static bool Handle2v2Command(ChatHandler* handler, const char* args) { Player* me = handler->GetSession()->GetPlayer(); if (!me) return false; me->AddBattlegroundQueueId(BATTLEGROUND_QUEUE_2v2); return true; }
static bool Handle5v5Command(ChatHandler* handler, const char* args) { Player* me = handler->GetSession()->GetPlayer(); if(me->GetArenaTeamId(1) != 2) { me->AddBattlegroundQueueId(BATTLEGROUND_QUEUE_5v5); } else { handler->PSendSysMessage("You aren't in an arena team."); } return true; }
static bool HandleRandomBg(ChatHandler* handler, const char* args) { Player* me = handler->GetSession()->GetPlayer(); if (!me) return false; int32 entry = 0; switch (urand(0, 2)) { case 0: me->AddBattlegroundQueueId(BATTLEGROUND_QUEUE_WS); break; case 1: me->AddBattlegroundQueueId(BATTLEGROUND_QUEUE_AB); break; case 2: me->AddBattlegroundQueueId(BATTLEGROUND_QUEUE_EY); break; } return true; }
void WorldSession::HandleBattlemasterJoinOpcode(WorldPacket & recv_data) { uint8 joinAsGroup; uint32 bgTypeId_; uint32 unk, unk2; bool isPremade = false; Group * grp = NULL; recv_data >> joinAsGroup; // join as group (join as group = 0x80, else 0x0) recv_data >> unk; // unk recv_data >> bgTypeId_; // battleground type id (DBC id) recv_data >> unk2; // unk if (!sBattlemasterListStore.LookupEntry(bgTypeId_)) { sLog->outError("Battleground: invalid bgtype (%u) received. possible cheater? player guid %u", bgTypeId_, _player->GetGUIDLow()); return; } if (sDisableMgr->IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, bgTypeId_, NULL)) { ChatHandler(this).PSendSysMessage(LANG_BG_DISABLED); return; } BattlegroundTypeId bgTypeId = BattlegroundTypeId(bgTypeId_); // can do this, since it's battleground, not arena BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, 0); BattlegroundQueueTypeId bgQueueTypeIdRandom = BattlegroundMgr::BGQueueTypeId(BATTLEGROUND_RB, 0); // ignore if player is already in BG if (_player->InBattleground()) return; // get bg template Battleground *bg = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId); if (!bg) return; // expected bracket entry PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(), _player->getLevel()); if (!bracketEntry) return; GroupJoinBattlegroundResult err; // check queue conditions if (!joinAsGroup) { if (GetPlayer()->isUsingLfg()) { // player is using dungeon finder or raid finder WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_LFG_CANT_USE_BATTLEGROUND); GetPlayer()->GetSession()->SendPacket(&data); return; } // check Deserter debuff if (!_player->CanJoinToBattleground()) { WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS); _player->GetSession()->SendPacket(&data); return; } if (_player->GetBattlegroundQueueIndex(bgQueueTypeIdRandom) < PLAYER_MAX_BATTLEGROUND_QUEUES) { //player is already in random queue WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_IN_RANDOM_BG); _player->GetSession()->SendPacket(&data); return; } if (_player->InBattlegroundQueue() && bgTypeId == BATTLEGROUND_RB) { //player is already in queue, can't start random queue WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_IN_NON_RANDOM_BG); _player->GetSession()->SendPacket(&data); return; } // 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()) { WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_TOO_MANY_QUEUES); _player->GetSession()->SendPacket(&data); return; } BattlegroundQueue& bgQueue = sBattlegroundMgr->m_BattlegroundQueues[bgQueueTypeId]; GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, bracketEntry, 0, false, isPremade, 0, 0); uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId()); // already checked if queueSlot is valid, now just get it uint32 queueSlot = _player->AddBattlegroundQueueId(bgQueueTypeId); WorldPacket data; // send status packet (in queue) sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->ArenaType); SendPacket(&data); sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s", bgQueueTypeId, bgTypeId, _player->GetGUIDLow(), _player->GetName()); } else { grp = _player->GetGroup(); // no group found, error if (!grp) return; if (grp->GetLeaderGUID() != _player->GetGUID()) return; err = grp->CanJoinBattlegroundQueue(bg, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0); isPremade = (grp->GetMembersCount() >= bg->GetMinPlayersPerTeam()); BattlegroundQueue& bgQueue = sBattlegroundMgr->m_BattlegroundQueues[bgQueueTypeId]; GroupQueueInfo * ginfo = NULL; uint32 avgTime = 0; if (err > 0) { sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: the following players are