本文整理汇总了C++中WorldSession::SendPacket方法的典型用法代码示例。如果您正苦于以下问题:C++ WorldSession::SendPacket方法的具体用法?C++ WorldSession::SendPacket怎么用?C++ WorldSession::SendPacket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WorldSession
的用法示例。
在下文中一共展示了WorldSession::SendPacket方法的12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: HandleChangePlayerNameOpcodeCallBack
void WorldSession::HandleChangePlayerNameOpcodeCallBack(QueryResult *result, uint32 accountId, std::string newname)
{
WorldSession * session = sWorld.FindSession(accountId);
if(!session)
{
if(result) delete result;
return;
}
if (!result)
{
WorldPacket data(SMSG_CHAR_RENAME, 1);
data << uint8(CHAR_CREATE_ERROR);
session->SendPacket( &data );
return;
}
uint32 guidLow = result->Fetch()[0].GetUInt32();
uint64 guid = MAKE_NEW_GUID(guidLow, 0, HIGHGUID_PLAYER);
std::string oldname = result->Fetch()[1].GetCppString();
delete result;
CharacterDatabase.PExecute("UPDATE characters set name = '%s', at_login = at_login & ~ %u WHERE guid ='%u'", newname.c_str(), uint32(AT_LOGIN_RENAME), guidLow);
CharacterDatabase.PExecute("DELETE FROM character_declinedname WHERE guid ='%u'", guidLow);
sLog.outChar("Account: %d (IP: %s) Character:[%s] (guid:%u) Changed name to: %s", session->GetAccountId(), session->GetRemoteAddress().c_str(), oldname.c_str(), guidLow, newname.c_str());
WorldPacket data(SMSG_CHAR_RENAME, 1+8+(newname.size()+1));
data << uint8(RESPONSE_SUCCESS);
data << uint64(guid);
data << newname;
session->SendPacket(&data);
}
示例2: HandleChangePlayerNameOpcodeCallBack
void WorldSession::HandleChangePlayerNameOpcodeCallBack(QueryResult *result, uint32 accountId, std::string newname)
{
WorldSession * session = sWorld.FindSession(accountId);
if(!session)
return;
if (!result || result->GetRowCount() != 1)
{
WorldPacket data(SMSG_CHAR_RENAME, 1);
data << (uint8)CHAR_CREATE_ERROR;
session->SendPacket( &data );
return;
}
Field *fields = result->Fetch();
uint32 guidLow = fields[0].GetUInt32();
uint64 guid = MAKE_NEW_GUID(guidLow, 0, HIGHGUID_PLAYER);
uint32 at_loginFlags = fields[1].GetUInt32();
std::string oldname = fields[2].GetCppString();
delete result;
if(oldname == newname)
{
WorldPacket data(SMSG_CHAR_RENAME, 1);
data << (uint8)CHAR_CREATE_ERROR;
session->SendPacket( &data );
return;
}
// we have to check character at_login_flag & AT_LOGIN_RENAME also (fake packets hehe)
if (!(at_loginFlags & AT_LOGIN_RENAME))
{
WorldPacket data(SMSG_CHAR_RENAME, 1);
data << (uint8)CHAR_CREATE_ERROR;
session->SendPacket( &data );
return;
}
CharacterDatabase.PExecute("UPDATE characters set name = '%s', at_login = at_login & ~ %u WHERE guid ='%u'", newname.c_str(), uint32(AT_LOGIN_RENAME),guidLow);
CharacterDatabase.PExecute("DELETE FROM character_declinedname WHERE guid ='%u'", guidLow);
sLog.outChar("Account: %d (IP: %s) Character:[%s] (guid:%u) Changed name to: %s",session->GetAccountId(),session->GetRemoteAddress().c_str(),oldname.c_str(),guidLow,newname.c_str());
WorldPacket data(SMSG_CHAR_RENAME,1+8+(newname.size()+1));
data << (uint8)RESPONSE_SUCCESS;
data << guid;
data << newname;
session->SendPacket(&data);
}
示例3: BroadcastToFriendListers
