本文整理汇总了C++中CL_Disconnect函数的典型用法代码示例。如果您正苦于以下问题:C++ CL_Disconnect函数的具体用法?C++ CL_Disconnect怎么用?C++ CL_Disconnect使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了CL_Disconnect函数的20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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: CL_PlayDemo_f
/*
====================
CL_PlayDemo_f
play [demoname]
====================
*/
void CL_PlayDemo_f (void)
{
char name[256];
if (Cmd_Argc() != 2)
{
Con_Printf ("play <demoname> : plays a demo\n");
return;
}
//
// disconnect from server
//
CL_Disconnect ();
//
// open the demo file
//
strcpy (name, Cmd_Argv(1));
COM_DefaultExtension (name, ".qwd");
Con_Printf ("Playing demo from %s.\n", name);
COM_FOpenFile (name, &cls.demofile);
if (!cls.demofile)
{
Con_Printf ("ERROR: couldn't open.\n");
cls.demonum = -1; // stop demo loop
return;
}
cls.demoplayback = true;
cls.state = ca_demostart;
Netchan_Setup (&cls.netchan, net_from, 0);
realtime = 0;
}
开发者ID:MaddTheSane,项目名称:Quake,代码行数:42,代码来源:cl_demo.c
示例2: Host_EndGame
/*
================
Host_EndGame
================
*/
void Host_EndGame (char *message, ...)
{
va_list argptr;
char string[1024];
va_start (argptr,message);
vsnprintf(string, sizeof(string), message,argptr);
va_end (argptr);
Con_DPrintf ("Host_EndGame: %s\n",string);
if (sv.active)
Host_ShutdownServer (false);
if (cls.state == ca_dedicated)
Sys_Error ("Host_EndGame: %s\n",string); // dedicated servers exit
if (cls.demonum != -1)
{
CL_StopPlayback (); // JPG 1.05 - patch by CSR to fix crash
CL_NextDemo ();
}
else
CL_Disconnect ();
longjmp (host_abortserver, 1);
}
开发者ID:darkduke606,项目名称:Insomnia-ProQuake-Engine,代码行数:31,代码来源:host.c
示例3: Host_Error
/**
* This shuts down both the client and server
*/
void Host_Error(const char *error, ...) {
va_list argptr;
char string[1024];
static bool inerror = false;
if (inerror)
Sys_Error("Host_Error: recursively entered");
inerror = true;
SCR_EndLoadingPlaque(); // reenable screen updates
va_start(argptr, error);
vsprintf(string, error, argptr);
va_end(argptr);
Con_Printf("Host_Error: %s\n", string);
if (sv.active)
Host_ShutdownServer(false);
if (cls.state == ca_dedicated)
Sys_Error("Host_Error: %s\n", string); // dedicated servers exit
CL_Disconnect();
cls.demonum = -1;
inerror = false;
longjmp(host_abortserver, 1);
}
开发者ID:DrLabman,项目名称:QMB,代码行数:32,代码来源:host.cpp
示例4: Host_ShutdownServer
/*
==================
Host_ShutdownServer
This only happens at the end of a game, not between levels
==================
*/
void Host_ShutdownServer(qboolean crash)
{
int i, count;
sizebuf_t buf;
unsigned char message[4];
double start;
if (!sv.active)
return;
sv.active = false;
// stop all client sounds immediately
if (cls.state == ca_connected)
CL_Disconnect ();
// flush any pending messages - like the score!!!
