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C++ GetMSTimeDiffToNow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GetMSTimeDiffToNow函数的典型用法代码示例。如果您正苦于以下问题:C++ GetMSTimeDiffToNow函数的具体用法?C++ GetMSTimeDiffToNow怎么用?C++ GetMSTimeDiffToNow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GetMSTimeDiffToNow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: getMSTime

void MapManager::LoadTransportNPCs()
{
    uint32 oldMSTime = getMSTime();

    //                                                 0       1            2                3             4             5             6        7
    QueryResult result = WorldDatabase.Query("SELECT guid, npc_entry, transport_entry, TransOffsetX, TransOffsetY, TransOffsetZ, TransOffsetO, emote FROM creature_transport");

    if (!result)
    {
        sLog->outInfo(LOG_FILTER_SERVER_LOADING, ">> Loaded 0 transport NPCs. DB table `creature_transport` is empty!");
        return;
    }

    uint32 count = 0;

    do
    {
        Field* fields = result->Fetch();
        uint32 guid = fields[0].GetInt32();
        uint32 entry = fields[1].GetInt32();
        uint32 transportEntry = fields[2].GetInt32();
        float tX = fields[3].GetFloat();
        float tY = fields[4].GetFloat();
        float tZ = fields[5].GetFloat();
        float tO = fields[6].GetFloat();
        uint32 anim = fields[7].GetInt32();

        for (MapManager::TransportSet::iterator itr = m_Transports.begin(); itr != m_Transports.end(); ++itr)
        {
            if ((*itr)->GetEntry() == transportEntry)
            {
                (*itr)->AddNPCPassenger(guid, entry, tX, tY, tZ, tO, anim);
                break;
            }
        }

        ++count;
    }
    while (result->NextRow());

    sLog->outInfo(LOG_FILTER_SERVER_LOADING, ">> Loaded %u transport npcs in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
}
开发者ID:Aristoo,项目名称:TrinityCore,代码行数:42,代码来源:Transport.cpp


示例2: getMSTime

void TicketMgr::LoadTickets()
{
    uint32 oldMSTime = getMSTime();

    for (GmTicketList::const_iterator itr = _ticketList.begin(); itr != _ticketList.end(); ++itr)
        delete itr->second;
    _ticketList.clear();

    _lastTicketId = 0;
    _openTicketCount = 0;

    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_GM_TICKETS);
    PreparedQueryResult result = CharacterDatabase.Query(stmt);
    if (!result)
    {
        TC_LOG_INFO(LOG_FILTER_SERVER_LOADING, ">> Loaded 0 GM tickets. DB table `gm_tickets` is empty!");

        return;
    }

    uint32 count = 0;
    do
    {
        Field* fields = result->Fetch();
        GmTicket* ticket = new GmTicket();
        if (!ticket->LoadFromDB(fields))
        {
            delete ticket;
            continue;
        }
        if (!ticket->IsClosed())
            ++_openTicketCount;

        // Update max ticket id if necessary
        uint32 id = ticket->GetId();
        if (_lastTicketId < id)
            _lastTicketId = id;

        _ticketList[id] = ticket;
        ++count;
    } while (result->NextRow());

    TC_LOG_INFO(LOG_FILTER_SERVER_LOADING, ">> Loaded %u GM tickets in %u ms", count, GetMSTimeDiffToNow(oldMSTime));

}
开发者ID:smaitlx,项目名称:Origin-Engine,代码行数:45,代码来源:TicketMgr.cpp


示例3: getMSTime

void CreatureTextMgr::LoadCreatureTexts()
{
    uint32 oldMSTime = getMSTime();

    mTextMap.clear(); // for reload case
    mTextRepeatMap.clear(); //reset all currently used temp texts

    PreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_LOAD_CRETEXT);
    PreparedQueryResult result = WorldDatabase.Query(stmt);

    if(!result)
    {
        sLog->outString(">> Loaded 0 ceature texts. DB table `creature_texts` is empty.");
        sLog->outString();
        return;
    }

    uint32 textCount = 0;
    uint32 creatureCount = 0;

    do
    {
        Field* fields = result->Fetch();
        CreatureTextEntry temp;

        temp.entry          = fields[0].GetUInt32();
        temp.group          = fields[1].GetUInt8();
        temp.id             = fields[2].GetUInt8();
        temp.text           = fields[3].GetString();
        temp.type           = ChatMsg(fields[4].GetUInt8());
        temp.lang           = Language(fields[5].GetUInt8());
        temp.probability    = fields[6].GetFloat();
        temp.emote          = Emote(fields[7].GetUInt32());
        temp.duration       = fields[8].GetUInt32();
        temp.sound          = fields[9].GetUInt32();

