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类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() );
}
}
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 );
}
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
}