本文整理汇总了C#中StatusCode类的典型用法代码示例。如果您正苦于以下问题:C# StatusCode类的具体用法?C# StatusCode怎么用?C# StatusCode使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
StatusCode类属于命名空间,在下文中一共展示了StatusCode类的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: OnStatusChanged
public void OnStatusChanged(StatusCode statusCode)
{
DebugReturn("OnStatusChanged():" + (StatusCode) statusCode);
//handle returnCodes for connect, disconnect and errors (non-operations)
switch ((StatusCode) statusCode)
{
case StatusCode.Connect:
this.DebugReturn("Connect(ed)");
this.peer.OpJoin(this.lobbyName); // The LobbyHandler simply joins the lobby to get updates from it
break;
case StatusCode.Disconnect:
this.DebugReturn("Disconnect(ed) Peer.state: " + peer.PeerState);
break;
case StatusCode.ExceptionOnConnect:
this.DebugReturn("ExceptionOnConnect(ed) Peer.state: " + peer.PeerState);
break;
case StatusCode.Exception:
this.DebugReturn("Exception(ed) Peer.state: " + peer.PeerState);
break;
default:
this.DebugReturn("OnStatusChanged: " + statusCode);
break;
}
}
示例2: FormMain
/// <summary>Initializes a new instance of the FormMain class.</summary>
public FormMain(bool startLogging)
{
// This call is required by the designer
InitializeComponent();
// Initialize private variables
p_CurrentIP = "-";
p_CurrentStatus = StatusCode.None;
p_ElapsedSeconds = 0;
p_StartLogging = startLogging;
p_StartupTime = DateTime.Now;
p_TimerLog = null;
// Initialize FormMain properties
this.ClientSize = new Size(660, 480);
this.Font = SystemFonts.MenuFont;
// Initialize tray icon
IconMain.ContextMenu = MenuMain;
// Initialize Menu/ToolBar
MenuShowSuccessful.Checked = Settings.Default.ShowSuccessful;
MenuShowStatusChanges.Checked = Settings.Default.ShowStatusChanges;
MenuShowErrors.Checked = Settings.Default.ShowErrors;
ToolBarShowSuccessful.Pushed = MenuShowSuccessful.Checked;
ToolBarShowStatusChanges.Pushed = MenuShowStatusChanges.Checked;
ToolBarShowErrors.Pushed = MenuShowErrors.Checked;
}
示例3: Response
public Response(StatusCode code, string contentType, string content, string redirectoinPath)
{
// throw new NotImplementedException();
// TODO: Add headlines (Content-Type, Content-Length,Date, [location if there is redirection])
int content_length = content.Length;
string content_length_string = content_length.ToString();
DateTime date = DateTime.Now;
string date_string = date.ToString();
headerLines.Add("Content-Type"+ contentType);
headerLines.Add("Content-Length"+ content_length_string);
headerLines.Add("Date" + date_string);
if (redirectoinPath!="")
{
headerLines.Add("Redirection Path" + redirectoinPath);
}
// TODO: Create the request string
string status_line=GetStatusLine(code);
string header_line = "";
for (int i = 0; i < headerLines.Count; i++)
{
header_line += headerLines[i]+ " ";
}
//header_line += "\r\n";
responseString = status_line + header_line + "\r\n" + content;
}
示例4: SendError
/// <summary>
/// Sends error page to the client
/// </summary>
/// <param name="statusCode">Status code</param>
/// <param name="message">Error message</param>
public void SendError(StatusCode statusCode, string message)
{
string page = GetErrorPage(statusCode, message);
SendHeader("text/html", page.Length, statusCode);
SendToClient(page);
End();
}
示例5: OnStatusChanged
public void OnStatusChanged(StatusCode statusCode)
{
switch (statusCode)
{
case StatusCode.Connect:
{
Peer.EstablishEncryption();
break;
}
case StatusCode.Disconnect:
case StatusCode.DisconnectByServer:
case StatusCode.DisconnectByServerLogic:
case StatusCode.DisconnectByServerUserLimit:
case StatusCode.TimeoutDisconnect:
case StatusCode.Exception:
case StatusCode.ExceptionOnConnect:
{
Controller.OnDisconnected("" + statusCode);
State = new Disconnected(this);
break;
}
case StatusCode.EncryptionEstablished:
{
State = new Connected(this);
break;
}
default:
{
Controller.OnUnexpectedStatusCode(statusCode);
break;
}
}
}
示例6: OnStatusChanged
public void OnStatusChanged(StatusCode statusCode)
{
Debug.Log("OnStatusChanged:" + statusCode.ToString());
switch (statusCode)
{
case StatusCode.Connect:
stopwatch.Stop();
Debug.Log(string.Format("连线成功,耗时:{0}秒",stopwatch.Elapsed.TotalSeconds.ToString()));
stopwatch.Reset();
break;
case StatusCode.Disconnect:
Debug.Log("断线");
break;
case StatusCode.DisconnectByServerUserLimit:
Debug.Log("人数达上线");
break;
case StatusCode.ExceptionOnConnect:
Debug.Log("连线时意外错误");
break;
case StatusCode.DisconnectByServer:
Debug.Log("被Server强制断线");
break;
case StatusCode.TimeoutDisconnect:
Debug.Log("超时断线");
break;
case StatusCode.Exception:
case StatusCode.ExceptionOnReceive:
Debug.Log("其他例外");
break;
}
}
示例7: OnStatusChanged
public void OnStatusChanged(StatusCode statusCode)
{
Debug.Log (statusCode.ToString ());
switch (statusCode)
{
case StatusCode.Connect: // connect success
Debug.Log("connect success");
break;
case StatusCode.Disconnect: // disconnected
Debug.Log("disconnect from server");