        if(temp.sound)
        {
            if(!sSoundEntriesStore.LookupEntry(temp.sound)){
                sLog->outErrorDb("CreatureTextMgr:  Entry %u, Group %u in table `creature_texts` has Sound %u but sound does not exist.", temp.entry, temp.group, temp.sound);
                temp.sound = 0;
            }
        }
        if(!GetLanguageDescByID(temp.lang))
        {
            sLog->outErrorDb("CreatureTextMgr:  Entry %u, Group %u in table `creature_texts` using Language %u but Language does not exist.", temp.entry, temp.group, uint32(temp.lang));
            temp.lang = LANG_UNIVERSAL;
        }
        if(temp.type >= MAX_CHAT_MSG_TYPE)
        {
            sLog->outErrorDb("CreatureTextMgr:  Entry %u, Group %u in table `creature_texts` has Type %u but this Chat Type does not exist.", temp.entry, temp.group, uint32(temp.type));
            temp.type = CHAT_MSG_SAY;
        }
        if(temp.emote)
        {
            if(!sEmotesStore.LookupEntry(temp.emote))
            {
                sLog->outErrorDb("CreatureTextMgr:  Entry %u, Group %u in table `creature_texts` has Emote %u but emote does not exist.", temp.entry, temp.group, uint32(temp.emote));
                temp.emote = EMOTE_ONESHOT_NONE;
            }
        }
        //entry not yet added, add empty TextHolder (list of groups)
        if(mTextMap.find(temp.entry) == mTextMap.end())
        {
            ++creatureCount;
            CreatureTextHolder TextHolder;
            mTextMap[temp.entry] = TextHolder;
        }
        //group not yet added, add empty TextGroup (list of texts)
        if(mTextMap[temp.entry].find(temp.group) == mTextMap[temp.entry].end())
        {
            CreatureTextGroup TextGroup;
            mTextMap[temp.entry][temp.group] = TextGroup;
        }
        //add the text into our entry's group
        mTextMap[temp.entry][temp.group].push_back(temp);

        ++textCount;
    } while(result->NextRow());

    sLog->outString(">> Loaded %u creature texts for %u creatures in %u ms", textCount, creatureCount, GetMSTimeDiffToNow(oldMSTime));
    sLog->outString();
}
开发者ID:Darkelmo,项目名称:MythCore,代码行数:83,代码来源:CreatureTextMgr.cpp


示例4: getMSTime

void CreatureTextMgr::LoadCreatureTexts()
{
    uint32 oldMSTime = getMSTime();

    mTextMap.clear(); // for reload case
    mTextRepeatMap.clear(); //reset all currently used temp texts

    PreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_SEL_CREATURE_TEXT);
    PreparedQueryResult result = WorldDatabase.Query(stmt);

    if (!result)
    {
        TC_LOG_INFO("server.loading", ">> Loaded 0 ceature texts. DB table `creature_text` is empty.");

        return;
    }

    uint32 textCount = 0;

    do
    {
        Field* fields = result->Fetch();
        CreatureTextEntry temp;

        temp.entry           = fields[0].GetUInt32();
        temp.group           = fields[1].GetUInt8();
        temp.id              = fields[2].GetUInt8();
        temp.type            = ChatMsg(fields[3].GetUInt8());
        temp.lang            = Language(fields[4].GetUInt8());
        temp.probability     = fields[5].GetFloat();
        temp.duration        = fields[6].GetUInt32();
        temp.BroadcastTextId = fields[7].GetUInt32();
        temp.TextRange       = CreatureTextRange(fields[8].GetUInt8());

        if (!GetLanguageDescByID(temp.lang))
        {
            TC_LOG_ERROR("sql.sql", "CreatureTextMgr: Entry %u, Group %u in table `creature_text` using Language %u but Language does not exist.", temp.entry, temp.group, uint32(temp.lang));
            temp.lang = LANG_UNIVERSAL;
        }

        if (temp.type >= MAX_CHAT_MSG_TYPE)
        {
            TC_LOG_ERROR("sql.sql", "CreatureTextMgr: Entry %u, Group %u in table `creature_text` has Type %u but this Chat Type does not exist.", temp.entry, temp.group, uint32(temp.type));
            temp.type = CHAT_MSG_SAY;
        }

        if (temp.BroadcastTextId)
        {
            if (!sObjectMgr->GetBroadcastText(temp.BroadcastTextId))
            {
                TC_LOG_ERROR("sql.sql", "CreatureTextMgr: Entry %u, Group %u, Id %u in table `creature_text` has non-existing or incompatible BroadcastTextId %u.", temp.entry, temp.group, temp.id, temp.BroadcastTextId);
                temp.BroadcastTextId = 0;
            }
        }

        if (temp.TextRange > TEXT_RANGE_WORLD)
        {
            TC_LOG_ERROR("sql.sql", "CreatureTextMgr: Entry %u, Group %u, Id %u in table `creature_text` has incorrect TextRange %u.", temp.entry, temp.group, temp.id, temp.TextRange);
            temp.TextRange = TEXT_RANGE_NORMAL;
        }

        // add the text into our entry's group
        mTextMap[temp.entry][temp.group].push_back(temp);

        ++textCount;
    }
    while (result->NextRow());

    TC_LOG_INFO("server.loading", ">> Loaded %u creature texts for " SZFMTD " creatures in %u ms", textCount, mTextMap.size(), GetMSTimeDiffToNow(oldMSTime));
}
开发者ID:qadll52001314,项目名称:loa,代码行数:70,代码来源:CreatureTextMgr.cpp


示例5: getMSTime

void AuctionHouseMgr::LoadAuctions()
{
    uint32 oldMSTime = getMSTime();

    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_AUCTIONS);
    PreparedQueryResult result = CharacterDatabase.Query(stmt);

    if (!result)
    {
        sLog->outInfo(LOG_FILTER_SERVER_LOADING, ">> Loaded 0 auctions. DB table `auctionhouse` is empty.");

        return;
    }

    uint32 count = 0;

    SQLTransaction trans = CharacterDatabase.BeginTransaction();
    do
    {
        Field* fields = result->Fetch();