start = Sys_DoubleTime();
do {
count = 0;
for (i=0, host_client = svs.clients ; i<svs.maxclients ; i++, host_client++)
{
if (host_client->active && host_client->message.cursize)
{
if (NET_CanSendMessage (host_client->netconnection))
{
NET_SendMessage(host_client->netconnection, &host_client->message);
SZ_Clear (&host_client->message);
}
else
{
NET_GetMessage(host_client->netconnection);
count++;
}
}
}
if ((Sys_DoubleTime() - start) > 3.0)
break;
}
while (count);
// make sure all the clients know we're disconnecting
buf.data = message;
buf.maxsize = 4;
buf.cursize = 0;
MSG_WriteByte(&buf, svc_disconnect);
count = NET_SendToAll(&buf, 5);
if (count)
Con_Printf("Host_ShutdownServer: NET_SendToAll failed for %u clients\n", count);
for (i=0, host_client = svs.clients ; i<svs.maxclients ; i++, host_client++)
if (host_client->active)
SV_DropClient(crash);
//
// clear structures
//
memset (&sv, 0, sizeof(sv));
memset (svs.clients, 0, svs.maxclientslimit*sizeof(client_t));
}
开发者ID:darkduke606,项目名称:Insomnia-ProQuake-Engine,代码行数:67,代码来源:host.c
示例5: Host_EndGame
/*
================
Host_EndGame
================
*/
void Host_EndGame (char *message, ...)
{
va_list argptr;
char* string = Sys_BigStackAlloc(1024, "Host_EndGame");
va_start (argptr,message);
vsprintf (string,message,argptr);
va_end (argptr);
Con_DPrintf ("Host_EndGame: %s\n",string);
if (sv.active)
Host_ShutdownServer (false);
if (cls.state == ca_dedicated)
Sys_Error ("Host_EndGame: %s\n",string); // dedicated servers exit
Sys_BigStackFree(1024, "Host_EndGame");
if (cls.demonum != -1)
{
CL_StopPlayback();
CL_NextDemo();
}
else
CL_Disconnect ();
longjmp (host_abortserver, 1);
}
开发者ID:Rinnegatamante,项目名称:vitaQuake,代码行数:33,代码来源:host.c
示例6: Host_Error
/*
================
Host_Error
This shuts down both the client and server
================
*/
void Host_Error (const char *error, ...)
{
va_list argptr;
char string[1024];
static qboolean inerror = false;
if (inerror)
Sys_Error ("Host_Error: recursively entered");
inerror = true;
SCR_EndLoadingPlaque (); // reenable screen updates
va_start (argptr,error);
q_vsnprintf (string, sizeof(string), error, argptr);
va_end (argptr);
Con_Printf ("Host_Error: %s\n",string);
if (sv.active)
Host_ShutdownServer (false);
if (cls.state == ca_dedicated)
Sys_Error ("Host_Error: %s\n",string); // dedicated servers exit
CL_Disconnect ();
cls.demonum = -1;
cl.intermission = 0; //johnfitz -- for errors during intermissions (changelevel with no map found, etc.)
inerror = false;
longjmp (host_abortserver, 1);
}
开发者ID:bangstk,项目名称:Quakespasm,代码行数:38,代码来源:host.c
示例7: CL_DemoCompleted
/*
=================
CL_DemoCompleted
=================
*/
void CL_DemoCompleted(void)
{
#if NEW_DEMOFUNC
CL_FreeDemoPoints();
#endif
if (cl_timedemo && cl_timedemo->integer)
{
int time;
time = Sys_Milliseconds() - clc.timeDemoStart;
if (time > 0)
{
Com_FuncPrinf("%i frames, %3.1f seconds: %3.1f fps\n", clc.timeDemoFrames,
time / 1000.0, clc.timeDemoFrames * 1000.0 / time);
}
}
if (CL_VideoRecording())
{
Cmd_ExecuteString("stopvideo");
}
if (clc.waverecording)
{
CL_WriteWaveClose();
clc.waverecording = qfalse;
}
CL_Disconnect(qtrue);
CL_NextDemo();
}
开发者ID:dstaesse,项目名称:etlegacy,代码行数:37,代码来源:cl_demo.c
示例8: __declspec
/* <36123> ../engine/host.c:255 */
void __declspec(noreturn) Host_Error(const char *error, ...)
