void Arena::RemovePlayerAtLeave(uint64 guid, bool transport, bool sendPacket) { if (isRated() && GetStatus() == STATUS_IN_PROGRESS) { BattlegroundPlayerMap::const_iterator itr = m_Players.find(guid); if (itr != m_Players.end()) // check if the player was a participant of the match, or only entered through gm command (appear) { // if the player was a match participant, calculate rating uint32 team = itr->second.Team; ArenaTeam* winnerArenaTeam = sArenaTeamMgr->GetArenaTeamById(GetArenaTeamIdForTeam(GetOtherTeam(team))); ArenaTeam* loserArenaTeam = sArenaTeamMgr->GetArenaTeamById(GetArenaTeamIdForTeam(team)); // left a rated match while the encounter was in progress, consider as loser if (winnerArenaTeam && loserArenaTeam && winnerArenaTeam != loserArenaTeam) { if (Player* player = _GetPlayer(itr->first, itr->second.OfflineRemoveTime != 0, "Arena::RemovePlayerAtLeave")) loserArenaTeam->MemberLost(player, GetArenaMatchmakerRating(GetOtherTeam(team))); else loserArenaTeam->OfflineMemberLost(guid, GetArenaMatchmakerRating(GetOtherTeam(team))); } } } // remove player Battleground::RemovePlayerAtLeave(guid, transport, sendPacket); }
void Arena::EndBattleground(uint32 winner) { // arena rating calculation if (isRated()) { uint32 loserTeamRating = 0; uint32 loserMatchmakerRating = 0; int32 loserChange = 0; int32 loserMatchmakerChange = 0; uint32 winnerTeamRating = 0; uint32 winnerMatchmakerRating = 0; int32 winnerChange = 0; int32 winnerMatchmakerChange = 0; ArenaTeam* winnerArenaTeam = sArenaTeamMgr->GetArenaTeamById(GetArenaTeamIdForTeam(winner)); ArenaTeam* loserArenaTeam = sArenaTeamMgr->GetArenaTeamById(GetArenaTeamIdForTeam(GetOtherTeam(winner))); if (winnerArenaTeam && loserArenaTeam && winnerArenaTeam != loserArenaTeam) { loserTeamRating = loserArenaTeam->GetRating(); loserMatchmakerRating = GetArenaMatchmakerRating(GetOtherTeam(winner)); winnerTeamRating = winnerArenaTeam->GetRating(); winnerMatchmakerRating = GetArenaMatchmakerRating(winner); if (winner != 0) { winnerMatchmakerChange = winnerArenaTeam->WonAgainst(winnerMatchmakerRating, loserMatchmakerRating, winnerChange); loserMatchmakerChange = loserArenaTeam->LostAgainst(loserMatchmakerRating, winnerMatchmakerRating, loserChange); TC_LOG_DEBUG("bg.arena", "match Type: %u --- Winner: old rating: %u, rating gain: %d, old MMR: %u, MMR gain: %d --- Loser: old rating: %u, rating loss: %d, old MMR: %u, MMR loss: %d ---", GetArenaType(), winnerTeamRating, winnerChange, winnerMatchmakerRating, winnerMatchmakerChange, loserTeamRating, loserChange, loserMatchmakerRating, loserMatchmakerChange); SetArenaMatchmakerRating(winner, winnerMatchmakerRating + winnerMatchmakerChange); SetArenaMatchmakerRating(GetOtherTeam(winner), loserMatchmakerRating + loserMatchmakerChange); // bg team that the client expects is different to TeamId // alliance 1, horde 0 uint8 winnerTeam = winner == ALLIANCE ? BG_TEAM_ALLIANCE : BG_TEAM_HORDE; uint8 loserTeam = winner == ALLIANCE ? BG_TEAM_HORDE : BG_TEAM_ALLIANCE; _arenaTeamScores[winnerTeam].Assign(winnerChange, winnerMatchmakerRating, winnerArenaTeam->GetName()); _arenaTeamScores[loserTeam].Assign(loserChange, loserMatchmakerRating, loserArenaTeam->GetName()); TC_LOG_DEBUG("bg.arena", "Arena match Type: %u for Team1Id: %u - Team2Id: %u ended. WinnerTeamId: %u. Winner rating: +%d, Loser rating: %d", GetArenaType(), GetArenaTeamIdByIndex(TEAM_ALLIANCE), GetArenaTeamIdByIndex(TEAM_HORDE), winnerArenaTeam->GetId(), winnerChange, loserChange); if (sWorld->getBoolConfig(CONFIG_ARENA_LOG_EXTENDED_INFO)) for (auto const& score : PlayerScores) if (Player* player = ObjectAccessor::FindPlayer(MAKE_NEW_GUID(score.first, 0, HIGHGUID_PLAYER))) { TC_LOG_DEBUG("bg.arena", "Statistics match Type: %u for %s (GUID: %u, Team: %d, IP: %s): %s", GetArenaType(), player->GetName().c_str(), score.first, player->GetArenaTeamId(GetArenaType() == 5 ? 