Example #1
0
 public override void Read(ByteArray by)
 {
     base.Read(by);
     srv_info.Read(by);
     result  = (eResult)by.ReadUInt();
     ws_time = by.ReadLong();
 }
Example #2
0
    /// <summary>
    /// Sets the result.
    /// </summary>
    /// <param name="_eResult">E result.</param>
    public void SetResult(eResult _eResult, float _iNumber)
    {
        switch (_eResult)
        {
        case eResult.eBest:
            Best.SetActive(true);
            Good.SetActive(false);
            Bad.SetActive(false);
            S.SetActive(true);
            A.SetActive(false);
            C.SetActive(false);
            break;

        case eResult.eGood:
            Best.SetActive(false);
            Good.SetActive(true);
            Bad.SetActive(false);
            S.SetActive(false);
            A.SetActive(true);
            C.SetActive(false);
            break;

        case eResult.eBad:
            Best.SetActive(false);
            Good.SetActive(false);
            Bad.SetActive(true);
            S.SetActive(false);
            A.SetActive(false);
            C.SetActive(true);
            break;
        }

        TextScore.GetComponent <Text>().text = _iNumber.ToString();
    }
Example #3
0
        public HttpResponseMessage updateSemester(HttpRequestMessage req, eSemester semester)
        {
            DateTime mDate = DateTime.ParseExact(semester.OPENING_DATE, "dd/MM/yyyy", null);

            semester.OPENING_DATE = mDate.ToString("yyyyMMdd");
            mDate = DateTime.ParseExact(semester.REGISTER_FROM, "dd/MM/yyyy", null);
            semester.REGISTER_FROM = mDate.ToString("yyyyMMdd");
            mDate = DateTime.ParseExact(semester.REGISTER_TO, "dd/MM/yyyy", null);
            semester.REGISTER_TO = mDate.ToString("yyyyMMdd");
            return(CreateHttpResponse(req, () =>
            {
                HttpResponseMessage res = null;
                if (!ModelState.IsValid)
                {
                    res = req.CreateResponse(HttpStatusCode.BadRequest, ModelState);
                    return res;
                }
                DataTable dtResult = aSemesterAccess.updateSemester(semester);
                eResult insertResult = new eResult
                {
                    dbResult = dtResult.Rows[0][0].ToString(),
                    dbMessage = dtResult.Rows[0][1].ToString()
                };
                res = req.CreateResponse(HttpStatusCode.Created, insertResult);
                return res;
            }));
        }
Example #4
0
    public void _OnBattle()
    {
        m_resultPopUpPanel.SetActive(false);
        m_ending30Days.SetActive(false);

        m_result             = eResult.Fail;
        m_launchingSpaceShip = false;
    }
Example #5
0
 /// <summary>
 /// コンストラクタ
 /// </summary>
 public SleepController(int threadSleepTime = 100, int sleepIntervalTime = 70)
 {
     _sleepCheckInterval = threadSleepTime;
     _sleepIntervalTime  = sleepIntervalTime;
     _sleepElapsedTime   = _sleepIntervalTime;
     _mouceController    = new MouceController();
     _status             = eStatus.None;
     _result             = eResult.None;
     IsCancel            = false;
 }
Example #6
0
    private void ShowResultSelection(eResult _eResult)
    {
        //Cambiar materiales al color que sea.
        switch (_eResult)
        {
        case eResult.FAIL: Debug.Log("FAIL"); break;

        case eResult.PROXIMITY: Debug.Log("PROXIMITY"); break;

        case eResult.SUCCESS: Debug.Log("SUCCESS"); break;
        }
    }
Example #7
0
        private void ComputeEndpoints()
        {
            m_startNavRef = m_navMesh.ComputeNavRefAtPoint(m_startPosition);
            m_endNavRef   = m_navMesh.ComputeNavRefAtPoint(m_endPosition);

