Exemple #1
0
void RPG_Trigger::ServerTick(float const deltaTime)
{
  // Entered
  for(int i = 0; i < m_enteredEntities.GetSize(); ++i)
  {
    VisBaseEntity_cl *const entity = m_enteredEntities.GetAt(i);
    ProcessEnter(entity);
  }
  m_enteredEntities.RemoveAll();

  // Exited
  for(int i = 0; i < m_exitedEntities.GetSize(); ++i)
  {
    VisBaseEntity_cl *const entity = m_exitedEntities.GetAt(i);
    ProcessExit(entity);
  }
  m_exitedEntities.RemoveAll();

  for(int index = 0; index < m_insideEntities.GetSize(); ++index)
  {
    VisBaseEntity_cl* entity = m_insideEntities.GetAt(index);

    ProcessInside(entity);
  }
}
Exemple #2
0
void ZmqWorker::Run()
{
    while (!ProcessExit())
    {
        _poller->poll();
        if (_poller->events(*_taskQueue) & zmqpp::poller::poll_in)
            PerformWork();
    }
}
Exemple #3
0
void ZmqMux::Run()
{
    for (;;)
    {
        std::this_thread::sleep_for(std::chrono::milliseconds(50));
        if (!_poller->poll())
            break;

        if (ProcessExit())
            break;

        Pipeline(_from, _to);
    }
}
Exemple #4
0
void ZmqListener::Run()
{
    while (!ProcessExit())
    {
        _poller->poll();

        while (_poller->events(*_from) & zmqpp::poller::poll_in &&
                _poller->events(*_to) & zmqpp::poller::poll_out)
        {
            zmqpp::message msg;
            _from->receive(msg);
            _to->send(msg);
        }
    }
}
void WorldListener::Run()
{
    while (!ProcessExit())
    {
        _poller->poll();
        if (_poller->events(*_worldSocket) & zmqpp::poller::poll_in)
        {
            int32 op1;
            do
            {
                zmqpp::message msg;
                _worldSocket->receive(msg);
                Dispatch(msg);
                _worldSocket->get(zmqpp::socket_option::events, op1);
            } while (op1 & zmqpp::poller::poll_in);
        }
    }
}
Exemple #6
0
void Process()
{
	/* 游戏百世必须闪屏,因为没有触发,所以强制显示 */
	if(iGameStatus == GameSplashScreen)
	{
		Show();
	}
	
	/* 对用户按键做出相应的响应 */
	if(GetAction())
	{
		switch(iGameStatus)
		{
			case GameMainMenu:
				ProcessMenu();
				break;
			case GameRunning:
				ProcessGame();
				break;
			case GameWon:
				ProcessWon();
				break;
			case GameLostLife:
				ProcessLostLife();
				break;
			case GameLost:
				ProcessLost();
				break;
			case GameExit:
				ProcessExit();
				break;
			case GameSplashScreen:
				ProcessSplash();
				break;

			default:
				break;
		}/* switch */
	
		Show();
	}/* if GetAction */
}
Exemple #7
0
void
sProcessExit (int num) {
  ProcessExit(num);
}