本文整理汇总了C#中VRage.Library.Collections.BitStream.WriteBool方法的典型用法代码示例。如果您正苦于以下问题:C# BitStream.WriteBool方法的具体用法?C# BitStream.WriteBool怎么用?C# BitStream.WriteBool使用的例子?那么恭喜您, 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VRage.Library.Collections.BitStream
的用法示例。
在下文中一共展示了BitStream.WriteBool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: SerializeActive
protected void SerializeActive(BitStream stream, MyEntity entity)
{
if (stream.Writing)
{
if (entity.Physics.RigidBody != null && entity.Physics.RigidBody.IsActive)
stream.WriteBool(true);
else
stream.WriteBool(false);
}
else
{
// reading
bool isActive = stream.ReadBool();
if (entity != null && entity.Physics != null)
{
HkRigidBody rb = entity.Physics.RigidBody;
if (rb != null)
{
if (isActive)
rb.Activate();
else
rb.Deactivate();
}
}
}
}
示例2: Serialize
public override bool Serialize(BitStream stream, EndpointId forClient, uint timestamp, byte packetId, int maxBitPosition)
{
bool lowPrecisionOrientation = true;
bool applyWhenReading = true;
SetSupport(FindSupportDelegate());
if (stream.Writing)
{
bool moving = IsMoving(Entity);
stream.WriteBool(moving);
SerializeVelocities(stream, Entity, MyEntityPhysicsStateGroup.EffectiveSimulationRatio, applyWhenReading, moving);
SerializeTransform(stream, Entity, null, lowPrecisionOrientation, applyWhenReading, moving, timestamp);
}
else
{
bool moving = stream.ReadBool();
// reading
SerializeServerVelocities(stream, Entity, MyEntityPhysicsStateGroup.EffectiveSimulationRatio, moving, ref Entity.m_serverLinearVelocity, ref Entity.m_serverAngularVelocity);
applyWhenReading = SerializeServerTransform(stream, Entity, null, moving, timestamp, lowPrecisionOrientation,
ref Entity.m_serverPosition, ref Entity.m_serverOrientation, ref Entity.m_serverWorldMatrix, m_positionValidation);
if (applyWhenReading && moving)
{
Entity.PositionComp.SetWorldMatrix(Entity.m_serverWorldMatrix, null, true);
Entity.SetSpeedsAccordingToServerValues();
}
}
SerializeFriction(stream, Entity);
SerializeActive(stream, Entity);
return true;
}
示例3: Write
void Write(BitStream stream)
{
// TODO: Make sure sleeping, server controlled entities are not moving locally (or they can be but eventually their position should be corrected)
stream.WriteBool(MySession.ControlledEntity != null);
if (MySession.ControlledEntity == null)
{
Vector3D pos = MySpectatorCameraController.Static.Position;
stream.WriteDouble(pos.X);
stream.WriteDouble(pos.Y);
stream.WriteDouble(pos.Z);
}
else
{
var controlledEntity = MySession.ControlledEntity.Entity.GetTopMostParent();
// Send controlled entity every other frame to server
if (MyMultiplayer.Static.FrameCounter % 2 == 0)
{
// TODO: Write additional client data, context
if (controlledEntity != null && controlledEntity.SyncFlag && ((MySyncEntity)controlledEntity.SyncObject).ResponsibleForUpdate(Sync.Clients.LocalClient))
{
stream.WriteInt64(controlledEntity.EntityId);
switch (MyGuiScreenTerminal.GetCurrentScreen())
{
case MyTerminalPageEnum.Inventory:
stream.WriteInt32((int)MyContextKind.Inventory, 2);
