本文整理汇总了C#中BitReader.ReadBit方法的典型用法代码示例。如果您正苦于以下问题:C# BitReader.ReadBit方法的具体用法?C# BitReader.ReadBit怎么用?C# BitReader.ReadBit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BitReader
的用法示例。
在下文中一共展示了BitReader.ReadBit方法的15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: GetGraphicInfo
public static void GetGraphicInfo(BitReader reader, ref Item item)
{
item.has_graphic = reader.ReadBit(); ;
if (item.has_graphic)
item.graphic = (byte)reader.Read(3);
item.has_colour = reader.ReadBit();
if (item.has_colour)
item.colour = (UInt16)reader.Read(11);
}
示例2: Deserialize
public static ReplicatedDemolish Deserialize(BitReader br)
{
var rd = new ReplicatedDemolish();
rd.Unknown1 = br.ReadBit();
rd.AttackerActorId = br.ReadUInt32();
rd.Unknown2 = br.ReadBit();
rd.VictimActorId = br.ReadUInt32();
rd.AttackerVelocity = Vector3D.Deserialize(br);
rd.VictimVelocity = Vector3D.Deserialize(br);
return rd;
}
示例3: GammaDecode
public static ulong GammaDecode(BitReader reader)
{
int size = 0;
while (reader.ReadBit() == false)
size++;
ulong result = 1;
for (int i = 0; i < size; i++)
result = (result << 1) + (reader.ReadBit() ? 1UL : 0UL);
return result - 1;
}
示例4: ReadSetupData
public override void ReadSetupData( VorbisCodec codec, BitReader reader )
{
int residueBegin = reader.ReadBits( 24 );
int residueEnd = reader.ReadBits( 24 );
int partitionSize = reader.ReadBits( 24 ) + 1;
int classifications = reader.ReadBits( 6 ) + 1;
int classbook = reader.ReadBits( 8 );
byte[] residueCascade = new byte[classifications];
for( int i = 0; i < residueCascade.Length; i++ ) {
int highBits = 0;
int lowBits = reader.ReadBits( 3 );
if( reader.ReadBit() == 1 )
highBits = reader.ReadBits( 5 );
residueCascade[i] = (byte)( lowBits | ( highBits << 3 ) );
}
byte[][] bookNumbers = new byte[classifications][];
for( int i = 0; i < bookNumbers.Length; i++ ) {
byte[] nums = new byte[8];
int cascade = residueCascade[i];
for( int j = 0; j < nums.Length; j++ ) {
if( ( cascade & ( 1 << j ) ) != 0 ) {
nums[j] = (byte)reader.ReadBits( 8 );
}
}
bookNumbers[i] = nums;
}
}
示例5: Deserialize
public static ActiveActor Deserialize(BitReader br)
{
var aa = new ActiveActor();
aa.Active = br.ReadBit();
aa.ActorId = br.ReadUInt32();
return aa;
}
示例6: Deserialize
public static Rotator Deserialize(BitReader br)
{
var r = new Rotator();
if (br.ReadBit())
{
r.Pitch = ByteToAxis(br.ReadByte());
}
if ( br.ReadBit() )
{
r.Yaw = ByteToAxis(br.ReadByte());
}
if (br.ReadBit())
{
r.Roll = ByteToAxis(br.ReadByte());
}
return r;
}
示例7: Deserialize
public static WeldedInfo Deserialize(BitReader br)
{
var wi = new WeldedInfo();
wi.Active = br.ReadBit();
wi.ActorId = br.ReadInt32();
wi.Offset = Vector3D.Deserialize(br);
wi.Mass = br.ReadFloat();
wi.Rotation = Rotator.Deserialize(br);
return wi;
}
示例8: Deserialize
public static PrivateMatchSettings Deserialize(BitReader br)
{
var pms = new PrivateMatchSettings();
pms.Mutators = br.ReadString().Split(',').ToList();
pms.Unknown1 = br.ReadUInt32(); // GameNameId? Possibly referencing a string by id
pms.Unknown2 = br.ReadUInt32(); // Max players?
pms.GameName = br.ReadString();
pms.Password = br.ReadString();
pms.Unknown3 = br.ReadBit(); // Public?
