本文整理汇总了C++中Mutex::Acquire方法的典型用法代码示例。如果您正苦于以下问题:C++ Mutex::Acquire方法的具体用法?C++ Mutex::Acquire怎么用?C++ Mutex::Acquire使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Mutex
的用法示例。
在下文中一共展示了Mutex::Acquire方法的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: DeactivateTile
void CCollideInterface::DeactivateTile(uint32 mapId, uint32 tileX, uint32 tileY)
{
m_loadLock.Acquire();
if(!(--m_tilesLoaded[mapId][tileX][tileY]))
{
COLLISION_BEGINTIMER;
CollisionMgr->unloadMap(mapId, tileY, tileX);
printf("[%u ns] collision_deactivate_cell %u %u %u\n", c_GetNanoSeconds(c_GetTimerValue(), v1), mapId, tileX, tileY);
}
m_loadLock.Release();
}
示例2: GetRequest
ConsoleSocket * GetRequest(uint32 id)
{
ConsoleSocket* rtn;
authmgrlock.Acquire();
map<uint32,ConsoleSocket*>::iterator itr = requestmap.find(id);
if(itr == requestmap.end())
rtn = NULL;
else
rtn = itr->second;
authmgrlock.Release();
return rtn;
}
示例3: ActivateTile
void CCollideInterface::ActivateTile(uint32 mapId, uint32 tileX, uint32 tileY)
{
VMAP::IVMapManager* mgr = VMAP::VMapFactory::createOrGetVMapManager();
m_loadLock.Acquire();
if(m_tilesLoaded[mapId][tileX][tileY] == 0)
{
mgr->loadMap(sWorld.vMapPath.c_str(), mapId, tileX, tileY);
LoadNavMeshTile(mapId, tileX, tileY);
}
++m_tilesLoaded[mapId][tileX][tileY];
m_loadLock.Release();
}
示例4: ActivateTile
void CCollideInterface::ActivateTile(uint32 mapId, uint32 tileX, uint32 tileY)
{
m_loadLock.Acquire();
if(m_tilesLoaded[mapId][tileX][tileY] == 0)
{
COLLISION_BEGINTIMER;
CollisionMgr->loadMap(sWorld.vMapPath.c_str, mapId, tileY, tileX);
//LOG_DEBUG("[%u ns] collision_activate_cell %u %u %u", c_GetNanoSeconds(c_GetTimerValue(), v1), mapId, tileX, tileY);
}
++m_tilesLoaded[mapId][tileX][tileY];
m_loadLock.Release();
}
示例5: IsServerAllowedMod
bool IsServerAllowedMod(unsigned int IP)
{
m_allowedIpLock.Acquire();
for(vector<AllowedIP>::iterator itr = m_allowedModIps.begin(); itr != m_allowedModIps.end(); ++itr)
{
if( ParseCIDRBan(IP, itr->IP, itr->Bytes) )
{
m_allowedIpLock.Release();
return true;
}
}
m_allowedIpLock.Release();
return false;
}
示例6: ActivateMap
void CCollideInterface::ActivateMap(uint32 mapId)
{
if( !CollisionMgr ) return;
m_mapCreateLock.Acquire();
if( m_mapLocks[mapId] == NULL )
{
m_mapLocks[mapId] = new CollisionMap;
m_mapLocks[mapId]->m_loadCount = 1;
memset(m_mapLocks[mapId]->m_tileLoadCount, 0, sizeof(uint32)*64*64);
}
else
m_mapLocks[mapId]->m_loadCount++;
m_mapCreateLock.Release();
}
示例7: DeactivateMap
void CCollideInterface::DeactivateMap(uint32 mapId)
{
if( !CollisionMgr ) return;
m_mapCreateLock.Acquire();
ASSERT(m_mapLocks[mapId] != NULL);
--m_mapLocks[mapId]->m_loadCount;
if( m_mapLocks[mapId]->m_loadCount == 0 )
{
// no instances using this anymore
delete m_mapLocks[mapId];
CollisionMgr->unloadMap(mapId);
m_mapLocks[mapId] = NULL;
}
m_mapCreateLock.Release();
}
示例8: StartJumpEvent
//when player pushes gossip menu to start event
void StartJumpEvent(Player *Plr, uint64 NPCGUID)
{
CreateLock.Acquire();
//check if this player already has an ongoing jump event
uint64 PlayerGUID = Plr->GetGUID();
uint32 stampnow = GetTickCount();
for( uint32 i=0;i<MAX_NUMBER_OF_CONCURENT_JUMP_EVENT_HOLDERS;i++)
if( JumpEventHolders[i].PlayerGUID == PlayerGUID
&& stampnow < JumpEventHolders[i].EventExpireStamp
)
{
Plr->BroadcastMessage("You are already participating in a Jump Event. Close that one");
CreateLock.Release();
return;
}
//check if NPC already is busy with someone
int32 NPC_slot = -1;
for( uint32 i=0;i<MAX_NUMBER_OF_CONCURENT_JUMP_EVENT_HOLDERS;i++)
if( JumpEventHolders[i].SupervizorNPC == NPCGUID )
{
if( stampnow < JumpEventHolders[i].EventExpireStamp )
{
Plr->BroadcastMessage("This NPC seems to be busy with someone. Strange.");
CreateLock.Release();
return;
}
NPC_slot = i;
}
