本文整理汇总了TypeScript中@csegames/camelot-unchained.signalr类的典型用法代码示例。如果您正苦于以下问题:TypeScript signalr类的具体用法?TypeScript signalr怎么用?TypeScript signalr使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了signalr类的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的TypeScript代码示例。
示例1: registerOtherPatcherHubEvents
function registerOtherPatcherHubEvents(dispatch: (action: ControllerAction) => any,
apiHost: string,
controllerState?: ControllerState) {
if (!window[PATCHER_HUB_WINDOW_ID] || !window[PATCHER_HUB_WINDOW_ID].hubs ||
!window[PATCHER_HUB_WINDOW_ID].eventListeners) return;
const characterUpdatedEvent = signalr.getPatcherEventName(apiHost, signalr.PATCHER_EVENTS_CHARACTERUPDATED);
window[PATCHER_HUB_WINDOW_ID].eventListeners[characterUpdatedEvent] =
events.on(characterUpdatedEvent, (characterJSON: string) => {
const character = utils.tryParseJSON<webAPI.SimpleCharacter>(characterJSON, client.debug);
if (character !== null) {
if (controllerState && isEqual(controllerState.characters[character.id], character)) {
// No need to update character if already equal to what we have in state.
return;
}
// Update character
dispatch(characterUpdate(character));
}
});
const characterRemovedEvent = signalr.getPatcherEventName(apiHost, signalr.PATCHER_EVENTS_CHARACTERREMOVED);
window[PATCHER_HUB_WINDOW_ID].eventListeners[characterRemovedEvent] =
events.on(signalr.getPatcherEventName(apiHost, signalr.PATCHER_EVENTS_CHARACTERREMOVED), (id: string) => {
dispatch(characterRemoved(id));
});
}
开发者ID:codecorsair,项目名称:Camelot-Unchained,代码行数:27,代码来源:controller.ts
示例2: unregisterOtherPatcherHubEvents
function unregisterOtherPatcherHubEvents(apiHost: string) {
if (
!window[PATCHER_HUB_WINDOW_ID] ||
!window[PATCHER_HUB_WINDOW_ID].hubs ||
!window[PATCHER_HUB_WINDOW_ID].eventListeners
) {
return;
}
const characterUpdatedEvent = signalr.getPatcherEventName(apiHost, signalr.PATCHER_EVENTS_CHARACTERUPDATED);
events.off(window[PATCHER_HUB_WINDOW_ID].eventListeners[characterUpdatedEvent]);
window[PATCHER_HUB_WINDOW_ID].hubs.eventListeners[characterUpdatedEvent] = null;
const characterRemovedEvent = signalr.getPatcherEventName(apiHost, signalr.PATCHER_EVENTS_CHARACTERREMOVED);
events.off(window[PATCHER_HUB_WINDOW_ID].eventListeners[characterRemovedEvent]);
window[PATCHER_HUB_WINDOW_ID].hubs.eventListeners[characterRemovedEvent] = null;
}
开发者ID:codecorsair,项目名称:Camelot-Unchained,代码行数:17,代码来源:controller.ts
示例3: establishSignalrConnection
function establishSignalrConnection(dispatch: (action: ControllerAction) => any, hostName: string) {
const hub = signalr.createPatcherHub({ hostName });
hub.start(false)
.then((res) => {
if (res === null) {
setTimeout(() => establishSignalrConnection(dispatch, hostName), 15000);
} else {
onStartOtherSignalR(dispatch, hostName);
hub.onDisconnected = () => {
setTimeout(() => establishSignalrConnection(dispatch, hostName), 15000);
};
}
})
.catch((err) => {
console.error('---- There was an error trying to establish signalr connection to an api server ----', err);
});
updatePatcherHubCache(hostName, hub);
}
开发者ID:codecorsair,项目名称:Camelot-Unchained,代码行数:18,代码来源:controller.ts
示例4: default
export default () => {
slashCommands();
signalr.initializeSignalR();
client.OnToggleHUDItem((name: string) => {
events.fire('hudnav--navigate', name);
});
client.OnCharacterZoneChanged((id: string) => {
window['zoneID'] = id;
});
function combatLogToString(log: CombatLog): string {
// fromName (fromFaction) > toName
// (toFaction) | {damages} | {disruption} | {heals} | {cures} | {resources} | {impulse} | {activeEffects}
//
// {damages} (RED) => received (sent - received) part type [100(20) RIGHTLEG SLASHING]
// {disruption} (ORANGE) => received (sent - received) tracks [100(20) PRIMARYWEAPON]
// {resources} (YELLOW) => received (sent - received) type
// {heals} (GREEN) => received (sent - received) part
// {cures} (BLUE) => HEAD(2) TORSO
// {impulse} (INDIGO) => received (sent - received) IMPULSE
// {activeEffects} (VIOLET) => activeEffects[0] activeEffects[1] ...
