本文整理汇总了C++中MyGetCurrentThreadID函数的典型用法代码示例。如果您正苦于以下问题:C++ MyGetCurrentThreadID函数的具体用法?C++ MyGetCurrentThreadID怎么用?C++ MyGetCurrentThreadID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MyGetCurrentThreadID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: Assert
uint WGNotifyMailHandler::Execute( WGNotifyMail* pPacket, Player* pPlayer )
{
__ENTER_FUNCTION
PlayerID_t PlayerID = pPacket->GetPlayerID() ;
GamePlayer* pGamePlayer = g_pPlayerPool->GetPlayer(PlayerID) ;
if( pGamePlayer==NULL )
{
Assert(FALSE) ;
return PACKET_EXE_CONTINUE ;
}
Obj_Human* pHuman = pGamePlayer->GetHuman() ;
Assert( pHuman ) ;
Scene* pScene = pHuman->getScene() ;
if( pScene==NULL ) return PACKET_EXE_CONTINUE ;
if( pPlayer->IsServerPlayer() )
{//服务器收到世界服务器发来的数据
Assert( MyGetCurrentThreadID()==g_pServerManager->m_ThreadID ) ;
pScene->SendPacket( pPacket, PlayerID ) ;
g_pLog->FastSaveLog( LOG_FILE_1, "WGNotifyMailHandler: ServerPlayer MailCount=%d",
pPacket->GetMailCount() ) ;
return PACKET_EXE_NOTREMOVE ;
}
else if( pPlayer->IsGamePlayer() )
{//场景收到Cache里的消息
Assert( MyGetCurrentThreadID()==pScene->m_ThreadID ) ;
GCNotifyMail Msg ;
Msg.SetMailCount( pPacket->GetMailCount() ) ;
pGamePlayer->SendPacket( &Msg ) ;
g_pLog->FastSaveLog( LOG_FILE_1, "WGNotifyMailHandler: GamePlayer MailCount=%d",
pPacket->GetMailCount() ) ;
}
else
{
Assert(FALSE) ;
}
return PACKET_EXE_CONTINUE ;
__LEAVE_FUNCTION
return PACKET_EXE_ERROR ;
}
示例2: Assert
UINT CGCharMoodStateHandler::Execute( CGCharMoodState* pPacket, Player* pPlayer )
{
__ENTER_FUNCTION
GamePlayer* pGamePlayer = (GamePlayer*)pPlayer ;
Assert( pGamePlayer != NULL ) ;
if ( pGamePlayer == NULL )
{
g_pLog->FastSaveLog( LOG_FILE_1, "CGCharMoodStateHandler: Error (pGamePlayer == NULL) " ) ;
return PACKET_EXE_CONTINUE ;
}
Obj_Human* pHuman = pGamePlayer->GetHuman() ;
Assert( pHuman != NULL ) ;
if ( pHuman == NULL )
{
g_pLog->FastSaveLog( LOG_FILE_1, "CGCharMoodStateHandler: Error (pHuman == NULL) " ) ;
return PACKET_EXE_CONTINUE ;
}
Scene* pScene = pHuman->getScene() ;
Assert( pScene != NULL ) ;
if ( pScene == NULL )
{
g_pLog->FastSaveLog( LOG_FILE_1, "CGCharMoodStateHandler: Error Obj = %d (pScene == NULL) ", pHuman->GetID() ) ;
return PACKET_EXE_CONTINUE ;
}
//检查线程执行资源是否正确
Assert( MyGetCurrentThreadID()==pScene->m_ThreadID ) ;
if ( MyGetCurrentThreadID() != pScene->m_ThreadID )
{
g_pLog->FastSaveLog( LOG_FILE_1, "CGCharMoodStateHandler: Error Obj = %d (MyGetCurrentThreadID() != pScene->m_ThreadID) ", pHuman->GetID() ) ;
return PACKET_EXE_CONTINUE ;
}
ORESULT oResult = pHuman->GetHumanAI()->PushCommand_MoodState(pPacket->getMoodState());
if ( OR_FAILED( oResult ) )
{
pHuman->SendOperateResultMsg(oResult);
}
g_pLog->FastSaveLog( LOG_FILE_1, "CGCharMoodStateHandler: ok obj=%d guid=%X scene=%d",
pHuman->GetID(), pHuman->GetGUID(), pScene->SceneID() ) ;
return PACKET_EXE_CONTINUE ;
__LEAVE_FUNCTION
return PACKET_EXE_ERROR ;
}
示例3: Assert
uint CGCharStopLogicHandler::Execute( CGCharStopLogic* pPacket, Player* pPlayer )
