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C++ GetPlayerName函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中GetPlayerName函数的典型用法代码示例。如果您正苦于以下问题:C++ GetPlayerName函数的具体用法?C++ GetPlayerName怎么用?C++ GetPlayerName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GetPlayerName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: GetPlayer


//.........这里部分代码省略.........
            return;
        }

        if (COD && item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_WRAPPED))
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANT_SEND_WRAPPED_COD);
            return;
        }

        if (item->IsNotEmptyBag())
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_DESTROY_NONEMPTY_BAG);
            return;
        }

        items[i] = item;
    }

    // Check for spamming
    if (!UpdateAntispamCount())
    {
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_INTERNAL_ERROR);
        SendNotification(GetTrinityString(LANG_ANTISPAM_ERROR));
        return;
    }

    // Check for special symbols
    if (!checkMailText(subject) ||  !checkMailText(body))
    {
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_INTERNAL_ERROR);
        return;
    }

    player->SendMailResult(0, MAIL_SEND, MAIL_OK);

    player->ModifyMoney(-int64(reqmoney));
    player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_MAIL, cost);

    bool needItemDelay = false;

    MailDraft draft(subject, body);

    SQLTransaction trans = CharacterDatabase.BeginTransaction();

	if (itemCount > 0 || money > 0)
    {
		if (itemCount > 0)
        {
			for (uint8 i = 0; i < itemCount; ++i)
            {
                Item* item = items[i];
                if (!AccountMgr::IsPlayerAccount(GetSecurity()) && sWorld->getBoolConfig(CONFIG_GM_LOG_TRADE))
                {
                    sLog->outCommand(GetAccountId(), "", GetPlayer()->GetGUIDLow(), GetPlayer()->GetName(),
                                    rc_account, "", 0, receiver.c_str(),
                                    "GM %s (Account: %u) mail item: %s (Entry: %u Count: %u) to player: %s (Account: %u)",
                                    GetPlayerName().c_str(), GetAccountId(), item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetCount(), receiver.c_str(), rc_account);
                }

                item->SetNotRefundable(GetPlayer()); // makes the item no longer refundable
                player->MoveItemFromInventory(items[i]->GetBagSlot(), item->GetSlot(), true);

                item->DeleteFromInventoryDB(trans);     // deletes item from character's inventory
                item->SetOwnerGUID(rc);
                item->SaveToDB(trans);                  // recursive and not have transaction guard into self, item not in inventory and can be save standalone

                draft.AddItem(item);
            }

            // if item send to character at another account, then apply item delivery delay
            needItemDelay = player->GetSession()->GetAccountId() != rc_account;
        }

        if (money > 0 && !AccountMgr::IsPlayerAccount(GetSecurity()) && sWorld->getBoolConfig(CONFIG_GM_LOG_TRADE))
        {
            //TODO: character guid
            sLog->outCommand(GetAccountId(), "", GetPlayer()->GetGUIDLow(), GetPlayer()->GetName(),
                            rc_account, "", 0, receiver.c_str(),
                            "GM %s (Account: %u) mail money: %u to player: %s (Account: %u)",
                            GetPlayerName().c_str(), GetAccountId(), money, receiver.c_str(), rc_account);
        }
    }

    // Guild Mail
    if (receive && receive->GetGuildId() && player->GetGuildId())
        if (player->HasAura(83951) && (player->GetGuildId() == receive->GetGuildId()))
            needItemDelay = false;

    // If theres is an item, there is a one hour delivery delay if sent to another account's character.
    uint32 deliver_delay = needItemDelay ? sWorld->getIntConfig(CONFIG_MAIL_DELIVERY_DELAY) : 0;

    // will delete item or place to receiver mail list
    draft
        .AddMoney(money)
        .AddCOD(COD)
        .SendMailTo(trans, MailReceiver(receive, GUID_LOPART(rc)), MailSender(player), body.empty() ? MAIL_CHECK_MASK_COPIED : MAIL_CHECK_MASK_HAS_BODY, deliver_delay);

    player->SaveInventoryAndGoldToDB(trans);
    CharacterDatabase.CommitTransaction(trans);
}
开发者ID:CATACLYSMDEV,项目名称:JadeCore-5.4.8-18291--dev-,代码行数:101,代码来源:MailHandler.cpp


示例2: GetPlayer


//.........这里部分代码省略.........