return pms;
}
示例9: Deserialize
public static RigidBodyState Deserialize(BitReader br)
{
var rbs = new RigidBodyState();
rbs.Sleeping = br.ReadBit();
rbs.Position = Vector3D.Deserialize(br);
rbs.Rotation = Vector3D.DeserializeFixed(br);
if (!rbs.Sleeping)
{
rbs.LinearVelocity = Vector3D.Deserialize(br);
rbs.AngularVelocity = Vector3D.Deserialize(br);
}
return rbs;
}
示例10: ReadPerPacketData
public override object ReadPerPacketData( VorbisCodec codec, BitReader reader, object args )
{
bool emptyThisFrame = reader.ReadBit() == 0;
if( emptyThisFrame ) return true;
int offset = 0;
yList[offset++] = reader.ReadBits( elems01Bits );
yList[offset++] = reader.ReadBits( elems01Bits );
for( int i = 0; i < partitions; i++ ) {
int classNum = partitionClassList[i];
int cDim = classDimensions[classNum];
int cBits = classSubclasses[classNum];
int cSub = (1 << cBits) - 1;
int cVal = 0;
if( cBits > 0 ) {
int bookNum = classMasterbooks[classNum];
Codebook codebook = codec.codebookConfigs[bookNum];
cVal = codebook.GetScalarContext( reader );
}
for( int j = 0; j < cDim; j++ ) {
int book = subclassBooks[classNum][cVal & cSub];
cVal = (int)((uint)cVal >> cBits);
if( book != 0xFF ) {
Codebook codebook = codec.codebookConfigs[book];
yList[offset++] = codebook.GetScalarContext( reader );
} else {
yList[offset++] = 0;
}
}
}
return false;
}
示例11: NpcAssignment
protected void NpcAssignment(byte type, List<byte> data)
{
byte[] packet = data.ToArray();
NpcEntity output;
//try
//{
BitReader br = new BitReader(data.ToArray());
br.ReadBitsLittleEndian(8);
UInt32 id = (uint)br.Read(32);
UInt16 npctype = (ushort)br.Read(16);
UInt16 x = (ushort)br.Read(16);
UInt16 y = (ushort)br.Read(16);
byte life = (byte)br.Read(8);
byte size = (byte)br.Read(8);
output = new NpcEntity(id, npctype, life, x, y);
int informationLength = 16;
String[] entries;
if (!DataManager.Instance.m_monsterFields.Get(npctype, out entries))
Logger.Write("Failed to read monstats data for NPC of type {0}", type);
if (entries.Length != informationLength)
Logger.Write("Invalid monstats entry for NPC of type {0}", type);
bool lookupName = false;
if (data.Count > 0x10)
{
br.Read(4);
if (br.ReadBit())
{
for (int i = 0; i < informationLength; i++)
{
int temp;
int value = Int32.Parse(entries[i]);
if (!BitScanReverse(out temp, (uint)value - 1))
temp = 0;
if (temp == 31)
temp = 0;
//Console.WriteLine("BSR: {0} Bitcount: {1}", temp+1, bitCount);
int bits = br.Read(temp + 1);
}
}
output.SuperUnique = false;
output.HasFlags = br.ReadBit();
if (output.HasFlags)
{
output.Champion = br.ReadBit();
output.Unique = br.ReadBit();
output.SuperUnique = br.ReadBit();
output.IsMinion = br.ReadBit();
output.Ghostly = br.ReadBit();
//Console.WriteLine("{0} {1} {2} {3} {4}", output.Champion, output.Unique, output.SuperUnique, output.IsMinion, output.Ghostly);
}
if (output.SuperUnique)
{
output.SuperUniqueId = br.ReadBitsLittleEndian(16);
String name;
if (!DataManager.Instance.m_superUniques.Get(output.SuperUniqueId, out name))
{
Logger.Write("Failed to lookup super unique monster name for {0}", output.SuperUniqueId);
output.Name = "invalid";
}
else
{
output.Name = name;
//Console.WriteLine("NPC: {0}", name);
}
}
else
lookupName = true;
if (data.Count > 17 && lookupName != true && output.Name != "invalid")
{
output.IsLightning = false;
while (true)
{
byte mod = (byte)br.ReadBitsLittleEndian(8);
if (mod == 0)
break;
if (mod == 0x11)
output.IsLightning = true;
}
}
}
else
lookupName = true;
if (lookupName)
{
String name;
if (!DataManager.Instance.m_monsterNames.Get((int)output.Type, out name))
//.........这里部分代码省略.........
