void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data ) { CHECK_PACKET_SIZE(recv_data, 8+4+4+1); uint64 guid; uint32 bgTypeId; uint32 instanceId; uint8 joinAsGroup; Group * grp; recv_data >> guid; // battlemaster guid recv_data >> bgTypeId; // battleground type id (DBC id) recv_data >> instanceId; // instance id, 0 if First Available selected recv_data >> joinAsGroup; // join as group if(bgTypeId >= MAX_BATTLEGROUND_TYPES) { sLog.outError("Battleground: invalid bgtype received. possible cheater? player guid %u",_player->GetGUIDLow()); return; } sLog.outDebug( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from: " I64FMT, guid); // can do this, since it's battleground, not arena uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bgTypeId, 0); // ignore if we already in BG or BG queue if(_player->InBattleGround()) return; Creature *unit = ObjectAccessor::GetCreature(*_player, guid); if(!unit) return; if(!unit->isBattleMaster()) // it's not battlemaster return; // get bg instance or bg template if instance not found BattleGround * bg = 0; if(instanceId) BattleGround *bg = sBattleGroundMgr.GetBattleGround(instanceId); if(!bg && !(bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId))) { sLog.outError("Battleground: no available bg / template found"); return; } // check queueing conditions if(!joinAsGroup) { // check Deserter debuff if( !_player->CanJoinToBattleground() ) { WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4); data << (uint32) 0xFFFFFFFE; _player->GetSession()->SendPacket(&data); return; } // check if already in queue if (_player->GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES) //player is already in this queue return; // check if has free queue slots if(!_player->HasFreeBattleGroundQueueId()) return; } else { grp = _player->GetGroup(); // no group found, error if(!grp) return; uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0); switch(err) { // TODO: add error-based feedback to players in all cases case BG_JOIN_ERR_GROUP_TOO_MANY: { WorldPacket data; ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_TOO_LARGE), NULL); SendPacket(&data); } return; break; case BG_JOIN_ERR_OFFLINE_MEMBER: { WorldPacket data; ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_OFFLINE_MEMBER), NULL); SendPacket(&data); } return; break; case BG_JOIN_ERR_MIXED_FACTION: { WorldPacket data; ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_MIXED_FACTION), NULL); SendPacket(&data); } return; break; case BG_JOIN_ERR_MIXED_LEVELS: { WorldPacket data; ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_MIXED_LEVELS), NULL); SendPacket(&data); } return; break; case BG_JOIN_ERR_GROUP_MEMBER_ALREADY_IN_QUEUE: { WorldPacket data; ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_MEMBER_ALREADY_IN_QUEUE), NULL); SendPacket(&data); } return; break; case BG_JOIN_ERR_GROUP_DESERTER: { WorldPacket data; ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_MEMBER_DESERTER), NULL); SendPacket(&data); } return; break; case BG_JOIN_ERR_ALL_QUEUES_USED: { WorldPacket data; ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_MEMBER_NO_FREE_QUEUE_SLOTS), NULL); SendPacket(&data); } return; break; // all ok, can join case BG_JOIN_ERR_OK: break; // these aren't possible outcomes in bgs case BG_JOIN_ERR_GROUP_NOT_ENOUGH: case BG_JOIN_ERR_MIXED_ARENATEAM: return; break; // not the above? shouldn't happen, don't let join default: return; break; }; } // if we're here, then the conditions to join a bg are met. We can proceed in joining. // _player->GetGroup() was already checked, grp is already initialized if(joinAsGroup /* && _player->GetGroup()*/) { sLog.outDebug("Battleground: the following players are joining as group:"); GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, 0, false, 0); for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player *member = itr->getSource(); if(!member) continue; // this should never happen uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId); // add to queue // store entry point coords (same as leader entry point) member->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation()); WorldPacket data; // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, member->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0); member->GetSession()->SendPacket(&data); sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId); member->GetSession()->SendPacket(&data); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(member, ginfo); sLog.outDebug("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,member->GetGUIDLow(), member->GetName()); } sLog.outDebug("Battleground: group end"); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel()); } else { // already checked if queueSlot is valid, now just get it uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId); // store entry point coords _player->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation()); WorldPacket data; // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0); SendPacket(&data); GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, 0, false, 0); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(_player, ginfo); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel()); sLog.outDebug("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName()); } }
void WorldSession::HandleBattlemasterJoinArena( WorldPacket & recv_data ) { DEBUG_LOG("WORLD: CMSG_BATTLEMASTER_JOIN_ARENA"); //recv_data.hexlike(); uint64 guid; // arena Battlemaster guid uint8 arenaslot; // 2v2, 3v3 or 5v5 uint8 asGroup; // asGroup uint8 isRated; // isRated Group * grp; recv_data >> guid >> arenaslot >> asGroup >> isRated; // ignore if we already in BG or BG queue if (_player->InBattleGround()) return; Creature *unit = GetPlayer()->GetMap()->GetCreature(guid); if (!unit) return; if(!unit->isBattleMaster()) // it's not battle master return; uint8 arenatype = 0; uint32 arenaRating = 0; switch(arenaslot) { case 0: arenatype = ARENA_TYPE_2v2; break; case 1: arenatype = ARENA_TYPE_3v3; break; case 2: arenatype = ARENA_TYPE_5v5; break; default: sLog.outError("Unknown arena slot %u at HandleBattlemasterJoinArena()", arenaslot); return; } // check existence BattleGround* bg = sBattleGroundMgr.GetBattleGroundTemplate(BATTLEGROUND_AA); if (!bg) { sLog.outError("Battleground: template bg (all arenas) not found"); return; } BattleGroundTypeId bgTypeId = bg->GetTypeID(); BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, arenatype); PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(),_player->getLevel()); if (!bracketEntry) return; GroupJoinBattlegroundResult err; // check queue conditions if (!asGroup) { // check if already in queue if (_player->GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES) //player is already in this queue return; // check if has free queue slots if (!_player->HasFreeBattleGroundQueueId()) return; } else { grp = _player->GetGroup(); // no group found, error if (!grp) return; if(grp->GetLeaderGUID() != _player->GetGUID()) return; // may be Group::CanJoinBattleGroundQueue should be moved to player class... err = grp->CanJoinBattleGroundQueue(bg, bgQueueTypeId, arenatype, arenatype, (bool)isRated, arenaslot); } uint32 ateamId = 0; if (isRated) { ateamId = _player->GetArenaTeamId(arenaslot); // check real arena team existence only here (if it was moved to group->CanJoin .. () then we would have to get it twice) ArenaTeam * at = sObjectMgr.GetArenaTeamById(ateamId); if (!at) { _player->GetSession()->SendNotInArenaTeamPacket(arenatype); return; } // get the team rating for queue arenaRating = at->GetRating(); // the arena team id must match for everyone in the group // get the personal ratings for queue uint32 avg_pers_rating = 0; for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player *member = itr->getSource(); // calc avg personal rating avg_pers_rating += member->GetArenaPersonalRating(arenaslot); } if (arenatype) avg_pers_rating /= arenatype; // if avg personal rating is more than 150 points below the teams rating, the team will be queued against an opponent matching or similar to the average personal rating if (avg_pers_rating + 150 < arenaRating) arenaRating = avg_pers_rating; } BattleGroundQueue &bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId]; if (asGroup) { uint32 avgTime; if(err > 0) { DEBUG_LOG("Battleground: arena join as group start"); if (isRated) DEBUG_LOG("Battleground: arena team id %u, leader %s queued with rating %u for type %u",_player->GetArenaTeamId(arenaslot),_player->GetName(),arenaRating,arenatype); GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, arenatype, isRated, false, arenaRating, ateamId); avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId()); } for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player *member = itr->getSource(); if(!member) continue; WorldPacket data; if(err <= 0) { sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, err); member->GetSession()->SendPacket(&data); continue; } // add to queue uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId); // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, arenatype); member->GetSession()->SendPacket(&data); sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, err); member->GetSession()->SendPacket(&data); DEBUG_LOG("Battleground: player joined queue for arena as group bg queue type %u bg type %u: GUID %u, NAME %s", bgQueueTypeId, bgTypeId, member->GetGUIDLow(), member->GetName()); } DEBUG_LOG("Battleground: arena join as group end"); } else { GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, bracketEntry, arenatype, isRated, false, arenaRating, ateamId); uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId()); uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId); WorldPacket data; // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, arenatype); SendPacket(&data); DEBUG_LOG("Battleground: player joined queue for arena, skirmish, bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName()); } sBattleGroundMgr.ScheduleQueueUpdate(arenaRating, arenatype, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId()); }
void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data ) { CHECK_PACKET_SIZE(recv_data, 1+1+4+2+1); sLog.outDebug( "WORLD: Recvd CMSG_BATTLEFIELD_PORT Message"); uint8 unk1; uint8 unk2; // unk, can be 0x0 (may be if was invited?) and 0x1 uint32 bgTypeId; // type id from dbc uint16 unk; // 0x1F90 constant? uint8 action; // enter battle 0x1, leave queue 0x0 recv_data >> unk1 >> unk2 >> bgTypeId >> unk >> action; if(bgTypeId >= MAX_BATTLEGROUND_TYPES) // cheating? return; if(!_player->InBattleGroundQueueForBattleGroundType(bgTypeId)) return; BattleGround *bg = sBattleGroundMgr.GetBattleGround(bgTypeId); if(!bg) return; uint32 queueSlot = 0; WorldPacket data; switch(action) { case 1: // port to battleground if(!_player->IsInvitedForBattleGroundType(bgTypeId)) return; // cheating? _player->RemoveFromGroup(); queueSlot = _player->GetBattleGroundQueueIndex(bgTypeId); sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime()); _player->GetSession()->SendPacket(&data); // remove battleground queue status from BGmgr sBattleGroundMgr.m_BattleGroundQueues[bgTypeId].RemovePlayer(_player->GetGUID(), false); // check if player is not deserter if( !_player->CanJoinToBattleground() ) { WorldPacket data2; data2.Initialize(SMSG_GROUP_JOINED_BATTLEGROUND, 4); data2 << (uint32) 0xFFFFFFFE; SendPacket(&data2); return; } // if player is in battleground already, remove him and port him to new battleground if (BattleGround *currentBg = _player->GetBattleGround()) currentBg->RemovePlayerAtLeave(_player->GetGUID(), false, true); _player->SetBattleGroundId(bg->GetTypeID()); sBattleGroundMgr.SendToBattleGround(_player, bgTypeId); bg->AddPlayer(_player); break; case 0: // leave queue queueSlot = _player->GetBattleGroundQueueIndex(bgTypeId); _player->RemoveBattleGroundQueueId(bgTypeId); // must be called this way, because if you move this call to queue->removeplayer, it causes bugs sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_NONE, 0, 0); sBattleGroundMgr.m_BattleGroundQueues[bgTypeId].RemovePlayer(_player->GetGUID(), true); SendPacket(&data); break; default: sLog.outError("Battleground port: unknown action %u", action); break; } }
// used to create the BG templates uint32 BattleGroundMgr::CreateBattleGround(uint32 bgTypeId, uint32 MinPlayersPerTeam, uint32 MaxPlayersPerTeam, uint32 LevelMin, uint32 LevelMax, float Team1StartLocX, float Team1StartLocY, float Team1StartLocZ, float Team1StartLocO, float Team2StartLocX, float Team2StartLocY, float Team2StartLocZ, float Team2StartLocO) { // Create the BG BattleGround *bg = NULL; switch(bgTypeId) { case BATTLEGROUND_AV: bg = new BattleGroundAV; bg->SetName("Alterac Valley"); bg->SetMapId(30); break; case BATTLEGROUND_WS: bg = new BattleGroundWS; bg->SetName("Warsong Gulch"); bg->SetMapId(489); break; case BATTLEGROUND_AB: bg = new BattleGroundAB; bg->SetName("Arathi Basin"); bg->SetMapId(529); break; default:bg = new BattleGround; break; // placeholder for non implemented BG } bg->Reset(); bg->SetTypeID(bgTypeId); bg->SetInstanceID(0); // template bg, instance id is 0 bg->SetMinPlayersPerTeam(MinPlayersPerTeam); bg->SetMaxPlayersPerTeam(MaxPlayersPerTeam); bg->SetMinPlayers(MinPlayersPerTeam*2); bg->SetMaxPlayers(MaxPlayersPerTeam*2); bg->SetTeamStartLoc(ALLIANCE, Team1StartLocX, Team1StartLocY, Team1StartLocZ, Team1StartLocO); bg->SetTeamStartLoc(HORDE, Team2StartLocX, Team2StartLocY, Team2StartLocZ, Team2StartLocO); bg->SetLevelRange(LevelMin, LevelMax); //add BattleGround instance to FreeSlotQueue (.back() will return the template!) if (bgTypeId < MAX_BATTLEGROUND_TYPES ) // anti-crash bg->AddToBGFreeSlotQueue(); // do NOT add to update list, since this is a template battleground! // return some not-null value, bgTypeId is good enough for me return bgTypeId; }
void WorldSession::HandleBattleFieldPortOpcode( WorldPacket &recv_data ) { DEBUG_LOG( "WORLD: Recvd CMSG_BATTLEFIELD_PORT Message"); uint8 type; // arenatype if arena uint8 unk2; // unk, can be 0x0 (may be if was invited?) and 0x1 uint32 bgTypeId_; // type id from dbc uint16 unk; // 0x1F90 constant? uint8 action; // enter battle 0x1, leave queue 0x0 recv_data >> type >> unk2 >> bgTypeId_ >> unk >> action; if (!sBattlemasterListStore.LookupEntry(bgTypeId_)) { sLog.outError("BattlegroundHandler: invalid bgtype (%u) received.", bgTypeId_); return; } if (!_player->InBattleGroundQueue()) { sLog.outError("BattlegroundHandler: Invalid CMSG_BATTLEFIELD_PORT received from player (%u), he is not in bg_queue.", _player->GetGUIDLow()); return; } //get GroupQueueInfo from BattleGroundQueue BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_); BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, type); BattleGroundQueue& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId]; //we must use temporary variable, because GroupQueueInfo pointer can be deleted in BattleGroundQueue::RemovePlayer() function GroupQueueInfo ginfo; if (!bgQueue.GetPlayerGroupInfoData(_player->GetGUID(), &ginfo)) { sLog.outError("BattlegroundHandler: itrplayerstatus not found."); return; } // if action == 1, then instanceId is required if (!ginfo.IsInvitedToBGInstanceGUID && action == 1) { sLog.outError("BattlegroundHandler: instance not found."); return; } BattleGround *bg = sBattleGroundMgr.GetBattleGround(ginfo.IsInvitedToBGInstanceGUID, bgTypeId); // bg template might and must be used in case of leaving queue, when instance is not created yet if (!bg && action == 0) bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); if (!bg) { sLog.outError("BattlegroundHandler: bg_template not found for type id %u.", bgTypeId); return; } // expected bracket entry PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(),_player->getLevel()); if (!bracketEntry) return; //some checks if player isn't cheating - it is not exactly cheating, but we cannot allow it if (action == 1 && ginfo.ArenaType == 0) { //if player is trying to enter battleground (not arena!) and he has deserter debuff, we must just remove him from queue if (!_player->CanJoinToBattleground()) { //send bg command result to show nice message WorldPacket data2; sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data2, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS); _player->GetSession()->SendPacket(&data2); action = 0; DEBUG_LOG("Battleground: player %s (%u) has a deserter debuff, do not port him to battleground!", _player->GetName(), _player->GetGUIDLow()); } //if player don't match battleground max level, then do not allow him to enter! (this might happen when player leveled up during his waiting in queue if (_player->getLevel() > bg->GetMaxLevel()) { sLog.outError("Battleground: Player %s (%u) has level (%u) higher than maxlevel (%u) of battleground (%u)! Do not port him to battleground!", _player->GetName(), _player->GetGUIDLow(), _player->getLevel(), bg->GetMaxLevel(), bg->GetTypeID()); action = 0; } } uint32 queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId); WorldPacket data; switch( action ) { case 1: // port to battleground if (!_player->IsInvitedForBattleGroundQueueType(bgQueueTypeId)) return; // cheating? if (!_player->InBattleGround()) _player->SetBattleGroundEntryPoint(); // resurrect the player if (!_player->isAlive()) { _player->ResurrectPlayer(1.0f); _player->SpawnCorpseBones(); } // stop taxi flight at port if (_player->isInFlight()) { _player->GetMotionMaster()->MovementExpired(); _player->m_taxi.ClearTaxiDestinations(); } sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime(), bg->GetArenaType()); _player->GetSession()->SendPacket(&data); // remove battleground queue status from BGmgr bgQueue.RemovePlayer(_player->GetGUID(), false); // this is still needed here if battleground "jumping" shouldn't add deserter debuff // also this is required to prevent stuck at old battleground after SetBattleGroundId set to new if (BattleGround *currentBg = _player->GetBattleGround()) currentBg->RemovePlayerAtLeave(_player->GetGUID(), false, true); // set the destination instance id _player->SetBattleGroundId(bg->GetInstanceID(), bgTypeId); // set the destination team _player->SetBGTeam(ginfo.Team); // bg->HandleBeforeTeleportToBattleGround(_player); sBattleGroundMgr.SendToBattleGround(_player, ginfo.IsInvitedToBGInstanceGUID, bgTypeId); // add only in HandleMoveWorldPortAck() // bg->AddPlayer(_player,team); DEBUG_LOG("Battleground: player %s (%u) joined battle for bg %u, bgtype %u, queue type %u.", _player->GetName(), _player->GetGUIDLow(), bg->GetInstanceID(), bg->GetTypeID(), bgQueueTypeId); break; case 0: // leave queue // if player leaves rated arena match before match start, it is counted as he played but he lost if (ginfo.IsRated) { ArenaTeam * at = sObjectMgr.GetArenaTeamById(ginfo.Team); if (at) { DEBUG_LOG("UPDATING memberLost's personal arena rating for %u by opponents rating: %u, because he has left queue!", GUID_LOPART(_player->GetGUID()), ginfo.OpponentsTeamRating); at->MemberLost(_player, ginfo.OpponentsTeamRating); at->SaveToDB(); } } _player->RemoveBattleGroundQueueId(bgQueueTypeId); // must be called this way, because if you move this call to queue->removeplayer, it causes bugs sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_NONE, 0, 0, 0); bgQueue.RemovePlayer(_player->GetGUID(), true); // player left queue, we should update it - do not update Arena Queue if (!ginfo.ArenaType) sBattleGroundMgr.ScheduleQueueUpdate(ginfo.ArenaTeamRating, ginfo.ArenaType, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId()); SendPacket(&data); DEBUG_LOG("Battleground: player %s (%u) left queue for bgtype %u, queue type %u.", _player->GetName(), _player->GetGUIDLow(), bg->GetTypeID(), bgQueueTypeId); break; default: sLog.outError("Battleground port: unknown action %u", action); break; } }
