void WorldSession::HandleBattleFieldPortOpcode(WorldPacket& recv_data) { DEBUG_LOG("WORLD: Received opcode CMSG_BATTLEFIELD_PORT"); 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(1.0f); _player->SpawnCorpseBones(); } // stop taxi flight at port if (_player->IsTaxiFlying()) { _player->GetMotionMaster()->MovementExpired(); _player->m_taxi.ClearTaxiDestinations(); } sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player, queueSlot, STATUS_IN_PROGRESS, bg->GetEndTime(), bg->GetStartTime(), bg->GetArenaType()); _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 // 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); 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::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->IsTaxiFlying()) { _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 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::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->CleanupAfterTaxiFlight(); } 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); // clear AFK if(_player->isAFK()) _player->ToggleAFK(); // 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 = 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, 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(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::HandleBattlefieldStatusOpcode( WorldPacket & /*recv_data*/ ) { // empty opcode sLog.outDebug( "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::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers; BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID()); if (itrPlayerStatus == qpMap.end()) continue; if (itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID) { bg = sBattleGroundMgr.GetBattleGround(itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID, bgTypeId); if (!bg) continue; uint32 remainingTime = getMSTimeDiff(getMSTime(), itrPlayerStatus->second.GroupInfo->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; uint32 avgTime = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].GetAverageQueueWaitTime(itrPlayerStatus->second.GroupInfo, _player->GetBattleGroundQueueIdFromLevel(bgTypeId)); // send status in BattleGround Queue sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, STATUS_WAIT_QUEUE, avgTime, getMSTimeDiff(itrPlayerStatus->second.GroupInfo->JoinTime, getMSTime()), arenaType); SendPacket(&data); } } }
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; } }
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) { uint32 queueSlot = _player->GetBattleGroundQueueIndex(bg->GetTypeID()); 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); if (i == queueSlot || !queue_id) continue; BattleGround *bg2 = sBattleGroundMgr.GetBattleGround(queue_id); 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++) { if(uint32 queue_id = _player->GetBattleGroundQueueId(i)) { if(BattleGround *bg = sBattleGroundMgr.GetBattleGround(queue_id)) { sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0); SendPacket(&data); } } } } }
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; // 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); if (bgTypeId == _player->GetBattleGroundTypeId()) { bg = _player->GetBattleGround(); //so i must use bg pointer to get that information if (bg) { // 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()); 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->GetObjectGuid(), &ginfo)) continue; if (ginfo.IsInvitedToBGInstanceGUID) { bg = sBattleGroundMgr.GetBattleGround(ginfo.IsInvitedToBGInstanceGUID, bgTypeId); if (!bg) continue; uint32 remainingTime = WorldTimer::getMSTimeDiff(WorldTimer::getMSTime(), ginfo.RemoveInviteTime); // send status invited to BattleGround sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, STATUS_WAIT_JOIN, remainingTime, 0); SendPacket(&data); } else { bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); if (!bg) continue; uint32 avgTime = bgQueue.GetAverageQueueWaitTime(&ginfo, _player->GetBattleGroundBracketIdFromLevel(bgTypeId)); // send status in BattleGround Queue sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, STATUS_WAIT_QUEUE, avgTime, WorldTimer::getMSTimeDiff(ginfo.JoinTime, WorldTimer::getMSTime())); SendPacket(&data); } } }
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); } }*/ }
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::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::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::HandleBattlefieldStatusOpcode( WorldPacket & /*recv_data*/ ) { // empty opcode sLog.outDebug( "WORLD: Battleground status" ); WorldPacket data; uint32 queueSlot = PLAYER_MAX_BATTLEGROUND_QUEUES; if(_player->InBattleGround()) { BattleGround *bg = _player->GetBattleGround(); if(!bg) return; BattleGroundQueueTypeId bgQueueTypeId_tmp = BattleGroundMgr::BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType()); queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId_tmp); if((bg->GetStatus() <= STATUS_IN_PROGRESS)) { sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime()); SendPacket(&data); } } // 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 || i == queueSlot) //queueslot check in case we already send it in the above code continue; BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId); uint8 arenatype = BattleGroundMgr::BGArenaType(bgQueueTypeId); BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); if(!bg) continue; BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers; BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID()); if(itrPlayerStatus == qpMap.end() || !itrPlayerStatus->second.GroupInfo) continue; arenatype = itrPlayerStatus->second.GroupInfo->ArenaType; uint32 avgTime = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].GetAverageQueueWaitTime(itrPlayerStatus->second.GroupInfo, _player->GetBattleGroundQueueIdFromLevel(bgTypeId)); sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, STATUS_WAIT_QUEUE, avgTime, getMSTime()-itrPlayerStatus->second.GroupInfo->JoinTime, arenatype); SendPacket(&data); } }