How to use Slot method of main Package

Best Syzkaller code snippet using main.Slot

maindungeons.go

Source:maindungeons.go Github

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...45 ID int32 `json:"id,omitempty"`46 Finished bool `json:"finished,omitempty"`47}48func (m *MainDungeons) ChapterRange(cb func(c *Chapter) bool) {49 for _, slot := range m.chapterSlot {50 for _, c := range slot {51 if !cb(c) {52 return53 }54 }55 }56}57type MainDungeons struct {58 user module.UserI59 chapterSlot []map[int32]*Chapter60 dirtyChapter map[int32]*Chapter61 dungeonSlot []map[int32]*Dungeon62 dirtyDungeon map[int32]*Dungeon63 *module.ModuleSaveBase64}65func (m *MainDungeons) chapterSlotIdx(id int32) int {66 return int(id) % chapterFieldCount67}68func (m *MainDungeons) dungeonSlotIdx(id int32) int {69 return int(id) % dungeonFieldCount70}71func (m *MainDungeons) setChapterDirty(c *Chapter, sync bool) {72 if sync {73 m.dirtyChapter[c.ID] = c74 }75 m.SetDirty(m.chapterSlotIdx(c.ID) + chapterFieldOffset)76}77func (m *MainDungeons) setDungeonDirty(d *Dungeon, sync bool) {78 if sync {79 m.dirtyDungeon[d.ID] = d80 }81 m.SetDirty(m.dungeonSlotIdx(d.ID) + dungeonFieldOffset)82}83func (m *MainDungeons) IsDungeonPass(id int32) bool {84 slotIdx := m.dungeonSlotIdx(id)85 slot := m.dungeonSlot[slotIdx]86 return slot[id] != nil87}88func (m *MainDungeons) DungeonPass(id int32) bool {89 slotIdx := m.dungeonSlotIdx(id)90 slot := m.dungeonSlot[slotIdx]91 if _, ok := slot[id]; ok {92 return false93 }94 d := &Dungeon{95 ID: id,96 Finished: true,97 }98 slot[d.ID] = d99 m.setDungeonDirty(d, true)100 m.chapterSet(id)101 return true102}103func (m *MainDungeons) chapterSet(dungeonID int32) {104 def := MainDungeon.GetID(dungeonID)105 chapterID := def.ChapterID106 if chapterID != 0 {107 slotIdx := m.chapterSlotIdx(chapterID)108 slot := m.chapterSlot[slotIdx]109 if _, ok := slot[chapterID]; ok {110 return111 }112 // 不存在,判断章节关卡是否都已经完成113 chapterDef := MainChapterTable.GetID(chapterID)114 for _, d := range chapterDef.DungeonsArray {115 if !m.IsDungeonPass(d.ID) {116 return117 }118 }119 c := &Chapter{120 ID: chapterID,121 Finished: true,122 }123 slot[c.ID] = c124 m.setChapterDirty(c, true)125 m.user.EmitEvent(event.EventMainChapter, chapterID)126 }127}128func (m *MainDungeons) ModuleType() module.ModuleType {129 return module.MainDungeons130}131func (m *MainDungeons) Init(fields map[string]*client.Field) error {132 var err error133 for i, fieldName := range tableFields {134 field, ok := fields[fieldName]135 if i < dungeonFieldOffset {136 ci := i - chapterFieldOffset137 m.chapterSlot[ci] = map[int32]*Chapter{}138 if !ok || len(field.GetBlob()) == 0 {139 m.SetDirty(i)140 } else {141 if err = json.Unmarshal(field.GetBlob(), &m.chapterSlot[ci]); err != nil {142 return fmt.Errorf("unmarshal:%s %s", string(field.GetBlob()), err)143 }144 }145 } else {146 di := i - dungeonFieldOffset147 m.dungeonSlot[di] = map[int32]*Dungeon{}148 if !ok || len(field.GetBlob()) == 0 {149 m.SetDirty(i)150 } else {151 if err = json.Unmarshal(field.GetBlob(), &m.dungeonSlot[di]); err != nil {152 return fmt.Errorf("unmarshal:%s %s", string(field.GetBlob()), err)153 }154 }155 }156 }157 return nil158}159func (m *MainDungeons) ReadOut() *module.ReadOutCommand {160 cmd := &module.ReadOutCommand{161 Table: tableName,162 Key: m.user.GetIDStr(),163 Fields: tableFields,164 Module: m,165 }166 return cmd167}168func (m *MainDungeons) WriteCommand(fields map[interface{}]struct{}) *module.WriteBackCommand {169 cmd := &module.WriteBackCommand{170 Table: tableName,171 Key: m.user.GetIDStr(),172 Module: m,173 }174 wbFields := make([]*module.WriteBackFiled, 0, len(fields))175 for f, _ := range fields {176 switch ff := f.