void GameObject::Use(Unit* user) { // by default spell caster is user Unit* spellCaster = user; uint32 spellId = 0; switch(GetGoType()) { case GAMEOBJECT_TYPE_DOOR: //0 case GAMEOBJECT_TYPE_BUTTON: //1 //doors/buttons never really despawn, only reset to default state/flags UseDoorOrButton(); // activate script sWorld.ScriptsStart(sGameObjectScripts, GetDBTableGUIDLow(), spellCaster, this); return; case GAMEOBJECT_TYPE_QUESTGIVER: //2 { if(user->GetTypeId()!=TYPEID_PLAYER) return; Player* player = (Player*)user; player->PrepareQuestMenu( GetGUID() ); player->SendPreparedQuest( GetGUID() ); return; } //Sitting: Wooden bench, chairs enzz case GAMEOBJECT_TYPE_CHAIR: //7 { GameObjectInfo const* info = GetGOInfo(); if(!info) return; if(user->GetTypeId()!=TYPEID_PLAYER) return; Player* player = (Player*)user; // a chair may have n slots. we have to calculate their positions and teleport the player to the nearest one // check if the db is sane if(info->chair.slots > 0) { float lowestDist = DEFAULT_VISIBILITY_DISTANCE; float x_lowest = GetPositionX(); float y_lowest = GetPositionY(); // the object orientation + 1/2 pi // every slot will be on that straight line float orthogonalOrientation = GetOrientation()+M_PI*0.5f; // find nearest slot for(uint32 i=0; i<info->chair.slots; i++) { // the distance between this slot and the center of the go - imagine a 1D space float relativeDistance = (info->size*i)-(info->size*(info->chair.slots-1)/2.0f); float x_i = GetPositionX() + relativeDistance * cos(orthogonalOrientation); float y_i = GetPositionY() + relativeDistance * sin(orthogonalOrientation); // calculate the distance between the player and this slot float thisDistance = player->GetDistance2d(x_i, y_i); /* debug code. It will spawn a npc on each slot to visualize them. Creature* helper = player->SummonCreature(14496, x_i, y_i, GetPositionZ(), GetOrientation(), TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 10000); std::ostringstream output; output << i << ": thisDist: " << thisDistance; helper->MonsterSay(output.str().c_str(), LANG_UNIVERSAL, 0); */ if(thisDistance <= lowestDist) { lowestDist = thisDistance; x_lowest = x_i; y_lowest = y_i; } } player->TeleportTo(GetMapId(), x_lowest, y_lowest, GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET); } else { // fallback, will always work player->TeleportTo(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET); } player->SetStandState(PLAYER_STATE_SIT_LOW_CHAIR+info->chair.height); return; } //big gun, its a spell/aura case GAMEOBJECT_TYPE_GOOBER: //10 { GameObjectInfo const* info = GetGOInfo(); if(user->GetTypeId()==TYPEID_PLAYER) { Player* player = (Player*)user; // show page if(info->goober.pageId) { WorldPacket data(SMSG_GAMEOBJECT_PAGETEXT, 8); data << GetGUID(); player->GetSession()->SendPacket(&data); } // possible quest objective for active quests player->CastedCreatureOrGO(info->id, GetGUID(), 0); } // cast this spell later if provided spellId = info->goober.spellId; break; } case GAMEOBJECT_TYPE_CAMERA: //13 { GameObjectInfo const* info = GetGOInfo(); if(!info) return; if(user->GetTypeId()!=TYPEID_PLAYER) return; Player* player = (Player*)user; if(info->camera.cinematicId) { WorldPacket data(SMSG_TRIGGER_CINEMATIC, 4); data << info->camera.cinematicId; player->GetSession()->SendPacket(&data); } return; } //fishing bobber case GAMEOBJECT_TYPE_FISHINGNODE: //17 { if(user->GetTypeId()!=TYPEID_PLAYER) return; Player* player = (Player*)user; if(player->GetGUID() != GetOwnerGUID()) return; switch(getLootState()) { case GO_READY: // ready for loot { // 1) skill must be >= base_zone_skill // 2) if skill == base_zone_skill => 5% chance // 3) chance is linear dependence from (base_zone_skill-skill) uint32 subzone = GetAreaId(); int32 zone_skill = objmgr.GetFishingBaseSkillLevel( subzone ); if(!zone_skill) zone_skill = objmgr.GetFishingBaseSkillLevel( GetZoneId() ); //provide error, no fishable zone or area should be 0 if(!zone_skill) sLog.outErrorDb("Fishable areaId %u are not properly defined in `skill_fishing_base_level`.",subzone); int32 skill = player->GetSkillValue(SKILL_FISHING); int32 chance = skill - zone_skill + 5; int32 roll = irand(1,100); DEBUG_LOG("Fishing check (skill: %i zone min skill: %i chance %i roll: %i",skill,zone_skill,chance,roll); if(skill >= zone_skill && chance >= roll) { // prevent removing GO at spell cancel player->RemoveGameObject(this,false); SetOwnerGUID(player->GetGUID()); //fish catched player->UpdateFishingSkill(); GameObject* ok = LookupFishingHoleAround(DEFAULT_VISIBILITY_DISTANCE); if (ok) { player->SendLoot(ok->GetGUID(),LOOT_FISHINGHOLE); SetLootState(GO_JUST_DEACTIVATED); } else player->SendLoot(GetGUID(),LOOT_FISHING); } else { // fish escaped, can be deleted now SetLootState(GO_JUST_DEACTIVATED); WorldPacket data(SMSG_FISH_ESCAPED, 0); player->GetSession()->SendPacket(&data); } break; } case GO_JUST_DEACTIVATED: // nothing to do, will be deleted at next update break; default: { SetLootState(GO_JUST_DEACTIVATED); WorldPacket data(SMSG_FISH_NOT_HOOKED, 0); player->GetSession()->SendPacket(&data); break; } } if(player->m_currentSpells[CURRENT_CHANNELED_SPELL]) { player->m_currentSpells[CURRENT_CHANNELED_SPELL]->SendChannelUpdate(0); player->m_currentSpells[CURRENT_CHANNELED_SPELL]->finish(); } return; } case GAMEOBJECT_TYPE_SUMMONING_RITUAL: //18 { if(user->GetTypeId()!=TYPEID_PLAYER) return; Player* player = (Player*)user; Unit* caster = GetOwner(); GameObjectInfo const* info = GetGOInfo(); if( !caster || caster->GetTypeId()!=TYPEID_PLAYER ) return; // accept only use by player from same group for caster except caster itself if(((Player*)caster)==player || !((Player*)caster)->IsInSameRaidWith(player)) return; AddUniqueUse(player); // full amount unique participants including original summoner if(GetUniqueUseCount() < info->summoningRitual.reqParticipants) return; // in case summoning ritual caster is GO creator spellCaster = caster; if(!caster->m_currentSpells[CURRENT_CHANNELED_SPELL]) return; spellId = info->summoningRitual.spellId; // finish spell caster->m_currentSpells[CURRENT_CHANNELED_SPELL]->SendChannelUpdate(0); caster->m_currentSpells[CURRENT_CHANNELED_SPELL]->finish(); // can be deleted now SetLootState(GO_JUST_DEACTIVATED); // go to end function to spell casting break; } case GAMEOBJECT_TYPE_SPELLCASTER: //22 { SetUInt32Value(GAMEOBJECT_FLAGS,2); GameObjectInfo const* info = GetGOInfo(); if(!info) return; if(info->spellcaster.partyOnly) { Unit* caster = GetOwner(); if( !caster || caster->GetTypeId()!=TYPEID_PLAYER ) return; if(user->GetTypeId()!=TYPEID_PLAYER || !((Player*)user)->IsInSameRaidWith((Player*)caster)) return; } spellId = info->spellcaster.spellId; AddUse(); break; } case GAMEOBJECT_TYPE_MEETINGSTONE: //23 { GameObjectInfo const* info = GetGOInfo(); if(user->GetTypeId()!=TYPEID_PLAYER) return; Player* player = (Player*)user; Player* targetPlayer = ObjectAccessor::FindPlayer(player->GetSelection()); // accept only use by player from same group for caster except caster itself if(!targetPlayer || targetPlayer == player || !targetPlayer->IsInSameGroupWith(player)) return; //required lvl checks! uint8 level = player->getLevel(); if (level < info->meetingstone.minLevel || level > info->meetingstone.maxLevel) return; level = targetPlayer->getLevel(); if (level < info->meetingstone.minLevel || level > info->meetingstone.maxLevel) return; spellId = 23598; break; } case GAMEOBJECT_TYPE_FLAGSTAND: // 24 { if(user->GetTypeId()!=TYPEID_PLAYER) return; Player* player = (Player*)user; if( player->isAllowUseBattleGroundObject() ) { // in battleground check BattleGround *bg = player->GetBattleGround(); if(!bg) return; // BG flag click // AB: // 15001 // 15002 // 15003 // 15004 // 15005 bg->EventPlayerClickedOnFlag(player, this); return; //we don;t need to delete flag ... it is despawned! } break; } case GAMEOBJECT_TYPE_FLAGDROP: // 26 { if(user->GetTypeId()!=TYPEID_PLAYER) return; Player* player = (Player*)user; if( player->isAllowUseBattleGroundObject() ) { // in battleground check BattleGround *bg = player->GetBattleGround(); if(!bg) return; // BG flag dropped // WS: // 179785 - Silverwing Flag // 179786 - Warsong Flag // EotS: // 184142 - Netherstorm Flag GameObjectInfo const* info = GetGOInfo(); if(info) { switch(info->id) { case 179785: // Silverwing Flag // check if it's correct bg if(bg->GetTypeID() == BATTLEGROUND_WS) bg->EventPlayerClickedOnFlag(player, this); break; case 179786: // Warsong Flag if(bg->GetTypeID() == BATTLEGROUND_WS) bg->EventPlayerClickedOnFlag(player, this); break; case 184142: // Netherstorm Flag if(bg->GetTypeID() == BATTLEGROUND_EY) bg->EventPlayerClickedOnFlag(player, this); break; } } //this cause to call return, all flags must be deleted here!! spellId = 0; Delete(); } break; } case GAMEOBJECT_TYPE_BARBER_CHAIR: //32 { GameObjectInfo const* info = GetGOInfo(); if(!info) return; if(user->GetTypeId()!=TYPEID_PLAYER) return; Player* player = (Player*)user; // fallback, will always work player->TeleportTo(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET); WorldPacket data(SMSG_ENABLE_BARBER_SHOP, 0); player->GetSession()->SendPacket(&data); player->SetStandState(PLAYER_STATE_SIT_LOW_CHAIR+info->barberChair.chairheight); return; } default: sLog.outDebug("Unknown Object Type %u", GetGoType()); break; } if(!spellId) return; SpellEntry const *spellInfo = sSpellStore.LookupEntry( spellId ); if(!spellInfo) { sLog.outError("WORLD: unknown spell id %u at use action for gameobject (Entry: %u GoType: %u )", spellId,GetEntry(),GetGoType()); return; } Spell *spell = new Spell(spellCaster, spellInfo, false); // spell target is user of GO SpellCastTargets targets; targets.setUnitTarget( user ); spell->prepare(&targets); }
void BattleGroundQueue::RemovePlayer(uint64 guid, bool decreaseInvitedCount) { Player *plr = objmgr.GetPlayer(guid); uint32 queue_id = 0; QueuedPlayersMap::iterator itr; GroupQueueInfo * group; QueuedGroupsList::iterator group_itr; bool IsSet = false; if(plr) { queue_id = plr->GetBattleGroundQueueIdFromLevel(); itr = m_QueuedPlayers[queue_id].find(guid); if(itr != m_QueuedPlayers[queue_id].end()) IsSet = true; } if(!IsSet) { // either player is offline, or he levelled up to another queue category // sLog.outError("Battleground: removing offline player from BG queue - this might not happen, but it should not cause crash"); for (uint32 i = 0; i < MAX_BATTLEGROUND_QUEUES; i++) { itr = m_QueuedPlayers[i].find(guid); if(itr != m_QueuedPlayers[i].end()) { queue_id = i; IsSet = true; break; } } } // couldn't find the player in bg queue, return if(!IsSet) { sLog.outError("Battleground: couldn't find player to remove."); return; } group = itr->second.GroupInfo; for(group_itr=m_QueuedGroups[queue_id].begin(); group_itr != m_QueuedGroups[queue_id].end(); ++group_itr) { if(group == (GroupQueueInfo*)(*group_itr)) break; } // variables are set (what about leveling up when in queue????) // remove player from group // if only player there, remove group // remove player queue info from group queue info std::map<uint64, PlayerQueueInfo*>::iterator pitr = group->Players.find(guid); if(pitr != group->Players.end()) group->Players.erase(pitr); // check for iterator correctness if (group_itr != m_QueuedGroups[queue_id].end() && itr != m_QueuedPlayers[queue_id].end()) { // used when player left the queue, NOT used when porting to bg if (decreaseInvitedCount) { // if invited to bg, and should decrease invited count, then do it if(group->IsInvitedToBGInstanceGUID) { BattleGround* bg = sBattleGroundMgr.GetBattleGround(group->IsInvitedToBGInstanceGUID); if (bg) bg->DecreaseInvitedCount(group->Team); if (bg && !bg->GetPlayersSize() && !bg->GetInvitedCount(ALLIANCE) && !bg->GetInvitedCount(HORDE)) { // no more players on battleground, set delete it bg->SetDeleteThis(); } } // update the join queue, maybe now the player's group fits in a queue! // not yet implemented (should store bgTypeId in group queue info?) } // remove player queue info m_QueuedPlayers[queue_id].erase(itr); // remove group queue info if needed if(group->Players.empty()) { m_QueuedGroups[queue_id].erase(group_itr); delete group; } // NEEDS TESTING! // group wasn't empty, so it wasn't deleted, and player have left a rated queue -> everyone from the group should leave too // don't remove recursively if already invited to bg! else if(!group->IsInvitedToBGInstanceGUID && decreaseInvitedCount) { // remove next player, this is recursive // first send removal information if(Player *plr2 = objmgr.GetPlayer(group->Players.begin()->first)) { BattleGround * bg = sBattleGroundMgr.GetBattleGroundTemplate(group->BgTypeId); uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(group->BgTypeId); uint32 queueSlot = plr2->GetBattleGroundQueueIndex(bgQueueTypeId); plr2->RemoveBattleGroundQueueId(bgQueueTypeId); // must be called this way, because if you move this call to queue->removeplayer, it causes bugs WorldPacket data; sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, plr2->GetTeam(), queueSlot, STATUS_NONE, 0, 0); plr2->GetSession()->SendPacket(&data); } // then actually delete, this may delete the group as well! RemovePlayer(group->Players.begin()->first,decreaseInvitedCount); } } }
