/* virtual */ bool LayerTransactionParent::RecvUpdateNoSwap(const InfallibleTArray<Edit>& cset, const TargetConfig& targetConfig, const bool& isFirstPaint) { return RecvUpdate(cset, targetConfig, isFirstPaint, nullptr); }
bool ImageBridgeParent::RecvUpdateNoSwap(const EditArray& aEdits) { InfallibleTArray<EditReply> noReplies; bool success = RecvUpdate(aEdits, &noReplies); NS_ABORT_IF_FALSE(noReplies.Length() == 0, "RecvUpdateNoSwap requires a sync Update to carry Edits"); return success; }
/* virtual */ bool ShadowLayersParent::RecvUpdateNoSwap(const InfallibleTArray<Edit>& cset, const bool& isFirstPaint) { InfallibleTArray<EditReply> noReplies; bool success = RecvUpdate(cset, isFirstPaint, &noReplies); NS_ABORT_IF_FALSE(noReplies.Length() == 0, "RecvUpdateNoSwap requires a sync Update to carry Edits"); return success; }
bool LayerTransactionParent::RecvUpdateNoSwap(const InfallibleTArray<Edit>& cset, const uint64_t& aTransactionId, const TargetConfig& targetConfig, const bool& isFirstPaint, const bool& scheduleComposite, const uint32_t& paintSequenceNumber) { return RecvUpdate(cset, aTransactionId, targetConfig, isFirstPaint, scheduleComposite, paintSequenceNumber, nullptr); }
void CScabbyQueenPlayer::RecvComplete(TInetAddr /*aRecvAddr*/, TInt /*aError*/) { switch (iRecvMode) { case EPlayerRecvNum: RecvOfPlayerNumComplete(); break; case EPlayerRecvHand: RecvOfHandComplete(); break; case EPlayerRecvStatus: RecvOfPlayTokenComplete(); break; case EGameStatus: SendGameStatus(); break; case EPlayerUpdate: ReceiveNextRole(); break; case EDealerReady: RecvUpdate(); break; case ERecvHandSize: RecvHandSize(); break; case ERecvCardNum: SendCard(); break; case ERecvCard: RecvOfCardComplete(); break; default: break; } }