void SocialMgr::BroadcastToFriendListers(Player* player, WorldPacket const* packet)
{
ASSERT(player);
AccountTypes gmSecLevel = AccountTypes(sWorld->getIntConfig(CONFIG_GM_LEVEL_IN_WHO_LIST));
for (SocialMap::const_iterator itr = _socialMap.begin(); itr != _socialMap.end(); ++itr)
{
PlayerSocial::PlayerSocialMap::const_iterator itr2 = itr->second._playerSocialMap.find(player->GetGUID());
if (itr2 != itr->second._playerSocialMap.end() && (itr2->second.Flags & SOCIAL_FLAG_FRIEND) != 0)
{
Player* target = ObjectAccessor::FindPlayer(itr->first);
if (!target)
continue;
WorldSession* session = target->GetSession();
if (!session->HasPermission(rbac::RBAC_PERM_WHO_SEE_ALL_SEC_LEVELS) && player->GetSession()->GetSecurity() > gmSecLevel)
continue;
if (target->GetTeam() != player->GetTeam() && !session->HasPermission(rbac::RBAC_PERM_TWO_SIDE_WHO_LIST))
continue;
if (player->IsVisibleGloballyFor(target))
session->SendPacket(packet);
}
}
}
示例4: SendNameQueryOpcodeFromDBCallBack
void WorldSession::SendNameQueryOpcodeFromDBCallBack(QueryResult* result, uint32 accountId)
{
if (!result)
{ return; }
WorldSession* session = sWorld.FindSession(accountId);
if (!session)
{
delete result;
return;
}
Field* fields = result->Fetch();
uint32 lowguid = fields[0].GetUInt32();
std::string name = fields[1].GetCppString();
uint8 pRace = 0, pGender = 0, pClass = 0;
if (!name.empty())
{
pRace = fields[2].GetUInt8();
pGender = fields[3].GetUInt8();
pClass = fields[4].GetUInt8();
}
// guess size
WorldPacket data(SMSG_NAME_QUERY_RESPONSE, (8 + (name.size()+1) + 1 + 4 + 4 + 4));
data << ObjectGuid(HIGHGUID_PLAYER, lowguid);
data << name;
data << uint8(0); // realm name for cross realm BG usage
data << uint32(pRace); // race
data << uint32(pGender); // gender
data << uint32(pClass); // class
session->SendPacket(&data);
delete result;
}
示例5: SendMessageToSet
void Object::SendMessageToSet(WorldPacket *data, bool bToSelf)
{
#ifndef ENABLE_GRID_SYSTEM
if (bToSelf && GetTypeId() == TYPEID_PLAYER)
{
// has to be a player to send to self
((Player*)this)->GetSession()->SendPacket(data);
}
std::set<Object*>::iterator itr;
for (itr = m_objectsInRange.begin(); itr != m_objectsInRange.end(); ++itr)
{
ASSERT(*itr);
if ((*itr)->GetTypeId() == TYPEID_PLAYER)
{
WorldSession *session = ((Player*)(*itr))->GetSession();
WPWarning( session, "Null client in message set!" );
session->SendPacket(data);
}
}
#else
MapManager::Instance().GetMap(m_mapId)->MessageBoardcast(this, data);
#endif
}
示例6: HandleChangePlayerNameOpcodeCallBack
void WorldSession::HandleChangePlayerNameOpcodeCallBack(QueryResultAutoPtr result, uint32 accountId, std::string newname)
{
WorldSession * session = sWorld.FindSession(accountId);
if (!session)
return;
if (!result)
{
WorldPacket data(SMSG_CHAR_RENAME, 1);
data << uint8(CHAR_CREATE_ERROR);
session->SendPacket(&data);
return;
}
uint32 guidLow = result->Fetch()[0].GetUInt32();
uint64 guid = MAKE_NEW_GUID(guidLow, 0, HIGHGUID_PLAYER);
std::string oldname = result->Fetch()[1].GetCppString();
static SqlStatementID changeCharName;
static SqlStatementID deleteDeclinedName;
RealmDataDatabase.BeginTransaction();