{
__ENTER_FUNCTION
GamePlayer* pGamePlayer = (GamePlayer*)pPlayer ;
Assert( pGamePlayer != NULL ) ;
if ( pGamePlayer == NULL )
{
g_pLog->FastSaveLog( LOG_FILE_1, "CGCharStopLogicHandler: Error (pGamePlayer == NULL) " ) ;
return PACKET_EXE_CONTINUE ;
}
Obj_Human* pHuman = pGamePlayer->GetHuman() ;
Assert( pHuman != NULL ) ;
if ( pHuman == NULL )
{
g_pLog->FastSaveLog( LOG_FILE_1, "CGCharStopLogicHandler: Error (pHuman == NULL) " ) ;
return PACKET_EXE_CONTINUE ;
}
Scene* pScene = pHuman->getScene() ;
Assert( pScene != NULL ) ;
if ( pScene == NULL )
{
g_pLog->FastSaveLog( LOG_FILE_1, "CGCharStopLogicHandler: Error Obj = %d (pScene == NULL) ", pHuman->GetID() ) ;
return PACKET_EXE_CONTINUE ;
}
//检查线程执行资源是否正确
Assert( MyGetCurrentThreadID()==pScene->m_ThreadID ) ;
if ( MyGetCurrentThreadID() != pScene->m_ThreadID )
{
g_pLog->FastSaveLog( LOG_FILE_1, "CGCharStopLogicHandler: Error Obj = %d (MyGetCurrentThreadID() != pScene->m_ThreadID) ", pHuman->GetID() ) ;
return PACKET_EXE_CONTINUE ;
}
//中断当前技能逻辑
AI_Human* pAI = pHuman->GetHumanAI();
if(NULL!=pAI)
{
pAI->ForceInterruptSkill();
}
g_pLog->FastSaveLog( LOG_FILE_1, "CGCharStopLogicHandler: S:%d.", pPacket->getObjID()) ;
return PACKET_EXE_CONTINUE ;
__LEAVE_FUNCTION
return PACKET_EXE_ERROR ;
}
示例4: Assert
uint CGTopListHandler::Execute(CGTopList* pPacket, Player* pPlayer )
{
__ENTER_FUNCTION
GamePlayer* pGamePlayer = (GamePlayer*)pPlayer;
Assert( pGamePlayer );
Obj_Human* pHuman = pGamePlayer->GetHuman();
Assert( pHuman );
Scene* pScene = pHuman->getScene();
if( pScene==NULL )
{
Assert(FALSE);
return PACKET_EXE_ERROR;
}
//检查线程执行资源是否正确
Assert( MyGetCurrentThreadID()==pScene->m_ThreadID );
GWTopList* pMsg = (GWTopList*)g_pPacketFactoryManager->CreatePacket(PACKET_GW_TOP_LIST);
pMsg->SetGUID(pHuman->GetGUID());
pMsg->SetType(pPacket->GetType());
g_pServerManager->SendPacket( pMsg, INVALID_ID );
g_pLog->FastSaveLog( LOG_FILE_1, "CGTopListHandler: GUID=%X", pHuman->GetGUID() );
return PACKET_EXE_CONTINUE;
__LEAVE_FUNCTION
return PACKET_EXE_ERROR;
}
示例5: Assert
uint CGLeaveSceneHandler::Execute( CGLeaveScene* pPacket, Player* pPlayer )
{
__ENTER_FUNCTION
GamePlayer* pGamePlayer = (GamePlayer*)pPlayer ;
Assert( pGamePlayer ) ;
Obj_Human* pHuman = pGamePlayer->GetHuman() ;
Assert( pHuman ) ;
Scene* pScene = pHuman->getScene() ;
if( pScene==NULL ) return PACKET_EXE_CONTINUE ;
//检查线程执行资源是否正确
Assert( MyGetCurrentThreadID()==pScene->m_ThreadID ) ;
g_pLog->FastSaveLog( LOG_FILE_1, "CGLeaveSceneHandler: " ) ;
return PACKET_EXE_ERROR ;
__LEAVE_FUNCTION
return PACKET_EXE_ERROR ;
}
示例6: MyGetCurrentThreadID
UINT SSScenePlayerCountHandler::Execute(SSScenePlayerCount* pPacket, Player* pPlayer )
{
__ENTER_FUNCTION
TID CurrentThreadID = MyGetCurrentThreadID();
if(CurrentThreadID == g_pServerManager->m_ThreadID)
{
//修改g_WorldPlayerCounter 中数据
Assert(pPacket);
g_WorldPlayerCounter.m_WorldPlayerCount = pPacket->GetTotalPlayerCount();
//修改场景负载数据
//todo..