        Item* item = player->GetItemByGuid(itemGUIDs[i]);

        // prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to mail)
        if (!item)
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID);
            return;
        }

        if (!item->CanBeTraded(true))
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_MAIL_BOUND_ITEM);
            return;
        }

        if (item->IsBoundAccountWide() && item->IsSoulBound() && player->GetSession()->GetAccountId() != rc_account)
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_ARTEFACTS_ONLY_FOR_OWN_CHARACTERS);
            return;
        }

        if (item->GetTemplate()->Flags & ITEM_PROTO_FLAG_CONJURED || item->GetUInt32Value(ITEM_FIELD_DURATION))
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_MAIL_BOUND_ITEM);
            return;
        }

        if (COD && item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_WRAPPED))
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANT_SEND_WRAPPED_COD);
            return;
        }

        if (item->IsNotEmptyBag())
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS);
            return;
        }

        items[i] = item;
    }

    player->SendMailResult(0, MAIL_SEND, MAIL_OK);

    player->ModifyMoney(-int32(reqmoney));
    player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_MAIL, cost);

    bool needItemDelay = false;

    MailDraft draft(subject, body);

    SQLTransaction trans = CharacterDatabase.BeginTransaction();

    if (items_count > 0 || money > 0)
    {
        if (items_count > 0)
        {
            for (uint8 i = 0; i < items_count; ++i)
            {
                Item* item = items[i];
                if (!AccountMgr::IsPlayerAccount(GetSecurity()) && sWorld->getBoolConfig(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->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetCount(), receiver.c_str(), rc_account);
                }

                item->SetNotRefundable(GetPlayer()); // makes the item no longer refundable
                player->MoveItemFromInventory(items[i]->GetBagSlot(), item->GetSlot(), true);

                item->DeleteFromInventoryDB(trans);     // deletes item from character's inventory
                item->SetOwnerGUID(rc);
                item->SaveToDB(trans);                  // recursive and not have transaction guard into self, item not in inventory and can be save standalone

                draft.AddItem(item);
            }

            // if item send to character at another account, then apply item delivery delay
            needItemDelay = player->GetSession()->GetAccountId() != rc_account;
        }

        if (money > 0 && !AccountMgr::IsPlayerAccount(GetSecurity()) && sWorld->getBoolConfig(CONFIG_GM_LOG_TRADE))
        {
            sLog->outCommand(GetAccountId(), "GM %s (Account: %u) mail money: %u to player: %s (Account: %u)",
                GetPlayerName(), GetAccountId(), money, receiver.c_str(), rc_account);
        }
    }

    // If theres is an item, there is a one hour delivery delay if sent to another account's character.
    uint32 deliver_delay = needItemDelay ? sWorld->getIntConfig(CONFIG_MAIL_DELIVERY_DELAY) : 0;

    // will delete item or place to receiver mail list
    draft
        .AddMoney(money)
        .AddCOD(COD)
        .SendMailTo(trans, MailReceiver(receive, GUID_LOPART(rc)), MailSender(player), body.empty() ? MAIL_CHECK_MASK_COPIED : MAIL_CHECK_MASK_HAS_BODY, deliver_delay);

    player->SaveInventoryAndGoldToDB(trans);
    CharacterDatabase.CommitTransaction(trans);
}
开发者ID:Neecro,项目名称:SkyFireEMU_rebase,代码行数:101,代码来源:MailHandler.cpp


示例3: DEBUG_LOG

void WorldSession::HandleLearnPreviewTalents(WorldPacket& recvPacket)
{
    DEBUG_LOG("CMSG_LEARN_PREVIEW_TALENTS");

    int32 tabPage;
    uint32 talentsCount;
    recvPacket >> tabPage;    // talent tree

    // prevent cheating (selecting new tree with points already in another)
    if (tabPage >= 0)   // -1 if player already has specialization
    {
        if (TalentTabEntry const* talentTabEntry = sTalentTabStore.LookupEntry(_player->GetPrimaryTalentTree(_player->GetActiveSpec())))
        {
            if (talentTabEntry->tabpage != tabPage)
            {
                recvPacket.rfinish();
                sLog.outError("WorldSession::HandleLearnPreviewTalents: tabPage != talent tabPage for %s (account %u)", GetPlayerName(), GetAccountId());
                return;
            }
        }
    }

    recvPacket >> talentsCount;

    uint32 talentId, talentRank;

    for(uint32 i = 0; i < talentsCount; ++i)
    {
        recvPacket >> talentId >> talentRank;

        if (!_player->LearnTalent(talentId, talentRank))
        {
            recvPacket.rfinish();
            sLog.outError("WorldSession::HandleLearnPreviewTalents: learn talent %u rank %u tab %u failed for %s (account %u)", talentId, talentRank, tabPage, GetPlayerName(), GetAccountId());
            break;
        }
    }

    _player->SendTalentsInfoData(false);
}
开发者ID:Calixa,项目名称:murlocs_434,代码行数:40,代码来源:SkillHandler.cpp


