本文整理汇总了C++中ZSList::SendZoneStatus方法的典型用法代码示例。如果您正苦于以下问题:C++ ZSList::SendZoneStatus方法的具体用法?C++ ZSList::SendZoneStatus怎么用?C++ ZSList::SendZoneStatus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ZSList
的用法示例。
在下文中一共展示了ZSList::SendZoneStatus方法的1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: Process
//.........这里部分代码省略.........
else{
zoneserver_list.shutdowntimer->SetTimer(wsd->time);
zoneserver_list.reminder->SetTimer(wsd->interval-1000);
zoneserver_list.reminder->SetAtTrigger(wsd->interval);
zoneserver_list.shutdowntimer->Start();
zoneserver_list.reminder->Start();
}
}
break;
}
case ServerOP_ZoneShutdown: {
ServerZoneStateChange_struct* s = (ServerZoneStateChange_struct *) pack->pBuffer;
ZoneServer* zs = 0;
if (s->ZoneServerID != 0)
zs = zoneserver_list.FindByID(s->ZoneServerID);
else if (s->zoneid != 0)
zs = zoneserver_list.FindByName(database.GetZoneName(s->zoneid));
else
zoneserver_list.SendEmoteMessage(s->adminname, 0, 0, 0, "Error: SOP_ZoneShutdown: neither ID nor name specified");
if (zs == 0)
zoneserver_list.SendEmoteMessage(s->adminname, 0, 0, 0, "Error: SOP_ZoneShutdown: zoneserver not found");
else
zs->SendPacket(pack);
break;
}
case ServerOP_ZoneBootup: {
ServerZoneStateChange_struct* s = (ServerZoneStateChange_struct *) pack->pBuffer;
zoneserver_list.SOPZoneBootup(s->adminname, s->ZoneServerID, database.GetZoneName(s->zoneid), s->makestatic);
break;
}
case ServerOP_ZoneStatus: {
if (pack->size >= 1)
zoneserver_list.SendZoneStatus((char *) &pack->pBuffer[1], (uint8) pack->pBuffer[0], this);
break;
}
case ServerOP_AcceptWorldEntrance: {
if(pack->size != sizeof(WorldToZone_Struct))
break;
WorldToZone_Struct* wtz = (WorldToZone_Struct*) pack->pBuffer;
Client* client = 0;
client = client_list.FindByAccountID(wtz->account_id);
if(client != 0)
client->Clearance(wtz->response);
}
case ServerOP_ZoneToZoneRequest: {
//
// solar: ZoneChange is received by the zone the player is in, then the
// zone sends a ZTZ which ends up here. This code then find the target
// (ingress point) and boots it if needed, then sends the ZTZ to it.
// The ingress server will decide wether the player can enter, then will
// send back the ZTZ to here. This packet is passed back to the egress
// server, which will send a ZoneChange response back to the client
// which can be an error, or a success, in which case the client will
// disconnect, and their zone location will be saved when ~Client is
// called, so it will be available when they ask to zone.
//
if(pack->size != sizeof(ZoneToZone_Struct))
break;
ZoneToZone_Struct* ztz = (ZoneToZone_Struct*) pack->pBuffer;
ClientListEntry* client = NULL;
if(WorldConfig::get()->UpdateStats)