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Python PrbCtrlRequestCtx.stopProcessing方法代碼示例

本文整理匯總了Python中gui.prb_control.context.PrbCtrlRequestCtx.stopProcessing方法的典型用法代碼示例。如果您正苦於以下問題:Python PrbCtrlRequestCtx.stopProcessing方法的具體用法?Python PrbCtrlRequestCtx.stopProcessing怎麽用?Python PrbCtrlRequestCtx.stopProcessing使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在gui.prb_control.context.PrbCtrlRequestCtx的用法示例。


在下文中一共展示了PrbCtrlRequestCtx.stopProcessing方法的6個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Python代碼示例。

示例1: RandomQueueFunctional

# 需要導入模塊: from gui.prb_control.context import PrbCtrlRequestCtx [as 別名]
# 或者: from gui.prb_control.context.PrbCtrlRequestCtx import stopProcessing [as 別名]
class RandomQueueFunctional(PreQueueFunctional):

    def __init__(self, settings = None):
        super(RandomQueueFunctional, self).__init__(QUEUE_TYPE.RANDOMS, {QUEUE_EVENT_TYPE.ENQUEUED: g_playerEvents.onEnqueuedRandom,
         QUEUE_EVENT_TYPE.DEQUEUED: g_playerEvents.onDequeuedRandom,
         QUEUE_EVENT_TYPE.ENQUEUE_ERROR: g_playerEvents.onEnqueueRandomFailure,
         QUEUE_EVENT_TYPE.KICKED_FROM_QUEUE: g_playerEvents.onKickedFromRandomQueue,
         QUEUE_EVENT_TYPE.KICKED_FROM_ARENA: g_playerEvents.onKickedFromArena}, settings=settings)
        self.__requestCtx = PrbCtrlRequestCtx()

    def init(self, ctx = None):
        result = super(RandomQueueFunctional, self).init(ctx)
        g_gameCtrl.captcha.onCaptchaInputCanceled += self.onCaptchaInputCanceled
        if self.isInQueue():
            g_eventDispatcher.loadBattleQueue()
            result = FUNCTIONAL_INIT_RESULT.addIfNot(result, FUNCTIONAL_INIT_RESULT.LOAD_PAGE)
        return result

    def fini(self, woEvents = False):
        self.__requestCtx = None
        g_gameCtrl.captcha.onCaptchaInputCanceled -= self.onCaptchaInputCanceled
        super(RandomQueueFunctional, self).fini(woEvents)

    @vehicleAmmoCheck
    def join(self, ctx, callback = None):
        if self.__requestCtx.isProcessing():
            LOG_ERROR('Request is processing', self.__requestCtx)
            if callback:
                callback(False)
            return
        if isParentControlActivated():
            g_eventDispatcher.showParentControlNotification()
            if callback:
                callback(False)
            return
        if not hasattr(BigWorld.player(), 'enqueueRandom'):
            if callback:
                callback(False)
            LOG_ERROR('Player can not join to random queue')
            return
        mapID = ctx.getDemoArenaTypeID()
        if mapID:
            LOG_DEBUG('Demonstrator mapID:', ArenaType.g_cache[mapID].geometryName)
        self.__requestCtx = ctx
        self.__requestCtx.startProcessing(callback)
        BigWorld.player().enqueueRandom(ctx.getVehicleInventoryID(), gameplaysMask=ctx.getGamePlayMask(), arenaTypeID=mapID)
        LOG_DEBUG('Player is joining to random queue', ctx)

    def leave(self, ctx, callback = None):
        if self.__requestCtx.isProcessing():
            LOG_ERROR('Request is processing', self.__requestCtx)
            if callback:
                callback(False)
            return
        if hasattr(BigWorld.player(), 'dequeueRandom'):
            if self.isInQueue():
                self.__requestCtx = ctx
                self.__requestCtx.startProcessing(callback)
                BigWorld.player().dequeueRandom()
            else:
                super(RandomQueueFunctional, self).leave(ctx, callback)
        else:
            if callback:
                callback(False)
            LOG_ERROR('Player can not exit from random queue')

    def isInQueue(self):
        return isInRandomQueue()

    def hasGUIPage(self):
        return True

    def doAction(self, action = None, dispatcher = None):
        result = False

        def _leavePreQueue():
            self.leave(pre_queue_ctx.LeavePreQueueCtx(waitingID='prebattle/leave'))