示例4: GetPlayer


//.........这里部分代码省略.........
        }

        if (item->IsBoundAccountWide() && item->IsSoulBound() && player->GetSession()->GetAccountId() != receiverAccountId)
        {
            if (!item->IsBattlenetAccountBound() || !player->GetSession()->GetBattlenetAccountId() || player->GetSession()->GetBattlenetAccountId() != receiverBnetAccountId)
            {
                player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_NOT_SAME_ACCOUNT);
                return;
            }
        }

        if (item->GetTemplate()->GetFlags() & ITEM_FLAG_CONJURED || item->GetUInt32Value(ITEM_FIELD_DURATION))
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_MAIL_BOUND_ITEM);
            return;
        }

        if (packet.Info.Cod && item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_WRAPPED))
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANT_SEND_WRAPPED_COD);
            return;
        }

        if (item->IsNotEmptyBag())
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_DESTROY_NONEMPTY_BAG);
            return;
        }

        items.push_back(item);
    }

    player->SendMailResult(0, MAIL_SEND, MAIL_OK);

    player->ModifyMoney(-reqmoney);
    player->UpdateCriteria(CRITERIA_TYPE_GOLD_SPENT_FOR_MAIL, cost);

    bool needItemDelay = false;

    MailDraft draft(packet.Info.Subject, packet.Info.Body);

    SQLTransaction trans = CharacterDatabase.BeginTransaction();

    if (!packet.Info.Attachments.empty() || packet.Info.SendMoney > 0)
    {
        bool log = HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE);
        if (!packet.Info.Attachments.empty())
        {
            for (auto const& item : items)
            {
                if (log)
                {
                    sLog->outCommand(GetAccountId(), "GM %s (%s) (Account: %u) mail item: %s (Entry: %u Count: %u) "
                        "to: %s (%s) (Account: %u)", GetPlayerName().c_str(), _player->GetGUID().ToString().c_str(), GetAccountId(),
                        item->GetTemplate()->GetDefaultLocaleName(), item->GetEntry(), item->GetCount(),
                        packet.Info.Target.c_str(), receiverGuid.ToString().c_str(), receiverAccountId);
                }

                item->SetNotRefundable(GetPlayer()); // makes the item no longer refundable
                player->MoveItemFromInventory(item->GetBagSlot(), item->GetSlot(), true);

                item->DeleteFromInventoryDB(trans);     // deletes item from character's inventory
                item->SetOwnerGUID(receiverGuid);
                item->SaveToDB(trans);                  // recursive and not have transaction guard into self, item not in inventory and can be save standalone

                draft.AddItem(item);
            }

            // if item send to character at another account, then apply item delivery delay
            needItemDelay = player->GetSession()->GetAccountId() != receiverAccountId;
        }

        if (log && packet.Info.SendMoney > 0)
        {
            sLog->outCommand(GetAccountId(), "GM %s (%s) (Account: %u) mail money: " SI64FMTD " to: %s (%s) (Account: %u)",
                GetPlayerName().c_str(), _player->GetGUID().ToString().c_str(), GetAccountId(), packet.Info.SendMoney, packet.Info.Target.c_str(), receiverGuid.ToString().c_str(), receiverAccountId);
        }
    }

    // If theres is an item, there is a one hour delivery delay if sent to another account's character.
    uint32 deliver_delay = needItemDelay ? sWorld->getIntConfig(CONFIG_MAIL_DELIVERY_DELAY) : 0;

    // Mail sent between guild members arrives instantly
    if (Guild* guild = sGuildMgr->GetGuildById(player->GetGuildId()))
        if (guild->IsMember(receiverGuid))
            deliver_delay = 0;

    // don't ask for COD if there are no items
    if (packet.Info.Attachments.empty())
        packet.Info.Cod = 0;

    // will delete item or place to receiver mail list
    draft
        .AddMoney(packet.Info.SendMoney)
        .AddCOD(packet.Info.Cod)
        .SendMailTo(trans, MailReceiver(receiver, receiverGuid.GetCounter()), MailSender(player), packet.Info.Body.empty() ? MAIL_CHECK_MASK_COPIED : MAIL_CHECK_MASK_HAS_BODY, deliver_delay);

    player->SaveInventoryAndGoldToDB(trans);
    CharacterDatabase.CommitTransaction(trans);
}
开发者ID:Regigicas,项目名称:TrinityCore,代码行数:101,代码来源:MailHandler.cpp


示例5: GetPlayer


//.........这里部分代码省略.........
        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;
        }