break;
case MyTerminalPageEnum.ControlPanel:
stream.WriteInt32((int)MyContextKind.Terminal, 2);
break;
case MyTerminalPageEnum.Production:
stream.WriteInt32((int)MyContextKind.Production, 2);
break;
default:
stream.WriteInt32((int)MyContextKind.None, 2);
break;
}
if (MyGuiScreenTerminal.InteractedEntity != null)
{
stream.WriteInt64(MyGuiScreenTerminal.InteractedEntity.EntityId);
}
else
{
stream.WriteInt64(0);
}
((MySyncEntity)controlledEntity.SyncObject).SerializePhysics(stream, null);
}
}
}
}
示例4: Serialize
public override bool Serialize(BitStream stream, EndpointId forClient, uint timestamp, byte packetId, int maxBitPosition)
{
bool lowPrecisionOrientation = true;
bool applyWhenReading = true;
if (stream.Writing)
{
bool moving = IsMoving(Entity);
stream.WriteBool(moving);
SerializeVelocities(stream, Entity, MyEntityPhysicsStateGroup.EffectiveSimulationRatio, applyWhenReading, moving);
SerializeTransform(stream, Entity, null, lowPrecisionOrientation, applyWhenReading, moving, timestamp);
}
else
{
bool moving = stream.ReadBool();
// reading
SerializeServerVelocities(stream, Entity, MyEntityPhysicsStateGroup.EffectiveSimulationRatio, moving, ref Entity.m_serverLinearVelocity, ref Entity.m_serverAngularVelocity);
float positionTolerancy = Math.Max(Entity.PositionComp.MaximalSize * 0.1f, 0.1f);
float smallSpeed = 0.1f;
if (Entity.m_serverLinearVelocity == Vector3.Zero || Entity.m_serverLinearVelocity.Length() < smallSpeed)
{
positionTolerancy = Math.Max(Entity.PositionComp.MaximalSize * 0.5f, 1.0f);
}
applyWhenReading = SerializeServerTransform(stream, Entity, null, moving, timestamp, lowPrecisionOrientation, positionTolerancy,
ref Entity.m_serverPosition, ref Entity.m_serverOrientation, ref Entity.m_serverWorldMatrix, m_positionValidation);
if (applyWhenReading && moving)
{
Entity.PositionComp.SetWorldMatrix(Entity.m_serverWorldMatrix, null, true);
Entity.SetSpeedsAccordingToServerValues();
}
}
SerializeFriction(stream, Entity);
SerializeActive(stream, Entity);
return true;
}
示例5: WritePhysics
private void WritePhysics(BitStream stream, MyEntity controlledEntity)
{
IMyReplicable player = MyExternalReplicable.FindByObject(controlledEntity);
if (player == null)
{
stream.WriteBool(false);
return;
}
var stateGroup = player.FindStateGroup<MyEntityPhysicsStateGroup>();
if (stateGroup == null)
{
stream.WriteBool(false);
return;
}
bool isResponsible = stateGroup.ResponsibleForUpdate(new EndpointId(Sync.MyId));
stream.WriteBool(isResponsible);
if (isResponsible)
{
stateGroup.Serialize(stream, null, 0, 65535);
}
}
示例6: WritePhysics
private void WritePhysics(BitStream stream, MyEntity controlledEntity)
{
IMyReplicable controlledReplicable = MyExternalReplicable.FindByObject(controlledEntity);
stream.WriteBool(controlledReplicable != null);
if (controlledReplicable == null)
{
return;
}
IMyStateGroup stateGroup = null;
bool useCharacterOnServer = controlledEntity is MyCharacter && MyFakes.ENABLE_CHARACTER_CONTROL_ON_SERVER;