void WorldSession::HandleBattlemasterJoinOpcode( WorldPacket & recv_data ) { ObjectGuid guid; uint32 bgTypeId_; uint32 instanceId; uint8 joinAsGroup; bool isPremade = false; Group * grp; recv_data >> guid; // battlemaster guid recv_data >> bgTypeId_; // battleground type id (DBC id) recv_data >> instanceId; // instance id, 0 if First Available selected recv_data >> joinAsGroup; // join as group if (!sBattlemasterListStore.LookupEntry(bgTypeId_)) { sLog.outError("Battleground: invalid bgtype (%u) received. possible cheater? player guid %u",bgTypeId_,_player->GetGUIDLow()); return; } BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_); DEBUG_LOG( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from %s", guid.GetString().c_str()); // can do this, since it's battleground, not arena BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, ARENA_TYPE_NONE); BattleGroundQueueTypeId bgQueueTypeIdRandom = BattleGroundMgr::BGQueueTypeId(BATTLEGROUND_RB, ARENA_TYPE_NONE); // ignore if player is already in BG if (_player->InBattleGround()) return; // get bg instance or bg template if instance not found BattleGround *bg = NULL; if (instanceId) bg = sBattleGroundMgr.GetBattleGroundThroughClientInstance(instanceId, bgTypeId); if (!bg && !(bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId))) { sLog.outError("Battleground: no available bg / template found"); return; } // expected bracket entry PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(),_player->getLevel()); if (!bracketEntry) return; GroupJoinBattlegroundResult err; // check queue conditions if (!joinAsGroup) { // check Deserter debuff if (!_player->CanJoinToBattleground()) { WorldPacket data; sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS); _player->GetSession()->SendPacket(&data); return; } if (_player->GetBattleGroundQueueIndex(bgQueueTypeIdRandom) < PLAYER_MAX_BATTLEGROUND_QUEUES) { //player is already in random queue WorldPacket data; sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, ERR_IN_RANDOM_BG); _player->GetSession()->SendPacket(&data); return; } if(_player->InBattleGroundQueue() && bgTypeId == BATTLEGROUND_RB) { //player is already in queue, can't start random queue WorldPacket data; sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, ERR_IN_NON_RANDOM_BG); _player->GetSession()->SendPacket(&data); return; } // check if already in queue if (_player->GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES) //player is already in this queue return; // check if has free queue slots if (!_player->HasFreeBattleGroundQueueId()) { WorldPacket data; sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_TOO_MANY_QUEUES); _player->GetSession()->SendPacket(&data); return; } } else { grp = _player->GetGroup(); // no group found, error if (!grp) return; if (grp->GetLeaderGuid() != _player->GetObjectGuid()) return; bool have_bots = false; for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* member = itr->getSource(); if (!member) continue; // this should never happen if (member->GetPlayerbotAI()) { ChatHandler(_player).PSendSysMessage("|cffff0000You cannot get in battleground queue as premade because you have bots in your group. Adding you in queue as single player."); have_bots = true; joinAsGroup = false; break; } } if (!have_bots) { err = grp->CanJoinBattleGroundQueue(bg, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0); isPremade = sWorld.getConfig(CONFIG_UINT32_BATTLEGROUND_PREMADE_GROUP_WAIT_FOR_MATCH) && (grp->GetMembersCount() >= bg->GetMinPlayersPerTeam()); } } // if we're here, then the conditions to join a bg are met. We can proceed in joining. // _player->GetGroup() was already checked, grp is already initialized BattleGroundQueue& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId]; if (joinAsGroup) { GroupQueueInfo *ginfo = NULL; uint32 avgTime = 0; if(err > 0) { DEBUG_LOG("Battleground: the following players are joining as group:"); ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, ARENA_TYPE_NONE, false, isPremade, 0); avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId()); } for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player *member = itr->getSource(); if(!member) continue; // this should never happen WorldPacket data; if(err <= 0) { sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, err); member->GetSession()->SendPacket(&data); continue; } // add to queue uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId); // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->arenaType); member->GetSession()->SendPacket(&data); sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, err); member->GetSession()->SendPacket(&data); DEBUG_LOG("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,member->GetGUIDLow(), member->GetName()); } DEBUG_LOG("Battleground: group end"); } else { GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, bracketEntry, ARENA_TYPE_NONE, false, isPremade, 0); uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId()); // already checked if queueSlot is valid, now just get it uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId); WorldPacket data; // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->arenaType); SendPacket(&data); DEBUG_LOG("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName()); } sBattleGroundMgr.ScheduleQueueUpdate(0, ARENA_TYPE_NONE, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId()); }
void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data ) { CHECK_PACKET_SIZE(recv_data, 1+1+4+2+1); sLog.outDebug( "WORLD: Recvd CMSG_BATTLEFIELD_PORT Message"); uint8 type; // arenatype if arena uint8 unk2; // unk, can be 0x0 (may be if was invited?) and 0x1 uint32 instanceId; uint32 bgTypeId_; // type id from dbc uint16 unk; // 0x1F90 constant? uint8 action; // enter battle 0x1, leave queue 0x0 recv_data >> type >> unk2 >> bgTypeId_ >> unk >> action; if(!sBattlemasterListStore.LookupEntry(bgTypeId_)) { sLog.outError("Battleground: invalid bgtype (%u) received.",bgTypeId_); // update battleground slots for the player to fix his UI and sent data. // this is a HACK, I don't know why the client starts sending invalid packets in the first place. // it usually happens with extremely high latency (if debugging / stepping in the code for example) if(_player->InBattleGroundQueue()) { // update all queues, send invitation info if player is invited, queue info if queued for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) { BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i); if(!bgQueueTypeId) continue; BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId); uint32 queue_id = _player->GetBattleGroundQueueIdFromLevel(bgTypeId); BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[queue_id]; BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID()); // if the player is not in queue, continue if(itrPlayerStatus == qpMap.end()) continue; // no group information, this should never happen if(!itrPlayerStatus->second.GroupInfo) continue; BattleGround * bg = NULL; // get possibly needed data from groupinfo uint8 arenatype = itrPlayerStatus->second.GroupInfo->ArenaType; uint8 israted = itrPlayerStatus->second.GroupInfo->IsRated; uint8 status = 0; if(!itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID) { // not invited to bg, get template bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); status = STATUS_WAIT_QUEUE; } else { // get the bg we're invited to BattleGround * bg = sBattleGroundMgr.GetBattleGround(itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID); status = STATUS_WAIT_JOIN; } // if bg not found, then continue if(!bg) continue; // don't invite if already in the instance if(_player->InBattleGround() && _player->GetBattleGround() && _player->GetBattleGround()->GetInstanceID() == bg->GetInstanceID()) continue; // re - invite player with proper data WorldPacket data; sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, itrPlayerStatus->second.GroupInfo->Team?itrPlayerStatus->second.GroupInfo->Team:_player->GetTeam(), i, status, INVITE_ACCEPT_WAIT_TIME, 0, arenatype, israted); SendPacket(&data); } } return; } BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_); BattleGroundQueueTypeId bgQueueTypeId = BATTLEGROUND_QUEUE_NONE; // get the bg what we were invited to bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId,type); BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel(bgTypeId)]; BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID()); if(itrPlayerStatus == qpMap.end()) { sLog.outError("Battleground: itrplayerstatus not found."); return; } instanceId = itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID; // if action == 1, then instanceId is _required_ if(!instanceId && action == 1) { sLog.outError("Battleground: instance not found."); return; } BattleGround *bg = sBattleGroundMgr.GetBattleGround(instanceId); // bg template might and must be used in case of leaving queue, when instance is not created yet if(!bg && action == 0) bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); if(!bg) { sLog.outError("Battleground: bg not found for type id %u.",bgTypeId); return; } bgTypeId = bg->GetTypeID(); if(_player->InBattleGroundQueue()) { uint32 queueSlot = 0; uint32 team = 0; uint32 arenatype = 0; uint32 israted = 0; uint32 rating = 0; uint32 opponentsRating = 0; // get the team info from the queue BattleGroundQueue::QueuedPlayersMap& qpMap2 = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel(bgTypeId)]; BattleGroundQueue::QueuedPlayersMap::iterator pitr = qpMap2.find(_player->GetGUID()); if (pitr !=qpMap2.end() && pitr->second.GroupInfo) { team = pitr->second.GroupInfo->Team; arenatype = pitr->second.GroupInfo->ArenaType; israted = pitr->second.GroupInfo->IsRated; rating = pitr->second.GroupInfo->ArenaTeamRating; opponentsRating = pitr->second.GroupInfo->OpponentsTeamRating; } else { sLog.outError("Battleground: Invalid player queue info!"); return; } WorldPacket data; switch(action) { case 1: // port to battleground if(!_player->IsInvitedForBattleGroundQueueType(bgQueueTypeId)) return; // cheating? // resurrect the player if(!_player->isAlive()) { _player->ResurrectPlayer(1.0f); _player->SpawnCorpseBones(); } // stop taxi flight at port if(_player->isInFlight()) { _player->GetMotionMaster()->MovementExpired(); _player->m_taxi.ClearTaxiDestinations(); } _player->RemoveFromGroup(); queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId); sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime()); _player->GetSession()->SendPacket(&data); // remove battleground queue status from BGmgr sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(_player->GetGUID(), false); // this is still needed here if battleground "jumping" shouldn't add deserter debuff // also this required to prevent stuck at old battleground after SetBattleGroundId set to new if( BattleGround *currentBg = _player->GetBattleGround() ) currentBg->RemovePlayerAtLeave(_player->GetGUID(), false, true); // set the destination instance id _player->SetBattleGroundId(bg->GetInstanceID()); // set the destination team _player->SetBGTeam(team); // bg->HandleBeforeTeleportToBattleGround(_player); sBattleGroundMgr.SendToBattleGround(_player, instanceId); // add only in HandleMoveWorldPortAck() // bg->AddPlayer(_player,team); sLog.outDebug("Battleground: player %s (%u) joined battle for bg %u, bgtype %u, queue type %u.",_player->GetName(),_player->GetGUIDLow(),bg->GetInstanceID(),bg->GetTypeID(),bgQueueTypeId); break; case 0: // leave queue queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId); /* if player leaves rated arena match before match start, it is counted as he played but he lost */ if (israted) { ArenaTeam * at = objmgr.GetArenaTeamById(team); if (at) { sLog.outDebug("UPDATING memberLost's personal arena rating for %u by opponents rating: %u, because he has left queue!", GUID_LOPART(_player->GetGUID()), opponentsRating); at->MemberLost(_player, opponentsRating); at->SaveToDB(); } } _player->RemoveBattleGroundQueueId(bgQueueTypeId); // must be called this way, because if you move this call to queue->removeplayer, it causes bugs sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_NONE, 0, 0); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(_player->GetGUID(), true); // player left queue, we should update it, maybe now his group fits in sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId,_player->GetBattleGroundQueueIdFromLevel(bgTypeId),arenatype,israted,rating); SendPacket(&data); sLog.outDebug("Battleground: player %s (%u) left queue for bgtype %u, queue type %u.",_player->GetName(),_player->GetGUIDLow(),bg->GetTypeID(),bgQueueTypeId); break; default: sLog.outError("Battleground port: unknown action %u", action); break; } } }
void WorldSession::HandleBattleFieldPortOpcode(WorldPacket& recv_data) { DEBUG_LOG("WORLD: Recvd CMSG_BATTLEFIELD_PORT Message"); uint32 time; uint32 queueSlot; uint32 unk; // unk uint8 action; // enter battle 0x1, leave queue 0x0 ObjectGuid guid; // player guid recv_data >> time >> queueSlot >> unk; recv_data.ReadGuidMask<0, 1, 5, 6, 7, 4, 3, 2>(guid); action = recv_data.ReadBit() ? 1 : 0; recv_data.ReadGuidBytes<1, 3, 5, 7, 0, 2, 6, 4>(guid); DEBUG_LOG("WORLD: Recvd CMSG_BATTLEFIELD_PORT Message, time %u queueSlot %u unk %u action %u guid %s", time, queueSlot, unk, action, guid.GetString().c_str()); //if (type && !IsArenaTypeValid(ArenaType(type))) //{ // sLog.outError("BattlegroundHandler: Invalid CMSG_BATTLEFIELD_PORT received from player (%u), arena type wrong: %u.", _player->GetGUIDLow(), type); // return; //} if (!_player->InBattleGroundQueue()) { sLog.outError("BattlegroundHandler: Invalid CMSG_BATTLEFIELD_PORT received from player (%u), he is not in bg_queue.", _player->GetGUIDLow()); return; } BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(queueSlot); if (bgQueueTypeId == BATTLEGROUND_QUEUE_NONE) { sLog.outError("BattlegroundHandler: invalid queueSlot (%u) received.", queueSlot); return; } // get GroupQueueInfo from BattleGroundQueue BattleGroundQueue& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId]; // we must use temporary variable, because GroupQueueInfo pointer can be deleted in BattleGroundQueue::RemovePlayer() function GroupQueueInfo ginfo; if (!bgQueue.GetPlayerGroupInfoData(_player->GetObjectGuid(), &ginfo)) { sLog.outError("BattlegroundHandler: itrplayerstatus not found."); return; } // if action == 1, then instanceId is required if (!ginfo.IsInvitedToBGInstanceGUID && action == 1) { sLog.outError("BattlegroundHandler: instance not found."); return; } BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId); // ::BGTemplateId returns BATTLEGROUND_AA when it is arena queue. // Do instance id search as there is no AA bg instances. BattleGround* bg = sBattleGroundMgr.GetBattleGround(ginfo.IsInvitedToBGInstanceGUID, bgTypeId == BATTLEGROUND_AA ? BATTLEGROUND_TYPE_NONE : bgTypeId); // bg template might and must be used in case of leaving queue, when instance is not created yet if (!bg && action == 0) bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); if (!bg) { sLog.outError("BattlegroundHandler: bg_template not found for instance id %u type id %u.", ginfo.IsInvitedToBGInstanceGUID, bgTypeId); return; } // get real bg type bgTypeId = bg->GetTypeID(); // expected bracket entry PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(), _player->getLevel()); if (!bracketEntry) return; // some checks if player isn't cheating - it is not exactly cheating, but we cannot allow it if (action == 1 && ginfo.arenaType == ARENA_TYPE_NONE) { // if player is trying to enter battleground (not arena!) and he has deserter debuff, we must just remove him from queue if (!_player->CanJoinToBattleground()) { // send bg command result to show nice message WorldPacket data2; sBattleGroundMgr.BuildBattleGroundStatusFailedPacket(&data2, bg, _player, queueSlot, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS); _player->GetSession()->SendPacket(&data2); action = 0; DEBUG_LOG("Battleground: player %s (%u) has a deserter debuff, do not port him to battleground!", _player->GetName(), _player->GetGUIDLow()); } // if player don't match battleground max level, then do not allow him to enter! (this might happen when player leveled up during his waiting in queue if (_player->getLevel() > bg->GetMaxLevel()) { sLog.outError("Battleground: Player %s (%u) has level (%u) higher than maxlevel (%u) of battleground (%u)! Do not port him to battleground!", _player->GetName(), _player->GetGUIDLow(), _player->getLevel(), bg->GetMaxLevel(), bg->GetTypeID()); action = 0; } } WorldPacket data; switch (action) { case 1: // port to battleground if (!_player->IsInvitedForBattleGroundQueueType(bgQueueTypeId)) return; // cheating? if (!_player->InBattleGround()) _player->SetBattleGroundEntryPoint(); // resurrect the player if (!_player->isAlive()) { _player->ResurrectPlayer(100); _player->SpawnCorpseBones(); } // stop taxi flight at port if (_player->IsTaxiFlying()) _player->InterruptTaxiFlying(); sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player, queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime(), bg->GetArenaType(), _player->GetBGTeam()); _player->GetSession()->SendPacket(&data); // remove battleground queue status from BGmgr bgQueue.RemovePlayer(_player->GetObjectGuid(), false); // this is still needed here if battleground "jumping" shouldn't add deserter debuff // also this is required to prevent stuck at old battleground after SetBattleGroundId set to new if (BattleGround* currentBg = _player->GetBattleGround()) currentBg->RemovePlayerAtLeave(_player->GetObjectGuid(), false, true); // set the destination instance id _player->SetBattleGroundId(bg->GetInstanceID(), bgTypeId); // set the destination team _player->SetBGTeam(ginfo.GroupTeam); // bg->HandleBeforeTeleportToBattleGround(_player); _player->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED); _player->RemoveSpellsCausingAura(SPELL_AURA_FLY); sBattleGroundMgr.SendToBattleGround(_player, ginfo.IsInvitedToBGInstanceGUID, bgTypeId); // add only in HandleMoveWorldPortAck() // bg->AddPlayer(_player,team); DEBUG_LOG("Battleground: player %s (%u) joined battle for bg %u, bgtype %u, queue type %u.", _player->GetName(), _player->GetGUIDLow(), bg->GetInstanceID(), bg->GetTypeID(), bgQueueTypeId); break; case 0: // leave queue // if player leaves rated arena match before match start, it is counted as he played but he lost /*if (ginfo.IsRated && ginfo.IsInvitedToBGInstanceGUID) { ArenaTeam* at = sObjectMgr.GetArenaTeamById(ginfo.ArenaTeamId); if (at) { DEBUG_LOG("UPDATING memberLost's personal arena rating for %s by opponents rating: %u, because he has left queue!", _player->GetGuidStr().c_str(), ginfo.OpponentsTeamRating); at->MemberLost(_player, ginfo.OpponentsTeamRating); at->SaveToDB(); } }*/ _player->RemoveBattleGroundQueueId(bgQueueTypeId); // must be called this way, because if you move this call to queue->removeplayer, it causes bugs sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player, queueSlot, STATUS_NONE, 0, 0, ARENA_TYPE_NONE, TEAM_NONE); bgQueue.RemovePlayer(_player->GetObjectGuid(), true); // player left queue, we should update it - do not update Arena Queue if (ginfo.arenaType == ARENA_TYPE_NONE) sBattleGroundMgr.ScheduleQueueUpdate(ginfo.ArenaTeamRating, ginfo.arenaType, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId()); SendPacket(&data); DEBUG_LOG("Battleground: player %s (%u) left queue for bgtype %u, queue type %u.", _player->GetName(), _player->GetGUIDLow(), bg->GetTypeID(), bgQueueTypeId); break; default: sLog.outError("Battleground port: unknown action %u", action); break; } }