        if not self.isInQueue():

            def _joinResponse(success):
                if not success:
                    _leavePreQueue()

            self.join(pre_queue_ctx.JoinRandomQueueCtx(action.mapID if action else 0, waitingID='prebattle/join'), callback=_joinResponse)
        else:
            _leavePreQueue()
        return result

    def onEnqueued(self):
        super(RandomQueueFunctional, self).onEnqueued()
        self.__requestCtx.stopProcessing(True)
        g_eventDispatcher.loadBattleQueue()
        g_eventDispatcher.updateUI()

    def onDequeued(self):
        super(RandomQueueFunctional, self).onDequeued()
        self.__requestCtx.stopProcessing(True)
        g_prbCtrlEvents.onPreQueueFunctionalDestroyed()
        g_eventDispatcher.loadHangar()
#.........這裏部分代碼省略.........
開發者ID:kblw,項目名稱:wot_client,代碼行數:103,代碼來源:random_queue.py

示例2: _PrebattleDispatcher

# 需要導入模塊: from gui.prb_control.context import PrbCtrlRequestCtx [as 別名]
# 或者: from gui.prb_control.context.PrbCtrlRequestCtx import stopProcessing [as 別名]

#.........這裏部分代碼省略.........
        return

    def pe_onArenaJoinFailure(self, errorCode, _):
        SystemMessages.pushMessage(messages.getJoinFailureMessage(errorCode), type=SystemMessages.SM_TYPE.Error)

    def pe_onKickedFromArena(self, reasonCode):
        self.__collection.reset()
        SystemMessages.pushMessage(messages.getKickReasonMessage(reasonCode), type=SystemMessages.SM_TYPE.Error)

    def pe_onPrebattleAutoInvitesChanged(self):
        if GUI_SETTINGS.specPrebatlesVisible:
            isHidden = areSpecBattlesHidden()
            if isHidden:
                g_eventDispatcher.removeSpecBattlesFromCarousel()
            else:
                g_eventDispatcher.addSpecBattlesToCarousel()
        g_eventDispatcher.updateUI()

    def pe_onPrebattleJoined(self):
        clientPrb = getClientPrebattle()
        if clientPrb:
            prbFunctional = self.getFunctional(CTRL_ENTITY_TYPE.PREBATTLE)
            if prbFunctional:
                if self.__requestCtx and self.__requestCtx.getPrbType() == prbFunctional.getPrbType():
                    exit = FUNCTIONAL_EXIT.PREBATTLE
                else:
                    exit = FUNCTIONAL_EXIT.NO_FUNC
                prbFunctional.setExit(exit)
            else:
                LOG_ERROR('Prebattle functional is not found')
            self.__factories.createFunctional(self, CreateFunctionalCtx(CTRL_ENTITY_TYPE.PREBATTLE))
        else:
            LOG_ERROR('ClientPrebattle is not defined')
            self.__requestCtx.stopProcessing(result=False)

    def pe_onPrebattleJoinFailure(self, errorCode):
        SystemMessages.pushMessage(messages.getJoinFailureMessage(errorCode), type=SystemMessages.SM_TYPE.Error)
        self.__requestCtx.stopProcessing(result=False)
        g_eventDispatcher.updateUI()

    def pe_onPrebattleLeft(self):
        if self.__nextPrbFunctional:
            self.__nextPrbFunctional()
            self.__nextPrbFunctional = None
            return
        else:
            prbFunctional = self.getFunctional(CTRL_ENTITY_TYPE.PREBATTLE)
            prbType = 0
            if prbFunctional and prbFunctional.getExit() not in (FUNCTIONAL_EXIT.NO_FUNC,
             FUNCTIONAL_EXIT.BATTLE_TUTORIAL,
             FUNCTIONAL_EXIT.RANDOM,
             FUNCTIONAL_EXIT.SWITCH,
             FUNCTIONAL_EXIT.SQUAD,
             FUNCTIONAL_EXIT.FALLOUT):
                prbType = prbFunctional.getPrbType()
            self._changePrbFunctional(prbType=prbType, stop=False)
            return

    def pe_onKickedFromPrebattle(self, _):
        self._changePrbFunctional(funcExit=FUNCTIONAL_EXIT.NO_FUNC, stop=False)

    def gs_onTillBanNotification(self, isPlayTimeBan, timeTillBlock):
        if isParentControlActivated():
            self.__collection.reset()
            key = '#system_messages:gameSessionControl/korea/{0:>s}'
            if isPlayTimeBan:
開發者ID:webiumsk,項目名稱:WOT-0.9.12-CT,代碼行數:70,代碼來源:dispatcher.py

