本文整理汇总了C++中VectorBuffer类的典型用法代码示例。如果您正苦于以下问题:C++ VectorBuffer类的具体用法?C++ VectorBuffer怎么用?C++ VectorBuffer使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了VectorBuffer类的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: msg
void Chat::HandleNetworkMessage(StringHash eventType, VariantMap& eventData)
{
Network* network = GetSubsystem<Network>();
using namespace NetworkMessage;
int msgID = eventData[P_MESSAGEID].GetInt();
if (msgID == MSG_CHAT)
{
const PODVector<unsigned char>& data = eventData[P_DATA].GetBuffer();
// Use a MemoryBuffer to read the message data so that there is no unnecessary copying
MemoryBuffer msg(data);
String text = msg.ReadString();
// If we are the server, prepend the sender's IP address and port and echo to everyone
// If we are a client, just display the message
if (network->IsServerRunning())
{
Connection* sender = static_cast<Connection*>(eventData[P_CONNECTION].GetPtr());
text = sender->ToString() + " " + text;
VectorBuffer sendMsg;
sendMsg.WriteString(text);
// Broadcast as in-order and reliable
network->BroadcastMessage(MSG_CHAT, true, true, sendMsg);
}
ShowChatText(text);
}
}
开发者ID:3dicc,项目名称:Urho3D,代码行数:31,代码来源:Chat.cpp
示例2: Save
bool Node::Save(Serializer& dest)
{
// Write node ID
if (!dest.WriteUInt(id_))
return false;
// Write attributes
if (!Serializable::Save(dest))
return false;
// Write components
dest.WriteVLE(components_.Size());
for (unsigned i = 0; i < components_.Size(); ++i)
{
Component* component = components_[i];
// Create a separate buffer to be able to skip unknown components during deserialization
VectorBuffer compBuffer;
if (!component->Save(compBuffer))
return false;
dest.WriteVLE(compBuffer.GetSize());
dest.Write(compBuffer.GetData(), compBuffer.GetSize());
}
// Write child nodes
dest.WriteVLE(children_.Size());
for (unsigned i = 0; i < children_.Size(); ++i)
{
Node* node = children_[i];
if (!node->Save(dest))
return false;
}
return true;
}
开发者ID:acremean,项目名称:urho3d,代码行数:34,代码来源:Node.cpp
示例3: write_node
//
// write_node
//
void ClientSidePrediction::write_node(VectorBuffer& message, Node& node)
{
// Write node ID
message.WriteUInt(node.GetID());
// Write attributes
write_network_attributes(node, message);
// Write user variables
const auto& vars = node.GetVars();
message.WriteVLE(vars.Size());
for (auto i = vars.Begin(); i != vars.End(); ++i)
{
message.WriteStringHash(i->first_);
message.WriteVariant(i->second_);
}
// Write number of components
message.WriteVLE(node.GetNumComponents());
// Write components
const auto& components = node.GetComponents();
for (unsigned i = 0; i < components.Size(); ++i)
{
auto component = components[i];
write_component(message, *component);
}
}
开发者ID:rasteron,项目名称:Urho3D-CSP,代码行数:31,代码来源:ClientSidePrediction.cpp
示例4: ToString
String XMLFile::ToString(const String& indentation) const
{
VectorBuffer dest;
XMLWriter writer(dest);
document_->save(writer, indentation.CString());
return String((const char*)dest.GetData(), dest.GetSize());
}
开发者ID:03050903,项目名称:Urho3D,代码行数:7,代码来源:XMLFile.cpp
示例5: DecompressVectorBuffer
VectorBuffer DecompressVectorBuffer(VectorBuffer& src)
{
VectorBuffer ret;
src.Seek(0);
DecompressStream(ret, src);
ret.Seek(0);
return ret;
}
开发者ID:Hevedy,项目名称:Urho3D,代码行数:8,代码来源:Compression.cpp
示例6: write_component
//
// write_component
//
void ClientSidePrediction::write_component(VectorBuffer& message, Component& component)
{
// Write ID
message.WriteUInt(component.GetID());