{
va_list argptr;
char string[1024];
static qboolean inerror = FALSE;
va_start(argptr, error);
if (inerror)
Sys_Error("Host_Error: recursively entered");
inerror = TRUE;
SCR_EndLoadingPlaque();
Q_vsnprintf(string, sizeof(string), error, argptr);
va_end(argptr);
if (g_psv.active && developer.value != 0.0 )
CL_WriteMessageHistory(0, 0);
Con_Printf("Host_Error: %s\n", string);
if (g_psv.active)
Host_ShutdownServer(FALSE);
if (g_pcls.state)
{
CL_Disconnect();
g_pcls.demonum = -1;
inerror = FALSE;
longjmp(host_abortserver, 1);
}
Sys_Error("Host_Error: %s\n", string);
}
开发者ID:mefisto2009,项目名称:rehlds,代码行数:33,代码来源:host.cpp
示例9: CL_MapLoading
/*
=====================
CL_MapLoading
A local server is starting to load a map, so update the
screen to let the user know about it, then dump all client
memory on the hunk from cgame, ui, and renderer
=====================
*/
void CL_MapLoading( void ) {
if ( !com_cl_running->integer ) {
return;
}
Con_Close();
Key_SetCatcher( 0 );
// if we are already connected to the local host, stay connected
if ( cls.state >= CA_CONNECTED && !Q_stricmp( cls.servername, "localhost" ) ) {
cls.state = CA_CONNECTED; // so the connect screen is drawn
memset( cls.updateInfoString, 0, sizeof( cls.updateInfoString ) );
// memset( clc.serverMessage, 0, sizeof( clc.serverMessage ) );
memset( &cl.gameState, 0, sizeof( cl.gameState ) );
clc.lastPacketSentTime = -9999;
SCR_UpdateScreen();
} else {
// clear nextmap so the cinematic shutdown doesn't execute it
Cvar_Set( "nextmap", "" );
CL_Disconnect();
Q_strncpyz( cls.servername, "localhost", sizeof(cls.servername) );
cls.state = CA_CHALLENGING; // so the connect screen is drawn
Key_SetCatcher( 0 );
SCR_UpdateScreen();
clc.connectTime = -RETRANSMIT_TIMEOUT;
NET_StringToAdr( cls.servername, &clc.serverAddress);
// we don't need a challenge on the localhost
CL_CheckForResend();
}
CL_FlushMemory();
}
开发者ID:Indie-Jones,项目名称:OpenJK,代码行数:42,代码来源:cl_main.cpp
示例10: CL_WebDownloadDoneCb
/*
* CL_WebDownloadDoneCb
*/
static void CL_WebDownloadDoneCb( int status, const char *contentType, void *privatep )
{
bool disconnect = cls.download.disconnect;
bool cancelled = cls.download.cancelled;
bool success = (cls.download.offset == cls.download.size) && (status > -1);
Com_Printf( "Web download %s: %s (%i)\n", success ? "successful" : "failed", cls.download.tempname, status );
if( success ) {
CL_DownloadComplete();
}
CL_StopServerDownload();
if( cancelled ) {
cls.download.requestnext = false;
}
cls.download.web = false;
// check if user pressed escape to stop the downloa
if( disconnect ) {
CL_Disconnect( NULL );
return;
}
/*if( success || cancelled )*/ {
CL_DownloadDone();
}
}
开发者ID:ShaitanShootout,项目名称:BM,代码行数:32,代码来源:cl_parse.c
示例11: GAME_SetMode
void GAME_SetMode (const cgame_export_t *gametype)
{
const cgame_export_t *list;
if (cls.gametype == gametype)
return;
list = GAME_GetCurrentType();
if (list) {
Com_Printf("Shutdown gametype '%s'\n", list->name);
list->Shutdown();
/* we dont need to go back to "main" stack if we are already on this stack */
if (!UI_IsWindowOnStack("main"))
UI_InitStack("main", "", qtrue, qtrue);
}
cls.gametype = gametype;
CL_Disconnect();
list = GAME_GetCurrentType();
if (list) {
Com_Printf("Change gametype to '%s'\n", list->name);
/* inventory structure switched/initialized */
INV_DestroyInventory(&cls.i);
INV_InitInventory(list->name, &cls.i, &csi, &inventoryImport);
/** @todo this should be in GetCGameAPI */
list->Init(NULL);
}
}
开发者ID:chrisglass,项目名称:ufoai,代码行数:31,代码来源:cl_game.c
示例12: Host_Error
/*
================
Host_Error
This shuts down both the client and server
================
*/
void Host_Error (char *error, ...)