//sanity check
if( NPC_slot == -1 )
{
Plr->BroadcastMessage("Omg Bug.Shoot a developer pls and wait a server crash to refresh list");
CreateLock.Release();
return;
}
//ocupy this slot
JumpEventHolders[ NPC_slot ].PlayerGUID = PlayerGUID;
JumpEventHolders[ NPC_slot ].EventExpireStamp = MAX_EVENT_DURATION + stampnow;
JumpEventHolders[ NPC_slot ].EventState = JES_WAITING_TO_START;
CreateLock.Release();
//start timer player side also
uint32 estimated_time = Plr->getLevel() * 10;
WorldPacket data(SMSG_START_MIRROR_TIMER, 20);
data << uint32( TIMER_EXHAUSTION ) << estimated_time << estimated_time << int32(-1) << uint32(0);
Plr->GetSession()->SendPacket(&data);
//rest will be done by the supervizor AI : generate pads, spawn them 1 by 1, monitor progress
}
示例9: AddNPC
void Transporter::AddNPC(uint32 Entry, float offsetX, float offsetY, float offsetZ, float offsetO)
{
uint32 guid;
m_transportGuidGen.Acquire();
guid = ++m_transportGuidMax;
m_transportGuidGen.Release();
CreatureInfo * inf = CreatureNameStorage.LookupEntry(Entry);
CreatureProto * proto = CreatureProtoStorage.LookupEntry(Entry);
if(inf==NULL||proto==NULL)
return;
Creature * pCreature = new Creature((uint64)HIGHGUID_TYPE_TRANSPORTER<<32 | guid);
pCreature->Load(proto, m_position.x, m_position.y, m_position.z);
pCreature->m_transportPosition = new LocationVector(offsetX, offsetY, offsetZ, offsetO);
pCreature->m_transportGuid = GetUIdFromGUID();
m_npcs.insert(make_pair(guid,pCreature));
}
示例10: EarlyEndJumpEvent
//early end a jump event due to player request
void EarlyEndJumpEvent(Player *Plr, uint64 NPCGUID)
{
CreateLock.Acquire();
//check if this player already has an ongoing jump event
uint64 PlayerGUID = Plr->GetGUID();
for( uint32 i=0;i<MAX_NUMBER_OF_CONCURENT_JUMP_EVENT_HOLDERS;i++)
if( JumpEventHolders[i].PlayerGUID == PlayerGUID
&& JumpEventHolders[i].SupervizorNPC == NPCGUID
)
{
Plr->BroadcastMessage("Removing now");
//stop timer player side also
Plr->StopMirrorTimer( TIMER_EXHAUSTION );
//clear identifyers
JumpEventHolders[i].EventExpireStamp = 0;
JumpEventHolders[i].PlayerGUID = 0;
JumpEventHolders[i].EventState = JES_NOTHING_INTELIGENT;
}
CreateLock.Release();
}
示例11: AddNPC
void Transporter::AddNPC(uint32 Entry, float offsetX, float offsetY, float offsetZ, float offsetO)
{
if(!this)
return;
uint32 guid;
m_transportGuidGen.Acquire();
guid = ++m_transportGuidMax;
m_transportGuidGen.Release();
CreatureInfo * inf = CreatureNameStorage.LookupEntry(Entry);
CreatureProto * proto = CreatureProtoStorage.LookupEntry(Entry);
if(inf == NULL || proto == NULL)
return;
Creature* pCreature(new Creature((uint64)HIGHGUID_TYPE_TRANSPORTER<<32 | guid));
pCreature->Init();
pCreature->Load(proto, GetMapMgr()->iInstanceMode, offsetX, offsetY, offsetZ, offsetO);
pCreature->GetMovementInfo()->SetTransportData(GetGUID(), offsetX, offsetY, offsetZ, offsetO, 0);
m_npcs.insert(make_pair(guid,pCreature));
}
示例12: AddNPC
void Transporter::AddNPC(uint32 Entry, float offsetX, float offsetY, float offsetZ, float offsetO)
{
uint32 guid;
m_transportGuidGen.Acquire();
guid = ++m_transportGuidMax;
m_transportGuidGen.Release();
CreatureInfo* inf = CreatureNameStorage.LookupEntry(Entry);
CreatureProto* proto = CreatureProtoStorage.LookupEntry(Entry);
if (inf == NULL || proto == NULL)
return;
Creature* pCreature = new Creature((uint64)HIGHGUID_TYPE_TRANSPORTER << 32 | guid);
pCreature->Load(proto, m_position.x, m_position.y, m_position.z);
pCreature->obj_movement_info.transporter_info.position.x = offsetX;
pCreature->obj_movement_info.transporter_info.position.y = offsetY;
pCreature->obj_movement_info.transporter_info.position.z = offsetZ;
pCreature->obj_movement_info.transporter_info.position.o = offsetO;
pCreature->obj_movement_info.transporter_info.guid = GetGUID();
