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 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; 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 (%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->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 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); 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 (ginfo.IsRated) { ArenaTeam * at = sObjectMgr.GetArenaTeamById(ginfo.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()), ginfo.OpponentsTeamRating); at->MemberLost(_player, ginfo.OpponentsMatchmakerRating); 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.ArenaMatchmakerRating, ginfo.ArenaType, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId()); 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::HandleBattlemasterJoinArena(WorldPacket & recv_data) { sLog.outDebug("WORLD: CMSG_BATTLEMASTER_JOIN_ARENA"); //recv_data.hexlike(); uint64 guid; // arena Battlemaster guid uint8 arenaslot; // 2v2, 3v3 or 5v5 uint8 asGroup; // asGroup uint8 isRated; // isRated Group * grp = NULL; 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; uint8 arenatype = 0; uint32 arenaRating = 0; uint32 matchmakerRating = 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 = sBattlegroundMgr.GetBattlegroundTemplate(BATTLEGROUND_AA); if (!bg) { sLog.outError("Battleground: template bg (all arenas) not found"); return; } if (sDisableMgr.IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, BATTLEGROUND_AA, NULL)) { ChatHandler(this).PSendSysMessage(LANG_ARENA_DISABLED); return; } BattlegroundTypeId bgTypeId = bg->GetTypeID(); BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, arenatype); PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(),_player->getLevel()); if (!bracketEntry) return; GroupJoinBattlegroundResult err = ERR_GROUP_JOIN_BATTLEGROUND_FAIL; 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; if (grp->GetLeaderGUID() != _player->GetGUID()) return; err = grp->CanJoinBattlegroundQueue(bg, bgQueueTypeId, arenatype, arenatype, (bool)isRated, arenaslot); } 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 = sObjectMgr.GetArenaTeamById(ateamId); if (!at) { _player->GetSession()->SendNotInArenaTeamPacket(arenatype); return; } // get the team rating for queueing arenaRating = at->GetRating(); matchmakerRating = at->GetAverageMMR(grp); // the arenateam id must match for everyone in the group if (arenaRating <= 0) arenaRating = 1; } BattlegroundQueue &bgQueue = sBattlegroundMgr.m_BattlegroundQueues[bgQueueTypeId]; if (asGroup) { uint32 avgTime = 0; if (err > 0) { sLog.outDebug("Battleground: arena join as group start"); if (isRated) { sLog.outDebug("Battleground: arena team id %u, leader %s queued with matchmaker rating %u for type %u",_player->GetArenaTeamId(arenaslot),_player->GetName(),matchmakerRating,arenatype); bg->SetRated(true); } else bg->SetRated(false); GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, arenatype, isRated, false, arenaRating, matchmakerRating, ateamId); avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId()); } for (GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player *member = itr->getSource(); if (!member) continue; WorldPacket data; if (err <= 0) { sBattlegroundMgr.BuildGroupJoinedBattlegroundPacket(&data, err); member->GetSession()->SendPacket(&data); continue; } // add to queue uint32 queueSlot = member->AddBattlegroundQueueId(bgQueueTypeId); // send status packet (in queue) sBattlegroundMgr.BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, arenatype); member->GetSession()->SendPacket(&data); sBattlegroundMgr.BuildGroupJoinedBattlegroundPacket(&data, err); member->GetSession()->SendPacket(&data); 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()); } } else { GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, bracketEntry, arenatype, isRated, false, arenaRating, matchmakerRating, ateamId); uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId()); uint32 queueSlot = _player->AddBattlegroundQueueId(bgQueueTypeId); WorldPacket data; // send status packet (in queue) sBattlegroundMgr.BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, arenatype); SendPacket(&data); 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.ScheduleQueueUpdate(matchmakerRating, arenatype, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId()); }
/* this method is called when group is inserted, or player / group is removed from BG Queue - there is only one player's status changed, so we don't use while (true) cycles to invite whole queue it must be called after fully adding the members of a group to ensure group joining should be called from Battleground::RemovePlayer function in some cases */ void BattlegroundQueue::BattlegroundQueueUpdate(uint32 /*diff*/, BattlegroundTypeId bgTypeId, BattlegroundBracketId bracket_id, uint8 arenaType, bool isRated, uint32 arenaRating) { //if no players in queue - do nothing if (m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].empty() && m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].empty() && m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE].empty() && m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_HORDE].empty()) return; // battleground with free slot for player should be always in the beggining of the queue // maybe it would be better to create bgfreeslotqueue for each bracket_id BGFreeSlotQueueContainer& bgQueues = sBattlegroundMgr->GetBGFreeSlotQueueStore(bgTypeId); for (BGFreeSlotQueueContainer::iterator itr = bgQueues.begin(); itr != bgQueues.end();) { Battleground* bg = *itr; ++itr; // DO NOT allow queue manager to invite new player to rated games if (!bg->isRated() && bg->GetTypeID() == bgTypeId && bg->GetBracketId() == bracket_id && bg->GetStatus() > STATUS_WAIT_QUEUE && bg->GetStatus() < STATUS_WAIT_LEAVE) { // clear selection pools m_SelectionPools[TEAM_ALLIANCE].Init(); m_SelectionPools[TEAM_HORDE].Init(); // call a function that does the job for us FillPlayersToBG(bg, bracket_id); // now everything is set, invite players for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_ALLIANCE].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_ALLIANCE].SelectedGroups.end(); ++citr) InviteGroupToBG((*citr), bg, (*citr)->Team); for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_HORDE].