bool useGridOnServer = controlledEntity is MyCubeGrid && MyFakes.ENABLE_SHIP_CONTROL_ON_SERVER;
MyShipController controller = MySession.Static.ControlledEntity as MyShipController;
bool hasWheels = controller != null && controller.HasWheels;
if (useCharacterOnServer || (useGridOnServer && hasWheels == false))
{
stateGroup = controlledReplicable.FindStateGroup<MyEntityPositionVerificationStateGroup>();
}
else
{
stateGroup = controlledReplicable.FindStateGroup<MyEntityPhysicsStateGroup>();
}
stream.WriteBool(useCharacterOnServer || (useGridOnServer && hasWheels == false));
stream.WriteBool(stateGroup != null );
if (stateGroup == null)
{
return;
}
bool isResponsible = MyEntityPhysicsStateGroup.ResponsibleForUpdate(controlledEntity,new EndpointId(Sync.MyId));
stream.WriteBool(isResponsible);
if (isResponsible)
{
stateGroup.Serialize(stream, EndpointId, ClientTimeStamp, 0, 1024*1024);
}
}
示例7: PrepareSendData
private InventoryDeltaInformation PrepareSendData(ref InventoryDeltaInformation packetInfo, BitStream stream, int maxBitPosition,out bool needsSplit)
{
needsSplit = false;
int startStreamPosition = stream.BitPosition;
InventoryDeltaInformation sentData = new InventoryDeltaInformation();
sentData.HasChanges = false;
stream.WriteBool(false);
stream.WriteUInt32(packetInfo.MessageId);
stream.WriteBool(packetInfo.ChangedItems != null);
if (packetInfo.ChangedItems != null)
{
stream.WriteInt32(packetInfo.ChangedItems.Count);
if (stream.BitPosition > maxBitPosition)
{
needsSplit = true;
}
else
{
sentData.ChangedItems = new Dictionary<uint, MyFixedPoint>();
foreach (var item in packetInfo.ChangedItems)
{
stream.WriteUInt32(item.Key);
stream.WriteInt64(item.Value.RawValue);
if (stream.BitPosition <= maxBitPosition)
{
sentData.ChangedItems[item.Key] = item.Value;
sentData.HasChanges = true;
}
else
{
needsSplit = true;
}
}
}
}
stream.WriteBool(packetInfo.RemovedItems != null);
if (packetInfo.RemovedItems != null)
{
stream.WriteInt32(packetInfo.RemovedItems.Count);
if (stream.BitPosition > maxBitPosition)
{
needsSplit = true;
}
else
{
sentData.RemovedItems = new List<uint>();
foreach (var item in packetInfo.RemovedItems)
{
stream.WriteUInt32(item);
if (stream.BitPosition <= maxBitPosition)
{
sentData.RemovedItems.Add(item);
sentData.HasChanges = true;
}
else
{
needsSplit = true;
}
}
}
}
stream.WriteBool(packetInfo.NewItems != null);
if (packetInfo.NewItems != null)
{
stream.WriteInt32(packetInfo.NewItems.Count);
if (stream.BitPosition > maxBitPosition)
{
needsSplit = true;
}
else
{
sentData.NewItems = new SortedDictionary<int, MyPhysicalInventoryItem>();
foreach (var item in packetInfo.NewItems)
{
MyPhysicalInventoryItem inventoryItem = item.Value;
VRage.Serialization.MySerializer.Write(stream, ref inventoryItem, MyObjectBuilderSerializer.Dynamic);
if (stream.BitPosition <= maxBitPosition)
{
sentData.NewItems[item.Key] = inventoryItem;
sentData.HasChanges = true;
}
else
{
needsSplit = true;
}
}
}
}
stream.WriteBool(packetInfo.SwappedItems != null);
if (packetInfo.SwappedItems != null)
//.........这里部分代码省略.........
