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C++ LogoutRequest函数代码示例

本文整理汇总了C++中LogoutRequest函数的典型用法代码示例。如果您正苦于以下问题:C++ LogoutRequest函数的具体用法?C++ LogoutRequest怎么用?C++ LogoutRequest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LogoutRequest函数的11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: 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);
}
开发者ID:Anderlobi1,项目名称:server,代码行数:101,代码来源:WorldSession.cpp

示例2: while


//.........这里部分代码省略.........
            //maybe we should implement delayed far teleport logout?
            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->GetGUID(), 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
        loginDatabase.PExecute("UPDATE account SET online = 0 WHERE id = '%u'", GetAccountId());

        ///- If the player is in a guild, update the guild roster and broadcast a logout message to other guild members
        Guild *guild = objmgr.GetGuildById(_player->GetGuildId());
        if(guild)
        {
            guild->LoadPlayerStatsByGuid(_player->GetGUID());
            guild->UpdateLogoutTime(_player->GetGUID());

            WorldPacket data(SMSG_GUILD_EVENT, (1+1+12+8)); // name limited to 12 in character table.
            data<<(uint8)GE_SIGNED_OFF;
            data<<(uint8)1;
            data<<_player->GetName();
            data<<_player->GetGUID();
            guild->BroadcastPacket(&data);
        }

        ///- Remove pet
        _player->RemovePet(NULL,PET_SAVE_AS_CURRENT, true);

        ///- empty buyback items and save the player in the database
        // some save parts only correctly work in case player present in map/player_lists (pets, etc)
        if(Save)
        {
            uint32 eslot;
            for(int j = BUYBACK_SLOT_START; j < BUYBACK_SLOT_END; ++j)
            {
                eslot = j - BUYBACK_SLOT_START;
                _player->SetUInt64Value(PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), 0);
                _player->SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0);
                _player->SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0);
            }
            _player->SaveToDB();
        }

        ///- Leave all channels before player delete...
        _player->CleanupChannels();

        ///- If the player is in a group (or invited), remove him. If the group if then only 1 person, disband the group.
        _player->UninviteFromGroup();

        // remove player from the group if he is:
        // a) in group; b) not in raid group; c) logging out normally (not being kicked or disconnected)
        if(_player->GetGroup() && !_player->GetGroup()->isRaidGroup() && m_Socket)
            _player->RemoveFromGroup();

        ///- Send update to group
        if(_player->GetGroup())
            _player->GetGroup()->SendUpdate();

        ///- Broadcast a logout message to the player's friends
        sSocialMgr.SendFriendStatus(_player, FRIEND_OFFLINE, _player->GetGUIDLow(), 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()) _player->GetMap()->Remove(_player, false);
        // RemoveFromWorld does cleanup that requires the player to be in the accessor
        ObjectAccessor::Instance().RemoveObject(_player);

        ///- Delete the player object
        _player->CleanupsBeforeDelete();                    // do some cleanup before deleting to prevent crash at crossreferences to already deleted data

        delete _player;
        _player = NULL;

        ///- 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
        CharacterDatabase.PExecute("UPDATE characters SET online = 0 WHERE account = '%u'",
            GetAccountId());
        sLog.outDebug( "SESSION: Sent SMSG_LOGOUT_COMPLETE Message" );
    }

    m_playerLogout = false;
    m_playerRecentlyLogout = true;
    LogoutRequest(0);
}
开发者ID:acteros,项目名称:anwapEmu,代码行数:101,代码来源:WorldSession.cpp

示例3: while


//.........这里部分代码省略.........
            _player->RepopAtGraveyard();
            _player->SetPendingBind(0, 0);
        }

        //drop a flag if player is carrying it
        if (Battleground *bg = _player->GetBattleground())
            bg->EventPlayerLoggedOut(_player);