joining as group:"); ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, 0, false, isPremade, 0, 0); avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId()); } for (GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player *member = itr->getSource(); if (!member) continue; // this should never happen 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, ginfo->ArenaType); member->GetSession()->SendPacket(&data); sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err); member->GetSession()->SendPacket(&data); sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s", bgQueueTypeId, bgTypeId, member->GetGUIDLow(), member->GetName()); } sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: group end"); } sBattlegroundMgr->ScheduleQueueUpdate(0, 0, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId()); }
void WorldSession::HandleBattlemasterJoinArena(WorldPacket & recv_data) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_BATTLEMASTER_JOIN_ARENA"); //recv_data.hexlike(); uint8 arenaslot; // 2v2, 3v3 or 5v5 Group * grp = NULL; bool isRated = true, asGroup = true; recv_data >> arenaslot; // ignore if we already in BG or BG queue if (_player->InBattleground()) 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(LOG_FILTER_BATTLEGROUND, "Battleground: arena join as group start"); if (isRated) { sLog->outDebug(LOG_FILTER_BATTLEGROUND, "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(LOG_FILTER_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()); } } 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(LOG_FILTER_BATTLEGROUND, "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()); }
void WorldSession::HandleBattlemasterJoinOpcode(WorldPacket& recvData) { uint32 bgTypeId_; uint32 instanceId; uint8 asGroup; bool isPremade = false; Group* grp = NULL; ObjectGuid guid; recvData >> instanceId; // Instance Id guid[2] = recvData.ReadBit(); guid[0] = recvData.ReadBit(); guid[3] = recvData.ReadBit(); guid[1] = recvData.ReadBit(); guid[5] = recvData.ReadBit(); asGroup = recvData.ReadBit(); // As Group guid[4] = recvData.ReadBit(); guid[6] = recvData.ReadBit(); guid[7] = recvData.ReadBit(); recvData.ReadByteSeq(guid[2]); recvData.ReadByteSeq(guid[6]); recvData.ReadByteSeq(guid[4]); recvData.ReadByteSeq(guid[3]); recvData.ReadByteSeq(guid[7]); recvData.ReadByteSeq(guid[0]); recvData.ReadByteSeq(guid[5]); recvData.ReadByteSeq(guid[1]); //extract from guid bgTypeId_ = GUID_LOPART(guid); if (!sBattlemasterListStore.LookupEntry(bgTypeId_)) { TC_LOG_ERROR("network", "Battleground: invalid bgtype (%u) received. possible cheater? player guid %u", bgTypeId_, _player->GetGUIDLow()); return; } if (DisableMgr::IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, bgTypeId_, NULL)) { ChatHandler(this).PSendSysMessage(LANG_BG_DISABLED); return; } BattlegroundTypeId bgTypeId = BattlegroundTypeId(bgTypeId_); //TC_LOG_DEBUG("network", "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from (GUID:"UI64FMTD" TypeId:%u)", guid, bgTypeId_); // can do this, since it's battleground, not arena BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, 0); BattlegroundQueueTypeId bgQueueTypeIdRandom = BattlegroundMgr::BGQueueTypeId(BATTLEGROUND_RB, 0); // ignore if player is already in BG if (_player->InBattleground()) return; // get bg instance or bg template if instance not found Battleground* bg = NULL; if (instanceId) bg = sBattlegroundMgr->GetBattlegroundThroughClientInstance(instanceId, bgTypeId); if (!bg) bg = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId); if (!bg) return; // expected bracket entry PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(), _player->getLevel()); if (!bracketEntry) return; GroupJoinBattlegroundResult err = ERR_BATTLEGROUND_NONE; // check queue conditions if (!asGroup) { if (GetPlayer()->isUsingLfg()) { WorldPacket data; sBattlegroundMgr->BuildStatusFailedPacket(&data, bg, _player, 0, ERR_LFG_CANT_USE_BATTLEGROUND); GetPlayer()->GetSession()->SendPacket(&data); return; } // check Deserter debuff if (!