示例8: WriteInventory
private InventoryDeltaInformation WriteInventory(ref InventoryDeltaInformation packetInfo, BitStream stream, byte packetId, int maxBitPosition, out bool needsSplit)
{
InventoryDeltaInformation sendPacketInfo = PrepareSendData(ref packetInfo, stream, maxBitPosition, out needsSplit);
if (sendPacketInfo.HasChanges == false)
{
stream.WriteBool(false);
return sendPacketInfo;
}
sendPacketInfo.MessageId = packetInfo.MessageId;
stream.WriteBool(true);
stream.WriteUInt32(sendPacketInfo.MessageId);
stream.WriteBool(sendPacketInfo.ChangedItems != null);
if (sendPacketInfo.ChangedItems != null)
{
stream.WriteInt32(sendPacketInfo.ChangedItems.Count);
foreach (var item in sendPacketInfo.ChangedItems)
{
stream.WriteUInt32(item.Key);
stream.WriteInt64(item.Value.RawValue);
}
}
stream.WriteBool(sendPacketInfo.RemovedItems != null);
if (sendPacketInfo.RemovedItems != null)
{
stream.WriteInt32(sendPacketInfo.RemovedItems.Count);
foreach (var item in sendPacketInfo.RemovedItems)
{
stream.WriteUInt32(item);
}
}
stream.WriteBool(sendPacketInfo.NewItems != null);
if (sendPacketInfo.NewItems != null)
{
stream.WriteInt32(sendPacketInfo.NewItems.Count);
foreach (var item in sendPacketInfo.NewItems)
{
stream.WriteInt32(item.Key);
MyPhysicalInventoryItem itemTosend = item.Value;
VRage.Serialization.MySerializer.Write(stream, ref itemTosend, MyObjectBuilderSerializer.Dynamic);
}
}
stream.WriteBool(sendPacketInfo.SwappedItems != null);
if (sendPacketInfo.SwappedItems != null)
{
stream.WriteInt32(sendPacketInfo.SwappedItems.Count);
foreach (var item in sendPacketInfo.SwappedItems)
{
stream.WriteInt32(item.Key);
stream.WriteInt32(item.Value);
}
}
return sendPacketInfo;
}
示例9: Serialize
public void Serialize(BitStream bs, int clientIndex)
{
var dirty = m_dirty[clientIndex] != MySyncedDataStateEnum.UpToDate;
bs.WriteBool(dirty);
if (dirty)
{
foreach (var mySyncedObject in m_syncedClass)
{
mySyncedObject.Serialize(bs, clientIndex);
}
foreach (var mySynced in m_syncedVariables)
{
mySynced.Serialize(bs, clientIndex);
}
m_dirty[clientIndex] = MySyncedDataStateEnum.Pending;
}
}
示例10: WriteSubgrids
public static bool WriteSubgrids(MyCubeGrid masterGrid, BitStream stream, ref EndpointId forClient, uint timestamp, int maxBitPosition, bool lowPrecisionOrientation,ref Vector3D basePos, ref int currentSentPosition)
{
bool fullyWritten = true;
var g = MyCubeGridGroups.Static.PhysicalDynamic.GetGroup(masterGrid);
if (g == null)
{
stream.WriteBool(false);
}
else
{
m_groups.Clear();
int i = 0;
foreach (var node in g.Nodes)
{
i++;
if (i < currentSentPosition)
{
continue;
}
var target = MyMultiplayer.Static.ReplicationLayer.GetProxyTarget((IMyEventProxy)node.NodeData);
int pos = stream.BitPosition;
if (node.NodeData != masterGrid && node.NodeData.Physics != null && !node.NodeData.Physics.IsStatic && target != null)
{
stream.WriteBool(true);
// ~26.5 bytes per grid, not bad
NetworkId networkId = MyMultiplayer.Static.ReplicationLayer.GetNetworkIdByObject(target);
stream.WriteNetworkId(networkId); // ~2 bytes
bool moving = IsMovingSubGrid(node.NodeData);
stream.WriteBool(moving);
SerializeTransform(stream, node.NodeData, basePos, lowPrecisionOrientation, false, moving, timestamp, null, null); // 12.5 bytes
