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C++ CL_ClearState函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中CL_ClearState函数的典型用法代码示例。如果您正苦于以下问题:C++ CL_ClearState函数的具体用法?C++ CL_ClearState怎么用?C++ CL_ClearState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_ClearState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_Disconnect

/*
=====================
CL_Disconnect

Goes from a connected state to full screen console state
Sends a disconnect message to the server
This is also called on Host_Error, so it shouldn't cause any errors
=====================
*/
void CL_Disconnect( void )
{
	if( cls.state == ca_disconnected )
		return;

	cls.connect_time = 0;
	cls.changedemo = false;
	CL_Stop_f();

	// send a disconnect message to the server
	CL_SendDisconnectMessage();
	CL_ClearState ();

	S_StopBackgroundTrack ();
	SCR_EndLoadingPlaque (); // get rid of loading plaque

	// clear the network channel, too.
	Netchan_Clear( &cls.netchan );

	cls.state = ca_disconnected;

	// restore gamefolder here (in case client was connected to another game)
	CL_ChangeGame( GI->gamefolder, true );

	// back to menu if developer mode set to "player" or "mapper"
	if( host.developer > 2 ) return;
	UI_SetActiveMenu( true );
}
开发者ID:Reedych,项目名称:xash3d,代码行数:37,代码来源:cl_main.c


示例2: CL_Disconnect

/*
=====================
CL_Disconnect

Called when a connection, or cinematic is being terminated.
Goes from a connected state to either a menu state or a console state
Sends a disconnect message to the server
This is also called on Com_Error and Com_Quit, so it shouldn't cause any errors
=====================
*/
void CL_Disconnect( void ) {
	if ( !com_cl_running || !com_cl_running->integer ) {
		return;
	}

	if (cls.uiStarted)
		UI_SetActiveMenu( NULL,NULL );

	SCR_StopCinematic ();
	S_ClearSoundBuffer();

	// send a disconnect message to the server
	// send it a few times in case one is dropped
	if ( cls.state >= CA_CONNECTED ) {
		CL_AddReliableCommand( "disconnect" );
		CL_WritePacket();
		CL_WritePacket();
		CL_WritePacket();
	}
	
	CL_ClearState ();

	CL_FreeReliableCommands();

	extern void CL_FreeServerCommands(void);
	CL_FreeServerCommands();

	memset( &clc, 0, sizeof( clc ) );

	cls.state = CA_DISCONNECTED;

	// allow cheats locally
	Cvar_Set( "timescale", "1" );//jic we were skipping
	Cvar_Set( "skippingCinematic", "0" );//jic we were skipping
}
开发者ID:Delfin1,项目名称:OpenJK,代码行数:45,代码来源:cl_main.cpp


示例3: CL_Disconnect

/**
 * @brief Sets the @c cls.state to @c ca_disconnected and informs the server
 * @sa CL_Drop
 * @note Goes from a connected state to disconnected state
 * Sends a disconnect message to the server
 * This is also called on @c Com_Error, so it shouldn't cause any errors
 */
void CL_Disconnect (void)
{
	if (cls.state < ca_connecting)
		return;

	Com_Printf("Disconnecting...\n");

	/* send a disconnect message to the server */
	if (!Com_ServerState()) {
		dbuffer msg;
		NET_WriteByte(&msg, clc_stringcmd);
		NET_WriteString(&msg, NET_STATE_DISCONNECT "\n");
		NET_WriteMsg(cls.netStream, msg);
		/* make sure, that this is send */
		NET_Wait(0);
	}

	NET_StreamFinished(cls.netStream);
	cls.netStream = nullptr;

	CL_ClearState();

	S_Stop();

	R_ShutdownModels(false);
	R_FreeWorldImages();

	CL_SetClientState(ca_disconnected);
	CL_ClearBattlescapeEvents();
	GAME_EndBattlescape();
}
开发者ID:Astrocoderguy,项目名称:ufoai,代码行数:38,代码来源:cl_main.cpp


示例4: CL_SetClientState

/**
 * @brief Sets the client state
 */
void CL_SetClientState (connstate_t state)
{
	Com_DPrintf(DEBUG_CLIENT, "CL_SetClientState: Set new state to %i (old was: %i)\n", state, cls.state);
	cls.state = state;

	switch (cls.state) {
	case ca_uninitialized:
		Com_Error(ERR_FATAL, "CL_SetClientState: Don't set state ca_uninitialized\n");
		break;
	case ca_active:
		cls.waitingForStart = 0;
		break;
	case ca_connecting:
		cls.reconnectTime = 0;
		CL_Connect();
		break;
	case ca_disconnected:
		cls.waitingForStart = 0;
		break;
	case ca_connected:
		/* wipe the client_state_t struct */
		CL_ClearState();
		Cvar_Set("cl_ready", "0");
		break;
	default:
		break;
	}
}
开发者ID:Astrocoderguy,项目名称:ufoai,代码行数:31,代码来源:cl_main.cpp


示例5: CL_ParseServerData

/*
==================
CL_ParseServerData
==================
*/
void CL_ParseServerData (void)
{
	extern cvar_t	*fs_gamedirvar;
	char	*str;
	int		i;
	
	Com_DPrintf ("Serverdata packet received.\n");
//
// wipe the client_state_t struct
//
	CL_ClearState ();
	cls.state = ca_connected;

// parse protocol version number
	i = MSG_ReadLong (&net_message);
	cls.serverProtocol = i;

	// BIG HACK to let demos from release work with the 3.0x patch!!!
	// Knightmare- also allow connectivity with servers using the old protocol
//	if (Com_ServerState() && (i < PROTOCOL_VERSION) /*== 35*/)
	if ( LegacyProtocol() ) {} // do nothing
	else if (i != PROTOCOL_VERSION)
		Com_Error (ERR_DROP,"Server returned version %i, not %i", i, PROTOCOL_VERSION);

	cl.servercount = MSG_ReadLong (&net_message);
	cl.attractloop = MSG_ReadByte (&net_message);

