本文整理汇总了C++中DEBUG_LOG函数的典型用法代码示例。如果您正苦于以下问题:C++ DEBUG_LOG函数的具体用法?C++ DEBUG_LOG怎么用?C++ DEBUG_LOG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DEBUG_LOG函数的15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,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: DEBUG_LOG
void WorldSession::SendTrainerList(ObjectGuid guid, const std::string& strTitle)
{
DEBUG_LOG( "WORLD: SendTrainerList" );
Creature *unit = GetPlayer()->GetNPCIfCanInteractWith(guid,UNIT_NPC_FLAG_TRAINER);
if (!unit)
{
DEBUG_LOG("WORLD: SendTrainerList - %s not found or you can't interact with him.", guid.GetString().c_str());
return;
}
// remove fake death
if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
// trainer list loaded at check;
if (!unit->IsTrainerOf(_player,true))
return;
CreatureInfo const *ci = unit->GetCreatureInfo();
if (!ci)
return;
TrainerSpellData const* cSpells = unit->GetTrainerSpells();
TrainerSpellData const* tSpells = unit->GetTrainerTemplateSpells();
if (!cSpells && !tSpells)
{
DEBUG_LOG("WORLD: SendTrainerList - Training spells not found for %s", guid.GetString().c_str());
return;
}
uint32 maxcount = (cSpells ? cSpells->spellList.size() : 0) + (tSpells ? tSpells->spellList.size() : 0);
uint32 trainer_type = cSpells && cSpells->trainerType ? cSpells->trainerType : (tSpells ? tSpells->trainerType : 0);
WorldPacket data( SMSG_TRAINER_LIST, 8+4+4+maxcount*38 + strTitle.size()+1);
data << ObjectGuid(guid);
data << uint32(trainer_type);
size_t count_pos = data.wpos();
data << uint32(maxcount);
// reputation discount
float fDiscountMod = _player->GetReputationPriceDiscount(unit);
bool can_learn_primary_prof = GetPlayer()->GetFreePrimaryProfessionPoints() > 0;
uint32 count = 0;
if (cSpells)
{
for(TrainerSpellMap::const_iterator itr = cSpells->spellList.begin(); itr != cSpells->spellList.end(); ++itr)
{
TrainerSpell const* tSpell = &itr->second;
uint32 reqLevel = 0;
if(!_player->IsSpellFitByClassAndRace(tSpell->learnedSpell, &reqLevel))
continue;
reqLevel = tSpell->isProvidedReqLevel ? tSpell->reqLevel : std::max(reqLevel, tSpell->reqLevel);
TrainerSpellState state = _player->GetTrainerSpellState(tSpell, reqLevel);
SendTrainerSpellHelper(data, tSpell, state, fDiscountMod, can_learn_primary_prof, reqLevel);
++count;
}
}
if (tSpells)
{
for(TrainerSpellMap::const_iterator itr = tSpells->spellList.begin(); itr != tSpells->spellList.end(); ++itr)
{
TrainerSpell const* tSpell = &itr->second;
uint32 reqLevel = 0;
if(!_player->IsSpellFitByClassAndRace(tSpell->learnedSpell, &reqLevel))
continue;
reqLevel = tSpell->isProvidedReqLevel ? tSpell->reqLevel : std::max(reqLevel, tSpell->reqLevel);
TrainerSpellState state = _player->GetTrainerSpellState(tSpell, reqLevel);
SendTrainerSpellHelper(data, tSpell, state, fDiscountMod, can_learn_primary_prof, reqLevel);
++count;
}
}
data << strTitle;
data.put<uint32>(count_pos,count);
SendPacket(&data);
}
示例2: hleEnterVblank
void hleEnterVblank(u64 userdata, int cyclesLate) {
int vbCount = userdata;
DEBUG_LOG(SCEDISPLAY, "Enter VBlank %i", vbCount);
isVblank = 1;
vCount++; // vCount increases at each VBLANK.
hCountBase += hCountPerVblank; // This is the "accumulated" hcount base.
if (hCountBase > 0x7FFFFFFF) {
hCountBase -= 0x80000000;
}
frameStartTicks = CoreTiming::GetTicks();
// Wake up threads waiting for VBlank
u32 error;
for (size_t i = 0; i < vblankWaitingThreads.size(); i++) {
if (--vblankWaitingThreads[i].vcountUnblock == 0) {
// Only wake it if it wasn't already released by someone else.
