Beispiel #1
0
void itsBrowser::NetworkTaskfinished( QNetworkReply *reply ){
    qDebug() << Q_FUNC_INFO <<"start";
    qDebug()<<reply->errorString();
    emit OnNetworkError( reply->errorString() );

    qDebug() << Q_FUNC_INFO <<"end";

}
BOOL CBotThread::PreTranslateMessage( MSG* pMsg )
{
	BOOL bProcessed = TRUE;

	switch( pMsg->message )
	{
	// System Messages
	case QB_SYSTEM_ERROR_NETWORK:
		OnNetworkError();
		break;
	case QB_SYSTEM_ERROR_OTHER:
		OnOtherError();
		break;
	case QB_SYSTEM_SHUTDOWN:
		OnSystemShutdown();
		break;
	// System Objects
	case QB_SYSOBJ_TEXTMESSAGE:
		OnTextMessage( (CTextMessage*)pMsg->wParam);
		break;
	case QB_SYSOBJ_SOUND:
		OnSound( (CSound*)pMsg->wParam );
		break;
	case QB_SYSOBJ_TEMP_ENT:
		OnTempEnt( (CTempEntity*)pMsg->wParam );
		break;
	case QB_SYSOBJ_CENTER_MESSAGE:
		OnCenterMessage( (CTextMessage*)pMsg->wParam );
		break;
	case QB_SYSOBJ_STUFFED_TEXT:
		OnStuffText( (CTextMessage*)pMsg->wParam );
		break;
	case QB_SYSOBJ_LAYOUT:
		OnLayout( (CTextMessage*)pMsg->wParam );
		break;
	// Timer Based
	case QB_TIMER_CHECK_SEND:
		OnTimerCheckSend();
		break;
	case QB_TIMER_CHECK_RELIABLE:
		OnTimerCheckReliable();
		break;
	case QB_TIMER_SEND_MOVE:
		OnTimerSendMove();
		break;
	case QB_TIMER_SEND_STATUS:
		OnTimerSendStatus();
		break;
	case QB_TIMER_COMPUTE_MOVE:
		OnTimerComputeMove();
		break;
	// Network Info
	case QB_NETWORK_MOVE_SENT:
		OnNetworkMoveSent();
		break;
	case QB_NETWORK_PACKET_DONE:
		OnNetworkPacketDone();
		break;
	case QB_NETWORK_BEGIN_LEVEL:
		OnNetworkBeginLevel();
		break;
	case QB_NETWORK_END_LEVEL:
		OnNetworkEndLevel();
		break;
	// Update Info
	case QB_INFO_ERR_MESSAGE:
		OnInfoErrorMessage( (UINT)pMsg->lParam );
		break;
	case QB_INFO_SERVER_DATA:
		OnInfoServerData();
		break;
	case QB_INFO_INVENTORY:
		OnInfoInventory( (UINT)pMsg->lParam );
		break;
	// Entity Update Messages
	case QB_ENTITY_UPDATE_ACTIVE:
		OnEntityUpdateActive( (WORD)pMsg->lParam );
		break;
	case QB_ENTITY_UPDATE_REMOVE:
		OnEntityUpdateRemove( (WORD)pMsg->lParam );
		break;
	case QB_ENTITY_UPDATE_ORIGIN:
		OnEntityUpdateOrigin( (WORD)pMsg->lParam );
		break;
	case QB_ENTITY_UPDATE_MODEL:
		OnEntityUpdateModel( (WORD)pMsg->lParam );
		break;
	case QB_ENTITY_UPDATE_FRAME:
		OnEntityUpdateFrame( (WORD)pMsg->lParam );
		break;
	case QB_ENTITY_UPDATE_EFFECTS:
		OnEntityUpdateEffects( (WORD)pMsg->lParam );
		break;
	case QB_ENTITY_UPDATE_EVENT:
		OnEntityUpdateEvent( (WORD)pMsg->lParam );
		break;
	case QB_ENTITY_MUZZLEFLASH:
		OnEntityMuzzleFlash( (WORD)pMsg->lParam );
		break;
	case QB_ENTITY_MUZZLEFLASH2:
		OnEntityMuzzleFlash2( (WORD)pMsg->lParam );
		break;
	// Player Update Messages
	case QB_PLAYER_UPDATE_ACTIVE:
		OnPlayerUpdateActive( (BYTE)pMsg->lParam );
		break;
	case QB_PLAYER_UPDATE_REMOVE:
