本文整理汇总了C++中WorldPacket::GetPacketTime方法的典型用法代码示例。如果您正苦于以下问题:C++ WorldPacket::GetPacketTime方法的具体用法?C++ WorldPacket::GetPacketTime怎么用?C++ WorldPacket::GetPacketTime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WorldPacket
的用法示例。
在下文中一共展示了WorldPacket::GetPacketTime方法的5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: HandleMoveRootAck
void WorldSession::HandleMoveRootAck(WorldPacket& recv_data)
{
DEBUG_LOG("WORLD: CMSG_FORCE_MOVE_ROOT_ACK");
ObjectGuid guid;
recv_data >> guid;
// now can skip not our packet
if (_player->GetObjectGuid() != guid)
{
recv_data.rpos(recv_data.wpos()); // prevent warnings spam
return;
}
MovementInfo movementInfo;
recv_data.read_skip<uint32>(); // unk
recv_data >> movementInfo;
movementInfo.UpdateTime(recv_data.GetPacketTime());
if (!VerifyMovementInfo(movementInfo))
return;
if (!_player->GetCheatData()->HandleAnticheatTests(movementInfo, this, &recv_data))
return;
// Position change
HandleMoverRelocation(movementInfo);
_player->UpdateFallInformationIfNeed(movementInfo, recv_data.GetOpcode());
WorldPacket data(MSG_MOVE_ROOT, recv_data.size());
data << _player->GetPackGUID();
movementInfo.Write(data);
_player->SendMovementMessageToSet(std::move(data), true, _player);
}
示例2: HandleFeatherFallAck
void WorldSession::HandleFeatherFallAck(WorldPacket &recv_data)
{
DEBUG_LOG("WORLD: CMSG_MOVE_FEATHER_FALL_ACK size %u", recv_data.wpos());
ObjectGuid guid;
MovementInfo movementInfo;
recv_data >> guid; // guid
recv_data.read_skip<uint32>(); // counter
recv_data >> movementInfo;
movementInfo.UpdateTime(recv_data.GetPacketTime());
if (guid != _clientMoverGuid)
return;
if (!VerifyMovementInfo(movementInfo))
return;
if (!_player->GetCheatData()->HandleAnticheatTests(movementInfo, this, &recv_data))
return;
// Position change
HandleMoverRelocation(movementInfo);
_player->UpdateFallInformationIfNeed(movementInfo, recv_data.GetOpcode());
WorldPacket data(MSG_MOVE_FEATHER_FALL, recv_data.size());
data << guid.WriteAsPacked();
movementInfo.Write(data);
_player->SendMovementMessageToSet(std::move(data), true, _player);
}
示例3: HandleMoveKnockBackAck
void WorldSession::HandleMoveKnockBackAck(WorldPacket & recv_data)
{
DEBUG_LOG("CMSG_MOVE_KNOCK_BACK_ACK");
Unit *mover = _player->GetMover();
Player *plMover = mover->GetTypeId() == TYPEID_PLAYER ? (Player*)mover : NULL;
// ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
if (plMover && plMover->IsBeingTeleported())
{
recv_data.rpos(recv_data.wpos()); // prevent warnings spam
return;
}
ObjectGuid guid;
MovementInfo movementInfo;
recv_data >> guid;
recv_data >> Unused<uint32>(); // knockback packets counter
recv_data >> movementInfo;
movementInfo.UpdateTime(recv_data.GetPacketTime());
if (guid != _clientMoverGuid)
return;
if (!VerifyMovementInfo(movementInfo, guid))
return;
if (!_player->GetCheatData()->HandleAnticheatTests(movementInfo, this, &recv_data))
return;
HandleMoverRelocation(movementInfo);
// Actually other clients don't need this packet ...
// CMSG_MOVE_KNOCK_BACK_ACK only use is to update position server side for now.
/*
WorldPacket data(MSG_MOVE_KNOCK_BACK, recv_data.size() + 12);
data << guid.WriteAsPacked();
data << movementInfo;
data << movementInfo.GetJumpInfo().sinAngle;
data << movementInfo.GetJumpInfo().cosAngle;
data << movementInfo.GetJumpInfo().xyspeed;
data << movementInfo.GetJumpInfo().velocity;
mover->SendMovementMessageToSet(&data, true, _player);*/
}
示例4: HandleForceSpeedChangeAckOpcodes
void WorldSession::HandleForceSpeedChangeAckOpcodes(WorldPacket &recv_data)
{
uint32 opcode = recv_data.GetOpcode();
DEBUG_LOG("WORLD: Recvd %s (%u, 0x%X) opcode", LookupOpcodeName(opcode), opcode, opcode);
/* extract packet */
ObjectGuid guid;
MovementInfo movementInfo;
float newspeed;
recv_data >> guid;
recv_data >> Unused<uint32>(); // counter or moveEvent
recv_data >> movementInfo;
recv_data >> newspeed;
movementInfo.UpdateTime(recv_data.GetPacketTime());
// now can skip not our packet
ObjectGuid moverGuid = _player->GetMover()->GetObjectGuid();
if (guid != moverGuid && guid != _clientMoverGuid)
return;
if (!VerifyMovementInfo(movementInfo))
return;
// Process anticheat checks, remember client-side speed ...