SerializeVelocities(stream, node.NodeData, EffectiveSimulationRatio, false, moving); // 12 byte
UpdateGridMaxSpeed(node.NodeData, Sync.IsServer);
m_groups.Add(node.NodeData);
currentSentPosition++;
}
if (stream.BitPosition > maxBitPosition)
{
stream.SetBitPositionWrite(pos);
fullyWritten = false;
currentSentPosition--;
break;
}
if (i == g.Nodes.Count)
{
currentSentPosition = 0;
}
}
stream.WriteBool(false);
}
return fullyWritten;
}
示例11: SerializePhysicsWithSupport
/// <summary>
/// Serializes physics and takes into account support (what's entity standing on)
/// </summary>
private void SerializePhysicsWithSupport(BitStream stream, EndpointId forClient,uint timestamp, byte packetId, int maxBitPosition)
{
if (stream.Writing)
{
// TODO: only prototype implementation
SetSupport(FindSupportDelegate());
stream.WriteBool(m_supportPhysics != null);
if (m_supportPhysics != null)
{
stream.WriteInt64(m_supportPhysics.Entity.EntityId);
var localToParent = Entity.WorldMatrix * MatrixD.Invert(m_supportPhysics.Entity.PositionComp.WorldMatrix);
stream.Write(localToParent.Translation);
stream.Write(Quaternion.CreateFromForwardUp(localToParent.Forward, localToParent.Up).ToVector4());
bool moving = IsMoving(Entity);
stream.WriteBool(moving);
SerializeVelocities(stream, Entity, EffectiveSimulationRatio, !IsControlledLocally, moving);
}
else
{
base.Serialize(stream, forClient,timestamp, packetId, maxBitPosition);
}
}
else
{
if (stream.ReadBool())
{
MyEntity support;
bool apply = MyEntities.TryGetEntityById(stream.ReadInt64(), out support) && !IsControlledLocally;
var pos = stream.ReadVector3D();
var orient = Quaternion.FromVector4(stream.ReadVector4());
if (apply)
{
var old = Entity.PositionComp.WorldMatrix;
MatrixD localToParent = MatrixD.CreateFromQuaternion(orient);
localToParent.Translation = pos;
MatrixD matrix = localToParent * support.WorldMatrix;
Entity.PositionComp.SetWorldMatrix(matrix, null, true);
SetSupport(MySupportHelper.FindPhysics(support));
var handler = MoveHandler;
if (handler != null)
{
handler(ref old, ref matrix);
}
}
else
{
SetSupport(null);
}
bool moving = stream.ReadBool();
SerializeVelocities(stream, Entity, EffectiveSimulationRatio, apply, moving);
}
else
{
SetSupport(null);
base.Serialize(stream, forClient, timestamp, packetId, maxBitPosition);
}
}
}
示例12: Serialize
public override void Serialize(BitStream stream, MyClientStateBase forClient, byte packetId, int maxBitPosition)
{
base.Serialize(stream, forClient, packetId, maxBitPosition);
if (stream.Writing)
{
stream.WriteHalf(Entity.Physics.LinearVelocity.Length());
// Head and spine stuff, 36 - 152b (4.5B - 19 B)
stream.WriteHalf(Entity.HeadLocalXAngle); // 2B
stream.WriteHalf(Entity.HeadLocalYAngle); // 2B
// TODO: Spine has only one angle (bending forward backward)
// Getting EULER angles from Matrix seems good way to get it (z-component)
stream.WriteQuaternionNormCompressedIdentity(Entity.GetAdditionalRotation(Entity.Definition.SpineBone)); // 1b / 30b
stream.WriteQuaternionNormCompressedIdentity(Entity.GetAdditionalRotation(Entity.Definition.HeadBone)); // 1b / 30b
// Movement state, 2B
stream.WriteUInt16((ushort)Entity.GetCurrentMovementState());
// Movement flag.