	// game directory
	str = MSG_ReadString (&net_message);
	strncpy (cl.gamedir, str, sizeof(cl.gamedir)-1);

	// set gamedir
	if ( ( (*str && (!fs_gamedirvar->string || !*fs_gamedirvar->string || strcmp(fs_gamedirvar->string, str)))
		|| (!*str && (fs_gamedirvar->string || *fs_gamedirvar->string)) )
		&& !cl.attractloop ) // Knightmare- don't allow demos to change this
		Cvar_Set("game", str);

	// parse player entity number
	cl.playernum = MSG_ReadShort (&net_message);

	// get the full level name
	str = MSG_ReadString (&net_message);

	if (cl.playernum == -1)
	{	// playing a cinematic or showing a pic, not a level
		SCR_PlayCinematic (str);
	}
	else
	{
		// seperate the printfs so the server message can have a color
		Com_Printf("\n\n\35\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\37\n\n");
		con.ormask = 128;
		Com_Printf ("%c"S_COLOR_SHADOW S_COLOR_ALT"%s\n", 2, str);
		con.ormask = 0;

		// need to prep refresh at next oportunity
		cl.refresh_prepped = false;
	}
}
开发者ID:ptitSeb,项目名称:gravitybone-pandora,代码行数:64,代码来源:cl_parse.c


示例6: CL_Init

/**
 * @sa CL_Shutdown
 * @sa CL_InitAfter
 */
void CL_Init (void)
{
	/* i18n through gettext */
	char languagePath[MAX_OSPATH];
	cvar_t* fs_i18ndir;

	isdown = false;

	if (sv_dedicated->integer)
		return;					/* nothing running on the client */

	OBJZERO(cls);

	fs_i18ndir = Cvar_Get("fs_i18ndir", "", 0, "System path to language files");
	/* i18n through gettext */
	setlocale(LC_ALL, "C");
	setlocale(LC_MESSAGES, "");
	/* use system locale dir if we can't find in gamedir */
	if (fs_i18ndir->string[0] != '\0')
		Q_strncpyz(languagePath, fs_i18ndir->string, sizeof(languagePath));
	else
#ifdef LOCALEDIR
		Com_sprintf(languagePath, sizeof(languagePath), LOCALEDIR);
#else
		Com_sprintf(languagePath, sizeof(languagePath), "%s/" BASEDIRNAME "/i18n/", FS_GetCwd());
#endif
	Com_DPrintf(DEBUG_CLIENT, "...using mo files from %s\n", languagePath);
	bindtextdomain(TEXT_DOMAIN, languagePath);
	bind_textdomain_codeset(TEXT_DOMAIN, "UTF-8");
	/* load language file */
	textdomain(TEXT_DOMAIN);

	CL_InitMemPools();

	/* all archived variables will now be loaded */
	Con_Init();

	CIN_Init();

	VID_Init();
	SCR_DrawLoadingScreen(false, 0);
	S_Init();
	SCR_Init();

	CL_InitLocal();

	Irc_Init();
	CL_ViewInit();

	CL_ClearState();

	/* cvar feedback */
	for (const cvar_t* var = Cvar_GetFirst(); var; var = var->next) {
		if (var->flags & CVAR_R_CONTEXT)
			Cvar_RegisterChangeListener(var->name, CL_RContextCvarChange);
		if (var->flags & CVAR_R_IMAGES)
			Cvar_RegisterChangeListener(var->name, CL_RImagesCvarChange);
	}
}
开发者ID:Astrocoderguy,项目名称:ufoai,代码行数:63,代码来源:cl_main.cpp


示例7: CL_ParseServerData

/*
==================
CL_ParseServerData
==================
*/
void CL_ParseServerData(void)
{
    extern cvar_t * fs_gamedirvar;
    char * str;
    int i;

    Com_DPrintf("Serverdata packet received.\n");
    //
    // wipe the client_state_t struct
    //
    CL_ClearState();
    cls.state = ca_connected;

    // parse protocol version number
    i = MSG_ReadLong(&net_message);
    cls.serverProtocol = i;

    // BIG HACK to let demos from release work with the 3.0x patch!!!
    if (Com_ServerState() && PROTOCOL_VERSION == 34)
    {
    }
    else if (i != PROTOCOL_VERSION)
    {
        Com_Error(ERR_DROP, "Server returned version %i, not %i", i, PROTOCOL_VERSION);
    }

    cl.servercount = MSG_ReadLong(&net_message);
    cl.attractloop = MSG_ReadByte(&net_message);

    // game directory
    str = MSG_ReadString(&net_message);
    strncpy(cl.gamedir, str, sizeof(cl.gamedir) - 1);

    // set gamedir
    if ((*str && (!fs_gamedirvar->string || !*fs_gamedirvar->string || strcmp(fs_gamedirvar->string, str))) || (!*str && (fs_gamedirvar->string || *fs_gamedirvar->string)))
        Cvar_Set("game", str);

    // parse player entity number
    cl.playernum = MSG_ReadShort(&net_message);

    // get the full level name
    str = MSG_ReadString(&net_message);

    if (cl.playernum == -1)
    {
        // playing a cinematic or showing a pic, not a level
        SCR_PlayCinematic(str);
    }
    else
    {
        // separate the printfs so the server message can have a color
        Com_Printf("\n\n\35\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\37\n\n");
        Com_Printf("%c%s\n", 2, str);

