GroupJoinBattlegroundResult Group::CanJoinBattleGroundQueue(BattleGround const* bgOrTemplate, BattleGroundQueueTypeId bgQueueTypeId, uint32 MinPlayerCount, uint32 /*MaxPlayerCount*/, bool isRated, uint32 arenaSlot) { BattlemasterListEntry const* bgEntry = sBattlemasterListStore.LookupEntry(bgOrTemplate->GetTypeID()); if (!bgEntry) return ERR_GROUP_JOIN_BATTLEGROUND_FAIL; // shouldn't happen // check for min / max count uint32 memberscount = GetMembersCount(); // only check for MinPlayerCount since MinPlayerCount == MaxPlayerCount for arenas... if (bgOrTemplate->isArena() && memberscount != MinPlayerCount) return ERR_ARENA_TEAM_PARTY_SIZE; if (memberscount > bgEntry->maxGroupSize) // no MinPlayerCount for battlegrounds return ERR_BATTLEGROUND_NONE; // ERR_GROUP_JOIN_BATTLEGROUND_TOO_MANY handled on client side // get a player as reference, to compare other players' stats to (arena team id, queue id based on level, etc.) Player* reference = GetFirstMember()->getSource(); // no reference found, can't join this way if (!reference) return ERR_BATTLEGROUND_JOIN_FAILED; PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bgOrTemplate->GetMapId(), reference->getLevel()); if (!bracketEntry) return ERR_BATTLEGROUND_JOIN_FAILED; uint32 arenaTeamId = reference->GetArenaTeamId(arenaSlot); Team team = reference->GetTeam(); // check every member of the group to be able to join for (GroupReference* itr = GetFirstMember(); itr != nullptr; itr = itr->next()) { Player* member = itr->getSource(); // offline member? don't let join if (!member) return ERR_BATTLEGROUND_JOIN_FAILED; // don't allow cross-faction join as group if (member->GetTeam() != team) return ERR_BATTLEGROUND_JOIN_TIMED_OUT; // not in the same battleground level bracket, don't let join PvPDifficultyEntry const* memberBracketEntry = GetBattlegroundBracketByLevel(bracketEntry->mapId, member->getLevel()); if (memberBracketEntry != bracketEntry) return ERR_BATTLEGROUND_JOIN_RANGE_INDEX; // don't let join rated matches if the arena team id doesn't match if (isRated && member->GetArenaTeamId(arenaSlot) != arenaTeamId) return ERR_BATTLEGROUND_JOIN_FAILED; // don't let join if someone from the group is already in that bg queue if (member->InBattleGroundQueueForBattleGroundQueueType(bgQueueTypeId)) return ERR_BATTLEGROUND_JOIN_FAILED; // not blizz-like // check for deserter debuff in case not arena queue if (bgOrTemplate->GetTypeID() != BATTLEGROUND_AA && !member->CanJoinToBattleground()) return ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS; // check if member can join any more battleground queues if (!member->HasFreeBattleGroundQueueId()) return ERR_BATTLEGROUND_TOO_MANY_QUEUES; // not blizz-like } return GroupJoinBattlegroundResult(bgOrTemplate->GetTypeID()); }
void WorldSession::HandleBattlemasterJoinOpcode(WorldPacket & recvData) { uint64 guid; uint32 bgTypeId_; uint32 instanceId; // sent to queue for particular bg from battlemaster's list, currently not used uint8 joinAsGroup; recvData >> guid; // battlemaster guid recvData >> bgTypeId_; // battleground type id (DBC id) recvData >> instanceId; // instance id, 0 if First Available selected recvData >> joinAsGroup; // join as group // entry not found if (!sBattlemasterListStore.LookupEntry(bgTypeId_)) return; // chosen battleground type is disabled if (DisableMgr::IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, bgTypeId_, NULL)) { ChatHandler(this).PSendSysMessage(LANG_BG_DISABLED); return; } // get queue typeid and random typeid to check if already queued for them BattlegroundTypeId bgTypeId = BattlegroundTypeId(bgTypeId_); BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, 0); BattlegroundQueueTypeId bgQueueTypeIdRandom = BattlegroundMgr::BGQueueTypeId(BATTLEGROUND_RB, 0); // safety