}
else
{
AssertEx(FALSE,"SSScenePlayerCountHandler 线程资源执行错误!");
}
Log::SaveLog(LOGIN_LOGFILE,"SSScenePlayerCountHandler::Execute()....OK,WorldPlayerCount = %d",
g_WorldPlayerCounter.m_WorldPlayerCount);
return PACKET_EXE_CONTINUE;
__LEAVE_FUNCTION
return PACKET_EXE_ERROR;
}
示例7: Assert
UINT WGWorldTimeHandler::Execute(WGWorldTime* pPacket,Player* pPlayer)
{
__ENTER_FUNCTION
Assert( MyGetCurrentThreadID()==g_pServerManager->m_ThreadID );
Assert(pPacket);
g_WorldTime = pPacket->GetWorldTime();
for( INT i=0; i<MAX_SCENE; i++ )
{
Scene* pScene = g_pSceneManager->GetScene( (SceneID_t)i ) ;
if( pScene==NULL )
continue ;
if( pScene->GetPlayerManager()->GetCount()<=0 )
continue ;
GCWorldTime* pMsg = (GCWorldTime*)(g_pPacketFactoryManager->CreatePacket(PACKET_GC_WORLDTIME)) ;
pMsg->SetWorldTime(g_WorldTime);
pMsg->SetSceneID(pScene->SceneID());
pScene->SendPacket(pMsg,INVALID_ID);
}
g_pLog->FastSaveLog( LOG_FILE_1,"WGWorldTimeHandler::Execute()....OK!");
return PACKET_EXE_CONTINUE ;
__LEAVE_FUNCTION
return PACKET_EXE_ERROR ;
}
示例8: ServerSocket
BOOL ServerManager::Init( )
{
__ENTER_FUNCTION
m_pServerSocket = new ServerSocket( g_Config.m_BillingInfo.m_Port ) ;
Assert( m_pServerSocket ) ;
m_pServerSocket->setNonBlocking() ;
m_SocketID = m_pServerSocket->getSOCKET() ;
Assert( m_SocketID != INVALID_SOCKET ) ;
FD_SET(m_SocketID , &m_ReadFDs[SELECT_BAK]);
FD_SET(m_SocketID , &m_ExceptFDs[SELECT_BAK]);
m_MinFD = m_MaxFD = m_SocketID;
m_Timeout[SELECT_BAK].tv_sec = 0;
m_Timeout[SELECT_BAK].tv_usec = 0;
m_ThreadID = MyGetCurrentThreadID( ) ;
for( int i=0; i<OVER_MAX_SERVER; i++ )
{
m_aServerHash[i] = INVALID_ID ;
}
__LEAVE_FUNCTION
return TRUE ;
}
示例9: Assert
UINT CGExchangeSynchMoneyIIHandler::Execute( CGExchangeSynchMoneyII* pPacket, Player* pPlayer )
{
__ENTER_FUNCTION
GamePlayer* pGamePlayer = (GamePlayer*)pPlayer ;
Assert( pGamePlayer ) ;
Obj_Human* pHuman = pGamePlayer->GetHuman() ;
Assert( pHuman ) ;
Scene* pScene = pHuman->getScene() ;
if( pScene==NULL )
{
Assert(FALSE) ;
return PACKET_EXE_ERROR ;
}
//检查线程执行资源是否正确
Assert( MyGetCurrentThreadID()==pScene->m_ThreadID ) ;
//验证
EXCHANGE_CERTIFY_EACH_OTHER(pHuman)
EXCHANGE_CERTIFY_ISLOCK(pHuman)
ObjID_t DestID = pHuman->m_ExchangBox.m_ObjID;
Obj_Human* pDestHuman = pScene->GetHumanManager()->GetHuman( DestID );
EXCHANGE_CERTIFY_STATUS(pHuman, EXCHANGE_SYNCH_DATA)