// Write type
message.WriteStringHash(component.GetType());
// Write attributes
write_network_attributes(component, message);
}
开发者ID:rasteron,项目名称:Urho3D-CSP,代码行数:12,代码来源:ClientSidePrediction.cpp
示例7:
std::vector<unsigned char> CollisionChain2D::GetVerticesAttr() const
{
VectorBuffer ret;
for (unsigned i = 0; i < vertices_.size(); ++i)
ret.WriteVector2(vertices_[i]);
return ret.GetBuffer();
}
开发者ID:nemerle,项目名称:lutefisk3d,代码行数:9,代码来源:CollisionChain2D.cpp
示例8: GetDetourCrowdAgent
PODVector<unsigned char> CrowdAgent::GetAgentDataAttr() const
{
const dtCrowdAgent* agent = GetDetourCrowdAgent();
if (!agent)
return Variant::emptyBuffer;
// Reading it back in isn't this simple, see SetAgentDataAttr
VectorBuffer ret;
ret.Write(agent, sizeof(dtCrowdAgent));
return ret.GetBuffer();
}
开发者ID:hendradarwin,项目名称:Urho3D,代码行数:12,代码来源:CrowdAgent.cpp
示例9:
PODVector<unsigned char> ScriptInstance::GetScriptDataAttr() const
{
if (!scriptObject_ || !methods_[METHOD_SAVE])
return PODVector<unsigned char>();
else
{
VectorBuffer buf;
VariantVector parameters;
parameters.Push(Variant((void*)static_cast<Serializer*>(&buf)));
scriptFile_->Execute(scriptObject_, methods_[METHOD_SAVE], parameters);
return buf.GetBuffer();
}
}
开发者ID:acremean,项目名称:urho3d,代码行数:13,代码来源:ScriptInstance.cpp
示例10: sizeof
PODVector<unsigned char> CrowdAgent::GetAgentDataAttr() const
{
if (!inCrowd_ || !crowdManager_ || !IsEnabled())
return Variant::emptyBuffer;
dtCrowd* crowd = crowdManager_->GetCrowd();
const dtCrowdAgent* agent = crowd->getAgent(agentCrowdId_);
// Reading it back in isn't this simple, see SetAgentDataAttr
VectorBuffer ret;
ret.Write(agent, sizeof(dtCrowdAgent));
return ret.GetBuffer();
}
开发者ID:vivienneanthony,项目名称:Urho3D-gameeconomic,代码行数:13,代码来源:CrowdAgent.cpp
示例11: LOGINFO
void Network::OnServerConnected()
{
serverConnection_->SetConnectPending(false);
LOGINFO("Connected to server");
// Send the identity map now
VectorBuffer msg;
msg.WriteVariantMap(serverConnection_->GetIdentity());
serverConnection_->SendMessage(MSG_IDENTITY, true, true, msg);
SendEvent(E_SERVERCONNECTED);
}
开发者ID:CarloMaker,项目名称:Urho3D,代码行数:13,代码来源:Network.cpp
示例12: write_scene_state
//
// write_scene_state
//
void ClientSidePrediction::write_scene_state(VectorBuffer& message, Scene* scene)
{
// Write placeholder last input ID, which will be set per connection before sending
message.WriteUInt(0);
auto& nodes = scene_nodes[scene];
// Write number of nodes
message.WriteVLE(nodes.size());
// Write nodes
for (auto node : nodes)
write_node(message, *node);
}
开发者ID:rasteron,项目名称:Urho3D-CSP,代码行数:17,代码来源:ClientSidePrediction.cpp
示例13: RefreshShaderParameterHash
void Material::RefreshShaderParameterHash()
{
VectorBuffer temp;
for (HashMap<StringHash, MaterialShaderParameter>::ConstIterator i = shaderParameters_.Begin(); i != shaderParameters_.End(); ++i)
{
temp.WriteStringHash(i->first_);
temp.WriteVariant(i->second_.value_);
}
shaderParameterHash_ = 0;
const unsigned char* data = temp.GetData();
unsigned dataSize = temp.GetSize();
for (unsigned i = 0; i < dataSize; ++i)
shaderParameterHash_ = SDBMHash(shaderParameterHash_, data[i]);
}
开发者ID:Boshin,项目名称:Urho3D,代码行数:15,代码来源:Material.cpp
示例14: strncmp
bool Variant::operator ==(const VectorBuffer& rhs) const
{
const PODVector<unsigned char>& buffer = *(reinterpret_cast<const PODVector<unsigned char>*>(&value_));
return type_ == VAR_BUFFER && buffer.Size() == rhs.GetSize() ?