SceUID waitID = __KernelGetWaitID(vblankWaitingThreads[i].threadID, WAITTYPE_VBLANK, error);
if (waitID == 1) {
__KernelResumeThreadFromWait(vblankWaitingThreads[i].threadID, 0);
}
vblankWaitingThreads.erase(vblankWaitingThreads.begin() + i--);
}
}
// Trigger VBlank interrupt handlers.
__TriggerInterrupt(PSP_INTR_IMMEDIATE | PSP_INTR_ONLY_IF_ENABLED | PSP_INTR_ALWAYS_RESCHED, PSP_VBLANK_INTR, PSP_INTR_SUB_ALL);
CoreTiming::ScheduleEvent(msToCycles(vblankMs) - cyclesLate, leaveVblankEvent, vbCount + 1);
gpuStats.numVBlanks++;
numVBlanksSinceFlip++;
// TODO: Should this be done here or in hleLeaveVblank?
if (framebufIsLatched) {
DEBUG_LOG(SCEDISPLAY, "Setting latched framebuffer %08x (prev: %08x)", latchedFramebuf.topaddr, framebuf.topaddr);
framebuf = latchedFramebuf;
framebufIsLatched = false;
gpu->SetDisplayFramebuffer(framebuf.topaddr, framebuf.pspFramebufLinesize, framebuf.pspFramebufFormat);
}
// We flip only if the framebuffer was dirty. This eliminates flicker when using
// non-buffered rendering. The interaction with frame skipping seems to need
// some work.
if (gpu->FramebufferDirty()) {
if (g_Config.iShowFPSCounter && g_Config.iShowFPSCounter < 4) {
CalculateFPS();
}
// Setting CORE_NEXTFRAME causes a swap.
// Check first though, might've just quit / been paused.
if (gpu->FramebufferReallyDirty()) {
if (coreState == CORE_RUNNING) {
coreState = CORE_NEXTFRAME;
gpu->CopyDisplayToOutput();
actualFlips++;
}
}
gpuStats.numFlips++;
bool throttle, skipFrame;
// 1.001f to compensate for the classic 59.94 NTSC framerate that the PSP seems to have.
DoFrameTiming(throttle, skipFrame, (float)numVBlanksSinceFlip * (1.001f / 60.0f));
int maxFrameskip = 8;
if (throttle) {
if (g_Config.iFrameSkip == 1) {
// 4 here means 1 drawn, 4 skipped - so 12 fps minimum.
maxFrameskip = 4;
} else {
maxFrameskip = g_Config.iFrameSkip - 1;
}
}
if (numSkippedFrames >= maxFrameskip) {
skipFrame = false;
}
if (skipFrame) {
gstate_c.skipDrawReason |= SKIPDRAW_SKIPFRAME;
numSkippedFrames++;
} else {
gstate_c.skipDrawReason &= ~SKIPDRAW_SKIPFRAME;
numSkippedFrames = 0;
}
// Returning here with coreState == CORE_NEXTFRAME causes a buffer flip to happen (next frame).
// Right after, we regain control for a little bit in hleAfterFlip. I think that's a great
// place to do housekeeping.
CoreTiming::ScheduleEvent(0 - cyclesLate, afterFlipEvent, 0);
numVBlanksSinceFlip = 0;
}
}
示例3: sceKernelSetGPO
void sceKernelSetGPO(u32 ledAddr)
{
// Sets debug LEDs.
DEBUG_LOG(HLE,"sceKernelSetGPO(%02x)", ledAddr);
}
示例4: sceKernelIcacheInvalidateRange
int sceKernelIcacheInvalidateRange(u32 addr, int size) {
DEBUG_LOG(HLE,"sceKernelIcacheInvalidateRange(%08x, %i)", addr, size);
// TODO: Make the JIT hash and compare the touched blocks.
return 0;
}
示例5: DEBUG_LOG
void WorldSession::HandleBattleFieldPortOpcode(WorldPacket& recv_data)
{
DEBUG_LOG("WORLD: Received opcode CMSG_BATTLEFIELD_PORT");
uint8 type; // arenatype if arena
uint8 unk2; // unk, can be 0x0 (may be if was invited?) and 0x1
uint32 bgTypeId_; // type id from dbc
uint16 unk; // 0x1F90 constant?