EXCHANGE_CERTIFY_STATUS(pDestHuman, EXCHANGE_SYNCH_DATA)
//操作
UINT Money = pPacket->GetMoney();
if( Money<= pHuman->GetMoney() )
{
pHuman->m_ExchangBox.m_Money = Money;
g_pLog->FastSaveLog( LOG_FILE_1, "<交易> [%s] 设置交易金钱 [%d]", pHuman->GetName(), Money ) ;
//金钱改变不发给自己了,省条消息
GCExchangeSynchII MsgToTarget;
MsgToTarget.SetIsMyself(FALSE);
MsgToTarget.SetOpt(EXCHANGE_MSG::OPT_MONEY);
MsgToTarget.SetMoney(Money);
pDestHuman->GetPlayer()->SendPacket(&MsgToTarget);
return PACKET_EXE_CONTINUE;
}
else
{
GCExchangeError Msg;
Msg.SetID(EXCHANGE_MSG::ERR_ILLEGAL);
pHuman->GetPlayer()->SendPacket(&Msg);
pHuman->m_ExchangBox.CleanUp();
return PACKET_EXE_CONTINUE;
}
__LEAVE_FUNCTION
return PACKET_EXE_ERROR ;
}
示例10: MyGetCurrentThreadID
UINT LBAskAuthHandler::Execute(LBAskAuth* pPacket, Player* pPlayer )
{
__ENTER_FUNCTION
TID CurrentThreadID = MyGetCurrentThreadID();
if(CurrentThreadID == g_pServerManager->m_ThreadID)
{
Assert(pPacket);
ServerPlayer* pServerPlayer = (ServerPlayer*)pPlayer;
Assert(pServerPlayer);
pServerPlayer->SendPacket(pPacket);
}
else
{
AssertEx(FALSE,"LBAskAuthHandler 线程资源执行错误!");
}
Log::SaveLog(LOGIN_LOGFILE,"LBAskAuthHandler::Execute() ....OK");
return PACKET_EXE_CONTINUE;
__LEAVE_FUNCTION
return PACKET_EXE_ERROR;
}
示例11: Assert
uint WGCountryVoteConfirmHandler::Execute( WGCountryVoteConfirm* pPacket, Player* pPlayer )
{
__ENTER_FUNCTION
PlayerID_t PlayerID = pPacket->GetPlayerID();
GamePlayer* pGamePlayer = g_pPlayerPool->GetPlayer(PlayerID);
if( pGamePlayer==NULL )
{
Assert(FALSE);
return PACKET_EXE_CONTINUE;
}
Obj_Human* pHuman = pGamePlayer->GetHuman();
Assert( pHuman );
Scene* pScene = pHuman->getScene();
if( pScene==NULL ) return PACKET_EXE_CONTINUE ;
if( pPlayer->IsServerPlayer() )
{ //服务器收到世界服务器发来的数据
Assert( MyGetCurrentThreadID()==g_pServerManager->m_ThreadID );
pScene->SendPacket( pPacket, PlayerID );
return PACKET_EXE_NOTREMOVE;
}
else if( pPlayer->IsGamePlayer() )
{ //场景收到Cache里的消息
Assert( MyGetCurrentThreadID()==pScene->m_ThreadID );
GCCountryVoteShow Msg;
Msg.SetCurVotes(pPacket->GetCurNum());
Msg.SetLeftTime(pPacket->GetTime());
Msg.SetPercentVote( ((float)pPacket->GetPercent())/(100.0f));
pGamePlayer->SendPacket( &Msg );
g_pLog->FastSaveLog( LOG_FILE_1, "WGCountryVoteConfirmHandler: VoteOn Begin (Guid=%X)!", pHuman->GetGUID());
}
else
{
Assert(FALSE);
}
return PACKET_EXE_CONTINUE;
__LEAVE_FUNCTION
return PACKET_EXE_ERROR;