if (_player->IsSelfMover() && !_player->GetCheatData()->HandleSpeedChangeAck(movementInfo, this, &recv_data, newspeed))
return;
// Process position-change
HandleMoverRelocation(movementInfo);
_player->UpdateFallInformationIfNeed(movementInfo, opcode);
/*----------------*/
// client ACK send one packet for mounted/run case and need skip all except last from its
// in other cases anti-cheat check can be fail in false case
UnitMoveType move_type;
switch (opcode)
{
case CMSG_FORCE_WALK_SPEED_CHANGE_ACK:
move_type = MOVE_WALK;
break;
case CMSG_FORCE_RUN_SPEED_CHANGE_ACK:
move_type = MOVE_RUN;
break;
case CMSG_FORCE_RUN_BACK_SPEED_CHANGE_ACK:
move_type = MOVE_RUN_BACK;
break;
case CMSG_FORCE_SWIM_SPEED_CHANGE_ACK:
move_type = MOVE_SWIM;
break;
case CMSG_FORCE_SWIM_BACK_SPEED_CHANGE_ACK:
move_type = MOVE_SWIM_BACK;
break;
case CMSG_FORCE_TURN_RATE_CHANGE_ACK:
move_type = MOVE_TURN_RATE;
break;
default:
sLog.outError("WorldSession::HandleForceSpeedChangeAck: Unknown move type opcode: %u", opcode);
return;
}
// Daemon TODO: enregistrement de cette position ?
// Daemon: mise a jour de la vitesse pour les joueurs a cote.
// Cf Unit::SetSpeedRate pour plus d'infos.
const uint16 SetSpeed2Opc_table[MAX_MOVE_TYPE][2] =
{
{MSG_MOVE_SET_WALK_SPEED, SMSG_FORCE_WALK_SPEED_CHANGE},
{MSG_MOVE_SET_RUN_SPEED, SMSG_FORCE_RUN_SPEED_CHANGE},
{MSG_MOVE_SET_RUN_BACK_SPEED, SMSG_FORCE_RUN_BACK_SPEED_CHANGE},
{MSG_MOVE_SET_SWIM_SPEED, SMSG_FORCE_SWIM_SPEED_CHANGE},
{MSG_MOVE_SET_SWIM_BACK_SPEED, SMSG_FORCE_SWIM_BACK_SPEED_CHANGE},
{MSG_MOVE_SET_TURN_RATE, SMSG_FORCE_TURN_RATE_CHANGE},
};
WorldPacket data(SetSpeed2Opc_table[move_type][0], 31);
data << _player->GetMover()->GetPackGUID();
data << movementInfo;
data << float(newspeed);
_player->SendMovementMessageToSet(std::move(data), false);
if (!_player->GetMover()->movespline->Finalized())
{
WorldPacket splineData(SMSG_MONSTER_MOVE, 31);
splineData << _player->GetMover()->GetPackGUID();
Movement::PacketBuilder::WriteMonsterMove(*(_player->GetMover()->movespline), splineData);
_player->SendMovementMessageToSet(std::move(splineData), false);
}
}
示例5: HandleMovementOpcodes
void WorldSession::HandleMovementOpcodes(WorldPacket & recv_data)
{
uint32 opcode = recv_data.GetOpcode();
DEBUG_LOG("WORLD: Recvd %s (%u, 0x%X) opcode", LookupOpcodeName(opcode), opcode, opcode);
Unit *mover = _player->GetMover();
if (mover->GetObjectGuid() != _clientMoverGuid)
return;
Player *plMover = mover->GetTypeId() == TYPEID_PLAYER ? (Player*)mover : NULL;
// ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
if (plMover && plMover->IsBeingTeleported())
{
recv_data.rpos(recv_data.wpos()); // prevent warnings spam
return;
}
/* extract packet */
MovementInfo movementInfo = plMover ? plMover->m_movementInfo : MovementInfo();
recv_data >> movementInfo;
movementInfo.UpdateTime(recv_data.GetPacketTime());
/*----------------*/
if (!VerifyMovementInfo(movementInfo))
return;
if (plMover && !plMover->GetCheatData()->HandleAnticheatTests(movementInfo, this, &recv_data))
return;
// this must be called after HandleAnticheatTests because that function will update order counters (for things like slow fall, water walk, etc.)
if (plMover && !plMover->GetCheatData()->CheckTeleport(opcode, movementInfo))
return;
// Interrupt spell cast at move
if (movementInfo.HasMovementFlag(MOVEFLAG_MASK_MOVING))
mover->InterruptSpellsWithInterruptFlags(SPELL_INTERRUPT_FLAG_MOVEMENT);
HandleMoverRelocation(movementInfo);
// fall damage generation (ignore in flight case that can be triggered also at lags in moment teleportation to another map).
if (opcode == MSG_MOVE_FALL_LAND && plMover && !plMover->IsTaxiFlying())
plMover->HandleFall(movementInfo);
// TODO: remove it
// reset knockback state when fall to ground or water
if (plMover)
{
if ((opcode == MSG_MOVE_FALL_LAND || opcode == MSG_MOVE_START_SWIM) && plMover->IsLaunched())
{
plMover->SetLaunched(false);
plMover->SetXYSpeed(0.0f);
}
}
if (plMover)
plMover->UpdateFallInformationIfNeed(movementInfo, opcode);
WorldPacket data(opcode, recv_data.size());
data << _clientMoverGuid.WriteAsPacked(); // write guid
movementInfo.Write(data); // write data
mover->SendMovementMessageToSet(std::move(data), true, _player);
}