            if (m_startNavRef.IsValid)
            {
                if (m_endNavRef.IsValid)
                {
                    if (m_navMesh.AreNavRefsConnected(m_startNavRef, m_endNavRef))
                    {
                        if (m_startNavRef.Equals(m_endNavRef))
                        {
                            // We can head directly to the destination
                            m_finalPath.Add(new PathStep(m_startNavRef, m_startPosition));
                            m_finalPath.Add(new PathStep(m_endNavRef, m_endPosition));
                            m_state = eState.complete;
                        }
                        else
                        {
                            // We have to do the expensive query
                            m_state = eState.setup_raw_path;
                        }
                    }
                    else
                    {
                        m_state      = eState.complete;
                        m_resultCode = eResult.failed_start_off_nav_mesh;
                    }
                }
                else
                {
                    m_state      = eState.complete;
                    m_resultCode = eResult.failed_end_off_nav_mesh;
                }
            }
            else
            {
                m_state      = eState.complete;
                m_resultCode = eResult.failed_start_off_nav_mesh;
            }
        }
Example #8
0
        private void FinalizeRawPath()
        {
            PathNode currentNode = m_nodeHeap.Top();

            // If the current best node in the heap isn't the end,
            // then we couldn't find a path to end
            if (currentNode.NavCellIndex == m_endNavRef.NavCellIndex)
            {
                uint iterations_left = MAX_TOTAL_NODES_SEARCHED_ALLOWED;

                // Walk from the end to the start, then reverse the path
                while (currentNode != null && iterations_left > 0)
                {
                    m_rawPath.Add(new NavRef((int)currentNode.NavCellIndex, m_roomKey));
                    currentNode = currentNode.ParentNode;
                    iterations_left--;
                }

                if (iterations_left > 0)
                {
                    m_rawPath.Reverse();
                    m_state = eState.compute_smoothed_path;
                }
                else
                {
                    // Sanity check to make sure we don't hit any infinite loops
                    // TODO: Probably should log this case
                    m_resultCode = eResult.failed_raw_path_search;
                    m_state      = eState.complete;
                }
            }
            else
            {
                // This case should technically be cause by the connectivity ID case
                // TODO: Probably should log this case
                m_resultCode = eResult.failed_raw_path_search;
                m_state      = eState.complete;
            }
        }
Example #9
0
        public override void HandleAttack(int AttackingValue, int AttackMod, int AttackingDamage, decimal AverageDamage)
        {
            eResult attackResult = eResult.Fail;

            int effectiveAC = AC;

            if (AttackingValue + AttackMod >= effectiveAC)
            {
                attackResult = eResult.Suc;
                if (AttackingValue + AttackMod >= effectiveAC + 10)
                {
                    attackResult++;
                }
            }
            if (AttackingValue == 20 && attackResult != eResult.CritSuc)
            {
                attackResult++;
            }
            if (attackResult == eResult.CritSuc)
            {
                AttackingDamage *= 2;
            }
            if (attackResult == eResult.Fail || attackResult == eResult.critFail)
            {
                MainWindow.Log("SB Attack Missed! " + AttackingValue + "+" + AttackMod, logFile);
            }
            else
            {
                MainWindow.Log("SB Attack Hit! " + AttackingValue + "+" + AttackMod + " For " + AttackingDamage + " points of damage", logFile);
            }