(type) {177 case int:178 var fieldName string179 var bytes []byte180 if ff >= chapterFieldOffset && ff < dungeonFieldOffset {181 fieldName = tableFields[ff]182 ci := ff - chapterFieldOffset183 bytes, _ = json.Marshal(&m.chapterSlot[ci])184 } else if ff >= dungeonFieldOffset && ff < dungeonFieldOffset+dungeonFieldCount {185 fieldName = tableFields[ff]186 di := ff - dungeonFieldOffset187 bytes, _ = json.Marshal(&m.dungeonSlot[di])188 } else {189 zaplogger.GetSugar().Errorf("MainDungeons: user(%s, %d) do not implemented field_index %d", m.user.GetUserID(), m.user.GetID(), ff)190 continue191 }192 wbFields = append(wbFields, &module.WriteBackFiled{193 Name: fieldName,194 Value: bytes,195 })196 default:197 panic("not implemented")198 }199 }200 cmd.Fields = wbFields201 return cmd202}203func (m *MainDungeons) FlushDirtyToClient() {204 if len(m.dirtyChapter) == 0 && len(m.dirtyDungeon) == 0 {205 return206 }207 msg := &cs_message.MainDungeonsSyncToC{208 All: proto.Bool(false),209 }210 chapters := make([]*cs_message.MainChapter, 0, len(m.dirtyChapter))211 for _, c := range m.dirtyChapter {212 chapters = append(chapters, &cs_message.MainChapter{213 Id: proto.Int32(c.ID),214 Finished: proto.Bool(c.Finished),215 })216 }217 msg.Chapters = chapters218 m.dirtyChapter = make(map[int32]*Chapter)219 dungeons := make([]*cs_message.MainDungeon, 0, len(m.dirtyDungeon))220 for _, d := range m.dirtyDungeon {221 dungeons = append(dungeons, &cs_message.MainDungeon{222 Id: proto.Int32(d.ID),223 Finished: proto.Bool(d.Finished),224 })225 }226 msg.Dungeons = dungeons227 m.dirtyDungeon = make(map[int32]*Dungeon)228 m.user.Post(msg)229}230func (m *MainDungeons) FlushAllToClient(seqNo ...uint32) {231 msg := &cs_message.MainDungeonsSyncToC{232 All: proto.Bool(true),233 }234 chapters := make([]*cs_message.MainChapter, 0, len(m.chapterSlot)*2)235 for _, slot := range m.chapterSlot {236 for _, c := range slot {237 chapters = append(chapters, &cs_message.MainChapter{238 Id: proto.Int32(c.ID),239 Finished: proto.Bool(c.Finished),240 })241 }242 }243 msg.Chapters = chapters244 dungeons := make([]*cs_message.MainDungeon, 0, len(m.dungeonSlot)*2)245 for _, slot := range m.dungeonSlot {246 for _, d := range slot {247 dungeons = append(dungeons, &cs_message.MainDungeon{248 Id: proto.Int32(d.ID),249 Finished: proto.Bool(d.Finished),250 })251 }252 }253 msg.Dungeons = dungeons254 seq := uint32(0)255 if len(seqNo) > 0 {256 seq = seqNo[0]257 }258 m.user.Reply(seq, msg)259 m.dirtyChapter = make(map[int32]*Chapter)260 m.dirtyDungeon = make(map[int32]*Dungeon)261}262func (m *MainDungeons) Tick(now time.Time) {}263func init() {264 initFields()265 module.RegisterModule(module.MainDungeons, func(user module.UserI) module.ModuleI {266 m := &MainDungeons{267 user: user,268 chapterSlot: make([]map[int32]*Chapter, chapterFieldCount),269 dirtyChapter: map[int32]*Chapter{},270 dungeonSlot: make([]map[int32]*Dungeon, dungeonFieldCount),271 dirtyDungeon: map[int32]*Dungeon{},272 }273 m.ModuleSaveBase = module.NewModuleSaveBase(m)274 return m275 })276}...