示例12: Deserialize
public static ActorStateProperty Deserialize(IClassNetCache classMap, string typeName, string[] objectIndexToName, UInt32 versionMajor, UInt32 versionMinor, BitReader br)
{
var asp = new ActorStateProperty();
var maxPropId = classMap.MaxPropertyId;
var className = objectIndexToName[classMap.ObjectIndex];
asp.PropertyId = br.ReadUInt32Max(maxPropId + 1);
#if DEBUG
asp.MaxPropertyId = (UInt32)maxPropId;
#endif
asp.PropertyName = objectIndexToName[classMap.GetProperty((int)asp.PropertyId).Index];
var startPosition = br.Position;
asp.Data = new List<object>();
switch (asp.PropertyName)
{
case "TAGame.GameEvent_TA:ReplicatedStateIndex":
asp.Data.Add(br.ReadUInt32Max(140)); // number is made up, I dont know the max yet // TODO: Revisit this. It might work well enough, but looks fishy
asp.MarkComplete();
break;
case "TAGame.RBActor_TA:ReplicatedRBState":
asp.Data.Add(RigidBodyState.Deserialize(br));
asp.MarkComplete();
break;
case "TAGame.CrowdActor_TA:ReplicatedOneShotSound":
case "TAGame.CrowdManager_TA:ReplicatedGlobalOneShotSound":
case "Engine.GameReplicationInfo:GameClass":
case "TAGame.CrowdManager_TA:GameEvent":
case "TAGame.CrowdActor_TA:GameEvent":
case "TAGame.Team_TA:LogoData":
case "TAGame.CameraSettingsActor_TA:PRI":
case "TAGame.PRI_TA:PersistentCamera":
case "TAGame.GameEvent_TA:MatchTypeClass":
case "TAGame.GameEvent_Soccar_TA:SubRulesArchetype":
// Theres a good chance that most of these can be moved to the next section
asp.Data.Add(br.ReadBit());
asp.Data.Add(br.ReadUInt32());
asp.MarkComplete();
break;
case "TAGame.Team_TA:GameEvent":
case "TAGame.Ball_TA:GameEvent":
case "Engine.PlayerReplicationInfo:Team":
case "Engine.Pawn:PlayerReplicationInfo":
case "TAGame.PRI_TA:ReplicatedGameEvent":
case "TAGame.CarComponent_TA:Vehicle":
case "TAGame.Car_TA:AttachedPickup":
case "TAGame.SpecialPickup_Targeted_TA:Targeted":
// TODO: Use a real class so it can be accessed normally.
// If Active == false, ActorId will be -1
asp.Data.Add(ActiveActor.Deserialize(br));
asp.MarkComplete();
break;
case "Engine.GameReplicationInfo:ServerName":
case "Engine.PlayerReplicationInfo:PlayerName":
case "TAGame.Team_TA:CustomTeamName":
case "Engine.PlayerReplicationInfo:RemoteUserData":
case "TAGame.GRI_TA:NewDedicatedServerIP":
asp.Data.Add(br.ReadString());
asp.MarkComplete();
break;
case "TAGame.GameEvent_Soccar_TA:SecondsRemaining":
case "TAGame.GameEvent_TA:ReplicatedGameStateTimeRemaining":
case "TAGame.CrowdActor_TA:ReplicatedCountDownNumber":
case "TAGame.GameEvent_Team_TA:MaxTeamSize":
case "Engine.PlayerReplicationInfo:PlayerID":
case "TAGame.PRI_TA:TotalXP":
case "TAGame.PRI_TA:MatchScore":
case "TAGame.GameEvent_Soccar_TA:RoundNum":
case "TAGame.GameEvent_TA:BotSkill":
case "TAGame.PRI_TA:MatchShots":
case "TAGame.PRI_TA:MatchSaves":
case "ProjectX.GRI_X:ReplicatedGamePlaylist":
case "Engine.TeamInfo:Score":
case "Engine.PlayerReplicationInfo:Score":
case "TAGame.PRI_TA:MatchGoals":
case "TAGame.PRI_TA:MatchAssists":
case "ProjectX.GRI_X:ReplicatedGameMutatorIndex":
case "TAGame.PRI_TA:Title":
case "TAGame.GameEvent_TA:ReplicatedStateName":
case "TAGame.Team_Soccar_TA:GameScore":
case "TAGame.GameEvent_Soccar_TA:GameTime":
case "TAGame.CarComponent_Boost_TA:UnlimitedBoostRefCount":
case "TAGame.CrowdActor_TA:ReplicatedRoundCountDownNumber":
asp.Data.Add(br.ReadUInt32());
asp.MarkComplete();
break;
case "TAGame.VehiclePickup_TA:ReplicatedPickupData":
asp.Data.Add(br.ReadBit());
asp.Data.Add(br.ReadUInt32());
asp.Data.Add(br.ReadBit());
asp.MarkComplete();
break;
case "Engine.PlayerReplicationInfo:Ping":
case "TAGame.Vehicle_TA:ReplicatedSteer":
case "TAGame.Vehicle_TA:ReplicatedThrottle": // 0: full reverse, 128: No throttle. 255 full throttle/boosting
case "TAGame.PRI_TA:CameraYaw":
//.........这里部分代码省略.........