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_HORDE].SelectedGroups.end(); ++citr) InviteGroupToBG((*citr), bg, (*citr)->Team); if (!bg->HasFreeSlots()) bg->RemoveFromBGFreeSlotQueue(); } } // finished iterating through the bgs with free slots, maybe we need to create a new bg Battleground* bg_template = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId); if (!bg_template) { TC_LOG_ERROR("bg.battleground", "Battleground: Update: bg template not found for %u", bgTypeId); return; } PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketById(bg_template->GetMapId(), bracket_id); if (!bracketEntry) { TC_LOG_ERROR("bg.battleground", "Battleground: Update: bg bracket entry not found for map %u bracket id %u", bg_template->GetMapId(), bracket_id); return; } // get the min. players per team, properly for larger arenas as well. (must have full teams for arena matches!) uint32 MinPlayersPerTeam = bg_template->GetMinPlayersPerTeam(); uint32 MaxPlayersPerTeam = bg_template->GetMaxPlayersPerTeam(); if (bg_template->isArena()) { MaxPlayersPerTeam = arenaType; MinPlayersPerTeam = sBattlegroundMgr->isArenaTesting() ? 1 : arenaType; } else if (sBattlegroundMgr->isTesting()) MinPlayersPerTeam = 1; m_SelectionPools[TEAM_ALLIANCE].Init(); m_SelectionPools[TEAM_HORDE].Init(); if (bg_template->isBattleground()) { if (CheckPremadeMatch(bracket_id, MinPlayersPerTeam, MaxPlayersPerTeam)) { // create new battleground Battleground* bg2 = sBattlegroundMgr->CreateNewBattleground(bgTypeId, bracketEntry, 0, false); if (!bg2) { TC_LOG_ERROR("bg.battleground", "BattlegroundQueue::Update - Cannot create battleground: %u", bgTypeId); return; } // invite those selection pools for (uint32 i = 0; i < BG_TEAMS_COUNT; i++) for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.end(); ++citr) InviteGroupToBG((*citr), bg2, (*citr)->Team); bg2->StartBattleground(); //clear structures m_SelectionPools[TEAM_ALLIANCE].Init(); m_SelectionPools[TEAM_HORDE].Init(); } } // now check if there are in queues enough players to start new game of (normal battleground, or non-rated arena) if (!isRated) { // if there are enough players in pools, start new battleground or non rated arena if (CheckNormalMatch(bg_template, bracket_id, MinPlayersPerTeam, MaxPlayersPerTeam) || (bg_template->isArena() && CheckSkirmishForSameFaction(bracket_id, MinPlayersPerTeam))) { // we successfully created a pool Battleground* bg2 = sBattlegroundMgr->CreateNewBattleground(bgTypeId, bracketEntry, arenaType, false); if (!bg2) { TC_LOG_ERROR("bg.battleground", "BattlegroundQueue::Update - Cannot create battleground: %u", bgTypeId); return; } // invite those selection pools for (uint32 i = 0; i < BG_TEAMS_COUNT; i++) for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.end(); ++citr) InviteGroupToBG((*citr), bg2, (*citr)->Team); // start bg bg2->StartBattleground(); } } else if (bg_template->isArena()) { // found out the minimum and maximum ratings the newly added team should battle against // arenaRating is the rating of the latest joined team, or 0 // 0 is on (automatic update call) and we must set it to team's with longest wait time if (!arenaRating) { GroupQueueInfo* front1 = NULL; GroupQueueInfo* front2 = NULL; if (!m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].empty()) { front1 = m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].front(); arenaRating = front1->ArenaMatchmakerRating; } if (!m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].empty()) { front2 = m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].front(); arenaRating = front2->ArenaMatchmakerRating; } if (front1 && front2) { if (front1->JoinTime < front2->JoinTime) arenaRating = front1->ArenaMatchmakerRating; } else if (!front1 && !front2) return; //queues are empty } //set rating range uint32 arenaMinRating = (arenaRating <= sBattlegroundMgr->GetMaxRatingDifference()) ? 0 : arenaRating - sBattlegroundMgr->GetMaxRatingDifference(); uint32 arenaMaxRating = arenaRating + sBattlegroundMgr->GetMaxRatingDifference(); // if max rating difference is set and the time past since server startup is greater than the rating discard time // (after what time the ratings aren't taken into account when making teams) then // the discard time is current_time - time_to_discard, teams that joined after that, will have their ratings taken into account // else leave the discard time on 0, this way all ratings will be discarded uint32 discardTime = getMSTime() - sBattlegroundMgr->GetRatingDiscardTimer(); // we need to find 2 teams which will play next game GroupsQueueType::iterator itr_teams[BG_TEAMS_COUNT]; uint8 found = 0; uint8 team = 0; for (uint8 i = BG_QUEUE_PREMADE_ALLIANCE; i < BG_QUEUE_NORMAL_ALLIANCE; i++) { // take the group that joined first GroupsQueueType::iterator itr2 = m_QueuedGroups[bracket_id][i].begin(); for (; itr2 != m_QueuedGroups[bracket_id][i].end(); ++itr2) { // if group match conditions, then add it to pool if (!(*itr2)->IsInvitedToBGInstanceGUID && (((*itr2)->ArenaMatchmakerRating >= arenaMinRating && (*itr2)->ArenaMatchmakerRating <= arenaMaxRating) || (*itr2)->JoinTime < discardTime)) { itr_teams[found++] = itr2; team = i; break; } } } if (!found) return; if (found == 1) { for (GroupsQueueType::iterator itr3 = itr_teams[0]; itr3 != m_QueuedGroups[bracket_id][team].end(); ++itr3) { if (!(*itr3)->IsInvitedToBGInstanceGUID && (((*itr3)->ArenaMatchmakerRating >= arenaMinRating && (*itr3)->ArenaMatchmakerRating <= arenaMaxRating) || (*itr3)->JoinTime < discardTime) && (*itr_teams[0])->ArenaTeamId != (*itr3)->ArenaTeamId) { itr_teams[found++] = itr3; break; } } } //if we have 2 teams, then start new arena and invite players! if (found == 2) { GroupQueueInfo* aTeam = *itr_teams[TEAM_ALLIANCE]; GroupQueueInfo* hTeam = *itr_teams[TEAM_HORDE]; Battleground* arena = sBattlegroundMgr->CreateNewBattleground(bgTypeId, bracketEntry, arenaType, true); if (!arena) { TC_LOG_ERROR("bg.battleground", "BattlegroundQueue::Update couldn't create arena instance for rated arena match!"); return; } aTeam->OpponentsTeamRating = hTeam->ArenaTeamRating; hTeam->OpponentsTeamRating = aTeam->ArenaTeamRating; aTeam->OpponentsMatchmakerRating = hTeam->ArenaMatchmakerRating; hTeam->OpponentsMatchmakerRating = aTeam->ArenaMatchmakerRating; TC_LOG_DEBUG("bg.battleground", "setting oposite teamrating for team %u to %u", aTeam->ArenaTeamId, aTeam->OpponentsTeamRating); TC_LOG_DEBUG("bg.battleground", "setting oposite teamrating for team %u to %u", hTeam->ArenaTeamId, hTeam->OpponentsTeamRating); // now we must move team if we changed its faction to another faction queue, because then we will spam log by errors in Queue::RemovePlayer if (aTeam->Team != ALLIANCE) { m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].push_front(aTeam); m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].erase(itr_teams[TEAM_ALLIANCE]); } if (hTeam->Team != HORDE) { m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].push_front(hTeam); m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].erase(itr_teams[TEAM_HORDE]); } arena->SetArenaMatchmakerRating(ALLIANCE, aTeam->ArenaMatchmakerRating); arena->SetArenaMatchmakerRating( HORDE, hTeam->ArenaMatchmakerRating); InviteGroupToBG(aTeam, arena, ALLIANCE); InviteGroupToBG(hTeam, arena, HORDE); TC_LOG_DEBUG("bg.battleground", "Starting rated arena match!"); arena->StartBattleground(); } } }
