NATPunchthrough,ReadyEvent,ConnectionGraph2,FullyConnectedMesh2,TeamBalancer
ReadyEvent 同步事件,网络请求同步
ReplicaManager3 游戏对象的处理
FullyConnectedMesh2 主机迁移,点对点的游戏处理,创建房间
Teammanager 游戏团队管理
AutopatcherServer
AutopatcherClient 补丁系统
FileListTransfer
DirectoryDeltaTransfer 文件传输系统,&&实时补丁
SQLite3LoggerPlugin 日志系统
EchoChamber 日志查看器
crashreporter 崩溃报告器
Right:
bitStream->Write((MessageID)ID_SET_TIMED_MINE);
Wrong:
bitStream->Write(ID_SET_TIMED_MINE);
void WriteStringToBitStream(char *myString, BitStream *output)
{
output->Write((unsigned short) strlen(myString));
output->Write(myString, strlen(myString);
}
//
void WriteStringToBitStream(char *myString, BitStream *output)
{
stringCompressor->EncodeString(myString, 256, output);
}
void WriteBitStreamToString(char *myString, BitStream *input)
{
stringCompressor->DecodeString(myString, 256, input);
}
RakNet::RakString rakString("The value is %i", myInt);
bitStream->write(rakString);
ReadyEvent 同步事件,网络请求同步
ReplicaManager3 游戏对象的处理
FullyConnectedMesh2 主机迁移,点对点的游戏处理,创建房间
Teammanager 游戏团队管理
AutopatcherServer
AutopatcherClient 补丁系统
FileListTransfer
DirectoryDeltaTransfer 文件传输系统,&&实时补丁
SQLite3LoggerPlugin 日志系统
EchoChamber 日志查看器
crashreporter 崩溃报告器
Right:
bitStream->Write((MessageID)ID_SET_TIMED_MINE);
Wrong:
bitStream->Write(ID_SET_TIMED_MINE);
void WriteStringToBitStream(char *myString, BitStream *output)
{
output->Write((unsigned short) strlen(myString));
output->Write(myString, strlen(myString);
}
//
void WriteStringToBitStream(char *myString, BitStream *output)
{
stringCompressor->EncodeString(myString, 256, output);
}
void WriteBitStreamToString(char *myString, BitStream *input)
{
stringCompressor->DecodeString(myString, 256, input);
}
RakNet::RakString rakString("The value is %i", myInt);
bitStream->write(rakString);
If you use a string very commonly, you can use the StringTable class instead