        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, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS);
            return;
        }

        items[i] = item;
    }

    pl->SendMailResult(0, MAIL_SEND, MAIL_OK);

    uint32 itemTextId = !body.empty() ? sObjectMgr->CreateItemText( body ) : 0;

    pl->ModifyMoney(-int32(reqmoney));

    bool needItemDelay = false;

    MailDraft draft(subject, itemTextId);

    if (items_count > 0 || money > 0)
    {
        uint32 rc_account = 0;
        if (receive)
            rc_account = receive->GetSession()->GetAccountId();
        else
            rc_account = sObjectMgr->GetPlayerAccountIdByGUID(rc);

        if (items_count > 0)
        {
            for (uint8 i = 0; i < items_count; ++i)
            {
                Item* item = items[i];
                if (GetSecurity() > SEC_PLAYER && 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);
                }

                pl->MoveItemFromInventory(items[i]->GetBagSlot(), item->GetSlot(), true);
                CharacterDatabase.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
                CharacterDatabase.PExecute("UPDATE item_instance SET owner_guid = '%u' WHERE guid='%u'", GUID_LOPART(rc), item->GetGUIDLow());
                CharacterDatabase.CommitTransaction();

                draft.AddItem(item);
            }

            // if item send to character at another account, then apply item delivery delay
            needItemDelay = pl->GetSession()->GetAccountId() != rc_account;
        }

        if (money > 0 &&  GetSecurity() > SEC_PLAYER && sWorld->getConfig(CONFIG_GM_LOG_TRADE))
        {
            sLog->outCommand(GetAccountId(), "GM %s (Account: %u) mail money: %u to player: %s (Account: %u)",
                GetPlayerName(), GetAccountId(), money, receiver.c_str(), rc_account);
        }
    }

    // If theres is an item, there is a one hour delivery delay if sent to another account's character.
    uint32 deliver_delay = needItemDelay ? sWorld->getConfig(CONFIG_MAIL_DELIVERY_DELAY) : 0;

    // will delete item or place to receiver mail list
    draft
        .AddMoney(money)
        .AddCOD(COD)
        .SendMailTo(MailReceiver(receive, GUID_LOPART(rc)), pl, body.empty() ? MAIL_CHECK_MASK_COPIED : MAIL_CHECK_MASK_HAS_BODY, deliver_delay);

    CharacterDatabase.BeginTransaction();
    pl->SaveInventoryAndGoldToDB();
    CharacterDatabase.CommitTransaction();
}
开发者ID:TheGhostGroup,项目名称:SkyFire_one,代码行数:101,代码来源:Mail.cpp


示例6: DEBUG_LOG

// this void creates new auction and adds auction to some auctionhouse
void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
{
    DEBUG_LOG("WORLD: HandleAuctionSellItem");

    ObjectGuid auctioneerGuid;
    ObjectGuid itemGuid;
    uint32 etime, bid, buyout;
    recv_data >> auctioneerGuid;
    recv_data.read_skip<uint32>();                          // const 1?
    recv_data >> itemGuid;
    recv_data.read_skip<uint32>();                          // stack size
    recv_data >> bid;
    recv_data >> buyout;
    recv_data >> etime;

    if (itemGuid.IsEmpty() || !bid || !etime)
        return;                                             // check for cheaters

    Player *pl = GetPlayer();

    AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid);
    if (!auctionHouseEntry)
        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);

    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(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
        return;
    }
    // prevent sending bag with items (cheat: can be placed in bag after adding equipped 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->GetProto()->Flags & ITEM_FLAG_CONJURED) || it->GetUInt32Value(ITEM_FIELD_DURATION))
    {
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
        return;
    }

    //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_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());
    }

    pl->ModifyMoney( -int32(deposit) );

    uint32 auction_time = uint32(etime * sWorld.getConfig(CONFIG_FLOAT_RATE_AUCTION_TIME));

    AuctionEntry *AH = new AuctionEntry;
    AH->Id = sObjectMgr.GenerateAuctionID();
    AH->item_guidlow = itemGuid.GetCounter();
    AH->item_template = it->GetEntry();
    AH->owner = pl->GetGUIDLow();
    AH->startbid = bid;
    AH->bidder = 0;
    AH->bid = 0;
    AH->buyout = buyout;
//.........这里部分代码省略.........
开发者ID:Warlord123,项目名称:mangos-current,代码行数:101,代码来源:AuctionHouseHandler.cpp


示例7: getMSTime


//.........这里部分代码省略.........
                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->ShouldLog(LOG_FILTER_NETWORKIO, LOG_LEVEL_TRACE) && 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;
                    }