void WorldSession::HandleBattlegroundPlayerPositionsOpcode(WorldPacket & /*recv_data*/) { // empty opcode sLog.outDebug("WORLD: Recvd MSG_BATTLEGROUND_PLAYER_POSITIONS Message"); Battleground *bg = _player->GetBattleground(); if (!bg) // can't be received if player not in battleground return; switch(bg->GetTypeID(true)) { case BATTLEGROUND_WS: { uint32 count1 = 0; //always constant zero? uint32 count2 = 0; //count of next fields Player *ali_plr = sObjectMgr.GetPlayer(((BattlegroundWS*)bg)->GetAllianceFlagPickerGUID()); if (ali_plr) ++count2; Player *horde_plr = sObjectMgr.GetPlayer(((BattlegroundWS*)bg)->GetHordeFlagPickerGUID()); if (horde_plr) ++count2; WorldPacket data(MSG_BATTLEGROUND_PLAYER_POSITIONS, (4+4+16*count1+16*count2)); data << count1; // alliance flag holders count - obsolete, now always 0 /*for (uint8 i = 0; i < count1; ++i) { data << uint64(0); // guid data << (float)0; // x data << (float)0; // y }*/ data << count2; // horde flag holders count - obsolete, now count of next fields if (ali_plr) { data << (uint64)ali_plr->GetGUID(); data << (float)ali_plr->GetPositionX(); data << (float)ali_plr->GetPositionY(); } if (horde_plr) { data << (uint64)horde_plr->GetGUID(); data << (float)horde_plr->GetPositionX(); data << (float)horde_plr->GetPositionY(); } SendPacket(&data); } break; case BATTLEGROUND_EY: //TODO : fix me! break; case BATTLEGROUND_AB: case BATTLEGROUND_AV: { //for other BG types - send default WorldPacket data(MSG_BATTLEGROUND_PLAYER_POSITIONS, (4+4)); data << uint32(0); data << uint32(0); SendPacket(&data); } break; default: //maybe it is sent also in arena - do nothing break; } }
void WorldSession::HandleBattlemasterJoinArena(WorldPacket& recvData) { TC_LOG_DEBUG("network", "WORLD: CMSG_BATTLEMASTER_JOIN_ARENA"); uint8 arenaslot; // 2v2, 3v3 or 5v5 recvData >> arenaslot; // ignore if we already in BG or BG queue if (_player->InBattleground()) return; uint32 arenaRating = 0; uint32 matchmakerRating = 0; uint8 arenatype = ArenaTeam::GetTypeBySlot(arenaslot); if (!arenatype) { TC_LOG_ERROR("network", "Unknown arena type %u at HandleBattlemasterJoinArena()", arenatype); return; } //check existance Battleground* bg = sBattlegroundMgr->GetBattlegroundTemplate(BATTLEGROUND_AA); if (!bg) { TC_LOG_ERROR("network", "Battleground: template bg (all arenas) not found"); return; } if (DisableMgr::IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, BATTLEGROUND_AA, NULL)) { ChatHandler(this).PSendSysMessage(LANG_ARENA_DISABLED); return; } BattlegroundTypeId bgTypeId = bg->GetTypeID(); BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, arenatype); PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(), _player->getLevel()); if (!bracketEntry) return; GroupJoinBattlegroundResult err = ERR_BATTLEGROUND_NONE; Group* grp = _player->GetGroup(); // no group found, error if (!grp) return; if (grp->GetLeaderGUID() != _player->GetGUID()) return; uint32 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 = sArenaTeamMgr->GetArenaTeamById(ateamId); if (!at) { _player->GetSession()->SendNotInArenaTeamPacket(arenatype); return; } // get the team rating for queueing arenaRating = at->GetRating(); matchmakerRating = at->GetAverageMMR(grp); // the arenateam id must match for everyone in the group if (arenaRating <= 0) arenaRating = 1; BattlegroundQueue &bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId); uint32 avgTime = 0; GroupQueueInfo* ginfo = NULL; err = grp->CanJoinBattlegroundQueue(bg, bgQueueTypeId, arenatype, arenatype, true, arenaslot); if (!err) { TC_LOG_DEBUG("bg.battleground", "Battleground: arena team id %u, leader %s queued with matchmaker rating %u for type %u", _player->GetArenaTeamId(arenaslot), _player->GetName().c_str(), matchmakerRating, arenatype); ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, arenatype, true, false, arenaRating, matchmakerRating, ateamId); avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId()); } for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* member = itr->GetSource(); if (!member) continue; if (err) { WorldPacket data; sBattlegroundMgr->BuildStatusFailedPacket(&data, bg, _player, 0, err); member->GetSession()->SendPacket(&data); continue; } // add to queue uint32 queueSlot = member->AddBattlegroundQueueId(bgQueueTypeId); // add joined time data member->AddBattlegroundQueueJoinTime(bgTypeId, ginfo->JoinTime); WorldPacket data; // send status packet (in queue) sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, member, queueSlot, STATUS_WAIT_QUEUE, avgTime, ginfo->JoinTime, arenatype); member->GetSession()->SendPacket(&data); TC_LOG_DEBUG("bg.battleground", "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().c_str()); } sBattlegroundMgr->ScheduleQueueUpdate(matchmakerRating, arenatype, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId()); }
void WorldSession::HandleBattleFieldPortOpcode(WorldPacket &recvData) { 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 recvData >> type >> unk2 >> bgTypeId_ >> unk >> action; if (!sBattlemasterListStore.LookupEntry(bgTypeId_)) { TC_LOG_DEBUG("bg.battleground", "CMSG_BATTLEFIELD_PORT %s ArenaType: %u, Unk: %u, BgType: %u, Action: %u. Invalid BgType!", GetPlayerInfo().c_str(), type, unk2, bgTypeId_, action); return; } if (!_player->InBattlegroundQueue()) { TC_LOG_DEBUG("bg.battleground", "CMSG_BATTLEFIELD_PORT %s ArenaType: %u, Unk: %u, BgType: %u, Action: %u. Player not in queue!", GetPlayerInfo().c_str(), type, unk2, bgTypeId_, action); return; } //get GroupQueueInfo from BattlegroundQueue BattlegroundTypeId bgTypeId = BattlegroundTypeId(bgTypeId_); BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, type); BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId); //we must use temporary variable, because GroupQueueInfo pointer can be deleted in BattlegroundQueue::RemovePlayer() function GroupQueueInfo ginfo; if (!bgQueue.GetPlayerGroupInfoData(_player->GetGUID(), &ginfo)) { TC_LOG_DEBUG("bg.battleground", "CMSG_BATTLEFIELD_PORT %s ArenaType: %u, Unk: %u, BgType: %u, Action: %u. Player not in queue (No player Group Info)!", GetPlayerInfo().c_str(), type, unk2, bgTypeId_, action); return; } // if action == 1, then instanceId is required if (!ginfo.IsInvitedToBGInstanceGUID && action == 1) { TC_LOG_DEBUG("bg.battleground", "CMSG_BATTLEFIELD_PORT %s ArenaType: %u, Unk: %u, BgType: %u, Action: %u. Player is not invited to any bg!", GetPlayerInfo().c_str(), type, unk2, bgTypeId_, action); return; } Battleground* bg = sBattlegroundMgr->GetBattleground(ginfo.IsInvitedToBGInstanceGUID, bgTypeId); if (!bg) { if (action) { TC_LOG_DEBUG("bg.battleground", "CMSG_BATTLEFIELD_PORT %s ArenaType: %u, Unk: %u, BgType: %u, Action: %u. Cant find BG with id %u!", GetPlayerInfo().c_str(), type, unk2, bgTypeId_, action, ginfo.IsInvitedToBGInstanceGUID); return; } bg = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId); if (!bg) { TC_LOG_ERROR("network", "BattlegroundHandler: bg_template not found for type id %u.", bgTypeId); return; } } TC_LOG_DEBUG("bg.battleground", "CMSG_BATTLEFIELD_PORT %s ArenaType: %u, Unk: %u, BgType: %u, Action: %u.", GetPlayerInfo().c_str(), type, unk2, bgTypeId_, action); // 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(bg)) { //send bg command result to show nice message WorldPacket data2; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data2, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS); _player->GetSession()->SendPacket(&data2); action = 0; TC_LOG_DEBUG("bg.battleground", "Player %s (%u) has a deserter debuff, do not port him to battleground!", _player->GetName().c_str(), _player->GetGUID().GetCounter()); } //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()) { TC_LOG_ERROR("network", "Player %s (%u) has level (%u) higher than maxlevel (%u) of battleground (%u)! Do not port him to battleground!", _player->GetName().c_str(), _player->GetGUID().GetCounter(), _player->getLevel(), bg->GetMaxLevel(), bg->GetTypeID()); action = 0; } } uint32 queueSlot = _player->GetBattlegroundQueueIndex(bgQueueTypeId); WorldPacket data; if (action) { // check Freeze debuff if (_player->HasAura(9454)) return; if (!_player->IsInvitedForBattlegroundQueueType(bgQueueTypeId)) return; // cheating? // 1v1 Arena. Player can't join arena when forbidden talents are used. if(bgQueueTypeId == BATTLEGROUND_QUEUE_5v5 && Arena1v1CheckTalents(_player) == false) return; if (!_player->InBattleground()) _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(), ginfo.Team); _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); TC_LOG_DEBUG("bg.battleground", "Battleground: player %s (%u) joined battle for bg %u, bgtype %u, queue type %u.", _player->GetName().c_str(), _player->GetGUID().GetCounter(), bg->GetInstanceID(), bg->GetTypeID(), bgQueueTypeId); } else // leave queue { if (bg->isArena() && bg->GetStatus() > STATUS_WAIT_QUEUE) return; // 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 = sArenaTeamMgr->GetArenaTeamById(ginfo.Team); if (at) { TC_LOG_DEBUG("bg.battleground", "UPDATING memberLost's personal arena rating for %s by opponents rating: %u, because he has left queue!", _player->GetGUID().ToString().c_str(), ginfo.OpponentsTeamRating); at->MemberLost(_player, ginfo.OpponentsMatchmakerRating); 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, 0); bgQueue.RemovePlayer(_player->GetGUID(), true); // player left queue, we should update it - do not update Arena Queue if (!ginfo.ArenaType) sBattlegroundMgr->ScheduleQueueUpdate(ginfo.ArenaMatchmakerRating, ginfo.ArenaType, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId()); SendPacket(&data); TC_LOG_DEBUG("bg.battleground", "Battleground: player %s (%u) left queue for bgtype %u, queue type %u.", _player->GetName().c_str(), _player->GetGUID().GetCounter(), bg->GetTypeID(), bgQueueTypeId); // track if player refuses to join the BG after being invited if (bg->isBattleground() && sWorld->getBoolConfig(CONFIG_BATTLEGROUND_TRACK_DESERTERS) && (bg->GetStatus() == STATUS_IN_PROGRESS || bg->GetStatus() == STATUS_WAIT_JOIN)) { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_DESERTER_TRACK); stmt->setUInt32(0, _player->GetGUID().GetCounter()); stmt->setUInt8(1, BG_DESERTION_TYPE_LEAVE_QUEUE); CharacterDatabase.Execute(stmt); } } }
bool JoinQueueArena(Player* player, Creature* me, bool isRated) { if(!player || !me) return false; // if(sWorld->getIntConfig(CONFIG_ARENA_1V1_MIN_LEVEL) > player->getLevel()) return false; uint64 guid = player->GetGUID(); uint8 arenaslot = ArenaTeam::GetSlotByType(ARENA_TEAM_5v5); uint8 arenatype = ARENA_TYPE_5v5; uint32 arenaRating = 0; uint32 matchmakerRating = 0; // ignore if we already in BG or BG queue if (player->InBattleground()) return false; //check existance Battleground* bg = sBattlegroundMgr->GetBattlegroundTemplate(BATTLEGROUND_AA); if (!bg) { TC_LOG_ERROR("bg.arena", "Battleground: template bg (all arenas) not found"); return false; } if (DisableMgr::IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, BATTLEGROUND_AA, NULL)) { ChatHandler(player->GetSession()).PSendSysMessage(LANG_ARENA_DISABLED); return false; } BattlegroundTypeId bgTypeId = bg->GetTypeID(); BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, arenatype); PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(), player->getLevel()); if (!bracketEntry) return false; GroupJoinBattlegroundResult err = ERR_GROUP_JOIN_BATTLEGROUND_FAIL; // check if already in queue if (player->GetBattlegroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES) //player is already in this queue return false; // check if has free queue slots if (!player->HasFreeBattlegroundQueueId()) return false; uint32 ateamId = 0; if(isRated) { ateamId = player->GetArenaTeamId(arenaslot); ArenaTeam* at = sArenaTeamMgr->GetArenaTeamById(ateamId); if (!at) { player->GetSession()->SendNotInArenaTeamPacket(arenatype); return false; } // get the team rating for queueing arenaRating = at->GetRating(); matchmakerRating = arenaRating; // the arenateam id must match for everyone in the group if (arenaRating <= 0) arenaRating = 1; } BattlegroundQueue &bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId); bg->SetRated(isRated); GroupQueueInfo* ginfo = bgQueue.AddGroup(player, NULL, bgTypeId, bracketEntry, arenatype, isRated, false, arenaRating, matchmakerRating, ateamId); uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId()); uint32 queueSlot = player->AddBattlegroundQueueId(bgQueueTypeId); WorldPacket data; // send status packet (in queue) sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, arenatype, 0); player->GetSession()->SendPacket(&data); sBattlegroundMgr->ScheduleQueueUpdate(matchmakerRating, arenatype, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId()); return true; }