示例3: HistoricalQueueFunctional

# 需要導入模塊: from gui.prb_control.context import PrbCtrlRequestCtx [as 別名]
# 或者: from gui.prb_control.context.PrbCtrlRequestCtx import stopProcessing [as 別名]

#.........這裏部分代碼省略.........
        priceIndex, _ = self.getSelectedPrice(histBattleID, vehicleID)
        if historicalBattle is not None and vehicleID is not None:
            if historicalBattle.isFuture():
                return (False, '')
            if not historicalBattle.canParticipateWith(vehicleID):
                return (False, '')
            prices = historicalBattle.getShellsLayoutPrice(vehicleID)
            selected = priceIndex if priceIndex is not None else len(prices) - 1
            enoughGold, enoughCredits = historicalBattle.getShellsLayoutPriceStatus(vehicleID)[selected]
            if not enoughGold or not enoughCredits:
                return (False, '')
            return super(HistoricalQueueFunctional, self).canPlayerDoAction()
        else:
            return (False, '')

    def doAction(self, action = None, dispatcher = None):
        result = False
        if not self.isInQueue():
            histBattleID = self.getSetting(PREQUEUE_SETTING_NAME.BATTLE_ID)
            selectedVehicleID = self.getSetting(PREQUEUE_SETTING_NAME.SELECTED_VEHICLE_ID)
            _, isCreditsAmmo = self.getSelectedPrice(histBattleID, selectedVehicleID)
            self.join(pre_queue_ctx.JoinHistoricalQueueCtx(histBattleID, isCreditsAmmo, waitingID='prebattle/join'))
        else:
            self.leave(pre_queue_ctx.LeavePreQueueCtx(waitingID='prebattle/leave'))
        return result

    def doSelectAction(self, action):
        result = False
        if action.actionName == PREBATTLE_ACTION_NAME.HISTORICAL:
            g_eventDispatcher.showHistoryBattlesWindow()
            result = True
        return result

    def onEnqueued(self, *args):
        super(HistoricalQueueFunctional, self).onEnqueued(*args)
        self.__requestCtx.stopProcessing(True)
        g_eventDispatcher.loadBattleQueue()
        g_eventDispatcher.updateUI()

    def onDequeued(self, *args):
        super(HistoricalQueueFunctional, self).onDequeued(*args)
        self.__requestCtx.stopProcessing(True)
        g_eventDispatcher.loadHangar()
        g_eventDispatcher.updateUI()
        self.showGUI()
        self.__checkAvailability()

    def onEnqueueError(self, errorCode, _):
        super(HistoricalQueueFunctional, self).onEnqueueError(errorCode, _)
        self.__requestCtx.stopProcessing(False)
        SystemMessages.pushMessage(messages.getJoinFailureMessage(errorCode), type=SystemMessages.SM_TYPE.Error)

    def onKickedFromQueue(self, *args):
        super(HistoricalQueueFunctional, self).onKickedFromQueue(*args)
        self.__requestCtx.stopProcessing(True)
        g_eventDispatcher.loadHangar()
        g_eventDispatcher.updateUI()
        SystemMessages.pushMessage(messages.getKickReasonMessage('timeout'), type=SystemMessages.SM_TYPE.Warning)
        self.__checkAvailability()

    def onKickedFromArena(self, *args):
        super(HistoricalQueueFunctional, self).onKickedFromQueue(*args)
        self.__requestCtx.stopProcessing(True)
        g_eventDispatcher.loadHangar()
        g_eventDispatcher.updateUI()
        SystemMessages.pushMessage(messages.getKickReasonMessage('timeout'), type=SystemMessages.SM_TYPE.Warning)
        self.__checkAvailability()

    def onCaptchaInputCanceled(self):
        self.__requestCtx.stopProcessing(True)

    def getSelectedPrice(self, histBattleID, selectedVehicleID):
        return self.getSetting(PREQUEUE_SETTING_NAME.PRICE_INDEX, {}).get(histBattleID, {}).get(selectedVehicleID, (None, True))

    def onEventsCacheResync(self):
        if isInHistoricalQueue():
            return
        self.__checkAvailability()

