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TypeScript camelot-unchained.signalr類代碼示例

本文整理匯總了TypeScript中@csegames/camelot-unchained.signalr的典型用法代碼示例。如果您正苦於以下問題:TypeScript signalr類的具體用法?TypeScript signalr怎麽用?TypeScript signalr使用的例子?那麽, 這裏精選的類代碼示例或許可以為您提供幫助。


在下文中一共展示了signalr類的4個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的TypeScript代碼示例。

示例1: registerOtherPatcherHubEvents

function registerOtherPatcherHubEvents(dispatch: (action: ControllerAction) => any,
                                        apiHost: string,
                                        controllerState?: ControllerState) {
  if (!window[PATCHER_HUB_WINDOW_ID] || !window[PATCHER_HUB_WINDOW_ID].hubs ||
      !window[PATCHER_HUB_WINDOW_ID].eventListeners) return;

  const characterUpdatedEvent = signalr.getPatcherEventName(apiHost, signalr.PATCHER_EVENTS_CHARACTERUPDATED);
  window[PATCHER_HUB_WINDOW_ID].eventListeners[characterUpdatedEvent] =
    events.on(characterUpdatedEvent, (characterJSON: string) => {
      const character = utils.tryParseJSON<webAPI.SimpleCharacter>(characterJSON, client.debug);
      if (character !== null) {
        if (controllerState && isEqual(controllerState.characters[character.id], character)) {
          // No need to update character if already equal to what we have in state.
          return;
        }

        // Update character
        dispatch(characterUpdate(character));
      }
    });

  const characterRemovedEvent = signalr.getPatcherEventName(apiHost, signalr.PATCHER_EVENTS_CHARACTERREMOVED);
  window[PATCHER_HUB_WINDOW_ID].eventListeners[characterRemovedEvent] =
    events.on(signalr.getPatcherEventName(apiHost, signalr.PATCHER_EVENTS_CHARACTERREMOVED), (id: string) => {
      dispatch(characterRemoved(id));
    });
}
開發者ID:codecorsair,項目名稱:Camelot-Unchained,代碼行數:27,代碼來源:controller.ts

示例2: unregisterOtherPatcherHubEvents

function unregisterOtherPatcherHubEvents(apiHost: string) {
  if (
    !window[PATCHER_HUB_WINDOW_ID] ||
    !window[PATCHER_HUB_WINDOW_ID].hubs ||
    !window[PATCHER_HUB_WINDOW_ID].eventListeners
  ) {
    return;
  }

  const characterUpdatedEvent = signalr.getPatcherEventName(apiHost, signalr.PATCHER_EVENTS_CHARACTERUPDATED);
  events.off(window[PATCHER_HUB_WINDOW_ID].eventListeners[characterUpdatedEvent]);
  window[PATCHER_HUB_WINDOW_ID].hubs.eventListeners[characterUpdatedEvent] = null;

  const characterRemovedEvent = signalr.getPatcherEventName(apiHost, signalr.PATCHER_EVENTS_CHARACTERREMOVED);
  events.off(window[PATCHER_HUB_WINDOW_ID].eventListeners[characterRemovedEvent]);
  window[PATCHER_HUB_WINDOW_ID].hubs.eventListeners[characterRemovedEvent] = null;
}
開發者ID:codecorsair,項目名稱:Camelot-Unchained,代碼行數:17,代碼來源:controller.ts

示例3: establishSignalrConnection

function establishSignalrConnection(dispatch: (action: ControllerAction) => any, hostName: string) {
  const hub = signalr.createPatcherHub({ hostName });
  hub.start(false)
    .then((res) => {
      if (res === null) {
        setTimeout(() => establishSignalrConnection(dispatch, hostName), 15000);
      } else {
        onStartOtherSignalR(dispatch, hostName);
        hub.onDisconnected = () => {
          setTimeout(() => establishSignalrConnection(dispatch, hostName), 15000);
        };
      }
    })
    .catch((err) => {
      console.error('---- There was an error trying to establish signalr connection to an api server ----', err);
    });
  updatePatcherHubCache(hostName, hub);
}
開發者ID:codecorsair,項目名稱:Camelot-Unchained,代碼行數:18,代碼來源:controller.ts