SqlStatement stmt = RealmDataDatabase.CreateStatement(changeCharName, "UPDATE characters set name = ?, at_login = at_login & ~ ? WHERE guid = ?");
stmt.addString(newname);
stmt.addUInt32(uint32(AT_LOGIN_RENAME));
stmt.addUInt32(guidLow);
stmt.Execute();
stmt = RealmDataDatabase.CreateStatement(deleteDeclinedName, "DELETE FROM character_declinedname WHERE guid = ?");
stmt.PExecute(guidLow);
RealmDataDatabase.CommitTransaction();
sLog.outLog(LOG_CHAR, "Account: %d (IP: %s) Character:[%s] (guid:%u) Changed name to: %s", session->GetAccountId(), session->GetRemoteAddress().c_str(), oldname.c_str(), guidLow, newname.c_str());
WorldPacket data(SMSG_CHAR_RENAME, 1+8+(newname.size()+1));
data << uint8(RESPONSE_SUCCESS);
data << uint64(guid);
data << newname;
session->SendPacket(&data);
}
示例7: HandleChangePlayerNameOpcodeCallBack
void WorldSession::HandleChangePlayerNameOpcodeCallBack(QueryResult* result, uint32 accountId, std::string newname)
{
WorldSession* session = sWorld.FindSession(accountId);
if (!session)
{
delete result;
return;
}
if (!result)
{
WorldPacket data(SMSG_CHAR_RENAME, 1);
data << uint8(CHAR_CREATE_ERROR);
session->SendPacket(data, true);
return;
}
uint32 guidLow = result->Fetch()[0].GetUInt32();
ObjectGuid guid = ObjectGuid(HIGHGUID_PLAYER, guidLow);
std::string oldname = result->Fetch()[1].GetCppString();
delete result;
CharacterDatabase.BeginTransaction();
CharacterDatabase.PExecute("UPDATE characters set name = '%s', at_login = at_login & ~ %u WHERE guid ='%u'", newname.c_str(), uint32(AT_LOGIN_RENAME), guidLow);
CharacterDatabase.CommitTransaction();
sLog.outChar("Account: %d (IP: %s) Character:[%s] (guid:%u) Changed name to: %s", session->GetAccountId(), session->GetRemoteAddress().c_str(), oldname.c_str(), guidLow, newname.c_str());
WorldPacket data(SMSG_CHAR_RENAME, 1 + 8 + (newname.size() + 1));
data << uint8(RESPONSE_SUCCESS);
data << guid;
data << newname;
session->SendPacket(data, true);
sWorld.InvalidatePlayerDataToAllClient(guid);
}
示例8: SendNameQueryOpcodeFromDBCallBack
void WorldSession::SendNameQueryOpcodeFromDBCallBack(QueryResult *result, uint32 accountId)
{
if(!result)
return;
WorldSession * session = sWorld.FindSession(accountId);
if(!session)
{
delete result;
return;
}
Field *fields = result->Fetch();
uint32 guid = fields[0].GetUInt32();
std::string name = fields[1].GetCppString();
uint8 pRace = 0, pGender = 0, pClass = 0;
if(name == "")
name = session->GetMangosString(LANG_NON_EXIST_CHARACTER);
else
{
pRace = fields[2].GetUInt8();
pGender = fields[3].GetUInt8();
pClass = fields[4].GetUInt8();
}
// guess size
WorldPacket data( SMSG_NAME_QUERY_RESPONSE, (8+1+1+1+1+1+1+10) );
data.appendPackGUID(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
data << uint8(0); // added in 3.1
data << name;
data << uint8(0); // realm name for cross realm BG usage
data << uint8(pRace); // race
data << uint8(pGender); // gender
data << uint8(pClass); // class
// if the first declined name field (5) is empty, the rest must be too
if(sWorld.getConfig(CONFIG_DECLINED_NAMES_USED) && fields[5].GetCppString() != "")
{
data << uint8(1); // is declined
for(int i = 5; i < MAX_DECLINED_NAME_CASES+5; ++i)
data << fields[i].GetCppString();
}
else
