/** * \brief Callback function for receiving accept connect request. * * \param[in] session_id ID of session with the Verse server, because Verse * client could be connected to more Verse server. * \param[in] user_id unique ID of user. * \param[in] avatar_id unique ID of avatar. */ static void cb_receive_connect_accept(const uint8_t session_id, const uint16_t user_id, const uint32_t avatar_id) { printf("%s() session_id: %d, user_id: %d, avatar_id: %d\n", __FUNCTION__, session_id, user_id, avatar_id); my_avatar_id = avatar_id; my_user_id = user_id; /* When client receive connect accept, then it is ready to subscribe * to the root node of the node tree. Id of root node is still 0. This * function is called with level 1. It means, that this client will be * subscribed to the root node and its child nodes (1, 2, 3) */ vrs_send_node_subscribe(session_id, VRS_DEFAULT_PRIORITY, 0, 0, 0); /* Check if server allow double subscribe? */ vrs_send_node_subscribe(session_id, VRS_DEFAULT_PRIORITY, 1, 0, 0); /* Try to create new node */ vrs_send_node_create(session_id, VRS_DEFAULT_PRIORITY, MY_TEST_NODE_CT); /* Change FPS value */ vrs_send_fps(session_id, VRS_DEFAULT_PRIORITY+1, FPS); }
static void cb_receive_connect_accept(const uint8 session_id, const uint16 user_id, const uint32 avatar_id) { #if NO_DEBUG_PRINT != 1 printf("%s() session_id: %d, user_id: %d, avatar_id: %d\n", __FUNCTION__, session_id, user_id, avatar_id); #endif ctx->verse.avatar_id = avatar_id; ctx->verse.user_id = user_id; /* Subscribe to avatar node */ vrs_send_node_subscribe(session_id, VRS_DEFAULT_PRIORITY, avatar_id, 0, 0); /* TODO: Create new particle scene node only when there is no other particle scene node */ vrs_send_node_create(session_id, VRS_DEFAULT_PRIORITY, PARTICLE_SCENE_NODE); /* Create new node (particle sender node) */ vrs_send_node_create(session_id, VRS_DEFAULT_PRIORITY, PARTICLE_SENDER_NODE); }
void NodeDialog::on_buttonBox_accepted() { uint16_t type = ui->spinBox->value(); vrs_send_node_create(this->session_id, VRS_DEFAULT_PRIORITY, type); }