void WorldSession::HandleBattleFieldPortOpcode(WorldPacket &recvData) { TC_LOG_DEBUG("network", "WORLD: Recvd CMSG_BATTLEFIELD_PORT Message"); uint32 time; uint32 queueSlot; uint32 unk; uint8 action; // enter battle 0x1, leave queue 0x0 ObjectGuid guid; recvData >> time; recvData >> queueSlot; recvData >> unk; guid[0] = recvData.ReadBit(); guid[1] = recvData.ReadBit(); guid[5] = recvData.ReadBit(); guid[6] = recvData.ReadBit(); guid[7] = recvData.ReadBit(); guid[4] = recvData.ReadBit(); guid[3] = recvData.ReadBit(); guid[2] = recvData.ReadBit(); action = recvData.ReadBit() ? 1 : 0; // tc is not change the bit! recvData.ReadByteSeq(guid[1]); recvData.ReadByteSeq(guid[3]); recvData.ReadByteSeq(guid[5]); recvData.ReadByteSeq(guid[7]); recvData.ReadByteSeq(guid[0]); recvData.ReadByteSeq(guid[2]); recvData.ReadByteSeq(guid[6]); recvData.ReadByteSeq(guid[4]); if (!_player->InBattlegroundQueue()) { TC_LOG_DEBUG("bg.battleground", "CMSG_BATTLEFIELD_PORT %s Slot: %u, Unk: %u, Time: %u, Action: %u. Player not in queue!", GetPlayerInfo().c_str(), queueSlot, unk, time, action); return; } //get GroupQueueInfo from BattlegroundQueue BattlegroundQueueTypeId bgQueueTypeId = _player->GetBattlegroundQueueTypeId(queueSlot); if (bgQueueTypeId == BATTLEGROUND_QUEUE_NONE) { TC_LOG_DEBUG("bg.battleground", "CMSG_BATTLEFIELD_PORT %s Slot: %u, Unk: %u, Time: %u, Action: %u. Invalid queueSlot!", GetPlayerInfo().c_str(), queueSlot, unk, time, action); return; } BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId); //we must use temporary variable, because GroupQueueInfo pointer can be deleted in BattlegroundQueue::RemovePlayer() function GroupQueueInfo ginfo; if (!bgQueue.GetPlayerGroupInfoData(_player->GetGUID(), &ginfo)) { TC_LOG_DEBUG("bg.battleground", "CMSG_BATTLEFIELD_PORT %s Slot: %u, Unk: %u, Time: %u, Action: %u. Player not in queue (No player Group Info)!", GetPlayerInfo().c_str(), queueSlot, unk, time, action); return; } // if action == 1, then instanceId is required if (!ginfo.IsInvitedToBGInstanceGUID && action == 1) { TC_LOG_DEBUG("bg.battleground", "CMSG_BATTLEFIELD_PORT %s Slot: %u, Unk: %u, Time: %u, Action: %u. Player is not invited to any bg!", GetPlayerInfo().c_str(), queueSlot, unk, time, action); 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); if (!bg) { if (action) { TC_LOG_DEBUG("bg.battleground", "CMSG_BATTLEFIELD_PORT %s Slot: %u, Unk: %u, Time: %u, Action: %u. Cant find BG with id %u!", GetPlayerInfo().c_str(), queueSlot, unk, time, action, ginfo.IsInvitedToBGInstanceGUID); return; } bg = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId); if (!bg) { TC_LOG_ERROR("network", "BattlegroundHandler: bg_template not found for type id %u.", bgTypeId); return; } } TC_LOG_DEBUG("bg.battleground", "CMSG_BATTLEFIELD_PORT %s Slot: %u, Unk: %u, Time: %u, Action: %u.", GetPlayerInfo().c_str(), queueSlot, unk, time, action); // 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 == 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(bg)) { //send bg command result to show nice message WorldPacket data2; sBattlegroundMgr->BuildStatusFailedPacket(&data2, bg, _player, 0, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS); _player->GetSession()->SendPacket(&data2); action = 0; TC_LOG_DEBUG("bg.battleground", "Player %s (%u) has a deserter debuff, do not port him to battleground!", _player->GetName().c_str(), _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()) { TC_LOG_DEBUG("network", "Player %s (%u) has level (%u) higher than maxlevel (%u) of battleground (%u)! Do not port him to battleground!", _player->GetName().c_str(), _player->GetGUIDLow(), _player->getLevel(), bg->GetMaxLevel(), bg->GetTypeID()); action = 0; } } WorldPacket data; if (action) { 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->IsInFlight()) { _player->GetMotionMaster()->MovementExpired(); _player->CleanupAfterTaxiFlight(); } sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, _player, queueSlot, STATUS_IN_PROGRESS, _player->GetBattlegroundQueueJoinTime(bgTypeId), bg->GetElapsedTime(), 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); TC_LOG_DEBUG("bg.battleground", "Battleground: player %s (%u) joined battle for bg %u, bgtype %u, queue type %u.", _player->GetName().c_str(), _player->GetGUIDLow(), bg->GetInstanceID(), bg->GetTypeID(), bgQueueTypeId); } else // 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 = sArenaTeamMgr->GetArenaTeamById(ginfo.Team); if (at) { TC_LOG_DEBUG("bg.battleground", "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.OpponentsMatchmakerRating); at->SaveToDB(); } } sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, _player, queueSlot, STATUS_NONE, _player->GetBattlegroundQueueJoinTime(bgTypeId), 0, ginfo.ArenaType); SendPacket(&data); _player->RemoveBattlegroundQueueId(bgQueueTypeId); // must be called this way, because if you move this call to queue->removeplayer, it causes bugs bgQueue.RemovePlayer(_player->GetGUID(), true); // player left queue, we should update it - do not update Arena Queue if (!ginfo.ArenaType) sBattlegroundMgr->ScheduleQueueUpdate(ginfo.ArenaMatchmakerRating, ginfo.ArenaType, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId()); TC_LOG_DEBUG("bg.battleground", "Battleground: player %s (%u) left queue for bgtype %u, queue type %u.", _player->GetName().c_str(), _player->GetGUIDLow(), bg->GetTypeID(), bgQueueTypeId); } }
void WorldSession::HandleBattleFieldPortOpcode(WorldPackets::Battleground::BattlefieldPort& battlefieldPort) { if (!_player->InBattlegroundQueue()) { TC_LOG_DEBUG("bg.battleground", "CMSG_BATTLEFIELD_PORT %s Slot: %u, Unk: %u, Time: %u, AcceptedInvite: %u. Player not in queue!", GetPlayerInfo().c_str(), battlefieldPort.Ticket.Id, battlefieldPort.Ticket.Type, battlefieldPort.Ticket.Time, uint32(battlefieldPort.AcceptedInvite)); return; } BattlegroundQueueTypeId bgQueueTypeId = _player->GetBattlegroundQueueTypeId(battlefieldPort.Ticket.Id); if (bgQueueTypeId == BATTLEGROUND_QUEUE_NONE) { TC_LOG_DEBUG("bg.battleground", "CMSG_BATTLEFIELD_PORT %s Slot: %u, Unk: %u, Time: %u, AcceptedInvite: %u. Invalid queueSlot!", GetPlayerInfo().c_str(), battlefieldPort.Ticket.Id, battlefieldPort.Ticket.Type, battlefieldPort.Ticket.Time, uint32(battlefieldPort.AcceptedInvite)); return; } BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId); //we must use temporary variable, because GroupQueueInfo pointer can be deleted in BattlegroundQueue::RemovePlayer() function GroupQueueInfo ginfo; if (!bgQueue.GetPlayerGroupInfoData(_player->GetGUID(), &ginfo)) { TC_LOG_DEBUG("bg.battleground", "CMSG_BATTLEFIELD_PORT %s Slot: %u, Unk: %u, Time: %u, AcceptedInvite: %u. Player not in queue (No player Group Info)!", GetPlayerInfo().c_str(), battlefieldPort.Ticket.Id, battlefieldPort.Ticket.Type, battlefieldPort.Ticket.Time, uint32(battlefieldPort.AcceptedInvite)); return; } // if action == 1, then player must have been invited to join if (!ginfo.IsInvitedToBGInstanceGUID && battlefieldPort.AcceptedInvite) { TC_LOG_DEBUG("bg.battleground", "CMSG_BATTLEFIELD_PORT %s Slot: %u, Unk: %u, Time: %u, AcceptedInvite: %u. Player is not invited to any