_player->CanJoinToBattleground(bg)) { WorldPacket data; sBattlegroundMgr->BuildStatusFailedPacket(&data, bg, _player, 0, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS); _player->GetSession()->SendPacket(&data); return; } if (_player->GetBattlegroundQueueIndex(bgQueueTypeIdRandom) < PLAYER_MAX_BATTLEGROUND_QUEUES) { // player is already in random queue WorldPacket data; sBattlegroundMgr->BuildStatusFailedPacket(&data, bg, _player, 0, ERR_IN_RANDOM_BG); _player->GetSession()->SendPacket(&data); return; } if (_player->InBattlegroundQueue() && bgTypeId == BATTLEGROUND_RB) { // player is already in queue, can't start random queue WorldPacket data; sBattlegroundMgr->BuildStatusFailedPacket(&data, bg, _player, 0, ERR_IN_NON_RANDOM_BG); _player->GetSession()->SendPacket(&data); return; } // 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()) { WorldPacket data; sBattlegroundMgr->BuildStatusFailedPacket(&data, bg, _player, 0, ERR_BATTLEGROUND_TOO_MANY_QUEUES); _player->GetSession()->SendPacket(&data); return; } BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId); GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, bracketEntry, 0, false, isPremade, 0, 0); uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId()); uint32 queueSlot = _player->AddBattlegroundQueueId(bgQueueTypeId); // add joined time data _player->AddBattlegroundQueueJoinTime(bgTypeId, ginfo->JoinTime); WorldPacket data; // send status packet (in queue) sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, _player, queueSlot, STATUS_WAIT_QUEUE, avgTime, ginfo->JoinTime, ginfo->ArenaType); SendPacket(&data); TC_LOG_DEBUG("bg.battleground", "Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s", bgQueueTypeId, bgTypeId, _player->GetGUIDLow(), _player->GetName().c_str()); } else { grp = _player->GetGroup(); if (!grp) return; if (grp->GetLeaderGUID() != _player->GetGUID()) return; err = grp->CanJoinBattlegroundQueue(bg, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0); isPremade = (grp->GetMembersCount() >= bg->GetMinPlayersPerTeam()); BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId); GroupQueueInfo* ginfo = NULL; uint32 avgTime = 0; if (!err) { TC_LOG_DEBUG("bg.battleground", "Battleground: the following players are joining as group:"); ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, 0, false, isPremade, 0, 0); avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId()); } for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* member = itr->GetSource(); if (!member) continue; // this should never happen 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, ginfo->ArenaType); member->GetSession()->SendPacket(&data); TC_LOG_DEBUG("bg.battleground", "Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s", bgQueueTypeId, bgTypeId, member->GetGUIDLow(), member->GetName().c_str()); } TC_LOG_DEBUG("bg.battleground", "Battleground: group end"); } sBattlegroundMgr->ScheduleQueueUpdate(0, 0, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId()); }
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); //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::HandleBattlemasterJoinOpcode(WorldPackets::Battleground::BattlemasterJoin& battlemasterJoin) { bool isPremade = false; Group* grp = NULL; uint32 bgTypeId_ = battlemasterJoin.QueueID & 0xFFFF; if (!sBattlemasterListStore.LookupEntry(bgTypeId_)) { TC_LOG_ERROR("network", "Battleground: invalid bgtype (%u) received. possible cheater? %s", bgTypeId_, _player->GetGUID().ToString().c_str()); return; } if (DisableMgr::IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, bgTypeId_, NULL)) { ChatHandler(this).PSendSysMessage(LANG_BG_DISABLED); return; } BattlegroundTypeId bgTypeId = BattlegroundTypeId(bgTypeId_); // can do this, since it's battleground, not arena BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, 0); BattlegroundQueueTypeId bgQueueTypeIdRandom = BattlegroundMgr::BGQueueTypeId(BATTLEGROUND_RB, 0); // ignore if player is already in BG if (_player->InBattleground()) return; // get bg instance or bg template if instance not found Battleground* bg = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId); if (!bg) return; // expected bracket entry PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(), _player->getLevel()); if (!bracketEntry) return; GroupJoinBattlegroundResult err = ERR_BATTLEGROUND_NONE; // check queue conditions if (!battlemasterJoin.JoinAsGroup) { if (GetPlayer()->isUsingLfg()) { WorldPackets::Battleground::BattlefieldStatusFailed battlefieldStatus; sBattlegroundMgr->BuildBattlegroundStatusFailed(&battlefieldStatus, bg, _player, 0, 0, ERR_LFG_CANT_USE_BATTLEGROUND); SendPacket(battlefieldStatus.Write()); return; } // check Deserter debuff if (!