uint8 action; // enter battle 0x1, leave queue 0x0
recv_data >> type >> unk2 >> bgTypeId_ >> unk >> action;
if (!sBattlemasterListStore.LookupEntry(bgTypeId_))
{
sLog.outError("BattlegroundHandler: invalid bgtype (%u) received.", bgTypeId_);
return;
}
if (type && !IsArenaTypeValid(ArenaType(type)))
{
sLog.outError("BattlegroundHandler: Invalid CMSG_BATTLEFIELD_PORT received from player (%u), arena type wrong: %u.", _player->GetGUIDLow(), type);
return;
}
if (!_player->InBattleGroundQueue())
{
sLog.outError("BattlegroundHandler: Invalid CMSG_BATTLEFIELD_PORT received from player (%u), he is not in bg_queue.", _player->GetGUIDLow());
return;
}
// get GroupQueueInfo from BattleGroundQueue
BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_);
BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, ArenaType(type));
BattleGroundQueue& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId];
// we must use temporary variable, because GroupQueueInfo pointer can be deleted in BattleGroundQueue::RemovePlayer() function
GroupQueueInfo ginfo;
if (!bgQueue.GetPlayerGroupInfoData(_player->GetObjectGuid(), &ginfo))
{
sLog.outError("BattlegroundHandler: itrplayerstatus not found.");
return;
}
// if action == 1, then instanceId is required
if (!ginfo.IsInvitedToBGInstanceGUID && action == 1)
{
sLog.outError("BattlegroundHandler: instance not found.");
return;
}
BattleGround* bg = sBattleGroundMgr.GetBattleGround(ginfo.IsInvitedToBGInstanceGUID, bgTypeId);
// bg template might and must be used in case of leaving queue, when instance is not created yet
if (!bg && action == 0)
bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
if (!bg)
{
sLog.outError("BattlegroundHandler: bg_template not found for type id %u.", bgTypeId);
return;
}
// expected bracket entry
PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(), _player->getLevel());
if (!bracketEntry)
return;
// some checks if player isn't cheating - it is not exactly cheating, but we cannot allow it
if (action == 1 && ginfo.arenaType == ARENA_TYPE_NONE)
{
// if player is trying to enter battleground (not arena!) and he has deserter debuff, we must just remove him from queue
if (!_player->CanJoinToBattleground())
{
// send bg command result to show nice message
WorldPacket data2;
sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data2, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS);
_player->GetSession()->SendPacket(&data2);
action = 0;
DEBUG_LOG("Battleground: player %s (%u) has a deserter debuff, do not port him to battleground!", _player->GetName(), _player->GetGUIDLow());
}
// if player don't match battleground max level, then do not allow him to enter! (this might happen when player leveled up during his waiting in queue
if (_player->getLevel() > bg->GetMaxLevel())
{
sLog.outError("Battleground: Player %s (%u) has level (%u) higher than maxlevel (%u) of battleground (%u)! Do not port him to battleground!",
_player->GetName(), _player->GetGUIDLow(), _player->getLevel(), bg->GetMaxLevel(), bg->GetTypeID());
action = 0;
}
}
uint32 queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId);
WorldPacket data;
switch (action)
{
case 1: // port to battleground
if (!_player->IsInvitedForBattleGroundQueueType(bgQueueTypeId))
return; // cheating?
if (!_player->InBattleGround())
_player->SetBattleGroundEntryPoint();
// resurrect the player
if (!_player->isAlive())
{
_player->ResurrectPlayer(1.0f);
//.........这里部分代码省略.........
示例6: DEBUG_LOG
void WorldSession::Handle_NULL(WorldPacket& recvPacket)
{
DEBUG_LOG("SESSION: received unimplemented opcode %s (0x%.4X)",
recvPacket.GetOpcodeName(),
recvPacket.GetOpcode());
}
示例7: while
//.........这里部分代码省略.........
