这篇教程C++ GetAccountId函数代码示例写得很实用,希望能帮到您。
本文整理汇总了C++中GetAccountId函数的典型用法代码示例。如果您正苦于以下问题:C++ GetAccountId函数的具体用法?C++ GetAccountId怎么用?C++ GetAccountId使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。 在下文中一共展示了GetAccountId函数的20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C++代码示例。 示例1: UpdateTimeOutTime//.........这里部分代码省略......... LogUnexpectedOpcode(packet, "STATUS_LOGGEDIN_OR_RECENTLY_LOGGOUT", "the player has not logged in yet and not recently logout"); else { // not expected _player or must checked in packet handler sScriptMgr->OnPacketReceive(m_Socket, WorldPacket(*packet)); (this->*opHandle.handler)(*packet); if (sLog->IsOutDebug() && packet->rpos() < packet->wpos()) LogUnprocessedTail(packet); } break; case STATUS_TRANSFER: if (!_player) LogUnexpectedOpcode(packet, "STATUS_TRANSFER", "the player has not logged in yet"); else if (_player->IsInWorld()) LogUnexpectedOpcode(packet, "STATUS_TRANSFER", "the player is still in world"); else { sScriptMgr->OnPacketReceive(m_Socket, WorldPacket(*packet)); (this->*opHandle.handler)(*packet); if (sLog->IsOutDebug() && packet->rpos() < packet->wpos()) LogUnprocessedTail(packet); } break; case STATUS_AUTHED: // prevent cheating with skip queue wait if (m_inQueue) { LogUnexpectedOpcode(packet, "STATUS_AUTHED", "the player not pass queue yet"); break; } // single from authed time opcodes send in to after logout time // and before other STATUS_LOGGEDIN_OR_RECENTLY_LOGGOUT opcodes. if (packet->GetOpcode() != CMSG_SET_ACTIVE_VOICE_CHANNEL) m_playerRecentlyLogout = false; sScriptMgr->OnPacketReceive(m_Socket, WorldPacket(*packet)); (this->*opHandle.handler)(*packet); if (sLog->IsOutDebug() && packet->rpos() < packet->wpos()) LogUnprocessedTail(packet); break; case STATUS_NEVER: sLog->outError("SESSION (account: %u, guidlow: %u, char: %s): received not allowed opcode %s (0x%.4X)", GetAccountId(), m_GUIDLow, _player ? _player->GetName() : "<none>", LookupOpcodeName(packet->GetOpcode()), packet->GetOpcode()); break; case STATUS_UNHANDLED: sLog->outDebug(LOG_FILTER_NETWORKIO, "SESSION (account: %u, guidlow: %u, char: %s): received not handled opcode %s (0x%.4X)", GetAccountId(), m_GUIDLow, _player ? _player->GetName() : "<none>", LookupOpcodeName(packet->GetOpcode()), packet->GetOpcode()); break; } } catch(ByteBufferException &) { sLog->outError("WorldSession::Update ByteBufferException occured while parsing a packet (opcode: %u) from client %s, accountid=%i. Skipped packet.", packet->GetOpcode(), GetRemoteAddress().c_str(), GetAccountId()); if (sLog->IsOutDebug()) { sLog->outDebug(LOG_FILTER_NETWORKIO, "Dumping error causing packet:"); packet->hexlike(); } } } if (deletePacket) delete packet; } if (m_Socket && !m_Socket->IsClosed() && _warden) _warden->Update(); ProcessQueryCallbacks(); //check if we are safe to proceed with logout //logout procedure should happen only in World::UpdateSessions() method!!! if (updater.ProcessLogout()) { time_t currTime = time(NULL); ///- If necessary, log the player out if (ShouldLogOut(currTime) && !m_playerLoading) LogoutPlayer(true); if (m_Socket && GetPlayer() && _warden) _warden->Update(); ///- Cleanup socket pointer if need if (m_Socket && m_Socket->IsClosed()) { m_Socket->RemoveReference(); m_Socket = NULL; } if (!m_Socket) return false; //Will remove this session from the world session map } return true;}
开发者ID:Bulbucan,项目名称:TrinityCore,代码行数:101,
示例2: GetPlayer//this void creates new auction and adds auction to some auctionhousevoid WorldSession::HandleAuctionSellItem(WorldPacket & recv_data){ uint64 auctioneer, item; uint32 etime, bid, buyout; recv_data >> auctioneer; recv_data.read_skip<uint32>(); // const 1? recv_data >> item; recv_data.read_skip<uint32>(); // unk 3.2.2, const 1? recv_data >> bid; recv_data >> buyout; recv_data >> etime; Player *pl = GetPlayer(); if (!item || !bid || !etime) return; //check for cheaters Creature *pCreature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer,UNIT_NPC_FLAG_AUCTIONEER); if (!pCreature) { sLog.outDebug("WORLD: HandleAuctionSellItem - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(auctioneer))); return; } AuctionHouseEntry const* auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntry(pCreature->getFaction()); if (!auctionHouseEntry) { sLog.outDebug("WORLD: HandleAuctionSellItem - Unit (GUID: %u) has wrong faction.", uint32(GUID_LOPART(auctioneer))); return; } sLog.outDebug("WORLD: HandleAuctionSellItem - ETIME: %u", etime); // client send time in minutes, convert to common used sec time etime *= MINUTE; sLog.outDebug("WORLD: HandleAuctionSellItem - ETIME: %u", etime); // client understand only 3 auction time switch(etime) { case 1*MIN_AUCTION_TIME: case 2*MIN_AUCTION_TIME: case 4*MIN_AUCTION_TIME: break; default: return; } // remove fake death if (GetPlayer()->hasUnitState(UNIT_STAT_DIED)) GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH); Item *it = pl->GetItemByGuid(item); //do not allow to sell already auctioned items if (sAuctionMgr.GetAItem(GUID_LOPART(item))) { sLog.outError("AuctionError, player %s is sending item id: %u, but item is already in another auction", pl->GetName(), GUID_LOPART(item)); SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR); return; } // prevent sending bag with items (cheat: can be placed in bag after adding equiped empty bag to auction) if (!it) { SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_ITEM_NOT_FOUND); return; } if (!it->CanBeTraded()) { SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR); return; } if (it->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED) || it->GetUInt32Value(ITEM_FIELD_DURATION)) { SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR); return; } AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(pCreature->getFaction()); //we have to take deposit : uint32 deposit = AuctionHouseMgr::GetAuctionDeposit(auctionHouseEntry, etime, it); if (pl->GetMoney() < deposit) { SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_NOT_ENOUGHT_MONEY); return; } if (GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_GM_LOG_TRADE)) { sLog.outCommand(GetAccountId(),"GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)", GetPlayerName(),GetAccountId(),it->GetProto()->Name1,it->GetEntry(),it->GetCount()); } pl->ModifyMoney(-int32(deposit)); uint32 auction_time = uint32(etime * sWorld.getRate(RATE_AUCTION_TIME));//.........这里部分代码省略.........