        // need to prep refresh at next opportunity
        cl.refresh_prepped = false;
    }
}
开发者ID:glampert,项目名称:quake2-for-ps2,代码行数:63,代码来源:cl_parse.c


示例8: S_StopAllSounds

void CClientState::Disconnect(bool bShowMainMenu)
{
	CBaseClientState::Disconnect(bShowMainMenu);

	// stop any demo activities
#ifndef _XBOX
	demoplayer->StopPlayback();
	demorecorder->StopRecording();
#endif
	S_StopAllSounds( true );
	
	R_DecalTermAll();

	if ( m_nMaxClients > 1 )
	{
		if ( EngineVGui()->IsConsoleVisible() == false )
		{
			// start progress bar immediately for multiplayer level transitions
			EngineVGui()->EnabledProgressBarForNextLoad();
		}
	}

	CL_ClearState();
#ifndef _XBOX
	// End any in-progress downloads
	CL_HTTPStop_f();
#endif

	// stop loading progress bar 
	if (bShowMainMenu)
	{
		SCR_EndLoadingPlaque();
	}

	// notify game ui dll of out-of-in-game status
	EngineVGui()->NotifyOfServerDisconnect();

	if (bShowMainMenu && !engineClient->IsDrawingLoadingImage() && (cl.demonum == -1))
	{
		// we're not in the middle of loading something, so show the UI
		if ( EngineVGui() )
		{
			EngineVGui()->ActivateGameUI();
		}
	}

	HostState_OnClientDisconnected();

	// if we played a demo from the startdemos list, play next one
	if (cl.demonum != -1)
	{
		CL_NextDemo();
	}
}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:54,代码来源:servermsghandler.cpp


示例9: CL_Disconnect

/*
=====================
CL_Disconnect

Called when a connection, or cinematic is being terminated.
Goes from a connected state to either a menu state or a console state
Sends a disconnect message to the server
This is also called on Com_Error and Com_Quit, so it shouldn't cause any errors
=====================
*/
void CL_Disconnect( void ) {
	if ( !com_cl_running || !com_cl_running->integer ) {
		return;
	}

#ifdef _XBOX
	Cvar_Set("r_norefresh", "0");

	// Make sure to stop all rumbling! - Prevents bug when quitting game during rumble:
	extern void IN_KillRumbleScripts( void );
	IN_KillRumbleScripts();
#endif

	if (cls.uiStarted)
		UI_SetActiveMenu( NULL,NULL );

	SCR_StopCinematic ();
	S_ClearSoundBuffer();

#ifdef _XBOX
//	extern qboolean RE_RegisterImages_LevelLoadEnd(void);
//	RE_RegisterImages_LevelLoadEnd();
	R_DeleteTextures();
#endif

	// send a disconnect message to the server
	// send it a few times in case one is dropped
	if ( cls.state >= CA_CONNECTED ) {
		CL_AddReliableCommand( "disconnect" );
		CL_WritePacket();
		CL_WritePacket();
		CL_WritePacket();
	}
	
	CL_ClearState ();

	CL_FreeReliableCommands();

	extern void CL_FreeServerCommands(void);
	CL_FreeServerCommands();

	memset( &clc, 0, sizeof( clc ) );

	cls.state = CA_DISCONNECTED;

	// allow cheats locally
	Cvar_Set( "timescale", "1" );//jic we were skipping
	Cvar_Set( "skippingCinematic", "0" );//jic we were skipping
}
开发者ID:Drakesinger,项目名称:jediacademypc,代码行数:59,代码来源:cl_main.cpp


示例10: CL_Disconnect

/*
=====================
CL_Disconnect

Called when a connection, or cinematic is being terminated.
Goes from a connected state to either a menu state or a console state
Sends a disconnect message to the server
This is also called on Com_Error and Com_Quit, so it shouldn't cause any errors
=====================
*/
void CL_Disconnect( void ) {
	int		i;

	if ( !com_cl_running || !com_cl_running->integer ) {
		return;
	}

	if (cls.uiStarted)
		UI_SetActiveMenu( NULL,NULL );

	SCR_StopCinematic ();
	S_ClearSoundBuffer();

	// send a disconnect message to the server
	// send it a few times in case one is dropped
	if ( cls.state >= CA_CONNECTED ) {
		CL_AddReliableCommand( "disconnect" );
		CL_WritePacket();
		CL_WritePacket();
		CL_WritePacket();
	}
	
	CL_ClearState ();

	// wipe the client connection
	for ( i = 0 ; i < MAX_RELIABLE_COMMANDS ; i++ ) {
		if ( clc.reliableCommands[i] ) {
			Z_Free( clc.reliableCommands[i] );
		}
	}
	memset( &clc, 0, sizeof( clc ) );

	cls.state = CA_DISCONNECTED;

	// allow cheats locally
	Cvar_Set( "timescale", "1" );//jic we were skipping
	Cvar_Set( "skippingCinematic", "0" );//jic we were skipping
}
开发者ID:Agustinlv,项目名称:BlueHarvest,代码行数:48,代码来源:cl_main.cpp


示例11: demoPlay

qboolean demoPlay( const char *fileName ) {
	demo.play.handle = demoPlayOpen( fileName );
	if (demo.play.handle) {
		demoPlay_t *play = demo.play.handle;
		clc.demoplaying = qtrue;
		clc.newDemoPlayer = qtrue;
		clc.serverMessageSequence = 0;
		clc.lastExecutedServerCommand = 0;
		Com_Printf("Opened %s, which has %d seconds and %d frames\n", fileName, (play->endTime - play->startTime) / 1000, play->totalFrames );
		Con_Close();
		
