Пример #1
0
void CMapManager::BroadcastResourceElements ( CElement* pResourceElement, CElementGroup* pElementGroup )
{
    CEntityAddPacket Packet;
    Packet.Add ( pResourceElement );

    std::set < CElement* > doneElements;                // Lookup map of elements already processed
    std::vector < CPerPlayerEntity* > pPerPlayerList;   // A list of per player elements we will process the last

    if ( pResourceElement->CountChildren() > 0 )
        BroadcastElementChildren ( pResourceElement, Packet, pPerPlayerList, doneElements );

    // Also send elements that are in the element group but have not been processed yet (i.e. are not parented by the resource)
    for ( CFastList < CElement* > ::const_iterator iter = pElementGroup->IterBegin() ; iter != pElementGroup->IterEnd() ; iter++ )
        if ( !MapContains( doneElements, *iter ) )
            BroadcastElement( *iter, Packet, pPerPlayerList );

    //send to all players
    g_pGame->GetPlayerManager()->BroadcastOnlyJoined ( Packet );

    std::vector < CPerPlayerEntity* > ::const_iterator iter = pPerPlayerList.begin();
    for ( ; iter != pPerPlayerList.end(); iter++ )
    {
        (*iter)->Sync ( true );
    }
}
Пример #2
0
void CMapManager::BroadcastElements ( CElement* pElement, bool bBroadcastAll )
{
    CEntityAddPacket Packet;
    Packet.Add ( pElement );

    //a list of per player elements we will process the last
    list < CPerPlayerEntity* > pPerPlayerList;

    if ( pElement->CountChildren() > 0 )
        BroadcastElementChildren ( pElement, Packet, pPerPlayerList, bBroadcastAll );

    //send to all players
    g_pGame->GetPlayerManager()->BroadcastOnlyJoined ( Packet );

    list < CPerPlayerEntity* > ::const_iterator iter = pPerPlayerList.begin();
    for ( ; iter != pPerPlayerList.end(); iter++ )
    {
        (*iter)->Sync ( true );
    }
}
Пример #3
0
void CMapManager::BroadcastElementChildren ( CElement* pParentElement, CEntityAddPacket &Packet, std::vector < CPerPlayerEntity* > &pPerPlayerList, std::set < CElement* >& outDoneElements )
{
    CChildListType ::const_iterator iter = pParentElement->IterBegin ();
    for ( ; iter != pParentElement->IterEnd(); iter++ )
    {
        CElement* pChildElement = *iter;
        MapInsert( outDoneElements, pChildElement );

        // Is it a per-player entity
        if ( pChildElement->IsPerPlayerEntity () )
        {
            pPerPlayerList.push_back ( static_cast < CPerPlayerEntity* > ( pChildElement ) );
        }
        else
        {
            Packet.Add ( pChildElement );
        }

        if ( pChildElement->CountChildren() > 0 )
            BroadcastElementChildren ( pChildElement, Packet, pPerPlayerList, outDoneElements );
    }
}
Пример #4
0
void CMapManager::BroadcastElementChildren ( CElement* pElement, CEntityAddPacket &Packet, list < CPerPlayerEntity* > &pPerPlayerList, bool bBroadcastAll )
{
    CElement * pTemp;
    CChildListType ::const_iterator iter = pElement->IterBegin ();
    for ( ; iter != pElement->IterEnd(); iter++ )
    {
        pTemp = *iter;
        // Is this a map created entity or our resource's root element
        if ( bBroadcastAll || ( pTemp->IsMapCreated () || ( pTemp->GetType () == CElement::DUMMY && !strcmp ( pTemp->GetTypeName ().c_str (), "map" ) ) ) )
        {
            // Is it a per-player entity
            if ( pTemp->IsPerPlayerEntity () )
            {
                pPerPlayerList.push_back ( static_cast < CPerPlayerEntity* > ( pTemp ) );
            }
            else
            {
                Packet.Add ( pTemp );
            }
        }
        if ( pTemp->CountChildren() > 0 ) BroadcastElementChildren ( pTemp, Packet, pPerPlayerList, bBroadcastAll );
    }
}