}
示例12: Assert
UINT CGAskDetailAbilityInfoHandler::Execute( CGAskDetailAbilityInfo* pPacket, Player* pPlayer )
{
__ENTER_FUNCTION
GamePlayer* pGamePlayer = (GamePlayer*)pPlayer;
Assert( pGamePlayer );
Obj_Human* pHuman = pGamePlayer->GetHuman();
Assert( pHuman );
Scene* pScene = pHuman->getScene();
if( pScene==NULL )
{
Assert(FALSE);
return PACKET_EXE_ERROR;
}
//检查线程执行资源是否正确
Assert( MyGetCurrentThreadID()==pScene->m_ThreadID );
ObjID_t ObjID = pHuman->GetID();
if( ObjID == INVALID_ID )
{
Assert(FALSE);
return PACKET_EXE_ERROR;
}
Obj_Human *pTarget = (Obj_Human*)(pScene->GetObjManager()->GetObj(pPacket->getTargetID()));
if( pTarget==NULL )
{
Assert( pTarget );
return PACKET_EXE_ERROR;
}
// 权限判断
// to be continue...
if ( pTarget->GetObjType() != Obj::OBJ_TYPE_HUMAN )
{
return PACKET_EXE_ERROR;
}
GCDetailAbilityInfo Msg;
Msg.setObjID( pTarget->GetID() );
const _ABILITY_LIST *pAbilityList = pTarget->GetAbilityList();
Msg.setAbilityList( g_pAbilityManager->MaxAbilityNum(), pAbilityList->m_aABility, pAbilityList->m_aPrescr );
pGamePlayer->SendPacket( &Msg );
g_pLog->FastSaveLog( LOG_FILE_1, "CGAskDetailAbilityInfoHandler: ok obj=%d scene=%d",
ObjID, pScene->SceneID() );
return PACKET_EXE_CONTINUE;
__LEAVE_FUNCTION
return PACKET_EXE_ERROR;
}
示例13: Assert
uint CGAskJoinMenpaiHandler::Execute( CGAskJoinMenpai* pPacket, Player* pPlayer )
{
__ENTER_FUNCTION
GamePlayer* pGamePlayer = (GamePlayer*)pPlayer ;
Assert( pGamePlayer ) ;
Obj_Human* pHuman = pGamePlayer->GetHuman() ;
Assert( pHuman ) ;
Scene* pScene = pHuman->getScene() ;
if( pScene==NULL )
{
Assert(FALSE) ;
return PACKET_EXE_ERROR ;
}
//检查线程执行资源是否正确
Assert( MyGetCurrentThreadID()==pScene->m_ThreadID ) ;
//设置门派
//pHuman->GetDB()->SetMenPai(pPacket->GetMenpaiID());
//设置心法
//设置技能
//通知客户端加入的结果,由客户端自己去用模板内的数据改变自己的值
//GCJoinMenpai Msg;
//Msg.SetIsSucceedJoin(JOINMENPAI_SUCCEED);
//pPlayer = pHuman->GetPlayer();
//pPlayer->SendPacket( &Msg ) ;
//INT nTemp = pPacket->GetMenpaiID();
//INT nNum = g_XinFaDataMgr.m_nSize;
//_XINFA_LIST listMenpaiXinfa;
//for(INT i=0,k=0; i<nNum; i++)
//{
// if( g_XinFaDataMgr.m_vTemplateList[i].MenPai == nTemp)
// listMenpaiXinfa.m_aXinFa
//}
return PACKET_EXE_CONTINUE ;
__LEAVE_FUNCTION
return PACKET_EXE_ERROR ;
}
示例14: Assert
uint CGLockTargetHandler::Execute( CGLockTarget* pPacket, Player* pPlayer )
{