        AuctionEntry* aItem = new AuctionEntry();
        if (!aItem->LoadFromDB(fields))
        {
            aItem->DeleteFromDB(trans);
            delete aItem;
            continue;
        }

        GetAuctionsMap(aItem->factionTemplateId)->AddAuction(aItem);
        count++;
    } while (result->NextRow());

    CharacterDatabase.CommitTransaction(trans);

    sLog->outInfo(LOG_FILTER_SERVER_LOADING, ">> Loaded %u auctions in %u ms", count, GetMSTimeDiffToNow(oldMSTime));

}
开发者ID:Alexdeath,项目名称:FaceCore,代码行数:38,代码来源:AuctionHouseMgr.cpp


示例6: getMSTime

void PoolMgr::LoadFromDB()
{
    // Pool templates
    {
        uint32 oldMSTime = getMSTime();

        QueryResult result = WorldDatabase.Query("SELECT entry, max_limit FROM pool_template");
        if (!result)
        {
            mPoolTemplate.clear();
            sLog->outInfo(LOG_FILTER_SERVER_LOADING, ">> Loaded 0 object pools. DB table `pool_template` is empty.");
            return;
        }

        uint32 count = 0;
        do
        {
            Field* fields = result->Fetch();

            uint32 pool_id = fields[0].GetUInt32();

            PoolTemplateData& pPoolTemplate = mPoolTemplate[pool_id];
            pPoolTemplate.MaxLimit  = fields[1].GetUInt32();

            ++count;
        }
        while (result->NextRow());

        sLog->outInfo(LOG_FILTER_SERVER_LOADING, ">> Loaded %u objects pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
    }

    // Creatures

    sLog->outInfo(LOG_FILTER_SERVER_LOADING, "Loading Creatures Pooling Data...");
    {
        uint32 oldMSTime = getMSTime();

        //                                                 1       2         3
        QueryResult result = WorldDatabase.Query("SELECT guid, pool_entry, chance FROM pool_creature");

        if (!result)
        {
            sLog->outInfo(LOG_FILTER_SERVER_LOADING, ">> Loaded 0 creatures in  pools. DB table `pool_creature` is empty.");
        }
        else
        {
            uint32 count = 0;
            do
            {
                Field* fields = result->Fetch();

                uint32 guid    = fields[0].GetUInt32();
                uint32 pool_id = fields[1].GetUInt32();
                float chance   = fields[2].GetFloat();

                CreatureData const* data = sObjectMgr->GetCreatureData(guid);
                if (!data)
                {
                    sLog->outError(LOG_FILTER_SQL, "`pool_creature` has a non existing creature spawn (GUID: %u) defined for pool id (%u), skipped.", guid, pool_id);
                    continue;
                }
                if (pool_id > max_pool_id)
                {
                    sLog->outError(LOG_FILTER_SQL, "`pool_creature` pool id (%u) is out of range compared to max pool id in `pool_template`, skipped.", pool_id);
                    continue;
                }
                if (chance < 0 || chance > 100)
                {
                    sLog->outError(LOG_FILTER_SQL, "`pool_creature` has an invalid chance (%f) for creature guid (%u) in pool id (%u), skipped.", chance, guid, pool_id);
                    continue;
                }
                PoolTemplateData* pPoolTemplate = &mPoolTemplate[pool_id];
                PoolObject plObject = PoolObject(guid, chance);
                PoolGroup<Creature>& cregroup = mPoolCreatureGroups[pool_id];
                cregroup.SetPoolId(pool_id);
                cregroup.AddEntry(plObject, pPoolTemplate->MaxLimit);
                SearchPair p(guid, pool_id);
                mCreatureSearchMap.insert(p);

                ++count;
            }
            while (result->NextRow());

            sLog->outInfo(LOG_FILTER_SERVER_LOADING, ">> Loaded %u creatures in pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
        }
    }

    // Gameobjects

    sLog->outInfo(LOG_FILTER_SERVER_LOADING, "Loading Gameobject Pooling Data...");
    {
        uint32 oldMSTime = getMSTime();

        //                                                 1        2         3
        QueryResult result = WorldDatabase.Query("SELECT guid, pool_entry, chance FROM pool_gameobject");

        if (!result)
        {
            sLog->outInfo(LOG_FILTER_SERVER_LOADING, ">> Loaded 0 gameobjects in  pools. DB table `pool_gameobject` is empty.");
        }
//.........这里部分代码省略.........
开发者ID:3DViking,项目名称:MistCore,代码行数:101,代码来源:PoolMgr.cpp


示例7: LoadSkillExtraItemTable

// loads the extra item creation info from DB
void LoadSkillExtraItemTable()
{
    uint32 oldMSTime = getMSTime();