check - bgQueueTypeId == BATTLEGROUND_QUEUE_NONE if tried to queue for arena using this function if (bgQueueTypeId == BATTLEGROUND_QUEUE_NONE) return; // get bg template Battleground* bgt = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId); if (!bgt) return; // expected bracket entry PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bgt->GetMapId(), _player->getLevel()); if (!bracketEntry) return; // pussywizard: if trying to queue for already queued // just remove from queue and it will requeue! uint32 qSlot = _player->GetBattlegroundQueueIndex(bgQueueTypeId); if (qSlot < PLAYER_MAX_BATTLEGROUND_QUEUES) { BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId); if (bgQueue.IsPlayerInvitedToRatedArena(_player->GetGUID())) { WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_JOIN_FAILED); SendPacket(&data); return; } bgQueue.RemovePlayer(_player->GetGUID(), false, qSlot); _player->RemoveBattlegroundQueueId(bgQueueTypeId); } // must have free queue slot if (!_player->HasFreeBattlegroundQueueId()) { WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_TOO_MANY_QUEUES); SendPacket(&data); return; } // queue result (default ok) GroupJoinBattlegroundResult err = GroupJoinBattlegroundResult(bgt->GetBgTypeID()); // check if player can queue: if (!joinAsGroup) { if (GetPlayer()->InBattleground()) // currently in battleground err = ERR_BATTLEGROUND_NOT_IN_BATTLEGROUND; else if (GetPlayer()->isUsingLfg()) // using lfg system err = ERR_LFG_CANT_USE_BATTLEGROUND; else if (!_player->CanJoinToBattleground()) // has deserter debuff err = ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS; else if (_player->InBattlegroundQueueForBattlegroundQueueType(bgQueueTypeIdRandom)) // queued for random bg, so can't queue for anything else err = ERR_IN_RANDOM_BG; else if (_player->InBattlegroundQueue() && bgTypeId == BATTLEGROUND_RB) // already in queue, so can't queue for random err = ERR_IN_NON_RANDOM_BG; else if (_player->InBattlegroundQueueForBattlegroundQueueType(BATTLEGROUND_QUEUE_2v2) || _player->InBattlegroundQueueForBattlegroundQueueType(BATTLEGROUND_QUEUE_3v3) || _player->InBattlegroundQueueForBattlegroundQueueType(BATTLEGROUND_QUEUE_5v5)) // can't be already queued for arenas err = ERR_BATTLEGROUND_QUEUED_FOR_RATED; if (err <= 0) { WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err); SendPacket(&data); return; } BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId); GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, NULL, bracketEntry, false, false, 0, 0, 0); uint32 avgWaitTime = bgQueue.GetAverageQueueWaitTime(ginfo); uint32 queueSlot = _player->AddBattlegroundQueueId(bgQueueTypeId); // send status packet WorldPacket data; sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bgt, queueSlot, STATUS_WAIT_QUEUE, avgWaitTime, 0, 0, TEAM_NEUTRAL); SendPacket(&data); } // check if group can queue: else { Group* grp = _player->GetGroup(); // no group or not a leader if (!grp || grp->GetLeaderGUID() != _player->GetGUID()) return; // pussywizard: for party members - remove queues for which leader is not queued to! std::set<uint32> leaderQueueTypeIds; for (uint32 i=0; i<PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) leaderQueueTypeIds.insert((uint32)_player->GetBattlegroundQueueTypeId(i)); for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) if (Player* member = itr->GetSource()) for (uint32 i=0; i<PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) if (BattlegroundQueueTypeId mqtid = member->GetBattlegroundQueueTypeId(i)) if (leaderQueueTypeIds.count((uint32)mqtid) == 0) { BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(mqtid); if (bgQueue.IsPlayerInvitedToRatedArena(member->GetGUID())) { WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_JOIN_FAILED); SendPacket(&data); return; } bgQueue.RemovePlayer(member->GetGUID(), false, i); member->RemoveBattlegroundQueueId(mqtid); } if (_player->InBattlegroundQueueForBattlegroundQueueType(bgQueueTypeIdRandom)) // queued for random bg, so can't queue for anything else err = ERR_IN_RANDOM_BG; else if (_player->InBattlegroundQueue() && bgTypeId == BATTLEGROUND_RB) // already in queue, so can't queue for random err = ERR_IN_NON_RANDOM_BG; else if (_player->InBattlegroundQueueForBattlegroundQueueType(BATTLEGROUND_QUEUE_2v2) || _player->InBattlegroundQueueForBattlegroundQueueType(BATTLEGROUND_QUEUE_3v3) || _player->InBattlegroundQueueForBattlegroundQueueType(BATTLEGROUND_QUEUE_5v5)) // can't be already queued for arenas err = ERR_BATTLEGROUND_QUEUED_FOR_RATED; if (err > 0) err = grp->CanJoinBattlegroundQueue(bgt, bgQueueTypeId, 0, bgt->GetMaxPlayersPerTeam(), false, 0); bool isPremade = (grp->GetMembersCount() >= bgt->GetMinPlayersPerTeam() && bgTypeId != BATTLEGROUND_RB); uint32 avgWaitTime = 0; if (err > 0) { BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId); GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, grp, bracketEntry, false, isPremade, 0, 0, 0); avgWaitTime = bgQueue.GetAverageQueueWaitTime(ginfo); } WorldPacket data; for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* member = itr->GetSource(); if (!member) continue; if (err <= 0) { sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err); member->GetSession()->SendPacket(&data); continue; } uint32 queueSlot = member->AddBattlegroundQueueId(bgQueueTypeId); // send status packet sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bgt, queueSlot, STATUS_WAIT_QUEUE, avgWaitTime, 0, 0, TEAM_NEUTRAL); member->GetSession()->SendPacket(&data); sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err); member->GetSession()->SendPacket(&data); } } }
void WorldSession::HandleBattlemasterJoinArena(WorldPacket & recvData) { uint64 guid; // arena Battlemaster guid uint8 arenaslot; // 2v2, 3v3 or 5v5 uint8 asGroup; // asGroup uint8 isRated; // isRated recvData >> guid >> arenaslot >> asGroup >> isRated; // can't queue for rated without a group if (isRated && !asGroup) return; // find creature by guid Creature* unit = GetPlayer()->GetMap()->GetCreature(guid); if (!unit || !unit->IsBattleMaster()) return; // get arena type uint8 arenatype = 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: return; } // get template for all arenas Battleground* bgt = sBattlegroundMgr->GetBattlegroundTemplate(BATTLEGROUND_AA); if (!bgt) return; // arenas disabled if (DisableMgr::IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, BATTLEGROUND_AA, NULL)) { ChatHandler(this).PSendSysMessage(LANG_ARENA_DISABLED); return; } BattlegroundTypeId bgTypeId = bgt->GetBgTypeID(); BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, arenatype); // expected bracket entry PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bgt->GetMapId(), _player->getLevel()); if (!bracketEntry) return; // pussywizard: if trying to queue for already queued // just remove from queue and it will requeue! uint32 qSlot = _player->GetBattlegroundQueueIndex(bgQueueTypeId); if (qSlot < PLAYER_MAX_BATTLEGROUND_QUEUES) { BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId); if (bgQueue.IsPlayerInvitedToRatedArena(_player->GetGUID())) { WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_JOIN_FAILED); SendPacket(&data); return; } bgQueue.RemovePlayer(_player->GetGUID(), false, qSlot); _player->RemoveBattlegroundQueueId(bgQueueTypeId); } // must have free queue slot // pussywizard: allow being queued only in one arena queue, and it even cannot be together with bg queues if (_player->InBattlegroundQueue()) { WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_CANNOT_QUEUE_FOR_RATED); SendPacket(&data); return; } // queue