本文整理汇总了C++中Session::GetServer方法的典型用法代码示例。如果您正苦于以下问题:C++ Session::GetServer方法的具体用法?C++ Session::GetServer怎么用?C++ Session::GetServer使用的例子?那么恭喜您, 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Session
的用法示例。
在下文中一共展示了Session::GetServer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: HandleTeleportRequest
void WServer::HandleTeleportRequest(WorldPacket & pck)
{
WorldPacket data(ISMSG_TELEPORT_RESULT, 100);
RPlayerInfo * pi;
Session * s;
Instance * dest;
uint32 mapid, sessionid, instanceid;
/* this packet is only used upon changing main maps! */
pck >> sessionid >> mapid >> instanceid;
s = sClientMgr.GetSession(sessionid);
if(s)
{
pi = s->GetPlayer();
ASSERT(pi);
/* find the destination server */
if(instanceid == 0)
dest = sClusterMgr.GetInstanceByMapId(mapid);
else
dest = sClusterMgr.GetInstanceByInstanceId(instanceid);
/* server up? */
if(!dest)
{
data.Initialize(SMSG_TRANSFER_ABORTED);
data << uint32(0x02); // INSTANCE_ABORT_NOT_FOUND
s->SendPacket(&data);
}
else
{
/* server found! */
LocationVector vec;
pck >> vec >> vec.o;
pi->MapId = mapid;
pi->InstanceId = dest->InstanceId;
pi->PositionX = vec.x;
pi->PositionY = vec.y;
if(dest->Server == s->GetServer())
{
/* we're not changing servers, the new instance is on the same server */
data << sessionid << uint8(1) << mapid << instanceid << vec << vec.o;
SendPacket(&data);
}
else
{
/* notify the old server to pack the player info together to send to the new server, and delete the player */
data << sessionid << uint8(0) << mapid << instanceid << vec << vec.o;
SendPacket(&data);
}
data.Initialize(ISMSG_PLAYER_INFO);
pi->Pack(data);
sClusterMgr.DistributePacketToAll(&data, this);
data.Initialize(SMSG_NEW_WORLD);
data << mapid << vec << vec.o;
s->SendPacket(&data);
}
}
}
示例2: HandleTeleportRequest
void WServer::HandleTeleportRequest(WorldPacket & pck)
{
WorldPacket data(ISMSG_TELEPORT_RESULT, 100);
RPlayerInfo * pi;
Session * s;
Instance * dest;
uint32 mapid, sessionid, instanceid;
/* this packet is only used upon changing main maps! */
pck >> sessionid >> mapid >> instanceid;
DEBUG_LOG("TeleportRequest", "session %u, mapid %u, instanceid %u", sessionid, mapid, instanceid);
s = sClientMgr.GetSession(sessionid);
if(s)
{
pi = s->GetPlayer();
ASSERT(pi);
if(IS_MAIN_MAP(mapid) || instanceid == 0)
{
/* we're on a continent, try to find the world server we're going to */
dest = sClusterMgr.GetInstanceByMapId(mapid);
}
else
{
/* we're in an instanced map, try to find the world server we're going to */
dest = sClusterMgr.GetInstanceByInstanceId(instanceid);
}
//try and find a prototype instance, and its server
if (dest == NULL)
{
DEBUG_LOG("TeleportRequest", "Could not find instance, will use prototype...");
dest = sClusterMgr.GetPrototypeInstanceByMapId(mapid);
}
/* server up? */
if(!dest)
{
DEBUG_LOG("TeleportRequest", "INSTANCE_ABORT_NOT_FOUND");
data.Initialize(SMSG_TRANSFER_ABORTED);
data << uint32(0x02); // INSTANCE_ABORT_NOT_FOUND
s->SendPacket(&data);
}
else
{
/* server found! */
LocationVector vec;
pck >> vec >> vec.o;
pi->MapId = mapid;
pi->InstanceId = dest->InstanceId;
pi->PositionX = vec.x;
pi->PositionY = vec.y;
if(dest->Server == s->GetServer())
{
DEBUG_LOG("TeleportRequest", "intra-server teleport");
/* we're not changing servers, the new instance is on the same server */
data << sessionid << uint8(1) << mapid << instanceid << vec << vec.o;
SendPacket(&data);
}
else
{
DEBUG_LOG("TeleportRequest", "inter-server teleport");
/* notify the old server to pack the player info together to send to the new server, and delete the player */
data << sessionid << uint8(0) << mapid << instanceid << vec << vec.o;
//cache this to next server and switch servers when were ready :P
s->SetNextServer(dest->Server);
SendPacket(&data);
}
data.Initialize(ISMSG_PLAYER_INFO);
pi->Pack(data);
sClusterMgr.DistributePacketToAll(&data, this);
data.Initialize(SMSG_NEW_WORLD);
data << mapid << vec << vec.o;
s->SendPacket(&data);
}
}
}