__ENTER_FUNCTION
GamePlayer* pGamePlayer = (GamePlayer*)pPlayer ;
Assert( pGamePlayer ) ;
Obj_Human* pHuman = pGamePlayer->GetHuman() ;
if(NULL==pHuman)
{
AssertEx(FALSE,"[CGLockTargetHandler::Execute]: NULL Obj_Human pointer found!!");
return PACKET_EXE_ERROR ;
}
Scene* pScene = pHuman->getScene() ;
if( pScene==NULL )
{
Assert(FALSE) ;
return PACKET_EXE_ERROR ;
}
//检查线程执行资源是否正确
Assert( MyGetCurrentThreadID()==pScene->m_ThreadID ) ;
ObjID_t nMeID = pHuman->GetID();
if( nMeID == INVALID_ID )
{
Assert(FALSE) ;
return PACKET_EXE_ERROR ;
}
//update target
if(NULL==pPacket)
{
AssertEx(FALSE,"[CGLockTargetHandler::Execute]: NULL packet pointer found!!");
return PACKET_EXE_ERROR ;
}
pHuman->SetLockedTarget(pPacket->getTargetID());
// 当锁定的目标是NPC时将会触发NPC的泡泡说话
Obj* pTarget = pScene->GetObjManager()->GetObj(pPacket->getTargetID());
if (pTarget->GetObjType() == Obj::OBJ_TYPE_MONSTER)
{
((Obj_Monster*)pTarget)->ProcessPaoPao();
}
g_pLog->FastSaveLog( LOG_FILE_1, "CGLockTargetHandler: ok obj=%d scene=%d",
nMeID, pScene->SceneID() ) ;
return PACKET_EXE_CONTINUE ;
__LEAVE_FUNCTION
return PACKET_EXE_ERROR ;
}
示例15: Assert
UINT CGIssuePetPlacardHandler::Execute( CGIssuePetPlacard* pPacket, Player* pPlayer )
{
__ENTER_FUNCTION
GamePlayer* pGamePlayer = (GamePlayer*)pPlayer ;
Assert( pGamePlayer ) ;
Obj_Human* pHuman = pGamePlayer->GetHuman() ;
Assert( pHuman ) ;
Scene* pScene = pHuman->getScene() ;
if( pScene==NULL )
{
Assert(FALSE) ;
return PACKET_EXE_ERROR ;
}
//检查线程执行资源是否正确
Assert( MyGetCurrentThreadID()==pScene->m_ThreadID ) ;
Obj_Monster *pNpc = (Obj_Monster*)(pScene->GetObjManager()->GetObj(pPacket->GetNpcID()));
if(pNpc != NULL)
{
PetPlacardSystem *pPetPlacardSystem = pNpc->GetPetPlacardSystem();
if(pPetPlacardSystem == NULL)
{
pNpc->CreatePetPlacardSystem();
pPetPlacardSystem = pNpc->GetPetPlacardSystem();
}
if(pPetPlacardSystem != NULL)
{
CHAR* pMessage = pPacket->GetMessage();
BYTE nMessageSize = (BYTE)strlen( pMessage );
if( nMessageSize >= PET_PLACARD_ITEM_MESSAGE_SIZE ) nMessageSize = PET_PLACARD_ITEM_MESSAGE_SIZE-1;
pMessage[PET_PLACARD_ITEM_MESSAGE_SIZE-1] = 0;
ReplaceIllegalString( pMessage, nMessageSize );
ORESULT oResult = pPetPlacardSystem->IssuePlacard(pHuman, pPacket->GetGUID(), pMessage);
if(OR_FAILED(oResult))
{
pHuman->SendOperateResultMsg(oResult);
}
}
}
return PACKET_EXE_CONTINUE ;
__LEAVE_FUNCTION
return PACKET_EXE_ERROR ;
}