}
// 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 (_player->IsBeingTeleportedFar())
HandleMoveWorldportAckOpcode();
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->GetObjectGuid(), true);
}
}
///- Reset the online field in the account table
// no point resetting online in character table here as Player::SaveToDB() will set it to 1 since player has not been removed from world at this stage
// No SQL injection as AccountID is uint32
static SqlStatementID id;
SqlStatement stmt = LoginDatabase.CreateStatement(id, "UPDATE account SET active_realm_id = ? WHERE id = ?");
stmt.PExecute(uint32(0), GetAccountId());
///- 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()))
{
if (MemberSlot* slot = guild->GetMemberSlot(_player->GetObjectGuid()))
{
slot->SetMemberStats(_player);
slot->UpdateLogoutTime();
}
guild->BroadcastEvent(GE_SIGNED_OFF, _player->GetObjectGuid(), _player->GetName());
}
///- Remove pet
_player->RemovePet(PET_SAVE_AS_CURRENT);
///- 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)
_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
if (_player->GetGroup())
_player->GetGroup()->SendUpdate();
///- Broadcast a logout message to the player's friends
sSocialMgr.SendFriendStatus(_player, FRIEND_OFFLINE, _player->GetObjectGuid(), true);
sSocialMgr.RemovePlayerSocial(_player->GetGUIDLow());
///- 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
if (_player->IsInWorld())
{
Map* _map = _player->GetMap();
_map->Remove(_player, true);
}
else
{
_player->CleanupsBeforeDelete();
Map::DeleteFromWorld(_player);
}
SetPlayer(NULL); // deleted in Remove/DeleteFromWorld 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
static SqlStatementID updChars;
stmt = CharacterDatabase.CreateStatement(updChars, "UPDATE characters SET online = 0 WHERE account = ?");
stmt.PExecute(GetAccountId());
DEBUG_LOG("SESSION: Sent SMSG_LOGOUT_COMPLETE Message");
}
m_playerLogout = false;
m_playerSave = false;
m_playerRecentlyLogout = true;
LogoutRequest(0);
}
示例8: selectAI
CreatureAI* selectAI(Creature* creature)
{
const CreatureAICreator *ai_factory = NULL;
CreatureAIRegistry &ai_registry(CreatureAIRepository::Instance());
if (creature->isPet())
ai_factory = ai_registry.GetRegistryItem("PetAI");
//scriptname in db
if (!ai_factory)
if (CreatureAI* scriptedAI = sScriptMgr.GetAI(creature))
return scriptedAI;
// AIname in db
std::string ainame=creature->GetAIName();
if (!ai_factory && !ainame.empty())
ai_factory = ai_registry.GetRegistryItem(ainame.c_str());
// select by NPC flags
if (!ai_factory)
{
if (creature->HasSummonMask(SUMMON_MASK_CONTROLABLE_GUARDIAN) && ((Guardian*)creature)->GetOwner()->GetTypeId() == TYPEID_PLAYER)
ai_factory = ai_registry.GetRegistryItem("PetAI");
else if (creature->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK))
ai_factory = ai_registry.GetRegistryItem("NullCreatureAI");
else if (creature->isGuard())
ai_factory = ai_registry.GetRegistryItem("GuardAI");
else if (creature->HasSummonMask(SUMMON_MASK_CONTROLABLE_GUARDIAN))
ai_factory = ai_registry.GetRegistryItem("PetAI");
else if (creature->isTotem())
ai_factory = ai_registry.GetRegistryItem("TotemAI");
else if (creature->isTrigger())
{
if (creature->m_spells[0])
ai_factory = ai_registry.GetRegistryItem("TriggerAI");
else
ai_factory = ai_registry.GetRegistryItem("NullCreatureAI");
}
else if (creature->GetCreatureType() == CREATURE_TYPE_CRITTER && !creature->HasSummonMask(SUMMON_MASK_GUARDIAN))
ai_factory = ai_registry.GetRegistryItem("CritterAI");
}
// select by permit check
if (!ai_factory)
{
int best_val = -1;
typedef CreatureAIRegistry::RegistryMapType RMT;
RMT const &l = ai_registry.GetRegisteredItems();
for (RMT::const_iterator iter = l.begin(); iter != l.end(); ++iter)
{
const CreatureAICreator *factory = iter->second;
