//Send by client when he click on accept for queue
void WorldSession::HandleBfQueueInviteResponse(WorldPacket& recvData)
{
    uint8 accepted;
    ObjectGuid guid;

    guid[2] = recvData.ReadBit();
    guid[0] = recvData.ReadBit();
    guid[4] = recvData.ReadBit();
    guid[3] = recvData.ReadBit();
    guid[5] = recvData.ReadBit();
    guid[7] = recvData.ReadBit();
    accepted = recvData.ReadBit();
    guid[1] = recvData.ReadBit();
    guid[6] = recvData.ReadBit();

    recvData.ReadByteSeq(guid[1]);
    recvData.ReadByteSeq(guid[3]);
    recvData.ReadByteSeq(guid[2]);
    recvData.ReadByteSeq(guid[4]);
    recvData.ReadByteSeq(guid[6]);
    recvData.ReadByteSeq(guid[7]);
    recvData.ReadByteSeq(guid[0]);
    recvData.ReadByteSeq(guid[5]);

    TC_LOG_ERROR(LOG_FILTER_GENERAL, "HandleQueueInviteResponse: GUID:"UI64FMTD" Accepted:%u", (uint64)guid, accepted);

    Battlefield* bf = sBattlefieldMgr->GetBattlefieldByGUID(guid);
    if (!bf)
        return;

    if (accepted)
        bf->PlayerAcceptInviteToQueue(_player);
}
/**
 * @fn void WorldSession::HandleBfQueueInviteResponse(WorldPacket& recvData)
 *
 * @brief Send by client when he click on accept for queue.
 */
void WorldSession::HandleBfQueueInviteResponse(WorldPacket& recvData)
{
    uint8 accepted;
    ObjectGuid guid;

    guid[2] = recvData.ReadBit();
    guid[0] = recvData.ReadBit();
    guid[4] = recvData.ReadBit();
    guid[3] = recvData.ReadBit();
    guid[5] = recvData.ReadBit();
    guid[7] = recvData.ReadBit();
    accepted = recvData.ReadBit();
    guid[1] = recvData.ReadBit();
    guid[6] = recvData.ReadBit();

    recvData.ReadByteSeq(guid[1]);
    recvData.ReadByteSeq(guid[3]);
    recvData.ReadByteSeq(guid[2]);
    recvData.ReadByteSeq(guid[4]);
    recvData.ReadByteSeq(guid[6]);
    recvData.ReadByteSeq(guid[7]);
    recvData.ReadByteSeq(guid[0]);
    recvData.ReadByteSeq(guid[5]);

    TC_LOG_ERROR("misc", "HandleQueueInviteResponse: %s, accepted: %u", guid.ToString().c_str(), accepted);

    Battlefield* bf = sBattlefieldMgr->GetBattlefieldByGUID(guid);
    if (!bf)
        return;

    if (accepted)
        bf->PlayerAcceptInviteToQueue(_player);
}
Example #3
0
//Send by client when he click on accept for queue
void WorldSession::HandleBfQueueInviteResponse(WorldPacket& recvData)
{
    uint8 accepted;
    ObjectGuid guid;

    uint8 bitOrder[8] = {4, 7, 6, 1, 2, 5, 0, 3};
    recvData.ReadBitInOrder(guid, bitOrder);

    accepted = recvData.ReadBit();
    
    recvData.FlushBits();

    uint8 byteOrder[8] = {6, 4, 0, 1, 5, 7, 3, 2};
    recvData.ReadBytesSeq(guid, byteOrder);

    sLog->outError(LOG_FILTER_GENERAL, "HandleQueueInviteResponse: GUID:" UI64FMTD " Accepted:%u", (uint64)guid, accepted);

    if (!accepted)
        return;

