【发布时间】:2013-01-21 14:06:29
【问题描述】:
我对这个完全精疲力尽,但为什么我会得到:
client.cpp: In member function 'void Client::netRead(int, int)':
client.cpp:158:57: error: no matching function for call to 'Client::nextGameUpdate(sf::Vector2i [0], int [0], sf::IpAddress [0], int&)'
client.cpp:158:57: note: candidate is:
client.cpp:85:6: note: void Client::nextGameUpdate(sf::Vector2i, int, sf::IpAddress, int)
client.cpp:85:6: note: no known conversion for argument 1 from 'sf::Vector2i [0] {aka sf::Vector2<int> [0]}' to 'sf::Vector2i {aka sf::Vector2<int>}'
[Finished in 4.7s]
void Client::nextGameUpdate(sf::Vector2i qq, int ww, sf::IpAddress cc, int dataSize)
{
pListIP[dataSize] = cc;
pListVec[dataSize] = qq;
pListRot[dataSize] = ww;
int num_pListIP = sizeof(pListIP)/sizeof(sf::IpAddress);
if (num_pListIP == lastPlayerCount)
{
return;
}
else if (num_pListIP > lastPlayerCount)
{
int new_players = num_pListIP - lastPlayerCount;
for (new_players; new_players>0; new_players--)
{
addPlayer();
}
}
else if (num_pListIP < lastPlayerCount)
{
int dc_players = lastPlayerCount - num_pListIP;
for (dc_players; dc_players>0; dc_players--)
{
removePlayer();
}
}
lastPlayerCount = num_pListIP;
}
void Client::netRead(int net_step, int dataSize)
{
sf::Packet player_vectors;
sf::Packet player_rotations;
sf::Packet player_ips;
switch (net_step)
{
case 1:
if (socket.receive(player_vectors, sender, senderPort) != sf::Socket::Done)
return;
while (dataSize>0)
{
sf::Vector2i tmp_vec;
player_vectors >> tmp_vec.x >> tmp_vec.y;
pListVec[dataSize] = tmp_vec;
dataSize--;
}
break;
case 2:
if (socket.receive(player_rotations, sender, senderPort) != sf::Socket::Done)
return;
while (dataSize>0)
{
int tmp_rot;
player_rotations >> tmp_rot;
pListRot[dataSize] = tmp_rot;
dataSize--;
}
break;
case 3:
if (socket.receive(player_ips, sender, senderPort) != sf::Socket::Done)
return;
while (dataSize>0)
{
std::string tmp_str;
player_ips >> tmp_str;
sf::IpAddress tmp_ips = tmp_str;
pListIP[dataSize] = tmp_ips;
dataSize--;
}
break;
}
nextGameUpdate(pListVec, pListRot, pListIP, dataSize);
}
标题
private:
sf::Vector2i pListVec[];
sf::IpAddress pListIP[];
int pListRot[];
我觉得这与我试图用 sf::Vector2i 填充的数组有关.../me 茫然地盯着屏幕
说得非常简单。 netRead 从另一个非常基本的函数获取信息。然后交换机经过net_step int...
在游戏收到所有需要继续的数据包后,我们触发 nextGameUpdate() 并向其发送 3 个数组和一个 dataSize int 变量。
如果您能解决这个问题,请提前致谢。 ^^
【问题讨论】:
-
注意:使用 SFML sfml-dev.org的最新版本 2.0 快照
-
pListVec在netRead中的声明在哪里?如果是类成员或者文件级静态变量,为什么要传给函数呢? -
更新了标题声明。这是网络代码,所以我正在接收完全更新这些数组的数据包,然后在 nextGameUpdate 中将它们排队。
标签: c++ arrays networking game-engine sfml