我已经完全精疲力尽了,但是为什么我会得到:

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);
}

header
private:
sf::Vector2i pListVec[];
sf::IpAddress pListIP[];
int pListRot[];

我觉得它与我尝试用sf::Vector2i填充的数组有关... / me空白地盯着屏幕

因此非常简单。 netRead从另一个非常基本的函数获取信息。然后,交换机通过net_step int ...

游戏收到继续操作所需的所有数据包后,我们触发nextGameUpdate()并将其发送给3个数组和一个dataSize int变量。

如果您想出这一点,请先谢谢。 ^^

最佳答案

您正在尝试将pListVec传递到qq中,其中前者是Vector2i的数组,而后者是单个Vector2i

但是您的逻辑中也存在一个错误。在更新函数中将pListVec替换为qq,第二条语句为:
pListVec[dataSize] = pListVec;
那不可能是你打算做的。

另外,由于pListVec是类的私有(private)字段,因此无需在成员函数之间将其作为参数传递(至少在您的情况下,这两种方法都在同一实例上调用)。

08-06 15:12