    Battlefield* bf = sBattlefieldMgr->GetBattlefieldByGUID(guid);
    if (!bf)
        return;
    
    bf->PlayerAcceptInviteToQueue(_player);
}
/**
 * @fn void WorldSession::HandleBfQueueInviteResponse(WorldPackets::Battlefield::BFMgrQueueInviteResponse& bfMgrQueueInviteResponse)
 *
 * @brief Send by client when he click on accept for queue.
 */
void WorldSession::HandleBfQueueInviteResponse(WorldPackets::Battlefield::BFMgrQueueInviteResponse& bfMgrQueueInviteResponse)
{
    Battlefield* bf = sBattlefieldMgr->GetBattlefieldByQueueId(bfMgrQueueInviteResponse.QueueID);
    if (!bf)
        return;

    if (bfMgrQueueInviteResponse.AcceptedInvite)
        bf->PlayerAcceptInviteToQueue(_player);
}
Example #5
0
//Send by client when he click on accept for queue
void WorldSession::HandleBfQueueInviteResponse(WorldPacket & recv_data)
{
    uint32 BattleId;
    uint8 Accepted;

    recv_data >> BattleId >> Accepted;
    sLog->outError("HandleQueueInviteResponse: BattleID:%u Accepted:%u", BattleId, Accepted);
    Battlefield* Bf = sBattlefieldMgr.GetBattlefieldByBattleId(BattleId);
    if (!Bf)
        return;

    if (Accepted)
    {
        Bf->PlayerAcceptInviteToQueue(_player);
    }
}
/**
 * @fn void WorldSession::HandleBfQueueInviteResponse(WorldPacket& recvData)
 *
 * @brief Send by client when he click on accept for queue.
 */
void WorldSession::HandleBfQueueInviteResponse(WorldPacket& recvData)
{
    uint32 battleId;
    uint8 accepted;

    recvData >> battleId >> accepted;

    TC_LOG_DEBUG("misc", "HandleBfQueueInviteResponse: BattleID:%u Accepted:%u", battleId, accepted);

    Battlefield* bf = sBattlefieldMgr->GetBattlefieldByBattleId(battleId);
    if (!bf)
        return;

    if (accepted)
        bf->PlayerAcceptInviteToQueue(_player);
}
// Send by client when he click on accept for queue
void WorldSession::HandleBfQueueInviteResponse(WorldPacket& recvData)
{
    uint64 data;
    uint8 Accepted;

    recvData >> Accepted >> data;

    uint64 BattleId = data &~ 0x20000;

    Battlefield* Bf = sBattlefieldMgr->GetBattlefieldByBattleId((uint32)BattleId);
    if (!Bf)
        return;

    if (Accepted)
        Bf->PlayerAcceptInviteToQueue(_player);
}
//Send by client when he click on accept for queue
void WorldSession::HandleBfQueueInviteResponse(WorldPacket & recvData)
{
    uint32 BattleId;
    uint8 Accepted;

    recvData >> BattleId >> Accepted;
    TC_LOG_DEBUG(LOG_FILTER_GENERAL, "HandleQueueInviteResponse: BattleID:%u Accepted:%u", BattleId, Accepted);
    Battlefield* Bf = sBattlefieldMgr->GetBattlefieldByBattleId(BattleId);
    if (!Bf)
        return;

    if (Accepted)
    {
        Bf->PlayerAcceptInviteToQueue(_player);
    }
}
Example #9
0
//Send by client when he click on accept for queue
void WorldSession::HandleBfQueueInviteResponse(WorldPacket & recvData)
{
    uint8 accepted;
    ObjectGuid guid;

    recvData.ReadBitSeq<4, 7, 6, 1, 2, 5, 0, 3>(guid);
    accepted = recvData.ReadBit();
    recvData.ReadByteSeq<6, 4, 0, 1, 5, 7, 3, 2>(guid);

    TC_LOG_ERROR("misc", "HandleQueueInviteResponse: GUID:" UI64FMTD " Accepted:%u", (uint64)guid, accepted);

    if (!accepted)
        return;

    Battlefield* bf = sBattlefieldMgr->GetBattlefieldByGUID(guid);
    if (!bf)
        return;

    bf->PlayerAcceptInviteToQueue(_player);
}