{
va_list argptr;
char string[1024];
static qboolean inerror = false;
if (inerror)
Sys_Error ("Host_Error: recursively entered");
inerror = true;
SCR_EndLoadingPlaque (); // reenable screen updates
va_start (argptr,error);
#if defined (__APPLE__) || defined (MACOSX)
vsnprintf (string,1024,error,argptr);
#else
vsprintf (string,error,argptr);
#endif /* __APPLE__ || MACOSX */
va_end (argptr);
Con_Printf ("Host_Error: %s\n",string);
if (sv.active)
Host_ShutdownServer (false);
if (cls.state == ca_dedicated)
Sys_Error ("Host_Error: %s\n",string); // dedicated servers exit
CL_Disconnect ();
cls.demonum = -1;
inerror = false;
longjmp (host_abortserver, 1);
}
开发者ID:MaddTheSane,项目名称:Quake,代码行数:41,代码来源:host.c
示例13: Host_EndGame
/*
================
Host_EndGame
================
*/
void Host_EndGame (char *message, ...)
{
va_list argptr;
char string[1024];
va_start (argptr,message);
#if defined (__APPLE__) || defined (MACOSX)
vsnprintf (string,1024,message,argptr);
#else
vsprintf (string,message,argptr);
#endif /* __APPLE__ || MACOSX */
va_end (argptr);
Con_DPrintf ("Host_EndGame: %s\n",string);
if (sv.active)
Host_ShutdownServer (false);
if (cls.state == ca_dedicated)
Sys_Error ("Host_EndGame: %s\n",string); // dedicated servers exit
if (cls.demonum != -1)
CL_NextDemo ();
else
CL_Disconnect ();
longjmp (host_abortserver, 1);
}
开发者ID:MaddTheSane,项目名称:Quake,代码行数:32,代码来源:host.c
示例14: SV_Shutdown
/*
================
SV_Shutdown
Called when each game quits,
before Sys_Quit or Sys_Error
================
*/
void SV_Shutdown( char *finalmsg ) {
if ( !com_sv_running || !com_sv_running->integer ) {
return;
}
Com_Printf( "----- Server Shutdown -----\n" );
if ( svs.clients && !com_errorEntered ) {
SV_FinalMessage( finalmsg );
}
SV_RemoveOperatorCommands();
SV_MasterShutdown();
SV_ShutdownGameProgs();
// free current level
SV_ClearServer();
// free server static data
if ( svs.clients ) {
//Z_Free( svs.clients );
free( svs.clients ); // RF, avoid trying to allocate large chunk on a fragmented zone
}
memset( &svs, 0, sizeof( svs ) );
Cvar_Set( "sv_running", "0" );
Com_Printf( "---------------------------\n" );
// disconnect any local clients
CL_Disconnect( qfalse );
}
开发者ID:Justasic,项目名称:RTCW-MP,代码行数:40,代码来源:sv_init.c
示例15: Host_Map_f
/*
======================
Host_Map_f
handle a
map <servername>
command from the console. Active clients are kicked off.
======================
*/
void Host_Map_f (void)
{
int i;
char name[MAX_QPATH], *p;
if (Cmd_Argc() < 2) //no map name given
{
if (cls.state == ca_dedicated)
{
if (sv.active)
Con_Printf ("Current map: %s\n", sv.name);
else
Con_Printf ("Server not active\n");
}
else if (cls.state == ca_connected)
{
Con_Printf ("Current map: %s ( %s )\n", cl.levelname, cl.mapname);
}
else
{
Con_Printf ("map <levelname>: start a new server\n");
}
return;
}
if (cmd_source != src_command)
return;
cls.demonum = -1; // stop demo loop in case this fails
CL_Disconnect ();
Host_ShutdownServer(false);
if (cls.state != ca_dedicated)
IN_Activate();
key_dest = key_game; // remove console or menu
SCR_BeginLoadingPlaque ();
svs.serverflags = 0; // haven't completed an episode yet
q_strlcpy (name, Cmd_Argv(1), sizeof(name));
// remove (any) trailing ".bsp" from mapname -- S.A.