                    // some auth opcodes can be recieved before STATUS_LOGGEDIN_OR_RECENTLY_LOGGOUT opcodes
                    // however when we recieve CMSG_CHAR_ENUM we are surely no longer during the logout process.
                    if (packet->GetOpcode() == CMSG_CHAR_ENUM)
                        m_playerRecentlyLogout = false;

                    sScriptMgr->OnPacketReceive(m_Socket, WorldPacket(*packet));
                    (this->*opHandle->handler)(*packet);
                    if (sLog->ShouldLog(LOG_FILTER_NETWORKIO, LOG_LEVEL_TRACE) && packet->rpos() < packet->wpos())
                        LogUnprocessedTail(packet);
                    break;
                case STATUS_NEVER:
                        sLog->outError(LOG_FILTER_OPCODES, "Received not allowed opcode %s from %s", GetOpcodeNameForLogging(packet->GetOpcode()).c_str()
                            , GetPlayerName(false).c_str());
                    break;
                case STATUS_UNHANDLED:
                        sLog->outError(LOG_FILTER_OPCODES, "Received not handled opcode %s from %s", GetOpcodeNameForLogging(packet->GetOpcode()).c_str()
                            , GetPlayerName(false).c_str());
                    break;
            }
        }
        catch(ByteBufferException &)
        {
            sLog->outError(LOG_FILTER_NETWORKIO, "WorldSession::Update ByteBufferException occured while parsing a packet (opcode: %u) from client %s, accountid=%i. Skipped packet.",
                    packet->GetOpcode(), GetRemoteAddress().c_str(), GetAccountId());
            packet->hexlike();
        }

        nbPacket++;

        std::map<uint32, OpcodeInfo>::iterator itr = pktHandle.find(packet->GetOpcode());
        if (itr == pktHandle.end())
            pktHandle.insert(std::make_pair(packet->GetOpcode(), OpcodeInfo(1, getMSTime() - pktTime)));
        else
        {
            OpcodeInfo& data = (*itr).second;
            data.nbPkt += 1;
            data.totalTime += getMSTime() - pktTime;
        }


        if (deletePacket)
            delete packet;

#define MAX_PROCESSED_PACKETS_IN_SAME_WORLDSESSION_UPDATE 500
        processedPackets++;
开发者ID:SlDracon,项目名称:5.4.0-17399,代码行数:67,代码来源:WorldSession.cpp


示例8: GetOpcodeNameForLogging

void WorldSession::Handle_EarlyProccess(WorldPacket& recvPacket)
{
    sLog->outError(LOG_FILTER_OPCODES, "Received opcode %s that must be processed in WorldSocket::OnRead from %s"
        , GetOpcodeNameForLogging(recvPacket.GetOpcode()).c_str(), GetPlayerName(false).c_str());
}
开发者ID:SlDracon,项目名称:5.4.0-17399,代码行数:5,代码来源:WorldSession.cpp


示例9: data

/// Logging helper for unexpected opcodes
void WorldSession::LogUnprocessedTail(WorldPacket* packet)
{
    sLog->outError(LOG_FILTER_OPCODES, "Unprocessed tail data (read stop at %u from %u) Opcode %s from %s",
        uint32(packet->rpos()), uint32(packet->wpos()), GetOpcodeNameForLogging(packet->GetOpcode()).c_str(), GetPlayerName(false).c_str());
    packet->print_storage();
}
开发者ID:SlDracon,项目名称:5.4.0-17399,代码行数:7,代码来源:WorldSession.cpp


示例10: GetPlayerName

/// Send a packet to the client
void WorldSession::SendPacket(WorldPacket const* packet, bool forced /*= false*/)
{
    if (!m_Socket)
        return;

    if (packet->GetOpcode() == NULL_OPCODE)
    {
        sLog->outError(LOG_FILTER_OPCODES, "Prevented sending of NULL_OPCODE to %s", GetPlayerName(false).c_str());
        return;
    }
    else if (packet->GetOpcode() == UNKNOWN_OPCODE)
    {
        sLog->outError(LOG_FILTER_OPCODES, "Prevented sending of UNKNOWN_OPCODE to %s", GetPlayerName(false).c_str());
        return;
    }

    if (!forced)
    {
        OpcodeHandler* handler = opcodeTable[packet->GetOpcode()];
        if (!handler || handler->status == STATUS_UNHANDLED)
        {
            sLog->outError(LOG_FILTER_OPCODES, "Prevented sending disabled opcode %s to %s", GetOpcodeNameForLogging(packet->GetOpcode()).c_str(), GetPlayerName(false).c_str());
            return;
        }
    }

