Beispiel #1
0
void DataStore::onPlayerStateSetError(
    const QString& state,
    const QString& errMessage,
    int errorCode,
    const QList<QNetworkReply::RawHeaderPair>& headers)
{
  if(isTicketAuthError(errorCode, headers)){
    Logger::instance()->log("Got the ticket-hash challenge");
    if(state != getInactiveState()){
      reauthActions.insert(SET_PLAYER_STATE);
    }
    else{
      reauthActions.insert(SET_PLAYER_INACTIVE);
    }
    initReauth();
  }
  else{
    changingPlayerState = false;
    if(state == getPlayingState()){
      emit playPlayerError(errMessage);
    }
    else if(state == getPausedState()){
      emit pausePlayerError(errMessage);
    }
    else if(state == getInactiveState()){
      emit playerSetInactiveError(errMessage);
    }
  }
}
Beispiel #2
0
void SeqStructS::keep(void) {

	*solvacc[getInactiveState()] = *solvacc[activeState];
}
Beispiel #3
0
double SeqStructS::lnPriorRatio(void) {

	return solvacc[activeState]->lnProbability() - solvacc[getInactiveState()]->lnProbability();
}
Beispiel #4
0
void SeqStructS::restore(void) {

	*solvacc[activeState] = *solvacc[getInactiveState()];
}
Beispiel #5
0
void DataStore::setPlayerInactive(){
  serverConnection->setPlayerState(getInactiveState());
}
Beispiel #6
0
void DataStore::onPlayerStateSet(const QString& state){
  changingPlayerState = false;
  if(state == getInactiveState()){
    emit playerSuccessfullySetInactive();
  }
}