        ///- Teleport to home if the player is in an invalid instance
        if (!_player->m_InstanceValid && !_player->isGameMaster())
            _player->TeleportTo(_player->m_homebindMapId, _player->m_homebindX, _player->m_homebindY, _player->m_homebindZ, _player->GetOrientation());

        sOutdoorPvPMgr->HandlePlayerLeaveZone(_player, _player->GetZoneId());

        for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
        {
            if (BattlegroundQueueTypeId bgQueueTypeId = _player->GetBattlegroundQueueTypeId(i))
            {
                _player->RemoveBattlegroundQueueId(bgQueueTypeId);
                sBattlegroundMgr->m_BattlegroundQueues[ bgQueueTypeId ].RemovePlayer(_player->GetGUID(), true);
            }
        }

        // Repop at GraveYard or other player far teleport will prevent saving player because of not present map
        // Teleport player immediately for correct player save
        while (_player->IsBeingTeleportedFar())
            HandleMoveWorldportAckOpcode();

        ///- If the player is in a guild, update the guild roster and broadcast a logout message to other guild members
        if (Guild *pGuild = sGuildMgr->GetGuildById(_player->GetGuildId()))
            pGuild->HandleMemberLogout(this);

        ///- Remove pet
        _player->RemovePet(NULL, PET_SLOT_ACTUAL_PET_SLOT, true);

        ///- empty buyback items and save the player in the database
        // some save parts only correctly work in case player present in map/player_lists (pets, etc)
        if (Save)
        {
            uint32 eslot;
            for (int j = BUYBACK_SLOT_START; j < BUYBACK_SLOT_END; ++j)
            {
                eslot = j - BUYBACK_SLOT_START;
                _player->SetUInt64Value(PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), 0);
                _player->SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0);
                _player->SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0);
            }
            _player->SaveToDB();
        }

        ///- Leave all channels before player delete...
        _player->CleanupChannels();

        ///- If the player is in a group (or invited), remove him. If the group if then only 1 person, disband the group.
        _player->UninviteFromGroup();

        // remove player from the group if he is:
        // a) in group; b) not in raid group; c) logging out normally (not being kicked or disconnected)
        if (_player->GetGroup() && !_player->GetGroup()->isRaidGroup() && m_Socket)
            _player->RemoveFromGroup();

        ///- Send update to group and reset stored max enchanting level
        if (_player->GetGroup())
        {
            _player->GetGroup()->SendUpdate();
            _player->GetGroup()->ResetMaxEnchantingLevel();
        }

        ///- Broadcast a logout message to the player's friends
        sSocialMgr->SendFriendStatus(_player, FRIEND_OFFLINE, _player->GetGUIDLow(), true);
        sSocialMgr->RemovePlayerSocial (_player->GetGUIDLow ());

        // Call script hook before deletion
        sScriptMgr->OnPlayerLogout(GetPlayer());

        ///- Remove the player from the world
        // the player may not be in the world when logging out
        // e.g if he got disconnected during a transfer to another map
        // calls to GetMap in this case may cause crashes
        _player->CleanupsBeforeDelete();
        sLogMgr->WriteLn(CHAR_LOG, "Account: %d (IP: %s) Logout Character:[%s] (GUID: %u)", GetAccountId(), GetRemoteAddress().c_str(), _player->GetName() , _player->GetGUIDLow());
        Map *_map = _player->GetMap();
        _map->Remove(_player, true);
        SetPlayer(NULL);                                    // deleted in Remove call

        ///- Send the 'logout complete' packet to the client
        WorldPacket data(SMSG_LOGOUT_COMPLETE, 0);
        SendPacket(&data);

        ///- Since each account can only have one online character at any given time, ensure all characters for active account are marked as offline
        //No SQL injection as AccountId is uint32
        CharacterDatabase.PExecute("UPDATE characters SET online = 0 WHERE account = '%u'", GetAccountId());
        sLog->outDebug(LOG_FILTER_NETWORKIO, "SESSION: Sent SMSG_LOGOUT_COMPLETE Message");
    }

    m_playerLogout = false;
    m_playerSave = false;
    m_playerRecentlyLogout = true;
    LogoutRequest(0);
}
开发者ID:caedus,项目名称:ArkCORE,代码行数:101,代码来源:WorldSession.cpp