开发者ID:Sanzzes,项目名称:wopc-core,代码行数:101,
示例3: CHECK_PACKET_SIZE//.........这里部分代码省略......... } if ((item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED) || item->GetUInt32Value(ITEM_FIELD_DURATION))) { pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_MAIL_BOUND_ITEM); return; } if (COD && item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED)) { pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANT_SEND_WRAPPED_COD); return; } if (item->IsBag() && !((Bag*)item)->IsEmpty()) { pl->SendMailResult(0, 0, MAIL_ERR_INTERNAL_ERROR); return; } items[i] = item; } pl->SendMailResult(0, MAIL_SEND, MAIL_OK); pl->ModifyMoney(-int32(reqmoney)); bool needItemDelay = false; MailDraft draft(subject, body); uint32 rc_account = 0; if (receive) rc_account = receive->GetSession()->GetAccountId(); else rc_account = sObjectMgr.GetPlayerAccountIdByGUID(rc); if (items_count > 0 || money > 0) { if (items_count > 0) { for(uint8 i = 0; i < items_count; ++i) { Item* item = items[i]; if (!item) continue; if (HasPermissions(PERM_GMT) && sWorld.getConfig(CONFIG_GM_LOG_TRADE)) { sLog.outCommand(GetAccountId(), "GM %s (Account: %u) mail item: %s (Entry: %u Count: %u) to player: %s (Account: %u)", GetPlayerName(), GetAccountId(), item->GetProto()->Name1, item->GetEntry(), item->GetCount(), receiver.c_str(), rc_account); } sLog.outLog(LOG_TRADE, "Player %s (Account: %u) mail item: %s (Entry: %u Count: %u) to player: %s (Account: %u)", GetPlayerName(), GetAccountId(), item->GetProto()->Name1, item->GetEntry(), item->GetCount(), receiver.c_str(), rc_account); pl->MoveItemFromInventory(item->GetBagSlot(), item->GetSlot(), true); RealmDataDatabase.BeginTransaction(); item->DeleteFromInventoryDB(); //deletes item from character's inventory item->SaveToDB(); // recursive and not have transaction guard into self, item not in inventory and can be save standalone // owner in data will set at mail receive and item extracting RealmDataDatabase.PExecute("UPDATE item_instance SET owner_guid = '%u' WHERE guid='%u'", rc.GetCounter(), item->GetGUIDLow()); RealmDataDatabase.CommitTransaction(); draft.AddItem(item); }
开发者ID:Xadras,项目名称:looking4group-core,代码行数:67,
示例4: GetPlayervoid WorldSession::HandleSendMail(WorldPackets::Mail::SendMail& packet){ if (packet.Info.Attachments.size() > MAX_MAIL_ITEMS) // client limit { GetPlayer()->SendMailResult(0, MAIL_SEND, MAIL_ERR_TOO_MANY_ATTACHMENTS); return; } if (!CanOpenMailBox(packet.Info.Mailbox)) return; if (packet.Info.Target.empty()) return; Player* player = _player; if (player->getLevel() < sWorld->getIntConfig(CONFIG_MAIL_LEVEL_REQ)) { SendNotification(GetTrinityString(LANG_MAIL_SENDER_REQ), sWorld->getIntConfig(CONFIG_MAIL_LEVEL_REQ)); return; } ObjectGuid receiverGuid; if (normalizePlayerName(packet.Info.Target)) receiverGuid = ObjectMgr::GetPlayerGUIDByName(packet.Info.Target); if (!receiverGuid) { TC_LOG_INFO("network", "Player %s is sending mail to %s (GUID: not existed!) with subject %s " "and body %s includes " SZFMTD " items, " SI64FMTD " copper and " SI64FMTD " COD copper with StationeryID = %d, PackageID = %d", GetPlayerInfo().c_str(), packet.Info.Target.c_str(), packet.Info.Subject.c_str(), packet.Info.Body.c_str(), packet.Info.Attachments.size(), packet.Info.SendMoney, packet.Info.Cod, packet.Info.StationeryID, packet.Info.PackageID); player->SendMailResult(0, MAIL_SEND, MAIL_ERR_RECIPIENT_NOT_FOUND); return; } if (packet.Info.SendMoney < 0) { GetPlayer()->SendMailResult(0, MAIL_SEND, MAIL_ERR_INTERNAL_ERROR); TC_LOG_WARN("cheat", "Player %s attempted to send mail to %s (%s) with negative money value (SendMoney: " SI64FMTD ")", GetPlayerInfo().c_str(), packet.Info.Target.c_str(), receiverGuid.ToString().c_str(), packet.Info.SendMoney); return; } if (packet.Info.Cod < 0) { GetPlayer()->SendMailResult(0, MAIL_SEND, MAIL_ERR_INTERNAL_ERROR); TC_LOG_WARN("cheat", "Player %s attempted to send mail to %s (%s) with negative COD value (Cod: " SI64FMTD ")", GetPlayerInfo().c_str(), packet.Info.Target.c_str(), receiverGuid.ToString().c_str(), packet.Info.Cod); return; } TC_LOG_INFO("network", "Player %s is sending mail to %s (%s) with subject %s and body %s " "includes " SZFMTD " items, " SI64FMTD " copper and " SI64FMTD " COD copper with StationeryID = %d, PackageID = %d", GetPlayerInfo().c_str(), packet.Info.Target.c_str(), receiverGuid.ToString().c_str(), packet.Info.Subject.c_str(), packet.Info.Body.c_str(), packet.Info.Attachments.size(), packet.Info.SendMoney, packet.Info.Cod, packet.Info.StationeryID, packet.Info.PackageID); if (player->GetGUID() == receiverGuid) { player->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANNOT_SEND_TO_SELF); return; } uint32 cost = !packet.Info.Attachments.empty() ? 30 * packet.Info.Attachments.size() : 30; // price hardcoded in client int64 reqmoney = cost + packet.Info.SendMoney; // Check for overflow if (reqmoney < packet.Info.SendMoney) { player->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_ENOUGH_MONEY); return; } if (!player->HasEnoughMoney(reqmoney) && !player->IsGameMaster()) { player->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_ENOUGH_MONEY); return; } Player* receiver = ObjectAccessor::FindConnectedPlayer(receiverGuid); uint32 receiverTeam = 0; uint8 mailsCount = 0; //do not allow to send to one player more than 100 mails uint8 receiverLevel = 0; uint32 receiverAccountId = 0; uint32 receiverBnetAccountId = 0; if (receiver) { receiverTeam = receiver->GetTeam(); mailsCount = receiver->GetMailSize(); receiverLevel = receiver->getLevel(); receiverAccountId = receiver->GetSession()->GetAccountId(); receiverBnetAccountId = receiver->GetSession()->GetBattlenetAccountId(); } else { receiverTeam = ObjectMgr::GetPlayerTeamByGUID(receiverGuid);//.........这里部分代码省略.........