p = strstr(name, ".bsp");
if (p && p[4] == '\0')
*p = '\0';
SV_SpawnServer (name);
if (!sv.active)
return;
if (cls.state != ca_dedicated)
{
memset (cls.spawnparms, 0, MAX_MAPSTRING);
for (i = 2; i < Cmd_Argc(); i++)
{
q_strlcat (cls.spawnparms, Cmd_Argv(i), MAX_MAPSTRING);
q_strlcat (cls.spawnparms, " ", MAX_MAPSTRING);
}
Cmd_ExecuteString ("connect local", src_command);
}
}
开发者ID:ProfessorKaos64,项目名称:vkQuake,代码行数:69,代码来源:host_cmd.c
示例16: Host_Error
//This shuts down both the client and server
void Host_Error (char *error, ...)
{
va_list argptr;
char string[1024];
static qbool inerror = false;
if (inerror)
Sys_Error ("Host_Error: recursively entered");
inerror = true;
va_start (argptr,error);
vsnprintf (string, sizeof(string), error, argptr);
va_end (argptr);
Com_Printf ("\n===========================\n");
Com_Printf ("Host_Error: %s\n",string);
Com_Printf ("===========================\n\n");
CL_Disconnect ();
if (!host_initialized)
Sys_Error ("Host_Error: %s", string);
inerror = false;
Host_Abort ();
}
开发者ID:jite,项目名称:jquake,代码行数:28,代码来源:host.c
示例17: SV_Shutdown
/*
================
SV_Shutdown
Called when each game quits,
before Sys_Quit or Sys_Error
================
*/
void SV_Shutdown( char *finalmsg ) {
if ( !com_sv_running || !com_sv_running->integer ) {
return;
}
Com_Printf( "----- Server Shutdown -----\n" );
if ( svs.clients && !com_errorEntered ) {
SV_FinalMessage( finalmsg );
}
SV_RemoveOperatorCommands();
SV_MasterShutdown();
SV_ShutdownGameProgs();
// free current level
SV_ClearServer();
// free server static data
if ( svs.clients ) {
Z_Free( svs.clients );
}
Com_Memset( &svs, 0, sizeof( svs ) );
Cvar_Set( "sv_running", "0" );
Cvar_Set("ui_singlePlayerActive", "0");
Com_Printf( "---------------------------\n" );
// disconnect any local clients
CL_Disconnect( qfalse );
}
开发者ID:AHPlankton,项目名称:Quake-III-Arena,代码行数:40,代码来源:sv_init.c
示例18: SV_Shutdown
/*
================
SV_Shutdown
Called when each game quits,
before Sys_Quit or Sys_Error
================
*/
void SV_Shutdown( char *finalmsg )
{
if ( !com_sv_running || !com_sv_running->integer )
return;
Com_Printf( "----- Server Shutdown -----\n" );
if( theSVS.svClients_.size() && !com_errorEntered ) {
SV_FinalMessage( finalmsg );
}
//SV_RemoveOperatorCommands();
//SV_MasterShutdown();
SV_ShutdownGameProgs();
// free current level
SV_ClearServer();
// free server static data
// if( theSVS.clients_ )
// Z_Free( theSVS.clients_ );
// theSVS.clearClients();// done in theSVS.clear()
/// Com_Memset( &svs, 0, sizeof( svs ) );
theSVS.clear();
Cvar_Set( "sv_running", "0" );
Cvar_Set("ui_singlePlayerActive", "0");
Com_Printf( "---------------------------\n" );
// disconnect any local clients
CL_Disconnect( false );
}
开发者ID:MilitaryForces,项目名称:MilitaryForces,代码行数:42,代码来源:sv_init.c
示例19: Host_Quit
void Host_Quit()
{
CL_Disconnect ();
Host_ShutdownServer(false);
Sys_Quit ();
}
开发者ID:flwh,项目名称:Alcatel_OT_985_kernel,代码行数:7,代码来源:host_cmd.cpp
示例20: CL_Disconnect_f
void
CL_Disconnect_f(void)
{
CL_Disconnect();
if (sv.active)
Host_ShutdownServer(false);
}
开发者ID:dommul,项目名称:blinky,代码行数:7,代码来源:cl_main.c
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