data << uint8(0); // is not declined
session->SendPacket( &data );
delete result;
}
示例9: SendNameQueryOpcodeFromDBCallBack
void WorldSession::SendNameQueryOpcodeFromDBCallBack(QueryResult *result, uint32 accountId)
{
if(!result)
return;
WorldSession * session = sWorld.FindSession(accountId);
if(!session)
{
delete result;
return;
}
Field *fields = result->Fetch();
uint32 guid = fields[0].GetUInt32();
std::string name = fields[1].GetCppString();
uint8 pRace = 0, pGender = 0, pClass = 0;
if(name == "")
name = session->GetMangosString(LANG_NON_EXIST_CHARACTER);
else
{
pRace = fields[2].GetUInt8();
pGender = fields[3].GetUInt8();
pClass = fields[4].GetUInt8();
}
// guess size
WorldPacket data( SMSG_NAME_QUERY_RESPONSE, (8+1+4+4+4+10) );
data << MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER);
data << name;
data << uint8(0); // realm name for cross realm BG usage
data << uint32(pRace); // race
data << uint32(pGender); // gender
data << uint32(pClass); // class
session->SendPacket( &data );
delete result;
}
示例10: HandleTeleportResult
void ClusterInterface::HandleTeleportResult(WorldPacket & pck)
{
uint32 sessionid;
uint8 result;
uint32 mapid, instanceid;
LocationVector vec;
float o;
pck >> sessionid;
WorldSession* s = GetSession(sessionid);
if (!s)
{
//tell the realm-server we have no session
WorldPacket data(ICMSG_ERROR_HANDLER, 5);
data << uint8(1); //1 = no session
data << sessionid;
sClusterInterface.SendPacket(&data);
return;
}
pck >> result >> mapid >> instanceid >> vec >> o;
//the destination is on the same server
if (result == 1)
{
if (s->GetPlayer() != NULL)
sEventMgr.AddEvent(s->GetPlayer(), &Player::EventClusterMapChange, mapid, instanceid, vec, EVENT_UNK, 1, 1, EVENT_FLAG_DO_NOT_EXECUTE_IN_WORLD_CONTEXT);
}
else
{
//make this non-async, needs redone to support packing the player
//since were saving it HAS TO BE HERE so the new server has the correct data
WorldPacket nw(SMSG_NEW_WORLD);
nw << mapid << vec << o;
s->SendPacket(&nw);
uint32 oldmapid = s->GetPlayer()->GetMapId();
uint32 oldinstanceid = s->GetPlayer()->GetInstanceID();
uint32 playerlowguid = s->GetPlayer()->GetLowGUID();
s->GetPlayer()->SetMapId(mapid);
s->GetPlayer()->SetInstanceID(instanceid);
s->GetPlayer()->SetPosition(vec.x, vec.y, vec.z, o);
s->GetPlayer()->SaveToDB(true);
//need to shift back to old ones for removing from world :)
s->GetPlayer()->SetMapId(oldmapid);
s->GetPlayer()->SetInstanceID(oldinstanceid);
WorldPacket data(ICMSG_SWITCH_SERVER, 100);
data << sessionid << playerlowguid << mapid << instanceid << vec << o;
sClusterInterface.SendPacket(&data);
RPlayerInfo * pRPlayer = GetPlayer(playerlowguid);
bool newRplr = false;
if(pRPlayer == NULL)
{
pRPlayer = new RPlayerInfo;
newRplr = true;
}
s->GetPlayer()->UpdateRPlayerInfo(pRPlayer, newRplr);
pRPlayer->MapId = mapid;
pRPlayer->InstanceId = instanceid;
data.Initialize(ICMSG_PLAYER_INFO);
pRPlayer->Pack(data);
sClusterInterface.SendPacket(&data);
sEventMgr.AddEvent(s->GetPlayer(), &Player::HandleClusterRemove, EVENT_UNK, 1, 1, EVENT_FLAG_DO_NOT_EXECUTE_IN_WORLD_CONTEXT);
}
}
示例11: UpdateRoleCheck
/// <summary>
/// Update the Role check info with the player selected role.