void WorldSession::HandleBattlemasterJoinArena(WorldPacket& recv_data) { DEBUG_LOG("WORLD: CMSG_BATTLEMASTER_JOIN_ARENA"); // recv_data.hexlike(); uint8 arenaslot; // 2v2, 3v3 or 5v5 recv_data >> arenaslot; // ignore if we already in BG or BG queue if (_player->InBattleGround()) return; ArenaType arenatype = ArenaTeam::GetTypeBySlot(arenaslot); uint32 arenaRating = 0; if (!IsArenaTypeValid(arenatype)) { sLog.outError("Unknown arena slot %u at HandleBattlemasterJoinArena()", arenaslot); return; } // check existence BattleGround* bg = sBattleGroundMgr.GetBattleGroundTemplate(BATTLEGROUND_AA); if (!bg) { sLog.outError("Battleground: template bg (all arenas) not found"); return; } BattleGroundTypeId bgTypeId = bg->GetTypeID(); BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, arenatype); PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(), _player->getLevel()); if (!bracketEntry) return; Group* grp = _player->GetGroup(); // no group found, error if (!grp || grp->isLFDGroup()) return; if (grp->GetLeaderGuid() != _player->GetObjectGuid()) return; uint32 ateamId = _player->GetArenaTeamId(arenaslot); // check real arena team existence only here (if it was moved to group->CanJoin .. () then we would have to get it twice) ArenaTeam* at = sObjectMgr.GetArenaTeamById(ateamId); if (!at) { _player->GetSession()->SendNotInArenaTeamPacket(arenatype); return; } // get the team rating for queue arenaRating = at->GetRating(); // the arena team id must match for everyone in the group // get the personal ratings for queue uint32 avg_pers_rating = 0; for (Group::member_citerator citr = grp->GetMemberSlots().begin(); citr != grp->GetMemberSlots().end(); ++citr) { ArenaTeamMember const* at_member = at->GetMember(citr->guid); if (!at_member) // group member joining to arena must be in leader arena team return; avg_pers_rating += at_member->matchmaker_rating; } avg_pers_rating /= grp->GetMembersCount(); /* Save mmr before enter arena (matchmaker rating fix) */ at->SetBattleRating(avg_pers_rating); arenaRating = avg_pers_rating; BattleGroundQueue& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId]; uint32 avgTime = 0; // may be Group::CanJoinBattleGroundQueue should be moved to player class... GroupJoinBattlegroundResult err = grp->CanJoinBattleGroundQueue(bg, bgQueueTypeId, arenatype, arenatype, true, arenaslot); if (!err) { DEBUG_LOG("Battleground: arena join as group start"); DEBUG_LOG("Battleground: arena team id %u, leader %s queued with rating %u for type %u", _player->GetArenaTeamId(arenaslot), _player->GetName(), arenaRating, arenatype); GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, arenatype, true, false, arenaRating, ateamId); avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId()); } for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* member = itr->getSource(); if (!member) continue; WorldPacket data; if (err) { sBattleGroundMgr.BuildBattleGroundStatusFailedPacket(&data, bg, member, 0, err); member->GetSession()->SendPacket(&data); continue; } // add to queue uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId); // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, member, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, arenatype, TEAM_NONE); member->GetSession()->SendPacket(&data); DEBUG_LOG("Battleground: player joined queue for arena as group bg queue type %u bg type %u: GUID %u, NAME %s", bgQueueTypeId, bgTypeId, member->GetGUIDLow(), member->GetName()); } DEBUG_LOG("Battleground: arena join as group end"); sBattleGroundMgr.ScheduleQueueUpdate(arenaRating, arenatype, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId()); }
void WorldSession::HandleBattleGroundPlayerPositionsOpcode(WorldPacket& /*recv_data*/) { // empty opcode DEBUG_LOG("WORLD: Recvd CMSG_BATTLEGROUND_PLAYER_POSITIONS Message"); BattleGround* bg = _player->GetBattleGround(); if (!bg) // can't be received if player not in battleground return; Player* flagCarrierA = NULL; Player* flagCarrierH = NULL; uint32 flagCarrierCountA = 0; // obsolete uint32 flagCarrierCountH = 0; switch (bg->GetTypeID(true)) { case BATTLEGROUND_WS: { if (flagCarrierA = sObjectMgr.GetPlayer(((BattleGroundWS*)bg)->GetAllianceFlagCarrierGuid())) ++flagCarrierCountH; if (flagCarrierH = sObjectMgr.GetPlayer(((BattleGroundWS*)bg)->GetHordeFlagCarrierGuid())) ++flagCarrierCountH; break; } case BATTLEGROUND_TP: { if (flagCarrierA = sObjectMgr.GetPlayer(((BattleGroundTP*)bg)->GetAllianceFlagCarrierGuid())) ++flagCarrierCountH; if (flagCarrierH = sObjectMgr.GetPlayer(((BattleGroundTP*)bg)->GetHordeFlagCarrierGuid())) ++flagCarrierCountH; break; } case BATTLEGROUND_EY: { if (flagCarrierH = sObjectMgr.GetPlayer(((BattleGroundEY*)bg)->GetFlagCarrierGuid())) ++flagCarrierCountH; break; } case BATTLEGROUND_AB: case BATTLEGROUND_AV: // for other BG types - send default break; default: // maybe it is sent also in arena - do nothing break; } WorldPacket data(SMSG_BATTLEGROUND_PLAYER_POSITIONS, (3 + 1) * 2 + (8 + 4 + 4) * 2); data.WriteBits(flagCarrierCountA, 22); data.WriteBits(flagCarrierCountH, 22); if (flagCarrierA) data.WriteGuidMask<6, 5, 4, 7, 2, 1, 0, 3>(flagCarrierA->GetObjectGuid()); if (flagCarrierH) data.WriteGuidMask<6, 5, 4, 7, 2, 1, 0, 3>(flagCarrierH->GetObjectGuid()); if (flagCarrierA) { data.WriteGuidBytes<2, 1>(flagCarrierA->GetObjectGuid()); data << float(flagCarrierA->GetPositionY()); data.WriteGuidBytes<5, 4, 7, 0, 6, 3>(flagCarrierA->GetObjectGuid()); data << float(flagCarrierA->GetPositionX()); } if (flagCarrierH) { data.WriteGuidBytes<2, 1>(flagCarrierH->GetObjectGuid()); data << float(flagCarrierH->GetPositionY()); data.WriteGuidBytes<5, 4, 7, 0, 6, 3>(flagCarrierH->GetObjectGuid()); data << float(flagCarrierH->GetPositionX()); } SendPacket(&data); }
/* this method is called when group is inserted, or player / group is removed from BG Queue - there is only one player's status changed, so we don't use while(true) cycles to invite whole queue it must be called after fully adding the members of a group to ensure group joining should be called from BattleGround::RemovePlayer function in some cases */ void BattleGroundQueue::BattleGroundQueueUpdate(BattleGroundTypeId bgTypeId, BattleGroundBracketId bracket_id, ArenaType arenaType, bool isRated, uint32 arenaRating) { // std::lock_guard<std::recursive_mutex> guard(m_Lock); // if no players in queue - do nothing if (m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].empty() && m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].empty() && m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE].empty() && m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_HORDE].empty()) return; // battleground with free slot for player should be always in the beggining of the queue // maybe it would be better to create bgfreeslotqueue for each bracket_id BGFreeSlotQueueType::iterator itr, next; for (itr = sBattleGroundMgr.BGFreeSlotQueue[bgTypeId].begin(); itr != sBattleGroundMgr.BGFreeSlotQueue[bgTypeId].end(); itr = next) { next = itr; ++next; // DO NOT allow queue manager to invite new player to arena if ((*itr)->isBattleGround() && (*itr)->GetTypeID() == bgTypeId && (*itr)->GetBracketId() == bracket_id && (*itr)->GetStatus() > STATUS_WAIT_QUEUE && (*itr)->GetStatus() < STATUS_WAIT_LEAVE) { BattleGround* bg = *itr; // we have to store battleground pointer here, because when battleground is full, it is removed from free queue (not yet implemented!!) // and iterator is invalid // clear selection pools m_SelectionPools[TEAM_INDEX_ALLIANCE].Init(); m_SelectionPools[TEAM_INDEX_HORDE].Init(); // call a function that does the job for us FillPlayersToBG(bg, bracket_id); // now everything is set, invite players for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_INDEX_ALLIANCE].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_INDEX_ALLIANCE].SelectedGroups.end(); ++citr) InviteGroupToBG((*citr), bg, (*citr)->GroupTeam); for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_INDEX_HORDE].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_INDEX_HORDE].SelectedGroups.end(); ++citr) InviteGroupToBG((*citr), bg, (*citr)->GroupTeam); if (!bg->HasFreeSlots()) bg->RemoveFromBGFreeSlotQueue(); } } // finished iterating through the bgs with free slots, maybe we need to create a new bg BattleGround* bg_template = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); if (!bg_template) { sLog.outError("Battleground: Update: bg template not found for %u", bgTypeId); return; } // get the min. players per team, properly for larger arenas as well. (must have full teams for arena matches!) uint32 MinPlayersPerTeam = bg_template->GetMinPlayersPerTeam(); uint32 MaxPlayersPerTeam = bg_template->GetMaxPlayersPerTeam(); if (bg_template->isArena()) { MaxPlayersPerTeam = arenaType; MinPlayersPerTeam = sBattleGroundMgr.isArenaTesting() ? 1 : arenaType; } else if (sBattleGroundMgr.isTesting()) MinPlayersPerTeam = 1; m_SelectionPools[TEAM_INDEX_ALLIANCE].Init(); m_SelectionPools[TEAM_INDEX_HORDE].Init(); if (bg_template->isBattleGround()) { // check if there is premade against premade match if (CheckPremadeMatch(bracket_id, MinPlayersPerTeam, MaxPlayersPerTeam)) { // create new battleground BattleGround* bg2 = sBattleGroundMgr.CreateNewBattleGround(bgTypeId, bracket_id, ARENA_TYPE_NONE, false); if (!bg2) { sLog.outError("BattleGroundQueue::Update - Cannot create battleground: %u", bgTypeId); return; } // invite those selection pools for (uint8 i = 0; i < PVP_TEAM_COUNT; ++i) for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_INDEX_ALLIANCE + i].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_INDEX_ALLIANCE + i].SelectedGroups.end(); ++citr) InviteGroupToBG((*citr), bg2, (*citr)->GroupTeam); // start bg bg2->StartBattleGround(); // clear structures m_SelectionPools[TEAM_INDEX_ALLIANCE].Init(); m_SelectionPools[TEAM_INDEX_HORDE].Init(); } } // now check if there are in queues enough players to start new game of (normal battleground, or non-rated arena) if (!isRated) { // if there are enough players in pools, start new battleground or non rated arena if (CheckNormalMatch(bg_template, bracket_id, MinPlayersPerTeam, MaxPlayersPerTeam) || (bg_template->isArena() && CheckSkirmishForSameFaction(bracket_id, MinPlayersPerTeam))) { // we successfully created a pool BattleGround* bg2 = sBattleGroundMgr.CreateNewBattleGround(bgTypeId, bracket_id, arenaType, false); if (!bg2) { sLog.outError("BattleGroundQueue::Update - Cannot create battleground: %u", bgTypeId); return; } // invite those selection pools for (uint8 i = 0; i < PVP_TEAM_COUNT; ++i) for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_INDEX_ALLIANCE + i].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_INDEX_ALLIANCE + i].SelectedGroups.end(); ++citr) InviteGroupToBG((*citr), bg2, (*citr)->GroupTeam); // start bg bg2->StartBattleGround(); } } else if (bg_template->isArena()) { // found out the minimum and maximum ratings the newly added team should battle against // arenaRating is the rating of the latest joined team, or 0 // 0 is on (automatic update call) and we must set it to team's with longest wait time if (!arenaRating) { GroupQueueInfo* front1 = nullptr; GroupQueueInfo* front2 = nullptr; if (!m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].empty()) { front1 = m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].front(); arenaRating = front1->ArenaTeamRating; } if (!m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].empty()) { front2 = m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].front(); arenaRating = front2->ArenaTeamRating; } if (front1 && front2) { if (front1->JoinTime < front2->JoinTime) arenaRating = front1->ArenaTeamRating; } else if (!front1 && !front2) return; // queues are empty } // set rating range uint32 arenaMinRating = (arenaRating <= sBattleGroundMgr.GetMaxRatingDifference()) ? 0 : arenaRating - sBattleGroundMgr.GetMaxRatingDifference(); uint32 arenaMaxRating = arenaRating + sBattleGroundMgr.GetMaxRatingDifference(); // if max rating difference is set and the time past since server startup is greater than the rating discard time // (after what time the ratings aren't taken into account when making teams) then // the discard time is current_time - time_to_discard, teams that joined after that, will have their ratings taken into account // else leave the discard time on 0, this way all ratings will be discarded uint32 discardTime = WorldTimer::getMSTime() - sBattleGroundMgr.GetRatingDiscardTimer(); // we need to find 2 teams which will play next game GroupsQueueType::iterator itr_teams[PVP_TEAM_COUNT]; uint8 found = 0; uint8 team = 0; // optimalization : --- we dont need to use selection_pools - each update we select max 2 groups for (uint8 i = BG_QUEUE_PREMADE_ALLIANCE; i < BG_QUEUE_NORMAL_ALLIANCE; ++i) { // take the group that joined first GroupsQueueType::iterator itr2 = m_QueuedGroups[bracket_id][i].begin(); for (; itr2 != m_QueuedGroups[bracket_id][i].end(); ++itr2) { // if group match conditions, then add it to pool if (!(*itr2)->IsInvitedToBGInstanceGUID && (((*itr2)->ArenaTeamRating >= arenaMinRating && (*itr2)->ArenaTeamRating <= arenaMaxRating) || (*itr2)->JoinTime < discardTime)) { itr_teams[found++] = itr2; team = i; break; } } } if (!found) return; if (found == 1) { for (GroupsQueueType::iterator itr3 = itr_teams[0]; itr3 != m_QueuedGroups[bracket_id][team].end(); ++itr3) { if (!(*itr3)->IsInvitedToBGInstanceGUID && (((*itr3)->ArenaTeamRating >= arenaMinRating && (*itr3)->ArenaTeamRating <= arenaMaxRating) || (*itr3)->JoinTime < discardTime) && (*itr_teams[0])->ArenaTeamId != (*itr3)->ArenaTeamId) { itr_teams[found++] = itr3; break; } } } if (found == 2) { GroupQueueInfo* aTeam = *itr_teams[TEAM_INDEX_ALLIANCE]; GroupQueueInfo* hTeam = *itr_teams[TEAM_INDEX_HORDE]; BattleGround* arena = sBattleGroundMgr.CreateNewBattleGround(bgTypeId, bracket_id, arenaType, true); if (!arena) { sLog.outError("BattlegroundQueue::Update couldn't create arena instance for rated arena match!"); return; } aTeam->OpponentsTeamRating = hTeam->ArenaTeamRating; hTeam->OpponentsTeamRating = aTeam->ArenaTeamRating; DEBUG_LOG("setting oposite teamrating for team %u to %u", aTeam->ArenaTeamId, aTeam->OpponentsTeamRating); DEBUG_LOG("setting oposite teamrating for team %u to %u", hTeam->ArenaTeamId, hTeam->OpponentsTeamRating); // now we must move team if we changed its faction to another faction queue, because then we will spam log by errors in Queue::RemovePlayer if (aTeam->GroupTeam != ALLIANCE) { m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].push_front(aTeam); m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].erase(itr_teams[TEAM_INDEX_ALLIANCE]); } if (hTeam->GroupTeam != HORDE) { m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].push_front(hTeam); m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].erase(itr_teams[TEAM_INDEX_HORDE]); } InviteGroupToBG(aTeam, arena, ALLIANCE); InviteGroupToBG(hTeam, arena, HORDE); DEBUG_LOG("Starting rated arena match!"); arena->StartBattleGround(); } } }
void WorldSession::HandleGameObjectUseOpcode( WorldPacket & recv_data ) { CHECK_PACKET_SIZE(recv_data,8); uint64 guid; uint32 spellId = OPEN_CHEST; const GameObjectInfo *info; recv_data >> guid; sLog.outDebug( "WORLD: Recvd CMSG_GAMEOBJ_USE Message [guid=%u]", guid); GameObject *obj = ObjectAccessor::GetGameObject(*_player, guid); if(!obj) return; //obj->SetUInt32Value(GAMEOBJECT_FLAGS,2); //obj->SetUInt32Value(GAMEOBJECT_FLAGS,2); // default spell caster is player that use GO Unit* spellCaster = GetPlayer(); // default spell target is player that use GO Unit* spellTarget = GetPlayer(); if (Script->GOHello(_player, obj)) return; switch(obj->GetGoType()) { case GAMEOBJECT_TYPE_DOOR: //0 obj->SetUInt32Value(GAMEOBJECT_FLAGS,33); obj->SetUInt32Value(GAMEOBJECT_STATE,0); //open //obj->SetUInt32Value(GAMEOBJECT_TIMESTAMP,0x465EE6D2); //load timestamp obj->SetLootState(GO_CLOSED); obj->SetRespawnTime(5); //close door in 5 seconds return; case GAMEOBJECT_TYPE_BUTTON: //1 obj->SetUInt32Value(GAMEOBJECT_FLAGS,33); obj->SetUInt32Value(GAMEOBJECT_STATE,0); //open obj->SetLootState(GO_CLOSED); obj->SetRespawnTime(2); //close in 1 seconds // activate script sWorld.ScriptsStart(sButtonScripts, obj->GetDBTableGUIDLow(), spellCaster, obj); return; case GAMEOBJECT_TYPE_QUESTGIVER: //2 _player->PrepareQuestMenu( guid ); _player->SendPreparedQuest( guid ); return; //Sitting: Wooden bench, chairs enzz case GAMEOBJECT_TYPE_CHAIR: //7 info = obj->GetGOInfo(); if(info) { //spellId = info->data0; // this is not a spell or offset _player->TeleportTo(obj->GetMapId(), obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ(), obj->GetOrientation(),false,false); _player->SetFlag(UNIT_FIELD_BYTES_1,PLAYER_STATE_SIT_LOW_CHAIR); // Using (3 + spellId) was wrong, this is a number of slot for chair/bench, not offset _player->SetStandState(PLAYER_STATE_SIT_LOW_CHAIR); return; } break; //big gun, its a spell/aura case GAMEOBJECT_TYPE_GOOBER: //10 info = obj->GetGOInfo(); spellId = info ? info->data10 : 0; break; case GAMEOBJECT_TYPE_SPELLCASTER: //22 obj->SetUInt32Value(GAMEOBJECT_FLAGS,2); info = obj->GetGOInfo(); if(info) { spellId = info->data0; if (spellId == 0) spellId = info->data3; //guid=_player->GetGUID(); } break; case GAMEOBJECT_TYPE_CAMERA: //13 info = obj->GetGOInfo(); if(info) { uint32 cinematic_id = info->data1; if(cinematic_id) { WorldPacket data(SMSG_TRIGGER_CINEMATIC, 4); data << cinematic_id; _player->GetSession()->SendPacket(&data); } return; } break; //fishing bobber case GAMEOBJECT_TYPE_FISHINGNODE: //17 { if(_player->GetGUID() != obj->GetOwnerGUID()) return; switch(obj->getLootState()) { case GO_CLOSED: // ready for loot { // 1) skill must be >= base_zone_skill // 2) if skill == base_zone_skill => 5% chance // 3) chance is linear dependence from (base_zone_skill-skill) int32 skill = _player->GetSkillValue(SKILL_FISHING); int32 zone_skill = _player->FishingMinSkillForCurrentZone(); int32 chance = skill - zone_skill + 5; int32 roll = irand(1,100); DEBUG_LOG("Fishing check (skill: %i zone min skill: %i chance %i roll: %i",skill,zone_skill,chance,roll); if(skill >= zone_skill && chance >= roll) { // prevent removing GO at spell cancel _player->RemoveGameObject(obj,false); obj->SetOwnerGUID(_player->GetGUID()); //fish catched _player->UpdateFishingSkill(); _player->SendLoot(obj->GetGUID(),LOOT_FISHING); } else { // fish escaped obj->SetLootState(GO_LOOTED); // can be deleted now WorldPacket data(SMSG_FISH_ESCAPED, 0); SendPacket(&data); } break; } case GO_LOOTED: // nothing to do, will be deleted at next update break; default: { obj->SetLootState(GO_LOOTED); WorldPacket data(SMSG_FISH_NOT_HOOKED, 0); SendPacket(&data); break; } } if(_player->m_currentSpells[CURRENT_CHANNELED_SPELL]) { _player->m_currentSpells[CURRENT_CHANNELED_SPELL]->SendChannelUpdate(0); _player->m_currentSpells[CURRENT_CHANNELED_SPELL]->finish(); } return; } case GAMEOBJECT_TYPE_SUMMONING_RITUAL: { Unit* caster = obj->GetOwner(); info = obj->GetGOInfo(); if( !caster || caster->GetTypeId()!