result (default ok) GroupJoinBattlegroundResult err = GroupJoinBattlegroundResult(bgt->GetBgTypeID()); // check if player can queue: if (!asGroup) { if (GetPlayer()->InBattleground()) // currently in battleground err = ERR_BATTLEGROUND_NOT_IN_BATTLEGROUND; else if (GetPlayer()->isUsingLfg()) // using lfg system err = ERR_LFG_CANT_USE_BATTLEGROUND; if (err <= 0) { WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err); SendPacket(&data); return; } BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId); GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, NULL, bracketEntry, false, false, 0, 0, 0); uint32 avgWaitTime = bgQueue.GetAverageQueueWaitTime(ginfo); uint32 queueSlot = _player->AddBattlegroundQueueId(bgQueueTypeId); WorldPacket data; sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bgt, queueSlot, STATUS_WAIT_QUEUE, avgWaitTime, 0, arenatype, TEAM_NEUTRAL); SendPacket(&data); } // check if group can queue: else { Group* grp = _player->GetGroup(); // no group or not a leader if (!grp || grp->GetLeaderGUID() != _player->GetGUID()) return; // pussywizard: for party members - remove queues for which leader is not queued to! std::set<uint32> leaderQueueTypeIds; for (uint32 i=0; i<PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) leaderQueueTypeIds.insert((uint32)_player->GetBattlegroundQueueTypeId(i)); for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) if (Player* member = itr->GetSource()) for (uint32 i=0; i<PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) if (BattlegroundQueueTypeId mqtid = member->GetBattlegroundQueueTypeId(i)) if (leaderQueueTypeIds.count((uint32)mqtid) == 0) { BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(mqtid); if (bgQueue.IsPlayerInvitedToRatedArena(member->GetGUID())) { WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_JOIN_FAILED); SendPacket(&data); return; } bgQueue.RemovePlayer(member->GetGUID(), false, i); member->RemoveBattlegroundQueueId(mqtid); } uint32 ateamId = 0; uint32 arenaRating = 0; uint32 matchmakerRating = 0; // additional checks for rated arenas if (isRated) { // pussywizard: for rated matches check if season is in progress! if (!sWorld->getBoolConfig(CONFIG_ARENA_SEASON_IN_PROGRESS)) return; ateamId = _player->GetArenaTeamId(arenaslot); // check team existence ArenaTeam* at = sArenaTeamMgr->GetArenaTeamById(ateamId); if (!at) { SendNotInArenaTeamPacket(arenatype); return; } // get team rating for queueing arenaRating = at->GetRating(); matchmakerRating = at->GetAverageMMR(grp); if (arenaRating <= 0) arenaRating = 1; } err = grp->CanJoinBattlegroundQueue(bgt, bgQueueTypeId, arenatype, arenatype, (bool)isRated, arenaslot); uint32 avgWaitTime = 0; if (err > 0) { BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId); GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, grp, bracketEntry, isRated, false, arenaRating, matchmakerRating, ateamId); avgWaitTime = bgQueue.GetAverageQueueWaitTime(ginfo); } WorldPacket data; for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* member = itr->GetSource(); if (!member) continue; if (err <= 0) { sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err); member->GetSession()->SendPacket(&data); continue; } uint32 queueSlot = member->AddBattlegroundQueueId(bgQueueTypeId); // send status packet sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bgt, queueSlot, STATUS_WAIT_QUEUE, avgWaitTime, 0, arenatype, TEAM_NEUTRAL, isRated); member->GetSession()->SendPacket(&data); sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err); member->GetSession()->SendPacket(&data); } // pussywizard: schedule update for rated arena if (ateamId) sBattlegroundMgr->ScheduleArenaQueueUpdate(ateamId, bgQueueTypeId, bracketEntry->GetBracketId()); } }