#ifdef TRINITY_DEBUG
    // Code for network use statistic
    static uint64 sendPacketCount = 0;
    static uint64 sendPacketBytes = 0;

    static time_t firstTime = time(NULL);
    static time_t lastTime = firstTime;                     // next 60 secs start time

    static uint64 sendLastPacketCount = 0;
    static uint64 sendLastPacketBytes = 0;

    time_t cur_time = time(NULL);

    if ((cur_time - lastTime) < 60)
    {
        sendPacketCount+=1;
        sendPacketBytes+=packet->size();

        sendLastPacketCount+=1;
        sendLastPacketBytes+=packet->size();
    }
    else
    {
        uint64 minTime = uint64(cur_time - lastTime);
        uint64 fullTime = uint64(lastTime - firstTime);
        sLog->outInfo(LOG_FILTER_GENERAL, "Send all time packets count: " UI64FMTD " bytes: " UI64FMTD " avr.count/sec: %f avr.bytes/sec: %f time: %u", sendPacketCount, sendPacketBytes, float(sendPacketCount)/fullTime, float(sendPacketBytes)/fullTime, uint32(fullTime));
        sLog->outInfo(LOG_FILTER_GENERAL, "Send last min packets count: " UI64FMTD " bytes: " UI64FMTD " avr.count/sec: %f avr.bytes/sec: %f", sendLastPacketCount, sendLastPacketBytes, float(sendLastPacketCount)/minTime, float(sendLastPacketBytes)/minTime);

        lastTime = cur_time;
        sendLastPacketCount = 1;
        sendLastPacketBytes = packet->wpos();               // wpos is real written size
    }
#endif                                                      // !TRINITY_DEBUG

    if (m_Socket->SendPacket(*packet) == -1)
        m_Socket->CloseSocket();
}
开发者ID:SlDracon,项目名称:5.4.0-17399,代码行数:64,代码来源:WorldSession.cpp


示例11: GetPlayer


//.........这里部分代码省略.........
        }

        if (item->IsBoundAccountWide() && item->IsSoulBound() && player->GetSession()->GetAccountId() != receiverAccountId)
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_ARTEFACTS_ONLY_FOR_OWN_CHARACTERS);
            return;
        }

        if (item->GetTemplate()->Flags & ITEM_PROTO_FLAG_CONJURED || item->GetUInt32Value(ITEM_FIELD_DURATION))
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_MAIL_BOUND_ITEM);
            return;
        }

        if (COD && item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_WRAPPED))
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANT_SEND_WRAPPED_COD);
            return;
        }

        if (item->IsNotEmptyBag())
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS);
            return;
        }

        items[i] = item;
    }
    // Check for spamming
    if (!UpdateAntispamCount())
    {
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_INTERNAL_ERROR);
        SendNotification(GetTrinityString(LANG_ANTISPAM_ERROR));
        return;
    }
	
    player->SendMailResult(0, MAIL_SEND, MAIL_OK);

    player->ModifyMoney(-int32(reqmoney));
    player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_MAIL, cost);

    bool needItemDelay = false;

    MailDraft draft(subject, body);

    SQLTransaction trans = CharacterDatabase.BeginTransaction();

    if (items_count > 0 || money > 0)
    {
        bool log = HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE);
        if (items_count > 0)
        {
            for (uint8 i = 0; i < items_count; ++i)
            {
                Item* item = items[i];
                if (log)
                {
                    sLog->outCommand(GetAccountId(), "GM %s (GUID: %u) (Account: %u) mail item: %s (Entry: %u Count: %u) "
                        "to: %s (%s) (Account: %u)", GetPlayerName().c_str(), GetGuidLow(), GetAccountId(),
                        item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetCount(),
                        receiverName.c_str(), receiverGuid.ToString().c_str(), receiverAccountId);
                }

                item->SetNotRefundable(GetPlayer()); // makes the item no longer refundable
                player->MoveItemFromInventory(items[i]->GetBagSlot(), item->GetSlot(), true);

                item->DeleteFromInventoryDB(trans);     // deletes item from character's inventory
                item->SetOwnerGUID(receiverGuid);
                item->SaveToDB(trans);                  // recursive and not have transaction guard into self, item not in inventory and can be save standalone

                draft.AddItem(item);
            }

            // if item send to character at another account, then apply item delivery delay
            needItemDelay = player->GetSession()->GetAccountId() != receiverAccountId;
        }

        if (log && money > 0)
        {
            sLog->outCommand(GetAccountId(), "GM %s (GUID: %u) (Account: %u) mail money: %u to: %s (%s) (Account: %u)",
                GetPlayerName().c_str(), GetGuidLow(), GetAccountId(), money, receiverName.c_str(), receiverGuid.ToString().c_str(), receiverAccountId);
        }
    }