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player_inventory.go

Source:player_inventory.go Github

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...18 crafting gamerules.CraftingInventory19 armor gamerules.Inventory20 main gamerules.Inventory21 holding gamerules.Inventory22 holdingIndex SlotId23}24// Init initializes PlayerInventory.25// entityId - The EntityId of the player who holds the inventory.26func (w *PlayerInventory) Init(entityId EntityId, viewer IWindowViewer) {27 w.entityId = entityId28 w.crafting.InitPlayerCraftingInventory()29 w.armor.Init(playerInvArmorNum)30 w.main.Init(playerInvMainNum)31 w.holding.Init(playerInvHoldingNum)32 w.Window.Init(33 WindowIdInventory,34 // Note that we have no known value for invTypeId - but it's only used35 // in WriteWindowOpen which isn't used for PlayerInventory.36 -1,37 viewer,38 "Inventory",39 &w.crafting,40 // TODO Create and use special inventory type for armor slots only.41 &w.armor,42 &w.main,43 &w.holding,44 )45 w.holdingIndex = 046}47// Resubscribe should be called when another window has potentially been48// subscribed to the player's inventory, and subsequently closed.49func (w *PlayerInventory) Resubscribe() {50 for i := range w.Window.views {51 w.Window.views[i].Resubscribe()52 }53}54// NewWindow creates a new window for the player that shares its player55// inventory sections with `w`. Returns nil for unrecognized inventory types.56// TODO implement more inventory types.57func (w *PlayerInventory) NewWindow(invTypeId InvTypeId, windowId WindowId, inv IInventory) IWindow {58 switch invTypeId {59 case InvTypeIdWorkbench:60 return NewWindow(61 windowId, invTypeId, w.viewer, "Crafting",62 inv, &w.main, &w.holding)63 case InvTypeIdChest:64 return NewWindow(65 windowId, invTypeId, w.viewer, "Chest",66 inv, &w.main, &w.holding)67 case InvTypeIdFurnace:68 return NewWindow(69 windowId, invTypeId, w.viewer, "Furnace",70 inv, &w.main, &w.holding)71 }72 return nil73}74// SetHolding chooses the held item (0-8). Out of range values have no effect.75func (w *PlayerInventory) SetHolding(holding SlotId) {76 if holding >= 0 && holding < SlotId(playerInvHoldingNum) {77 w.holdingIndex = holding78 }79}80// HeldItem returns the slot that is the current "held" item.81// TODO need any changes to the held item slot to create notifications to82// players.83func (w *PlayerInventory) HeldItem() (slot gamerules.Slot, slotId SlotId) {84 return w.holding.Slot(w.holdingIndex), w.holdingIndex85}86// TakeOneHeldItem takes one item from the stack of items the player is holding87// and puts it in `into`. It does nothing if the player is holding no items, or88// if `into` cannot take any items of that type.89func (w *PlayerInventory) TakeOneHeldItem(into *gamerules.Slot) {90 w.holding.TakeOneItem(w.holdingIndex, into)91}92// Writes packets for other players to see the equipped items.93func (w *PlayerInventory) SendFullEquipmentUpdate(writer io.Writer) (err error) {94 slot, _ := w.HeldItem()95 err = slot.SendEquipmentUpdate(writer, w.entityId, 0)96 if err != nil {97 return98 }99 numArmor := w.armor.NumSlots()100 for i := SlotId(0); i < numArmor; i++ {101 slot := w.armor.Slot(i)102 err = slot.SendEquipmentUpdate(writer, w.entityId, SlotId(i+1))103 if err != nil {104 return105 }106 }107 return108}109// PutItem attempts to put the item stack into the player's inventory. The item110// will be modified as a result.111func (w *PlayerInventory) PutItem(item *gamerules.Slot) {112 w.holding.PutItem(item)113 w.main.PutItem(item)114 return115}116// CanTakeItem returns true if it can take at least one item from the passed117// Slot.118func (w *PlayerInventory) CanTakeItem(item *gamerules.Slot) bool {119 return w.holding.CanTakeItem(item) || w.main.CanTakeItem(item)120}121func (w *PlayerInventory) UnmarshalNbt(tag nbt.ITag) (err error) {122 if tag == nil {123 return124 }125 list, ok := tag.(*nbt.List)126 if !ok {127 return errors.New("bad inventory - not a list")128 }129 for _, slotTagITag := range list.Value {130 slotTag, ok := slotTagITag.(*nbt.Compound)131 if !ok {132 return errors.New("non-compound found for slot in player inventory")133 }134 var slotIdTag *nbt.Byte135 if slotIdTag, ok = slotTag.Lookup("Slot").(*nbt.Byte); !ok {136 return errors.New("slot ID not a byte")137 }138 slotId := SlotId(slotIdTag.Value)139 // The mapping order in NBT differs from that used in the window protocol.140 // 0-8 = holding141 // 9-35 = main inventory142 // 100-103 = armor slots (in order: feet, legs, torso, head)143 // Crafting slots appear not to be present on the official server, as the144 // items are ejected into the world when the client disconnects.145 var inv gamerules.IInventory146 var invSlotId SlotId147 switch {148 case 0 <= slotId && slotId < playerInvHoldingNum:149 inv = &w.holding150 invSlotId = slotId151 case playerInvHoldingNum <= slotId && slotId < (playerInvHoldingNum+playerInvMainNum):152 inv = &w.main153 invSlotId = slotId - playerInvHoldingNum154 case 100 <= slotId && slotId <= 103:155 inv = &w.armor156 invSlotId = 103 - slotId157 default:158 return fmt.Errorf("inventory slot %d out of range", slotId)159 }160 if err = inv.SlotUnmarshalNbt(slotTag, invSlotId); err != nil {161 return162 }163 }164 return165}166func (w *PlayerInventory) MarshalNbt(tag *nbt.Compound) (err error) {167 slots := make([]nbt.ITag, 0, 0)168 // Add the holding inventory169 for i := 0; i < int(w.holding.NumSlots()); i++ {170 slot := w.holding.Slot(SlotId(i))171 if !slot.IsEmpty() {172 slotTag := nbt.NewCompound()173 slotTag.Set("Slot", &nbt.Byte{int8(i)})174 if err = slot.MarshalNbt(slotTag); err != nil {175 return176 }177 slots = append(slots, slotTag)178 }179 }180 // Add the main inventory181 for i := 0; i < int(w.main.NumSlots()); i++ {182 slot := w.main.Slot(SlotId(i))183 if !slot.IsEmpty() {184 slotTag := nbt.NewCompound()185 slotTag.Set("Slot", &nbt.Byte{int8(i + playerInvHoldingNum)})186 if err = slot.MarshalNbt(slotTag); err != nil {187 return188 }189 slots = append(slots, slotTag)190 }191 }192 // Add the armor inventory193 for i := 0; i < int(w.armor.NumSlots()); i++ {194 slot := w.armor.Slot(SlotId(i))195 if !slot.IsEmpty() {196 slotTag := nbt.NewCompound()197 slotTag.Set("Slot", &nbt.Byte{int8(i + 100)})198 if err = slot.MarshalNbt(slotTag); err != nil {199 return200 }201 slots = append(slots, slotTag)202 }203 }204 tag.Set("Inventory", &nbt.List{nbt.TagCompound, slots})205 return nil206}...