const SelectableAI *p = dynamic_cast<const SelectableAI *>(factory);
ASSERT(p != NULL);
int val = p->Permit(creature);
if (val > best_val)
{
best_val = val;
ai_factory = p;
}
}
}
// select NullCreatureAI if not another cases
ainame = (ai_factory == NULL) ? "NullCreatureAI" : ai_factory->key();
DEBUG_LOG("Creature %u used AI is %s.", creature->GetGUIDLow(), ainame.c_str());
return (ai_factory == NULL ? new NullCreatureAI(creature) : ai_factory->Create(creature));
}
示例9: main
int main(int argc, char *argv[]) {
#ifdef _NEED_WIN_GENERATE_DUMP
_oldWndExceptionFilter = SetUnhandledExceptionFilter(_exceptionFilter);
#endif
InitOpenSSL _init;
settingsParseArgs(argc, argv);
for (int32 i = 0; i < argc; ++i) {
if (string("-fixprevious") == argv[i]) {
return psFixPrevious();
} else if (string("-cleanup") == argv[i]) {
return psCleanup();
}
}
logsInit();
Local::readSettings();
if (cFromAutoStart() && !cAutoStart()) {
psAutoStart(false, true);
Local::stop();
return 0;
}
DEBUG_LOG(("Application Info: Telegram started, test mode: %1, exe dir: %2").arg(logBool(cTestMode())).arg(cExeDir()));
if (cDebug()) {
LOG(("Application Info: Telegram started in debug mode"));
for (int32 i = 0; i < argc; ++i) {
LOG(("Argument: %1").arg(QString::fromLocal8Bit(argv[i])));
}
QStringList logs = psInitLogs();
for (int32 i = 0, l = logs.size(); i < l; ++i) {
LOG(("Init Log: %1").arg(logs.at(i)));
}
}
psClearInitLogs();
DEBUG_LOG(("Application Info: ideal thread count: %1, using %2 connections per session").arg(QThread::idealThreadCount()).arg(cConnectionsInSession()));
psStart();
int result = 0;
{
QByteArray args[] = { "-style=0" }; // prepare fake args
static const int a_cnt = sizeof(args) / sizeof(args[0]);
int a_argc = a_cnt + 1;
char *a_argv[a_cnt + 1] = { argv[0], args[0].data() };
Application app(a_argc, a_argv);
if (!App::quiting()) {
result = app.exec();
}
}
psFinish();
Local::stop();
DEBUG_LOG(("Application Info: Telegram done, result: %1").arg(result));
if (cRestartingUpdate()) {
DEBUG_LOG(("Application Info: executing updater to install update.."));
psExecUpdater();
} else if (cRestarting()) {
DEBUG_LOG(("Application Info: executing Telegram, because of restart.."));
psExecTelegram();
}
logsClose();
return result;
}
示例10: GetCorpseForPlayerGUID
Corpse*
ObjectAccessor::ConvertCorpseForPlayer(uint64 player_guid, bool insignia)
{
Corpse *corpse = GetCorpseForPlayerGUID(player_guid);
if(!corpse)
{
//in fact this function is called from several places
//even when player doesn't have a corpse, not an error
//sLog.outError("Try remove corpse that not in map for GUID %ul", player_guid);
return NULL;
}
DEBUG_LOG("Deleting Corpse and spawning bones.");
// remove corpse from player_guid -> corpse map
RemoveCorpse(corpse);
// remove resurrectable corpse from grid object registry (loaded state checked into call)
// do not load the map if it's not loaded
Map *map = MapManager::Instance().FindMap(corpse->GetMapId(), corpse->GetInstanceId());
if(map)
map->Remove(corpse, false);
// remove corpse from DB
corpse->DeleteFromDB();
Corpse *bones = NULL;
// create the bones only if the map and the grid is loaded at the corpse's location
// ignore bones creating option in case insignia
if (map && (insignia ||
(map->IsBattleGroundOrArena() ? sWorld.getConfig(CONFIG_DEATH_BONES_BG_OR_ARENA) : sWorld.getConfig(CONFIG_DEATH_BONES_WORLD))) &&
!map->IsRemovalGrid(corpse->GetPositionX(), corpse->GetPositionY()))
{
// Create bones, don't change Corpse
bones = new Corpse;
bones->Create(corpse->GetGUIDLow());
for (int i = 3; i < CORPSE_END; ++i) // don't overwrite guid and object type
bones->SetUInt32Value(i, corpse->GetUInt32Value(i));
bones->SetGrid(corpse->GetGrid());
// bones->m_time = m_time; // don't overwrite time