            if (attackResult >= eResult.Suc)
            {
                HP -= AttackingDamage;
            }
        }
Example #10
0
 //----------------------------------------------------------------------------------------------------
 /// <summary>
 /// 채널에 소속된 클라이언트에 데이터 송신.
 /// </summary>
 /// <param name="channel_id">채널 아이디</param>
 /// <param name="order">명령코드</param>
 /// <param name="result">결과코드</param>
 //----------------------------------------------------------------------------------------------------
 public void SendChannel( byte channel_id, eOrder order, eResult result )
 {
     cBitStream bits = new cBitStream();
     WriteOrder( bits, order );
     WriteResult( bits, result );
     SendChannel( channel_id, bits );
 }
Example #11
0
 public GameResult(eResult i_Result, uint i_WinPlayerIndex)
 {
     r_Result         = i_Result;
     r_WinPlayerIndex = i_WinPlayerIndex;
 }
Example #12
0
 public GameResult(eResult i_Result)
 {
     r_Result         = i_Result;
     r_WinPlayerIndex = null;
 }
Example #13
0
 public void Set(eResult i_eResult, Int32 i_iNumHits, Int32 i_iNumTrailingSilenceBytes)
 {
     m_eResult  = i_eResult;
     m_iNumHits = i_iNumHits;
     m_iNumTrailingSilenceBytes = i_iNumTrailingSilenceBytes;
 }
Example #14
0
 //----------------------------------------------------------------------------------------------------
 /// <summary>
 /// 데이터 송신.
 /// </summary>
 /// <param name="order">명령코드</param>
 /// <param name="result">결과코드</param>
 //----------------------------------------------------------------------------------------------------
 public void Send( eOrder order, eResult result )
 {
     cBitStream bits = new cBitStream();
     WriteOrder( bits, order );
     WriteResult( bits, result );
     Send( bits );
 }
Example #15
0
 private void ResetResult()
 {
     m_resultCode = eResult.success;
     m_rawPath    = new List <NavRef>();
     m_finalPath  = new List <PathStep>();
 }
Example #16
0
        /// <summary>
        ///
        /// </summary>
        public async void DoStartAsync()
        {
            System.Diagnostics.Stopwatch _stopWatch;
            _stopWatch = new System.Diagnostics.Stopwatch();
            _status    = eStatus.Init;
            _result    = eResult.None;
            IsCancel   = false;
            bool isBeforeMove = false;

            try
            {
                await Task.Run(() =>
                {
                    while (!IsCancel)
                    {
                        _mouceController.MouceMoveCheck();

                        // 移動したならタイマー停止
                        if (_mouceController.IsMove)
                        {
                            // 前回移動したならばタイマーリセット
                            if (!isBeforeMove)
                            {
                                _stopWatch.Reset();
                                isBeforeMove = true;
                                _status      = eStatus.Pause;
                            }
                        }
                        // 移動していないならばタイマー開始
                        else
                        {
                            // 処理開始していないならば
                            if (_status != eStatus.Process)
                            {
                                _stopWatch.Start();
                                _status      = eStatus.Process;
                                isBeforeMove = false;
                            }
                            // スリープチェック中ならば
                            else
                            {
                                // スリープ時間経過したならば
                                if (SleepIntervalTime <= (int)_stopWatch.Elapsed.TotalSeconds)
                                {
                                    _result = eResult.Success;
                                    break;
                                }
                            }
                        }
                        // スレッドスリープ
                        System.Threading.Thread.Sleep(ThreadSleepTime);

                        lock (SleepElapsedTimeLock)
                        {
                            _sleepElapsedTime = SleepIntervalTime - _stopWatch.Elapsed.Seconds;
                        }
                    }

                    // ループの終了がキャンセルならば
                    if (IsCancel)
                    {
                        return;
                    }
                    // ループの終了がスリープチェックならば
                    else
                    {
                        SystemSleep();
                    }
                });
            }
            catch (Exception ex)
            {
                MessageBox.Show(ex.Message);
                Program.logger.Error("障害:" + ex.Message);
                // 何もしない
            }
        }
Example #17
0
 private void btnClose_Click(object sender, EventArgs e)
 {
     this.eresult = eResult.None;
     this.Close();
 }
Example #18
0
 private void ResetResult()
 {
     m_resultCode = eResult.success;
     m_rawPath = new List<NavRef>();
     m_finalPath = new List<PathStep>();
 }
Example #19
0
        private void FinalizeRawPath()
        {
            PathNode currentNode = m_nodeHeap.Top();

            // If the current best node in the heap isn't the end,
            // then we couldn't find a path to end
            if (currentNode.NavCellIndex == m_endNavRef.NavCellIndex)
            {
                uint iterations_left = MAX_TOTAL_NODES_SEARCHED_ALLOWED;

                // Walk from the end to the start, then reverse the path
                while (currentNode != null && iterations_left > 0)
                {
                    m_rawPath.Add(new NavRef((int)currentNode.NavCellIndex, m_roomKey));
                    currentNode = currentNode.ParentNode;
                    iterations_left--;
                }

                if (iterations_left > 0)
                {
                    m_rawPath.Reverse();
                    m_state = eState.compute_smoothed_path;
                }
                else
                {
                    // Sanity check to make sure we don't hit any infinite loops
                    // TODO: Probably should log this case
                    m_resultCode = eResult.failed_raw_path_search;
                    m_state = eState.complete;
                }
            }
            else
            {
                // This case should technically be cause by the connectivity ID case
                // TODO: Probably should log this case
                m_resultCode = eResult.failed_raw_path_search;
                m_state = eState.complete;
            }
        }
Example #20
0
        private void ComputeRawPath()
        {
            int nodesSearchedThisUpdate = 0;