=TYPEID_PLAYER ) return; // accept only use by player from same group for caster except caster itself if(((Player*)caster)==GetPlayer() || !((Player*)caster)->IsInSameGroupWith(GetPlayer())) return; obj->AddUse(GetPlayer()); // must 2 group members use GO, or only 1 when it is meeting stone summon if(obj->GetUniqueUseCount() < (info->data0 == 2 ? 1 : 2)) return; // in case summoning ritual caster is GO creator spellCaster = caster; if(!caster->m_currentSpells[CURRENT_CHANNELED_SPELL]) return; spellId = info->data1; // finish spell caster->m_currentSpells[CURRENT_CHANNELED_SPELL]->SendChannelUpdate(0); caster->m_currentSpells[CURRENT_CHANNELED_SPELL]->finish(); // can be deleted now obj->SetLootState(GO_LOOTED); // go to end function to spell casting break; } case GAMEOBJECT_TYPE_MEETINGSTONE: //23 { info = obj->GetGOInfo(); Player* targetPlayer = ObjectAccessor::FindPlayer(((Player*)spellCaster)->GetSelection()); // accept only use by player from same group for caster except caster itself if(!targetPlayer || targetPlayer == GetPlayer() || !targetPlayer->IsInSameGroupWith(GetPlayer())) return; //required lvl checks! uint8 level = _player->getLevel(); if (level < info->data0 || level > info->data1) return; level = targetPlayer->getLevel(); if (level < info->data0 || level > info->data1) return; spellId = 23598; break; } case GAMEOBJECT_TYPE_FLAGSTAND: // 24 if(_player->InBattleGround() && // in battleground !_player->IsMounted() && // not mounted !_player->HasStealthAura() && // not stealthed !_player->HasInvisibilityAura() && // not invisible _player->isAlive()) // live player { BattleGround *bg = _player->GetBattleGround(); if(!bg) return; // BG flag click // AB: // 15001 // 15002 // 15003 // 15004 // 15005 // WS: // 179830 - Silverwing Flag // 179831 - Warsong Flag // EotS: // 184141 - Netherstorm Flag info = obj->GetGOInfo(); if(info) { switch(info->id) { case 179830: // check if it's correct bg if(bg->GetTypeID() != BATTLEGROUND_WS) return; // check if flag dropped if(((BattleGroundWS*)bg)->GetFlagState(ALLIANCE) != BG_WS_FLAG_STATE_ON_BASE) return; // check if it's correct flag if(((BattleGroundWS*)bg)->m_bgobjects[BG_WS_OBJECT_A_FLAG] != obj->GetGUID()) return; // check player team if(_player->GetTeam() == ALLIANCE) return; spellId = 23335; // Silverwing Flag break; case 179831: // check if it's correct bg if(bg->GetTypeID() != BATTLEGROUND_WS) return; // check if flag dropped if(((BattleGroundWS*)bg)->GetFlagState(HORDE) != BG_WS_FLAG_STATE_ON_BASE) return; // check if it's correct flag if(((BattleGroundWS*)bg)->m_bgobjects[BG_WS_OBJECT_H_FLAG] != obj->GetGUID()) return; // check player team if(_player->GetTeam() == HORDE) return; spellId = 23333; // Warsong Flag break; case 184141: // check if it's correct bg if(bg->GetTypeID() != BATTLEGROUND_EY) return; spellId = 34976; // Netherstorm Flag break; } } } break; case GAMEOBJECT_TYPE_FLAGDROP: // 26 if(_player->InBattleGround() && // in battleground !_player->IsMounted() && // not mounted !_player->HasStealthAura() && // not stealthed !_player->HasInvisibilityAura() && // not invisible _player->isAlive()) // live player { BattleGround *bg = _player->GetBattleGround(); if(!bg) return; // BG flag dropped // WS: // 179785 - Silverwing Flag // 179786 - Warsong Flag // EotS: // 184142 - Netherstorm Flag info = obj->GetGOInfo(); if(info) { switch(info->id) { case 179785: // Silverwing Flag // check if it's correct bg if(bg->GetTypeID() != BATTLEGROUND_WS) return; // check if flag dropped if(((BattleGroundWS*)bg)->GetFlagState(ALLIANCE) != BG_WS_FLAG_STATE_ON_GROUND) return; obj->Delete(); if(_player->GetTeam() == ALLIANCE) { ((BattleGroundWS*)bg)->EventPlayerReturnedFlag(_player); return; } else { _player->CastSpell(_player, 23335, true); return; } break; case 179786: // Warsong Flag // check if it's correct bg if(bg->GetTypeID() != BATTLEGROUND_WS) return; // check if flag dropped if(((BattleGroundWS*)bg)->GetFlagState(HORDE) != BG_WS_FLAG_STATE_ON_GROUND) return; obj->Delete(); if(_player->GetTeam() == HORDE) { ((BattleGroundWS*)bg)->EventPlayerReturnedFlag(_player); return; } else { _player->CastSpell(_player, 23333, true); return; } break; } } obj->Delete(); } break; default: sLog.outDebug("Unknown Object Type %u\n", obj->GetGoType()); break; } if (!spellId) return; SpellEntry const *spellInfo = sSpellStore.LookupEntry( spellId ); if(!spellInfo) { sLog.outError("WORLD: unknown spell id %u\n", spellId); return; } Spell *spell = new Spell(spellCaster, spellInfo, false, 0); SpellCastTargets targets; targets.setUnitTarget( spellTarget ); if(obj) targets.setGOTarget( obj ); spell->prepare(&targets); }
void WorldSession::HandleBattlemasterJoinArena( WorldPacket & recv_data ) { sLog.outDebug("WORLD: CMSG_BATTLEMASTER_JOIN_ARENA"); //recv_data.hexlike(); uint64 guid; // arena Battlemaster guid uint8 arenaslot; // 2v2, 3v3 or 5v5 uint8 asGroup; // asGroup uint8 isRated; // isRated Group * grp; recv_data >> guid >> arenaslot >> asGroup >> isRated; // ignore if we already in BG or BG queue if (_player->InBattleGround()) return; Creature *unit = GetPlayer()->GetMap()->GetCreature(guid); if (!unit) return; if(!unit->isBattleMaster()) // it's not battle master return; uint8 arenatype = 0; uint32 arenaRating = 0; switch(arenaslot) { case 0: arenatype = ARENA_TYPE_2v2; break; case 1: arenatype = ARENA_TYPE_3v3; break; case 2: arenatype = ARENA_TYPE_5v5; break; default: sLog.outError("Unknown arena slot %u at HandleBattlemasterJoinArena()", arenaslot); return; } //check existance BattleGround* bg = NULL; if (!(bg = sBattleGroundMgr.GetBattleGroundTemplate(BATTLEGROUND_AA))) { sLog.outError("Battleground: template bg (all arenas) not found"); return; } BattleGroundTypeId bgTypeId = bg->GetTypeID(); BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, arenatype); // check queueing conditions if (!asGroup) { // check if already in queue if (_player->GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES) //player is already in this queue return; // check if has free queue slots if (!_player->HasFreeBattleGroundQueueId()) return; } else { grp = _player->GetGroup(); // no group found, error if (!grp) return; uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, arenatype, arenatype, (bool)isRated, arenaslot); if (err != BG_JOIN_ERR_OK) { SendBattleGroundOrArenaJoinError(err); return; } } uint32 ateamId = 0; if (isRated) { ateamId = _player->GetArenaTeamId(arenaslot); // check real arenateam existence only here (if it was moved to group->CanJoin .. () then we would ahve to get it twice) ArenaTeam * at = sObjectMgr.GetArenaTeamById(ateamId); if (!at) { _player->GetSession()->SendNotInArenaTeamPacket(arenatype); return; } // get the team rating for queueing arenaRating = at->GetRating(); // the arenateam id must match for everyone in the group // get the personal ratings for queueing uint32 avg_pers_rating = 0; for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player *member = itr->getSource(); // calc avg personal rating avg_pers_rating += member->GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaslot * ARENA_TEAM_END) + ARENA_TEAM_PERSONAL_RATING); } if (arenatype) avg_pers_rating /= arenatype; // if avg personal rating is more than 150 points below the teams rating, the team will be queued against an opponent matching or similar to the average personal rating if (avg_pers_rating + 150 < arenaRating) arenaRating = avg_pers_rating; } GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, arenatype, isRated, false, arenaRating, ateamId); uint32 avgTime = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundQueueIdFromLevel()); if (asGroup) { sLog.outDebug("Battleground: arena join as group start"); if (isRated) sLog.outDebug("Battleground: arena team id %u, leader %s queued with rating %u for type %u",_player->GetArenaTeamId(arenaslot),_player->GetName(),arenaRating,arenatype); for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player *member = itr->getSource(); if(!member) continue; uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId);// add to queue WorldPacket data; // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, arenatype); member->GetSession()->SendPacket(&data); sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId); member->GetSession()->SendPacket(&data); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(member, ginfo); sLog.outDebug("Battleground: player joined queue for arena as group bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,member->GetGUIDLow(), member->GetName()); } sLog.outDebug("Battleground: arena join as group end"); if (isRated) sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AnnounceWorld(ginfo, _player->GetGUID(), true); } else { uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId); WorldPacket data; // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, arenatype); SendPacket(&data); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(_player, ginfo); sLog.outDebug("Battleground: player joined queue for arena, skirmish, bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName()); } sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(), arenatype, isRated, arenaRating); }
void WorldSession::HandleBattlefieldStatusOpcode( WorldPacket & /*recv_data*/ ) { // empty opcode sLog.outDebug( "WORLD: Battleground status" ); WorldPacket data; // TODO: we must put player back to battleground in case disconnect (< 5 minutes offline time) or teleport player on login(!) from battleground map to entry point if(_player->InBattleGround()) { BattleGround *bg = _player->GetBattleGround(); if(bg) { BattleGroundQueueTypeId bgQueueTypeId_tmp = BattleGroundMgr::BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType()); uint32 queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId_tmp); if((bg->GetStatus() <= STATUS_IN_PROGRESS)) { sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime()); SendPacket(&data); } for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) { BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i); if (i == queueSlot || !bgQueueTypeId) continue; BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId); uint8 arenatype = BattleGroundMgr::BGArenaType(bgQueueTypeId); uint8 isRated = 0; uint32 queue_id = _player->GetBattleGroundQueueIdFromLevel(bgTypeId); BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[queue_id]; BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID()); if(itrPlayerStatus == qpMap.end()) continue; if(itrPlayerStatus->second.GroupInfo) { arenatype = itrPlayerStatus->second.GroupInfo->ArenaType; isRated = itrPlayerStatus->second.GroupInfo->IsRated; } BattleGround *bg2 = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); if(bg2) { //in this call is small bug, this call should be filled by player's waiting time in queue //this call nulls all timers for client : sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg2, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0,arenatype,isRated); SendPacket(&data); } } } } else { // we should update all queues? .. i'm not sure if this code is correct for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) { BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i); if(!bgQueueTypeId) continue; BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId); uint8 arenatype = BattleGroundMgr::BGArenaType(bgQueueTypeId); uint8 isRated = 0; uint32 queue_id = _player->GetBattleGroundQueueIdFromLevel(bgTypeId); BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[queue_id]; BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID()); if(itrPlayerStatus == qpMap.end()) continue; if(itrPlayerStatus->second.GroupInfo) { arenatype = itrPlayerStatus->second.GroupInfo->ArenaType; isRated = itrPlayerStatus->second.GroupInfo->IsRated; } if(bg) { sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0, arenatype, isRated); SendPacket(&data); } } } /* else // not sure if it needed... { for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) { sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, NULL, _player->GetTeam(),i , STATUS_NONE, 0, 0); SendPacket(&data); } }*/ }
void WorldSession::HandleMoveWorldportAckOpcode() { // get the teleport destination WorldLocation &loc = GetPlayer()->GetTeleportDest(); // possible errors in the coordinate validity check if(!MapManager::IsValidMapCoord(loc.mapid,loc.x,loc.y,loc.z,loc.o)) { LogoutPlayer(false); return; } // get the destination map entry, not the current one, this will fix homebind and reset greeting MapEntry const* mEntry = sMapStore.LookupEntry(loc.mapid); InstanceTemplate const* mInstance = objmgr.GetInstanceTemplate(loc.mapid); // reset instance validity, except if going to an instance inside an instance if(GetPlayer()->m_InstanceValid == false && !mInstance) GetPlayer()->m_InstanceValid = true; GetPlayer()->SetSemaphoreTeleport(false); // relocate the player to the teleport destination GetPlayer()->SetMapId(loc.mapid); GetPlayer()->Relocate(loc.x, loc.y, loc.z, loc.o); // since the MapId is set before the GetInstance call, the InstanceId must be set to 0 // to let GetInstance() determine the proper InstanceId based on the player's binds GetPlayer()->SetInstanceId(0); // check this before Map::Add(player), because that will create the instance save! bool reset_notify = (GetPlayer()->GetBoundInstance(GetPlayer()->GetMapId(), GetPlayer()->GetDifficulty()) == NULL); GetPlayer()->SendInitialPacketsBeforeAddToMap(); // the CanEnter checks are done in TeleporTo but conditions may change // while the player is in transit, for example the map may get full if(!GetPlayer()->GetMap()->Add(GetPlayer())) { sLog.outDebug("WORLD: teleport of player %s (%d) to location %d,%f,%f,%f,%f failed", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow(), loc.mapid, loc.x, loc.y, loc.z, loc.o); // teleport the player home GetPlayer()->SetDontMove(false); if(!GetPlayer()->TeleportTo(GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation())) { // the player must always be able to teleport home sLog.outError("WORLD: failed to teleport player %s (%d) to homebind location %d,%f,%f,%f,%f!", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow(), GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation()); assert(false); } return; } GetPlayer()->SendInitialPacketsAfterAddToMap(); // flight fast teleport case if(GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType()==FLIGHT_MOTION_TYPE) { if(!_player->InBattleGround()) { // short preparations to continue flight GetPlayer()->SetDontMove(false); FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top()); flight->Initialize(*GetPlayer()); return; } // battleground state prepare, stop flight GetPlayer()->GetMotionMaster()->MovementExpired(); GetPlayer()->m_taxi.ClearTaxiDestinations(); } // resurrect character at enter into instance where his corpse exist after add to map Corpse *corpse = GetPlayer()->GetCorpse(); if (corpse && corpse->GetType() != CORPSE_BONES && corpse->GetMapId() == GetPlayer()->GetMapId()) { if( mEntry->IsDungeon() ) { GetPlayer()->ResurrectPlayer(0.5f); GetPlayer()->SpawnCorpseBones(); GetPlayer()->SaveToDB(); } } if(mEntry->IsRaid() && mInstance) { if(reset_notify) { uint32 timeleft = sInstanceSaveManager.GetResetTimeFor(GetPlayer()->GetMapId()) - time(NULL); GetPlayer()->SendInstanceResetWarning(GetPlayer()->GetMapId(), timeleft); // greeting at the entrance of the resort raid instance } } // mount allow check if(!mEntry->IsMountAllowed()) _player->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED); // battleground state prepare if(_player->InBattleGround()) { BattleGround *bg = _player->GetBattleGround(); if(bg) { if(bg->GetMapId() == _player->GetMapId()) // we teleported to bg { if(!bg->GetBgRaid(_player->GetTeam())) // first player joined { Group *group = new Group; bg->SetBgRaid(_player->GetTeam(), group); group->Create(_player->GetGUIDLow(), _player->GetName()); } else // raid already exist { bg->GetBgRaid(_player->GetTeam())->AddMember(_player->GetGUID(), _player->GetName()); } } } } // honorless target if(GetPlayer()->pvpInfo.inHostileArea) GetPlayer()->CastSpell(GetPlayer(), 2479, true); // resummon pet if(GetPlayer()->m_temporaryUnsummonedPetNumber) { Pet* NewPet = new Pet; if(!NewPet->LoadPetFromDB(GetPlayer(), 0, GetPlayer()->m_temporaryUnsummonedPetNumber, true)) delete NewPet; GetPlayer()->m_temporaryUnsummonedPetNumber = 0; } GetPlayer()->SetDontMove(false); }