		// wipe local client state
		CL_ClearState();
		cls.state = CA_LOADING;
		// Pump the loop, this may change gamestate!
		Com_EventLoop();
		// starting to load a map so we get out of full screen ui mode
		Cvar_Set("r_uiFullScreen", "0");
		// flush client memory and start loading stuff
		// this will also (re)load the UI
		// if this is a local client then only the client part of the hunk
		// will be cleared, note that this is done after the hunk mark has been set
		CL_FlushMemory();
		// initialize the CGame
		cls.cgameStarted = qtrue;
		// Create the gamestate
		Com_Memcpy( cl.gameState.stringOffsets, play->frame->string.offsets, sizeof( play->frame->string.offsets ));
		Com_Memcpy( cl.gameState.stringData, play->frame->string.data, play->frame->string.used );
		cl.gameState.dataCount = play->frame->string.used;
		CL_InitCGame();
		cls.state = CA_ACTIVE;
		return qtrue;
	} else {
		return qfalse;
	}
}
开发者ID:mightycow,项目名称:q3mme,代码行数:36,代码来源:cl_demos.c


示例12: CL_ParseServerData

/*
* CL_ParseServerData
*/
static void CL_ParseServerData( msg_t *msg )
{
	const char *str, *gamedir;
	int i, sv_bitflags, numpure;
	int http_portnum;

	Com_DPrintf( "Serverdata packet received.\n" );

	// wipe the client_state_t struct

	CL_ClearState();
	CL_SetClientState( CA_CONNECTED );

	// parse protocol version number
	i = MSG_ReadLong( msg );

	if( i != APP_PROTOCOL_VERSION )
		Com_Error( ERR_DROP, "Server returned version %i, not %i", i, APP_PROTOCOL_VERSION );

	cl.servercount = MSG_ReadLong( msg );
	cl.snapFrameTime = (unsigned int)MSG_ReadShort( msg );

	// set extrapolation time to half snapshot time
	Cvar_ForceSet( "cl_extrapolationTime", va( "%i", (unsigned int)( cl.snapFrameTime * 0.5 ) ) );
	cl_extrapolationTime->modified = qfalse;

	// base game directory
	str = MSG_ReadString( msg );
	if( !str || !str[0] )
		Com_Error( ERR_DROP, "Server sent an empty base game directory" );
	if( !COM_ValidateRelativeFilename( str ) || strchr( str, '/' ) )
		Com_Error( ERR_DROP, "Server sent an invalid base game directory: %s", str );
	if( strcmp( FS_BaseGameDirectory(), str ) )
	{
		Com_Error( ERR_DROP, "Server has different base game directory (%s) than the client (%s)", str,
			FS_BaseGameDirectory() );
	}

	// game directory
	str = MSG_ReadString( msg );
	if( !str || !str[0] )
		Com_Error( ERR_DROP, "Server sent an empty game directory" );
	if( !COM_ValidateRelativeFilename( str ) || strchr( str, '/' ) )
		Com_Error( ERR_DROP, "Server sent an invalid game directory: %s", str );
	gamedir = FS_GameDirectory();
	if( strcmp( str, gamedir ) )
	{
		// shutdown the cgame module first in case it is running for whatever reason
		// (happens on wswtv in lobby), otherwise precaches that are going to follow
		// will probably fuck up (like models trying to load before the world model)
		CL_GameModule_Shutdown();

		if( !FS_SetGameDirectory( str, qtrue ) )
			Com_Error( ERR_DROP, "Failed to load game directory set by server: %s", str );
		ML_Restart( qtrue );
	}

	// parse player entity number
	cl.playernum = MSG_ReadShort( msg );

	// get the full level name
	Q_strncpyz( cl.servermessage, MSG_ReadString( msg ), sizeof( cl.servermessage ) );

	sv_bitflags = MSG_ReadByte( msg );

	if( cls.demo.playing )
	{
		cls.reliable = ( sv_bitflags & SV_BITFLAGS_RELIABLE );
	}
	else
	{
		if( cls.reliable != ( ( sv_bitflags & SV_BITFLAGS_RELIABLE ) != 0 ) )
			Com_Error( ERR_DROP, "Server and client disagree about connection reliability" );
	}

	// builting HTTP server port
	if( cls.httpbaseurl ) {
		Mem_Free( cls.httpbaseurl );
		cls.httpbaseurl = NULL;
	}

	if( ( sv_bitflags & SV_BITFLAGS_HTTP ) != 0 ) {
		if( ( sv_bitflags & SV_BITFLAGS_HTTP_BASEURL ) != 0 ) {
			// read base upstream url
			cls.httpbaseurl = ZoneCopyString( MSG_ReadString( msg ) );
		}
		else {
			http_portnum = MSG_ReadShort( msg ) & 0xffff;
			cls.httpaddress = cls.serveraddress;
			if( cls.httpaddress.type == NA_IP6 ) {
				cls.httpaddress.address.ipv6.port = BigShort( http_portnum );
			} else {
				cls.httpaddress.address.ipv4.port = BigShort( http_portnum );
			}
			if( http_portnum ) {
				if( cls.httpaddress.type == NA_LOOPBACK ) {
					cls.httpbaseurl = ZoneCopyString( va( "http://localhost:%hu/", http_portnum ) );
//.........这里部分代码省略.........
开发者ID:Turupawn,项目名称:DogeWarsow,代码行数:101,代码来源:cl_parse.c


示例13: CL_ParseGamestate

/*
==================
CL_ParseGamestate
==================
*/
void CL_ParseGamestate( msg_t *msg ) {
	int				i;
	int				cmd;
	char			*s;

	Con_Close();

	UI_UpdateConnectionString( "" );

	// wipe local client state
	CL_ClearState();

	// a gamestate always marks a server command sequence
	clc.serverCommandSequence = MSG_ReadLong( msg );