开发者ID:Rastrian,项目名称:DeathCore_6.x-1,代码行数:101,
示例5: MAKE_NEW_GUID/** * Handles the packet sent by the client when taking an item from the mail. */void WorldSession::HandleTakeItem(WorldPacket & recv_data){ uint64 mailbox; uint32 mailId; uint32 itemId; recv_data >> mailbox; recv_data >> mailId; recv_data >> itemId; // item guid low if (!GetPlayer()->GetGameObjectIfCanInteractWith(mailbox, GAMEOBJECT_TYPE_MAILBOX)) return; Player* pl = _player; Mail* m = pl->GetMail(mailId); if (!m || m->state == MAIL_STATE_DELETED || m->deliver_time > time(NULL)) { pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_INTERNAL_ERROR); return; } // prevent cheating with skip client money check if (pl->GetMoney() < m->COD) { pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_NOT_ENOUGH_MONEY); return; } Item *it = pl->GetMItem(itemId); ItemPosCountVec dest; uint8 msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, dest, it, false); if (msg == EQUIP_ERR_OK) { m->RemoveItem(itemId); m->removedItems.push_back(itemId); if (m->COD > 0) // if there is COD, take COD money from player and send them to sender by mail { uint64 sender_guid = MAKE_NEW_GUID(m->sender, 0, HIGHGUID_PLAYER); Player *receive = sObjectMgr->GetPlayer(sender_guid); uint32 sender_accId = 0; if (GetSecurity() > SEC_PLAYER && sWorld->getConfig(CONFIG_GM_LOG_TRADE)) { std::string sender_name; if (receive) { sender_accId = receive->GetSession()->GetAccountId(); sender_name = receive->GetName(); } else { // can be calculated early sender_accId = sObjectMgr->GetPlayerAccountIdByGUID(sender_guid); if (!sObjectMgr->GetPlayerNameByGUID(sender_guid, sender_name)) sender_name = sObjectMgr->GetSkyFireStringForDBCLocale(LANG_UNKNOWN); } sLog->outCommand(GetAccountId(), "GM %s (Account: %u) receive mail item: %s (Entry: %u Count: %u) and send COD money: %u to player: %s (Account: %u)", GetPlayerName(), GetAccountId(), it->GetProto()->Name1, it->GetEntry(), it->GetCount(), m->COD, sender_name.c_str(), sender_accId); } else if (!receive) sender_accId = sObjectMgr->GetPlayerAccountIdByGUID(sender_guid); // check player existence if (receive || sender_accId) { MailDraft(m->subject) .AddMoney(m->COD) .SendMailTo(MailReceiver(receive, m->sender), MailSender(MAIL_NORMAL, m->receiver), MAIL_CHECK_MASK_COD_PAYMENT); } pl->ModifyMoney(-int32(m->COD)); } m->COD = 0; m->state = MAIL_STATE_CHANGED; pl->m_mailsUpdated = true; pl->RemoveMItem(it->GetGUIDLow()); uint32 count = it->GetCount(); // save counts before store and possible merge with deleting pl->MoveItemToInventory(dest, it, true); CharacterDatabase.BeginTransaction(); pl->SaveInventoryAndGoldToDB(); pl->_SaveMail(); CharacterDatabase.CommitTransaction(); pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_OK, 0, itemId, count); } else pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_EQUIP_ERROR, msg);}
开发者ID:Bootz,项目名称:SF1,代码行数:97,
示例6: SendAuctionCommandResult//.........这里部分代码省略......... Item* item = items[i]; if (item->GetMaxStackCount() < finalCount) { SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR); return; } } Item* item = items[0]; uint32 auctionTime = uint32(etime * sWorld->getRate(RATE_AUCTION_TIME)); AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction()); uint32 deposit = sAuctionMgr->GetAuctionDeposit(auctionHouseEntry, etime, item, finalCount); if (!_player->HasEnoughMoney((uint64)deposit)) { SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_NOT_ENOUGHT_MONEY); return; } AuctionEntry* AH = new AuctionEntry(); if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION)) AH->auctioneer = 23442; ///@TODO - HARDCODED DB GUID, BAD BAD BAD else AH->auctioneer = GUID_LOPART(auctioneer); // Required stack size of auction matches to current item stack size, just move item to auctionhouse if (itemsCount == 1 && item->GetCount() == count[0]) { if (HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE)) { sLog->outCommand(GetAccountId(), "GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)", GetPlayerName().c_str(), GetAccountId(), item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetCount()); } AH->Id = sObjectMgr->GenerateAuctionID(); AH->itemGUIDLow = item->GetGUIDLow(); AH->itemEntry = item->GetEntry(); AH->itemCount = item->GetCount(); AH->owner = _player->GetGUIDLow(); AH->startbid = bid; AH->bidder = 0; AH->bid = 0; AH->buyout = buyout; AH->expire_time = time(NULL) + auctionTime; AH->deposit = deposit; AH->auctionHouseEntry = auctionHouseEntry; TC_LOG_INFO("network", "CMSG_AUCTION_SELL_ITEM: Player %s (guid %d) is selling item %s entry %u (guid %d) " "to auctioneer %u with count %u with initial bid " UI64FMTD " with buyout " UI64FMTD " and with time %u (in sec) in auctionhouse %u", _player->GetName().c_str(), _player->GetGUIDLow(), item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetGUIDLow(), AH->auctioneer, item->GetCount(), bid, buyout, auctionTime, AH->GetHouseId()); sAuctionMgr->AddAItem(item); auctionHouse->AddAuction(AH); _player->MoveItemFromInventory(item->GetBagSlot(), item->GetSlot(), true); SQLTransaction trans = CharacterDatabase.BeginTransaction(); item->DeleteFromInventoryDB(trans); item->SaveToDB(trans); AH->SaveToDB(trans); _player->SaveInventoryAndGoldToDB(trans); CharacterDatabase.CommitTransaction(trans);
开发者ID:Destalker,项目名称:SkyFire_5xx,代码行数:66,
示例7: while/// Update the WorldSession (triggered by World update)bool WorldSession::Update(uint32 /*diff*/){ ///- Retrieve packets from the receive queue and call the appropriate handlers /// not proccess packets if socket already closed WorldPacket* packet; while (_recvQueue.next(packet) && m_Socket && !m_Socket->IsClosed ()) { /*#if 1 sLog.outError( "MOEP: %s (0x%.4X)", LookupOpcodeName(packet->GetOpcode()), packet->GetOpcode()); #endif*/ OpcodeStruct const* opHandle = opCodes.LookupOpcode(packet->GetOpcode()); if(!opHandle) { sLog.outError( "SESSION: received non-existed opcode (0x%.4X)", packet->GetOpcode()); } else { try { switch (opHandle->status) { case STATUS_LOGGEDIN: if(!_player) { // skip STATUS_LOGGEDIN opcode unexpected errors if player logout sometime ago - this can be network lag delayed packets if(!m_playerRecentlyLogout) LogUnexpectedOpcode(packet, "the player has not logged in yet"); } else if(_player->IsInWorld()) { (this->*opHandle->handler)(*packet); if (sLog.IsOutDebug() && packet->rpos() < packet->wpos()) LogUnprocessedTail(packet); } // lag can cause STATUS_LOGGEDIN opcodes to arrive after the player started a transfer break; case STATUS_LOGGEDIN_OR_RECENTLY_LOGGOUT: if(!_player && !m_playerRecentlyLogout) { LogUnexpectedOpcode(packet, "the player has not logged in yet and not recently logout"); } else { // not expected _player or must checked in packet hanlder (this->*opHandle->handler)(*packet); if (sLog.IsOutDebug() && packet->rpos() < packet->wpos()) LogUnprocessedTail(packet); } break; case STATUS_TRANSFER: if(!_player) LogUnexpectedOpcode(packet, "the player has not logged in yet"); else if(_player->IsInWorld()) LogUnexpectedOpcode(packet, "the player is still in world"); else { (this->*opHandle->handler)(*packet); if (sLog.IsOutDebug() && packet->rpos() < packet->wpos()) LogUnprocessedTail(packet); } break; case STATUS_AUTHED: // prevent cheating with skip queue wait if(m_inQueue) { LogUnexpectedOpcode(packet, "the player not pass queue yet"); break; } // single from authed time opcodes send in to after logout time // and before other STATUS_LOGGEDIN_OR_RECENTLY_LOGGOUT opcodes. m_playerRecentlyLogout = false; (this->*opHandle->handler)(*packet); if (sLog.IsOutDebug() && packet->rpos() < packet->wpos()) LogUnprocessedTail(packet); break; case STATUS_NEVER: sLog.outError( "SESSION: received not allowed opcode %s (0x%.4X)", opHandle->name, packet->GetOpcode()); break; } } catch(ByteBufferException &) { sLog.outError("WorldSession::Update ByteBufferException occured while parsing a packet (opcode: %u) from client %s, accountid=%i. Skipped packet.", packet->GetOpcode(), GetRemoteAddress().c_str(), GetAccountId()); if(sLog.IsOutDebug()) { sLog.outDebug("Dumping error causing packet:"); packet->hexlike(); } } }//.........这里部分代码省略.........