void WorldSession::HandleBattleFieldPortOpcode( WorldPacket &recv_data ) { DEBUG_LOG( "WORLD: Recvd CMSG_BATTLEFIELD_PORT Message"); uint8 action; // enter battle 0x1, leave queue 0x0 uint32 mapId; recv_data >> mapId >> action; BattleGroundTypeId bgTypeId = GetBattleGroundTypeIdByMapId(mapId); if(bgTypeId == BATTLEGROUND_TYPE_NONE) { sLog.outError("Battleground: invalid bgtype (%u) received.",bgTypeId); // update battleground slots for the player to fix his UI and sent data. // this is a HACK, I don't know why the client starts sending invalid packets in the first place. // it usually happens with extremely high latency (if debugging / stepping in the code for example) if(_player->InBattleGroundQueue()) { // update all queues, send invitation info if player is invited, queue info if queued for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) { uint32 queue_id = _player->GetBattleGroundQueueId(i); if(!queue_id) continue; BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundBracketIdFromLevel()].find(_player->GetGUID()); // if the player is not in queue, continue if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundBracketIdFromLevel()].end()) continue; // no group information, this should never happen if(!itrPlayerStatus->second.GroupInfo) continue; BattleGround * bg = NULL; // get possibly needed data from groupinfo BattleGroundTypeId bgTypeId = itrPlayerStatus->second.GroupInfo->BgTypeId; uint8 status = 0; if(!itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID) { // not invited to bg, get template bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); status = STATUS_WAIT_QUEUE; } else { // get the bg we're invited to bg = sBattleGroundMgr.GetBattleGround(itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID); status = STATUS_WAIT_JOIN; } // if bg not found, then continue if(!bg) continue; // don't invite if already in the instance if(_player->InBattleGround() && _player->GetBattleGround() && _player->GetBattleGround()->GetInstanceID() == bg->GetInstanceID()) continue; // re - invite player with proper data WorldPacket data; sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, itrPlayerStatus->second.GroupInfo->Team?itrPlayerStatus->second.GroupInfo->Team:_player->GetTeam(), i, status, INVITE_ACCEPT_WAIT_TIME, 0); SendPacket(&data); } } return; } // get the bg what we were invited to BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId); BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundBracketIdFromLevel()].find(_player->GetGUID()); if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundBracketIdFromLevel()].end()) { sLog.outError("Battleground: itrplayerstatus not found."); return; } uint32 instanceId = itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID; // if action == 1, then instanceId is _required_ if(!instanceId && action == 1) { sLog.outError("Battleground: instance not found."); return; } BattleGround *bg = sBattleGroundMgr.GetBattleGround(instanceId); // bg template might and must be used in case of leaving queue, when instance is not created yet if(!bg && action == 0) bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); if(!bg) { sLog.outError("Battleground: bg not found for type id %u.",bgTypeId); return; } bgTypeId = bg->GetTypeID(); if(_player->InBattleGroundQueue()) { uint32 queueSlot = 0; uint32 team = 0; // get the team info from the queue BattleGroundQueue::QueuedPlayersMap::iterator pitr = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundBracketIdFromLevel()].find(_player->GetGUID()); if(pitr !=sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundBracketIdFromLevel()].end() && pitr->second.GroupInfo ) { team = pitr->second.GroupInfo->Team; } else { sLog.outError("Battleground: Invalid player queue info!"); return; } WorldPacket data; switch(action) { case 1: // port to battleground if(!_player->IsInvitedForBattleGroundQueueType(bgQueueTypeId)) return; // cheating? // resurrect the player if(!_player->isAlive()) { _player->ResurrectPlayer(1.0f); _player->SpawnCorpseBones(); } // stop taxi flight at port if(_player->isInFlight()) { _player->GetMotionMaster()->MovementExpired(); _player->m_taxi.ClearTaxiDestinations(); } _player->RemoveFromGroup(); queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId); sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime()); _player->GetSession()->SendPacket(&data); // remove battleground queue status from BGmgr sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(_player->GetGUID(), false); // this is still needed here if battleground "jumping" shouldn't add deserter debuff // also this required to prevent stuck at old battleground after SetBattleGroundId set to new if( BattleGround *currentBg = _player->GetBattleGround() ) currentBg->RemovePlayerAtLeave(_player->GetGUID(), false, true); // set the destination instance id _player->SetBattleGroundId(bg->GetInstanceID()); // set the destination team _player->SetBGTeam(team); // bg->HandleBeforeTeleportToBattleGround(_player); sBattleGroundMgr.SendToBattleGround(_player, instanceId); // add only in HandleMoveWorldPortAck() // bg->AddPlayer(_player,team); DEBUG_LOG("Battleground: player %s (%u) joined battle for bg %u, bgtype %u, queue type %u.",_player->GetName(),_player->GetGUIDLow(),bg->GetInstanceID(),bg->GetTypeID(),bgQueueTypeId); break; case 0: // leave queue queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId); _player->RemoveBattleGroundQueueId(bgQueueTypeId); // must be called this way, because if you move this call to queue->removeplayer, it causes bugs sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_NONE, 0, 0); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(_player->GetGUID(), true); // player left queue, we should update it, maybe now his group fits in sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId,_player->GetBattleGroundBracketIdFromLevel()); SendPacket(&data); DEBUG_LOG("Battleground: player %s (%u) left queue for bgtype %u, queue type %u.",_player->GetName(),_player->GetGUIDLow(),bg->GetTypeID(),bgQueueTypeId); break; default: sLog.outError("Battleground port: unknown action %u", action); break; } } }
void WorldSession::HandleBattleFieldPortOpcode(WorldPacket& recv_data) { DEBUG_LOG("WORLD: Recvd CMSG_BATTLEFIELD_PORT Message"); uint8 action; // enter battle 0x1, leave queue 0x0 uint32 mapId; recv_data >> mapId >> action; BattleGroundTypeId bgTypeId = GetBattleGroundTypeIdByMapId(mapId); if (bgTypeId == BATTLEGROUND_TYPE_NONE) { sLog.outError("BattlegroundHandler: invalid bg map (%u) received.", mapId); return; } if (!_player->InBattleGroundQueue()) { sLog.outError("BattlegroundHandler: Invalid CMSG_BATTLEFIELD_PORT received from player (%u), he is not in bg_queue.", _player->GetGUIDLow()); return; } //get GroupQueueInfo from BattleGroundQueue BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId); BattleGroundQueue& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId]; //we must use temporary variable, because GroupQueueInfo pointer can be deleted in BattleGroundQueue::RemovePlayer() function GroupQueueInfo ginfo; if (!bgQueue.GetPlayerGroupInfoData(_player->GetObjectGuid(), &ginfo)) { sLog.outError("BattlegroundHandler: itrplayerstatus not found."); return; } // if action == 1, then instanceId is required if (!ginfo.IsInvitedToBGInstanceGUID && action == 1) { sLog.outError("BattlegroundHandler: instance not found."); return; } BattleGround* bg = sBattleGroundMgr.GetBattleGround(ginfo.IsInvitedToBGInstanceGUID, bgTypeId); // bg template might and must be used in case of leaving queue, when instance is not created yet if (!bg && action == 0) bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); if (!bg) { sLog.outError("BattlegroundHandler: bg_template not found for type id %u.", bgTypeId); return; } //some checks if player isn't cheating - it is not exactly cheating, but we cannot allow it if (action == 1) { //if player is trying to enter battleground and he has deserter debuff, we must just remove him from queue if (!_player->CanJoinToBattleground()) { //send bg command result to show nice message WorldPacket data2(SMSG_GROUP_JOINED_BATTLEGROUND, 4); data2 << uint32(0xFFFFFFFE); _player->GetSession()->SendPacket(&data2); action = 0; DEBUG_LOG("Battleground: player %s (%u) has a deserter debuff, do not port him to battleground!", _player->GetName(), _player->GetGUIDLow()); } //if player don't match battleground max level, then do not allow him to enter! (this might happen when player leveled up during his waiting in queue if (_player->getLevel() > bg->GetMaxLevel()) { sLog.outError("Battleground: Player %s (%u) has level (%u) higher than maxlevel (%u) of battleground (%u)! Do not port him to battleground!", _player->GetName(), _player->GetGUIDLow(), _player->getLevel(), bg->GetMaxLevel(), bg->GetTypeID()); action = 0; } } uint32 queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId); WorldPacket data; switch (action) { case 1: // port to battleground if (!_player->IsInvitedForBattleGroundQueueType(bgQueueTypeId)) return; // cheating? // resurrect the player if (!_player->isAlive()) { _player->ResurrectPlayer(1.0f); _player->SpawnCorpseBones(); } // stop taxi flight at port if (_player->IsTaxiFlying()) { _player->GetMotionMaster()->MovementExpired(); _player->m_taxi.ClearTaxiDestinations(); } sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime()); _player->GetSession()->SendPacket(&data); // remove battleground queue status from BGmgr bgQueue.RemovePlayer(_player->GetObjectGuid(), false); // this is still needed here if battleground "jumping" shouldn't add deserter debuff // also this is required to prevent stuck at old battleground after SetBattleGroundId set to new if (BattleGround* currentBg = _player->GetBattleGround()) currentBg->RemovePlayerAtLeave(_player->GetObjectGuid(), false, true); // set the destination instance id _player->SetBattleGroundId(bg->GetInstanceID(), bgTypeId); // set the destination team _player->SetBGTeam(ginfo.GroupTeam); // bg->HandleBeforeTeleportToBattleGround(_player); sBattleGroundMgr.SendToBattleGround(_player, ginfo.IsInvitedToBGInstanceGUID, bgTypeId); // add only in HandleMoveWorldPortAck() // bg->AddPlayer(_player,team); DEBUG_LOG("Battleground: player %s (%u) joined battle for bg %u, bgtype %u, queue type %u.", _player->GetName(), _player->GetGUIDLow(), bg->GetInstanceID(), bg->GetTypeID(), bgQueueTypeId); break; case 0: // leave queue _player->RemoveBattleGroundQueueId(bgQueueTypeId); // must be called this way, because if you move this call to queue->removeplayer, it causes bugs sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_NONE, 0, 0); bgQueue.RemovePlayer(_player->GetObjectGuid(), true); // player left queue, we should update it sBattleGroundMgr.ScheduleQueueUpdate(bgQueueTypeId, bgTypeId, _player->GetBattleGroundBracketIdFromLevel(bgTypeId)); SendPacket(&data); DEBUG_LOG("Battleground: player %s (%u) left queue for bgtype %u, queue type %u.", _player->GetName(), _player->GetGUIDLow(), bg->GetTypeID(), bgQueueTypeId); break; default: sLog.outError("Battleground port: unknown action %u", action); break; } }
void WorldSession::HandleBattlefieldStatusOpcode( WorldPacket & /*recv_data*/ ) { // empty opcode DEBUG_LOG( "WORLD: Battleground status" ); WorldPacket data; // TODO: we must put player back to battleground in case disconnect (< 5 minutes offline time) or teleport player on login(!) from battleground map to entry point if(_player->InBattleGround()) { BattleGround *bg = _player->GetBattleGround(); if(bg) { uint32 bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bg->GetTypeID()); uint32 queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId); if((bg->GetStatus() <= STATUS_IN_PROGRESS)) { sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime()); SendPacket(&data); } for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) { uint32 queue_id = _player->GetBattleGroundQueueId(i); // battlegroundqueueid stores the type id, not the instance id, so this is definitely wrong if (i == queueSlot || !queue_id) // we need to get the instance ids continue; BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundBracketIdFromLevel()].find(_player->GetGUID()); if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundBracketIdFromLevel()].end()) continue; BattleGround *bg2 = sBattleGroundMgr.GetBattleGroundTemplate(BattleGroundMgr::BGTemplateId(queue_id)); // try this if(bg2) { //in this call is small bug, this call should be filled by player's waiting time in queue //this call nulls all timers for client : sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg2, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0); SendPacket(&data); } } } } else { // we should update all queues? .. i'm not sure if this code is correct for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) { uint32 queue_id = _player->GetBattleGroundQueueId(i); if(!queue_id) continue; BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(queue_id); BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundBracketIdFromLevel()].find(_player->GetGUID()); if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundBracketIdFromLevel()].end()) continue; if(bg && queue_id) { sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0); SendPacket(&data); } } } /* else // not sure if it needed... { for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) { sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, NULL, _player->GetTeam(),i , STATUS_NONE, 0, 0); SendPacket(&data); } }*/ }
/* this method is called when group is inserted, or player / group is removed from BG Queue - there is only one player's status changed, so we don't use while(true) cycles to invite whole queue it must be called after fully adding the members of a group to ensure group joining should be called after removeplayer functions in some cases */ void BattleGroundQueue::Update(uint32 bgTypeId, uint32 queue_id) { if(bgTypeId >= 3) sLog.outError("BattleGroundQueue::Update()dingdongzonk"); if (queue_id >= MAX_BATTLEGROUND_QUEUES) { //this is error, that caused crashes (not in , but now it shouldn't) sLog.outError("BattleGroundQueue::Update() called for non existing queue type - this can cause crash, pls report problem, if this is the last line of error log before crash"); return; } //if no players in queue ... do nothing if (m_QueuedGroups[queue_id].empty()) return; uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bgTypeId); //battleground with free slot for player should be always the last in this queue BGFreeSlotQueueType::iterator itr, next; for (itr = sBattleGroundMgr.BGFreeSlotQueue[bgTypeId].begin(); itr != sBattleGroundMgr.BGFreeSlotQueue[bgTypeId].end(); itr = next) { next = itr; ++next; // battleground is running, so if: if ((*itr)->GetTypeID() == bgTypeId && (*itr)->GetQueueType() == queue_id && (*itr)->GetStatus() > STATUS_WAIT_QUEUE && (*itr)->GetStatus() < STATUS_WAIT_LEAVE) { //we must check both teams BattleGround* bg = *itr; //we have to store battleground pointer here, because when battleground is full, it is removed from free queue (not yet implemented!!) // and iterator is invalid for(QueuedGroupsList::iterator itr = m_QueuedGroups[queue_id].begin(); itr != m_QueuedGroups[queue_id].end(); ++itr) { // did the group join for this bg type? if((*itr)->BgTypeId != bgTypeId) continue; // if so, check if fits in if(bg->GetFreeSlotsForTeam((*itr)->Team) >= (*itr)->Players.size()) { // if group fits in, invite it InviteGroupToBG((*itr),bg,(*itr)->Team); } } if (!bg->HasFreeSlots()) { //remove BG from BGFreeSlotQueue bg->RemoveFromBGFreeSlotQueue(); } } } // finished iterating through the bgs with free slots, maybe we need to create a new bg BattleGround * bg_template = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); if(!bg_template) { sLog.outError("Battleground: Update: bg template not found for %u", bgTypeId); return; } uint32 MinPlayersPerTeam = bg_template->GetMinPlayersPerTeam(); uint32 MaxPlayersPerTeam = bg_template->GetMaxPlayersPerTeam(); uint32 discardTime = 0; // try to build the selection pools bool bAllyOK = BuildSelectionPool(bgTypeId, queue_id, MinPlayersPerTeam, MaxPlayersPerTeam, NORMAL_ALLIANCE, discardTime); if(bAllyOK) sLog.outDebug("Battleground: ally pool successfully built"); else sLog.outDebug("Battleground: ally pool wasn't created"); bool bHordeOK = BuildSelectionPool(bgTypeId, queue_id, MinPlayersPerTeam, MaxPlayersPerTeam, NORMAL_HORDE, discardTime); if(bHordeOK) sLog.outDebug("Battleground: horde pool successfully built"); else sLog.outDebug("Battleground: horde pool wasn't created"); // if selection pools are ready, create the new bg if (bAllyOK && bHordeOK) { BattleGround * bg2 = 0; // create new battleground bg2 = sBattleGroundMgr.CreateNewBattleGround(bgTypeId); if(!bg2) { sLog.outError("Battleground: couldn't create bg %u",bgTypeId); return; } // start the joining of the bg bg2->SetStatus(STATUS_WAIT_JOIN); bg2->SetQueueType(queue_id); std::list<GroupQueueInfo* >::iterator itr; // Send amount of invites based on the difference between the sizes of the two faction's queues uint32 QUEUED_HORDE = m_SelectionPools[NORMAL_HORDE].SelectedGroups.size(); uint32 QUEUED_ALLIANCE = m_SelectionPools[NORMAL_ALLIANCE].SelectedGroups.size(); uint16 maxbginvites = 0; if(QUEUED_ALLIANCE <= QUEUED_HORDE) maxbginvites = QUEUED_ALLIANCE; else maxbginvites = QUEUED_HORDE; // invite groups from horde selection pool uint16 invitecounter = 0; for(itr = m_SelectionPools[NORMAL_HORDE].SelectedGroups.begin(); itr != m_SelectionPools[NORMAL_HORDE].SelectedGroups.end(); ++itr) { if (invitecounter >= maxbginvites) return; InviteGroupToBG((*itr),bg2,HORDE); ++invitecounter; } // invite groups from ally selection pool invitecounter = 0; for(itr = m_SelectionPools[NORMAL_ALLIANCE].SelectedGroups.begin(); itr != m_SelectionPools[NORMAL_ALLIANCE].SelectedGroups.end(); ++itr) { if (invitecounter >= maxbginvites) return; InviteGroupToBG((*itr),bg2,ALLIANCE); ++invitecounter; } // start the battleground bg2->StartBattleGround(); } }