bg!", GetPlayerInfo().c_str(), battlefieldPort.Ticket.Id, battlefieldPort.Ticket.Type, battlefieldPort.Ticket.Time, uint32(battlefieldPort.AcceptedInvite)); 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); if (!bg) { if (battlefieldPort.AcceptedInvite) { TC_LOG_DEBUG("bg.battleground", "CMSG_BATTLEFIELD_PORT %s Slot: %u, Unk: %u, Time: %u, AcceptedInvite: %u. Cant find BG with id %u!", GetPlayerInfo().c_str(), battlefieldPort.Ticket.Id, battlefieldPort.Ticket.Type, battlefieldPort.Ticket.Time, uint32(battlefieldPort.AcceptedInvite), ginfo.IsInvitedToBGInstanceGUID); return; } bg = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId); if (!bg) { TC_LOG_ERROR("network", "BattlegroundHandler: bg_template not found for type id %u.", bgTypeId); return; } } TC_LOG_DEBUG("bg.battleground", "CMSG_BATTLEFIELD_PORT %s Slot: %u, Unk: %u, Time: %u, AcceptedInvite: %u.", GetPlayerInfo().c_str(), battlefieldPort.Ticket.Id, battlefieldPort.Ticket.Type, battlefieldPort.Ticket.Time, uint32(battlefieldPort.AcceptedInvite)); // get real bg type bgTypeId = bg->GetTypeID(); // expected bracket entry PvpDifficultyEntry const* bracketEntry = DB2Manager::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 (battlefieldPort.AcceptedInvite && 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(bg)) { //send bg command result to show nice message WorldPackets::Battleground::BattlefieldStatusFailed battlefieldStatus; sBattlegroundMgr->BuildBattlegroundStatusFailed(&battlefieldStatus, bg, _player, battlefieldPort.Ticket.Id, 0, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS); SendPacket(battlefieldPort.Write()); battlefieldPort.AcceptedInvite = false; TC_LOG_DEBUG("bg.battleground", "Player %s (%s) has a deserter debuff, do not port him to battleground!", _player->GetName().c_str(), _player->GetGUID().ToString().c_str()); } //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()) { TC_LOG_DEBUG("network", "Player %s (%s) has level (%u) higher than maxlevel (%u) of battleground (%u)! Do not port him to battleground!", _player->GetName().c_str(), _player->GetGUID().ToString().c_str(), _player->getLevel(), bg->GetMaxLevel(), bg->GetTypeID()); battlefieldPort.AcceptedInvite = false; } } if (battlefieldPort.AcceptedInvite) { // check Freeze debuff if (_player->HasAura(9454)) return; 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->IsInFlight()) { _player->GetMotionMaster()->MovementExpired(); _player->CleanupAfterTaxiFlight(); } WorldPackets::Battleground::BattlefieldStatusActive battlefieldStatus; sBattlegroundMgr->BuildBattlegroundStatusActive(&battlefieldStatus, bg, _player, battlefieldPort.Ticket.Id, _player->GetBattlegroundQueueJoinTime(bgQueueTypeId), bg->GetArenaType()); SendPacket(battlefieldStatus.Write()); // 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); TC_LOG_DEBUG("bg.battleground", "Battleground: player %s (%s) joined battle for bg %u, bgtype %u, queue type %u.", _player->GetName().c_str(), _player->GetGUID().ToString().c_str(), bg->GetInstanceID(), bg->GetTypeID(), bgQueueTypeId); } else // 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 = sArenaTeamMgr->GetArenaTeamById(ginfo.Team); if (at) { TC_LOG_DEBUG("bg.battleground", "UPDATING memberLost's personal arena rating for %s by opponents rating: %u, because he has left queue!", _player->GetGUID().ToString().c_str(), ginfo.OpponentsTeamRating); at->MemberLost(_player, ginfo.OpponentsMatchmakerRating); at->SaveToDB(); } } WorldPackets::Battleground::BattlefieldStatusNone battlefieldStatus; battlefieldStatus.Ticket = battlefieldPort.Ticket; SendPacket(battlefieldStatus.Write()); _player->RemoveBattlegroundQueueId(bgQueueTypeId); // must be called this way, because if you move this call to queue->removeplayer, it causes bugs bgQueue.RemovePlayer(_player->GetGUID(), true); // player left queue, we should update it - do not update Arena Queue if (!ginfo.ArenaType) sBattlegroundMgr->ScheduleQueueUpdate(ginfo.ArenaMatchmakerRating, ginfo.ArenaType, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId()); TC_LOG_DEBUG("bg.battleground", "Battleground: player %s (%s) left queue for bgtype %u, queue type %u.", _player->GetName().c_str(), _player->GetGUID().ToString().c_str(), bg->GetTypeID(), bgQueueTypeId); } }
void WorldSession::HandleBattlemasterJoinArena(WorldPackets::Battleground::BattlemasterJoinArena& packet) { // ignore if we already in BG or BG queue if (_player->InBattleground()) return; uint8 arenatype = ArenaTeam::GetTypeBySlot(packet.TeamSizeIndex); //check existence Battleground* bg = sBattlegroundMgr->GetBattlegroundTemplate(BATTLEGROUND_AA); if (!bg) { TC_LOG_ERROR("network", "Battleground: template bg (all arenas) not found"); return; } if (DisableMgr::IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, BATTLEGROUND_AA, nullptr)) { ChatHandler(this).PSendSysMessage(LANG_ARENA_DISABLED); return; } BattlegroundTypeId bgTypeId = bg->GetTypeID(); BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, arenatype); PvpDifficultyEntry const* bracketEntry = DB2Manager::GetBattlegroundBracketByLevel(bg->GetMapId(), _player->getLevel()); if (!bracketEntry) return; Group* grp = _player->GetGroup(); // no group found, error if (!grp) return; if (grp->GetLeaderGUID() != _player->GetGUID()) return; uint32 ateamId = _player->GetArenaTeamId(packet.TeamSizeIndex); // check real arenateam existence only here (if it was moved to group->CanJoin .. () then we would ahve to get it twice) ArenaTeam* at = sArenaTeamMgr->GetArenaTeamById(ateamId); if (!at) { _player->GetSession()->SendNotInArenaTeamPacket(arenatype); return; } // get the team rating for queuing uint32 arenaRating = at->GetRating(); uint32 matchmakerRating = at->GetAverageMMR(grp); // the arenateam id must match for everyone in the group if (arenaRating <= 0) arenaRating = 1; BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId); uint32 avgTime = 0; GroupQueueInfo* ginfo = nullptr; ObjectGuid errorGuid; GroupJoinBattlegroundResult err = grp->CanJoinBattlegroundQueue(bg, bgQueueTypeId, arenatype, arenatype, true, packet.TeamSizeIndex, errorGuid); if (!err) { TC_LOG_DEBUG("bg.battleground", "Battleground: arena team id %u, leader %s queued with matchmaker rating %u for type %u", _player->GetArenaTeamId(packet.TeamSizeIndex), _player->GetName().c_str(), matchmakerRating, arenatype); ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, arenatype, true, false, arenaRating, matchmakerRating, ateamId); avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId()); } for (GroupReference* itr = grp->GetFirstMember(); itr != nullptr; itr = itr->next()) { Player* member = itr->GetSource(); if (!member) continue; if (err) { WorldPackets::Battleground::BattlefieldStatusFailed battlefieldStatus; sBattlegroundMgr->BuildBattlegroundStatusFailed(&battlefieldStatus, bg, _player, 0, arenatype, err, &errorGuid); member->SendDirectMessage(battlefieldStatus.Write()); continue; } // add to queue uint32 queueSlot = member->AddBattlegroundQueueId(bgQueueTypeId); WorldPackets::Battleground::BattlefieldStatusQueued battlefieldStatus; sBattlegroundMgr->BuildBattlegroundStatusQueued(&battlefieldStatus, bg, member, queueSlot, ginfo->JoinTime, avgTime, arenatype, true); member->SendDirectMessage(battlefieldStatus.Write()); TC_LOG_DEBUG("bg.battleground", "Battleground: player joined queue for arena as group bg queue type %u bg type %u, %s, NAME %s", bgQueueTypeId, bgTypeId, member->GetGUID().ToString().c_str(), member->GetName().c_str()); } sBattlegroundMgr->ScheduleQueueUpdate(matchmakerRating, arenatype, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId()); }
