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C++ Player::AddBattlegroundQueueJoinTime方法代码示例

本文整理汇总了C++中Player::AddBattlegroundQueueJoinTime方法的典型用法代码示例。如果您正苦于以下问题:C++ Player::AddBattlegroundQueueJoinTime方法的具体用法?C++ Player::AddBattlegroundQueueJoinTime怎么用?C++ Player::AddBattlegroundQueueJoinTime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Player的用法示例。


在下文中一共展示了Player::AddBattlegroundQueueJoinTime方法的2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: HandleBattlemasterJoinOpcode


//.........这里部分代码省略.........
            WorldPacket data;
            sBattlegroundMgr->BuildStatusFailedPacket(&data, bg, _player, 0, ERR_IN_RANDOM_BG);
            _player->GetSession()->SendPacket(&data);
            return;
        }

        if (_player->InBattlegroundQueue() && bgTypeId == BATTLEGROUND_RB)
        {
            // player is already in queue, can't start random queue
            WorldPacket data;
            sBattlegroundMgr->BuildStatusFailedPacket(&data, bg, _player, 0, ERR_IN_NON_RANDOM_BG);
            _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())
        {
            WorldPacket data;
            sBattlegroundMgr->BuildStatusFailedPacket(&data, bg, _player, 0, ERR_BATTLEGROUND_TOO_MANY_QUEUES);
            _player->GetSession()->SendPacket(&data);
            return;
        }

        BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId);
        GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, bracketEntry, 0, false, isPremade, 0, 0);

        uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId());
        uint32 queueSlot = _player->AddBattlegroundQueueId(bgQueueTypeId);

        // add joined time data
        _player->AddBattlegroundQueueJoinTime(bgTypeId, ginfo->JoinTime);

        WorldPacket data; // send status packet (in queue)
        sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, _player, queueSlot, STATUS_WAIT_QUEUE, avgTime, ginfo->JoinTime, ginfo->ArenaType);
        SendPacket(&data);

        TC_LOG_DEBUG("bg.battleground", "Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",
                       bgQueueTypeId, bgTypeId, _player->GetGUIDLow(), _player->GetName().c_str());
    }
    else
    {
        grp = _player->GetGroup();

        if (!grp)
            return;

        if (grp->GetLeaderGUID() != _player->GetGUID())
            return;

        err = grp->CanJoinBattlegroundQueue(bg, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0);
        isPremade = (grp->GetMembersCount() >= bg->GetMinPlayersPerTeam());

        BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId);
        GroupQueueInfo* ginfo = NULL;
        uint32 avgTime = 0;

        if (!err)
        {
            TC_LOG_DEBUG("bg.battleground", "Battleground: the following players are joining as group:");
            ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, 0, false, isPremade, 0, 0);
            avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId());
        }

        for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
        {
            Player* member = itr->GetSource();
            if (!member)
                continue;   // this should never happen

            if (err)
            {
                WorldPacket data;
                sBattlegroundMgr->BuildStatusFailedPacket(&data, bg, _player, 0, err);
                member->GetSession()->SendPacket(&data);
                continue;
            }

            // add to queue
            uint32 queueSlot = member->AddBattlegroundQueueId(bgQueueTypeId);

            // add joined time data
            member->AddBattlegroundQueueJoinTime(bgTypeId, ginfo->JoinTime);

            WorldPacket data; // send status packet (in queue)
            sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, member, queueSlot, STATUS_WAIT_QUEUE, avgTime, ginfo->JoinTime, ginfo->ArenaType);
            member->GetSession()->SendPacket(&data);
            TC_LOG_DEBUG("bg.battleground", "Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",
                bgQueueTypeId, bgTypeId, member->GetGUIDLow(), member->GetName().c_str());
        }
        TC_LOG_DEBUG("bg.battleground", "Battleground: group end");
    }

    sBattlegroundMgr->ScheduleQueueUpdate(0, 0, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId());
}
开发者ID:AnthoDevMoP,项目名称:SkyFire_5xx,代码行数:101,代码来源:BattleGroundHandler.cpp