2 : GetArenaType() == 3), player->GetSession()->GetRemoteAddress().c_str(), score.second->ToString().c_str()); } } // Deduct 16 points from each teams arena-rating if there are no winners after 45+2 minutes else { _arenaTeamScores[BG_TEAM_ALLIANCE].Assign(ARENA_TIMELIMIT_POINTS_LOSS, winnerMatchmakerRating, winnerArenaTeam->GetName()); _arenaTeamScores[BG_TEAM_HORDE].Assign(ARENA_TIMELIMIT_POINTS_LOSS, loserMatchmakerRating, loserArenaTeam->GetName()); winnerArenaTeam->FinishGame(ARENA_TIMELIMIT_POINTS_LOSS); loserArenaTeam->FinishGame(ARENA_TIMELIMIT_POINTS_LOSS); } // uint8 aliveWinners = GetAlivePlayersCountByTeam(winner); for (auto const& i : GetPlayers()) { uint32 team = i.second.Team; if (i.second.OfflineRemoveTime) { // if rated arena match - make member lost! if (team == winner) winnerArenaTeam->OfflineMemberLost(i.first, loserMatchmakerRating, winnerMatchmakerChange); else loserArenaTeam->OfflineMemberLost(i.first, winnerMatchmakerRating, loserMatchmakerChange); continue; } Player* player = _GetPlayer(i.first, i.second.OfflineRemoveTime != 0, "Arena::EndBattleground"); if (!player) continue; // per player calculation if (team == winner) { // update achievement BEFORE personal rating update uint32 rating = player->GetArenaPersonalRating(winnerArenaTeam->GetSlot()); player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA, rating ? rating : 1); player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_ARENA, GetMapId()); /* // Last standing - Rated 5v5 arena & be solely alive player if (GetArenaType() == ARENA_TYPE_5v5 && aliveWinners == 1 && player->IsAlive()) player->CastSpell(player, SPELL_LAST_MAN_STANDING, true); */ winnerArenaTeam->MemberWon(player, loserMatchmakerRating, winnerMatchmakerChange); } else { loserArenaTeam->MemberLost(player, winnerMatchmakerRating, loserMatchmakerChange); // Arena lost => reset the win_rated_arena having the "no_lose" condition player->ResetAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA, ACHIEVEMENT_CRITERIA_CONDITION_NO_LOSE); } } // save the stat changes winnerArenaTeam->SaveToDB(); loserArenaTeam->SaveToDB(); // send updated arena team stats to players // this way all arena team members will get notified, not only the ones who participated in this match winnerArenaTeam->NotifyStatsChanged(); loserArenaTeam->NotifyStatsChanged(); } } // end battleground Battleground::EndBattleground(winner); }
// remove player from queue and from group info, if group info is empty then remove it too void BattleGroundQueue::RemovePlayer(ObjectGuid guid, bool decreaseInvitedCount) { // Player *plr = sObjectMgr.GetPlayer(guid); // std::lock_guard<std::recursive_mutex> guard(m_Lock); int32 bracket_id = -1; // signed for proper for-loop finish QueuedPlayersMap::iterator itr; // remove player from map, if he's there itr = m_QueuedPlayers.find(guid); if (itr == m_QueuedPlayers.end()) { //This happens if a player logs out while in a bg because WorldSession::LogoutPlayer() notifies the bg twice std::string playerName = "Unknown"; if (Player* player = ObjectAccessor::FindPlayer(guid)) playerName = player->GetName(); sLog.outError("BattlegroundQueue: couldn't find player %s (%s)", guid.GetString().c_str()); return; } GroupQueueInfo* group = itr->second.GroupInfo; GroupsQueueType::iterator group_itr, group_itr_tmp; // mostly people with the highest levels are in battlegrounds, thats why // we count from MAX_BATTLEGROUND_QUEUES - 1 to 0 uint32 index = BattleGround::GetTeamIndexByTeamId(group->GroupTeam); for (int8 bracket_id_tmp = MAX_BATTLEGROUND_BRACKETS - 1; bracket_id_tmp >= 0 && bracket_id == -1; --bracket_id_tmp) { // we must check premade and normal team's queue - because when players from premade are joining bg, // they leave groupinfo so we can't use its players size to find out index for (uint8 j = index; j < BG_QUEUE_GROUP_TYPES_COUNT; j += BG_QUEUE_NORMAL_ALLIANCE) { for (group_itr_tmp = m_QueuedGroups[bracket_id_tmp][j].begin(); group_itr_tmp != m_QueuedGroups[bracket_id_tmp][j].end(); ++group_itr_tmp) { if ((*group_itr_tmp) == group) { bracket_id = bracket_id_tmp; group_itr = group_itr_tmp; // we must store index to be able to erase iterator index = j; break; } } } } // player can't be in queue without group, but just in case if (bracket_id == -1) { sLog.outError("BattleGroundQueue: ERROR Cannot find groupinfo for %s", guid.GetString().c_str()); return; } DEBUG_LOG("BattleGroundQueue: Removing %s, from bracket_id %u", guid.GetString().c_str(), (uint32)bracket_id); // ALL variables are correctly set // We can ignore leveling up in queue - it should not cause crash // remove player from group // if only one player there, remove group // remove player queue info from group queue info GroupQueueInfoPlayers::iterator pitr = group->Players.find(guid); if (pitr != group->Players.end()) group->Players.erase(pitr); // if invited to bg, and should decrease invited count, then do it if (decreaseInvitedCount && group->IsInvitedToBGInstanceGUID) if (BattleGround* bg = sBattleGroundMgr.GetBattleGround(group->IsInvitedToBGInstanceGUID, group->BgTypeId)) bg->DecreaseInvitedCount(group->GroupTeam); // remove player queue info m_QueuedPlayers.erase(itr); // announce to world if arena team left queue for rated match, show only once if (group->arenaType != ARENA_TYPE_NONE && group->IsRated && group->Players.empty() && sWorld.getConfig(CONFIG_BOOL_ARENA_QUEUE_ANNOUNCER_EXIT)) sWorld.SendWorldText(LANG_ARENA_QUEUE_ANNOUNCE_WORLD_EXIT, group->arenaType, group->arenaType, group->ArenaTeamRating); // if player leaves queue and he is invited to rated arena match, then he have to loose if (group->IsInvitedToBGInstanceGUID && group->IsRated && decreaseInvitedCount) { ArenaTeam* at = sObjectMgr.GetArenaTeamById(group->ArenaTeamId); if (at) { DEBUG_LOG("UPDATING memberLost's personal arena rating for %s by opponents rating: %u", guid.GetString().c_str(), group->OpponentsTeamRating); Player* plr = sObjectMgr.GetPlayer(guid); if (plr) at->MemberLost(plr, group->OpponentsTeamRating); else at->OfflineMemberLost(guid, group->OpponentsTeamRating); at->SaveToDB(); } } // remove group queue info if needed if (group->Players.empty()) { m_QueuedGroups[bracket_id][index].erase(group_itr); delete group; return; } // if group wasn't empty, so it wasn't deleted, and player have left a rated // queue -> everyone from the group should leave too // don't remove recursively if already invited to bg! else if (!group->IsInvitedToBGInstanceGUID && group->IsRated) { // remove next player, this is recursive // first send removal information if (Player* plr2 = sObjectMgr.GetPlayer(group->Players.begin()->first)) { BattleGround* bg = sBattleGroundMgr.GetBattleGroundTemplate(group->BgTypeId); BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(group->BgTypeId, group->arenaType); uint32 queueSlot = plr2->GetBattleGroundQueueIndex(bgQueueTypeId); plr2->RemoveBattleGroundQueueId(bgQueueTypeId); // must be called this way, because if you move this call to // queue->removeplayer, it causes bugs WorldPacket data; sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_NONE, 0, 0, ARENA_TYPE_NONE, TEAM_NONE); plr2->GetSession()->SendPacket(&data); } // then actually delete, this may delete the group as well! RemovePlayer(group->Players.begin()->first, decreaseInvitedCount); } }