void Battlefield::InvitePlayerToQueue(Player* player)
{
    BattlefieldQueue* queue = sBattlefieldMgr->GetQueueForBattlefield(m_Guid);

    if(queue->IsPlayerQueued(player))
        return;

    if(queue->HasEnoughSpace(player))
        player->GetSession()->SendBfInvitePlayerToQueue(m_Guid, m_isActive);
}
/**
 * @fn void WorldSession::HandleBfQueueRequest(WorldPacket & recvData)
 *
 * @brief Send by client when queued battlefield
 */
void WorldSession::HandleBfQueueRequest(WorldPacket & recvData)
{
    ObjectGuid guid;

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

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

    Battlefield *pBf = sBattlefieldMgr->GetBattlefieldByGUID(guid);
    if(pBf)
    {
        BattlefieldQueue *pQueue = sBattlefieldMgr->GetQueueForBattlefield(guid);
        if(pQueue)
        {
            bool canJoin = true;

            //check if player is queued in BG/LFG, if so - set canJoin to false
            if(pQueue->HasEnoughSpace(GetPlayer()) && canJoin)
                pQueue->AddPlayerToQueue(GetPlayer());

            SendBfQueueInviteResponse(guid,pQueue->GetId(),pBf->GetZoneId(),canJoin,!pQueue->HasEnoughSpace(GetPlayer()),pBf->IsWarTime());
        }
    }
}