开发者ID:Sphere-xx,项目名称:mangoszero,代码行数:101,
示例8: while/// %Log the player outvoid WorldSession::LogoutPlayer(bool Save){ // finish pending transfers before starting the logout while(_player && _player->IsBeingTeleportedFar()) HandleMoveWorldportAckOpcode(); m_playerLogout = true; m_playerSave = Save; if (_player) { // Playerbot mod: log out all player bots owned by this toon if (GetPlayer()->GetPlayerbotMgr()) GetPlayer()->GetPlayerbotMgr()->LogoutAllBots(); sLog.outChar("Account: %d (IP: %s) Logout Character:[%s] (guid: %u)", GetAccountId(), GetRemoteAddress().c_str(), _player->GetName() ,_player->GetGUIDLow()); if (ObjectGuid lootGuid = GetPlayer()->GetLootGuid()) DoLootRelease(lootGuid); ///- If the player just died before logging out, make him appear as a ghost //FIXME: logout must be delayed in case lost connection with client in time of combat if (GetPlayer()->GetDeathTimer()) { GetPlayer()->getHostileRefManager().deleteReferences(); GetPlayer()->BuildPlayerRepop(); GetPlayer()->RepopAtGraveyard(); } else if (GetPlayer()->IsInCombat() && GetPlayer()->GetMap()) { GetPlayer()->CombatStop(); GetPlayer()->getHostileRefManager().setOnlineOfflineState(false); GetPlayer()->RemoveAllAurasOnDeath(); // build set of player who attack _player or who have pet attacking of _player std::set<Player*> aset; GuidSet& attackers = GetPlayer()->GetMap()->GetAttackersFor(GetPlayer()->GetObjectGuid()); for (GuidSet::const_iterator itr = attackers.begin(); itr != attackers.end();) { Unit* attacker = GetPlayer()->GetMap()->GetUnit(*itr++); if (!attacker) continue; Unit* owner = attacker->GetOwner(); // including player controlled case if(owner) { if(owner->GetTypeId() == TYPEID_PLAYER) aset.insert((Player*)owner); } else if(attacker->GetTypeId() == TYPEID_PLAYER) aset.insert((Player*)(attacker)); } GetPlayer()->SetPvPDeath(!aset.empty()); GetPlayer()->KillPlayer(); GetPlayer()->BuildPlayerRepop(); GetPlayer()->RepopAtGraveyard(); // give honor to all attackers from set like group case for(std::set<Player*>::const_iterator itr = aset.begin(); itr != aset.end(); ++itr) (*itr)->RewardHonor(GetPlayer(),aset.size()); // give bg rewards and update counters like kill by first from attackers // this can't be called for all attackers. if(!aset.empty()) if(BattleGround *bg = GetPlayer()->GetBattleGround()) bg->HandleKillPlayer(GetPlayer(),*aset.begin()); } else if(GetPlayer()->HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION)) { // this will kill character by SPELL_AURA_SPIRIT_OF_REDEMPTION GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_MOD_SHAPESHIFT); //GetPlayer()->SetDeathPvP(*); set at SPELL_AURA_SPIRIT_OF_REDEMPTION apply time GetPlayer()->KillPlayer(); GetPlayer()->BuildPlayerRepop(); GetPlayer()->RepopAtGraveyard(); } else if (GetPlayer()->HasPendingBind()) { GetPlayer()->RepopAtGraveyard(); GetPlayer()->SetPendingBind(NULL, 0); } //drop a flag if player is carrying it if(BattleGround *bg = GetPlayer()->GetBattleGround()) bg->EventPlayerLoggedOut(GetPlayer()); ///- Teleport to home if the player is in an invalid instance if(!GetPlayer()->m_InstanceValid && !GetPlayer()->isGameMaster()) { GetPlayer()->TeleportToHomebind(); //this is a bad place to call for far teleport because we need player to be in world for successful logout //maybe we should implement delayed far teleport logout? } // FG: finish pending transfers after starting the logout // this should fix players beeing able to logout and login back with full hp at death position while(GetPlayer()->IsBeingTeleportedFar())//.........这里部分代码省略.........
开发者ID:StarCore,项目名称:mangos3,代码行数:101,
示例9: while/// Update the WorldSession (triggered by World update)bool WorldSession::Update(uint32 /*diff*/){ ///- Retrieve packets from the receive queue and call the appropriate handlers /// not proccess packets if socket already closed WorldPacket* packet; while (m_Socket && !m_Socket->IsClosed() && _recvQueue.next(packet)) { /*#if 1 sLog.outError( "MOEP: %s (0x%.4X)", LookupOpcodeName(packet->GetOpcode()), packet->GetOpcode()); #endif*/ OpcodeHandler const* opHandle = opCodes.LookupOpcode(packet->GetOpcode()); if (!opHandle) opHandle = opCodes.LookupOpcode(MSG_NULL_ACTION); try { switch (opHandle->status) { case STATUS_LOGGEDIN: if(!_player) { // skip STATUS_LOGGEDIN opcode unexpected errors if player logout sometime ago - this can be network lag delayed packets if(!m_playerRecentlyLogout) LogUnexpectedOpcode(packet, "the player has not logged in yet"); } else if(_player->IsInWorld()) ExecuteOpcode(*opHandle, packet); // lag can cause STATUS_LOGGEDIN opcodes to arrive after the player started a transfer break; case STATUS_LOGGEDIN_OR_RECENTLY_LOGGEDOUT: if(!_player && !m_playerRecentlyLogout) { LogUnexpectedOpcode(packet, "the player has not logged in yet and not recently logout"); } else // not expected _player or must checked in packet hanlder ExecuteOpcode(*opHandle, packet); break; case STATUS_TRANSFER: if(!_player) LogUnexpectedOpcode(packet, "the player has not logged in yet"); else if(_player->IsInWorld()) LogUnexpectedOpcode(packet, "the player is still in world"); else ExecuteOpcode(*opHandle, packet); break; case STATUS_AUTHED: // prevent cheating with skip queue wait if(m_inQueue) { LogUnexpectedOpcode(packet, "the player not pass queue yet"); break; } // single from authed time opcodes send in to after logout time // and before other STATUS_LOGGEDIN_OR_RECENTLY_LOGGOUT opcodes. m_playerRecentlyLogout = false; ExecuteOpcode(*opHandle, packet); break; case STATUS_NEVER: sLog.outError( "SESSION: received not allowed opcode %s (0x%.4X)", opHandle->name, packet->GetOpcode()); break; case STATUS_UNHANDLED: DEBUG_LOG("SESSION: received not handled opcode %s (0x%.4X)", opHandle->name, packet->GetOpcode()); break; default: sLog.outError("SESSION: received wrong-status-req opcode %s (0x%.4X)", opHandle->name, packet->GetOpcode()); break; } } catch (ByteBufferException &) { sLog.outError("WorldSession::Update ByteBufferException occured while parsing a packet (opcode: %u) from client %s, accountid=%i.", packet->GetOpcode(), GetRemoteAddress().c_str(), GetAccountId()); if (sLog.HasLogLevelOrHigher(LOG_LVL_DEBUG)) { DEBUG_LOG("Dumping error causing packet:"); packet->hexlike(); } if (sWorld.getConfig(CONFIG_BOOL_KICK_PLAYER_ON_BAD_PACKET)) { DETAIL_LOG("Disconnecting session [account id %u / address %s] for badly formatted packet.", GetAccountId(), GetRemoteAddress().c_str()); KickPlayer(); } }//.........这里部分代码省略.........
