Beispiel #1
0
RefPtr<FetchRequest> FetchRequest::create(ScriptExecutionContext& context, FetchRequest& input, const Dictionary& init, ExceptionCode& ec)
{
    if (input.isDisturbed()) {
        ec = TypeError;
        return nullptr;
    }

    FetchRequest::InternalRequest internalRequest(input.m_internalRequest);

    if (!buildOptions(internalRequest, context, init)) {
        ec = TypeError;
        return nullptr;
    }

    RefPtr<FetchHeaders> headers = buildHeaders(init, internalRequest, input.m_headers.ptr());
    if (!headers) {
        ec = TypeError;
        return nullptr;
    }

    FetchBody body = buildBody(init, *headers, &input.m_body);
    if (!validateBodyAndMethod(body, internalRequest)) {
        ec = TypeError;
        return nullptr;
    }

    if (!input.m_body.isEmpty())
        input.setDisturbed();

    return adoptRef(*new FetchRequest(context, WTFMove(body), headers.releaseNonNull(), WTFMove(internalRequest)));
}
GL3CharacterRenderer::GL3CharacterRenderer(Client *client, GL3Renderer *renderer) :
	client(client),
	renderer(renderer)
{
	buildBody();
	buildHead();
}
Beispiel #3
0
RefPtr<FetchRequest> FetchRequest::create(ScriptExecutionContext& context, const String& url, const Dictionary& init, ExceptionCode& ec)
{
    // FIXME: Tighten the URL parsing algorithm according https://url.spec.whatwg.org/#concept-url-parser.
    URL requestURL = context.completeURL(url);
    if (!requestURL.isValid() || !requestURL.user().isEmpty() || !requestURL.pass().isEmpty()) {
        ec = TypeError;
        return nullptr;
    }

    FetchRequest::InternalRequest internalRequest;
    internalRequest.options.setMode(FetchOptions::Mode::Cors);
    internalRequest.options.setCredentials(FetchOptions::Credentials::Omit);
    internalRequest.referrer = ASCIILiteral("client");
    internalRequest.request.setURL(requestURL);

    if (!buildOptions(internalRequest, context, init)) {
        ec = TypeError;
        return nullptr;
    }

    RefPtr<FetchHeaders> headers = buildHeaders(init, internalRequest);
    if (!headers) {
        ec = TypeError;
        return nullptr;
    }

    FetchBody body = buildBody(init, *headers);
    if (!validateBodyAndMethod(body, internalRequest)) {
        ec = TypeError;
        return nullptr;
    }

    return adoptRef(*new FetchRequest(context, WTFMove(body), headers.releaseNonNull(), WTFMove(internalRequest)));
}
void SipDialogEvent::buildBodyGetBytes(UtlString* bytes, ssize_t* length) const
{
   int dummy;
   buildBody(&dummy);

   *bytes = mBody;
   *length = bodyLength;
}
Beispiel #5
0
// Construct body
void buildBody(Body* value){
	if(value != NULL)
	{	
		glColor3f (0.5,0.5,1.0);
		glTranslatef(value->points->x, value->points->y, value->points->z);
		buildCube();
		glTranslatef(-value->points->x, -value->points->y, -value->points->z);
		glColor3f (1.0,1.0,1.0);
		buildBody(value->next);
		glutPostRedisplay();
	}
	
}
Beispiel #6
0
void SpacePlane::enterField(WarField *target){
	WarSpace *ws = *target;
	if(ws && ws->bdw){
		buildBody();
		ws->bdw->addRigidBody(bbody, 1, ~2);
	}
	if(ws){
		TefpolList *tepl = w ? w->getTefpol3d() : NULL;
		for(int i = 0; i < pf.size(); i++){
			if(this->pf[i])
				this->pf[i]->immobilize();
			if(tepl)
				pf[i] = tepl->addTefpolMovable(this->pos, this->velo, avec3_000, &cs_orangeburn, TEP3_THICKEST | TEP3_ROUGH, cs_orangeburn.t);
			else
				pf[i] = NULL;
		}
	}
}
Beispiel #7
0
void Enemy::init(string n, Vector3 pos, float spd, float height, float width, float depth, ID3D10Device* d, Light* light)
{
	device = d;

	name = n;
	position = pos;
	speed = spd;
	normalSpeed = speed;
	sprintBoost = speed * 3.3f;
	limbSpeed = speed * 0.5f;
	this->height = height;
	this->width = width;
	this->depth = depth;

	spotLight = light;

	buildBody();
}
Beispiel #8
0
void SpacePlane::unserialize(UnserializeContext &sc){
	st::unserialize(sc);
	sc.i >> ai;
	sc.i >> undocktime;
	sc.i >> people;

	// Re-create temporary entities if flying in a WarSpace.
	// If surrounding WarSpace is unserialized after this function, it would cause errors,
	// but while WarSpace::dive defines that the WarSpace itself go first, it will never happen.
	WarSpace *ws;
	if(w && (ws = (WarSpace*)w)){
		buildBody();
		ws->bdw->addRigidBody(bbody, 1, ~2);
		setPosition(&pos, &rot, &this->velo, &omg);
		for(int i = 0; i < pf.size(); i++)
			pf[i] = ws->tepl->addTefpolMovable(this->pos, this->velo, avec3_000, &cs_orangeburn, TEP3_THICKEST | TEP3_ROUGH, cs_orangeburn.t);
	}
	else{
		for(int i = 0; i < pf.size(); i++)
			pf[i] = NULL;
	}
}
Beispiel #9
0
/* Construct snake */
void buildSnake(){
	buildBody(snake->head);
}