    SkillExtraItemStore.clear();                            // need for reload

    //                                                 0        1                       2                       3
    QueryResult result = WorldDatabase.Query("SELECT spellId, requiredSpecialization, additionalCreateChance, additionalMaxNum FROM skill_extra_item_template");

    if (!result)
    {
        sLog->outErrorDb(">> Loaded 0 spell specialization definitions. DB table `skill_extra_item_template` is empty.");
        sLog->outString();
        return;
    }

    uint32 count = 0;

    do
    {
        Field* fields = result->Fetch();

        uint32 spellId = fields[0].GetUInt32();

        if (!sSpellMgr->GetSpellInfo(spellId))
        {
            sLog->outError("Skill specialization %u has non-existent spell id in `skill_extra_item_template`!", spellId);
            continue;
        }

        uint32 requiredSpecialization = fields[1].GetUInt32();
        if (!sSpellMgr->GetSpellInfo(requiredSpecialization))
        {
            sLog->outError("Skill specialization %u have not existed required specialization spell id %u in `skill_extra_item_template`!", spellId, requiredSpecialization);
            continue;
        }

        float additionalCreateChance = fields[2].GetFloat();
        if (additionalCreateChance <= 0.0f)
        {
            sLog->outError("Skill specialization %u has too low additional create chance in `skill_extra_item_template`!", spellId);
            continue;
        }

        uint8 additionalMaxNum = fields[3].GetUInt8();
        if (!additionalMaxNum)
        {
            sLog->outError("Skill specialization %u has 0 max number of extra items in `skill_extra_item_template`!", spellId);
            continue;
        }

        SkillExtraItemEntry& skillExtraItemEntry = SkillExtraItemStore[spellId];

        skillExtraItemEntry.requiredSpecialization = requiredSpecialization;
        skillExtraItemEntry.additionalCreateChance = additionalCreateChance;
        skillExtraItemEntry.additionalMaxNum       = additionalMaxNum;

        ++count;
    }
    while (result->NextRow());

    sLog->outString(">> Loaded %u spell specialization definitions in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
    sLog->outString();
}
开发者ID:SkyFireArchives,项目名称:SkyFireEMU_434,代码行数:65,代码来源:SkillExtraItems.cpp


示例8: getMSTime

// -------------------
void CreatureEventAIMgr::LoadCreatureEventAI_Summons()
{
    uint32 oldMSTime = getMSTime();

    //Drop Existing EventSummon Map
    m_CreatureEventAI_Summon_Map.clear();

    // Gather additional data for EventAI
    QueryResult result = WorldDatabase.Query("SELECT id, position_x, position_y, position_z, orientation, spawntimesecs FROM creature_ai_summons");

    if (!result)
    {
        sLog->outString(">> Loaded 0 CreatureEventAI Summon definitions. DB table `creature_ai_summons` is empty.");
        sLog->outString();
        return;
    }

    uint32 count = 0;

    do
    {
        Field* fields = result->Fetch();

        CreatureEventAI_Summon temp;

        uint32 i = fields[0].GetUInt32();
        temp.position_x = fields[1].GetFloat();
        temp.position_y = fields[2].GetFloat();
        temp.position_z = fields[3].GetFloat();
        temp.orientation = fields[4].GetFloat();
        temp.SpawnTimeSecs = fields[5].GetUInt32();

        if (!Trinity::IsValidMapCoord(temp.position_x, temp.position_y, temp.position_z, temp.orientation))
        {
            sLog->outErrorDb("CreatureEventAI:  Summon id %u have wrong coordinates (%f, %f, %f, %f), skipping.", i, temp.position_x, temp.position_y, temp.position_z, temp.orientation);
            continue;
        }

        //Add to map
        m_CreatureEventAI_Summon_Map[i] = temp;
        ++count;
    }
    while (result->NextRow());

    sLog->outString(">> Loaded %u CreatureEventAI summon definitions in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
    sLog->outString();
}
开发者ID:MCInteger,项目名称:uwom-server,代码行数:48,代码来源:CreatureEventAIMgr.cpp


示例9: getMSTime


//.........这里部分代码省略.........

    //                                                0      1        2        3     4       5        6
    QueryResult result = WorldDatabase.Query("SELECT entry, title_A, title_H, item, sender, subject, text FROM achievement_reward");

    if (!result)
    {
        sLog->outErrorDb(">> Loaded 0 achievement rewards. DB table `achievement_reward` is empty.");
        sLog->outString();
        return;
    }

    uint32 count = 0;

    do
    {
        Field *fields = result->Fetch();
        uint32 entry = fields[0].GetUInt32();
        const AchievementEntry* pAchievement = sAchievementStore.LookupEntry(entry);
        if (!pAchievement)
        {
            sLog->outErrorDb("Table `achievement_reward` has wrong achievement (Entry: %u), ignore", entry);
            continue;
        }

        AchievementReward reward;
        reward.titleId[0] = fields[1].GetUInt32();
        reward.titleId[1] = fields[2].GetUInt32();
        reward.itemId     = fields[3].GetUInt32();
        reward.sender     = fields[4].GetUInt32();
        reward.subject    = fields[5].GetString();
        reward.text       = fields[6].GetString();

        // must be title or mail at least
        if (!reward.titleId[0] && !reward.titleId[1] && !reward.sender)
        {
            sLog->outErrorDb("Table `achievement_reward` (Entry: %u) not have title or item reward data, ignore.", entry);
            continue;
        }

        if (pAchievement->requiredFaction == ACHIEVEMENT_FACTION_ANY && ((reward.titleId[0] == 0) != (reward.titleId[1] == 0)))
            sLog->outErrorDb("Table `achievement_reward` (Entry: %u) has title (A: %u H: %u) for only one team.", entry, reward.titleId[0], reward.titleId[1]);

        if (reward.titleId[0])
        {
            CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(reward.titleId[0]);
            if (!titleEntry)
            {
                sLog->outErrorDb("Table `achievement_reward` (Entry: %u) has invalid title id (%u) in `title_A`, set to 0", entry, reward.titleId[0]);
                reward.titleId[0] = 0;
            }
        }

        if (reward.titleId[1])
        {
            CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(reward.titleId[1]);
            if (!titleEntry)
            {
                sLog->outErrorDb("Table `achievement_reward` (Entry: %u) has invalid title id (%u) in `title_H`, set to 0", entry, reward.titleId[1]);
                reward.titleId[1] = 0;
            }
        }