// bones->m_inWorld = m_inWorld; // don't overwrite world state
// bones->m_type = m_type; // don't overwrite type
bones->Relocate(corpse->GetPositionX(), corpse->GetPositionY(), corpse->GetPositionZ(), corpse->GetOrientation());
bones->SetPhaseMask(corpse->GetPhaseMask(), false);
bones->SetUInt32Value(CORPSE_FIELD_FLAGS, CORPSE_FLAG_UNK2 | CORPSE_FLAG_BONES);
bones->SetUInt64Value(CORPSE_FIELD_OWNER, 0);
for (int i = 0; i < EQUIPMENT_SLOT_END; ++i)
{
if(corpse->GetUInt32Value(CORPSE_FIELD_ITEM + i))
bones->SetUInt32Value(CORPSE_FIELD_ITEM + i, 0);
}
// add bones in grid store if grid loaded where corpse placed
map->Add(bones);
}
// all references to the corpse should be removed at this point
delete corpse;
return bones;
}
示例11: id
void WorldSession::HandleBattlemasterJoinOpcode(WorldPacket& recv_data)
{
ObjectGuid guid;
uint32 bgTypeId_;
uint32 instanceId;
uint8 joinAsGroup;
bool isPremade = false;
Group* grp;
recv_data >> guid; // battlemaster guid
recv_data >> bgTypeId_; // battleground type id (DBC id)
recv_data >> instanceId; // instance id, 0 if First Available selected
recv_data >> joinAsGroup; // join as group
if (!sBattlemasterListStore.LookupEntry(bgTypeId_))
{
sLog.outError("Battleground: invalid bgtype (%u) received. possible cheater? player guid %u", bgTypeId_, _player->GetGUIDLow());
return;
}
BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_);
DEBUG_LOG("WORLD: Received opcode CMSG_BATTLEMASTER_JOIN from %s", guid.GetString().c_str());
// can do this, since it's battleground, not arena
BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, ARENA_TYPE_NONE);
// ignore if player is already in BG
if (_player->InBattleGround())
return;
// get bg instance or bg template if instance not found
BattleGround* bg = NULL;
if (instanceId)
bg = sBattleGroundMgr.GetBattleGroundThroughClientInstance(instanceId, bgTypeId);
if (!bg && !(bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId)))
{
sLog.outError("Battleground: no available bg / template found");
return;
}
// expected bracket entry
PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(), _player->getLevel());
if (!bracketEntry)
return;
GroupJoinBattlegroundResult err;
// check queue conditions
if (!joinAsGroup)
{
// check Deserter debuff
if (!_player->CanJoinToBattleground())
{
WorldPacket data;
sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS);
_player->GetSession()->SendPacket(&data);
return;
}
// check if already in queue
if (_player->GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES)
// player is already in this queue
return;
// check if has free queue slots
if (!_player->HasFreeBattleGroundQueueId())
return;
}
else
{
grp = _player->GetGroup();
// no group found, error
if (!grp)
return;
if (grp->GetLeaderGuid() != _player->GetObjectGuid())
return;
err = grp->CanJoinBattleGroundQueue(bg, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0);
isPremade = sWorld.getConfig(CONFIG_UINT32_BATTLEGROUND_PREMADE_GROUP_WAIT_FOR_MATCH) &&
(grp->GetMembersCount() >= bg->GetMinPlayersPerTeam());
}
// if we're here, then the conditions to join a bg are met. We can proceed in joining.
// _player->GetGroup() was already checked, grp is already initialized
BattleGroundQueue& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId];
if (joinAsGroup)
{
GroupQueueInfo* ginfo = NULL;
uint32 avgTime = 0;
if (err > 0)
{
DEBUG_LOG("Battleground: the following players are joining as group:");
ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, ARENA_TYPE_NONE, false, isPremade, 0);
avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId());
}
for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player* member = itr->getSource();
if (!member)
//.........这里部分代码省略.........
示例12: sceKernelGetGPI
u32 sceKernelGetGPI()
{
// Always returns 0 on production systems.