示例13: Deserialize
public static ActorState Deserialize(int maxChannels, List<ActorState> existingActorStates, List<ActorState> frameActorStates, string[] objectIndexToName, IDictionary<string, ClassNetCache> classNetCacheByName, UInt32 versionMajor, UInt32 versionMinor, BitReader br)
{
var startPosition = br.Position;
ActorState a = new ActorState();
try
{
var actorId = br.ReadUInt32Max(maxChannels);
a.Id = actorId;
if (br.ReadBit())
{
if (br.ReadBit())
{
a.State = ActorStateState.New;
if (versionMajor > 868 || (versionMajor == 868 && versionMinor >= 14))
{
a.NameId = br.ReadUInt32();
}
a.Unknown1 = br.ReadBit();
a.TypeId = br.ReadUInt32();
a.TypeName = objectIndexToName[(int)a.TypeId.Value];
a._classNetCache = ObjectNameToClassNetCache(a.TypeName, classNetCacheByName);
a.ClassName = objectIndexToName[a._classNetCache.ObjectIndex];
if ( !ClassHasInitialPosition(a.ClassName))
{
#if DEBUG
a.KnownBits = br.GetBits(startPosition, br.Position - startPosition);
a.Complete = true;
#endif
return a;
}
a.Position = Vector3D.Deserialize(br);
if (ClassHasRotation(a.ClassName))
{
a.Rotation = Rotator.Deserialize(br);
}
#if DEBUG
a.Complete = true;
#endif
}
else
{
a.State = ActorStateState.Existing;
var oldState = existingActorStates.Where(x => x.Id == a.Id).Single();
a.TypeId = oldState.TypeId;
a.Properties = new List<ActorStateProperty>();
ActorStateProperty lastProp = null;
while (br.ReadBit())
{
lastProp = ActorStateProperty.Deserialize(oldState._classNetCache, oldState.TypeName, objectIndexToName, versionMajor, versionMinor, br);
a.Properties.Add(lastProp);
#if DEBUG
if (!lastProp.IsComplete)
{
break;
}
#endif
}
#if DEBUG
a.Complete = lastProp.IsComplete;
if (lastProp.Data.Count > 0 && lastProp.Data.Last().ToString() == "FAILED")
{
a.Failed = true;
}
#endif
var endPosition = br.Position;
}
}
else
{
a.State = ActorStateState.Deleted;
var actor = existingActorStates.Where(x => x.Id == a.Id).SingleOrDefault();
#if DEBUG
a.Complete = true;
#endif
var endPosition = br.Position;
}
#if DEBUG
if (!a.Complete)
{
// Read a bunch of data so we have something to look at in the logs
// Otherwise the logs may not show any data bits for whatever is broken, which is hard to interpret
br.ReadBytes(16);
}
a.KnownBits = br.GetBits(startPosition, br.Position - startPosition);
#endif
//.........这里部分代码省略.........