        //check mail data before item for report including wrong item case
        if (reward.sender)
        {
            if (!sObjectMgr->GetCreatureTemplate(reward.sender))
            {
                sLog->outErrorDb("Table `achievement_reward` (Entry: %u) has invalid creature entry %u as sender, mail reward skipped.", entry, reward.sender);
                reward.sender = 0;
            }
        }
        else
        {
            if (reward.itemId)
                sLog->outErrorDb("Table `achievement_reward` (Entry: %u) does not have sender data but has item reward, item will not be rewarded.", entry);

            if (!reward.subject.empty())
                sLog->outErrorDb("Table `achievement_reward` (Entry: %u) does not have sender data but has mail subject.", entry);

            if (!reward.text.empty())
                sLog->outErrorDb("Table `achievement_reward` (Entry: %u) does not have sender data but has mail text.", entry);
        }

        if (reward.itemId)
        {
            if (!sObjectMgr->GetItemTemplate(reward.itemId))
            {
                sLog->outErrorDb("Table `achievement_reward` (Entry: %u) has invalid item id %u, reward mail will not contain item.", entry, reward.itemId);
                reward.itemId = 0;
            }
        }

        m_achievementRewards[entry] = reward;
        ++count;
    }
    while (result->NextRow());

    sLog->outString(">> Loaded %u achievement rewards in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
    sLog->outString();
}
开发者ID:Facelive,项目名称:ArkCORE2,代码行数:101,代码来源:AchievementMgr.cpp


示例10: getMSTime

void GuildMgr::LoadGuilds()
{
    // 1. Load all guilds
    sLog->outString("Loading guilds definitions...");
    {
        uint32 oldMSTime = getMSTime();

                                                     //          0          1       2             3              4              5              6
        QueryResult result = CharacterDatabase.Query("SELECT g.guildid, g.name, g.leaderguid, g.EmblemStyle, g.EmblemColor, g.BorderStyle, g.BorderColor, "
                                                     //   7                  8       9       10            11           12
                                                     "g.BackgroundColor, g.info, g.motd, g.createdate, g.BankMoney, COUNT(gbt.guildid) "
                                                     "FROM guild g LEFT JOIN guild_bank_tab gbt ON g.guildid = gbt.guildid GROUP BY g.guildid ORDER BY g.guildid ASC");

        if (!result)
        {
            sLog->outString(">> Loaded 0 guild definitions. DB table `guild` is empty.");
            sLog->outString();
            return;
        }
        else
        {
            uint32 count = 0;
            do
            {
                Field* fields = result->Fetch();
                Guild* guild = new Guild();

                if (!guild->LoadFromDB(fields))
                {
                    delete guild;
                    continue;
                }
                QueryResult gNews = CharacterDatabase.PQuery("SELECT type, date, value1, value2, source_guid, flags FROM guild_news WHERE guildid = %u ORDER BY date DESC", guild->GetId());
                if (gNews)
                {
                    Field* fields = gNews->Fetch();
                    guild->LoadGuildNewsFromDB(fields);
                }
                AddGuild(guild);

                ++count;
            }
            while (result->NextRow());

            sLog->outString(">> Loaded %u guild definitions in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
            sLog->outString();
        }
    }

    // 2. Load all guild ranks
    sLog->outString("Loading guild ranks...");
    {
        uint32 oldMSTime = getMSTime();

        // Delete orphaned guild rank entries before loading the valid ones
        CharacterDatabase.DirectExecute("DELETE gr FROM guild_rank gr LEFT JOIN guild g ON gr.guildId = g.guildId WHERE g.guildId IS NULL");

        //                                                         0    1      2       3                4
        QueryResult result = CharacterDatabase.Query("SELECT guildid, rid, rname, rights, BankMoneyPerDay FROM guild_rank ORDER BY guildid ASC, rid ASC");

        if (!result)
        {
            sLog->outString(">> Loaded 0 guild ranks. DB table `guild_rank` is empty.");
            sLog->outString();
        }
        else
        {
            uint32 count = 0;
            do
            {
                Field* fields = result->Fetch();
                uint32 guildId = fields[0].GetUInt32();

                if (Guild* guild = GetGuildById(guildId))
                    guild->LoadRankFromDB(fields);

                ++count;
            }
            while (result->NextRow());

            sLog->outString(">> Loaded %u guild ranks in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
            sLog->outString();
        }
    }

    // 3. Load all guild members
    sLog->outString("Loading guild members...");
    {
        uint32 oldMSTime = getMSTime();

        // Delete orphaned guild member entries before loading the valid ones
        CharacterDatabase.DirectExecute("DELETE gm FROM guild_member gm LEFT JOIN guild g ON gm.guildId = g.guildId WHERE g.guildId IS NULL");

