示例#1
0
def onDropOnItem( container, item ):
	dropper = item.container

	# Turn off the lightsource
	if item.id in burning and item.id in IDS:
		item.id = IDS[item.id]
		wolfpack.queuecode(update_light, (item.serial, ))
		dropper.soundeffect(0x226)

	return False
    def run(self):
        global interval

        while not self.stopped.isSet():
            # Get the processing state
            self.mutex.acquire()
            processed = self.processed
            self.mutex.release()
            # Create the page.
            if processed and wolfpack.isrunning():
                self.processed = False
                wolfpack.queuecode(autostatuswrapper, (None, None))
            # Wait for the next timer to pass.
            self.stopped.wait(interval)
	def run(self):
		global interval

		while not self.stopped.isSet():
			# Get the processing state
			self.mutex.acquire()
			processed = self.processed
			self.mutex.release()
			# Create the page.
			if processed and wolfpack.isrunning():
				self.processed = False
				wolfpack.queuecode( autostatuswrapper, ( None, None ) )
			# Wait for the next timer to pass.
			self.stopped.wait(interval)
示例#4
0
def checkPayment(serials):	
	partition = serials[:50] # Process 50 vendors
	rest = serials[50:]
		
	# Queue up the rest of the serials
	if len(rest) > 0:
		wolfpack.queuecode(checkPayment, (rest,))
	else:
		# Finished processing
		global paymentthread
		paymentthread.mutex.acquire()
		paymentthread.processed = True
		paymentthread.mutex.release()
	
	for serial in partition:
		vendor = wolfpack.findchar(serial)
		if vendor:
			npc.playervendor.checkPayment(vendor)
示例#5
0
	def run(self):
		global interval

		while not self.stopped.isSet():
			# Get the processing state
			self.mutex.acquire()
			processed = self.processed
			self.mutex.release()

			# Only gather new data if the old has been processed
			if processed and wolfpack.isrunning():
				self.mutex.acquire()
				serials = self.serials[:] # Copy
				self.processed = False
				self.mutex.release()
				
				wolfpack.queuecode(checkPayment, (serials,))

			# Wait until canceled or the next interval
			self.stopped.wait(interval)
示例#6
0
	def run(self):
		while not self.stopped.isSet():
			self.lock()

			process = self.unprocessed[:50]
			self.unprocessed = self.unprocessed[50:]

			if DEBUG_SPAWNS == 1:
				console.log(LOG_MESSAGE, "Found %u spawn items." % len(process))

			wolfpack.queuecode(processSpawns, (process, ))

			self.processed += process

			if len(self.unprocessed) == 0:
				self.unprocessed = self.processed
				self.processed = []

			self.unlock()
			self.stopped.wait(15.0) # Every 15 seconds.
示例#7
0
	def run(self):
		while not self.stopped.isSet():
			self.lock()

			process = self.unprocessed[:SpawnGemsCheckAmount]
			self.unprocessed = self.unprocessed[SpawnGemsCheckAmount:]

			if DEBUG_SPAWNS:
				console.log(LOG_MESSAGE, "Found %u spawn items." % len(process))

			wolfpack.queuecode(processSpawns, (process, ))

			self.processed += process

			if len(self.unprocessed) == 0:
				self.unprocessed = self.processed
				self.processed = []

			self.unlock()
			self.stopped.wait(SpawnGemsCheckTime) # Every 15 seconds default.
示例#8
0
文件: spawns.py 项目: thooge/Wolfpack
    def run(self):
        while not self.stopped.isSet():
            self.lock()

            process = self.unprocessed[:SpawnGemsCheckAmount]
            self.unprocessed = self.unprocessed[SpawnGemsCheckAmount:]

            if DEBUG_SPAWNS:
                console.log(LOG_MESSAGE,
                            "Found %u spawn items." % len(process))

            wolfpack.queuecode(processSpawns, (process, ))

            self.processed += process

            if len(self.unprocessed) == 0:
                self.unprocessed = self.processed
                self.processed = []

            self.unlock()
            self.stopped.wait(SpawnGemsCheckTime)  # Every 15 seconds default.