	// parse all the configstrings and baselines
	cl.gameState.dataCount = 1;	// leave a 0 at the beginning for uninitialized configstrings
	while ( 1 ) {
		cmd = MSG_ReadByte( msg );

		if ( cmd <= 0 ) {
			break;
		}
		
		if ( cmd == svc_configstring ) {
			int		len;

			i = MSG_ReadShort( msg );
			if ( i < 0 || i >= MAX_CONFIGSTRINGS ) {
				Com_Error( ERR_DROP, "configstring > MAX_CONFIGSTRINGS" );
			}
			s = MSG_ReadString( msg );
			len = strlen( s );

			if ( len + 1 + cl.gameState.dataCount > MAX_GAMESTATE_CHARS ) {
				Com_Error( ERR_DROP, "MAX_GAMESTATE_CHARS exceeded" );
			}

			// append it to the gameState string buffer
			cl.gameState.stringOffsets[ i ] = cl.gameState.dataCount;
			memcpy( cl.gameState.stringData + cl.gameState.dataCount, s, len + 1 );
			cl.gameState.dataCount += len + 1;
			if ( cl_shownet->integer == 3 ) {
				Com_Printf ("%3i:  CS# %d %s (%d)\n",msg->readcount, i,s,len);
			}
		} else if ( cmd == svc_baseline ) {
			assert(0);
		} else {
			Com_Error( ERR_DROP, "CL_ParseGamestate: bad command byte" );
		}
	}

	// parse serverId and other cvars
	CL_SystemInfoChanged();

	// reinitialize the filesystem if the game directory has changed
#if 0
	if ( fs_game->modified ) {
	}
#endif

	// let the client game init and load data
	cls.state = CA_LOADING;

	CL_StartHunkUsers();

	// make sure the game starts
	Cvar_Set( "cl_paused", "0" );
}
开发者ID:BishopExile,项目名称:OpenJK,代码行数:74,代码来源:cl_parse.cpp


示例14: CL_ParseServerInfo

void CL_ParseServerInfo (void)
{
	char	*str;
	int		i;
	int		nummodels, numsounds;
	char	model_precache[MAX_MODELS][MAX_QPATH];
	char	sound_precache[MAX_SOUNDS][MAX_QPATH];
	
	Con_DPrintf ("Serverinfo packet received.\n");
//
// wipe the client_state_t struct
//
	CL_ClearState ();

// parse protocol version number
	i = MSG_ReadLong ();
	if (i != PROTOCOL_VERSION)
	{
		Con_Printf ("Server returned version %i, not %i", i, PROTOCOL_VERSION);
		return;
	}

// parse maxclients
	cl.maxclients = MSG_ReadByte ();
	if (cl.maxclients < 1 || cl.maxclients > MAX_SCOREBOARD)
	{
		Con_Printf("Bad maxclients (%u) from server\n", cl.maxclients);
		return;
	}
	cl.scores = (scoreboard_t*) Hunk_AllocName (cl.maxclients*sizeof(*cl.scores), "scores");

// parse gametype
	cl.gametype = MSG_ReadByte ();

// parse signon message
	str = MSG_ReadString ();
	strncpy (cl.levelname, str, sizeof(cl.levelname)-1);

// seperate the printfs so the server message can have a color
	Con_Printf("\n\n\35\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\37\n\n");
	Con_Printf ("%c%s\n", 2, str);

//
// first we go through and touch all of the precache data that still
// happens to be in the cache, so precaching something else doesn't
// needlessly purge it
//

// precache models
	memset (cl.model_precache, 0, sizeof(cl.model_precache));
	for (nummodels=1 ; ; nummodels++)
	{
		str = MSG_ReadString ();
		if (!str[0])
			break;
		if (nummodels==MAX_MODELS)
		{
			Con_Printf ("Server sent too many model precaches\n");
			return;
		}
		strcpy (model_precache[nummodels], str);
		Mod_TouchModel (str);
	}

// precache sounds
	memset (cl.sound_precache, 0, sizeof(cl.sound_precache));
	for (numsounds=1 ; ; numsounds++)
	{
		str = MSG_ReadString ();
		if (!str[0])
			break;
		if (numsounds==MAX_SOUNDS)
		{
			Con_Printf ("Server sent too many sound precaches\n");
			return;
		}
		strcpy (sound_precache[numsounds], str);
		S_TouchSound (str);
	}

//
// now we try to load everything else until a cache allocation fails
//

	for (i=1 ; i<nummodels ; i++)
	{
		cl.model_precache[i] = Mod_ForName (model_precache[i], false);
		if (cl.model_precache[i] == NULL)
		{
			Con_Printf("Model %s not found\n", model_precache[i]);
			return;
		}
		CL_KeepaliveMessage ();
	}

	S_BeginPrecaching ();
	for (i=1 ; i<numsounds ; i++)
	{
		cl.sound_precache[i] = S_PrecacheSound (sound_precache[i]);
		CL_KeepaliveMessage ();
//.........这里部分代码省略.........
开发者ID:flwh,项目名称:Alcatel_OT_985_kernel,代码行数:101,代码来源:cl_parse.cpp


示例15: CL_ParseServerMessage

/*
=====================
CL_ParseServerMessage
=====================
*/
void CL_ParseServerMessage( sizebuf_t *msg )
{
	char	*s;
	int	i, j, cmd;
	int	param1, param2;
	int	bufStart;

	cls_message_debug.parsing = true;		// begin parsing
	starting_count = BF_GetNumBytesRead( msg );	// updates each frame
	
	// parse the message
	while( 1 )
	{
		if( BF_CheckOverflow( msg ))
		{
			Host_Error( "CL_ParseServerMessage: overflow!\n" );
			return;
		}

		// mark start position
		bufStart = BF_GetNumBytesRead( msg );