示例2: HandleBattlemasterJoinArena

void WorldSession::HandleBattlemasterJoinArena(WorldPacket& recvData)
{
    TC_LOG_DEBUG("network", "WORLD: CMSG_BATTLEMASTER_JOIN_ARENA");

    uint8 arenaslot;                                        // 2v2, 3v3 or 5v5

    recvData >> arenaslot;

    // ignore if we already in BG or BG queue
    if (_player->InBattleground())
        return;

    uint32 arenaRating = 0;
    uint32 matchmakerRating = 0;

    uint8 arenatype = ArenaTeam::GetTypeBySlot(arenaslot);

    //check existance
    Battleground* bg = sBattlegroundMgr->GetBattlegroundTemplate(BATTLEGROUND_AA);
    if (!bg)
    {
        TC_LOG_ERROR("network", "Battleground: template bg (all arenas) not found");
        return;
    }

    if (DisableMgr::IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, BATTLEGROUND_AA, NULL))
    {
        ChatHandler(this).PSendSysMessage(LANG_ARENA_DISABLED);
        return;
    }

    BattlegroundTypeId bgTypeId = bg->GetTypeID();
    BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, arenatype);
    PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(), _player->getLevel());
    if (!bracketEntry)
        return;

    GroupJoinBattlegroundResult err = ERR_BATTLEGROUND_NONE;

    Group* grp = _player->GetGroup();
    // no group found, error
    if (!grp)
        return;
    if (grp->GetLeaderGUID() != _player->GetGUID())
        return;

    uint32 ateamId = _player->GetArenaTeamId(arenaslot);
    // check real arenateam existence only here (if it was moved to group->CanJoin .. () then we would ahve to get it twice)
    ArenaTeam* at = sArenaTeamMgr->GetArenaTeamById(ateamId);
    if (!at)
    {
        _player->GetSession()->SendNotInArenaTeamPacket(arenatype);
        return;
    }

    // get the team rating for queueing
    arenaRating = at->GetRating();
    matchmakerRating = at->GetAverageMMR(grp);
    // the arenateam id must match for everyone in the group

    if (arenaRating <= 0)
        arenaRating = 1;

    BattlegroundQueue &bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId);

    uint32 avgTime = 0;
    GroupQueueInfo* ginfo = NULL;

    err = grp->CanJoinBattlegroundQueue(bg, bgQueueTypeId, arenatype, arenatype, true, arenaslot);
    if (!err)
    {
        TC_LOG_DEBUG("bg.battleground", "Battleground: arena team id %u, leader %s queued with matchmaker rating %u for type %u", _player->GetArenaTeamId(arenaslot), _player->GetName().c_str(), matchmakerRating, arenatype);

        ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, arenatype, true, false, arenaRating, matchmakerRating, ateamId);
        avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId());
    }

    for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
    {
        Player* member = itr->GetSource();
        if (!member)
            continue;

        if (err)
        {
            WorldPacket data;
            sBattlegroundMgr->BuildStatusFailedPacket(&data, bg, _player, 0, err);
            member->GetSession()->SendPacket(&data);
            continue;
        }

        // add to queue
        uint32 queueSlot = member->AddBattlegroundQueueId(bgQueueTypeId);

        // add joined time data
        member->AddBattlegroundQueueJoinTime(bgTypeId, ginfo->JoinTime);

        WorldPacket data; // send status packet (in queue)
        sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, member, queueSlot, STATUS_WAIT_QUEUE, avgTime, ginfo->JoinTime, arenatype);
        member->GetSession()->SendPacket(&data);
//.........这里部分代码省略.........
开发者ID:AnthoDevMoP,项目名称:SkyFire_5xx,代码行数:101,代码来源:BattleGroundHandler.cpp


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