            // Keep searching until we either find the end
            // or we're not allowed to search anymore
            while (!m_nodeHeap.Empty() &&
                    m_totalNodesSearched < MAX_TOTAL_NODES_SEARCHED_ALLOWED &&
                    (m_maxNodesSearchedPerUpdate == 0 || (m_maxNodesSearchedPerUpdate > 0 && nodesSearchedThisUpdate < m_maxNodesSearchedPerUpdate)))
            {
                PathNode currentNode = m_nodeHeap.Top();

                // Keep track of how many nodes total we have visited so far
                m_totalNodesSearched++;

                // Keep track of how many nodes were searched this update
                nodesSearchedThisUpdate++;

                // Make sure we haven't hit the destination
                if (currentNode.NavCellIndex != m_endNavRef.NavCellIndex)
                {
                    // Remove the current node from the heap now that we're investigating it
                    m_nodeHeap.Pop();

                    // Add the current nav-cell to the closed set
                    // (since we just visited it and don't want to visit it again)
                    currentNode.MarkAsInClosedSet();

                    // See which neighbor, if any, looks best at this moment to search from
                    for (NavCellNeighborIterator iterator = new NavCellNeighborIterator(m_navMesh, currentNode.NavCellIndex);
                        iterator.Valid(); iterator.Next())
                    {
                        // See if we already have a search node for the neighbor nav-cell
                        uint neighborNavCellIndex = iterator.NeighborNavCellIndex;
                        PathNode neighborNode = null;
                        bool hasNeighbor = m_navCellToNodeMap.TryGetValue(neighborNavCellIndex, out neighborNode);

                        // Skip this neighbor if we already put it in the closed set
                        if (!hasNeighbor || !neighborNode.InClosedSet)
                        {
                            // Compute G(x): The path cost from the start to this neighbor
                            float netTraversalCostToNeighbor = currentNode.Cost +
                                ComputeTraversalCost(currentNode.NavCellIndex, neighborNavCellIndex);

                            // Add this neighbor into consideration if:
                            // A) We haven't seen it before (i.e. not in the open set)
                            // B) We have seen it before, but the net traversal cost to the neighbor
                            //    from the start through the current node is cheaper than some previous
                            //    traversal to the neighbor.
                            if (neighborNode == null || netTraversalCostToNeighbor < neighborNode.Cost)
                            {
                                // Compute F(x)= G(x) + H(x): The past cost to the neighbor plus the estimated distance to the end
                                Point3d neighborCenter = m_navMesh.ComputeNavCellCenter(neighborNavCellIndex);
                                float netTraversalPlusHeuristicCost =
                                    netTraversalCostToNeighbor +
                                    ComputeHeuristicCostEstimate(neighborCenter, m_endPosition);

                                // Make sure to add the neighbor to the open set if not already added
                                if (neighborNode == null)
                                {
                                    neighborNode =
                                        new PathNode(
                                            (int)m_nextPathNodeID,
                                            currentNode,
                                            neighborNavCellIndex,
                                            netTraversalCostToNeighbor,
                                            netTraversalPlusHeuristicCost);
                                    m_nextPathNodeID++;

                                    m_navCellToNodeMap[neighborNavCellIndex] = neighborNode;
                                }
                                else
                                {
                                    neighborNode.ParentNode = currentNode;
                                    neighborNode.Cost = netTraversalCostToNeighbor;
                                    neighborNode.Total = netTraversalPlusHeuristicCost;
                                }

                                // Add the neighbor into the heap for future consideration
                                m_nodeHeap.Push(neighborNode);
                            }
                        }
                    }
                }
                else
                {
                    // Stop searching and compute the raw path from the search nodes
                    m_state = eState.finalize_raw_path;
                    break;
                }
            }