		// end of message
		if( BF_GetNumBitsLeft( msg ) < 8 )
			break;		

		cmd = BF_ReadByte( msg );

		// record command for debugging spew on parse problem
		CL_Parse_RecordCommand( cmd, bufStart );

		// other commands
		switch( cmd )
		{
		case svc_bad:
			Host_Error( "svc_bad\n" );
			break;
		case svc_nop:
			// this does nothing
			break;
		case svc_disconnect:
			MsgDev( D_INFO, "Disconnected from server\n" );
			CL_Drop ();
			Host_AbortCurrentFrame ();
			break;
		case svc_changing:
			if( BF_ReadOneBit( msg ))
			{
				cls.changelevel = true;
				S_StopAllSounds();

				if( cls.demoplayback )
				{
					SCR_BeginLoadingPlaque( cl.background );
					cls.changedemo = true;
				}
			}
			else MsgDev( D_INFO, "Server disconnected, reconnecting\n" );

			CL_ClearState ();
			CL_InitEdicts (); // re-arrange edicts

			if( cls.demoplayback )
			{
				cl.background = (cls.demonum != -1) ? true : false;
				cls.state = ca_connected;
			}
			else cls.state = ca_connecting;
			cls.connect_time = MAX_HEARTBEAT; // CL_CheckForResend() will fire immediately
			break;
		case svc_setview:
			cl.refdef.viewentity = BF_ReadWord( msg );
			break;
		case svc_sound:
			CL_ParseSoundPacket( msg, false );
			break;
		case svc_time:
			// shuffle timestamps
			cl.mtime[1] = cl.mtime[0];
			cl.mtime[0] = BF_ReadFloat( msg );			
			break;
		case svc_print:
			i = BF_ReadByte( msg );
			MsgDev( D_INFO, "^6%s", BF_ReadString( msg ));
			if( i == PRINT_CHAT ) S_StartLocalSound( "common/menu2.wav", VOL_NORM, false );
			break;
		case svc_stufftext:
			CL_ParseStuffText( msg );
			break;
		case svc_lightstyle:
			CL_ParseLightStyle( msg );
			break;
		case svc_setangle:
			CL_ParseSetAngle( msg );
			break;
//.........这里部分代码省略.........
开发者ID:Reedych,项目名称:xash3d,代码行数:101,代码来源:cl_parse.c


示例16: CL_ParseGamestate

/*
==================
CL_ParseGamestate
==================
*/
void CL_ParseGamestate( msg_t *msg )
{
	int           i;
	entityState_t *es;
	int           newnum;
	entityState_t nullstate;
	int           cmd;
	char          *s;

	Con_Close();

	clc.connectPacketCount = 0;

	// wipe local client state
	CL_ClearState();

	// a gamestate always marks a server command sequence
	clc.serverCommandSequence = MSG_ReadLong( msg );

	// parse all the configstrings and baselines
	cl.gameState.dataCount = 1; // leave a 0 at the beginning for uninitialized configstrings

	while ( 1 )
	{
		cmd = MSG_ReadByte( msg );

		if ( cmd == svc_EOF )
		{
			break;
		}

		if ( cmd == svc_configstring )
		{
			int len;

			i = MSG_ReadShort( msg );

			if ( i < 0 || i >= MAX_CONFIGSTRINGS )
			{
				Com_Error( ERR_DROP, "configstring > MAX_CONFIGSTRINGS" );
			}

			s = MSG_ReadBigString( msg );
			len = strlen( s );

			if ( len + 1 + cl.gameState.dataCount > MAX_GAMESTATE_CHARS )
			{
				Com_Error( ERR_DROP, "MAX_GAMESTATE_CHARS exceeded" );
			}

			// append it to the gameState string buffer
			cl.gameState.stringOffsets[ i ] = cl.gameState.dataCount;
			memcpy( cl.gameState.stringData + cl.gameState.dataCount, s, len + 1 );
			cl.gameState.dataCount += len + 1;
		}
		else if ( cmd == svc_baseline )
		{
			newnum = MSG_ReadBits( msg, GENTITYNUM_BITS );

			if ( newnum < 0 || newnum >= MAX_GENTITIES )
			{
				Com_Error( ERR_DROP, "Baseline number out of range: %i", newnum );
			}

			memset( &nullstate, 0, sizeof( nullstate ) );
			es = &cl.entityBaselines[ newnum ];
			MSG_ReadDeltaEntity( msg, &nullstate, es, newnum );
		}
		else
		{
			Com_Error( ERR_DROP, "CL_ParseGamestate: bad command byte" );
		}
	}

	clc.clientNum = MSG_ReadLong( msg );
	// read the checksum feed
	clc.checksumFeed = MSG_ReadLong( msg );

	// parse serverId and other cvars
	CL_SystemInfoChanged();

	// reinitialize the filesystem if the game directory has changed
	FS_ConditionalRestart( clc.checksumFeed );

	// This used to call CL_StartHunkUsers, but now we enter the download state before loading the
	// cgame
	CL_InitDownloads();

	// make sure the game starts
	Cvar_Set( "cl_paused", "0" );
}
开发者ID:justhacking,项目名称:Unvanquished,代码行数:96,代码来源:cl_parse.c


示例17: CL_ParseGamestate

/*
==================
CL_ParseGamestate
==================
*/
void CL_ParseGamestate( msg_t *msg ) {
	int				i;
	entityState_t	*es;
	int				newnum;
	entityState_t	nullstate;
	int				cmd;
	char			*s;
	char oldGame[MAX_QPATH];

	Con_Close();

	clc.connectPacketCount = 0;

	// wipe local client state
	CL_ClearState();

	// a gamestate always marks a server command sequence
	clc.serverCommandSequence = MSG_ReadLong( msg );