DEBUG_LOG(HLE,"0=sceKernelGetGPI()");
return 0;
}
示例13: XFRegWritten
//.........这里部分代码省略.........
break;
case XFMEM_SETMATRIXINDB:
//_assert_msg_(GX_XF, 0, "XF matrixindex1");
VertexShaderManager::SetTexMatrixChangedB(newValue);
break;
case XFMEM_SETVIEWPORT:
case XFMEM_SETVIEWPORT+1:
case XFMEM_SETVIEWPORT+2:
case XFMEM_SETVIEWPORT+3:
case XFMEM_SETVIEWPORT+4:
case XFMEM_SETVIEWPORT+5:
VertexManagerBase::Flush();
VertexShaderManager::SetViewportChanged();
PixelShaderManager::SetViewportChanged();
GeometryShaderManager::SetViewportChanged();
nextAddress = XFMEM_SETVIEWPORT + 6;
break;
case XFMEM_SETPROJECTION:
case XFMEM_SETPROJECTION+1:
case XFMEM_SETPROJECTION+2:
case XFMEM_SETPROJECTION+3:
case XFMEM_SETPROJECTION+4:
case XFMEM_SETPROJECTION+5:
case XFMEM_SETPROJECTION+6:
VertexManagerBase::Flush();
VertexShaderManager::SetProjectionChanged();
GeometryShaderManager::SetProjectionChanged();
nextAddress = XFMEM_SETPROJECTION + 7;
break;
case XFMEM_SETNUMTEXGENS: // GXSetNumTexGens
if (xfmem.numTexGen.numTexGens != (newValue & 15))
VertexManagerBase::Flush();
break;
case XFMEM_SETTEXMTXINFO:
case XFMEM_SETTEXMTXINFO+1:
case XFMEM_SETTEXMTXINFO+2:
case XFMEM_SETTEXMTXINFO+3:
case XFMEM_SETTEXMTXINFO+4:
case XFMEM_SETTEXMTXINFO+5:
case XFMEM_SETTEXMTXINFO+6:
case XFMEM_SETTEXMTXINFO+7:
VertexManagerBase::Flush();
nextAddress = XFMEM_SETTEXMTXINFO + 8;
break;
case XFMEM_SETPOSMTXINFO:
case XFMEM_SETPOSMTXINFO+1:
case XFMEM_SETPOSMTXINFO+2:
case XFMEM_SETPOSMTXINFO+3:
case XFMEM_SETPOSMTXINFO+4:
case XFMEM_SETPOSMTXINFO+5:
case XFMEM_SETPOSMTXINFO+6:
case XFMEM_SETPOSMTXINFO+7:
VertexManagerBase::Flush();
nextAddress = XFMEM_SETPOSMTXINFO + 8;
break;
// --------------
// Unknown Regs
// --------------
// Maybe these are for Normals?
case 0x1048: //xfmem.texcoords[0].nrmmtxinfo.hex = data; break; ??
case 0x1049:
case 0x104a:
case 0x104b:
case 0x104c:
case 0x104d:
case 0x104e:
case 0x104f:
DEBUG_LOG(VIDEO, "Possible Normal Mtx XF reg?: %x=%x", address, newValue);
break;
case 0x1013:
case 0x1014:
case 0x1015:
case 0x1016:
case 0x1017:
default:
if (newValue != 0) // Ignore writes of zero.