示例4: LogoutPlayerBot


//.........这里部分代码省略.........
        ///- Teleport to home if the player is in an invalid instance
		if ((!_player->m_InstanceValid && !_player->isGameMaster()) || (_player->IsPlayerbot() && _player->GetMap()->IsDungeon()))
            _player->TeleportTo(_player->m_homebindMapId, _player->m_homebindX, _player->m_homebindY, _player->m_homebindZ, _player->GetOrientation());

        sOutdoorPvPMgr.HandlePlayerLeaveZone(_player,_player->GetZoneId());

        for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
        {
            if (BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i))
            {
                _player->RemoveBattleGroundQueueId(bgQueueTypeId);
                sBattleGroundMgr.m_BattleGroundQueues[ bgQueueTypeId ].RemovePlayer(_player->GetGUID(), true);
            }
        }

        // Repop at GraveYard or other player far teleport will prevent saving player because of not present map
        // Teleport player immediately for correct player save
        while (_player->IsBeingTeleportedFar())
            HandleMoveWorldportAckOpcode();

        ///- If the player is in a guild, update the guild roster and broadcast a logout message to other guild members
        Guild *guild = objmgr.GetGuildById(_player->GetGuildId());
        if (guild)
        {
            guild->SetMemberStats(_player->GetGUID());
            guild->UpdateLogoutTime(_player->GetGUID());

            guild->BroadcastEvent(GE_SIGNED_OFF, _player->GetGUID(), 1, _player->GetName(), "", "");
        }

        ///- Remove pet
        _player->RemovePet(NULL,PET_SAVE_AS_CURRENT, true);

        ///- empty buyback items and save the player in the database
        // some save parts only correctly work in case player present in map/player_lists (pets, etc)
        if (Save)
        {
            uint32 eslot;
            for (int j = BUYBACK_SLOT_START; j < BUYBACK_SLOT_END; ++j)
            {
                eslot = j - BUYBACK_SLOT_START;
                _player->SetUInt64Value(PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), 0);
                _player->SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0);
                _player->SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0);
            }
            _player->SaveToDB();
        }

        ///- Leave all channels before player delete...
        _player->CleanupChannels();

        ///- If the player is in a group (or invited), remove him. If the group if then only 1 person, disband the group.
        _player->UninviteFromGroup();

        // remove player from the group if he is:
        // a) in group; b) not in raid group; c) logging out normally (not being kicked or disconnected)
        if ((_player->GetGroup() && !_player->GetGroup()->isRaidGroup() && m_Socket) || 
			(_player->IsPlayerbot() && _player->GetGroup()))
            _player->RemoveFromGroup();

        ///- Send update to group and reset stored max enchanting level
        if (_player->GetGroup())
        {
            _player->GetGroup()->SendUpdate();
            _player->GetGroup()->ResetMaxEnchantingLevel();
        }

        ///- Broadcast a logout message to the player's friends
        sSocialMgr.SendFriendStatus(_player, FRIEND_OFFLINE, _player->GetGUIDLow(), true);
        sSocialMgr.RemovePlayerSocial (_player->GetGUIDLow ());

        ///- Remove the player from the world
        // the player may not be in the world when logging out
        // e.g if he got disconnected during a transfer to another map
        // calls to GetMap in this case may cause crashes
        _player->CleanupsBeforeDelete();
        sLog.outChar("Account: %d (IP: %s) Logout Character:[%s] (GUID: %u)", GetAccountId(), GetRemoteAddress().c_str(), _player->GetName() ,_player->GetGUIDLow());
        Map* _map = _player->GetMap();
		uint32 guid = _player->GetGUIDLow();
        _map->Remove(_player, true);
        SetPlayer(NULL);                                    // deleted in Remove call

        ///- Send the 'logout complete' packet to the client
        WorldPacket data(SMSG_LOGOUT_COMPLETE, 0);
        SendPacket(&data);

        ///- Since each account can only have one online character at any given time, ensure all characters for active account are marked as offline
        //No SQL injection as AccountId is uint32
        CharacterDatabase.PExecute("UPDATE characters SET online = 0 WHERE account = '%u'", guid);
        sLog.outDebug("SESSION: Sent SMSG_LOGOUT_COMPLETE Message");
    }