void WorldSession::HandleBattlemasterJoinOpcode( WorldPacket & recv_data ) { uint64 guid; uint32 instanceId; uint32 mapId; uint8 joinAsGroup; Group * grp; recv_data >> guid; // battlemaster guid recv_data >> mapId; // battleground type id (DBC id) recv_data >> instanceId; // instance id, 0 if First Available selected recv_data >> joinAsGroup; // join as group BattleGroundTypeId bgTypeId = GetBattleGroundTypeIdByMapId(mapId); if(bgTypeId == BATTLEGROUND_TYPE_NONE) { sLog.outError("Battleground: invalid bgtype (%u) received. possible cheater? player guid %u",bgTypeId,_player->GetGUIDLow()); return; } DEBUG_LOG( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from (GUID: %u TypeId:%u)", GUID_LOPART(guid), GuidHigh2TypeId(GUID_HIPART(guid))); // can do this, since it's battleground, not arena uint32 bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId); // ignore if player is already in BG if(_player->InBattleGround()) return; Creature *unit = GetPlayer()->GetMap()->GetCreature(guid); if (!unit) return; if(!unit->isBattleMaster()) // it's not battlemaster return; // get bg instance or bg template if instance not found BattleGround *bg = NULL; if(instanceId) bg = sBattleGroundMgr.GetBattleGround(instanceId); if(!bg && !(bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId))) { sLog.outError("Battleground: no available bg / template found"); return; } BattleGroundBracketId bgBracketId = _player->GetBattleGroundBracketIdFromLevel(); // check queueing conditions if(!joinAsGroup) { // check Deserter debuff if( !_player->CanJoinToBattleground() ) { WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4); data << (uint32) 0xFFFFFFFE; _player->GetSession()->SendPacket(&data); return; } // check if already in queue if (_player->GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES) //player is already in this queue return; // check if has free queue slots if(!_player->HasFreeBattleGroundQueueId()) return; } else { grp = _player->GetGroup(); // no group found, error if(!grp) return; uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam()); if (err != BG_JOIN_ERR_OK) { SendBattleGroundJoinError(err); return; } } // if we're here, then the conditions to join a bg are met. We can proceed in joining. // _player->GetGroup() was already checked, grp is already initialized if(joinAsGroup /* && _player->GetGroup()*/) { DEBUG_LOG("Battleground: the following players are joining as group:"); GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, bgBracketId); for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player *member = itr->getSource(); if(!member) continue; // this should never happen uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId); // add to queue // store entry point coords (same as leader entry point) member->SetBattleGroundEntryPoint(_player); WorldPacket data; // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, member->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0); member->GetSession()->SendPacket(&data); sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId); member->GetSession()->SendPacket(&data); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(member, ginfo); DEBUG_LOG("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,member->GetGUIDLow(), member->GetName()); } DEBUG_LOG("Battleground: group end"); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundBracketIdFromLevel()); if(!ginfo->IsInvitedToBGInstanceGUID) sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AnnounceWorld(ginfo, _player->GetGUID(), true); } else { // already checked if queueSlot is valid, now just get it uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId); // store entry point coords _player->SetBattleGroundEntryPoint(); WorldPacket data; // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0); SendPacket(&data); GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, bgBracketId); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(_player, ginfo); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundBracketIdFromLevel()); if(!ginfo->IsInvitedToBGInstanceGUID) sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AnnounceWorld(ginfo, _player->GetGUID(), true); DEBUG_LOG("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName()); } }
void WorldSession::HandleBattlemasterJoinOpcode(WorldPacket& recv_data) { ObjectGuid guid; uint32 bgTypeId_; uint32 instanceId; uint8 joinAsGroup; bool isPremade = false; Group* grp; recv_data >> guid; // battlemaster guid recv_data >> bgTypeId_; // battleground type id (DBC id) recv_data >> instanceId; // instance id, 0 if First Available selected recv_data >> joinAsGroup; // join as group if (!sBattlemasterListStore.LookupEntry(bgTypeId_)) { sLog.outError("Battleground: invalid bgtype (%u) received. possible cheater? player guid %u", bgTypeId_, _player->GetGUIDLow()); return; } BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_); DEBUG_LOG("WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from %s", guid.GetString().c_str()); // can do this, since it's battleground, not arena BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, ARENA_TYPE_NONE); // ignore if player is already in BG if (_player->InBattleGround()) return; Creature* unit = GetPlayer()->GetMap()->GetCreature(guid); if (!unit) return; if (!unit->isBattleMaster()) // it's not battlemaster return; // get bg instance or bg template if instance not found BattleGround* bg = NULL; if (instanceId) bg = sBattleGroundMgr.GetBattleGroundThroughClientInstance(instanceId, bgTypeId); if (!bg && !(bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId))) { sLog.outError("Battleground: no available bg / template found"); return; } BattleGroundBracketId bgBracketId = _player->GetBattleGroundBracketIdFromLevel(bgTypeId); // check queue conditions if (!joinAsGroup) { // check Deserter debuff if (!_player->CanJoinToBattleground()) { WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4); data << uint32(0xFFFFFFFE); _player->GetSession()->SendPacket(&data); return; } // check if already in queue if (_player->GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES) // player is already in this queue return; // check if has free queue slots if (!_player->HasFreeBattleGroundQueueId()) return; } else { grp = _player->GetGroup(); // no group found, error if (!grp) return; uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0); isPremade = sWorld.getConfig(CONFIG_UINT32_BATTLEGROUND_PREMADE_GROUP_WAIT_FOR_MATCH) && (grp->GetMembersCount() >= bg->GetMinPlayersPerTeam()); if (err != BG_JOIN_ERR_OK) { SendBattleGroundOrArenaJoinError(err); return; } } // if we're here, then the conditions to join a bg are met. We can proceed in joining. // _player->GetGroup() was already checked, grp is already initialized BattleGroundQueue& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId]; if (joinAsGroup) { DEBUG_LOG("Battleground: the following players are joining as group:"); GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bgBracketId, ARENA_TYPE_NONE, false, isPremade, 0); uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundBracketIdFromLevel(bgTypeId)); for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* member = itr->getSource(); if (!member) continue; // this should never happen uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId); // add to queue // store entry point coords (same as leader entry point) member->SetBattleGroundEntryPoint(_player); // send status packet (in queue) WorldPacket data; sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->arenaType); member->GetSession()->SendPacket(&data); sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId); member->GetSession()->SendPacket(&data); DEBUG_LOG("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s", bgQueueTypeId, bgTypeId, member->GetGUIDLow(), member->GetName()); } DEBUG_LOG("Battleground: group end"); } else { GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, bgBracketId, ARENA_TYPE_NONE, false, isPremade, 0); uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundBracketIdFromLevel(bgTypeId)); // already checked if queueSlot is valid, now just get it uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId); // store entry point coords _player->SetBattleGroundEntryPoint(); WorldPacket data; // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->arenaType); SendPacket(&data); DEBUG_LOG("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s", bgQueueTypeId, bgTypeId, _player->GetGUIDLow(), _player->GetName()); } sBattleGroundMgr.ScheduleQueueUpdate(0, ARENA_TYPE_NONE, bgQueueTypeId, bgTypeId, _player->GetBattleGroundBracketIdFromLevel(bgTypeId)); }
void WorldSession::HandleBattleGroundPlayerPositionsOpcode(WorldPacket& /*recv_data*/) { // empty opcode DEBUG_LOG("WORLD: Received opcode MSG_BATTLEGROUND_PLAYER_POSITIONS"); BattleGround* bg = _player->GetBattleGround(); if (!bg) // can't be received if player not in battleground return; switch (bg->GetTypeID(true)) { case BATTLEGROUND_WS: { uint32 flagCarrierCount = 0; Player* flagCarrierAlliance = sObjectMgr.GetPlayer(((BattleGroundWS*)bg)->GetAllianceFlagCarrierGuid()); if (flagCarrierAlliance) ++flagCarrierCount; Player* flagCarrierHorde = sObjectMgr.GetPlayer(((BattleGroundWS*)bg)->GetHordeFlagCarrierGuid()); if (flagCarrierHorde) ++flagCarrierCount; WorldPacket data(MSG_BATTLEGROUND_PLAYER_POSITIONS, 4 + 4 + 16 * flagCarrierCount); data << uint32(0); data << uint32(flagCarrierCount); if (flagCarrierAlliance) { data << flagCarrierAlliance->GetObjectGuid(); data << float(flagCarrierAlliance->GetPositionX()); data << float(flagCarrierAlliance->GetPositionY()); } if (flagCarrierHorde) { data << flagCarrierHorde->GetObjectGuid(); data << float(flagCarrierHorde->GetPositionX()); data << float(flagCarrierHorde->GetPositionY()); } SendPacket(&data); break; } case BATTLEGROUND_EY: { uint32 flagCarrierCount = 0; Player* flagCarrier = sObjectMgr.GetPlayer(((BattleGroundEY*)bg)->GetFlagCarrierGuid()); if (flagCarrier) flagCarrierCount = 1; WorldPacket data(MSG_BATTLEGROUND_PLAYER_POSITIONS, 4 + 4 + 16 * flagCarrierCount); data << uint32(0); data << uint32(flagCarrierCount); if (flagCarrier) { data << flagCarrier->GetObjectGuid(); data << float(flagCarrier->GetPositionX()); data << float(flagCarrier->GetPositionY()); } SendPacket(&data); break; } case BATTLEGROUND_AB: case BATTLEGROUND_AV: { // for other BG types - send default WorldPacket data(MSG_BATTLEGROUND_PLAYER_POSITIONS, 4 + 4); data << uint32(0); data << uint32(0); SendPacket(&data); break; } default: // maybe it is sent also in arena - do nothing break; } }
void WorldSession::HandleBattlefieldStatusOpcode( WorldPacket & /*recv_data*/ ) { // empty opcode DEBUG_LOG( "WORLD: Battleground status" ); WorldPacket data; // we must update all queues here BattleGround *bg = NULL; for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) { BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i); if (!bgQueueTypeId) continue; BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId); uint8 arenaType = BattleGroundMgr::BGArenaType(bgQueueTypeId); if (bgTypeId == _player->GetBattleGroundTypeId()) { bg = _player->GetBattleGround(); //i cannot check any variable from player class because player class doesn't know if player is in 2v2 / 3v3 or 5v5 arena //so i must use bg pointer to get that information if (bg && bg->GetArenaType() == arenaType) { // this line is checked, i only don't know if GetStartTime is changing itself after bg end! // send status in BattleGround sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, STATUS_IN_PROGRESS, bg->GetEndTime(), bg->GetStartTime(), arenaType); SendPacket(&data); continue; } } //we are sending update to player about queue - he can be invited there! //get GroupQueueInfo for queue status BattleGroundQueue& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId]; GroupQueueInfo ginfo; if (!bgQueue.GetPlayerGroupInfoData(_player->GetGUID(), &ginfo)) continue; if (ginfo.IsInvitedToBGInstanceGUID) { bg = sBattleGroundMgr.GetBattleGround(ginfo.IsInvitedToBGInstanceGUID, bgTypeId); if (!bg) continue; uint32 remainingTime = getMSTimeDiff(getMSTime(), ginfo.RemoveInviteTime); // send status invited to BattleGround sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, STATUS_WAIT_JOIN, remainingTime, 0, arenaType); SendPacket(&data); } else { bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); if (!bg) continue; // expected bracket entry PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(),_player->getLevel()); if (!bracketEntry) continue; uint32 avgTime = bgQueue.GetAverageQueueWaitTime(&ginfo, bracketEntry->GetBracketId()); // send status in BattleGround Queue sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, STATUS_WAIT_QUEUE, avgTime, getMSTimeDiff(ginfo.JoinTime, getMSTime()), arenaType); SendPacket(&data); } } }
void WorldSession::HandleBattlemasterJoinOpcode( WorldPacket & recv_data ) { CHECK_PACKET_SIZE(recv_data, 8+4+4+1); uint64 guid; uint32 bgTypeId_; uint32 instanceId; uint8 joinAsGroup; bool isPremade = false; Group * grp; recv_data >> guid; // battlemaster guid recv_data >> bgTypeId_; // battleground type id (DBC id) recv_data >> instanceId; // instance id, 0 if First Available selected recv_data >> joinAsGroup; // join as group if (!sBattlemasterListStore.LookupEntry(bgTypeId_)) { sLog.outError("Battleground: invalid bgtype (%u) received. possible cheater? player guid %u",bgTypeId_,_player->GetGUIDLow()); return; } BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_); sLog.outDebug( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from (GUID: %u TypeId:%u)", GUID_LOPART(guid), GuidHigh2TypeId(GUID_HIPART(guid))); // can do this, since it's battleground, not arena BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, 0); // ignore if player is already in BG if (_player->InBattleGround()) return; // get bg instance or bg template if instance not found BattleGround *bg = NULL; if (instanceId) bg = sBattleGroundMgr.GetBattleGroundThroughClientInstance(instanceId, bgTypeId); if (!bg && !(bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId))) { sLog.outError("Battleground: no available bg / template found"); return; } // check queueing conditions if (!joinAsGroup) { // check Deserter debuff if (!_player->CanJoinToBattleground()) { WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4); data << uint32(0xFFFFFFFE); _player->GetSession()->SendPacket(&data); return; } // check if already in queue if (_player->GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES) //player is already in this queue return; // check if has free queue slots if (!_player->HasFreeBattleGroundQueueId()) return; } else { grp = _player->GetGroup(); // no group found, error if (!grp) return; uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0); isPremade = (grp->GetMembersCount() >= bg->GetMinPlayersPerTeam()); if (err != BG_JOIN_ERR_OK) { SendBattleGroundOrArenaJoinError(err); return; } } // if we're here, then the conditions to join a bg are met. We can proceed in joining. // _player->GetGroup() was already checked, grp is already initialized GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, 0, false, isPremade, 0); uint32 avgTime = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundQueueIdFromLevel(bgTypeId)); if (joinAsGroup /* && _player->GetGroup()*/) { sLog.outDebug("Battleground: the following players are joining as group:"); for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player *member = itr->getSource(); if(!member) continue; // this should never happen uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId); // add to queue // store entry point coords member->SetBattleGroundEntryPoint(member->GetMapId(),member->GetPositionX(),member->GetPositionY(),member->GetPositionZ(),member->GetOrientation()); WorldPacket data; // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->ArenaType); member->GetSession()->SendPacket(&data); sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId); member->GetSession()->SendPacket(&data); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(member, ginfo); sLog.outDebug("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,member->GetGUIDLow(), member->GetName()); } sLog.outDebug("Battleground: group end"); } else { // already checked if queueSlot is valid, now just get it uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId); // store entry point coords _player->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation()); WorldPacket data; // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->ArenaType); SendPacket(&data); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(_player, ginfo); sLog.outDebug("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName()); } sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(bgTypeId)); if (!ginfo->IsInvitedToBGInstanceGUID) sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AnnounceWorld(ginfo, _player->GetGUID(), true); }