    def _applySettings(self, settings):
        if PREQUEUE_SETTING_NAME.BATTLE_ID in settings:
            historicalBattle = g_eventsCache.getHistoricalBattles().get(settings[PREQUEUE_SETTING_NAME.BATTLE_ID])
            g_currentVehicle.setHistoricalBattle(historicalBattle)

    def __handleCarouselInited(self, _):
        g_eventDispatcher.addHistoryBattlesToCarousel()

    def __checkAvailability(self):
        if not g_eventsCache.getHistoricalBattles():
            LOG_DEBUG('No historical battles available.')
            self.leave(pre_queue_ctx.LeavePreQueueCtx(waitingID='prebattle/leave'))
            return
        else:
            historicalBattle = g_eventsCache.getHistoricalBattles().get(self._settings[PREQUEUE_SETTING_NAME.BATTLE_ID])
            if historicalBattle is None:
                LOG_DEBUG('Currently selected historical battle is no longer available.')
                self.leave(pre_queue_ctx.LeavePreQueueCtx(waitingID='prebattle/leave'))
            else:
                g_currentVehicle.setHistoricalBattle(historicalBattle)
            return
開發者ID:webiumsk,項目名稱:WoT,代碼行數:104,代碼來源:historical.py

示例4: EventBattlesQueueFunctional

# 需要導入模塊: from gui.prb_control.context import PrbCtrlRequestCtx [as 別名]
# 或者: from gui.prb_control.context.PrbCtrlRequestCtx import stopProcessing [as 別名]
class EventBattlesQueueFunctional(PreQueueFunctional):

    def __init__(self, settings = None):
        super(EventBattlesQueueFunctional, self).__init__(QUEUE_TYPE.EVENT_BATTLES, {QUEUE_EVENT_TYPE.ENQUEUED: g_playerEvents.onEnqueuedEventBattles,
         QUEUE_EVENT_TYPE.DEQUEUED: g_playerEvents.onDequeuedEventBattles,
         QUEUE_EVENT_TYPE.ENQUEUE_ERROR: g_playerEvents.onEnqueueEventBattlesFailure,
         QUEUE_EVENT_TYPE.KICKED_FROM_QUEUE: g_playerEvents.onKickedFromEventBattles,
         QUEUE_EVENT_TYPE.KICKED_FROM_ARENA: g_playerEvents.onKickedFromArena}, settings=settings)
        self.__requestCtx = PrbCtrlRequestCtx()

    def init(self, ctx = None):
        result = super(EventBattlesQueueFunctional, self).init(ctx)
        g_gameCtrl.captcha.onCaptchaInputCanceled += self.onCaptchaInputCanceled
        if self.isInQueue():
            g_eventDispatcher.loadBattleQueue()
            result = FUNCTIONAL_INIT_RESULT.addIfNot(result, FUNCTIONAL_INIT_RESULT.LOAD_PAGE)
        return result

    def fini(self, woEvents = False):
        self.__requestCtx = None
        g_gameCtrl.captcha.onCaptchaInputCanceled -= self.onCaptchaInputCanceled
        super(EventBattlesQueueFunctional, self).fini(woEvents)

    @groupAmmoCheck
    def join(self, ctx, callback = None):
        if self.__requestCtx.isProcessing():
            LOG_ERROR('Request is processing', self.__requestCtx)
            if callback:
                callback(False)
            return
        if isParentControlActivated():
            g_eventDispatcher.showParentControlNotification()
            if callback:
                callback(False)
            return
        if not hasattr(BigWorld.player(), 'enqueueEventBattles'):
            if callback:
                callback(False)
            LOG_ERROR('Player can not join to event battles queue')
            return
        self.__requestCtx = ctx
        self.__requestCtx.startProcessing(callback)
        BigWorld.player().enqueueEventBattles(ctx.getVehicleInventoryIDs(), ctx.getBattleType())
        LOG_DEBUG('Player is joining to event battles queue', ctx)

    def leave(self, ctx, callback = None):
        if self.__requestCtx.isProcessing():
            LOG_ERROR('Request is processing', self.__requestCtx)
            if callback:
                callback(False)
            return
        if hasattr(BigWorld.player(), 'dequeueEventBattles'):
            if self.isInQueue():
                self.__requestCtx = ctx
                self.__requestCtx.startProcessing(callback)
                BigWorld.player().dequeueEventBattles()
            else:
                super(EventBattlesQueueFunctional, self).leave(ctx, callback)
        else:
            if callback:
                callback(False)
            LOG_ERROR('Player can not exit from event battles queue')