    //Hook for OnLogout Event
    sScriptMgr.OnLogout(_player);

    m_playerLogout = false;
    m_playerSave = false;
    m_playerRecentlyLogout = true;
    LogoutRequest(0);
}
开发者ID:Mferrill,项目名称:BotCore,代码行数:101,代码来源:WorldSession.cpp

示例5: DEBUG_LOG

void WorldSession::HandleLogoutRequestOpcode( WorldPacket & /*recv_data*/ )
{
    DEBUG_LOG( "WORLD: Recvd CMSG_LOGOUT_REQUEST Message, security - %u", GetSecurity() );

    if (ObjectGuid lootGuid = GetPlayer()->GetLootGuid())
        DoLootRelease(lootGuid);

	uint8 reason = 0;
	Player* plr = GetPlayer();
	if (!plr)
	{
		LogoutPlayer(false);
		return;
	}

	if (plr->isInCombat())
		reason = 1;
	else if (plr->m_movementInfo.HasMovementFlag(MovementFlags(MOVEFLAG_FALLING | MOVEFLAG_FALLINGFAR))) // is jumping or falling
		reason = 3;
	else if (plr->duel || plr->HasAura(9454)) // is dueling or frozen by GM via freeze command
		reason = 2;

	if (reason)
    {
        WorldPacket data( SMSG_LOGOUT_RESPONSE, 1+4 ) ;
		data << reason;
        data << uint32(0);
        SendPacket( &data );
        LogoutRequest(0);
        return;
    }

    //instant logout in taverns/cities or on taxi or for admins, gm's, mod's if its enabled in mangosd.conf
    if (GetPlayer()->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) || GetPlayer()->IsTaxiFlying() ||
        GetSecurity() >= (AccountTypes)sWorld.getConfig(CONFIG_UINT32_INSTANT_LOGOUT))
	{
		WorldPacket data(SMSG_LOGOUT_RESPONSE, 1 + 4);
		data << reason;
		data << uint32(16777216);
		SendPacket(&data);
        LogoutPlayer(true);
        return;
    }

    // not set flags if player can't free move to prevent lost state at logout cancel
	if (GetPlayer()->CanFreeMove())
	{
		float height = GetPlayer()->GetMap()->GetHeight(GetPlayer()->GetPositionX(), GetPlayer()->GetPositionY(), GetPlayer()->GetPositionZ());
		if ((GetPlayer()->GetPositionZ() < height + 0.1f) && !(GetPlayer()->IsInWater()))
			GetPlayer()->SetStandState(UNIT_STAND_STATE_SIT);

		GetPlayer()->SetRoot(true);
		GetPlayer()->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED);
	}

	WorldPacket data(SMSG_LOGOUT_RESPONSE, 1 + 4);
	data << uint8(0);
    data << uint32(0);
    SendPacket( &data );
    LogoutRequest(time(NULL));
}
开发者ID:yyhhrr,项目名称:mangospriv,代码行数:61,代码来源:MiscHandler.cpp

示例6: while


//.........这里部分代码省略.........
        if (Battleground* bg = _player->GetBattleground())
            bg->EventPlayerLoggedOut(_player);

        ///- Teleport to home if the player is in an invalid instance
        if (!_player->m_InstanceValid && !_player->isGameMaster())
            _player->TeleportTo(_player->m_homebindMapId, _player->m_homebindX, _player->m_homebindY, _player->m_homebindZ, _player->GetOrientation());

        sOutdoorPvPMgr->HandlePlayerLeaveZone(_player, _player->GetZoneId());

        for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
        {
            if (BattlegroundQueueTypeId bgQueueTypeId = _player->GetBattlegroundQueueTypeId(i))
            {
                _player->RemoveBattlegroundQueueId(bgQueueTypeId);
                BattlegroundQueue& queue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId);
                queue.RemovePlayer(_player->GetGUID(), true);
            }
        }

        // Repop at GraveYard or other player far teleport will prevent saving player because of not present map
        // Teleport player immediately for correct player save
        while (_player->IsBeingTeleportedFar())
            HandleMoveWorldportAckOpcode();

        ///- If the player is in a guild, update the guild roster and broadcast a logout message to other guild members
        if (Guild* guild = sGuildMgr->GetGuildById(_player->GetGuildId()))
            guild->HandleMemberLogout(this);