WARN_LOG(VIDEO, "Unknown XF Reg: %x=%x", address, newValue);
break;
}
int transferred = nextAddress - address;
address = nextAddress;
transferSize -= transferred;
dataIndex += transferred;
}
}
示例14: fill_error_reply
int Ardb::GeoSearch(Context& ctx, RedisCommandFrame& cmd)
{
GeoSearchOptions options;
std::string err;
if (0 != options.Parse(cmd.GetArguments(), err, 1))
{
fill_error_reply(ctx.reply, "%s", err.c_str());
return 0;
}
ValueObject meta;
int ret = GetMetaValue(ctx, cmd.GetArguments()[0], ZSET_META, meta);
CHECK_ARDB_RETURN_VALUE(ctx.reply, ret);
ctx.reply.type = REDIS_REPLY_ARRAY;
if (0 != ret)
{
return 0;
}
uint64 t1 = get_current_epoch_millis();
uint32 min_radius = 75; //magic number
if (options.asc && options.limit > 0 && options.offset == 0 && options.radius > min_radius)
{
uint32 old_radius = options.radius;
options.radius = min_radius;
do
{
ctx.reply.Clear();
int point_num = GeoSearchByOptions(ctx, meta, options);
if(point_num < 0)
{
break;
}
if (options.radius == old_radius)
{
break;
}
if (point_num > 0)
{
if (point_num >= options.limit)
{
break;
}
options.radius *= sqrt((options.limit / point_num) + 1);
}
else
{
options.radius *= 8;
}
if (options.radius > old_radius)
{
options.radius = old_radius;
}
} while (options.radius <= old_radius);
}
else
{
GeoSearchByOptions(ctx, meta, options);
}
ctx.reply.type = REDIS_REPLY_ARRAY;
uint64 t2 = get_current_epoch_millis();
DEBUG_LOG("####Cost %llums to range geosearch", t2 - t1);
return 0;
}
示例15: get_current_epoch_micros
int Ardb::GeoSearchByOptions(Context& ctx, ValueObject& meta, GeoSearchOptions& options)
{
uint64 start_time = get_current_epoch_micros();
int ret = 0;
double x = options.x, y = options.y;
if (options.by_member)
{
Data element, score;
element.SetString(options.member, true);
ret = ZSetScore(ctx, meta, element, score);
if (0 != ret || score.IsNil())
{
return -1;
}
GeoHashHelper::GetMercatorXYByHash(score.value.iv, x, y);
}
else
{
if (options.coord_type != GEO_MERCATOR_TYPE)
{
x = GeoHashHelper::GetMercatorX(options.x);
y = GeoHashHelper::GetMercatorY(options.y);
}
}
DEBUG_LOG("####Step1: Cost %lluus", get_current_epoch_micros() - start_time);
GeoPointArray points;
ZSetRangeByScoreOptions fetch_options;
fetch_options.withscores = false;
fetch_options.op = OP_GET;
fetch_options.fill_reply = false;
fetch_options.fetch_geo_location = true;
if (options.in_members)
{
StringSet::iterator it = options.submembers.begin();
while (it != options.submembers.end())
{
//GeoPoint point;
Data element, score;
element.SetString(*it, true);
Location loc;
ret = ZSetScore(ctx, meta, element, score, &loc);
if (0 == ret)
{
fetch_options.results.push_back(element);
//fetch_options.results.push_back(score);
fetch_options.locs.push_back(loc);
}
it++;
}
}
else
{
GeoHashBitsSet ress;
GeoHashHelper::GetAreasByRadiusV2(GEO_MERCATOR_TYPE, y, x, options.radius, ress);
/*
* Merge areas if possible to avoid disk search
*/
std::vector<ZRangeSpec> range_array;
GeoHashBitsSet::iterator rit = ress.begin();
typedef TreeMap<uint64, uint64>::Type HashRangeMap;
HashRangeMap tmp;
while (rit != ress.end())
{
GeoHashBits& hash = *rit;
GeoHashBits next = hash;
next.bits++;
tmp[GeoHashHelper::Allign60Bits(hash)] = GeoHashHelper::Allign60Bits(next);
rit++;
}
HashRangeMap::iterator tit = tmp.begin();
HashRangeMap::iterator nit = tmp.begin();
nit++;
while (tit != tmp.end())
{
ZRangeSpec range;
range.contain_min = true;
range.contain_max = true;
range.min.SetInt64(tit->first);
range.max.SetInt64(tit->second);
while (nit != tmp.end() && nit->first == range.max.value.iv)
{
range.max.SetInt64(nit->second);
nit++;
tit++;
}
range_array.push_back(range);
nit++;
tit++;
}
DEBUG_LOG("After areas merging, reduce searching area size from %u to %u", ress.size(), range_array.size());
std::vector<ZRangeSpec>::iterator hit = range_array.begin();
ZSetIterator* iter = NULL;
while (hit != range_array.end())
{
ZRangeSpec& range = *hit;
uint64 t1 = get_current_epoch_millis();
ZSetRangeByScore(ctx, meta, range, fetch_options, iter);
uint64 t2 = get_current_epoch_millis();
DEBUG_LOG("####Cost %llums to range fetch", t2 - t1);
//.........这里部分代码省略.........