    def isInQueue(self):
        return isInEventBattlesQueue()

    def hasGUIPage(self):
        return True

    def doAction(self, action = None, dispatcher = None):
        result = False

        def _leavePreQueue():
            self.leave(pre_queue_ctx.LeavePreQueueCtx(waitingID='prebattle/leave'))

        if not self.isInQueue():

            def _joinResponse(success):
                if not success:
                    _leavePreQueue()

            falloutCtrl = getFalloutCtrl()
            self.join(pre_queue_ctx.JoinEventBattlesQueueCtx(map(lambda v: v.invID, falloutCtrl.getSelectedVehicles()), falloutCtrl.getBattleType(), waitingID='prebattle/join'), callback=_joinResponse)
        else:
            _leavePreQueue()
        return result

    def onEnqueued(self):
        super(EventBattlesQueueFunctional, self).onEnqueued()
        self.__requestCtx.stopProcessing(True)
        g_eventDispatcher.loadBattleQueue()
        g_eventDispatcher.updateUI()

    def onDequeued(self):
        super(EventBattlesQueueFunctional, self).onDequeued()
        self.__requestCtx.stopProcessing(True)
        g_prbCtrlEvents.onPreQueueFunctionalDestroyed()
        g_eventDispatcher.loadHangar()

    def onEnqueueError(self, errorCode, _):
#.........這裏部分代碼省略.........
開發者ID:kblw,項目名稱:wot_client,代碼行數:103,代碼來源:event_battles.py

示例5: AccountQueueFunctional

# 需要導入模塊: from gui.prb_control.context import PrbCtrlRequestCtx [as 別名]
# 或者: from gui.prb_control.context.PrbCtrlRequestCtx import stopProcessing [as 別名]
class AccountQueueFunctional(PreQueueFunctional):

    def __init__(self, queueType, subscriber, flags = FUNCTIONAL_FLAG.UNDEFINED):
        super(AccountQueueFunctional, self).__init__(queueType, subscriber, flags)
        self._requestCtx = PrbCtrlRequestCtx()

    def init(self, ctx = None):
        return super(AccountQueueFunctional, self).init(ctx)

    def fini(self, woEvents = False):
        self._requestCtx.clear()
        super(AccountQueueFunctional, self).fini(woEvents)

    def doAction(self, action = None):
        if not self.isInQueue():
            self.queue(self._makeQueueCtxByAction(action))
        else:
            self.dequeue(pre_queue_ctx.DequeueCtx(waitingID='prebattle/leave'))
        return True

    def queue(self, ctx, callback = None):
        if ctx is None:
            ctx = self._makeQueueCtxByAction()
        if self._requestCtx.isProcessing():
            LOG_ERROR('Request is processing', self._requestCtx)
            if callback is not None:
                callback(False)
            return
        elif self.isInQueue():
            LOG_ERROR('Player already is in the queue', self._requestCtx)
            if callback is not None:
                callback(False)
            return
        elif self._validateParentControl():
            if callback is not None:
                callback(False)
            return
        else:
            self._requestCtx = ctx
            self._requestCtx.startProcessing(callback)
            try:
                self._doQueue(ctx)
            except (AttributeError, TypeError, NotImplementedError):
                LOG_CURRENT_EXCEPTION()
                self._requestCtx.stopProcessing(False)

            return

    def dequeue(self, ctx, callback = None):
        if self._requestCtx.isProcessing():
            LOG_ERROR('Request is processing', self._requestCtx)
            if callback:
                callback(False)
            return
        elif not self.isInQueue():
            LOG_ERROR('Player is not in the queue', ctx)
            if callback is not None:
                callback(False)
            return
        else:
            self._requestCtx = ctx
            self._requestCtx.startProcessing(callback)
            try:
                self._doDequeue(ctx)
            except (AttributeError, TypeError, NotImplementedError):
                LOG_CURRENT_EXCEPTION()
                self._requestCtx.stopProcessing(False)

            return

    def onEnqueued(self, *args):
        self._requestCtx.stopProcessing(True)
        super(AccountQueueFunctional, self).onEnqueued(*args)

    def onDequeued(self, *args):
        self._requestCtx.stopProcessing(True)
        super(AccountQueueFunctional, self).onDequeued(*args)