        ///- Remove pet
        _player->RemovePet(NULL, PET_SAVE_AS_CURRENT, true);

        ///- empty buyback items and save the player in the database
        // some save parts only correctly work in case player present in map/player_lists (pets, etc)
        if (save)
        {
            uint32 eslot;
            for (int j = BUYBACK_SLOT_START; j < BUYBACK_SLOT_END; ++j)
            {
                eslot = j - BUYBACK_SLOT_START;
                _player->SetUInt64Value(PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), 0);
                _player->SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0);
                _player->SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0);
            }
            _player->SaveToDB();
        }

        ///- Leave all channels before player delete...
        _player->CleanupChannels();

        ///- If the player is in a group (or invited), remove him. If the group if then only 1 person, disband the group.
        _player->UninviteFromGroup();

        // remove player from the group if he is:
        // a) in group; b) not in raid group; c) logging out normally (not being kicked or disconnected)
        if (_player->GetGroup() && !_player->GetGroup()->isRaidGroup() && m_Socket)
            _player->RemoveFromGroup();

        //! Send update to group and reset stored max enchanting level
        if (_player->GetGroup())
        {
            _player->GetGroup()->SendUpdate();
            _player->GetGroup()->ResetMaxEnchantingLevel();
        }

        //! Broadcast a logout message to the player's friends
        sSocialMgr->SendFriendStatus(_player, FRIEND_OFFLINE, _player->GetGUIDLow(), true);
        sSocialMgr->RemovePlayerSocial(_player->GetGUIDLow());

        //! Call script hook before deletion
        sScriptMgr->OnPlayerLogout(_player);

        //! Remove the player from the world
        // the player may not be in the world when logging out
        // e.g if he got disconnected during a transfer to another map
        // calls to GetMap in this case may cause crashes
        _player->CleanupsBeforeDelete();
        sLog->outInfo(LOG_FILTER_CHARACTER, "Account: %d (IP: %s) Logout Character:[%s] (GUID: %u) Level: %d",
            GetAccountId(), GetRemoteAddress().c_str(), _player->GetName().c_str(), _player->GetGUIDLow(), _player->getLevel());
        if (Map* _map = _player->FindMap())
            _map->RemovePlayerFromMap(_player, true);

        SetPlayer(NULL); //! Pointer already deleted during RemovePlayerFromMap

        //! Send the 'logout complete' packet to the client
        //! Client will respond by sending 3x CMSG_CANCEL_TRADE, which we currently dont handle
        WorldPacket data(SMSG_LOGOUT_COMPLETE, 0);
        SendPacket(&data);
        sLog->outDebug(LOG_FILTER_NETWORKIO, "SESSION: Sent SMSG_LOGOUT_COMPLETE Message");

        //! Since each account can only have one online character at any given time, ensure all characters for active account are marked as offline
        PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ACCOUNT_ONLINE);
        stmt->setUInt32(0, GetAccountId());
        CharacterDatabase.Execute(stmt);
    }

    m_playerLogout = false;
    m_playerSave = false;
    m_playerRecentlyLogout = true;
    LogoutRequest(0);
}
开发者ID:private123,项目名称:private,代码行数:101,代码来源:WorldSession.cpp

示例7: while


//.........这里部分代码省略.........

#ifdef BUILD_PLAYERBOT
        if (!_player->GetPlayerbotAI())
        {
            // Unmodded core code below
            SqlStatement stmt = LoginDatabase.CreateStatement(id, "UPDATE account SET active_realm_id = ? WHERE id = ?");
            stmt.PExecute(uint32(0), GetAccountId());
        }
#else
        SqlStatement stmt = LoginDatabase.CreateStatement(id, "UPDATE account SET active_realm_id = ? WHERE id = ?");
        stmt.PExecute(uint32(0), GetAccountId());
#endif

        ///- 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 && !m_Socket->IsClosed())
            _player->RemoveFromGroup();

        ///- Send update to group
        if (Group* group = _player->GetGroup())
            group->UpdatePlayerOnlineStatus(_player, false);

