void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data )
{
    CHECK_PACKET_SIZE(recv_data, 8+1+1+1);

    sLog.outDebug("WORLD: CMSG_ARENAMASTER_JOIN");
    recv_data.hexlike();

    // ignore if we already in BG or BG queue
    if(_player->InBattleGround())
        return;

    for(int qId = 0; qId < PLAYER_MAX_BATTLEGROUND_QUEUES; ++qId)
    {
        if(_player->GetBattleGroundQueueId(qId) != 0)
            return;
    }

    uint64 guid;                                            // arena Battlemaster guid
    uint8 type;                                             // 2v2, 3v3 or 5v5
    uint8 asGroup;                                          // asGroup
    uint8 isRated;                                          // isRated
    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;

    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);
            break;
    }

    if(isRated && !_player->GetArenaTeamId(type))           // player not in arena team of that size
    {
        _player->GetSession()->SendNotInArenaTeamPacket(arenatype);
        return;
    }

    if(asGroup && !_player->GetGroup())                     // player not in group
        return;

    // check existence
    BattleGround *bg = sBattleGroundMgr.GetBattleGround(BATTLEGROUND_AA);
    if(!bg)
        return;

    if(asGroup && _player->GetGroup())
    {
        Group *grp = _player->GetGroup();
        for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
        {
            Player *member = itr->getSource();
            if(!member) continue;

            /*if (!member->CanJoinToBattleground())
                //player has deserter aura .. do nothing
            */

            if (member->InBattleGroundQueueForBattleGroundType(BATTLEGROUND_AA))
                //player is already in this queue
                continue;

            uint32 queueSlot = member->AddBattleGroundQueueId(BATTLEGROUND_AA);// add to queue
            if (queueSlot == PLAYER_MAX_BATTLEGROUND_QUEUES)
            {
                WorldPacket data;
                //fill data
                //member->GetSession()->SendPacket(data);
                continue;
            }

            // 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, BATTLEGROUND_AA);
            member->GetSession()->SendPacket(&data);
            sBattleGroundMgr.m_BattleGroundQueues[BATTLEGROUND_AA].AddPlayer(member, BATTLEGROUND_AA);
        }
    }
    else
    {
        /*if (!member->CanJoinToBattleground())
            //player has deserter aura .. do nothing
        */

        if (_player->InBattleGroundQueueForBattleGroundType(BATTLEGROUND_AA))
            //player is already in this queue
            return;

        uint32 queueSlot = _player->AddBattleGroundQueueId(BATTLEGROUND_AA);
        if (queueSlot == PLAYER_MAX_BATTLEGROUND_QUEUES)
        {
            WorldPacket data;
            //fill data (player is in 3 queues already)
            //SendPacket(data);
            return;
        }

        // 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);
        sBattleGroundMgr.m_BattleGroundQueues[BATTLEGROUND_AA].AddPlayer(_player, BATTLEGROUND_AA);
    }
}
void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data )
{
    CHECK_PACKET_SIZE(recv_data, 8+4+4+1);

    uint64 guid;
    uint32 bgTypeId;
    uint32 instanceId;
    uint8 joinAsGroup;

    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

    sLog.outDebug( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from: " I64FMT " for BG (Type: %u)", guid, bgTypeId);

    if(bgTypeId >= MAX_BATTLEGROUND_TYPES)                  // cheating?
        return;

    // 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;

    // check Deserter debuff
    if( !_player->CanJoinToBattleground() )
    {
        WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
        data << (uint32) 0xFFFFFFFE;
        _player->GetSession()->SendPacket(&data);
        return;
    }

    // check existence
    BattleGround *bg = sBattleGroundMgr.GetBattleGround(bgTypeId);
    if(!bg)
        return;

    if(joinAsGroup && _player->GetGroup())
    {
        Group *grp = _player->GetGroup();
        for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
        {
            Player *member = itr->getSource();
            if(!member) continue;

            if( !member->CanJoinToBattleground() )
            {
                WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
                data << (uint32) 0xFFFFFFFE;
                _player->GetSession()->SendPacket(&data);
                continue;
            }
            if (member->InBattleGroundQueueForBattleGroundType(bgTypeId))
                //player is already in this queue
                continue;

            WorldPacket data;
            uint32 queueSlot = member->AddBattleGroundQueueId(bgTypeId);           // add to queue
            if (queueSlot == PLAYER_MAX_BATTLEGROUND_QUEUES)
            {
                // fill data packet
                //member->GetSession()->SendPacket(data);
                continue;
            }

            // store entry point coords (same as leader entry point)
            member->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation());

                                                            // 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[bgTypeId].AddPlayer(member, bgTypeId);
        }
    }
    else
    {
        if (_player->InBattleGroundQueueForBattleGroundType(bgTypeId))
            //player is already in this queue
            return;
        uint32 queueSlot = _player->AddBattleGroundQueueId(bgTypeId);
        if (queueSlot == PLAYER_MAX_BATTLEGROUND_QUEUES)
        {
            WorldPacket data;
            // fill data packet
            //SendPacket(data);
            return;
        }

        // 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);
        sBattleGroundMgr.m_BattleGroundQueues[bgTypeId].AddPlayer(_player, bgTypeId);
    }
}
void WorldSession::HandleBattlemasterJoinArena(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: CMSG_BATTLEMASTER_JOIN_ARENA");
    // recv_data.hexlike();

    ObjectGuid guid;                                        // arena Battlemaster guid
    uint8 arenaslot;                                        // 2v2, 3v3 or 5v5
    uint8 asGroup;                                          // asGroup
    uint8 isRated;                                          // isRated

    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;

    ArenaType arenatype;
    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);
    BattleGroundBracketId bgBracketId = _player->GetBattleGroundBracketIdFromLevel(bgTypeId);

    Group* grp = NULL;

    // check queue conditions
    if (!asGroup)
    {
        // you can't join in this way by client
        if (isRated)
            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, 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 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;

            // calc avg personal rating
            avg_pers_rating += at_member->personal_rating;
        }

        avg_pers_rating /= grp->GetMembersCount();

        // 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)
    {
        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, bgBracketId, arenatype, isRated, false, arenaRating, ateamId);
        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;

            // add to queue
            uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId);

            // store entry point coords (same as leader entry point)
            member->SetBattleGroundEntryPoint(_player);

            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);
            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, bgBracketId, arenatype, isRated, false, arenaRating, ateamId);
        uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundBracketIdFromLevel(bgTypeId));
        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, 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, _player->GetBattleGroundBracketIdFromLevel(bgTypeId));
}
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));
}
Beispiel #5
0
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);
}
Beispiel #6
0
void WorldSession::HandleBattlemasterJoinArena( 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 arenaslot;                                        // 2v2, 3v3 or 5v5
    uint8 asGroup;                                          // asGroup
    uint8 isRated;                                          // isRated
    Group * grp;

    recv_data >> guid >> arenaslot >> asGroup >> isRated;

    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 = 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 + (arenaslot*6) + 5);
        }

        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(bgTypeId));
    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

            // 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, 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);

        // 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, 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(bgTypeId), arenatype, isRated, arenaRating);
}
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::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::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());
    }
}