本文整理汇总了C++中idBitMsg::ReadData方法的典型用法代码示例。如果您正苦于以下问题:C++ idBitMsg::ReadData方法的具体用法?C++ idBitMsg::ReadData怎么用?C++ idBitMsg::ReadData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::ReadData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: HandleMigrationGameData
/*
========================
idLobby::HandleMigrationGameData
========================
*/
void idLobby::HandleMigrationGameData( idBitMsg& msg )
{
// Receives game migration data from the server. Just save off the raw data. If we ever become host we'll let the game code read
// that chunk in (we can't do anything with it now anyways: we don't have entities or any server code to read it in to)
migrationInfo.persistUntilGameEndsData.hasGameData = true;
// Reset each user's migration game data. If we don't receive new data for them in this msg, we don't want to use the old data
for( int i = 0; i < GetNumLobbyUsers(); i++ )
{
lobbyUser_t* u = GetLobbyUser( i );
if( u != NULL )
{
u->migrationGameData = -1;
}
}
msg.ReadData( migrationInfo.persistUntilGameEndsData.gameData, sizeof( migrationInfo.persistUntilGameEndsData.gameData ) );
int numUsers = msg.ReadByte();
int dataIndex = 0;
for( int i = 0; i < numUsers; i++ )
{
lobbyUserID_t lobbyUserID;
lobbyUserID.ReadFromMsg( msg );
lobbyUser_t* user = GetLobbyUser( GetLobbyUserIndexByID( lobbyUserID ) );
if( user != NULL )
{
NET_VERBOSE_PRINT( "NET: Got migration data[%d] for user %s\n", dataIndex, user->gamertag );
user->migrationGameData = dataIndex;
msg.ReadData( migrationInfo.persistUntilGameEndsData.gameDataUser[ dataIndex ], sizeof( migrationInfo.persistUntilGameEndsData.gameDataUser[ dataIndex ] ) );
dataIndex++;
}
}
}
示例2: ServerProcessReliableMessage
/*
================
idGameLocal::ServerProcessReliableMessage
================
*/
void idGameLocal::ServerProcessReliableMessage( int clientNum, int type, const idBitMsg& msg )
{
if( clientNum < 0 )
{
return;
}
switch( type )
{
case GAME_RELIABLE_MESSAGE_CHAT:
case GAME_RELIABLE_MESSAGE_TCHAT:
{
char name[128];
char text[128];
msg.ReadString( name, sizeof( name ) );
msg.ReadString( text, sizeof( text ) );
mpGame.ProcessChatMessage( clientNum, type == GAME_RELIABLE_MESSAGE_TCHAT, name, text, NULL );
break;
}
case GAME_RELIABLE_MESSAGE_VCHAT:
{
int index = msg.ReadLong();
bool team = msg.ReadBits( 1 ) != 0;
mpGame.ProcessVoiceChat( clientNum, team, index );
break;
}
case GAME_RELIABLE_MESSAGE_DROPWEAPON:
{
mpGame.DropWeapon( clientNum );
break;
}
case GAME_RELIABLE_MESSAGE_EVENT:
{
// allocate new event
entityNetEvent_t* event = eventQueue.Alloc();
eventQueue.Enqueue( event, idEventQueue::OUTOFORDER_DROP );
event->spawnId = msg.ReadBits( 32 );
event->event = msg.ReadByte();
event->time = msg.ReadLong();
event->paramsSize = msg.ReadBits( idMath::BitsForInteger( MAX_EVENT_PARAM_SIZE ) );
if( event->paramsSize )
{
if( event->paramsSize > MAX_EVENT_PARAM_SIZE )
{
NetworkEventWarning( event, "invalid param size" );
return;
}
msg.ReadByteAlign();
msg.ReadData( event->paramsBuf, event->paramsSize );
}
break;
}
case GAME_RELIABLE_MESSAGE_SPECTATE:
{
bool spec = msg.ReadBool();
idPlayer* player = GetClientByNum( clientNum );
if( serverInfo.GetBool( "si_spectators" ) )
{
// never let spectators go back to game while sudden death is on
if( mpGame.GetGameState() == idMultiplayerGame::SUDDENDEATH && !spec && player->wantSpectate )
{
// Don't allow the change
}
else
{
if( player->wantSpectate && !spec )
{
player->forceRespawn = true;
}
player->wantSpectate = spec;
}
}
else
{
// If the server turned off si_spectators while a player is spectating, then any spectate message forces the player out of spectate mode
if( player->wantSpectate )
{
player->forceRespawn = true;
}
player->wantSpectate = false;
}
break;
}
case GAME_RELIABLE_MESSAGE_CLIENT_HITSCAN_HIT:
{
const int attackerNum = msg.ReadShort();
const int victimNum = msg.ReadShort();
idVec3 dir;
msg.ReadVectorFloat( dir );
const int damageDefIndex = msg.ReadLong();
const float damageScale = msg.ReadFloat();
const int location = msg.ReadLong();
//.........这里部分代码省略.........