            // Sanity check to make sure we never get in an infinite loop
            if (m_nodeHeap.Empty())
            {
                m_resultCode = eResult.failed_raw_path_search;
                m_state = eState.complete;
            }
            else if (m_totalNodesSearched >= MAX_TOTAL_NODES_SEARCHED_ALLOWED)
            {
                //Debug.log("PathComputer: Ran out of search node!", Debug.RED);
                m_resultCode = eResult.failed_raw_path_search;
                m_state = eState.complete;
            }
        }
Example #21
0
        private void ComputeEndpoints()
        {
            m_startNavRef = m_navMesh.ComputeNavRefAtPoint(m_startPosition);
            m_endNavRef = m_navMesh.ComputeNavRefAtPoint(m_endPosition);

            if (m_startNavRef.IsValid)
            {
                if (m_endNavRef.IsValid)
                {
                    if (m_navMesh.AreNavRefsConnected(m_startNavRef, m_endNavRef))
                    {
                        if (m_startNavRef.Equals(m_endNavRef))
                        {
                            // We can head directly to the destination
                            m_finalPath.Add(new PathStep(m_startNavRef, m_startPosition));
                            m_finalPath.Add(new PathStep(m_endNavRef, m_endPosition));
                            m_state = eState.complete;
                        }
                        else
                        {
                            // We have to do the expensive query
                            m_state = eState.setup_raw_path;
                        }
                    }
                    else
                    {
                        m_state = eState.complete;
                        m_resultCode = eResult.failed_start_off_nav_mesh;
                    }
                }
                else
                {
                    m_state = eState.complete;
                    m_resultCode = eResult.failed_end_off_nav_mesh;
                }
            }
            else
            {
                m_state = eState.complete;
                m_resultCode = eResult.failed_start_off_nav_mesh;
            }
        }
Example #22
0
        private void ComputeRawPath()
        {
            int nodesSearchedThisUpdate = 0;

            // Keep searching until we either find the end
            // or we're not allowed to search anymore
            while (!m_nodeHeap.Empty() &&
                   m_totalNodesSearched < MAX_TOTAL_NODES_SEARCHED_ALLOWED &&
                   (m_maxNodesSearchedPerUpdate == 0 || (m_maxNodesSearchedPerUpdate > 0 && nodesSearchedThisUpdate < m_maxNodesSearchedPerUpdate)))
            {
                PathNode currentNode = m_nodeHeap.Top();

                // Keep track of how many nodes total we have visited so far
                m_totalNodesSearched++;

                // Keep track of how many nodes were searched this update
                nodesSearchedThisUpdate++;

                // Make sure we haven't hit the destination
                if (currentNode.NavCellIndex != m_endNavRef.NavCellIndex)
                {
                    // Remove the current node from the heap now that we're investigating it
                    m_nodeHeap.Pop();

                    // Add the current nav-cell to the closed set
                    // (since we just visited it and don't want to visit it again)
                    currentNode.MarkAsInClosedSet();

                    // See which neighbor, if any, looks best at this moment to search from
                    for (NavCellNeighborIterator iterator = new NavCellNeighborIterator(m_navMesh, currentNode.NavCellIndex);
                         iterator.Valid(); iterator.Next())
                    {
                        // See if we already have a search node for the neighbor nav-cell
                        uint     neighborNavCellIndex = iterator.NeighborNavCellIndex;
                        PathNode neighborNode         = null;
                        bool     hasNeighbor          = m_navCellToNodeMap.TryGetValue(neighborNavCellIndex, out neighborNode);

                        // Skip this neighbor if we already put it in the closed set
                        if (!hasNeighbor || !neighborNode.InClosedSet)
                        {
                            // Compute G(x): The path cost from the start to this neighbor
                            float netTraversalCostToNeighbor = currentNode.Cost +
                                                               ComputeTraversalCost(currentNode.NavCellIndex, neighborNavCellIndex);