break;
case StatusCode.DisconnectByServerUserLimit: // limit on connected user
Debug.Log ("room full");
break;
case StatusCode.ExceptionOnConnect: // error on connection
Debug.Log("connection error");
break;
case StatusCode.DisconnectByServer: // disconnected by server
Debug.Log("disconnect by server");
break;
case StatusCode.TimeoutDisconnect: // disconnected while timeout
Debug.Log("time out");
break;
case StatusCode.Exception: // other exception
case StatusCode.ExceptionOnReceive:
Debug.Log("unexpect error");
break;
}
}
示例8: OnPeerStatusCallback
public void OnPeerStatusCallback(Game game, StatusCode returnCode)
{
switch (returnCode)
{
case StatusCode.Connect:
{
break;
}
case StatusCode.Disconnect:
case StatusCode.DisconnectByServer:
case StatusCode.DisconnectByServerLogic:
case StatusCode.DisconnectByServerUserLimit:
case StatusCode.TimeoutDisconnect:
{
game.SetDisconnected(returnCode);
break;
}
default:
{
game.DebugReturn(DebugLevel.ERROR, returnCode.ToString());
break;
}
}
}
示例9: Patrolling
private void Patrolling()
{
if (statusCode != StatusCode.Patrol)
{
statusCode = StatusCode.Patrol;
nav.ResetPath();
}
nav.speed = patrolSpeed;
if (nav.destination == lastPlayerSighting.resetPosition || nav.remainingDistance < nav.stoppingDistance)
{
patrolTimer += Time.deltaTime;
if (patrolTimer > patrolWaitTime)
{
if (wayPointIndex == patrolWayPoints.Length - 1)
{
wayPointIndex = 0;
}
else
{
wayPointIndex++;
}
patrolTimer = 0f;
}
}
else
{
patrolTimer = 0f;
}
nav.destination = patrolWayPoints[wayPointIndex].position;
}
示例10: OnPeerStatusCallback
/// <summary>
/// The on peer status callback.
/// </summary>
/// <param name="game">
/// The mmo game.
/// </param>
/// <param name="returnCode">
/// The return code.
/// </param>
public void OnPeerStatusCallback(Game game, StatusCode returnCode)
{
switch (returnCode)
{
case StatusCode.Connect:
{
InterestArea camera;
game.TryGetCamera(0, out camera);
camera.ResetViewDistance();
game.Avatar.SetInterestAreaAttached(true);
game.SetConnected();
//Operations.Authenticate(game, game.Avatar.Token);
break;
}
case StatusCode.Disconnect:
case StatusCode.DisconnectByServer:
case StatusCode.DisconnectByServerLogic:
case StatusCode.DisconnectByServerUserLimit:
case StatusCode.TimeoutDisconnect:
{
game.SetDisconnected(returnCode);
break;
}
default:
{
game.DebugReturn(DebugLevel.ERROR, returnCode.ToString());
break;
}
}
}
示例11: Chasing
private void Chasing()
{
if (statusCode != StatusCode.Chasing)
{
statusCode = StatusCode.Chasing;
nav.Resume();
}
Vector3 sightingPosDelta = enemySight.personalLastSighting - transform.position;
if (sightingPosDelta.sqrMagnitude > 4f)
{
nav.destination = enemySight.personalLastSighting;
}
nav.speed = chaseSpeed;
if (nav.remainingDistance < nav.stoppingDistance)
{
chaseTimer += Time.deltaTime;
if (chaseTimer >= chaseWaitTime)
{
lastPlayerSighting.position = lastPlayerSighting.resetPosition;
enemySight.personalLastSighting = lastPlayerSighting.resetPosition;
chaseTimer = 0f;
}
}
else
{
chaseTimer = 0f;
}
}
示例12: Receipt
/// <summary>
/// ctor for product purchases
/// </summary>
public Receipt(Product product, StatusCode status, string storeReceipt)
{
PurchaseType = PurchaseType.Product;
Product = product;
Status = status;
StoreReceipt = storeReceipt;
}
示例13: Execute
private void Execute()
{
if (Interlocked.Exchange(ref flag, 1) == 0)
{
System.Threading.Tasks.Task.Factory.StartNew(() =>
{
try
{
Status = StatusCode.Running;
Message = "Running";
if (initialize != null)
initialize();
Status = StatusCode.Success;
Message = "Success";
}
catch (Exception ex)
{
Thread.VolatileWrite(ref flag, 0);
Message = ex.ToString();
Status = StatusCode.Failure;
}
});
}
}
示例14: OnPeerStatusCallback
public override void OnPeerStatusCallback(ClientConnection client, StatusCode returnCode)
{
switch (returnCode)
{
case StatusCode.DisconnectByServerUserLimit:
case StatusCode.Disconnect:
case StatusCode.DisconnectByServer:
case StatusCode.DisconnectByServerLogic:
case StatusCode.TimeoutDisconnect:
{
if (log.IsInfoEnabled)
{
log.InfoFormat("{0}", returnCode);
}
Counters.ConnectedClients.Decrement();
WindowsCounters.ConnectedClients.Decrement();
client.State = Disconnected.Instance;
client.OnDisconnected();
break;
}
default:
{
log.WarnFormat("Connected: OnPeerStatusCallback: unexpected return code {0}", returnCode);
break;
}
}
}
示例15: CreateResponse
/// <summary>
/// Creates a response to the specified request with the specified response code.
/// The destination endpoint of the response is the source endpoint of the request.
/// The response has the same token as the request.
/// Type and ID are usually set automatically by the <see cref="CoAP.Stack.ReliabilityLayer"/>.
/// </summary>
public static Response CreateResponse(Request request, StatusCode code)
{
Response response = new Response(code);
response.Destination = request.Source;
response.Token = request.Token;
return response;
}