示例4: default

export default () => {
  slashCommands();

  signalr.initializeSignalR();

  client.OnToggleHUDItem((name: string) => {
    events.fire('hudnav--navigate', name);
  });

  client.OnCharacterZoneChanged((id: string) => {
    window['zoneID'] = id;
  });

  function combatLogToString(log: CombatLog): string {
    // fromName (fromFaction) > toName
    // (toFaction) | {damages} | {disruption} | {heals} | {cures} | {resources} | {impulse} | {activeEffects}
    //
    // {damages} (RED) => received (sent - received) part type  [100(20) RIGHTLEG SLASHING]
    // {disruption} (ORANGE) => received (sent - received) tracks  [100(20) PRIMARYWEAPON]
    // {resources} (YELLOW) => received (sent - received) type
    // {heals} (GREEN) => received (sent - received) part
    // {cures} (BLUE) => HEAD(2) TORSO
    // {impulse} (INDIGO) => received (sent - received) IMPULSE
    // {activeEffects} (VIOLET) => activeEffects[0] activeEffects[1] ...
    if (!log) return;
    let output = `${log.fromName}(${Faction[log.fromFaction]}) > ${log.toName}(${Faction[log.toFaction]}) | `;

    if (log.damages) {
      for (let i = 0; i < log.damages.length; ++i) {
        const d = log.damages[i];
        output += `::red::${d.received.toFixed(0)}(${Math.abs(d.sent - d.received).toFixed(0)}) ${bodyParts[d.part]}
        ${damageTypes[d.type]} | `;
      }
    }


    if (log.disruption) {
      output += `::orange::${log.disruption.received.toFixed(0)}(${Math.abs(log.disruption.sent - log.disruption.received)
        .toFixed(0)}) DISRUPTION ${log.disruption.source} `;

      if (log.disruption.tracksInterrupted === skillTracks.NONE) {
        output += ` | `;

      } else {

        if (log.disruption.tracksInterrupted & skillTracks.BOTHWEAPONS) {
          output += ` ${skillTracks[skillTracks.BOTHWEAPONS]}`;
        } else if (log.disruption.tracksInterrupted & skillTracks.PRIMARYWEAPON) {
          output += ` ${skillTracks[skillTracks.PRIMARYWEAPON]} `;
        } else if (log.disruption.tracksInterrupted & skillTracks.SECONDARYWEAPON) {
          output += ` ${skillTracks[skillTracks.SECONDARYWEAPON]} `;
        }

        if (log.disruption.tracksInterrupted & skillTracks.VOICE) {
          output += ` ${skillTracks[skillTracks.VOICE]} `;
        }

        if (log.disruption.tracksInterrupted & skillTracks.MIND) {
          output += ` ${skillTracks[skillTracks.MIND]} `;
        }

        output += ` INTERRUPTED | `;
      }
    }

    if (log.heals) {
      for (let i = 0; i < log.heals.length; ++i) {
        const h = log.heals[i];
        output += `::green::HEALED ${h.received.toFixed(0)}(${Math.abs(h.sent - h.received).toFixed(0)})
        ${bodyParts[h.part]} | `;
      }
    }

    if (log.cures) {
      output += `::blue::CURED `;
      const curedParts = [0, 0, 0, 0, 0, 0];
      for (let i = 0; i < log.cures.length; ++i) {
        curedParts[log.cures[i]] += 1;
      }

      for (let i = 0; i < curedParts.length; ++i) {
        if (curedParts[i] > 0) {
          output += ` ${bodyParts[i]}(${curedParts[i]}) `;
        }
      }

      output += '| ';
    }

    if (log.resources) {
      for (let i = 0; i < log.resources.length; ++i) {
        const d = log.resources[i];
        output += `::yellow::${d.received.toFixed(0)}(${Math.abs(d.sent - d.received).toFixed(0)})
        ${resourceTypes[d.type]} | `;
      }
    }

    if (log.impulse) {
      output += `::indigo::${log.impulse.received.toFixed(0)}(${Math.abs(log.impulse.sent - log.impulse.received)
        .toFixed(0)}) IMPULSE | `;
//.........這裏部分代碼省略.........
開發者ID:codecorsair,項目名稱:Camelot-Unchained,代碼行數:101,代碼來源:index.ts


注:本文中的@csegames/camelot-unchained.signalr類示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。