		OnPlayerUpdateRemove( (BYTE)pMsg->lParam );
		break;
	case QB_PLAYER_UPDATE_ORIGIN:
		OnPlayerUpdateOrigin( (BYTE)pMsg->lParam );
		break;
	case QB_PLAYER_UPDATE_MODEL:
		OnPlayerUpdateModel( (BYTE)pMsg->lParam );
		break;
	case QB_PLAYER_UPDATE_FRAME:
		OnPlayerUpdateFrame( (BYTE)pMsg->lParam );
		break;
	case QB_PLAYER_UPDATE_EFFECTS:
		OnPlayerUpdateEffects( (BYTE)pMsg->lParam );
		break;
	case QB_PLAYER_UPDATE_EVENT:
		OnPlayerUpdateEvent( (BYTE)pMsg->lParam );
		break;
	case QB_PLAYER_MUZZLEFLASH:
		OnPlayerMuzzleFlash( (BYTE)pMsg->lParam );
		break;
	case QB_PLAYER_MUZZLEFLASH2:
		OnPlayerMuzzleFlash2( (BYTE)pMsg->lParam );
		break;
	case QB_PLAYER_KILLED:
		OnPlayerKilled( (BYTE)pMsg->lParam );
		break;
	case QB_PLAYER_RESPAWNED:
		OnPlayerKilled( (BYTE)pMsg->lParam );
		break;
	case QB_PLAYER_UPDATE_SKIN:
		OnPlayerUpdateSkin( (BYTE)pMsg->lParam );
		break;
	case QB_PLAYER_UPDATE_NAME:
		OnPlayerUpdateName( (BYTE)pMsg->lParam );
		break;
	case QB_PLAYER_UPDATE_FRAGS:
		OnPlayerUpdateFrags( (BYTE)pMsg->lParam );
		break;
	case QB_PLAYER_UPDATE_WEAPON:
		OnPlayerUpdateWeapon( (BYTE)pMsg->lParam );
		break;
	// Bot Update Messages
	case QB_BOT_UPDATE_ACTIVE:
		OnBotUpdateActive();
		break;
	case QB_BOT_UPDATE_REMOVE:
		OnBotUpdateRemove();
		break;
	case QB_BOT_UPDATE_ORIGIN:
		OnBotUpdateOrigin();
		break;
	case QB_BOT_UPDATE_MODEL:
		OnBotUpdateModel();
		break;
	case QB_BOT_UPDATE_FRAME:
		OnBotUpdateFrame();
		break;
	case QB_BOT_UPDATE_EFFECTS:
		OnBotUpdateEffects();
		break;
	case QB_BOT_UPDATE_EVENT:
		OnBotUpdateEvent();
		break;
	case QB_BOT_MUZZLEFLASH:
		OnBotMuzzleFlash();
		break;
	case QB_BOT_MUZZLEFLASH2:
		OnBotMuzzleFlash2();
		break;
	case QB_BOT_KILLED:
		OnBotKilled( (WORD)pMsg->lParam );
		break;
	case QB_BOT_RESPAWNED:
		OnBotRespawned();
		break;
	case QB_BOT_UPDATE_SKIN:
		OnBotUpdateSkin();
		break;
	case QB_BOT_UPDATE_NAME:
		OnBotUpdateName();
		break;
	case QB_BOT_UPDATE_FRAGS:
		OnBotUpdateFrags( (short)pMsg->lParam );
		break;
	case QB_BOT_UPDATE_WEAPON:
		OnBotUpdateWeapon();
		break;
	case QB_BOT_UPDATE_ATTACK_TARGET:
		OnBotUpdateAttackTarget( (CPlayer*)pMsg->lParam );
		break;
	case QB_BOT_UPDATE_MOVE_TARGET:
		OnBotUpdateMoveTarget( (CMapPoint*)pMsg->lParam );
		break;
	case QB_BOT_UPDATE_AI_INFO:
		OnBotUpdateAIInfo( (UINT)pMsg->lParam );
		break;
	case QB_BOT_UPDATE_HEALTH:
		OnBotUpdateHealth( (short)pMsg->lParam );
		break;
	case QB_BOT_UPDATE_AMMO:
		OnBotUpdateAmmo( (short)pMsg->lParam );
		break;
	case QB_BOT_UPDATE_VELOCITY:
		OnBotUpdateVelocity();
		break;
	case QB_BOT_UPDATE_GUN_INDEX:
		OnBotUpdateGunIndex();
		break;
	case QB_BOT_PICKUP_ITEM:
		OnBotPickupItem();
		break;
// If the message is none of the above ...
	default:
		bProcessed = FALSE;
		break;
	}
	return (bProcessed ? TRUE : CWinThread::PreTranslateMessage(pMsg));
}