
					else
					{
						if( g_voiceChatDebug.GetInteger() )
						{
							common->Printf( " ... suppressed packet to client %d\n", to->entityNumber );
						}
					}
				}
			}
		}
	}

#ifdef _USE_VOICECHAT
	// Listen servers need to manually call the receive function
	if ( gameLocal.isListenServer ) {
		// Skip over control byte
		outMsg.ReadByte();
        
		idPlayer* to = gameLocal.GetLocalPlayer();
		if( to->GetUserInfo()->GetBool( "s_voiceChatReceive" ) )
		{
			if( CanTalk( from, to, !!( messageType & 1 ) ) )
			{
				if( messageType & 2 )
				{
					// If "from" is testing - then only send back to him
					if( from == to )
					{
						ReceiveAndPlayVoiceData( outMsg );
					}
				}
				else
				{
					if( to->AllowedVoiceDest( from->entityNumber ) )
					{
						if( g_voiceChatDebug.GetInteger() & 2 )
						{
							common->Printf( " ... to local client %d\n", gameLocal.localClientNum );
						}
						ReceiveAndPlayVoiceData( outMsg );
					}
				}
			}
		}
	}
#endif
}
开发者ID:AliKalkandelen,项目名称:quake4,代码行数:95,代码来源:VoiceComms.cpp


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