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C# BitStream.WriteInt64方法代码示例

本文整理汇总了C#中VRage.Library.Collections.BitStream.WriteInt64方法的典型用法代码示例。如果您正苦于以下问题:C# BitStream.WriteInt64方法的具体用法?C# BitStream.WriteInt64怎么用?C# BitStream.WriteInt64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VRage.Library.Collections.BitStream的用法示例。


在下文中一共展示了BitStream.WriteInt64方法的10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: 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);
                    }
                }
            }
        }
开发者ID:fluxit,项目名称:SpaceEngineers,代码行数:54,代码来源:MyClientState.cs

示例2: WriteInternal

        protected override void WriteInternal(BitStream stream, MyEntity controlledEntity)
        {
            MyContextKind context = GetContextByPage(MyGuiScreenTerminal.GetCurrentScreen());

            stream.WriteInt32((int)context, 2);
            if (context != MyContextKind.None)
            {
                var entityId = MyGuiScreenTerminal.InteractedEntity != null ? MyGuiScreenTerminal.InteractedEntity.EntityId : 0;
                stream.WriteInt64(entityId);
            }
        }
开发者ID:2asoft,项目名称:SpaceEngineers,代码行数:11,代码来源:MySpaceClientState.cs

示例3: WritePlanetSectors

        private void WritePlanetSectors(BitStream stream)
        {
            stream.WriteInt32(0x42424242);

            var planets = MyPlanets.GetPlanets();

            stream.WriteInt32(planets.Count);

            foreach (var planet in planets)
            {
                stream.WriteInt64(planet.EntityId);

                foreach (var sector in planet.EnvironmentSectors.Values)
                {
                    if (sector.HasPhysics || sector.ServerOwned)
                    {
                        stream.WriteInt64(sector.SectorId.Pack64());
                    }
                }

                // don't know how many in advance so I will use -1 termination instead of count.
                stream.WriteInt64(-1);
            }
        }
开发者ID:stanhebben,项目名称:SpaceEngineers,代码行数:24,代码来源:MySpaceClientState.cs

示例4: Serialize

 public bool Serialize(BitStream stream, bool validate)
 {
     if (stream.Reading)
     {
         SenderUserId = stream.ReadInt64();
         NumElements = stream.ReadInt32();
         stream.ReadBytes(CompressedVoiceBuffer, 0,NumElements);
     }
     else
     {
         stream.WriteInt64(SenderUserId);
         stream.WriteInt32(NumElements);
         stream.WriteBytes(CompressedVoiceBuffer, 0, NumElements);
     }
     return true;
 }
开发者ID:2asoft,项目名称:SpaceEngineers,代码行数:16,代码来源:MyVoiceChatSessionComponent.cs

示例5: 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);
     }
 }
开发者ID:stanhebben,项目名称:SpaceEngineers,代码行数:18,代码来源:MyClientState.cs

示例6: WritePlanetSectors

        protected void WritePlanetSectors(BitStream stream)
        {
            stream.WriteInt32(PlanetMagic);

            var planets = MyPlanets.GetPlanets();

            // Planets are not enabled if session component is not loaded.
            if (planets == null)
            {
                stream.WriteInt32(0);
                return;
    }

            stream.WriteInt32(planets.Count);

            foreach (var planet in planets)
            {
                stream.WriteInt64(planet.EntityId);

                MyPlanetEnvironmentComponent env = planet.Components.Get<MyPlanetEnvironmentComponent>();

                var syncLod = env.EnvironmentDefinition.SyncLod;

                foreach (var provider in env.Providers)
                {
                    foreach (var sector in provider.LogicalSectors)
                        if (sector.MinLod <= syncLod)
                        {
                            stream.WriteInt64(sector.Id);
}
                }

                // don't know how many in advance so I will use ~0 termination instead of count.
                stream.WriteInt64(~0);
            }
        }
开发者ID:liiir1985,项目名称:SpaceEngineers,代码行数:36,代码来源:MyClientState.cs

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.........
开发者ID:ChristianHeinz71,项目名称:SpaceEngineers,代码行数:101,代码来源:MyEntityInventoryStateGroup.cs

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;
        }
开发者ID:ChristianHeinz71,项目名称:SpaceEngineers,代码行数:59,代码来源:MyEntityInventoryStateGroup.cs

示例9: 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);
                }
            }
        }
开发者ID:2asoft,项目名称:SpaceEngineers,代码行数:69,代码来源:MyEntityPhysicsStateGroupWithSupport.cs

示例10: 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;
            long? supportId = null;

            if (useCharacterOnServer || (useGridOnServer && hasWheels == false))
            {
                MyEntityPositionVerificationStateGroup group = controlledReplicable.FindStateGroup<MyEntityPositionVerificationStateGroup>();
                stateGroup = group;
                supportId = group.GetSupportID();
            }
            else
            {
                stateGroup = controlledReplicable.FindStateGroup<MyEntityPhysicsStateGroup>();
            }

       
            stream.WriteBool(useCharacterOnServer || (useGridOnServer && hasWheels == false));
            stream.WriteBool(stateGroup != null );

            if (stateGroup == null)
            {
                return;
            }

            stream.WriteBool(supportId.HasValue);
            if (supportId.HasValue)
            {
                stream.WriteInt64(supportId.Value);
            }

            bool isResponsible = MyEntityPhysicsStateGroup.ResponsibleForUpdate(controlledEntity,new EndpointId(Sync.MyId));
            stream.WriteBool(isResponsible);
            if (isResponsible)
            {
                stateGroup.Serialize(stream, EndpointId, ClientTimeStamp, 0, 1024*1024);
            }
        }
开发者ID:2asoft,项目名称:SpaceEngineers,代码行数:52,代码来源:MyClientState.cs


注:本文中的VRage.Library.Collections.BitStream.WriteInt64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。