        ///- Broadcast a logout message to the player's friends
        sSocialMgr.SendFriendStatus(_player, FRIEND_OFFLINE, _player->GetObjectGuid(), true);
        sSocialMgr.RemovePlayerSocial(_player->GetGUIDLow());

#ifdef BUILD_PLAYERBOT
        // Remember player GUID for update SQL below
        uint32 guid = _player->GetGUIDLow();
#endif

        ///- 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(nullptr);                                    // deleted in Remove/DeleteFromWorld call

        ///- Send the 'logout complete' packet to the client
        WorldPacket data(SMSG_LOGOUT_COMPLETE, 0);
        SendPacket(data);

        static SqlStatementID updChars;

#ifdef BUILD_PLAYERBOT
        // Set for only character instead of accountid
        // Different characters can be alive as bots
        SqlStatement stmt = CharacterDatabase.CreateStatement(updChars, "UPDATE characters SET online = 0 WHERE guid = ?");
        stmt.PExecute(guid);
#else
        ///- 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
        stmt = CharacterDatabase.CreateStatement(updChars, "UPDATE characters SET online = 0 WHERE account = ?");
        stmt.PExecute(GetAccountId());
#endif

        DEBUG_LOG("SESSION: Sent SMSG_LOGOUT_COMPLETE Message");
    }

    m_playerLogout = false;
    m_playerSave = false;
    m_playerRecentlyLogout = true;
    LogoutRequest(0);
}
开发者ID:MantisLord,项目名称:mangos-tbc,代码行数:101,代码来源:WorldSession.cpp

示例8: SendPacket

//-----------------------------------------------------------------------------
void WorldSession::LogoutPlayer()
{
    if (_player)
    {
        // Save the player
        _player->SaveToDB();

        // Issue a message saying we left the world
		if (!_player->m_gmInvisible)
		{
			std::string outstring = "|c8fff9920";
			outstring.append( _player->GetName());
			outstring.append( " has left the world.|r" );
			sWorld.SendWorldText( outstring.c_str() );
		}

		_player->ClearHate();

        // Remove ourself from a group
        if (_player->IsInGroup())
        {
            _player->UnSetInGroup();
            Group *group;
            group = objmgr.GetGroupByLeader(_player->GetGroupLeader());
            if (group->RemoveMember(_player->GetGUID()) > 1)
                group->SendUpdate();
            else
            {
                group->Disband();
                objmgr.RemoveGroup(group);

                delete group;
            }
        }

        // Remove us from world
        if (_player->IsInWorld())
        {
            sLog.outDebug( "SESSION: removing player from world" );
            _player->RemoveFromMap();
        }

        objmgr.RemoveObject_Free (_player);

		//////////////////////////////////////////////////
		// Set Time of Logout for Player, will be used for RESTSTATE calculation
		std::stringstream ss;
		ss << "UPDATE characters SET timestamp = " << (uint32)time(NULL) << ", online = 0 WHERE guid = " << _player->GetGUID();
		sDatabase.Execute (ss.str().c_str());
		//////////////////////////////////////////////////

        _player = NULL;
        WorldPacket packet;

        packet.Initialize( SMSG_LOGOUT_COMPLETE );
        SendPacket( &packet );

        sLog.outDebug( "SESSION: Sent SMSG_LOGOUT_COMPLETE Message" );
    }
    LogoutRequest(0);
}
开发者ID:vata,项目名称:prebcwow,代码行数:62,代码来源:WorldSession.cpp

示例9: GetAccountId

void WorldSession::LogoutPlayer(bool Save)
{
    if (_player)
    {
        // logging out just after died
        if (_player->GetDeathTimer())
        {
            _player->KillPlayer();
            _player->BuildPlayerRepop();
        }

        sDatabase.PExecute("UPDATE `character` SET `online` = 0 WHERE `guid` = '%u'", _player->GetGUID());
        loginDatabase.PExecute("UPDATE `account` SET `online` = 0 WHERE `id` = '%u'", GetAccountId());

        if (_player->IsInGroup())
        {
            _player->UnSetInGroup();
            Group *group;
            group = objmgr.GetGroupByLeader(_player->GetGroupLeader());
            if(group!=NULL)
            {
                if (group->RemoveMember(_player->GetGUID()) > 1)
                    group->SendUpdate();
                else
                {
                    group->Disband();
                    objmgr.RemoveGroup(group);

                    delete group;
                }
            }
        }
        Guild *guild;
        guild = objmgr.GetGuildById(_player->GetGuildId());
        if(guild)
        {
            guild->LoadPlayerStatsByGuid(_player->GetGUID());
        }
        _player->UnsummonPet();
        _player->Uncharm();
        _player->UnsummonTotem();