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systray.go

Source:systray.go Github

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2import (3 "os"4 "github.com/jiajiajia666/GoQt/widgets"5)6type QSystemTrayIconWithCustomSlot struct {7 widgets.QSystemTrayIcon8 _ func(f func()) `slot:"triggerSlot,auto"` //create a slot that takes a function and automatically connect it9}10func (tray *QSystemTrayIconWithCustomSlot) triggerSlot(f func()) { f() } //the slot just needs to call the passed function to execute it inside the main thread11func main() {12 widgets.NewQApplication(len(os.Args), os.Args)13 var (14 widget = widgets.NewQWidget(nil, 0)15 widgetLayout = widgets.NewQVBoxLayout2(widget)16 )17 systray := NewQSystemTrayIconWithCustomSlot(nil)18 systray.SetIcon(widget.Style().StandardIcon(widgets.QStyle__SP_MessageBoxCritical, nil, nil))19 systrayMenu := widgets.NewQMenu(nil)20 systrayMenu.AddAction("first empty action")21 systrayMenu.AddAction("second empty action")22 systray.SetContextMenu(systrayMenu)23 systray.Show()24 //WORKS because ShowMessage is called from the main thread25 buttonMain := widgets.NewQPushButton2("call from main thread", nil)26 buttonMain.ConnectClicked(func(bool) {27 //in the main thread28 systray.ShowMessage("title", "main thread message", widgets.QSystemTrayIcon__Information, 5000)29 })30 widgetLayout.AddWidget(buttonMain, 0, 0)31 //FAILS because ShowMessage is called from the different thread32 buttonOther := widgets.NewQPushButton2("call from other thread", nil)33 buttonOther.ConnectClicked(func(bool) {34 //in the main thread35 go func() {36 //in a different thread37 systray.ShowMessage("this won't work and", "this message will never show up", widgets.QSystemTrayIcon__Information, 5000)38 }()39 })40 widgetLayout.AddWidget(buttonOther, 0, 0)41 //WORKS because ShowMessage is called from the main thread with the help of a custom slot42 buttonSlot := widgets.NewQPushButton2("call from other thread with slot", nil)43 buttonSlot.ConnectClicked(func(bool) {44 //in the main thread45 go func() {46 //in a different thread47 systray.TriggerSlot(func() {48 //in the main thread again49 systray.ShowMessage("title", "other thread message with slot", widgets.QSystemTrayIcon__Information, 5000)50 })51 }()52 })53 widgetLayout.AddWidget(buttonSlot, 0, 0)54 widget.Show()55 widgets.QApplication_Exec()56}...

