コード例 #1
0
 iterator(IteratorData const& iterdata_, base_iterator_type& first
       , base_iterator_type const& last, char_type const* state = 0)
   : base_type(functor_type(unique_functor_type()
       , shared_functor_type(iterdata_, first, last))) 
 {
     set_state(map_state(state));
 }
コード例 #2
0
ファイル: App.cpp プロジェクト: IanFinlayson/ultrabear1
// Runs the Game...
void Ultra1::App::Run( )
{
	// All of the game states we could be in...
	Intro intro( this );
	MainMenu menu( this );
	Game game( this );
	MapState map_state( this );
	WonState won( this );
	LostState lost( this );
	HelpState help( this );
	StoryState story( this );
	OptionsState options( this );

	// Must be entered into array in same order as the const values...
	GameState* states[] = { &intro, &menu, &game, &map_state, &won, &lost, &help, &story, &options };

	// We start in the intro...
	StateNumber current_state = INTRO_STATE;

	while( current_state != QUIT_STATE )
	{
		// Run the current state and assign the next state to it...
		current_state = states[current_state]->Run( );
	}
}
コード例 #3
0
void MainMenuState::on_input(const InputData& input)
{
    switch (input.key)
    {
    case 'n':
    {
        std::unique_ptr<State> map_state(new MapState);

        states::push_state(std::move(map_state));
    }
    break;

    case 'q':
    {
        states::pop_state();
    }
    break;
    }
}
コード例 #4
0
ファイル: fgcom.cpp プロジェクト: Affix/fgcom
void
event_state (int state, char *remote, char *remote_name,
	     char *local, char *local_context)
{
  last_state = state;
  /* This is needed for auto-reconnect */
  if (state == 0)
    {
      connected = 0;
      /* FIXME: we should wake up the main thread somehow */
      /* in fg mode the next incoming packet will do that anyway */
    }

  snprintf (tmp, sizeof (tmp),
	    "S%c0x%x%c%s%c%.50s%c%.50s%c%.50s%c%.50s", delim, state,
	    delim, map_state (state), delim, remote, delim, remote_name,
	    delim, local, delim, local_context);
  report (tmp);
}
コード例 #5
0
ファイル: uuid.c プロジェクト: bahamas10/openzfs
/*
 * Generates a uuid based on version 1 format.
 * Returns 0 on success and -1 on failure.
 */
static int
uuid_create(struct uuid *uuid)
{
	uuid_time_t	timestamp;
	uuid_node_t	system_node;
	int		ret, non_unique = 0;

	/*
	 * Get the system MAC address and/or cache it
	 */
	if (node_init) {
		bcopy(&node_id_cache, &system_node, sizeof (uuid_node_t));
	} else {
		gen_ethernet_address(&system_node);
		bcopy(&system_node, &node_id_cache, sizeof (uuid_node_t));
		node_init = 1;
	}

	/*
	 * Access the state file, mmap it and initialize the shared lock.
	 * file_type tells us whether we had access to the state file or
	 * created a temporary one.
	 */
	if (map_state() == -1)
		return (-1);

	/*
	 * Acquire the lock
	 */
	for (;;) {
		if ((ret = mutex_lock(&data->lock)) == 0)
			break;
		else
			switch (ret) {
				case EOWNERDEAD:
					revalidate_data(&system_node);
					(void) mutex_consistent(&data->lock);
					(void) mutex_unlock(&data->lock);
					break;
				case ENOTRECOVERABLE:
					return (ret);
			}
	}

	/* State file is either new or is temporary, get a random clock seq */
	if (data->state.clock == 0) {
		data->state.clock = get_random();
		non_unique++;
	}

	if (memcmp(&system_node, &data->state.node, sizeof (uuid_node_t)) != 0)
		data->state.clock++;

	get_current_time(&timestamp);

	/*
	 * If timestamp is not set or is not in the past, bump
	 * data->state.clock
	 */
	if ((data->state.ts == 0) || (data->state.ts >= timestamp)) {
		data->state.clock++;
		data->state.ts = timestamp;
	}

	if (non_unique)
		system_node.nodeID[0] |= 0x80;

	/* Stuff fields into the UUID struct */
	format_uuid(uuid, data->state.clock, timestamp, system_node);

	(void) mutex_unlock(&data->lock);

	return (0);
}