bool ChallengeMgr::InviteGroupsToArena(Player *leader1, Player *leader2, ArenaChallengeType type) { uint8 arenatype = (type == ARENA_CHALLENGE_TYPE_1v1) ? ARENA_CHALLENGE_TYPE_2v2 : type; uint32 matchmakerRating = 0; //check existance Battleground* bg = sBattlegroundMgr->GetBattlegroundTemplate(BATTLEGROUND_AA); if (!bg) { sLog->outError("Battleground: template bg (all arenas) not found"); return false; } BattlegroundTypeId bgTypeId = bg->GetTypeID(); BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, arenatype); PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(), 80); if (!bracketEntry) return false; GroupQueueInfo *group1, *group2; if (type == ARENA_CHALLENGE_TYPE_1v1) { group1 = CreateGroupQueueInfo(leader1, bgTypeId, arenatype); group2 = CreateGroupQueueInfo(leader2, bgTypeId, arenatype); } else { group1 = CreateGroupQueueInfo(leader1->GetGroup(), bgTypeId, arenatype); group2 = CreateGroupQueueInfo(leader2->GetGroup(), bgTypeId, arenatype); } if (!group1 || !group2) return false; for (std::map<uint64, PlayerQueueInfo*>::iterator itr = group1->Players.begin(); itr != group1->Players.end(); ++itr) { Player *player = ObjectAccessor::FindPlayer(itr->first); if (!player) return false; if (!CanInvitePlayer(player, bgQueueTypeId)) return false; } for (std::map<uint64, PlayerQueueInfo*>::iterator itr = group2->Players.begin(); itr != group2->Players.end(); ++itr) { Player *player = ObjectAccessor::FindPlayer(itr->first); if (!player) return false; if (!CanInvitePlayer(player, bgQueueTypeId)) return false; } sBattlegroundMgr->ScheduleQueueUpdate(matchmakerRating, arenatype, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId()); Battleground *arena = sBattlegroundMgr->CreateNewBattleground(bgTypeId, bracketEntry, arenatype, true); arena->SetRated(false); if (type == ARENA_CHALLENGE_TYPE_1v1) arena->Set1vs1(true); for (std::map<uint64, PlayerQueueInfo*>::iterator itr = group1->Players.begin(); itr != group1->Players.end(); ++itr) { Player *player = ObjectAccessor::FindPlayer(itr->first); if (!player) return false; uint32 queueSlot = player->AddBattlegroundQueueId(bgQueueTypeId); WorldPacket data; // send status packet (in queue) sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, 0, 0, arenatype); player->GetSession()->SendPacket(&data); player->challengeData->bg = arena; player->challengeData->ginfo = CreateGroupQueueInfo(player, bgTypeId, arenatype); player->challengeData->ginfo->IsInvitedToBGInstanceGUID = arena->GetInstanceID(); player->challengeData->ginfo->Team = ALLIANCE; } for (std::map<uint64, PlayerQueueInfo*>::iterator itr = group2->Players.begin(); itr != group2->Players.end(); ++itr) { Player *player = ObjectAccessor::FindPlayer(itr->first); if (!player) return false; uint32 queueSlot = player->AddBattlegroundQueueId(bgQueueTypeId); WorldPacket data; // send status packet (in queue) sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, 0, 0, arenatype); player->GetSession()->SendPacket(&data); player->challengeData->bg = arena; player->challengeData->ginfo = CreateGroupQueueInfo(player, bgTypeId, arenatype); player->challengeData->ginfo->IsInvitedToBGInstanceGUID = arena->GetInstanceID(); player->challengeData->ginfo->Team = HORDE; } InviteGroupToArena(group1, arena, ALLIANCE); InviteGroupToArena(group2, arena, HORDE); arena->StartBattleground(); if (!sBattlegroundMgr->HasBattleground(arena)) sBattlegroundMgr->AddBattleground(group1->IsInvitedToBGInstanceGUID, bgTypeId, arena); return true; }
bool OnGossipSelect(Player* player, Creature* creature, uint32 sender, uint32 action) { player->PlayerTalkClass->ClearMenus(); uint8 mode = ARENA_TYPE_2v2; if (action == (GOSSIP_ACTION_INFO_DEF + 3)) // 3v3 mode = ARENA_TYPE_3v3; if (action == (GOSSIP_ACTION_INFO_DEF + 5)) // 5v5 mode = ARENA_TYPE_5v5; if (action <= GOSSIP_OFFSET) { BattlegroundSet arenasSet = sBattlegroundMgr->GetAllBattlegroundsWithTypeId(BATTLEGROUND_AA); // Check for matches of chosen type bool bracketMatchs = false; for (BattlegroundSet::const_iterator itr = arenasSet.begin(); itr != arenasSet.end(); ++itr) { if (Battleground* bg = itr->second) { if (bg->GetArenaType() == mode) { bracketMatchs = true; break; } } } if (!bracketMatchs) { std::stringstream errMsg; errMsg << "Sorry " << player->GetName() << ", There are no current matches of the type you selected."; creature->MonsterWhisper(errMsg.str().c_str(), player->GetGUID()); player->PlayerTalkClass->ClearMenus(); player->CLOSE_GOSSIP_MENU(); } else { // team 1 and 2! for (BattlegroundSet::const_iterator itr = arenasSet.begin(); itr != arenasSet.end(); ++itr) { if (Battleground* bg = itr->second) { ArenaTeam* teamOne = sArenaTeamMgr->GetArenaTeamById(bg->GetArenaTeamIdByIndex(0)); ArenaTeam* teamTwo = sArenaTeamMgr->GetArenaTeamById(bg->GetArenaTeamIdByIndex(1)); if (teamOne && teamTwo) { std::stringstream gossipItem; gossipItem << teamOne->GetName() << " ("; gossipItem << teamOne->GetRating() << ") VS "; gossipItem << teamTwo->GetName() << " ("; gossipItem << teamTwo->GetRating() << ")"; player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, gossipItem.str(), GOSSIP_SENDER_MAIN + 1, itr->first + GOSSIP_OFFSET); } } } player->PlayerTalkClass->SendGossipMenu(player->GetGossipTextId(creature), creature->GetGUID()); } } else { uint32 arenaId = action - GOSSIP_OFFSET; // Don't really bother about WPE injection here, we are allowing pretty much any arena selection BattlegroundSet arenasSet = sBattlegroundMgr->GetAllBattlegroundsWithTypeId(BATTLEGROUND_AA); if (arenasSet[arenaId] != NULL) { Battleground* arenaChosen = arenasSet[arenaId]; // spectator crap if (arenaChosen->GetStatus() != STATUS_NONE && arenaChosen->GetStatus() != STATUS_IN_PROGRESS) { std::stringstream errMsg; errMsg << "Sorry " << player->GetName() << ", the chosen arena has ended"; creature->MonsterWhisper(errMsg.str().c_str(), player->GetGUID()); player->PlayerTalkClass->ClearMenus(); player->CLOSE_GOSSIP_MENU(); return false; } // OK. In the case of a selected arena, we teleport in the center of the arena. player->SetBattlegroundId(arenaChosen->GetInstanceID(), arenaChosen->GetTypeID()); player->SetBattlegroundEntryPoint(); float x, y, z; switch (arenaChosen->GetMapId()) { case 617: x = 1299.046f; y = 784.825f; z = 9.338f; break; // Dalaran Sewers case 618: x = 763.5f; y = -284; z = 28.276f; break; // Ring of Valor case 572: x = 1285.810547f; y = 1667.896851f; z = 39.957642f; break; // Ruins of Lordearon case 562: x = 6238.930176f; y = 262.963470f; z = 0.889519f; break; // Blade's Edge Arena case 559: x = 4055.504395f; y = 2919.660645f; z = 13.611241f; break; // Nagrand Arena } player->SetGMVisible(false); // Make the player invisible. TODO: Use a custom spell in `spell_dbc` player->TeleportTo(arenaChosen->GetMapId(), x, y, z, player->GetOrientation()); } } return true; }