示例14: GetIdentifiedInfo
public static void GetIdentifiedInfo(BitReader reader, ref Item item)
{
if (item.identified)
{
switch (item.quality)
{
case Item.QualityType.inferior:
item.prefix = (byte)reader.Read(3);
break;
case Item.QualityType.superior:
item.superiority = (Item.SuperiorItemClassType)(reader.Read(3));
break;
case Item.QualityType.magical:
item.prefix = (uint)reader.Read(11);
item.suffix = (uint)reader.Read(11);
break;
case Item.QualityType.crafted:
case Item.QualityType.rare:
item.prefix = (uint)reader.Read(8) - 156;
item.suffix = (uint)reader.Read(8) - 1;
break;
case Item.QualityType.set:
item.set_code = (uint)reader.Read(12);
break;
case Item.QualityType.unique:
if (item.type != "std") //standard of heroes exception?
item.unique_code = (uint)reader.Read(12);
break;
}
}
if (item.quality == Item.QualityType.rare || item.quality == Item.QualityType.crafted)
{
for (ulong i = 0; i < 3; i++)
{
if (reader.ReadBit())
item.prefixes.Add((uint)reader.Read(11));
if (reader.ReadBit())
item.suffixes.Add((uint)reader.Read(11));
}
}
if (item.rune_word)
{
item.runeword_id = (uint)reader.Read(12);
item.runeword_parameter = (byte)reader.Read(4);
//std::cout << "runeword_id: " << item.runeword_id << ", parameter: " << item.runeword_parameter << std::endl;
}
if (item.personalised)
{
List<Byte> personalised_name = new List<byte>();
reader.Read(8);
while (personalised_name.Last() != 0x00)
{
reader.Read(8); // 16 characters of 7 bits each for the name of the ear to process later
}
item.personalised_name = Convert.ToBase64String(personalised_name.ToArray()); //this is also a problem part i'm not sure about
}
if (item.is_armor)
item.defense = (uint)reader.Read(11) - 10;
if (item.type == "7cr")
reader.Read(8);
else if (item.is_armor || item.is_weapon)
{
item.maximum_durability = (byte)reader.Read(8);
item.indestructible = (uint)((item.maximum_durability == 0) ? 1 : 0);
item.durability = (byte)reader.Read(8);
reader.ReadBit();
}
if (item.has_sockets)
item.sockets = (byte)reader.Read(4);
}
示例15: Deserialize
public static Frame Deserialize(int maxChannels, ref List<ActorState> existingActorStates, string[] objectIdToName, IDictionary<string, ClassNetCache> classNetCacheByName, UInt32 versionMajor, UInt32 versionMinor, BitReader br)
{
var f = new Frame();
f.Position = br.Position;
f.Time = br.ReadFloat();
f.Delta = br.ReadFloat();
if (f.Time < 0 || f.Delta < 0
|| (f.Time > 0 && f.Time < 1E-10)
|| (f.Delta > 0 && f.Delta < 1E-10))
{
string error = string.Format("\"Frame\" at postion {0} has time values that are negative or suspicious. The parser got lost. Check the previous frame for bad data. Time {1}, Delta {2}", f.Position, f.Time, f.Delta);
#if DEBUG
Console.WriteLine(error);
f.Failed = true;
return f;
#endif
throw new Exception(error);
}
f.ActorStates = new List<ActorState>();
ActorState lastActorState = null;
while (br.ReadBit())
{
lastActorState = ActorState.Deserialize(maxChannels, existingActorStates, f.ActorStates, objectIdToName, classNetCacheByName, versionMajor, versionMinor, br);
var existingActor = existingActorStates.Where(x => x.Id == lastActorState.Id).SingleOrDefault();
if (lastActorState.State != ActorStateState.Deleted)
{
if (existingActor == null)
{
existingActorStates.Add(lastActorState);
}
}
else
{
existingActorStates = existingActorStates.Where(x => x.Id != lastActorState.Id).ToList();
}
f.ActorStates.Add(lastActorState);
#if DEBUG
if(!lastActorState.Complete)
{
break;
}
#endif
}
#if DEBUG
if (lastActorState == null || lastActorState.Complete)
{
f.Complete = true;
}
if (lastActorState != null && lastActorState.Failed)
{
f.Failed = true;
}
f.RawData = br.GetBits(f.Position, br.Position - f.Position).ToArray();
#endif
return f;
}