                                                     //          0        1        2     3      4        5                   6
        QueryResult result = CharacterDatabase.Query("SELECT guildid, gm.guid, rank, pnote, offnote, BankResetTimeMoney, BankRemMoney, "
                                                     //   7                  8                 9                  10                11                 12
                                                     "BankResetTimeTab0, BankRemSlotsTab0, BankResetTimeTab1, BankRemSlotsTab1, BankResetTimeTab2, BankRemSlotsTab2, "
                                                     //   13                 14                15                 16                17                 18
                                                     "BankResetTimeTab3, BankRemSlotsTab3, BankResetTimeTab4, BankRemSlotsTab4, BankResetTimeTab5, BankRemSlotsTab5, "
                                                     //   19      20       21       22      23         24
//.........这里部分代码省略.........
开发者ID:Anyriand,项目名称:ArkCORE,代码行数:101,代码来源:GuildMgr.cpp


示例11: getMSTime

void SmartWaypointMgr::LoadFromDB()
{
    uint32 oldMSTime = getMSTime();

    waypoint_map.clear();

    PreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_LOAD_SMARTAI_WP);
    PreparedQueryResult result = WorldDatabase.Query(stmt);

    if (!result)
    {
        sLog->outString(">> Loaded 0 SmartAI Waypoint Paths. DB table `waypoints` is empty.");
        sLog->outString();
        return;
    }

    uint32 count = 0;
    uint32 total = 0;
    WPPath* path = NULL;
    uint32 last_entry = 0;
    uint32 last_id = 1;

    do
    {
        Field* fields = result->Fetch();
        uint32 entry = fields[0].GetUInt32();
        uint32 id = fields[1].GetUInt32();
        float x, y, z;
        x = fields[2].GetFloat();
        y = fields[3].GetFloat();
        z = fields[4].GetFloat();

        WayPoint* wp = new WayPoint(id, x, y, z);

        if (last_entry != entry)
        {
            path = new WPPath;
            last_id = 1;
        }
        if (last_id != id)
        {
            sLog->outErrorDb("SmartWaypointMgr::LoadFromDB: Path entry %u, unexpected point id %u, expected %u.", entry, id, last_id);
        }
        last_id++;
        (*path)[id] = wp;

        if (last_entry != entry)
        {
            count++;
            waypoint_map[entry] = path;
        }
        last_entry = entry;
        total++;
    }
    while (result->NextRow());

    sLog->outString(">> Loaded %u SmartAI waypoint paths (total %u waypoints) in %u ms", count, total, GetMSTimeDiffToNow(oldMSTime));
    sLog->outString();
}
开发者ID:55887MX,项目名称:CCORE,代码行数:59,代码来源:SmartScriptMgr.cpp


示例12: LoadSkillDiscoveryTable


//.........这里部分代码省略.........
    {
        sLog->outError(LOG_FILTER_SERVER_LOADING, ">> Loaded 0 skill discovery definitions. DB table `skill_discovery_template` is empty.");
        return;
    }

    uint32 count = 0;

    std::ostringstream ssNonDiscoverableEntries;
    std::set<uint32> reportedReqSpells;

    do
    {
        Field* fields = result->Fetch();

        uint32 spellId         = fields[0].GetUInt32();
        int32  reqSkillOrSpell = fields[1].GetInt32();
        uint32 reqSkillValue   = fields[2].GetUInt16();
        float  chance          = fields[3].GetFloat();

        if (chance <= 0)                                    // chance
        {
            ssNonDiscoverableEntries << "spellId = " << spellId << " reqSkillOrSpell = " << reqSkillOrSpell
                << " reqSkillValue = " << reqSkillValue << " chance = " << chance << "(chance problem)\n";
            continue;
        }

        if (reqSkillOrSpell > 0)                            // spell case
        {
            uint32 absReqSkillOrSpell = uint32(reqSkillOrSpell);
            SpellInfo const* reqSpellInfo = sSpellMgr->GetSpellInfo(absReqSkillOrSpell);
            if (!reqSpellInfo)
            {
                if (reportedReqSpells.find(absReqSkillOrSpell) == reportedReqSpells.end())
                {
                    sLog->outError(LOG_FILTER_SQL, "Spell (ID: %u) have not existed spell (ID: %i) in `reqSpell` field in `skill_discovery_template` table", spellId, reqSkillOrSpell);
                    reportedReqSpells.insert(absReqSkillOrSpell);
                }
                continue;
            }

            // mechanic discovery
            if (reqSpellInfo->Mechanic != MECHANIC_DISCOVERY &&
                // explicit discovery ability
                !reqSpellInfo->IsExplicitDiscovery())
            {
                if (reportedReqSpells.find(absReqSkillOrSpell) == reportedReqSpells.end())
                {
                    sLog->outError(LOG_FILTER_SQL, "Spell (ID: %u) not have MECHANIC_DISCOVERY (28) value in Mechanic field in spell.dbc"
                        " and not 100%% chance random discovery ability but listed for spellId %u (and maybe more) in `skill_discovery_template` table",
                        absReqSkillOrSpell, spellId);
                    reportedReqSpells.insert(absReqSkillOrSpell);
                }
                continue;
            }

            SkillDiscoveryStore[reqSkillOrSpell].push_back(SkillDiscoveryEntry(spellId, reqSkillValue, chance));
        }
        else if (reqSkillOrSpell == 0)                      // skill case
        {
            SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spellId);

            if (bounds.first == bounds.second)
            {
                sLog->outError(LOG_FILTER_SQL, "Spell (ID: %u) not listed in `SkillLineAbility.dbc` but listed with `reqSpell`=0 in `skill_discovery_template` table", spellId);
                continue;
            }

            for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
                SkillDiscoveryStore[-int32(_spell_idx->second->skillId)].push_back(SkillDiscoveryEntry(spellId, reqSkillValue, chance));
        }
        else
        {
            sLog->outError(LOG_FILTER_SQL, "Spell (ID: %u) have negative value in `reqSpell` field in `skill_discovery_template` table", spellId);
            continue;
        }

