本文整理汇总了C++中idBitMsg::ReadString方法的典型用法代码示例。如果您正苦于以下问题:C++ idBitMsg::ReadString方法的具体用法?C++ idBitMsg::ReadString怎么用?C++ idBitMsg::ReadString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::ReadString方法的4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: OnServerStatsRequestMessage
/*
================
sdStatsTracker::OnServerStatsRequestMessage
================
*/
void sdStatsTracker::OnServerStatsRequestMessage( const idBitMsg& msg ) {
idStrPool* globalKeys;
idStrPool* globalValues;
idDict::GetGlobalPools( globalKeys, globalValues );
char buffer[ 2048 ];
sdNetStatKeyValList list;
int numEntries = msg.ReadLong();
for ( int i = 0; i < numEntries; i++ ) {
msg.ReadString( buffer, sizeof( buffer ) );
sdNetStatKeyValue kv;
kv.type = ( sdNetStatKeyValue::statValueType )msg.ReadByte();
kv.key = globalKeys->AllocString( buffer );
switch ( kv.type ) {
case sdNetStatKeyValue::SVT_FLOAT:
case sdNetStatKeyValue::SVT_FLOAT_MAX:
kv.val.f = msg.ReadFloat();
break;
case sdNetStatKeyValue::SVT_INT:
case sdNetStatKeyValue::SVT_INT_MAX:
kv.val.i = msg.ReadLong();
break;
}
list.Append( kv );
}
OnServerStatsRequestMessage( list );
sdReliableClientMessage response( GAME_RELIABLE_CMESSAGE_ACKNOWLEDGESTATS );
response.Send();
}
示例2: ListBans
/*
============
sdGUIDFile::ListBans
============
*/
void sdGUIDFile::ListBans( const idBitMsg& msg ) {
while ( msg.GetSize() != msg.GetReadCount() ) {
int index = msg.ReadLong();
char buffer[ 128 ];
msg.ReadString( buffer, sizeof( buffer ) );
gameLocal.Printf( "%d: %s\n", index, buffer );
}
}
示例3: 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.........
示例4: HandleQueryAck
/*
========================
idDedicatedServerSearch::Clear
========================
*/
void idDedicatedServerSearch::HandleQueryAck( lobbyAddress_t& addr, idBitMsg& msg )
{
bool found = false;
// Find the server this ack belongs to
for( int i = 0; i < list.Num(); i++ )
{
serverInfoDedicated_t& query = list[i];
if( query.addr.Compare( addr ) )
{
// Found the server
found = true;
bool canJoin = msg.ReadBool();
if( !canJoin )
{
// If we can't join this server, then remove it
list.RemoveIndex( i-- );
break;
}
query.serverInfo.Read( msg );
query.connectedPlayers.Clear();
for( int i = 0; i < query.serverInfo.numPlayers; i++ )
{
idStr user;
msg.ReadString( user );
query.connectedPlayers.Append( user );
}
break;
}
}
if( !found )
{
bool canJoin = msg.ReadBool();
if( canJoin )
{
serverInfoDedicated_t newServer;
newServer.addr = addr;
newServer.serverInfo.Read( msg );
if( newServer.serverInfo.serverName.IsEmpty() )
{
newServer.serverInfo.serverName = addr.ToString();
}
newServer.connectedPlayers.Clear();
for( int i = 0; i < newServer.serverInfo.numPlayers; i++ )
{
idStr user;
msg.ReadString( user );
newServer.connectedPlayers.Append( user );
}
list.Append( newServer );
}
}
if( callback != NULL )
{
callback->Call();
}
}