                            // Add this neighbor into consideration if:
                            // A) We haven't seen it before (i.e. not in the open set)
                            // B) We have seen it before, but the net traversal cost to the neighbor
                            //    from the start through the current node is cheaper than some previous
                            //    traversal to the neighbor.
                            if (neighborNode == null || netTraversalCostToNeighbor < neighborNode.Cost)
                            {
                                // Compute F(x)= G(x) + H(x): The past cost to the neighbor plus the estimated distance to the end
                                Point3d neighborCenter = m_navMesh.ComputeNavCellCenter(neighborNavCellIndex);
                                float   netTraversalPlusHeuristicCost =
                                    netTraversalCostToNeighbor +
                                    ComputeHeuristicCostEstimate(neighborCenter, m_endPosition);

                                // Make sure to add the neighbor to the open set if not already added
                                if (neighborNode == null)
                                {
                                    neighborNode =
                                        new PathNode(
                                            (int)m_nextPathNodeID,
                                            currentNode,
                                            neighborNavCellIndex,
                                            netTraversalCostToNeighbor,
                                            netTraversalPlusHeuristicCost);
                                    m_nextPathNodeID++;

                                    m_navCellToNodeMap[neighborNavCellIndex] = neighborNode;
                                }
                                else
                                {
                                    neighborNode.ParentNode = currentNode;
                                    neighborNode.Cost       = netTraversalCostToNeighbor;
                                    neighborNode.Total      = netTraversalPlusHeuristicCost;
                                }

                                // Add the neighbor into the heap for future consideration
                                m_nodeHeap.Push(neighborNode);
                            }
                        }
                    }
                }
                else
                {
                    // Stop searching and compute the raw path from the search nodes
                    m_state = eState.finalize_raw_path;
                    break;
                }
            }

            // Sanity check to make sure we never get in an infinite loop
            if (m_nodeHeap.Empty())
            {
                m_resultCode = eResult.failed_raw_path_search;
                m_state      = eState.complete;
            }
            else if (m_totalNodesSearched >= MAX_TOTAL_NODES_SEARCHED_ALLOWED)
            {
                //Debug.log("PathComputer: Ran out of search node!", Debug.RED);
                m_resultCode = eResult.failed_raw_path_search;
                m_state      = eState.complete;
            }
        }
Example #23
0
 //----------------------------------------------------------------------------------------------------
 /// <summary>
 /// 파티에 소속된 클라이언트에 데이터 송신.
 /// </summary>
 /// <param name="party_id">파티 아이디</param>
 /// <param name="order">명령코드</param>
 /// <param name="result">결과코드</param>
 //----------------------------------------------------------------------------------------------------
 public void SendParty( uint party_id, eOrder order, eResult result )
 {
     cBitStream bits = new cBitStream();
     WriteOrder( bits, order );
     WriteResult( bits, result );
     SendParty( party_id, bits );
 }
Example #24
0
        /// <summary>
        /// Simple time-domain based detector.  Perhaps not the best approach.
        /// If we search the entire 1 sec buffer with no energy above the noise level, then the
        /// user has completed speaking.
        /// </summary>
        /// <param name="i_abData">Array containing PCM audio data.</param>
        /// <returns></returns>
        public eResult TimeDomainDetect(Int16[] i_abData)
        {
            eResult eRet = eResult.SILENCE;
            int     iDataLen;
            int     iNumHits = 0;

            try
            {
                iNumHits = m_PRes.m_iNumHits;                                   // Preset with previous results.  // FIX - This could result in false detects if the frame size is too large!  (Greater than 0.5 second?)
                iDataLen = i_abData.Length;
                if (iDataLen < FRAME_SIZE_MIN)                                  // Bail if we don't have a FRAME_SIZE_MIN of data.
                {
                    eRet = eResult.ERROR;
                    Console.Error.WriteLine("ERROR: Not enough data to work on: {0} bytes available, but need {1} bytes.", iDataLen, FRAME_SIZE_MIN);
                }
                else
                {
                    bool bFound = false;

                    for (int ii = 0; ((ii < iDataLen) && (bFound == false)); ++ii)
                    {
                        if (i_abData[ii] > m_wNoiseLevel)
                        {
                            ++iNumHits;

                            if (iNumHits >= HITS_FOR_DETECT)
                            {
                                bFound = true;
                                eRet   = eResult.ENERGY;
                            }
                        }
                    }             // for
                }                 // else