/// </summary>
/// <param name="grp">Group</param>
/// <param name="plr">Player</param>
void LFGMgr::UpdateRoleCheck(Group *grp, Player *plr /* = NULL*/)
{
assert(grp);
uint32 rolecheckId = GUID_LOPART(grp->GetGUID());
LfgRoleCheck *pRoleCheck = NULL;
LfgRolesMap check_roles;
LfgRoleCheckMap::iterator itRoleCheck = m_RoleChecks.find(rolecheckId);
bool newRoleCheck = itRoleCheck == m_RoleChecks.end();
if (newRoleCheck)
{
if (!grp->IsLeader(plr->GetGUID()))
return;
pRoleCheck = new LfgRoleCheck();
pRoleCheck->cancelTime = time_t(time(NULL)) + LFG_TIME_ROLECHECK;
pRoleCheck->result = LFG_ROLECHECK_INITIALITING;
pRoleCheck->leader = plr->GetGUID();
for (GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
if (Player *plrg = itr->getSource())
pRoleCheck->roles[plrg->GetGUID()] = 0;
pRoleCheck->dungeons = plr->m_lookingForGroup.applyDungeons;
}
else
pRoleCheck = itRoleCheck->second;
LfgLockStatusMap *playersLockMap = NULL;
if (plr)
{
// Player selected no role.
if (plr->m_lookingForGroup.roles < ROLE_TANK)
pRoleCheck->result = LFG_ROLECHECK_NO_ROLE;
else
{
// Check if all players have selected a role
pRoleCheck->roles[plr->GetGUID()] = plr->m_lookingForGroup.roles;
uint8 size = 0;
for (LfgRolesMap::const_iterator itRoles = pRoleCheck->roles.begin(); itRoles != pRoleCheck->roles.end() && itRoles->second != ROLE_NONE; ++itRoles)
++size;
if (pRoleCheck->roles.size() == size)
{
// use temporal var to check roles, CheckGroupRoles modifies the roles
for (LfgRolesMap::const_iterator itRoles = pRoleCheck->roles.begin(); itRoles != pRoleCheck->roles.end(); ++itRoles)
check_roles[itRoles->first] = itRoles->second;
if (!CheckGroupRoles(check_roles)) // Group is not posible
pRoleCheck->result = LFG_ROLECHECK_WRONG_ROLES;
else
{
// Check if we can find a dungeon for that group
pRoleCheck->result = LFG_ROLECHECK_FINISHED;
if (pRoleCheck->dungeons.size() > 1)
playersLockMap = GetPartyLockStatusDungeons(plr, &pRoleCheck->dungeons);
else
{
LfgDungeonSet::const_iterator it = pRoleCheck->dungeons.begin();
LFGDungeonEntry const *dungeon = sLFGDungeonStore.LookupEntry(*it);
if (dungeon && dungeon->type == LFG_TYPE_RANDOM)
playersLockMap = GetPartyLockStatusDungeons(plr, m_DungeonsMap[*it]);
else
playersLockMap = GetPartyLockStatusDungeons(plr, &pRoleCheck->dungeons);
}
}
}
}
}
else
pRoleCheck->result = LFG_ROLECHECK_ABORTED;
WorldSession *session;
WorldPacket data(SMSG_LFG_ROLE_CHECK_UPDATE, 4 + 1 + 1 + pRoleCheck->dungeons.size() * 4 + 1 + pRoleCheck->roles.size() * (8 + 1 + 4 + 1));
DEBUG_LOG("SMSG_LFG_ROLE_CHECK_UPDATE");
BuildLfgRoleCheck(data, pRoleCheck);
Player *plrg = NULL;
for (GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
{
plrg = itr->getSource();
if (!plrg)
continue;
session = plrg->GetSession();
if (!newRoleCheck && plr)
session->SendLfgRoleChosen(plr->GetGUID(), plr->m_lookingForGroup.roles);
session->SendPacket(&data);
switch (pRoleCheck->result)
{
case LFG_ROLECHECK_INITIALITING:
continue;
case LFG_ROLECHECK_FINISHED:
if (!playersLockMap)
//.........这里部分代码省略.........