开发者ID:z3usleo,项目名称:mangoszero,代码行数:101,
示例10: GetAccountIdvoid WorldSession::LoadGlobalAccountData(){ PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ACCOUNT_DATA); stmt->setUInt32(0, GetAccountId()); LoadAccountData(CharacterDatabase.Query(stmt), GLOBAL_CACHE_MASK);}
开发者ID:Bulbucan,项目名称:TrinityCore,代码行数:6,
示例11: while//.........这里部分代码省略......... bg->EventPlayerLoggedOut(_player); ///- Teleport to home if the player is in an invalid instance if (!_player->m_InstanceValid && !_player->isGameMaster()) _player->TeleportTo(_player->m_homebindMapId, _player->m_homebindX, _player->m_homebindY, _player->m_homebindZ, _player->GetOrientation()); sOutdoorPvPMgr->HandlePlayerLeaveZone(_player, _player->GetZoneId()); for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) { if (BattlegroundQueueTypeId bgQueueTypeId = _player->GetBattlegroundQueueTypeId(i)) { _player->RemoveBattlegroundQueueId(bgQueueTypeId); sBattlegroundMgr->m_BattlegroundQueues[ bgQueueTypeId ].RemovePlayer(_player->GetGUID(), true); } } // Repop at GraveYard or other player far teleport will prevent saving player because of not present map // Teleport player immediately for correct player save while (_player->IsBeingTeleportedFar()) HandleMoveWorldportAckOpcode(); ///- If the player is in a guild, update the guild roster and broadcast a logout message to other guild members if (Guild* guild = sGuildMgr->GetGuildById(_player->GetGuildId())) guild->HandleMemberLogout(this); ///- Remove pet _player->RemovePet(NULL, PET_SAVE_AS_CURRENT, true); ///- empty buyback items and save the player in the database // some save parts only correctly work in case player present in map/player_lists (pets, etc) if (Save) { uint32 eslot; for (int j = BUYBACK_SLOT_START; j < BUYBACK_SLOT_END; ++j) { eslot = j - BUYBACK_SLOT_START; _player->SetUInt64Value(PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), 0); _player->SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0); _player->SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0); } _player->SaveToDB(); } ///- Leave all channels before player delete... _player->CleanupChannels(); ///- If the player is in a group (or invited), remove him. If the group if then only 1 person, disband the group. _player->UninviteFromGroup(); // remove player from the group if he is: // a) in group; b) not in raid group; c) logging out normally (not being kicked or disconnected) if (_player->GetGroup() && !_player->GetGroup()->isRaidGroup() && m_Socket) _player->RemoveFromGroup(); ///- Send update to group and reset stored max enchanting level if (_player->GetGroup()) { _player->GetGroup()->SendUpdate(); _player->GetGroup()->ResetMaxEnchantingLevel(); } ///- Broadcast a logout message to the player's friends sSocialMgr->SendFriendStatus(_player, FRIEND_OFFLINE, _player->GetGUIDLow(), true); sSocialMgr->RemovePlayerSocial (_player->GetGUIDLow ()); // Call script hook before deletion sScriptMgr->OnPlayerLogout(GetPlayer()); ///- Remove the player from the world // the player may not be in the world when logging out // e.g if he got disconnected during a transfer to another map // calls to GetMap in this case may cause crashes _player->CleanupsBeforeDelete(); sLog->outChar("Account: %d (IP: %s) Logout Character:[%s] (GUID: %u) Level: %d", GetAccountId(), GetRemoteAddress().c_str(), _player->GetName(), _player->GetGUIDLow(), _player->getLevel()); if (Map* _map = _player->FindMap()) _map->RemovePlayerFromMap(_player, true); SetPlayer(NULL); // deleted in Remove call ///- Send the 'logout complete' packet to the client WorldPacket data(SMSG_LOGOUT_COMPLETE, 0); SendPacket(&data); ///- Since each account can only have one online character at any given time, ensure all characters for active account are marked as offline //No SQL injection as AccountId is uint32 PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ACCOUNT_ONLINE); stmt->setUInt32(0, GetAccountId()); CharacterDatabase.Execute(stmt); sLog->outDebug(LOG_FILTER_NETWORKIO, "SESSION: Sent SMSG_LOGOUT_COMPLETE Message"); } m_playerLogout = false; m_playerSave = false; m_playerRecentlyLogout = true; LogoutRequest(0);}
开发者ID:Bulbucan,项目名称:TrinityCore,代码行数:101,
示例12: getMSTimevoid Session::HandleCharacterEnum(WorldPacket & pck){ struct player_item { uint32 displayid; uint8 invtype; }; player_item items[20]; uint32 slot; uint32 i; ItemPrototype * proto; uint32 start_time = getMSTime(); // loading characters QueryResult* result = CharacterDatabase.Query("SELECT guid, level, race, class, gender, bytes, bytes2, name, positionX, positionY, positionZ, mapId, zoneId, banned, restState, deathstate, forced_rename_pending, player_flags, guild_data.guildid FROM characters LEFT JOIN guild_data ON characters.guid = guild_data.playerid WHERE acct=%u ORDER BY guid ASC LIMIT 10", GetAccountId()); QueryResult * res; CreatureInfo *info = NULL; uint8 num = 0; // should be more than enough.. 200 bytes per char.. WorldPacket data((result ? result->GetRowCount() * 200 : 1)); // parse m_characters and build a mighty packet of // characters to send to the client. data.SetOpcode(SMSG_CHAR_ENUM); data << num; if( result ) { uint64 guid; uint8 Class; uint32 banned; uint32 bytes2; Field *fields; do { fields = result->Fetch(); guid = fields[0].GetUInt32(); bytes2 = fields[6].GetUInt32(); Class = fields[3].GetUInt8(); /* build character enum, w0000t :p */ data << fields[0].GetUInt64(); // guid data << fields[7].GetString(); // name data << fields[2].GetUInt8(); // race data << fields[3].GetUInt8(); // class data << fields[4].GetUInt8(); // gender data << fields[5].GetUInt32(); // PLAYER_BYTES data << uint8(bytes2 & 0xFF); // facial hair data << fields[1].GetUInt8(); // Level data << fields[12].GetUInt32(); // zoneid data << fields[11].GetUInt32(); // Mapid data << fields[10].GetFloat(); // X data << fields[9].GetFloat(); // Y data << fields[8].GetFloat(); // Z data << fields[17].GetUInt32(); // GuildID banned = fields[13].GetUInt32(); if(banned && (banned<10 || banned > (uint32)UNIXTIME)) data << uint32(0x01A04040); else { if(fields[16].GetUInt32() != 0) data << uint32(0x00A04342); else if(fields[15].GetUInt32() != 0) data << (uint32)8704; // Dead (displaying as Ghost) else data << uint32(1); // alive } data << uint32(0); //Added in 3.0.2 data << fields[14].GetUInt8(); // Rest State if(Class == 9 /*WARLOCK*/ || Class == 3 /*HUNTER*/) { res = CharacterDatabase.Query("SELECT entry FROM playerpets WHERE ownerguid=%u AND active=1", guid); if(res) { info = CreatureNameStorage.LookupEntry(res->Fetch()[0].GetUInt32()); delete res; } } if(info) data << uint32(info->Male_DisplayID) << uint32(10) << uint32(info->Family); else data << uint32(0) << uint32(0) << uint32(0); res = CharacterDatabase.Query("SELECT slot, entry FROM playeritems WHERE ownerguid=%u and containerslot=-1 and slot < 19 and slot >= 0", guid); memset(items, 0, sizeof(player_item) * 20); if(res) { do { proto = ItemPrototypeStorage.LookupEntry(res->Fetch()[1].GetUInt32()); if(proto)//.........这里部分代码省略.........