if (!log) return;
let output = `${log.fromName}(${Faction[log.fromFaction]}) > ${log.toName}(${Faction[log.toFaction]}) | `;
if (log.damages) {
for (let i = 0; i < log.damages.length; ++i) {
const d = log.damages[i];
output += `::red::${d.received.toFixed(0)}(${Math.abs(d.sent - d.received).toFixed(0)}) ${bodyParts[d.part]}
${damageTypes[d.type]} | `;
}
}
if (log.disruption) {
output += `::orange::${log.disruption.received.toFixed(0)}(${Math.abs(log.disruption.sent - log.disruption.received)
.toFixed(0)}) DISRUPTION ${log.disruption.source} `;
if (log.disruption.tracksInterrupted === skillTracks.NONE) {
output += ` | `;
} else {
if (log.disruption.tracksInterrupted & skillTracks.BOTHWEAPONS) {
output += ` ${skillTracks[skillTracks.BOTHWEAPONS]}`;
} else if (log.disruption.tracksInterrupted & skillTracks.PRIMARYWEAPON) {
output += ` ${skillTracks[skillTracks.PRIMARYWEAPON]} `;
} else if (log.disruption.tracksInterrupted & skillTracks.SECONDARYWEAPON) {
output += ` ${skillTracks[skillTracks.SECONDARYWEAPON]} `;
}
if (log.disruption.tracksInterrupted & skillTracks.VOICE) {
output += ` ${skillTracks[skillTracks.VOICE]} `;
}
if (log.disruption.tracksInterrupted & skillTracks.MIND) {
output += ` ${skillTracks[skillTracks.MIND]} `;
}
output += ` INTERRUPTED | `;
}
}
if (log.heals) {
for (let i = 0; i < log.heals.length; ++i) {
const h = log.heals[i];
output += `::green::HEALED ${h.received.toFixed(0)}(${Math.abs(h.sent - h.received).toFixed(0)})
${bodyParts[h.part]} | `;
}
}
if (log.cures) {
output += `::blue::CURED `;
const curedParts = [0, 0, 0, 0, 0, 0];
for (let i = 0; i < log.cures.length; ++i) {
curedParts[log.cures[i]] += 1;
}
for (let i = 0; i < curedParts.length; ++i) {
if (curedParts[i] > 0) {
output += ` ${bodyParts[i]}(${curedParts[i]}) `;
}
}
output += '| ';
}
if (log.resources) {
for (let i = 0; i < log.resources.length; ++i) {
const d = log.resources[i];
output += `::yellow::${d.received.toFixed(0)}(${Math.abs(d.sent - d.received).toFixed(0)})
${resourceTypes[d.type]} | `;
}
}
if (log.impulse) {
output += `::indigo::${log.impulse.received.toFixed(0)}(${Math.abs(log.impulse.sent - log.impulse.received)
.toFixed(0)}) IMPULSE | `;
//.........这里部分代码省略.........
开发者ID:codecorsair,项目名称:Camelot-Unchained,代码行数:101,代码来源:index.ts
注:本文中的@csegames/camelot-unchained.signalr类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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