        ObjectAccessor::Instance().RemovePlayer(_player);
        MapManager::Instance().GetMap(_player->GetMapId())->Remove(_player, false);

        if(Save)
        {
            uint32 eslot;
            for(int j = BUYBACK_SLOT_START; j < BUYBACK_SLOT_END; j++)
            {
                eslot = j - BUYBACK_SLOT_START;
                _player->SetUInt64Value(PLAYER_FIELD_VENDORBUYBACK_SLOT_1+eslot*2,0);
                _player->SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1+eslot,0);
                _player->SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1+eslot,0);
            }
            _player->SaveToDB();

        }
        delete _player;
        _player = 0;

        WorldPacket packet;

        packet.Initialize( SMSG_LOGOUT_COMPLETE );
        SendPacket( &packet );

        sLog.outDebug( "SESSION: Sent SMSG_LOGOUT_COMPLETE Message" );
    }

    LogoutRequest(0);
}
开发者ID:Artea,项目名称:mangos-svn,代码行数:71,代码来源:WorldSession.cpp

示例10: atoi

void WorldSession::LogoutPlayer(bool Save)
{
    if (_player)
    {
        
        std::stringstream ss;
        ss << "UPDATE characters SET online = 0 WHERE guid = " << _player->GetGUID();

#ifndef __NO_PLAYERS_ARRAY__
        bool found = false;
        uint32 loop = 0;
        
        std::stringstream ss2;
        ss2.rdbuf()->str("");
        ss2 << _player->GetGUID();
        long long int guid = atoi(ss2.str().c_str());

        // Remove the player from the player list...
        for (loop = 0; loop < NumActivePlayers; loop++)
        {
            if (found)
            {
                ActivePlayers[loop] = ActivePlayers[loop+1];
            }
            else if (ActivePlayers[loop] == guid)
            {
                found = true;
                ActivePlayers[loop] = ActivePlayers[loop+1];
            }
        }

        NumActivePlayers--;
#endif //__NO_PLAYERS_ARRAY__

        // Remove ourself from a group
        if (_player->IsInGroup())
        {
            _player->UnSetInGroup();
            Group *group;
            group = objmgr.GetGroupByLeader(_player->GetGroupLeader());
            if(group!=NULL)
            {
                if (group->RemoveMember(_player->GetGUID()) > 1)
                    group->SendUpdate();
                else
                {
                    group->Disband();
                    objmgr.RemoveGroup(group);

                    delete group;
                }
            }
        }

        // Remove us from world
        if (_player->IsInWorld())
        {
            sLog.outDebug( "SESSION: removing player from world" );
#ifndef ENABLE_GRID_SYSTEM
            _player->RemoveFromMap();
#else
        MapManager::Instance().GetMap(_player->GetMapId())->RemoveFromMap(_player);
        ObjectAccessor::Instance().RemovePlayer(_player);
#endif
        }

#ifndef ENABLE_GRID_SYSTEM
        objmgr.RemoveObject(_player);
#else
    MapManager::Instance().GetMap(_player->GetMapId())->Remove(_player, false);
#endif
        if(Save)
        {
            // Save the player
            /*    Removed this to help prevent Character coruption while the server
            still dies alot. ReEnable when fixed */
            _player->SaveToDB();
        }
        delete _player;
        _player = 0;

        WorldPacket packet;

        packet.Initialize( SMSG_LOGOUT_COMPLETE );
        SendPacket( &packet );

        sLog.outDebug( "SESSION: Sent SMSG_LOGOUT_COMPLETE Message" );
    }

    LogoutRequest(0);
}
开发者ID:Artea,项目名称:mangos-svn,代码行数:91,代码来源:WorldSession.cpp

示例11: while


//.........这里部分代码省略.........
                    stmt->setUInt8(1, BG_DESERTION_TYPE_INVITE_LOGOUT);
                    CharacterDatabase.Execute(stmt);
                }
            }