stream.WriteUInt16((ushort)Entity.MovementFlags);
// Flags, 6 bits
bool hasJetpack = Entity.JetpackComp != null;
stream.WriteBool(hasJetpack ? Entity.JetpackComp.TurnedOn : false);
stream.WriteBool(hasJetpack ? Entity.JetpackComp.DampenersTurnedOn : false);
stream.WriteBool(Entity.LightEnabled); // TODO: Remove
stream.WriteBool(Entity.ZoomMode == MyZoomModeEnum.IronSight);
stream.WriteBool(Entity.RadioBroadcaster.WantsToBeEnabled); // TODO: Remove
stream.WriteBool(Entity.TargetFromCamera);
stream.WriteNormalizedSignedVector3(Entity.MoveIndicator, 8);
if (MyFakes.CHARACTER_SERVER_SYNC)
{
Vector2 rotation = Entity.RotationIndicator;
stream.WriteHalf(rotation.X);
stream.WriteHalf(rotation.Y);
stream.WriteHalf(Entity.RollIndicator);
}
}
else
{
Vector3 move;
MyCharacterNetState charNetState = ReadCharacterState(stream, out move);
if (MyFakes.CHARACTER_SERVER_SYNC)
{
charNetState.Rotation.X = stream.ReadHalf();
charNetState.Rotation.Y = stream.ReadHalf();
charNetState.Roll = stream.ReadHalf();
}
if (!IsControlledLocally && !Entity.Closed)
{
Entity.SetStateFromNetwork(ref charNetState);
Entity.MoveIndicator = move;
}
}
}
示例13: Serialize
public override bool Serialize(BitStream stream, EndpointId forClient,uint timeStamp, byte packetId, int maxBitPosition)
{
base.Serialize(stream, forClient,timeStamp, packetId, maxBitPosition);
if (stream.Writing)
{
// Head and spine stuff, 36 - 152b (4.5B - 19 B)
stream.WriteHalf(Entity.HeadLocalXAngle); // 2B
stream.WriteHalf(Entity.HeadLocalYAngle); // 2B
// TODO: Spine has only one angle (bending forward backward)
// Getting EULER angles from Matrix seems good way to get it (z-component)
stream.WriteQuaternionNormCompressedIdentity(Entity.GetAdditionalRotation(Entity.Definition.SpineBone)); // 1b / 30b
stream.WriteQuaternionNormCompressedIdentity(Entity.GetAdditionalRotation(Entity.Definition.HeadBone)); // 1b / 30b
// Movement state, 2B
stream.WriteUInt16((ushort)Entity.GetCurrentMovementState());
// Movement flag.
stream.WriteUInt16((ushort)Entity.MovementFlags);
// Flags, 6 bits
bool hasJetpack = Entity.JetpackComp != null;
stream.WriteBool(hasJetpack ? Entity.JetpackComp.TurnedOn : false);
stream.WriteBool(hasJetpack ? Entity.JetpackComp.DampenersTurnedOn : false);
stream.WriteBool(Entity.LightEnabled); // TODO: Remove
stream.WriteBool(Entity.ZoomMode == MyZoomModeEnum.IronSight);
stream.WriteBool(Entity.RadioBroadcaster.WantsToBeEnabled); // TODO: Remove
stream.WriteBool(Entity.TargetFromCamera);
stream.WriteNormalizedSignedVector3(Entity.MoveIndicator, 8);
float speed = Entity.Physics.CharacterProxy != null ? Entity.Physics.CharacterProxy.Speed : 0.0f;
stream.WriteFloat(speed);
stream.WriteFloat(Entity.RotationIndicator.X);
stream.WriteFloat(Entity.RotationIndicator.Y);
stream.WriteFloat(Entity.RollIndicator);
}
else
{
Vector3 move;
MyCharacterNetState charNetState = ReadCharacterState(stream);
if (!IsControlledLocally && !Entity.Closed)
{
Entity.SetStateFromNetwork(ref charNetState);
}
}
return true;
}
示例14: WriteShared
/// <summary>
/// Shared area for SE and ME. So far it writes whether you have a controlled entity or not. In the latter case you get the spectator position
/// </summary>
/// <param name="stream"></param>
/// <param name="validControlledEntity"></param>
private void WriteShared(BitStream stream, MyEntity controlledEntity)
{
stream.WriteBool(controlledEntity != null);
if (controlledEntity == null)
{
Vector3D pos = MySpectatorCameraController.Static.Position;
stream.Serialize(ref pos);
}
else
{
stream.WriteInt64(controlledEntity.EntityId);
}
}
示例15: Serialize
public virtual bool Serialize(BitStream stream, EndpointId forClient,uint timestamp, byte packetId, int maxBitPosition)
{
bool moving = false;
if (stream.Writing)
{
moving = IsMoving(Entity);
stream.WriteBool(moving);
}
else
{
moving = stream.ReadBool();
}
// When controlled by local player, don't apply what came from server
SerializeTransform(stream, Entity, null, m_lowPrecisionOrientation, !IsControlledLocally, moving, timestamp, null, MoveHandler);
SerializeVelocities(stream, Entity, EffectiveSimulationRatio, !IsControlledLocally, moving,VelocityHandler);
return true;
}