    // If theres is an item, there is a one hour delivery delay if sent to another account's character.
    uint32 deliver_delay = needItemDelay ? sWorld->getIntConfig(CONFIG_MAIL_DELIVERY_DELAY) : 0;

    // don't ask for COD if there are no items
    if (items_count == 0)
        COD = 0;

    // will delete item or place to receiver mail list
    draft
        .AddMoney(money)
        .AddCOD(COD)
        .SendMailTo(trans, MailReceiver(receiver, receiverGuid.GetCounter()), MailSender(player), body.empty() ? MAIL_CHECK_MASK_COPIED : MAIL_CHECK_MASK_HAS_BODY, deliver_delay);

    player->SaveInventoryAndGoldToDB(trans);
    CharacterDatabase.CommitTransaction(trans);
}
开发者ID:GlassFace,项目名称:MyCore,代码行数:101,代码来源:MailHandler.cpp


示例12: u32

CMainMenu::CMainMenu	()
{
	m_Flags.zero					();
	m_startDialog					= NULL;
	m_screenshotFrame				= u32(-1);
	g_pGamePersistent->m_pMainMenu	= this;
	if (Device.b_is_Ready)			OnDeviceCreate();  	
	ReadTextureInfo					();
	CUIXmlInit::InitColorDefs		();
	g_btnHint						= NULL;
	g_statHint						= NULL;
	m_deactivated_frame				= 0;	
	
	m_sPatchURL						= "";
	m_pGameSpyFull					= NULL;
	m_account_mngr					= NULL;
	m_login_mngr					= NULL;
	m_profile_store					= NULL;
	m_stats_submitter				= NULL;
	m_atlas_submit_queue			= NULL;

	m_sPDProgress.IsInProgress		= false;
	m_downloaded_mp_map_url._set	("");

	//-------------------------------------------

	m_NeedErrDialog					= ErrNoError;
	m_start_time					= 0;

	GetPlayerName					();
	GetCDKeyFromRegistry			();
	m_demo_info_loader				= NULL;

	if(!g_dedicated_server)
	{
		g_btnHint						= xr_new<CUIButtonHint>();
		g_statHint						= xr_new<CUIButtonHint>();
		m_pGameSpyFull					= xr_new<CGameSpy_Full>();
		
		for (u32 i=0; i<u32(ErrMax); i++)
		{
			CUIMessageBoxEx*			pNewErrDlg;
			INIT_MSGBOX					(pNewErrDlg, ErrMsgBoxTemplate[i]);
			m_pMB_ErrDlgs.push_back		(pNewErrDlg);
		}

		m_pMB_ErrDlgs[PatchDownloadSuccess]->AddCallbackStr("button_yes", MESSAGE_BOX_YES_CLICKED, CUIWndCallback::void_function(this, &CMainMenu::OnRunDownloadedPatch));
		m_pMB_ErrDlgs[PatchDownloadSuccess]->AddCallbackStr("button_yes", MESSAGE_BOX_OK_CLICKED, CUIWndCallback::void_function(this, &CMainMenu::OnConnectToMasterServerOkClicked));

		m_pMB_ErrDlgs[DownloadMPMap]->AddCallbackStr("button_copy", MESSAGE_BOX_COPY_CLICKED, CUIWndCallback::void_function(this, &CMainMenu::OnDownloadMPMap_CopyURL));
		m_pMB_ErrDlgs[DownloadMPMap]->AddCallbackStr("button_yes", MESSAGE_BOX_YES_CLICKED, CUIWndCallback::void_function(this, &CMainMenu::OnDownloadMPMap));

		m_account_mngr			= xr_new<gamespy_gp::account_manager>		(m_pGameSpyFull->GetGameSpyGP());
		m_login_mngr			= xr_new<gamespy_gp::login_manager>			(m_pGameSpyFull);
		m_profile_store			= xr_new<gamespy_profile::profile_store>	(m_pGameSpyFull);
		m_stats_submitter		= xr_new<gamespy_profile::stats_submitter>	(m_pGameSpyFull);
		m_atlas_submit_queue	= xr_new<atlas_submit_queue>				(m_stats_submitter);
	}
	
	Device.seqFrame.Add		(this,REG_PRIORITY_LOW-1000);
}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:61,代码来源:MainMenu.cpp


示例13: ObjectGuid

/**
 * Handles the packet sent by the client when taking an item from the mail.
 */
void WorldSession::HandleMailTakeItem(WorldPacket& recv_data)
{
    ObjectGuid mailboxGuid;
    uint32 mailId;
    recv_data >> mailboxGuid;
    recv_data >> mailId;

    if (!CheckMailBox(mailboxGuid))
        { 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;
    }

    uint32 itemId = m->items[0].item_template;
    uint32 itemGuid = m->items[0].item_guid;

