Beispiel #1
0
XnStatus PlayerNode::Destroy()
{
	CloseStream();
	//Don't verify return value - proceed anyway

	if (m_pNodeInfoMap != NULL)
	{
		for (XnUInt32 i = 0; i < m_nMaxNodes; i++)
		{
			RemovePlayerNodeInfo(i);
		}

		XN_DELETE_ARR(m_pNodeInfoMap);
		m_pNodeInfoMap = NULL;
	}

	if (m_aSeekTempArray != NULL)
	{
		xnOSFree(m_aSeekTempArray);
		m_aSeekTempArray = NULL;
	}

	XN_DELETE_ARR(m_pRecordBuffer);
	m_pRecordBuffer = NULL;
	XN_DELETE_ARR(m_pUncompressedData);
	m_pUncompressedData = NULL;

	return XN_STATUS_OK;
}
Beispiel #2
0
XnStatus PlayerNode::HandleNodeRemovedRecord(NodeRemovedRecord record)
{
	XN_VALIDATE_INPUT_PTR(m_pNodeNotifications);
	XnStatus nRetVal = record.Decode();
	XN_IS_STATUS_OK(nRetVal);
	DEBUG_LOG_RECORD(record, "NodeRemoved");

	PlayerNodeInfo* pPlayerNodeInfo = GetPlayerNodeInfo(record.GetNodeID());
	XN_VALIDATE_PTR(pPlayerNodeInfo, XN_STATUS_CORRUPT_FILE);
	if (!pPlayerNodeInfo->bValid)
	{
		XN_ASSERT(FALSE);
		XN_LOG_ERROR_RETURN(XN_STATUS_CORRUPT_FILE, XN_MASK_OPEN_NI, "Got a node removed record for non-existing node %u.", record.GetNodeID());
	}

	nRetVal = RemovePlayerNodeInfo(record.GetNodeID());
	XN_IS_STATUS_OK(nRetVal);
	return XN_STATUS_OK;
}