_player->CanJoinToBattleground(bg)) { WorldPackets::Battleground::BattlefieldStatusFailed battlefieldStatus; sBattlegroundMgr->BuildBattlegroundStatusFailed(&battlefieldStatus, bg, _player, 0, 0, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS); SendPacket(battlefieldStatus.Write()); return; } if (_player->GetBattlegroundQueueIndex(bgQueueTypeIdRandom) < PLAYER_MAX_BATTLEGROUND_QUEUES) { // player is already in random queue WorldPackets::Battleground::BattlefieldStatusFailed battlefieldStatus; sBattlegroundMgr->BuildBattlegroundStatusFailed(&battlefieldStatus, bg, _player, 0, 0, ERR_IN_RANDOM_BG); SendPacket(battlefieldStatus.Write()); return; } if (_player->InBattlegroundQueue() && bgTypeId == BATTLEGROUND_RB) { // player is already in queue, can't start random queue WorldPackets::Battleground::BattlefieldStatusFailed battlefieldStatus; sBattlegroundMgr->BuildBattlegroundStatusFailed(&battlefieldStatus, bg, _player, 0, 0, ERR_IN_NON_RANDOM_BG); SendPacket(battlefieldStatus.Write()); return; } // 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()) { WorldPackets::Battleground::BattlefieldStatusFailed battlefieldStatus; sBattlegroundMgr->BuildBattlegroundStatusFailed(&battlefieldStatus, bg, _player, 0, 0, ERR_BATTLEGROUND_TOO_MANY_QUEUES); SendPacket(battlefieldStatus.Write()); return; } // check Freeze debuff if (_player->HasAura(9454)) return; BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId); GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, bracketEntry, 0, false, isPremade, 0, 0); uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId()); uint32 queueSlot = _player->AddBattlegroundQueueId(bgQueueTypeId); WorldPackets::Battleground::BattlefieldStatusQueued battlefieldStatus; sBattlegroundMgr->BuildBattlegroundStatusQueued(&battlefieldStatus, bg, _player, queueSlot, ginfo->JoinTime, avgTime, ginfo->ArenaType, false); SendPacket(battlefieldStatus.Write()); TC_LOG_DEBUG("bg.battleground", "Battleground: player joined queue for bg queue type %u bg type %u, %s, NAME %s", bgQueueTypeId, bgTypeId, _player->GetGUID().ToString().c_str(), _player->GetName().c_str()); } else { grp = _player->GetGroup(); if (!grp) return; if (grp->GetLeaderGUID() != _player->GetGUID()) return; ObjectGuid errorGuid; err = grp->CanJoinBattlegroundQueue(bg, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0, errorGuid); isPremade = (grp->GetMembersCount() >= bg->GetMinPlayersPerTeam()); BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId); GroupQueueInfo* ginfo = NULL; uint32 avgTime = 0; if (!err) { TC_LOG_DEBUG("bg.battleground", "Battleground: the following players are joining as group:"); ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, 0, false, isPremade, 0, 0); avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId()); } for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* member = itr->GetSource(); if (!member) continue; // this should never happen if (err) { WorldPackets::Battleground::BattlefieldStatusFailed battlefieldStatus; sBattlegroundMgr->BuildBattlegroundStatusFailed(&battlefieldStatus, bg, _player, 0, 0, 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, ginfo->ArenaType, true); member->SendDirectMessage(battlefieldStatus.Write()); TC_LOG_DEBUG("bg.battleground", "Battleground: player joined queue for bg queue type %u bg type %u, %s, NAME %s", bgQueueTypeId, bgTypeId, member->GetGUID().ToString().c_str(), member->GetName().c_str()); } TC_LOG_DEBUG("bg.battleground", "Battleground: group end"); } sBattlegroundMgr->ScheduleQueueUpdate(0, 0, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId()); }
void WorldSession::HandleBattlemasterJoinOpcode(WorldPacket & recv_data) { uint64 guid; uint32 bgTypeId_; uint32 instanceId; uint8 joinAsGroup; bool isPremade = false; Group* grp = NULL; recv_data >> guid; // battlemaster guid recv_data >> bgTypeId_; // battleground type id (DBC id) recv_data >> instanceId; // instance id, 0 if First Available selected recv_data >> joinAsGroup; // join as group if (!sBattlemasterListStore.LookupEntry(bgTypeId_)) { sLog->outError("Battleground: invalid bgtype (%u) received. possible cheater? player guid %u", bgTypeId_, _player->GetGUIDLow()); return; } if (DisableMgr::IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, bgTypeId_, NULL)) { ChatHandler(this).PSendSysMessage(LANG_BG_DISABLED); return; } BattlegroundTypeId bgTypeId = BattlegroundTypeId(bgTypeId_); sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from (GUID: %u TypeId:%u)", GUID_LOPART(guid), GuidHigh2TypeId(GUID_HIPART(guid))); // can do this since it's battleground BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId); // ignore if player is already in BG if (_player->InBattleground()) return; // get bg instance or bg template if instance not found Battleground* bg = NULL; if (instanceId) bg = sBattlegroundMgr->GetBattlegroundThroughClientInstance(instanceId, bgTypeId); if (!bg) bg = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId); if (!bg) return; // expected bracket entry PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(), _player->getLevel()); if (!bracketEntry) return; GroupJoinBattlegroundResult err; // check queue conditions if (!joinAsGroup) { // check Deserter debuff if (!