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C++ idBitMsg::ReadString方法代码示例

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();
}
开发者ID:,项目名称:,代码行数:39,代码来源:

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 );
	}
}
开发者ID:,项目名称:,代码行数:13,代码来源:

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.........
开发者ID:Anthony-Gaudino,项目名称:OpenTechBFG,代码行数:101,代码来源:Game_network.cpp

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();
	}
}
开发者ID:Yetta1,项目名称:OpenTechBFG,代码行数:69,代码来源:sys_dedicated_server_search.cpp


注:本文中的idBitMsg::ReadString方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。