    Item* it = pl->GetMItem(itemGuid);

    ItemPosCountVec dest;
    InventoryResult msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, dest, it, false);
    if (msg == EQUIP_ERR_OK)
    {
        m->RemoveItem(itemGuid);
        m->removedItems.push_back(itemGuid);

        if (m->COD > 0)                                     // if there is COD, take COD money from player and send them to sender by mail
        {
            ObjectGuid sender_guid = ObjectGuid(HIGHGUID_PLAYER, m->sender);
            Player* sender = sObjectMgr.GetPlayer(sender_guid);

            uint32 sender_accId = 0;

            if (GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE))
            {
                std::string sender_name;
                if (sender)
                {
                    sender_accId = sender->GetSession()->GetAccountId();
                    sender_name = sender->GetName();
                }
                else if (sender_guid)
                {
                    // can be calculated early
                    sender_accId = sObjectMgr.GetPlayerAccountIdByGUID(sender_guid);

                    if (!sObjectMgr.GetPlayerNameByGUID(sender_guid, sender_name))
                        { sender_name = sObjectMgr.GetMangosStringForDBCLocale(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 (!sender)
                { sender_accId = sObjectMgr.GetPlayerAccountIdByGUID(sender_guid); }

            // check player existence
            if (sender || sender_accId)
            {
                MailDraft(m->subject)
                .SetMoney(m->COD)
                .SendMailTo(MailReceiver(sender, sender_guid), _player, 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:lucasdnd,项目名称:mangoszero-bots-test,代码行数:98,代码来源:MailHandler.cpp


示例14: DETAIL_LOG


//.........这里部分代码省略.........
    if (!sWorld.getConfig(CONFIG_BOOL_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* item = NULL;

    if (itemGuid)
    {
        item = pl->GetItemByGuid(itemGuid);

        // 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_MAIL_ATTACHMENT_INVALID);
            return;
        }

        if ((item->GetProto()->Flags & ITEM_FLAG_CONJURED) || item->GetUInt32Value(ITEM_FIELD_DURATION))
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID);
            return;
        }

        if (COD && item->HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED))
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANT_SEND_WRAPPED_COD);
            return;
        }
    }

    pl->SendMailResult(0, MAIL_SEND, MAIL_OK);

    pl->ModifyMoney(-int32(reqmoney));

    bool needItemDelay = false;

    MailDraft draft(subject, body);

    if (itemGuid || money > 0)
    {
        uint32 rc_account = 0;
        if (receive)
            { rc_account = receive->GetSession()->GetAccountId(); }
        else
            { rc_account = sObjectMgr.GetPlayerAccountIdByGUID(rc); }

        if (item)
        {
            if (GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_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);
            }

            pl->MoveItemFromInventory(item->GetBagSlot(), item->GetSlot(), true);
            CharacterDatabase.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
            CharacterDatabase.PExecute("UPDATE item_instance SET owner_guid = '%u' WHERE guid='%u'", rc.GetCounter(), item->GetGUIDLow());
            CharacterDatabase.CommitTransaction();

            draft.AddItem(item);

            // if item send to character at another account, then apply item delivery delay
            needItemDelay = pl->GetSession()->GetAccountId() != rc_account;
        }

        if (money > 0 &&  GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE))
        {
            sLog.outCommand(GetAccountId(), "GM %s (Account: %u) mail money: %u to player: %s (Account: %u)",
                            GetPlayerName(), GetAccountId(), money, receiver.c_str(), rc_account);
        }
    }

    // If theres is an item, there is a one hour delivery delay if sent to another account's character.
    uint32 deliver_delay = needItemDelay ? sWorld.getConfig(CONFIG_UINT32_MAIL_DELIVERY_DELAY) : 0;

    // will delete item or place to receiver mail list
    draft
    .SetMoney(money)
    .SetCOD(COD)
    .SendMailTo(MailReceiver(receive, rc), pl, body.empty() ? MAIL_CHECK_MASK_COPIED : MAIL_CHECK_MASK_HAS_BODY, deliver_delay);

    CharacterDatabase.BeginTransaction();
    pl->SaveInventoryAndGoldToDB();
    CharacterDatabase.CommitTransaction();
}
开发者ID:lucasdnd,项目名称:mangoszero-bots-test,代码行数:101,代码来源:MailHandler.cpp


示例15: GetPlayerName

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C++ GetPlayerOwner函数代码示例发布时间:2022-05-30
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