m_npcs.insert(std::make_pair(guid, pCreature));
}
示例13: AddNPC
void Transporter::AddNPC(uint32 Entry, float offsetX, float offsetY, float offsetZ, float offsetO)
{
if(!this)
return;
uint32 guid;
m_transportGuidGen.Acquire();
guid = ++m_transportGuidMax;
m_transportGuidGen.Release();
CreatureInfo * inf = CreatureNameStorage.LookupEntry(Entry);
CreatureProto * proto = CreatureProtoStorage.LookupEntry(Entry);
if(inf == NULL || proto == NULL)
return;
Creature* pCreature(new Creature((uint64)HIGHGUID_TYPE_TRANSPORTER<<32 | guid));
pCreature->Init();
pCreature->Load(proto, GetMapMgr()->iInstanceMode, offsetX, offsetY, offsetZ, offsetO);
pCreature->m_TransporterUnk = UNIXTIME;
pCreature->m_transportPosition = new LocationVector(offsetX, offsetY, offsetZ, offsetO);
pCreature->m_TransporterGUID = GetGUID();
pCreature->m_transportNewGuid = GetNewGUID();
m_npcs.insert(make_pair(guid,pCreature));
}
示例14: GetCreateChannel
Channel* ChannelMgr::GetCreateChannel(const char* name, Player* p, uint32 type_id)
{
ChannelList::iterator itr;
ChannelList* cl = &Channels[0];
Channel* chn;
if(seperatechannels && p != NULL && stricmp(name, sWorld.getGmClientChannel().c_str()))
cl = &Channels[p->GetTeam()];
lock.Acquire();
for(itr = cl->begin(); itr != cl->end(); ++itr)
{
if(!stricmp(name, itr->first.c_str()))
{
lock.Release();
return itr->second;
}
}
// make sure the name isn't banned
m_confSettingLock.Acquire();
for(vector<string>::iterator itr2 = m_bannedChannels.begin(); itr2 != m_bannedChannels.end(); ++itr2)
{
if(!strnicmp(name, itr2->c_str(), itr2->size()))
{
lock.Release();
m_confSettingLock.Release();
return NULL;
}
}
chn = new Channel(name, (seperatechannels && p != NULL) ? p->GetTeam() : 0, type_id);
m_confSettingLock.Release();//Channel::Channel() reads configs so we release the lock after we create the Channel.
cl->insert(make_pair(chn->m_name, chn));
lock.Release();
return chn;
}
示例15: Rehash
bool Rehash()
{
#ifdef WIN32
char * config_file = "configs/logon.conf";
#else
char * config_file = (char*)CONFDIR "/logon.conf";
#endif
if(!Config.MainConfig.SetSource(config_file))
{
printf("Config file could not be rehashed.\n");
return false;
}
// re-set the allowed server IP's
string ips = Config.MainConfig.GetStringDefault("LogonServer", "AllowedIPs", "");
string ipsmod = Config.MainConfig.GetStringDefault("LogonServer", "AllowedModIPs", "");
vector<string> vips = StrSplit(ips, " ");
vector<string> vipsmod = StrSplit(ips, " ");
m_allowedIpLock.Acquire();
m_allowedIps.clear();
m_allowedModIps.clear();
vector<string>::iterator itr;
for(itr = vips.begin(); itr != vips.end(); ++itr)
{
string::size_type i = itr->find("/");
if( i == string::npos )
{
printf("IP: %s could not be parsed. Ignoring\n", itr->c_str());
continue;
}
string stmp = itr->substr(0, i);
string smask = itr->substr(i+1);
unsigned int ipraw = MakeIP(stmp.c_str());
unsigned char ipmask = (char)atoi(smask.c_str());
if( ipraw == 0 || ipmask == 0 )
{
printf("IP: %s could not be parsed. Ignoring\n", itr->c_str());
continue;
}
AllowedIP tmp;
tmp.Bytes = ipmask;
tmp.IP = ipraw;
m_allowedIps.push_back(tmp);
}
for(itr = vipsmod.begin(); itr != vipsmod.end(); ++itr)
{
string::size_type i = itr->find("/");
if( i == string::npos )
{
printf("IP: %s could not be parsed. Ignoring\n", itr->c_str());
continue;
}
string stmp = itr->substr(0, i);
string smask = itr->substr(i+1);
unsigned int ipraw = MakeIP(stmp.c_str());
unsigned char ipmask = (char)atoi(smask.c_str());
if( ipraw == 0 || ipmask == 0 )
{
printf("IP: %s could not be parsed. Ignoring\n", itr->c_str());
continue;
}
AllowedIP tmp;
tmp.Bytes = ipmask;
tmp.IP = ipraw;
m_allowedModIps.push_back(tmp);
}
if( InformationCore::getSingletonPtr() != NULL )
sInfoCore.CheckServers();
m_allowedIpLock.Release();
return true;
}