示例12: OnGossipSelect
//.........这里部分代码省略.........
player->ADD_GOSSIP_ITEM_EXTENDED(GOSSIP_ICON_INTERACT_1, (std::string)"Remove from "+slotname, SENDER_REMOVE_ONE, slot, ss.str().c_str(), 0, false);
}
player->ADD_GOSSIP_ITEM_EXTENDED(GOSSIP_ICON_INTERACT_1, "Remove all transmogrifications", SENDER_REMOVE_ALL, 0, "Are you sure you want to remove all transmogrifications?", 0, false);
player->ADD_GOSSIP_ITEM(GOSSIP_ICON_TALK, "Back..", SENDER_BACK, 0);
player->SEND_GOSSIP_MENU(DEFAULT_GOSSIP_MESSAGE, creature->GetGUID());
} break;
default: // Show items you can use
{
if (sender >= MAX_ITEM_QUALITY) // sender = quality, action = iterator
return false; // cheat
if (selData.find(player->GetGUIDLow()) == selData.end())
return false; // cheat
if (selData[player->GetGUIDLow()].offset != 0 || selData[player->GetGUIDLow()].quality != 0)
return false; // cheat (something is off)
selData[player->GetGUIDLow()].offset = action;
selData[player->GetGUIDLow()].quality = sender;
uint32 slot = selData[player->GetGUIDLow()].slot; // slot
if (Item* item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, slot))
{
if (!TransmogDisplayVendorMgr::AllowedQuality(item->GetTemplate()->Quality))
{
session->SendNotification("Equipped item has wrong quality");
OnGossipSelect(player, creature, SENDER_SELECT_VENDOR, slot);
return true;
}
optionDataList oM = optionMap[(item->GetTemplate()->Class == ITEM_CLASS_WEAPON ? MAX_ITEM_SUBCLASS_WEAPON : 0)+item->GetTemplate()->SubClass][getCorrectInvType(item->GetTemplate()->InventoryType)][sender];
uint32 itemCount = (oM.size()-action);
if (itemCount > MAX_VENDOR_ITEMS)
itemCount = MAX_VENDOR_ITEMS;
if (!itemCount)
{
session->SendAreaTriggerMessage("No items found");
OnGossipSelect(player, creature, SENDER_SELECT_VENDOR, slot);
return true;
}
player->CLOSE_GOSSIP_MENU();
TC_LOG_DEBUG(LOG_FILTER_NETWORKIO, "WORLD: Sent SMSG_LIST_INVENTORY");
Creature* vendor = player->GetNPCIfCanInteractWith(creature->GetGUID(), UNIT_NPC_FLAG_VENDOR);
if (!vendor)
{
TC_LOG_DEBUG(LOG_FILTER_NETWORKIO, "WORLD: SendListInventory - Unit (GUID: %u) not found or you can not interact with him.", creature->GetGUIDLow());
player->SendSellError(SELL_ERR_CANT_FIND_VENDOR, NULL, 0, 0);
return true;
}
if (player->HasUnitState(UNIT_STATE_DIED))
player->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
if (vendor->HasUnitState(UNIT_STATE_MOVING))
vendor->StopMoving();
uint8 count = 0;
WorldPacket data(SMSG_LIST_INVENTORY, 8 + 1 + itemCount * 8 * 4);
data << uint64(creature->GetGUID());
size_t countPos = data.wpos();
data << uint8(count);
bool added = false;
optionDataList::iterator it = oM.begin();
std::advance(it, action);
for (; it != oM.end() && count < itemCount; ++it, ++count)
{
if (ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(*it))
{
data << uint32(count + 1);
data << uint32(itemTemplate->ItemId);
data << uint32(itemTemplate->DisplayInfoID);
data << int32(0xFFFFFFFF);
data << uint32(0);
data << uint32(itemTemplate->MaxDurability);
data << uint32(itemTemplate->BuyCount);
data << uint32(0);
added = true;
}
}
if (!added)
{
data << uint8(0);
session->SendPacket(&data);
}
else
{
data.put<uint8>(countPos, count);
session->SendPacket(&data);
}
}
else
{
session->SendNotification("No item equipped");
OnGossipSelect(player, creature, SENDER_SELECT_VENDOR, slot);
return true;
}
} break;
}
return true;
}