void WorldSession::HandleBattlemasterJoinOpcode( WorldPacket & recv_data ) { uint64 guid; uint32 bgTypeId_; uint32 instanceId; uint8 joinAsGroup; bool isPremade = false; Group * grp; recv_data >> guid; // battlemaster guid recv_data >> bgTypeId_; // battleground type id (DBC id) recv_data >> instanceId; // instance id, 0 if First Available selected recv_data >> joinAsGroup; // join as group if (!sBattlemasterListStore.LookupEntry(bgTypeId_)) { sLog.outError("Battleground: invalid bgtype (%u) received. possible cheater? player guid %u",bgTypeId_,_player->GetGUIDLow()); return; } BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_); DEBUG_LOG( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from (GUID: %u TypeId:%u)", GUID_LOPART(guid), GuidHigh2TypeId(GUID_HIPART(guid))); // can do this, since it's battleground, not arena BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, 0); // ignore if player is already in BG if (_player->InBattleGround()) return; // get bg instance or bg template if instance not found BattleGround *bg = NULL; if (instanceId) bg = sBattleGroundMgr.GetBattleGroundThroughClientInstance(instanceId, bgTypeId); if (!bg && !(bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId))) { sLog.outError("Battleground: no available bg / template found"); return; } // expected bracket entry PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(),_player->getLevel()); if (!bracketEntry) return; GroupJoinBattlegroundResult err; // check queue conditions if (!joinAsGroup) { // check Deserter debuff if (!_player->CanJoinToBattleground()) { WorldPacket data; sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS); _player->GetSession()->SendPacket(&data); return; } // check if already in queue if (_player->GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES) //player is already in this queue return; // check if has free queue slots if (!_player->HasFreeBattleGroundQueueId()) return; } else { grp = _player->GetGroup(); // no group found, error if (!grp) return; if(grp->GetLeaderGUID() != _player->GetGUID()) return; err = grp->CanJoinBattleGroundQueue(bg, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0); isPremade = (grp->GetMembersCount() >= bg->GetMinPlayersPerTeam()); } // if we're here, then the conditions to join a bg are met. We can proceed in joining. // _player->GetGroup() was already checked, grp is already initialized BattleGroundQueue& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId]; if (joinAsGroup) { GroupQueueInfo * ginfo; uint32 avgTime; if(err > 0) { DEBUG_LOG("Battleground: the following players are joining as group:"); ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, 0, false, isPremade, 0); avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId()); } for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player *member = itr->getSource(); if(!member) continue; // this should never happen WorldPacket data; if(err <= 0) { sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, err); member->GetSession()->SendPacket(&data); continue; } // add to queue uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId); // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->ArenaType); member->GetSession()->SendPacket(&data); sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, err); member->GetSession()->SendPacket(&data); DEBUG_LOG("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,member->GetGUIDLow(), member->GetName()); } DEBUG_LOG("Battleground: group end"); } else { GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, bracketEntry, 0, false, isPremade, 0); uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId()); // already checked if queueSlot is valid, now just get it uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId); WorldPacket data; // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->ArenaType); SendPacket(&data); DEBUG_LOG("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName()); } sBattleGroundMgr.ScheduleQueueUpdate(0, 0, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId()); }
void WorldSession::HandleBattleFieldPortOpcode( WorldPacket &recv_data ) { sLog.outDebug( "WORLD: Recvd CMSG_BATTLEFIELD_PORT Message"); uint8 type; // arenatype if arena uint8 unk2; // unk, can be 0x0 (may be if was invited?) and 0x1 uint32 instanceId; uint32 bgTypeId_; // type id from dbc uint16 unk; // 0x1F90 constant? uint8 action; // enter battle 0x1, leave queue 0x0 recv_data >> type >> unk2 >> bgTypeId_ >> unk >> action; if (!sBattlemasterListStore.LookupEntry(bgTypeId_)) { sLog.outError("Battleground: invalid bgtype (%u) received.", bgTypeId_); // update battleground slots for the player to fix his UI and sent data. // this is a HACK, I don't know why the client starts sending invalid packets in the first place. // it usually happens with extremely high latency (if debugging / stepping in the code for example) if (_player->InBattleGroundQueue()) { // update all queues, send invitation info if player is invited, queue info if queued for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) { BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i); if (!bgQueueTypeId) continue; BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId); BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers; BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID()); // if the player is not in queue, continue or no group information - this should never happen if (itrPlayerStatus == qpMap.end() || !itrPlayerStatus->second.GroupInfo) continue; BattleGround * bg = NULL; // get possibly needed data from groupinfo uint8 arenatype = itrPlayerStatus->second.GroupInfo->ArenaType; uint8 status = 0; if (!itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID) { // not invited to bg, get template bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); status = STATUS_WAIT_QUEUE; } else { // get the bg we're invited to bg = sBattleGroundMgr.GetBattleGround(itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID, bgTypeId); status = STATUS_WAIT_JOIN; } // if bg not found, then continue, don't invite if already in the instance if (!bg || (_player->InBattleGround() && _player->GetBattleGround() && _player->GetBattleGround()->GetInstanceID() == bg->GetInstanceID())) continue; // re - invite player with proper data WorldPacket data; sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, status, INVITE_ACCEPT_WAIT_TIME, 0, arenatype); SendPacket(&data); } } return; } //get GroupQueueInfo from BattleGroundQueue BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_); BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, type); BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers; BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID()); if (itrPlayerStatus == qpMap.end()) { sLog.outError("Battleground: itrplayerstatus not found."); return; } instanceId = itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID; // if action == 1, then instanceId is required if (!instanceId && action == 1) { sLog.outError("Battleground: instance not found."); return; } BattleGround *bg = sBattleGroundMgr.GetBattleGround(instanceId, bgTypeId); // bg template might and must be used in case of leaving queue, when instance is not created yet if (!bg && action == 0) bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); if (!bg) { sLog.outError("Battleground: bg_template not found for type id %u.", bgTypeId); return; } if (_player->InBattleGroundQueue()) { //we must use temporary variables, because GroupQueueInfo pointer can be deleted in BattleGroundQueue::RemovePlayer() function! uint32 team = itrPlayerStatus->second.GroupInfo->Team; uint32 arenaType = itrPlayerStatus->second.GroupInfo->ArenaType; uint32 isRated = itrPlayerStatus->second.GroupInfo->IsRated; uint32 rating = itrPlayerStatus->second.GroupInfo->ArenaTeamRating; uint32 opponentsRating = itrPlayerStatus->second.GroupInfo->OpponentsTeamRating; //some checks if player isn't cheating - it is not exactly cheating, but we cannot allow it if (action == 1 && arenaType == 0) { //if player is trying to enter battleground (not arena!) and he has deserter debuff, we must just remove him from queue if (!_player->CanJoinToBattleground()) { //send bg command result to show nice message WorldPacket data2(SMSG_GROUP_JOINED_BATTLEGROUND, 4); data2 << uint32(0xFFFFFFFE); _player->GetSession()->SendPacket(&data2); action = 0; sLog.outDebug("Battleground: player %s (%u) has a deserter debuff, do not port him to battleground!", _player->GetName(), _player->GetGUIDLow()); } //if player don't match battleground max level, then do not allow him to enter! (this might happen when player leveled up during his waiting in queue if (_player->getLevel() > bg->GetMaxLevel()) { sLog.outError("Battleground: Player %s (%u) has level higher than maxlevel of battleground! Do not port him to battleground!", _player->GetName(), _player->GetGUIDLow()); action = 0; } } uint32 queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId); WorldPacket data; switch( action ) { case 1: // port to battleground if (!_player->IsInvitedForBattleGroundQueueType(bgQueueTypeId)) return; // cheating? _player->SetBattleGroundEntryPoint(); // resurrect the player if (!_player->isAlive()) { _player->ResurrectPlayer(1.0f); _player->SpawnCorpseBones(); } // stop taxi flight at port if (_player->isInFlight()) { _player->GetMotionMaster()->MovementExpired(); _player->m_taxi.ClearTaxiDestinations(); } sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime(), bg->GetArenaType()); _player->GetSession()->SendPacket(&data); // remove battleground queue status from BGmgr sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(_player->GetGUID(), false); // this is still needed here if battleground "jumping" shouldn't add deserter debuff // also this is required to prevent stuck at old battleground after SetBattleGroundId set to new if (BattleGround *currentBg = _player->GetBattleGround()) currentBg->RemovePlayerAtLeave(_player->GetGUID(), false, true); // set the destination instance id _player->SetBattleGroundId(bg->GetInstanceID(), bgTypeId); // set the destination team _player->SetBGTeam(team); // bg->HandleBeforeTeleportToBattleGround(_player); sBattleGroundMgr.SendToBattleGround(_player, instanceId, bgTypeId); // add only in HandleMoveWorldPortAck() // bg->AddPlayer(_player,team); sLog.outDebug("Battleground: player %s (%u) joined battle for bg %u, bgtype %u, queue type %u.", _player->GetName(), _player->GetGUIDLow(), bg->GetInstanceID(), bg->GetTypeID(), bgQueueTypeId); break; case 0: // leave queue // if player leaves rated arena match before match start, it is counted as he played but he lost if (isRated) { ArenaTeam * at = sObjectMgr.GetArenaTeamById(team); if (at) { sLog.outDebug("UPDATING memberLost's personal arena rating for %u by opponents rating: %u, because he has left queue!", GUID_LOPART(_player->GetGUID()), opponentsRating); at->MemberLost(_player, opponentsRating); at->SaveToDB(); } } _player->RemoveBattleGroundQueueId(bgQueueTypeId); // must be called this way, because if you move this call to queue->removeplayer, it causes bugs sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_NONE, 0, 0, 0); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(_player->GetGUID(), true); // player left queue, we should update it - do not update Arena Queue if (!arenaType) sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(), arenaType, isRated, rating); SendPacket(&data); sLog.outDebug("Battleground: player %s (%u) left queue for bgtype %u, queue type %u.", _player->GetName(), _player->GetGUIDLow(), bg->GetTypeID(), bgQueueTypeId); break; default: sLog.outError("Battleground port: unknown action %u", action); break; } } }
void WorldSession::HandleBattleGroundPlayerPositionsOpcode( WorldPacket & /*recv_data*/ ) { // empty opcode DEBUG_LOG("WORLD: Recvd MSG_BATTLEGROUND_PLAYER_POSITIONS Message"); BattleGround *bg = _player->GetBattleGround(); if(!bg) // can't be received if player not in battleground return; switch( bg->GetTypeID(true) ) { case BATTLEGROUND_WS: { uint32 count1 = 0; // always constant zero? uint32 count2 = 0; // count of next fields Player *ali_plr = sObjectMgr.GetPlayer(((BattleGroundWS*)bg)->GetAllianceFlagPickerGuid()); if (ali_plr) ++count2; Player *horde_plr = sObjectMgr.GetPlayer(((BattleGroundWS*)bg)->GetHordeFlagPickerGuid()); if (horde_plr) ++count2; WorldPacket data(MSG_BATTLEGROUND_PLAYER_POSITIONS, (4+4+16*count1+16*count2)); data << count1; // alliance flag holders count - obsolete, now always 0 /*for(uint8 i = 0; i < count1; ++i) { data << uint64(0); // guid data << (float)0; // x data << (float)0; // y }*/ data << count2; // horde flag holders count - obsolete, now count of next fields if (ali_plr) { data << (uint64)ali_plr->GetGUID(); data << (float)ali_plr->GetPositionX(); data << (float)ali_plr->GetPositionY(); } if (horde_plr) { data << (uint64)horde_plr->GetGUID(); data << (float)horde_plr->GetPositionX(); data << (float)horde_plr->GetPositionY(); } SendPacket(&data); } break; case BATTLEGROUND_EY: //TODO : fix me! break; case BATTLEGROUND_AB: case BATTLEGROUND_AV: { //for other BG types - send default WorldPacket data(MSG_BATTLEGROUND_PLAYER_POSITIONS, (4+4)); data << uint32(0); data << uint32(0); SendPacket(&data); } break; default: //maybe it is sent also in arena - do nothing break; } }
void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data ) { CHECK_PACKET_SIZE(recv_data, 8+1+1+1); sLog.outDebug("WORLD: CMSG_BATTLEMASTER_JOIN_ARENA"); recv_data.hexlike(); // ignore if we already in BG or BG queue if(_player->InBattleGround()) return; uint64 guid; // arena Battlemaster guid uint8 type; // 2v2, 3v3 or 5v5 uint8 asGroup; // asGroup uint8 isRated; // isRated Group * grp; recv_data >> guid >> type >> asGroup >> isRated; Creature *unit = ObjectAccessor::GetCreature(*_player, guid); if(!unit) return; if(!unit->isBattleMaster()) // it's not battle master return; uint8 arenatype = 0; uint32 arenaRating = 0; switch(type) { case 0: arenatype = ARENA_TYPE_2v2; break; case 1: arenatype = ARENA_TYPE_3v3; break; case 2: arenatype = ARENA_TYPE_5v5; break; default: sLog.outError("Unknown arena type %u at HandleBattleGroundArenaJoin()", type); return; } //check existance BattleGround* bg = NULL; if( !(bg = sBattleGroundMgr.GetBattleGroundTemplate(BATTLEGROUND_AA)) ) { sLog.outError("Battleground: template bg (all arenas) not found"); return; } uint8 bgTypeId = bg->GetTypeID(); uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bgTypeId, arenatype); // check queueing conditions if(!asGroup) { // check if already in queue if (_player->GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES) //player is already in this queue return; // check if has free queue slots if(!_player->HasFreeBattleGroundQueueId()) return; } else { grp = _player->GetGroup(); // no group found, error if(!grp) return; uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, arenatype, arenatype, (bool)isRated, type); switch(err) { // TODO: add error-based feedback to players in all cases case BG_JOIN_ERR_GROUP_TOO_MANY: { WorldPacket data; ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_ARENA_GROUP_TOO_LARGE), NULL); SendPacket(&data); } return; break; case BG_JOIN_ERR_GROUP_NOT_ENOUGH: { WorldPacket data; ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_ARENA_NOT_ENOUGH_PLAYERS), NULL); SendPacket(&data); } return; break; case BG_JOIN_ERR_MIXED_ARENATEAM: { WorldPacket data; ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_ARENA_YOUR_TEAM_ONLY), NULL); SendPacket(&data); } return; break; case BG_JOIN_ERR_OFFLINE_MEMBER: { WorldPacket data; ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_OFFLINE_MEMBER), NULL); SendPacket(&data); } return; break; case BG_JOIN_ERR_MIXED_FACTION: { WorldPacket data; ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_MIXED_FACTION), NULL); SendPacket(&data); } return; break; case BG_JOIN_ERR_MIXED_LEVELS: { WorldPacket data; ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_MIXED_LEVELS), NULL); SendPacket(&data); } return; break; case BG_JOIN_ERR_GROUP_MEMBER_ALREADY_IN_QUEUE: { WorldPacket data; ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_MEMBER_ALREADY_IN_QUEUE), NULL); SendPacket(&data); } return; break; case BG_JOIN_ERR_GROUP_DESERTER: { WorldPacket data; ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_MEMBER_DESERTER), NULL); SendPacket(&data); } return; break; case BG_JOIN_ERR_ALL_QUEUES_USED: { WorldPacket data; ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_MEMBER_NO_FREE_QUEUE_SLOTS), NULL); SendPacket(&data); } return; break; // all ok, can join case BG_JOIN_ERR_OK: break; // not the above? shouldn't happen, don't let join default: return; break; }; } uint32 ateamId = 0; if(isRated) { ateamId = _player->GetArenaTeamId(type); // check real arenateam existence only here (if it was moved to group->CanJoin .. () then we would ahve to get it twice) ArenaTeam * at = objmgr.GetArenaTeamById(ateamId); if(!at) { _player->GetSession()->SendNotInArenaTeamPacket(arenatype); return; } // get the team rating for queueing arenaRating = at->GetRating(); // the arenateam id must match for everyone in the group // get the personal ratings for queueing uint32 avg_pers_rating = 0; for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player *member = itr->getSource(); // calc avg personal rating avg_pers_rating += member->GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (type*6) + 5); } if( arenatype ) avg_pers_rating /= arenatype; // if avg personal rating is more than 150 points below the team’s rating, the team will be queued against an opponent matching or similar to the average personal rating if(avg_pers_rating + 150 < arenaRating) arenaRating = avg_pers_rating; } if(asGroup) { GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, arenatype, isRated, arenaRating, ateamId); sLog.outDebug("Battleground: arena join as group start"); if(isRated) sLog.outDebug("Battleground: arena team id %u, leader %s queued with rating %u for type %u",_player->GetArenaTeamId(type),_player->GetName(),arenaRating,arenatype); for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player *member = itr->getSource(); if(!member) continue; uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId);// add to queue // store entry point coords (same as leader entry point) member->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation()); WorldPacket data; // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, member->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0, arenatype, isRated); member->GetSession()->SendPacket(&data); sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId); member->GetSession()->SendPacket(&data); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(member, ginfo); sLog.outDebug("Battleground: player joined queue for arena as group bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,member->GetGUIDLow(), member->GetName()); } sLog.outDebug("Battleground: arena join as group end"); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(), arenatype, isRated, arenaRating); } else { uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId); // store entry point coords _player->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation()); WorldPacket data; // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0, arenatype, isRated); SendPacket(&data); GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, arenatype, isRated, arenaRating); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(_player, ginfo); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(), arenatype, isRated, arenaRating); sLog.outDebug("Battleground: player joined queue for arena, skirmish, bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName()); } }