        ++count;
    }
    while (result->NextRow());

    if (!ssNonDiscoverableEntries.str().empty())
        sLog->outError(LOG_FILTER_SQL, "Some items can't be successfully discovered: have in chance field value < 0.000001 in `skill_discovery_template` DB table . List:\n%s", ssNonDiscoverableEntries.str().c_str());

    // report about empty data for explicit discovery spells
    for (uint32 spell_id = 1; spell_id < sSpellMgr->GetSpellInfoStoreSize(); ++spell_id)
    {
        SpellInfo const* spellEntry = sSpellMgr->GetSpellInfo(spell_id);
        if (!spellEntry)
            continue;

        // skip not explicit discovery spells
        if (!spellEntry->IsExplicitDiscovery())
            continue;

        if (SkillDiscoveryStore.find(int32(spell_id)) == SkillDiscoveryStore.end())
            sLog->outError(LOG_FILTER_SQL, "Spell (ID: %u) is 100%% chance random discovery ability but not have data in `skill_discovery_template` table", spell_id);
    }

    sLog->outInfo(LOG_FILTER_SERVER_LOADING, ">> Loaded %u skill discovery definitions in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
}
开发者ID:Tithand,项目名称:TER-Server,代码行数:101,代码来源:SkillDiscovery.cpp


示例13: getMSTime

void MapManager::LoadTransports()
{
    uint32 oldMSTime = getMSTime();

    QueryResult result = WorldDatabase.Query("SELECT guid, entry, name, period, ScriptName FROM transports");

    if (!result)
    {
        sLog->outString(">> Loaded 0 transports. DB table `transports` is empty!");
        sLog->outString();
        return;
    }

    uint32 count = 0;

    do
    {

        Field* fields = result->Fetch();
        uint32 lowguid = fields[0].GetUInt32();
        uint32 entry = fields[1].GetUInt32();
        std::string name = fields[2].GetString();
        uint32 period = fields[3].GetUInt32();
        uint32 scriptId = sObjectMgr->GetScriptId(fields[4].GetCString());

        const GameObjectTemplate* goinfo = sObjectMgr->GetGameObjectTemplate(entry);

        if (!goinfo)
        {
            sLog->outErrorDb("Transport ID:%u, Name: %s, will not be loaded, gameobject_template missing", entry, name.c_str());
            continue;
        }

        if (goinfo->type != GAMEOBJECT_TYPE_MO_TRANSPORT)
        {
            sLog->outErrorDb("Transport ID:%u, Name: %s, will not be loaded, gameobject_template type wrong", entry, name.c_str());
            continue;
        }

        // sLog->outString("Loading transport %d between %s, %s", entry, name.c_str(), goinfo->name);

        std::set<uint32> mapsUsed;

        Transport* t = new Transport(period, scriptId);
        if (!t->GenerateWaypoints(goinfo->moTransport.taxiPathId, mapsUsed))
            // skip transports with empty waypoints list
        {
            sLog->outErrorDb("Transport (path id %u) path size = 0. Transport ignored, check DBC files or transport GO data0 field.", goinfo->moTransport.taxiPathId);
            delete t;
            continue;
        }

        float x = t->m_WayPoints[0].x;
        float y = t->m_WayPoints[0].y;
        float z = t->m_WayPoints[0].z;
        uint32 mapid = t->m_WayPoints[0].mapid;
        float o = 1.0f;

         // creates the Gameobject
        if (!t->Create(lowguid, entry, mapid, x, y, z, o, 100, 0))
        {
            delete t;
            continue;
        }

        m_Transports.insert(t);

        for (std::set<uint32>::const_iterator i = mapsUsed.begin(); i != mapsUsed.end(); ++i)
            m_TransportsByMap[*i].insert(t);

        //If we someday decide to use the grid to track transports, here:
        t->SetMap(sMapMgr->CreateBaseMap(mapid));
        t->AddToWorld();

        ++count;
    }
    while (result->NextRow());

    // check transport data DB integrity
    result = WorldDatabase.Query("SELECT gameobject.guid, gameobject.id, transports.name FROM gameobject, transports WHERE gameobject.id = transports.entry");
    if (result)                                              // wrong data found
    {
        do
        {
            Field* fields = result->Fetch();

            uint32 guid  = fields[0].GetUInt32();
            uint32 entry = fields[1].GetUInt32();
            std::string name = fields[2].GetString();
            sLog->outErrorDb("Transport %u '%s' have record (GUID: %u) in `gameobject`. Transports must not have any records in `gameobject` or its behavior will be unpredictable/bugged.", entry, name.c_str(), guid);
        }
        while (result->NextRow());
    }

    sLog->outString(">> Loaded %u transports in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
    sLog->outString();
}
开发者ID:FirstCore,项目名称:PandaCore,代码行数:97,代码来源:Transport.cpp


示例14: getMSTime

void CreatureTextMgr::LoadCreatureTexts()
{
    uint32 oldMSTime = getMSTime();

    mTextMap.clear(); // for reload case
    //all currently used temp texts are NOT reset