                // First subtract out previous hits before updating.
                iNumHits -= m_PRes.m_iNumHits;

                // Update previous results data.
                switch (eRet)
                {
                case eResult.ENERGY:
                    m_PRes.Set(eRet, iNumHits, 0);
                    break;

                case eResult.SILENCE:
                    // Doublecheck that we haven't hit the endpoint yet.
                    if (((m_PRes.m_iNumTrailingSilenceBytes + m_abCurrBuf.Length) < m_iEndpointInBytes) && (m_PRes.m_eResult == eResult.ENERGY))
                    {
                        // Not yet, so return this as energy.
                        eRet = eResult.ENERGY;
                        m_PRes.Set(eResult.ENERGY, iNumHits, (m_PRes.m_iNumTrailingSilenceBytes + m_abCurrBuf.Length));
                    }
                    else
                    {
                        m_PRes.Set(eResult.SILENCE, iNumHits, 0);
                    }
                    break;

                default:
                    break;
                }
            }
            catch (Exception exc)
            {
                eRet = eResult.UNDETERMINED;
                Console.Error.WriteLine("EnergyDetector.TimeDomainDetect() - Caught exception '{0}'!", exc);
            }

            return(eRet);
        }
Example #25
0
 private void FrmIntro_Load(object sender, EventArgs e)
 {
     this.eresult = eResult.None;
 }
Example #26
0
        //----------------------------------------------------------------------------------------------------
        /// <summary>
        /// 동기화 오브젝트를 파싱.
        /// </summary>
        /// <param name="client">수신 클라이언트</param>
        /// <param name="result">결과값</param>
        /// <param name="bits">수신 데이터</param>
        //----------------------------------------------------------------------------------------------------
        public void RecvObjectUpdate( cClient client, eResult result, cBitStream bits )
        {
            bool host;
            bits.Read( out host );
            bool cobject;
            bits.Read( out cobject );
            uint object_id;
            bits.Read( out object_id, uint.MaxValue );

            if( cobject )
            {
                cObject value;
                if( m_sync_cobject.TryGetValue( object_id, out value ) )
                {
                    Type ctype = value.GetType();

                    foreach( FieldInfo field in ctype.GetFields(BindingFlags.NonPublic|BindingFlags.Public) )
                    {
                        if( host )
                        {
                            HOSTAttribute attrib=GetHostAttribute( field );
                            if( attrib != null )
                            {
                                object data = field.GetValue(value);
                                bits.Read( field.GetType(), out data, data, attrib.MaxSize, attrib.MaxPoint );
                            }
                        }
                        else
                        {
                            GUESTAttribute attrib=GetGuestAttribute( field );
                            if( attrib != null )
                            {
                                object data = field.GetValue(value);
                                bits.Read( field.GetType(), out data, data, attrib.MaxSize, attrib.MaxPoint );
                            }
                        }
                    }
                }
            }
            else
            {
                cUnityObject value;
                if( cUnityObject.GetInstance( object_id, out value ) )
                {
                    Type ctype = value.GetType();

                    foreach( FieldInfo field in ctype.GetFields(BindingFlags.NonPublic|BindingFlags.Public) )
                    {
                        if( host )
                        {
                            HOSTAttribute attrib=GetHostAttribute( field );
                            if( attrib != null )
                            {
                                object data = field.GetValue(value);
                                bits.Read( field.GetType(), out data, data, attrib.MaxSize, attrib.MaxPoint );
                            }
                        }
                        else
                        {
                            GUESTAttribute attrib=GetGuestAttribute( field );
                            if( attrib != null )
                            {
                                object data = field.GetValue(value);
                                bits.Read( field.GetType(), out data, data, attrib.MaxSize, attrib.MaxPoint );
                            }
                        }
                    }
                }
            }
        }
Example #27
0
 private void btn_Exit_Click(object sender, EventArgs e)
 {
     this.Close();
     DialogResult = DialogResult.Cancel;
     m_Result = eResult.CANCEL;
 }
Example #28
0
 private void btnOpenSeason_Click(object sender, EventArgs e)
 {
     this.eresult = eResult.OpenSeason;
     this.Close();
 }