_player->CanJoinToBattleground()) { WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS); _player->GetSession()->SendPacket(&data); return; } // check if already in queue if (_player->GetBattlegroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES) return; // check if has free queue slots if (!_player->HasFreeBattlegroundQueueId()) { WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_TOO_MANY_QUEUES); _player->GetSession()->SendPacket(&data); return; } BattlegroundQueue& bgQueue = sBattlegroundMgr->m_BattlegroundQueues[bgQueueTypeId]; GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, bracketEntry, isPremade); uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId()); // already checked if queueSlot is valid, now just get it uint32 queueSlot = _player->AddBattlegroundQueueId(bgQueueTypeId); WorldPacket data; // send status packet (in queue) sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0); SendPacket(&data); sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s", bgQueueTypeId, bgTypeId, _player->GetGUIDLow(), _player->GetName()); } else { grp = _player->GetGroup(); // no group found, error if (!grp) return; if (grp->GetLeaderGUID() != _player->GetGUID()) return; err = grp->CanJoinBattlegroundQueue(bg, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam()); isPremade = (grp->GetMembersCount() >= bg->GetMinPlayersPerTeam()); BattlegroundQueue& bgQueue = sBattlegroundMgr->m_BattlegroundQueues[bgQueueTypeId]; GroupQueueInfo* ginfo = NULL; uint32 avgTime = 0; if (err > 0) { sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: the following players are joining as group:"); ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, isPremade); avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId()); } for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* member = itr->getSource(); if (!member) continue; // this should never happen 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); member->GetSession()->SendPacket(&data); sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err); member->GetSession()->SendPacket(&data); sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s", bgQueueTypeId, bgTypeId, member->GetGUIDLow(), member->GetName()); } sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: group end"); } sBattlegroundMgr->ScheduleQueueUpdate(bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId()); }
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; }
void WorldSession::HandleBattlemasterJoinArena(WorldPacket& recvData) { TC_LOG_DEBUG("network", "WORLD: CMSG_BATTLEMASTER_JOIN_ARENA"); ObjectGuid guid; // arena Battlemaster guid uint8 arenaslot; // 2v2, 3v3 or 5v5 uint8 asGroup; // asGroup uint8 isRated; // isRated Group* grp = nullptr; recvData >> guid >> arenaslot >> asGroup >> isRated; // ignore if we already in BG or BG queue if (_player->InBattleground()) return; Creature* unit = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_BATTLEMASTER); if (!unit) 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: TC_LOG_ERROR("network", "Unknown arena slot %u at HandleBattlemasterJoinArena()", arenaslot); 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, nullptr)) { 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) { if (_player->isUsingLfg()) { // player is using dungeon finder or raid finder WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_LFG_CANT_USE_BATTLEGROUND); _player->SendDirectMessage(&data); return; } // 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, isRated != 0, 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 = 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); if (asGroup) { uint32 avgTime = 0; if (err > 0) { TC_LOG_DEBUG("bg.battleground", "Battleground: arena join as group start"); if (isRated) { 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); bg->SetRated(true); } else bg->SetRated(false); GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, arenatype, isRated != 0, 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; WorldPacket data; if (err <= 0) { sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err); member->SendDirectMessage(&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, 0); member->SendDirectMessage(&data); sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err); member->SendDirectMessage(&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->GetGUID().GetCounter(), member->GetName().c_str()); } } else { GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, nullptr, bgTypeId, bracketEntry, arenatype, isRated != 0, 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); SendPacket(&data); TC_LOG_DEBUG("bg.battleground", "Battleground: player joined queue for arena, skirmish, bg queue type %u bg type %u: GUID %u, NAME %s", bgQueueTypeId, bgTypeId, _player->GetGUID().GetCounter(), _player->GetName().c_str()); } sBattlegroundMgr->ScheduleQueueUpdate(matchmakerRating, arenatype, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId()); }
void WorldSession::HandleBattlemasterJoinOpcode(WorldPacket & recvData) { uint64 guid; uint32 bgTypeId_; uint32 instanceId; // sent to queue for particular bg from battlemaster's list, currently not used uint8 joinAsGroup; recvData >> guid; // battlemaster guid recvData >> bgTypeId_; // battleground type id (DBC id) recvData >> instanceId; // instance id, 0 if First Available selected recvData >> joinAsGroup; // join as group // entry not found if (!sBattlemasterListStore.LookupEntry(bgTypeId_)) return; // chosen battleground type is disabled if (DisableMgr::IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, bgTypeId_, NULL)) { ChatHandler(this).PSendSysMessage(LANG_BG_DISABLED); return; } // get queue typeid and random typeid to check if already queued for them BattlegroundTypeId bgTypeId = BattlegroundTypeId(bgTypeId_); BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, 0); BattlegroundQueueTypeId bgQueueTypeIdRandom = BattlegroundMgr::BGQueueTypeId(BATTLEGROUND_RB, 0); // safety check - bgQueueTypeId == BATTLEGROUND_QUEUE_NONE if tried to queue for arena using this function if (bgQueueTypeId == BATTLEGROUND_QUEUE_NONE) return; // get bg template Battleground* bgt = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId); if (!bgt) return; // expected bracket entry PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bgt->GetMapId(), _player->getLevel()); if (!bracketEntry) return; // pussywizard: if trying to queue for already queued // just remove from queue and it will requeue! uint32 qSlot = _player->GetBattlegroundQueueIndex(bgQueueTypeId); if (qSlot < PLAYER_MAX_BATTLEGROUND_QUEUES) { BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId); if (bgQueue.IsPlayerInvitedToRatedArena(_player->GetGUID())) { WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_JOIN_FAILED); SendPacket(&data); return; } bgQueue.RemovePlayer(_player->GetGUID(), false, qSlot); _player->RemoveBattlegroundQueueId(bgQueueTypeId); } // must have free queue slot if (!_player->HasFreeBattlegroundQueueId()) { WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_TOO_MANY_QUEUES); SendPacket(&data); return; } // queue result (default ok) GroupJoinBattlegroundResult err = GroupJoinBattlegroundResult(bgt->GetBgTypeID()); // check if player can queue: if (!joinAsGroup) { if (GetPlayer()->InBattleground()) // currently in battleground err = ERR_BATTLEGROUND_NOT_IN_BATTLEGROUND; else if (GetPlayer()->isUsingLfg()) // using lfg system err = ERR_LFG_CANT_USE_BATTLEGROUND; else if (!_player->CanJoinToBattleground()) // has deserter debuff err = ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS; else if (_player->InBattlegroundQueueForBattlegroundQueueType(bgQueueTypeIdRandom)) // queued for random bg, so can't queue for anything else err = ERR_IN_RANDOM_BG; else if (_player->InBattlegroundQueue() && bgTypeId == BATTLEGROUND_RB) // already in queue, so can't queue for random err = ERR_IN_NON_RANDOM_BG; else if (_player->InBattlegroundQueueForBattlegroundQueueType(BATTLEGROUND_QUEUE_2v2) || _player->InBattlegroundQueueForBattlegroundQueueType(BATTLEGROUND_QUEUE_3v3) || _player->InBattlegroundQueueForBattlegroundQueueType(BATTLEGROUND_QUEUE_5v5)) // can't be already queued for arenas err = ERR_BATTLEGROUND_QUEUED_FOR_RATED; if (err <= 0) { WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err); SendPacket(&data); return; } BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId); GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, NULL, bracketEntry, false, false, 0, 0, 0); uint32 avgWaitTime = bgQueue.GetAverageQueueWaitTime(ginfo); uint32 queueSlot = _player->AddBattlegroundQueueId(bgQueueTypeId); // send