	// parse all the configstrings and baselines
	cl.gameState.dataCount = 1;	// leave a 0 at the beginning for uninitialized configstrings
	while ( 1 ) {
		cmd = MSG_ReadByte( msg );

		if ( cmd == svc_EOF ) {
			break;
		}
		
		if ( cmd == svc_configstring ) {
			int		len;

			i = MSG_ReadShort( msg );
			if ( i < 0 || i >= MAX_CONFIGSTRINGS ) {
				Com_Error( ERR_DROP, "configstring > MAX_CONFIGSTRINGS" );
			}
			s = MSG_ReadBigString( msg );
			len = strlen( s );

			if ( len + 1 + cl.gameState.dataCount > MAX_GAMESTATE_CHARS ) {
				Com_Error( ERR_DROP, "MAX_GAMESTATE_CHARS exceeded" );
			}

			// append it to the gameState string buffer
			cl.gameState.stringOffsets[ i ] = cl.gameState.dataCount;
			Com_Memcpy( cl.gameState.stringData + cl.gameState.dataCount, s, len + 1 );
			cl.gameState.dataCount += len + 1;
		} else if ( cmd == svc_baseline ) {
			newnum = MSG_ReadBits( msg, GENTITYNUM_BITS );
			if ( newnum < 0 || newnum >= MAX_GENTITIES ) {
				Com_Error( ERR_DROP, "Baseline number out of range: %i", newnum );
			}
			Com_Memset (&nullstate, 0, sizeof(nullstate));
			es = &cl.entityBaselines[ newnum ];
			MSG_ReadDeltaEntity( msg, &nullstate, es, newnum );
		} else {
			Com_Error( ERR_DROP, "CL_ParseGamestate: bad command byte" );
		}
	}

	clc.clientNum = MSG_ReadLong(msg);
	// read the checksum feed
	clc.checksumFeed = MSG_ReadLong( msg );

	// save old gamedir
	Cvar_VariableStringBuffer("fs_game", oldGame, sizeof(oldGame));

	// parse useful values out of CS_SERVERINFO
	CL_ParseServerInfo();

	// parse serverId and other cvars
	CL_SystemInfoChanged();

	// stop recording now so the demo won't have an unnecessary level load at the end.
	if(cl_autoRecordDemo->integer && clc.demorecording)
		CL_StopRecord_f();
	
	// reinitialize the filesystem if the game directory has changed
	if(!cl_oldGameSet && (Cvar_Flags("fs_game") & CVAR_MODIFIED))
	{
		cl_oldGameSet = qtrue;
		Q_strncpyz(cl_oldGame, oldGame, sizeof(cl_oldGame));
	}

	FS_ConditionalRestart(clc.checksumFeed, qfalse);

	// This used to call CL_StartHunkUsers, but now we enter the download state before loading the
	// cgame
	CL_InitDownloads();

	// make sure the game starts
	Cvar_Set( "cl_paused", "0" );
}
开发者ID:darklegion,项目名称:tremulous,代码行数:97,代码来源:cl_parse.c


示例18: CL_ParseServerData

void
CL_ParseServerData(void)
{
    extern cvar_t *fs_gamedirvar;
    char *str;
    int i;

    Com_DPrintf("Serverdata packet received.\n");

    /* wipe the client_state_t struct */
    CL_ClearState();
    cls.state = ca_connected;

    /* parse protocol version number */
    i = MSG_ReadLong(&net_message);
    cls.serverProtocol = i;

    /* another demo hack */
    if (Com_ServerState() && (PROTOCOL_VERSION == 34))
    {
    }
    else if (i != PROTOCOL_VERSION)
    {
        Com_Error(ERR_DROP, "Server returned version %i, not %i",
                  i, PROTOCOL_VERSION);
    }

    cl.servercount = MSG_ReadLong(&net_message);
    cl.attractloop = MSG_ReadByte(&net_message);

    /* game directory */
    str = MSG_ReadString(&net_message);
    Q_strlcpy(cl.gamedir, str, sizeof(cl.gamedir));

    /* set gamedir */
    if ((*str && (!fs_gamedirvar->string || !*fs_gamedirvar->string ||
                  strcmp(fs_gamedirvar->string, str))) ||
            (!*str && (fs_gamedirvar->string || *fs_gamedirvar->string)))
    {
        Cvar_Set("game", str);
    }

    /* parse player entity number */
    cl.playernum = MSG_ReadShort(&net_message);

    /* get the full level name */
    str = MSG_ReadString(&net_message);

    if (cl.playernum == -1)
    {
        /* playing a cinematic or showing a pic, not a level */
        SCR_PlayCinematic(str);
    }
    else
    {
        /* seperate the printfs so the server
         * message can have a color */
        Com_Printf("\n\n\35\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\37\n\n");
        Com_Printf("%c%s\n", 2, str);

        /* need to prep refresh at next oportunity */
        cl.refresh_prepped = false;
    }
}
开发者ID:Clever-Boy,项目名称:yquake2,代码行数:64,代码来源:cl_parse.c


示例19: SV_Map_f

/*
================
SV_SpawnServer

Change the server to a new map, taking all connected
clients along with it.