    def onEnqueueError(self, *args):
        self._requestCtx.stopProcessing(False)
        super(AccountQueueFunctional, self).onEnqueueError(*args)

    def onKickedFromQueue(self, *args):
        self._requestCtx.stopProcessing(True)
        super(AccountQueueFunctional, self).onKickedFromQueue(*args)

    def onKickedFromArena(self, *args):
        self._requestCtx.stopProcessing(True)
        super(AccountQueueFunctional, self).onKickedFromArena(*args)

    def _doQueue(self, ctx):
        raise NotImplementedError('Routine _doQueue must be overridden')

    def _doDequeue(self, ctx):
        raise NotImplementedError('Routine _doDequeue must be overridden')

    def _makeQueueCtxByAction(self, action = None):
        raise NotImplementedError('Routine _makeDefQueueCtx must be overridden')

    def _validateParentControl(self):
#.........這裏部分代碼省略.........
開發者ID:webiumsk,項目名稱:WOT-0.9.15-CT,代碼行數:103,代碼來源:prequeue.py

示例6: _PrebattleDispatcher

# 需要導入模塊: from gui.prb_control.context import PrbCtrlRequestCtx [as 別名]
# 或者: from gui.prb_control.context.PrbCtrlRequestCtx import stopProcessing [as 別名]

#.........這裏部分代碼省略.........

    def setRequestCtx(self, ctx):
        result = True
        if self.__requestCtx.isProcessing():
            LOG_ERROR("Request is processing", self.__requestCtx)
            result = False
        else:
            self.__requestCtx = ctx
        return result

    def pe_onArenaJoinFailure(self, errorCode, _):
        self.__collection.reset()
        SystemMessages.pushMessage(messages.getJoinFailureMessage(errorCode), type=SystemMessages.SM_TYPE.Error)

    def pe_onKickedFromArena(self, reasonCode):
        self.__collection.reset()
        SystemMessages.pushMessage(messages.getKickReasonMessage(reasonCode), type=SystemMessages.SM_TYPE.Error)

    def pe_onPrebattleAutoInvitesChanged(self):
        if GUI_SETTINGS.specPrebatlesVisible:
            isHidden = prb_getters.areSpecBattlesHidden()
            if isHidden:
                g_eventDispatcher.removeSpecBattlesFromCarousel()
            else:
                g_eventDispatcher.addSpecBattlesToCarousel()
        g_eventDispatcher.updateUI()

    def pe_onPrebattleJoined(self):
        if prb_getters.getClientPrebattle() is not None:
            flags = self.__requestCtx.getFlags()
            self.__setFunctional(CreateFunctionalCtx(_CTRL_TYPE.PREBATTLE, flags=flags))
        else:
            LOG_ERROR("ClientPrebattle is not defined")
            self.__requestCtx.stopProcessing(result=False)
        return

    def pe_onPrebattleJoinFailure(self, errorCode):
        SystemMessages.pushMessage(messages.getJoinFailureMessage(errorCode), type=SystemMessages.SM_TYPE.Error)
        self.__requestCtx.stopProcessing(result=False)
        self.__requestCtx.clearFlags()
        g_eventDispatcher.updateUI()

    def pe_onPrebattleLeft(self):
        if self.__nextPrbFunctional is not None:
            self.__nextPrbFunctional()
            self.__nextPrbFunctional = None
            return
        else:
            flags = self.__requestCtx.getFlags()
            flags |= FUNCTIONAL_FLAG.LEAVE_ENTITY
            prbType = 0
            if flags & FUNCTIONAL_FLAG.SWITCH > 0:
                prbFunctional = self.getFunctional(_CTRL_TYPE.PREBATTLE)
                if prbFunctional is not None:
                    prbType = prbFunctional.getEntityType()
            self.__changePrbFunctional(flags=flags, prbType=prbType, stop=False)
            return

    def pe_onKickedFromPrebattle(self, _):
        self.__changePrbFunctional(stop=True)

    def gs_onTillBanNotification(self, isPlayTimeBan, timeTillBlock):
        if prb_getters.isParentControlActivated():
            self.__collection.reset()
            key = "#system_messages:gameSessionControl/korea/{0:>s}"
            if isPlayTimeBan:
開發者ID:aevitas,項目名稱:wotsdk,代碼行數:70,代碼來源:prb_controldispatcher.py


注:本文中的gui.prb_control.context.PrbCtrlRequestCtx.stopProcessing方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。