status packet WorldPacket data; sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bgt, queueSlot, STATUS_WAIT_QUEUE, avgWaitTime, 0, 0, TEAM_NEUTRAL); SendPacket(&data); } // check if group can queue: else { Group* grp = _player->GetGroup(); // no group or not a leader if (!grp || grp->GetLeaderGUID() != _player->GetGUID()) return; // pussywizard: for party members - remove queues for which leader is not queued to! std::set<uint32> leaderQueueTypeIds; for (uint32 i=0; i<PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) leaderQueueTypeIds.insert((uint32)_player->GetBattlegroundQueueTypeId(i)); for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) if (Player* member = itr->GetSource()) for (uint32 i=0; i<PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) if (BattlegroundQueueTypeId mqtid = member->GetBattlegroundQueueTypeId(i)) if (leaderQueueTypeIds.count((uint32)mqtid) == 0) { BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(mqtid); if (bgQueue.IsPlayerInvitedToRatedArena(member->GetGUID())) { WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_JOIN_FAILED); SendPacket(&data); return; } bgQueue.RemovePlayer(member->GetGUID(), false, i); member->RemoveBattlegroundQueueId(mqtid); } if (_player->InBattlegroundQueueForBattlegroundQueueType(bgQueueTypeIdRandom)) // queued for random bg, so can't queue for anything else err = ERR_IN_RANDOM_BG; else if (_player->InBattlegroundQueue() && bgTypeId == BATTLEGROUND_RB) // already in queue, so can't queue for random err = ERR_IN_NON_RANDOM_BG; else if (_player->InBattlegroundQueueForBattlegroundQueueType(BATTLEGROUND_QUEUE_2v2) || _player->InBattlegroundQueueForBattlegroundQueueType(BATTLEGROUND_QUEUE_3v3) || _player->InBattlegroundQueueForBattlegroundQueueType(BATTLEGROUND_QUEUE_5v5)) // can't be already queued for arenas err = ERR_BATTLEGROUND_QUEUED_FOR_RATED; if (err > 0) err = grp->CanJoinBattlegroundQueue(bgt, bgQueueTypeId, 0, bgt->GetMaxPlayersPerTeam(), false, 0); bool isPremade = (grp->GetMembersCount() >= bgt->GetMinPlayersPerTeam() && bgTypeId != BATTLEGROUND_RB); uint32 avgWaitTime = 0; if (err > 0) { BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId); GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, grp, bracketEntry, false, isPremade, 0, 0, 0); avgWaitTime = bgQueue.GetAverageQueueWaitTime(ginfo); } WorldPacket data; for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* member = itr->GetSource(); if (!member) continue; if (err <= 0) { sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err); member->GetSession()->SendPacket(&data); continue; } uint32 queueSlot = member->AddBattlegroundQueueId(bgQueueTypeId); // send status packet sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bgt, queueSlot, STATUS_WAIT_QUEUE, avgWaitTime, 0, 0, TEAM_NEUTRAL); member->GetSession()->SendPacket(&data); sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err); member->GetSession()->SendPacket(&data); } } }
void WorldSession::HandleBattlemasterJoinArena(WorldPacket & recvData) { uint64 guid; // arena Battlemaster guid uint8 arenaslot; // 2v2, 3v3 or 5v5 uint8 asGroup; // asGroup uint8 isRated; // isRated recvData >> guid >> arenaslot >> asGroup >> isRated; // can't queue for rated without a group if (isRated && !asGroup) return; // find creature by guid Creature* unit = GetPlayer()->GetMap()->GetCreature(guid); if (!unit || !unit->IsBattleMaster()) return; // get arena type uint8 arenatype = 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: return; } // get template for all arenas Battleground* bgt = sBattlegroundMgr->GetBattlegroundTemplate(BATTLEGROUND_AA); if (!bgt) return; // arenas disabled if (DisableMgr::IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, BATTLEGROUND_AA, NULL)) { ChatHandler(this).PSendSysMessage(LANG_ARENA_DISABLED); return; } BattlegroundTypeId bgTypeId = bgt->GetBgTypeID(); BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, arenatype); // expected bracket entry PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bgt->GetMapId(), _player->getLevel()); if (!bracketEntry) return; // pussywizard: if trying to queue for already queued // just remove from queue and it will requeue! uint32 qSlot = _player->GetBattlegroundQueueIndex(bgQueueTypeId); if (qSlot < PLAYER_MAX_BATTLEGROUND_QUEUES) { BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId); if (bgQueue.IsPlayerInvitedToRatedArena(_player->GetGUID())) { WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_JOIN_FAILED); SendPacket(&data); return; } bgQueue.RemovePlayer(_player->GetGUID(), false, qSlot); _player->RemoveBattlegroundQueueId(bgQueueTypeId); } // must