开发者ID:Bootz,项目名称:arcticdev,代码行数:101,
示例13: DEBUG_LOG//.........这里部分代码省略......... return; // always return pointer AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry); // client send time in minutes, convert to common used sec time etime *= MINUTE; // client understand only 3 auction time switch (etime) { case 1*MIN_AUCTION_TIME: case 2*MIN_AUCTION_TIME: case 4*MIN_AUCTION_TIME: break; default: return; } // remove fake death if (GetPlayer()->hasUnitState(UNIT_STAT_DIED)) GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); for (uint32 i = 0; i < itemCount; ++i) { ObjectGuid itemGuid = guids[i]; if (!itemGuid) continue; uint32 stackSize = stackSizes[i]; Item* it = pl->GetItemByGuid(itemGuid); // do not allow to sell already auctioned items if (sAuctionMgr.GetAItem(itemGuid.GetCounter())) { sLog.outError("AuctionError, %s is sending %s, but item is already in another auction", pl->GetGuidStr().c_str(), itemGuid.GetString().c_str()); SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_ITEM_NOT_FOUND); continue; } // prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to auction) if (!it) { SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_ITEM_NOT_FOUND); continue; } if (!it->CanBeTraded()) { SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_CANNOT_TRADE_THAT); continue; } if ((it->GetProto()->Flags & ITEM_FLAG_CONJURED) || it->GetUInt32Value(ITEM_FIELD_DURATION)) { SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_CANNOT_TRADE_THAT); continue; } // check money for deposit uint64 deposit = AuctionHouseMgr::GetAuctionDeposit(auctionHouseEntry, etime, it); if (pl->GetMoney() < deposit) { SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_NOT_ENOUGH_MONEY); continue; } if (GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE)) { sLog.outCommand(GetAccountId(), "GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)", GetPlayerName(), GetAccountId(), it->GetProto()->Name1, it->GetEntry(), it->GetCount()); } if (stackSize == 0) stackSize = 1; if (stackSize > it->GetMaxStackCount()) // too big stack size stackSize = it->GetMaxStackCount(); if (!pl->HasItemCount(it->GetEntry(), stackSize)) // not enough items continue; Item* newItem = it->CloneItem(stackSize); pl->DestroyItemCount(it, stackSize, true); pl->ModifyMoney(-int64(deposit)); AuctionEntry* AH = auctionHouse->AddAuction(auctionHouseEntry, newItem, etime, bid, buyout, deposit, pl); DETAIL_LOG("selling %s to auctioneer %s with initial bid " UI64FMTD " with buyout " UI64FMTD " and with time %u (in sec) in auctionhouse %u", itemGuid.GetString().c_str(), auctioneerGuid.GetString().c_str(), bid, buyout, etime, auctionHouseEntry->houseId); SendAuctionCommandResult(AH, AUCTION_STARTED, AUCTION_OK); GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1); }}
开发者ID:Jojo2323,项目名称:mangos3,代码行数:101,
示例14: GetPlayerName//called when player takes item attached in mailvoid WorldSession::HandleMailTakeItem(WorldPackets::Mail::MailTakeItem& packet){ uint32 AttachID = packet.AttachID; if (!CanOpenMailBox(packet.Mailbox)) return; Player* player = _player; Mail* m = player->GetMail(packet.MailID); if (!m || m->state == MAIL_STATE_DELETED || m->deliver_time > time(nullptr)) { player->SendMailResult(packet.MailID, MAIL_ITEM_TAKEN, MAIL_ERR_INTERNAL_ERROR); return; } // verify that the mail has the item to avoid cheaters taking COD items without paying if (std::find_if(m->items.begin(), m->items.end(), [AttachID](MailItemInfo info){ return info.item_guid == AttachID; }) == m->items.end()) { player->SendMailResult(packet.MailID, MAIL_ITEM_TAKEN, MAIL_ERR_INTERNAL_ERROR); return; } // prevent cheating with skip client money check if (!player->HasEnoughMoney(uint64(m->COD))) { player->SendMailResult(packet.MailID, MAIL_ITEM_TAKEN, MAIL_ERR_NOT_ENOUGH_MONEY); return; } Item* it = player->GetMItem(packet.AttachID); ItemPosCountVec dest; uint8 msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, dest, it, false); if (msg == EQUIP_ERR_OK) { SQLTransaction trans = CharacterDatabase.BeginTransaction(); m->RemoveItem(packet.AttachID); m->removedItems.push_back(packet.AttachID); if (m->COD > 0) //if there is COD, take COD money from player and send them to sender by mail { ObjectGuid sender_guid = ObjectGuid::Create<HighGuid::Player>(m->sender); Player* receiver = ObjectAccessor::FindConnectedPlayer(sender_guid); uint32 sender_accId = 0; if (HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE)) { std::string sender_name; if (receiver) { sender_accId = receiver->GetSession()->GetAccountId(); sender_name = receiver->GetName(); } else { // can be calculated early sender_accId = ObjectMgr::GetPlayerAccountIdByGUID(sender_guid); if (!ObjectMgr::GetPlayerNameByGUID(sender_guid, sender_name)) sender_name = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN); } sLog->outCommand(GetAccountId(), "GM %s (Account: %u) receiver mail item: %s (Entry: %u Count: %u) and send COD money: " UI64FMTD " to player: %s (Account: %u)", GetPlayerName().c_str(), GetAccountId(), it->GetTemplate()->GetDefaultLocaleName(), it->GetEntry(), it->GetCount(), m->COD, sender_name.c_str(), sender_accId); } else if (!receiver) sender_accId = ObjectMgr::GetPlayerAccountIdByGUID(sender_guid); // check player existence if (receiver || sender_accId) { MailDraft(m->subject, "") .AddMoney(m->COD) .SendMailTo(trans, MailReceiver(receiver, m->sender), MailSender(MAIL_NORMAL, m->receiver), MAIL_CHECK_MASK_COD_PAYMENT); } player->ModifyMoney(-int32(m->COD)); } m->COD = 0; m->state = MAIL_STATE_CHANGED; player->m_mailsUpdated = true; player->RemoveMItem(it->GetGUID().GetCounter()); uint32 count = it->GetCount(); // save counts before store and possible merge with deleting it->SetState(ITEM_UNCHANGED); // need to set this state, otherwise item cannot be removed later, if neccessary player->MoveItemToInventory(dest, it, true); player->SaveInventoryAndGoldToDB(trans); player->_SaveMail(trans); CharacterDatabase.CommitTransaction(trans); player->SendMailResult(packet.MailID, MAIL_ITEM_TAKEN, MAIL_OK, 0, packet.AttachID, count); } else player->SendMailResult(packet.MailID, MAIL_ITEM_TAKEN, MAIL_ERR_EQUIP_ERROR, msg);}