    QueryResult_AutoPtr result = WorldDatabase.Query("SELECT entry, groupid, id, text, type, language, probability, emote, duration, sound, TextRange FROM creature_text");

    if (!result)
    {
        sLog.outString(">> Loaded 0 ceature texts. DB table `creature_text` is empty.");

        return;
    }

    uint32 textCount = 0;

    do
    {
        Field* fields = result->Fetch();
        CreatureTextEntry temp;

        temp.entry           = fields[0].GetUInt32();
        temp.group           = fields[1].GetUInt8();
        temp.id              = fields[2].GetUInt8();
        temp.text            = fields[3].GetString();
        temp.type            = ChatMsg(fields[4].GetUInt8());
        temp.lang            = Language(fields[5].GetUInt8());
        temp.probability     = fields[6].GetFloat();
        temp.emote           = Emote(fields[7].GetUInt32());
        temp.duration        = fields[8].GetUInt32();
        temp.sound           = fields[9].GetUInt32();
        temp.TextRange       = CreatureTextRange(fields[10].GetUInt8());

        if (temp.sound)
        {
            if (!sSoundEntriesStore.LookupEntry(temp.sound))
            {
                sLog.outError("CreatureTextMgr: Entry %u, Group %u in table `creature_text` has Sound %u but sound does not exist.", temp.entry, temp.group, temp.sound);
                temp.sound = 0;
            }
        }

        if (!GetLanguageDescByID(temp.lang))
        {
            sLog.outError("CreatureTextMgr: Entry %u, Group %u in table `creature_text` using Language %u but Language does not exist.", temp.entry, temp.group, uint32(temp.lang));
            temp.lang = LANG_UNIVERSAL;
        }

        if (temp.type >= MAX_CHAT_MSG_TYPE)
        {
            sLog.outError("CreatureTextMgr: Entry %u, Group %u in table `creature_text` has Type %u but this Chat Type does not exist.", temp.entry, temp.group, uint32(temp.type));
            temp.type = CHAT_MSG_SAY;
        }

        if (temp.emote)
        {
            if (!sEmotesStore.LookupEntry(temp.emote))
            {
                sLog.outError("CreatureTextMgr: Entry %u, Group %u in table `creature_text` has Emote %u but emote does not exist.", temp.entry, temp.group, uint32(temp.emote));
                temp.emote = EMOTE_ONESHOT_NONE;
            }
        }

        if (temp.TextRange > TEXT_RANGE_WORLD)
        {
            sLog.outError("CreatureTextMgr: Entry %u, Group %u, Id %u in table `creature_text` has incorrect TextRange %u.", temp.entry, temp.group, temp.id, temp.TextRange);
            temp.TextRange = TEXT_RANGE_NORMAL;
        }

        // add the text into our entry's group
        mTextMap[temp.entry][temp.group].push_back(temp);

        ++textCount;
    }
    while (result->NextRow());

    sLog.outString(">> Loaded %u creature texts for %lu creatures in %u ms", textCount, mTextMap.size(), GetMSTimeDiffToNow(oldMSTime));
}
开发者ID:Zaffy,项目名称:OregonCore,代码行数:80,代码来源:CreatureTextMgr.cpp


示例15: LoadDBCStores


//.........这里部分代码省略.........
                {
                    // not spell path
                    if (spellPaths.find(dest_i->second.ID) == spellPaths.end())
                    {
                        ok = true;
                        break;
                    }
                }

                if (!ok)
                    continue;
            }

            // valid taxi network node
            uint8  field   = (uint8)((i - 1) / 32);
            uint32 submask = 1<<((i-1)%32);
            sTaxiNodesMask[field] |= submask;

            if (node->MountCreatureID[0] && node->MountCreatureID[0] != 32981)
                sHordeTaxiNodesMask[field] |= submask;
            if (node->MountCreatureID[1] && node->MountCreatureID[1] != 32981)
                sAllianceTaxiNodesMask[field] |= submask;
            if (node->MountCreatureID[0] == 32981 || node->MountCreatureID[1] == 32981)
                sDeathKnightTaxiNodesMask[field] |= submask;

            // old continent node (+ nodes virtually at old continents, check explicitly to avoid loading map files for zone info)
            if (node->map_id < 2 || i == 82 || i == 83 || i == 93 || i == 94)
                sOldContinentsNodesMask[field] |= submask;

            // fix DK node at Ebon Hold and Shadow Vault flight master
            if (i == 315 || i == 333)
                ((TaxiNodesEntry*)node)->MountCreatureID[1] = 32981;
        }
    }

    LoadDBC(availableDbcLocales, bad_dbc_files, sTeamContributionPointsStore, dbcPath, "TeamContributionPoints.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sTotemCategoryStore,          dbcPath, "TotemCategory.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sTransportAnimationStore,     dbcPath, "TransportAnimation.dbc");
    for (uint32 i = 0; i < sTransportAnimationStore.GetNumRows(); ++i)
    {
        TransportAnimationEntry const* anim = sTransportAnimationStore.LookupEntry(i);
        if (!anim)
            continue;

        sTransportMgr->AddPathNodeToTransport(anim->TransportEntry, anim->TimeSeg, anim);
    }

    LoadDBC(availableDbcLocales, bad_dbc_files, sTransportRotationStore,     dbcPath, "TransportRotation.dbc");
    for (uint32 i = 0; i < sTransportRotationStore.GetNumRows(); ++i)
    {
        TransportRotationEntry const* rot = sTranspor 

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