def __update(self, status):
     if not self.rankedController.isAvailable():
         self._entity.leave(LeavePreQueueCtx(waitingID='prebattle/leave'))
         return
     isPrimeTime = status == PRIME_TIME_STATUS.AVAILABLE
     if isPrimeTime != self.__isPrimeTime:
         self.__isPrimeTime = isPrimeTime
         self.__show()
         g_eventDispatcher.updateUI()
 def __update(self, status):
     hasCurrentSeason = self.__eventProgression.getCurrentSeason() is not None
     if not self.__eventProgression.modeIsEnabled() or self.__eventProgression.isFrozen() or not hasCurrentSeason:
         self._entity.leave(LeavePreQueueCtx(waitingID='prebattle/leave'))
         return
     else:
         isPrimeTime = status == PrimeTimeStatus.AVAILABLE
         time = time_utils.getCurrentLocalServerTimestamp()
         isCycle = self.__eventProgression.getCurrentSeason().hasActiveCycle(time)
         if isPrimeTime != self.__isPrimeTime or isCycle != self.__isCycle:
             self.__isPrimeTime = isPrimeTime
             self.__isCycle = isCycle
             g_eventDispatcher.updateUI()
         return
 def createLeaveCtx(self, flags=_FLAG.UNDEFINED, entityType=0):
     return LeavePreQueueCtx(waitingID='prebattle/leave',
                             flags=flags,
                             entityType=entityType)
 def _doLeave(self):
     self._entity.leave(LeavePreQueueCtx(waitingID='prebattle/leave'))