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Slot

Using AI Code Generation

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1import (2func main() {3 beego.Get("/", func(ctx *context.Context) {4 ctx.Output.Body([]byte("hello world"))5 })6 beego.Run()7}8import (9func main() {10 beego.Get("/:name", func(ctx *context.Context) {11 name := ctx.Input.Param(":name")12 ctx.Output.Body([]byte(name))13 })14 beego.Run()15}16import (17func main() {18 beego.Get("/user/:id:int", func(ctx *context.Context) {19 id := ctx.Input.Param(":id")20 ctx.Output.Body([]byte(id))21 })22 beego.Run()23}24import (25func main() {26 beego.Get("/user/:id([0-9]+)", func(ctx *context.Context) {27 id := ctx.Input.Param(":id")28 ctx.Output.Body([]byte(id))29 })30 beego.Run()31}32import (33func main() {34 beego.Get("/user/:id([0-9]+)", func(ctx *context.Context) {35 id := ctx.Input.Param(":id")36 ctx.Output.Body([]byte(id))37 })38 beego.Run()39}40import (

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Slot

Using AI Code Generation

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1import (2func main() {3 fmt.Println(test.Slot())4}5import (6func Slot() int {7}8func main() {9 fmt.Println(Slot())10}

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Slot

Using AI Code Generation

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1import (2func main() {3 fmt.Println("Hello, playground")4 s.Slot()5}6import (7type Slot struct {8}9func (s Slot) Slot() {10 fmt.Println("Slot")11}

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Slot

Using AI Code Generation

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1import (2func main() {3 fmt.Println("Hello world")4 mypkg.Slot(1)5}6import (7func Slot(i int) {8 fmt.Println("Slot method called")9}10import (11func main() {12 fmt.Println("Hello world")13 mypkg.slot(1)14}15import (16func slot(i int) {17 fmt.Println("Slot method called")18}

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Slot

Using AI Code Generation

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1import "fmt"2func main() {3 fmt.Println("Hello, playground")4 v1 = Car{"Ferrari", 2}5 v1.Slot()6 v1 = Bike{"Yamaha", 2}7 v1.Slot()8}9import "fmt"10func main() {11 fmt.Println("Hello, playground")12 v1 = Car{"Ferrari", 2}13 v1.Slot()14 v1 = Bike{"Yamaha", 2}15 v1.Slot()16}

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Slot

Using AI Code Generation

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1import (2func main() {3 parkingLot := new(ParkingLot)4 parkingLot.Slot()5}6import (7type ParkingLot struct {8}9func (p *ParkingLot) Slot() {10 fmt.Println("Slot method of main class")11}12import (13type ParkingLot struct {14}15func (p *ParkingLot) Slot() {16 fmt.Println("Slot method of main class")17}18import (19type ParkingLot struct {20}21func (p *ParkingLot) Slot() {22 fmt.Println("Slot method of main class")23}24type BikeParking struct {25}26func (b *BikeParking) Slot() {27 fmt.Println("Slot method of sub class")28}29import "fmt"30type Shape struct {31}32func (s *Shape) Area() {33 fmt.Println("Area method of Shape class")34}35type Rectangle struct {36}37func (r *Rectangle) Area

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Slot

Using AI Code Generation

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1import "fmt"2func main() {3 var s = Slot{1, 2, 3}4 fmt.Println(s)5}6import "fmt"7type Slot struct {8}9func main() {10 var s = Slot{1, 2, 3}11 fmt.Println(s)12}13import "fmt"14type Slot struct {15}16func main() {17 var s = Slot{1, 2, 3}18 fmt.Println(s)19}20import "fmt"21type Slot struct {22}23func main() {24 var s = Slot{1, 2, 3}25 fmt.Println(s)26}27import "fmt"28type Slot struct {29}30func main() {31 var s = Slot{1, 2, 3}32 fmt.Println(s.x, s.y, s.z)33}34./6.go:8: s.x undefined (cannot refer to unexported field or method x)35./6.go:8: s.y undefined (cannot refer to unexported field or method y)

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