This is only called from the SV_Map_f() function.
================
*/
void SV_SpawnServer (char *mapname, qbool devmap, char* entityfile)
{
	extern func_t ED_FindFunctionOffset (char *name);

	edict_t *ent;
	int i;

	extern cvar_t sv_loadentfiles, sv_loadentfiles_dir;
	char *entitystring;
	char oldmap[MAP_NAME_LEN];
	extern qbool	sv_allow_cheats;
	extern cvar_t	sv_cheats, sv_paused, sv_bigcoords;
#ifndef SERVERONLY
	extern void CL_ClearState (void);
#endif

	// store old map name
	snprintf (oldmap, MAP_NAME_LEN, "%s", sv.mapname);

	Con_DPrintf ("SpawnServer: %s\n",mapname);

#ifndef SERVERONLY
	// As client+server we do it here.
	// As serveronly we do it in NET_Init().
	NET_InitServer();
#endif

	SV_SaveSpawnparms ();
	SV_LoadAccounts();

#ifdef USE_PR2
	// remove bot clients
	for (i = 0; i < MAX_CLIENTS; i++)
	{
		if( sv_vm && svs.clients[i].isBot )
		{
			svs.clients[i].old_frags = 0;
			svs.clients[i].edict->v.frags = 0.0;
			svs.clients[i].name[0] = 0;
			svs.clients[i].state = cs_free;
			Info_RemoveAll(&svs.clients[i]._userinfo_ctx_);
			Info_RemoveAll(&svs.clients[i]._userinfoshort_ctx_);
			SV_FullClientUpdate(&svs.clients[i], &sv.reliable_datagram);
			svs.clients[i].isBot = 0;
		}
	}

#endif

	// Shutdown game.
	PR_GameShutDown();
	PR_UnLoadProgs();

	svs.spawncount++; // any partially connected client will be restarted

#ifndef SERVERONLY
	com_serveractive = false;
#endif
	sv.state = ss_dead;
	sv.paused = false;
	Cvar_SetROM(&sv_paused, "0");

	Host_ClearMemory();

#ifdef FTE_PEXT_FLOATCOORDS
	if (sv_bigcoords.value)
	{
		msg_coordsize = 4;
		msg_anglesize = 2;
	}
	else
	{
		msg_coordsize = 2;
		msg_anglesize = 1;
	}
#endif

	if ((int)coop.value)
		Cvar_Set (&deathmatch, "0");
	current_skill = (int) (skill.value + 0.5);
	if (current_skill < 0)
		current_skill = 0;
	Cvar_Set (&skill, va("%d", current_skill));
	if (current_skill > 3)
		current_skill = 3;

	if ((sv_cheats.value || devmap) && !sv_allow_cheats) {
		sv_allow_cheats = true;
		Info_SetValueForStarKey (svs.info, "*cheats", "ON", MAX_SERVERINFO_STRING);
	}
//.........这里部分代码省略.........
开发者ID:ashabada,项目名称:mvdsv,代码行数:101,代码来源:sv_init.c


示例20: CL_ParseServerInfo

/*
==================
CL_ParseServerInfo
==================
*/
static void CL_ParseServerInfo (void)
{
	const char	*str;
	int		i;
	int		nummodels, numsounds;
	char	model_precache[MAX_MODELS][MAX_QPATH];
	char	sound_precache[MAX_SOUNDS][MAX_QPATH];
// rjr	edict_t		*ent;

	Con_DPrintf ("Serverinfo packet received.\n");
//
// wipe the client_state_t struct
//
	CL_ClearState ();

// parse protocol version number
	cl_protocol = MSG_ReadLong ();
	switch (cl_protocol)
	{
	case PROTOCOL_RAVEN_111:
	case PROTOCOL_RAVEN_112:
	case PROTOCOL_UQE_113:
		Con_Printf ("\nServer using protocol %i\n", cl_protocol);
		break;
	default:
		Con_Printf ("\nServer returned version %i, not %i or %i\n",
				cl_protocol, PROTOCOL_RAVEN_112, PROTOCOL_UQE_113);
		return;
	}

// parse maxclients
	cl.maxclients = MSG_ReadByte ();
	if (cl.maxclients < 1 || cl.maxclients > MAX_CLIENTS)
	{
		Con_Printf("Bad maxclients (%d) from server\n", cl.maxclients);
		return;
	}
	cl.scores = (scoreboard_t *) Hunk_AllocName (cl.maxclients*sizeof(*cl.scores), "scores");

// parse gametype
	cl.gametype = MSG_ReadByte ();

	if (cl.gametype == GAME_DEATHMATCH && cl_protocol > PROTOCOL_RAVEN_111)
		sv_kingofhill = MSG_ReadShort ();

// parse signon message
	str = MSG_ReadString ();
	q_strlcpy (cl.levelname, str, sizeof(cl.levelname));

// seperate the printfs so the server message can have a color
	Con_Printf("\n\n\35\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\37\n\n");
	Con_Printf ("%c%s\n", 2, str);

//
// first we go through and touch all of the precache data that still
// happens to be in the cache, so precaching something else doesn't
// needlessly purge it
//

// precache models
	memset (cl.model_precache, 0, sizeof(cl.model_precache));
	for (nummodels = 1 ; ; nummodels++)
	{
		str = MSG_ReadString ();
		if (!str[0])
			break;
		if (nummodels == MAX_MODELS)
		{
			Con_Printf ("Server sent too many model precaches\n");
			return;
		}
		q_strlcpy (model_precache[nummodels], str, MAX_QPATH);
		Mod_TouchModel (str);
	}

// precache sounds
	memset (cl.sound_precache, 0, sizeof(cl.sound_precache));
	for (numsounds = 1 ; ; numsounds++)
	{
		str = MSG_ReadString ();
		if (!str[0])
			break;
		if (numsounds == MAX_SOUNDS)
		{
			Con_Printf ("Server sent too many sound precaches\n");
			return;
		}
		q_strlcpy (sound_precache[numsounds], str, MAX_QPATH);
		S_TouchSound (str);
	}

//
// now we try to load everything else until a cache allocation fails
//

//.........这里部分代码省略.........
开发者ID:crutchwalkfactory,项目名称:motocakerteam,代码行数:101,代码来源:cl_parse.c



注:本文中的CL_ClearState函数


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