        ///- If the player is in a guild, update the guild roster and broadcast a logout message to other guild members
        if (Guild* guild = sGuildMgr->GetGuildById(_player->GetGuildId()))
            guild->HandleMemberLogout(this);

        ///- Remove pet
        _player->RemovePet(NULL, PET_SAVE_AS_CURRENT);

        // pussywizard: on logout remove auras that are removed at map change (before saving to db)
        // there are some positive auras from boss encounters that can be kept by logging out and logging in after boss is dead, and may be used on next bosses
        _player->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP);

        ///- 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() && !_player->GetGroup()->isLFGGroup() && m_Socket)
            _player->RemoveFromGroup();

        // pussywizard: checked second time after being removed from a group
        if (!_player->IsBeingTeleportedFar() && !_player->m_InstanceValid && !_player->IsGameMaster())
            _player->RepopAtGraveyard();

        // Repop at GraveYard or other player far teleport will prevent saving player because of not present map
        // Teleport player immediately for correct player save
        while (_player && _player->IsBeingTeleportedFar())
            HandleMoveWorldportAckOpcode();

        ///- 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)
        SavingSystemMgr::InsertToSavingSkipListIfNeeded(_player->GetNextSave()); // pussywizard
        if (save)
        {
            uint32 eslot;
            for (int j = BUYBACK_SLOT_START; j < BUYBACK_SLOT_END; ++j)
            {
                eslot = j - BUYBACK_SLOT_START;
                _player->SetUInt64Value(PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), 0);
                _player->SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0);
                _player->SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0);
            }
            _player->SaveToDB(false, true);
        }

        ///- Leave all channels before player delete...
        _player->CleanupChannels();

        //! Send update to group and reset stored max enchanting level
        if (_player->GetGroup())
        {
            _player->GetGroup()->SendUpdate();
            _player->GetGroup()->ResetMaxEnchantingLevel();
        }

        //! Broadcast a logout message to the player's friends
        if (AccountMgr::IsGMAccount(GetSecurity())) // pussywizard: only for non-gms
            sSocialMgr->SendFriendStatus(_player, FRIEND_OFFLINE, _player->GetGUIDLow(), true);
        sSocialMgr->RemovePlayerSocial(_player->GetGUIDLow());

        //! Call script hook before deletion
        sScriptMgr->OnPlayerLogout(_player);

        sLog->outChar("Account: %d (IP: %s) Logout Character:[%s] (GUID: %u) Level: %d", GetAccountId(), GetRemoteAddress().c_str(), _player->GetName().c_str(), _player->GetGUIDLow(), _player->getLevel());

        //! Remove the player from the world
        // the player may not be in the world when logging out
        // e.g if he got disconnected during a transfer to another map
        // calls to GetMap in this case may cause crashes
        _player->CleanupsBeforeDelete();
        if (Map* _map = _player->FindMap())
        {
            _map->RemovePlayerFromMap(_player, true);
            _map->AfterPlayerUnlinkFromMap();
        }

        SetPlayer(NULL); // pointer already deleted

        //! Send the 'logout complete' packet to the client
        //! Client will respond by sending 3x CMSG_CANCEL_TRADE, which we currently dont handle
        WorldPacket data(SMSG_LOGOUT_COMPLETE, 0);
        SendPacket(&data);
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
        sLog->outDebug(LOG_FILTER_NETWORKIO, "SESSION: Sent SMSG_LOGOUT_COMPLETE Message");
#endif

        //! Since each account can only have one online character at any given time, ensure all characters for active account are marked as offline
        PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ACCOUNT_ONLINE);
        stmt->setUInt32(0, GetAccountId());
        CharacterDatabase.Execute(stmt);
    }

    m_playerLogout = false;
    m_playerSave = false;
    LogoutRequest(0);
}
开发者ID:lineagedr,项目名称:azerothcore-wotlk,代码行数:101,代码来源:WorldSession.cpp


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