开发者ID:Rastrian,项目名称:DeathCore_6.x-1,代码行数:98,
示例15: TC_LOG_DEBUGvoid WorldSession::HandleDismissCritter(WorldPacket& recvData){ ObjectGuid guid; recvData >> guid; TC_LOG_DEBUG("network", "WORLD: Received CMSG_DISMISS_CRITTER for %s", guid.ToString().c_str()); Unit* pet = ObjectAccessor::GetCreatureOrPetOrVehicle(*_player, guid); if (!pet) { TC_LOG_DEBUG("network", "Vanitypet (%s) does not exist - player '%s' (%s / account: %u) attempted to dismiss it (possibly lagged out)", guid.ToString().c_str(), GetPlayer()->GetName().c_str(), GetPlayer()->GetGUID().ToString().c_str(), GetAccountId()); return; } if (_player->GetCritterGUID() == pet->GetGUID()) { if (pet->GetTypeId() == TYPEID_UNIT && pet->ToCreature()->IsSummon()) pet->ToTempSummon()->UnSummon(); }}
开发者ID:Rastrian,项目名称:DeathCore_6.x-1,代码行数:22,
示例16: TC_LOG_DEBUGvoid WorldSession::HandleDismissCritter(WorldPacket& recvData){ uint64 guid; recvData >> guid; TC_LOG_DEBUG(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_DISMISS_CRITTER for GUID " UI64FMTD, guid); Unit* pet = ObjectAccessor::GetCreatureOrPetOrVehicle(*_player, guid); if (!pet) { TC_LOG_DEBUG(LOG_FILTER_NETWORKIO, "Vanitypet (guid: %u) does not exist - player '%s' (guid: %u / account: %u) attempted to dismiss it (possibly lagged out)", uint32(GUID_LOPART(guid)), GetPlayer()->GetName().c_str(), GetPlayer()->GetGUIDLow(), GetAccountId()); return; } if (_player->GetCritterGUID() == pet->GetGUID()) { if (pet->GetTypeId() == TYPEID_UNIT && pet->ToCreature()->IsSummon()) pet->ToTempSummon()->UnSummon(); }}
开发者ID:Cosmodor,项目名称:TrinityCore,代码行数:22,
示例17: TC_LOG_DEBUGvoid WorldSession::HandlePetitionSignOpcode(WorldPacket& recvData){ TC_LOG_DEBUG("network", "Received opcode CMSG_PETITION_SIGN"); // ok Field* fields; ObjectGuid petitionGuid; recvData.read_skip<uint8>(); recvData.ReadGuidMask(petitionGuid, 4, 2, 0, 1, 5, 3, 6, 7); recvData.ReadGuidBytes(petitionGuid, 6, 1, 7, 2, 5, 3, 0, 4); PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_PETITION_SIGNATURES); stmt->setUInt32(0, GUID_LOPART(petitionGuid)); stmt->setUInt32(1, GUID_LOPART(petitionGuid)); PreparedQueryResult result = CharacterDatabase.Query(stmt); if (!result) { TC_LOG_ERROR("network", "Petition %u is not found for player %u %s", GUID_LOPART(petitionGuid), GetPlayer()->GetGUIDLow(), GetPlayer()->GetName().c_str()); return; } fields = result->Fetch(); uint64 ownerGuid = MAKE_NEW_GUID(fields[0].GetUInt32(), 0, HIGHGUID_PLAYER); uint64 signs = fields[1].GetUInt64(); uint8 type = fields[2].GetUInt8(); uint32 playerGuid = _player->GetGUIDLow(); if (GUID_LOPART(ownerGuid) == playerGuid) return; // not let enemies sign guild charter if (!sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GUILD) && GetPlayer()->GetTeam() != sObjectMgr->GetPlayerTeamByGUID(ownerGuid)) { Guild::SendCommandResult(this, GUILD_COMMAND_CREATE, ERR_GUILD_NOT_ALLIED); return; } if (_player->GetGuildId()) { Guild::SendCommandResult(this, GUILD_COMMAND_INVITE, ERR_ALREADY_IN_GUILD_S, _player->GetName()); return; } if (_player->GetGuildIdInvited()) { Guild::SendCommandResult(this, GUILD_COMMAND_INVITE, ERR_ALREADY_INVITED_TO_GUILD_S, _player->GetName()); return; } if (++signs > type) // client signs maximum return; // Client doesn't allow to sign petition two times by one character, but not check sign by another character from same account // not allow sign another player from already sign player account stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_PETITION_SIG_BY_ACCOUNT); stmt->setUInt32(0, GetAccountId()); stmt->setUInt32(1, GUID_LOPART(petitionGuid)); result = CharacterDatabase.Query(stmt); if (result) { // close at signer side SendPetitionSignResults(petitionGuid, _player->GetGUID(), PETITION_SIGN_ALREADY_SIGNED); return; } stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_PETITION_SIGNATURE); stmt->setUInt32(0, GUID_LOPART(ownerGuid)); stmt->setUInt32(1, GUID_LOPART(petitionGuid)); stmt->setUInt32(2, playerGuid); stmt->setUInt32(3, GetAccountId()); CharacterDatabase.Execute(stmt); TC_LOG_DEBUG("network", "PETITION SIGN: GUID %u by player: %s (GUID: %u Account: %u)", GUID_LOPART(petitionGuid), _player->GetName().c_str(), playerGuid, GetAccountId()); // close at signer side SendPetitionSignResults(petitionGuid, _player->GetGUID(), PETITION_SIGN_OK); // update signs count on charter, required testing... //Item* item = _player->GetItemByGuid(petitionguid)); //if (item) // item->SetUInt32Value(ITEM_FIELD_ENCHANTMENT+1, signs); // update for owner if online if (Player* owner = ObjectAccessor::FindPlayer(ownerGuid)) owner->GetSession()->SendPetitionSignResults(petitionGuid, _player->GetGUID(), PETITION_SIGN_OK);}
开发者ID:Caydan,项目名称:mop548,代码行数:94,
示例18: GetPlayer//.........这里部分代码省略......... uint32 rc_team = 0; uint8 mails_count = 0; // do not allow to send to one player more than 100 mails if (receive) { rc_team = receive->GetTeam(); mails_count = receive->GetMailSize(); } else { rc_team = sObjectMgr->GetPlayerTeamByGUID(rc); if (QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT COUNT(*) FROM mail WHERE receiver = '%u'", GUID_LOPART(rc))) { Field *fields = result->Fetch(); mails_count = fields[0].GetUInt32(); } } // do not allow to have more than 100 mails in mailbox.. mails count is in opcode uint8!!! - so max can be 255.. if (mails_count > 100) { pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_RECIPIENT_CAP_REACHED); return; } // check the receiver's Faction... if (!sWorld->getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_MAIL) && pl->GetTeam() != rc_team && GetSecurity() == SEC_PLAYER) { pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_YOUR_TEAM); return; } uint32 rc_account = receive ? receive->GetSession()->GetAccountId() : sObjectMgr->GetPlayerAccountIdByGUID(rc); Item* items[MAX_MAIL_ITEMS]; for (uint8 i = 0; i < items_count; ++i) { if (!itemGUIDs[i]) { pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID); return; } Item* item = pl->GetItemByGuid(itemGUIDs[i]); // prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to mail) if (!item) { pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID); return; } if (!item->CanBeTraded()) { pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_MAIL_BOUND_ITEM); return; } if (item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED) || item->GetUInt32Value(ITEM_FIELD_DURATION)) { pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_MAIL_BOUND_ITEM); return; }