void WorldSession::HandleBattlegroundArenaJoin(WorldPacket& recv_data) { sLog.outDebug("WORLD: CMSG_BATTLEMASTER_JOIN_ARENA"); //recv_data.hexlike(); uint64 guid; // arena Battlemaster guid uint8 arenaslot; // 2v2, 3v3 or 5v5 uint8 asGroup; // asGroup uint8 isRated; // isRated Group* grp = NULL; 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; 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 HandleBattlegroundArenaJoin()", arenaslot); return; } //check existance Battleground* bg = NULL; if (!(bg = sBattlegroundMgr.GetBattlegroundTemplate(BATTLEGROUND_AA))) { sLog.outError("Battleground: template bg (all arenas) not found"); return; } if (sDisableMgr.IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, BATTLEGROUND_AA, NULL)) { ChatHandler(this).PSendSysMessage(LANG_ARENA_DISABLED); 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, 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 = sObjectMgr.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->GetArenaPersonalRating(arenaslot); } 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; } 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(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) if (!sWorld.getConfig(CONFIG_BATTLEGROUND_WRATH_LEAVE_MODE)) 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 if (!sWorld.getConfig(CONFIG_BATTLEGROUND_WRATH_LEAVE_MODE)) _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()); } }
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 bgQueueTypeId = sBattlegroundMgr.BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType()); 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 uint8 arenatype = sBattlegroundMgr.BGArenaType(queue_id); uint8 isRated = 0; 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->GetBattlegroundQueueIdFromLevel()].find(_player->GetGUID()); if (itrPlayerStatus == sBattlegroundMgr.m_BattlegroundQueues[queue_id].m_QueuedPlayers[_player->GetBattlegroundQueueIdFromLevel()].end()) continue; if (itrPlayerStatus->second.GroupInfo) { arenatype = itrPlayerStatus->second.GroupInfo->ArenaType; isRated = itrPlayerStatus->second.GroupInfo->IsRated; } Battleground* bg2 = sBattlegroundMgr.GetBattlegroundTemplate(sBattlegroundMgr.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, 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++) { uint32 queue_id = _player->GetBattlegroundQueueId(i); if (!queue_id) continue; uint32 bgTypeId = sBattlegroundMgr.BGTemplateId(queue_id); uint8 arenatype = sBattlegroundMgr.BGArenaType(queue_id); uint8 isRated = 0; Battleground* bg = sBattlegroundMgr.GetBattlegroundTemplate(bgTypeId); BattlegroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = sBattlegroundMgr.m_BattlegroundQueues[queue_id].m_QueuedPlayers[_player->GetBattlegroundQueueIdFromLevel()].find(_player->GetGUID()); if (itrPlayerStatus == sBattlegroundMgr.m_BattlegroundQueues[queue_id].m_QueuedPlayers[_player->GetBattlegroundQueueIdFromLevel()].end()) continue; if (itrPlayerStatus->second.GroupInfo) { arenatype = itrPlayerStatus->second.GroupInfo->ArenaType; isRated = itrPlayerStatus->second.GroupInfo->IsRated; } if (bg && queue_id) { 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) { 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 (bgTypeId >= MAX_BATTLEGROUND_TYPES) { sLog.outError("Battleground: invalid bgtype received."); // 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->GetBattlegroundQueueIdFromLevel()].find(_player->GetGUID()); // if the player is not in queue, contine if (itrPlayerStatus == sBattlegroundMgr.m_BattlegroundQueues[queue_id].m_QueuedPlayers[_player->GetBattlegroundQueueIdFromLevel()].end()) continue; // no group information, this should never happen if (!itrPlayerStatus->second.GroupInfo) continue; Battleground* bg = NULL; // get possibly needed data from groupinfo bgTypeId = itrPlayerStatus->second.GroupInfo->BgTypeId; 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 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; } uint32 bgQueueTypeId = 0; // get the bg what we were invited to BattlegroundQueue::QueuedPlayersMap::iterator itrPlayerStatus; bgQueueTypeId = sBattlegroundMgr.BGQueueTypeId(bgTypeId, type); itrPlayerStatus = sBattlegroundMgr.m_BattlegroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattlegroundQueueIdFromLevel()].find(_player->GetGUID()); if (itrPlayerStatus == sBattlegroundMgr.m_BattlegroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattlegroundQueueIdFromLevel()].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."); 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::iterator pitr = sBattlegroundMgr.m_BattlegroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattlegroundQueueIdFromLevel()].find(_player->GetGUID()); if (pitr != sBattlegroundMgr.m_BattlegroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattlegroundQueueIdFromLevel()].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; } // if player is trying to enter battleground (not arena) and he has deserter debuff, we must just remove him from queue if (arenatype == 0 && !_player->CanJoinToBattleground()) { sLog.outDebug("Battleground: player %s (%u) has a deserter debuff, do not port him to battleground!", _player->GetName(), _player->GetGUIDLow()); action = 0; } WorldPacket data; switch (action) { case 1: // port to battleground if (!_player->IsInvitedForBattlegroundQueueType(bgQueueTypeId)) return; // cheating? if (sWorld.getConfig(CONFIG_BATTLEGROUND_WRATH_LEAVE_MODE)) _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(); } 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 = sObjectMgr.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(), 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; } } }