strncmp(reinterpret_cast<const char*>(&buffer[0]), reinterpret_cast<const char*>(rhs.GetData()), buffer.Size()) == 0 :
false;
}
开发者ID:gogoprog,项目名称:Urho3D,代码行数:7,代码来源:Variant.cpp
示例15:
PODVector<unsigned char> LuaScriptInstance::GetScriptNetworkDataAttr() const
{
if (scriptObjectRef_ == LUA_REFNIL)
return PODVector<unsigned char>();
VectorBuffer buf;
WeakPtr<LuaFunction> function = scriptObjectMethods_[LSOM_WRITENETWORKUPDATE];
if (function && function->BeginCall(this))
{
function->PushUserType((Serializer&)buf, "Serializer");
function->EndCall();
}
return buf.GetBuffer();
}
开发者ID:janfrost,项目名称:Urho3D,代码行数:16,代码来源:LuaScriptInstance.cpp
示例16: HandleSend
void Chat::HandleSend(StringHash eventType, VariantMap& eventData)
{
String text = textEdit_->GetText();
if (text.Empty())
return; // Do not send an empty message
Network* network = GetSubsystem<Network>();
Connection* serverConnection = network->GetServerConnection();
if (serverConnection)
{
// A VectorBuffer object is convenient for constructing a message to send
VectorBuffer msg;
msg.WriteString(text);
// Send the chat message as in-order and reliable
serverConnection->SendMessage(MSG_CHAT, true, true, msg);
// Empty the text edit after sending
textEdit_->SetText(String::EMPTY);
}
}
开发者ID:3dicc,项目名称:Urho3D,代码行数:20,代码来源:Chat.cpp
示例17: Save
bool Node::Save(Serializer& dest) const
{
// Write node ID
if (!dest.WriteUInt(id_))
return false;
// Write attributes
if (!Animatable::Save(dest))
return false;
// Write components
dest.WriteVLE(GetNumPersistentComponents());
for (unsigned i = 0; i < components_.Size(); ++i)
{
Component* component = components_[i];
if (component->IsTemporary())
continue;
// Create a separate buffer to be able to skip failing components during deserialization
VectorBuffer compBuffer;
if (!component->Save(compBuffer))
return false;
dest.WriteVLE(compBuffer.GetSize());
dest.Write(compBuffer.GetData(), compBuffer.GetSize());
}
// Write child nodes
dest.WriteVLE(GetNumPersistentChildren());
for (unsigned i = 0; i < children_.Size(); ++i)
{
Node* node = children_[i];
if (node->IsTemporary())
continue;
if (!node->Save(dest))
return false;
}
return true;
}
开发者ID:janfrost,项目名称:Urho3D,代码行数:40,代码来源:Node.cpp
示例18: SendMessage
void GameEconomicServerClientConsole::SendMessage(String Message)
{
/// If sending message is empty
if (Message.Empty())
{
return; // Do not send an empty message
}
/// Get connection
Network* network = GetSubsystem<Network>();
Connection* serverConnection = network->GetServerConnection();
/// Send message only if serverconnection and connection is true
if (serverConnection&&serverconnection)
{
// A VectorBuffer object is convenient for constructing a message to send
VectorBuffer msg;
msg.WriteString(Message);
// Send the chat message as in-order and reliable
serverConnection->SendMessage(NetMessageAdminClientSend, true, true, msg);
}
return;
}
开发者ID:vivienneanthony,项目名称:Urho3D-gameeconomic,代码行数:24,代码来源:GameEconomicServerClientConsole.cpp
示例19: RequestMechanicExecution
void PvPGM::RequestMechanicExecution(Node* receiver, VectorBuffer& mechanicParams)
{
const PODVector<unsigned char>& data = mechanicParams.GetBuffer();
MemoryBuffer msg(data);
for (int x = 0; x < players_.Size(); x++)
{
if (players_[x]->player_ == receiver)
{
((GameMechanic*)(players_[x]))->message_ = &msg;
((GameMechanic*)(players_[x]))->clientID_ = ((GameMechanic*)(players_[x]))->clientIDSelf_;
((GameMechanic*)(players_[x]))->lagTime_ = 0.0f;
players_[x]->RequestMechanicExecute();
break;
}
}
}
开发者ID:practicing01,项目名称:DotsNetCrits,代码行数:17,代码来源:PvPGM.cpp
示例20: sizeof
PODVector<unsigned char> DynamicNavigationMesh::GetNavigationDataAttr() const
{
VectorBuffer ret;
if (navMesh_ && tileCache_)
{
ret.WriteBoundingBox(boundingBox_);
ret.WriteInt(numTilesX_);
ret.WriteInt(numTilesZ_);
const dtNavMeshParams* params = navMesh_->getParams();
ret.Write(params, sizeof(dtNavMeshParams));
const dtTileCacheParams* tcParams = tileCache_->getParams();
ret.Write(tcParams, sizeof(dtTileCacheParams));
for (int z = 0; z < numTilesZ_; ++z)
{
for (int x = 0; x < numTilesX_; ++x)
{
dtCompressedTileRef tiles[TILECACHE_MAXLAYERS];
const int ct = tileCache_->getTilesAt(x, z, tiles, TILECACHE_MAXLAYERS);
for (int i = 0; i < ct; ++i)
{
const dtCompressedTile* tile = tileCache_->getTileByRef(tiles[i]);
if (!tile || !tile->header || !tile->dataSize)
continue; // Don't write "void-space" tiles
// The header conveniently has the majority of the information required
ret.Write(tile->header, sizeof(dtTileCacheLayerHeader));
ret.WriteInt(tile->dataSize);
ret.Write(tile->data, tile->dataSize);
}
}
}
}
return ret.GetBuffer();
}
开发者ID:WorldofOpenDev,项目名称:AtomicGameEngine,代码行数:36,代码来源:DynamicNavigationMesh.cpp
注:本文中的VectorBuffer类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,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。 |
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