开发者ID:Bootz,项目名称:SF1,代码行数:67,
示例19: DEBUG_LOGvoid WorldSession::HandlePetitionSignOpcode(WorldPacket& recv_data){ DEBUG_LOG("Received opcode CMSG_PETITION_SIGN"); // ok // recv_data.hexlike(); Field* fields; ObjectGuid petitionGuid; uint8 unk; recv_data >> petitionGuid; // petition guid recv_data >> unk; uint32 petitionLowGuid = petitionGuid.GetCounter(); QueryResult* result = CharacterDatabase.PQuery( "SELECT ownerguid, " " (SELECT COUNT(playerguid) FROM petition_sign WHERE petition_sign.petitionguid = '%u') AS signs " "FROM petition WHERE petitionguid = '%u'", petitionLowGuid, petitionLowGuid); if (!result) { sLog.outError("any petition on server..."); return; } fields = result->Fetch(); uint32 ownerLowGuid = fields[0].GetUInt32(); ObjectGuid ownerGuid = ObjectGuid(HIGHGUID_PLAYER, ownerLowGuid); uint8 signs = fields[1].GetUInt8(); delete result; if (ownerGuid == _player->GetObjectGuid()) return; // not let enemies sign guild charter if (!sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_INTERACTION_GUILD) && GetPlayer()->GetTeam() != sObjectMgr.GetPlayerTeamByGUID(ownerGuid)) { SendGuildCommandResult(GUILD_CREATE_S, "", ERR_GUILD_NOT_ALLIED); return; } if (_player->GetGuildId()) { SendGuildCommandResult(GUILD_INVITE_S, _player->GetName(), ERR_ALREADY_IN_GUILD_S); return; } if (_player->GetGuildIdInvited()) { SendGuildCommandResult(GUILD_INVITE_S, _player->GetName(), ERR_ALREADY_INVITED_TO_GUILD_S); return; } if (++signs > 9) // client signs maximum return; // client doesn't allow to sign petition two times by one character, but not check sign by another character from same account // not allow sign another player from already sign player account result = CharacterDatabase.PQuery("SELECT playerguid FROM petition_sign WHERE player_account = '%u' AND petitionguid = '%u'", GetAccountId(), petitionLowGuid); if (result) { delete result; WorldPacket data(SMSG_PETITION_SIGN_RESULTS, (8 + 8 + 4)); data << ObjectGuid(petitionGuid); data << ObjectGuid(_player->GetObjectGuid()); data << uint32(PETITION_SIGN_ALREADY_SIGNED); // close at signer side SendPacket(&data); // update for owner if online if (Player* owner = sObjectMgr.GetPlayer(ownerGuid)) owner->GetSession()->SendPacket(&data); return; } CharacterDatabase.PExecute("INSERT INTO petition_sign (ownerguid,petitionguid, playerguid, player_account) VALUES ('%u', '%u', '%u','%u')", ownerLowGuid, petitionLowGuid, _player->GetGUIDLow(), GetAccountId()); DEBUG_LOG("PETITION SIGN: %s by %s", petitionGuid.GetString().c_str(), _player->GetGuidStr().c_str()); WorldPacket data(SMSG_PETITION_SIGN_RESULTS, (8 + 8 + 4)); data << ObjectGuid(petitionGuid); data << ObjectGuid(_player->GetObjectGuid()); data << uint32(PETITION_SIGN_OK); // close at signer side SendPacket(&data); // update signs count on charter, required testing... // Item *item = _player->GetItemByGuid(petitionguid)); // if(item) // item->SetUInt32Value(ITEM_FIELD_ENCHANTMENT+1, signs); // update for owner if online if (Player* owner = sObjectMgr.GetPlayer(ownerGuid)) owner->GetSession()->SendPacket(&data);}
开发者ID:Calixa,项目名称:server,代码行数:99,
示例20: UpdateTimeOutTime// Update the WorldSession (triggered by World update)bool WorldSession::Update(uint32 diff){ /// Update Timeout timer. UpdateTimeOutTime(diff); ///- Before we process anything: /// If necessary, kick the player from the character select screen if (IsConnectionIdle()) m_Socket->CloseSocket(); // Retrieve packets from the receive queue and call the appropriate handlers // not process packets if socket already closed WorldPacket* packet; while (m_Socket && !m_Socket->IsClosed() && _recvQueue.next(packet)) { /*#if 1 sLog.outError("MOEP: %s (0x%.4X)", LookupOpcodeName(packet->GetOpcode()), packet->GetOpcode()); #endif*/ if (packet->GetOpcode() >= NUM_MSG_TYPES) { sLog.outDebug("SESSION: received invalid opcode %s (0x%.4X)", LookupOpcodeName(packet->GetOpcode()), packet->GetOpcode()); } else { OpcodeHandler& opHandle = opcodeTable[packet->GetOpcode()]; try { switch (opHandle.status) { case STATUS_LOGGEDIN: if (!_player) { // skip STATUS_LOGGEDIN opcode unexpected errors if player logout sometime ago - this can be network lag delayed packets if (!m_playerRecentlyLogout) LogUnexpectedOpcode(packet, "the player has not logged in yet"); } else if (_player->IsInWorld()) ExecuteOpcode(opHandle, packet); // lag can cause STATUS_LOGGEDIN opcodes to arrive after the player started a transfer break; case STATUS_TRANSFER_PENDING: if (!_player) LogUnexpectedOpcode(packet, "the player has not logged in yet"); else if (_player->IsInWorld()) LogUnexpectedOpcode(packet, "the player is still in world"); else ExecuteOpcode(opHandle, packet); break; case STATUS_AUTHED: // prevent cheating with skip queue wait if (m_inQueue) { LogUnexpectedOpcode(packet, "the player not pass queue yet"); break; } m_playerRecentlyLogout = false; ExecuteOpcode(opHandle, packet); break; case STATUS_NEVER: sLog.outDebug("SESSION: received not allowed opcode %s (0x%.4X)", LookupOpcodeName(packet->GetOpcode()), packet->GetOpcode()); break; } } catch(ByteBufferException &) { sLog.outDebug("WorldSession::Update ByteBufferException occured while parsing a packet (opcode: %u) from client %s, accountid=%i. Skipped packet.", packet->GetOpcode(), GetRemoteAddress().c_str(), GetAccountId()); if (sLog.IsOutDebug()) { sLog.outDebug("Dumping error causing packet:"); packet->hexlike(); } } } delete packet; } ///- If necessary, log the player out time_t currTime = time(NULL); if (ShouldLogOut(currTime) && !m_playerLoading) LogoutPlayer(true); // Cleanup socket pointer if need if (m_Socket && m_Socket->IsClosed()) { m_Socket->RemoveReference(); m_Socket = NULL; }//.........这里部分代码省略.........
开发者ID:Amara1231,项目名称:blizzlikecore,代码行数:101,
注:本文中的GetAccountId函数示例整理自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。 C++ GetAchievementStore函数代码示例 C++ GetAccountData函数代码示例 |