Exemple #1
0
void AppController::GameControllerStopCurrentLevel()
{
    hdAssert(gameController != NULL);
    hdAssert(gameController->GetCurrentLevel() != NULL);
    hdAssert(m_levelPickerWorld != NULL);

    FreeMemory();

    // Update the game stats from the recently played level
    UpdateGameStats(m_levelPickerWorld, gameController->GetCurrentLevel(), gameController->gameInfo);
    SaveGameState();

    // Show the level picker controller.
    EnsureLevelPickerController();
    InitLevelPickerWorld();
    levelPickerController->PanToNewLevelBlock();
    levelPickerController->ShowNewLevelMessage(gameController->GetLevelStats());
    activeController = levelPickerController;
    activeController->AnimateShow();

    // Free up the game controller resources
    delete gameController;
    gameController = NULL;

    DispatchMessages();
}
Exemple #2
0
void AppController::LevelPickerBackClicked()
{
    hdAssert(levelPickerController != NULL);

    // Saves everything...
    if (-1 == TowerPlayerStateController::Instance()->SaveChanges())
    {
        hdError(-1, "There was a fault with the file system via TowerPlayerStateController::Instance()->SaveChanges(). Bailing out\n");
        hdAssert(false);
    }
    FreeMemory();

    EnsureMenuController();
    activeController = menuController;
    activeController->AnimateShow();

    // Delete the level picker controller to free up memory
    delete levelPickerController;
    levelPickerController = NULL;

    if (gameController == NULL) return;
    delete gameController;
    gameController = NULL;

    DispatchMessages();
}
Exemple #3
0
void AppController::GameControllerRestartCurrentLevel()
{
#if DEBUG == 1
    if (getenv("START_WORLD_OVERRIDE_PATH"))
    {
        delete gameController;
        gameController = NULL;
        activeController = NULL;

        Level *lev = m_levelPickerWorld->GetLevels()[m_levelId];

        EnsureGameController();
        gameController->InitLevel(lev, m_levelId);
        gameController->SetLevelStats(NULL);
        activeController = gameController;
        gameController->AnimateShow();
        DispatchMessages();
        return;
    }
#endif

    // Complete rebuild the game controller
    // No need to free asset memory though - every texture/sound/font
    // should still be in memory. Recreating will just get handles to these.
    hdAssert(gameController != NULL);
    hdAssert(gameController->GetCurrentLevel() != NULL);
    hdAssert(m_levelPickerWorld != NULL);

    UpdateGameStats(m_levelPickerWorld, gameController->GetCurrentLevel(), gameController->gameInfo);

    delete gameController;
    gameController = NULL;
    activeController = NULL;

    InitLevelPickerWorld();
    m_selectedLevelPickerLevel = m_levelPickerWorld->GetLevels()[m_levelId];

    EnsureGameController();
    gameController->InitLevel(m_selectedLevelPickerLevel, m_levelId);
    gameController->SetLevelStats(GetStatsForLevel(m_levelPickerWorld, m_selectedLevelPickerLevel));
    activeController = gameController;
    gameController->AnimateShow();

    DispatchMessages();
}
Exemple #4
0
//客户端发来的数据
void GateModule::ClientData(const message& msg)
{
	if (msg.size() == 0)
		return;

	user_id id(account_id::create(0));
	id.set_socket_id(msg.get_socket_id());

	if (DispatchMessages(id,msg,0))
	{
		return;
	}
	
	auto pconn = m_Connections->find(msg.get_socket_id());
	if (pconn == nullptr)
	{
		Log.trace("非法数据!");
		return;
	}


	uint16_t msgID = *(uint16_t*)msg.data();
	if (msgID > (uint16_t)EMsgID::MSG_MUST_HAVE_PLAYERID)
	{
		if (pconn->getplayer_id() == player_id())
		{
			Log.trace("非法数据!");
			return;
		}
	}

	UserContext ctx;
	ctx.accountid = pconn->getaccount_id();
	ctx.playerid = pconn->getplayer_id();

	msg.set_userdata((uint8_t*)&ctx,sizeof(ctx));

	if (pconn->getscene_id() != 0)
	{
		//如果在玩家在场景模块中 则发送给场景模块
	}
	else
	{
		if (m_WorldModule == 0)
		{
			m_WorldModule = GetOtherModule("world");
			assert(m_WorldModule != 0);
		}

		//否则发送给 world 模块
	}
}
Exemple #5
0
void GateModule::ActorData(const message& msg)
{
	UserContext ctx = get_userdata<UserContext>(msg);
	if (ctx.receiver_echo_id != 0)
	{
		HandlerEchoMessage(ctx.receiver_echo_id, msg);
		return;
	}

	user_id userid;
	userid.set_account_id( account_id::create(ctx.accountid));
	userid.set_player_id(player_id::create(ctx.playerid));
	userid.set_socket_id(socket_id::create(msg.get_socket_id()));
	if (DispatchMessages(userid,msg,ctx.sender_echo_id))
	{
		return;
	}
}
Exemple #6
0
void UBusServer::SendMessageFull(std::string const& message_name,
                                  glib::Variant const& args,
                                  glib::Source::Priority prio)
{
  // queue the message
  msg_queue_.insert(std::pair<int, std::pair<std::string, glib::Variant>>(prio, std::make_pair(message_name, args)));

  // start the source (if not already running)
  auto src_nick = std::to_string(static_cast<int>(prio));
  auto src_ptr = source_manager_.GetSource(src_nick);
  if (!src_ptr)
  {
    source_manager_.Add(new glib::Idle([this, prio] ()
    {
      return DispatchMessages(prio);
    }, prio));
  }
}
Exemple #7
0
void AppController::GameControllerQuitCurrentLevel()
{
    hdAssert(gameController != NULL);
    hdAssert(gameController->GetCurrentLevel() != NULL);
    hdAssert(m_levelPickerWorld != NULL);

    FreeMemory();

    // Show the level picker controller.
    EnsureLevelPickerController();
    InitLevelPickerWorld();
    levelPickerController->PanToNewLevelBlock();
    activeController = levelPickerController;
    activeController->AnimateShow();

    // Free up the game controller resources
    delete gameController;
    gameController = NULL;

    DispatchMessages();
}
Exemple #8
0
void AppController::LevelPickerControllerLevelClicked()
{
    hdAssert(levelPickerController != NULL);
    hdAssert(levelPickerController->GetSelectedLevel() != NULL);

    FreeMemory();

    m_levelId = levelPickerController->GetSelectedLevelId();
    delete levelPickerController;
    levelPickerController = NULL;
    InitLevelPickerWorld();
    m_selectedLevelPickerLevel = m_levelPickerWorld->GetLevels()[m_levelId];

    EnsureGameController();
    gameController->InitLevel(m_selectedLevelPickerLevel, m_levelId);
    gameController->SetLevelStats(GetStatsForLevel(m_levelPickerWorld, m_selectedLevelPickerLevel));
    activeController = gameController;
    gameController->AnimateShow();

    DispatchMessages();
}
Exemple #9
0
VuPendingSendQueue::~VuPendingSendQueue(){
	DispatchMessages(-1, TRUE);
}