have free queue slot // pussywizard: allow being queued only in one arena queue, and it even cannot be together with bg queues if (_player->InBattlegroundQueue()) { WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_CANNOT_QUEUE_FOR_RATED); SendPacket(&data); return; } // queue result (default ok) GroupJoinBattlegroundResult err = GroupJoinBattlegroundResult(bgt->GetBgTypeID()); // check if player can queue: if (!asGroup) { if (GetPlayer()->InBattleground()) // currently in battleground err = ERR_BATTLEGROUND_NOT_IN_BATTLEGROUND; else if (GetPlayer()->isUsingLfg()) // using lfg system err = ERR_LFG_CANT_USE_BATTLEGROUND; if (err <= 0) { WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err); SendPacket(&data); return; } BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId); GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, NULL, bracketEntry, false, false, 0, 0, 0); uint32 avgWaitTime = bgQueue.GetAverageQueueWaitTime(ginfo); uint32 queueSlot = _player->AddBattlegroundQueueId(bgQueueTypeId); WorldPacket data; sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bgt, queueSlot, STATUS_WAIT_QUEUE, avgWaitTime, 0, arenatype, TEAM_NEUTRAL); SendPacket(&data); } // check if group can queue: else { Group* grp = _player->GetGroup(); // no group or not a leader if (!grp || grp->GetLeaderGUID() != _player->GetGUID()) return; // pussywizard: for party members - remove queues for which leader is not queued to! std::set<uint32> leaderQueueTypeIds; for (uint32 i=0; i<PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) leaderQueueTypeIds.insert((uint32)_player->GetBattlegroundQueueTypeId(i)); for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) if (Player* member = itr->GetSource()) for (uint32 i=0; i<PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) if (BattlegroundQueueTypeId mqtid = member->GetBattlegroundQueueTypeId(i)) if (leaderQueueTypeIds.count((uint32)mqtid) == 0) { BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(mqtid); if (bgQueue.IsPlayerInvitedToRatedArena(member->GetGUID())) { WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_JOIN_FAILED); SendPacket(&data); return; } bgQueue.RemovePlayer(member->GetGUID(), false, i); member->RemoveBattlegroundQueueId(mqtid); } uint32 ateamId = 0; uint32 arenaRating = 0; uint32 matchmakerRating = 0; // additional checks for rated arenas if (isRated) { // pussywizard: for rated matches check if season is in progress! if (!sWorld->getBoolConfig(CONFIG_ARENA_SEASON_IN_PROGRESS)) return; ateamId = _player->GetArenaTeamId(arenaslot); // check team existence ArenaTeam* at = sArenaTeamMgr->GetArenaTeamById(ateamId); if (!at) { SendNotInArenaTeamPacket(arenatype); return; } // get team rating for queueing arenaRating = at->GetRating(); matchmakerRating = at->GetAverageMMR(grp); if (arenaRating <= 0) arenaRating = 1; } err = grp->CanJoinBattlegroundQueue(bgt, bgQueueTypeId, arenatype, arenatype, (bool)isRated, arenaslot); uint32 avgWaitTime = 0; if (err > 0) { BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId); GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, grp, bracketEntry, isRated, false, arenaRating, matchmakerRating, ateamId); avgWaitTime = bgQueue.GetAverageQueueWaitTime(ginfo); } WorldPacket data; for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* member = itr->GetSource(); if (!member) continue; if (err <= 0) { sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err); member->GetSession()->SendPacket(&data); continue; } uint32 queueSlot = member->AddBattlegroundQueueId(bgQueueTypeId); // send status packet sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bgt, queueSlot, STATUS_WAIT_QUEUE, avgWaitTime, 0, arenatype, TEAM_NEUTRAL, isRated); member->GetSession()->SendPacket(&data); sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err); member->GetSession()->SendPacket(&data); } // pussywizard: schedule update for rated arena if (ateamId) sBattlegroundMgr->ScheduleArenaQueueUpdate(ateamId, bgQueueTypeId, bracketEntry->GetBracketId()); } }
void WorldSession::HandleBattlegroundJoinOpcode(WorldPacket& recv_data) { uint64 guid; uint32 bgTypeId; uint32 instanceId; uint8 joinAsGroup; Group* grp; recv_data >> guid; // battlemaster guid recv_data >> bgTypeId; // battleground type id (DBC id) recv_data >> instanceId; // instance id, 0 if First Available selected recv_data >> joinAsGroup; // join as group if (bgTypeId >= MAX_BATTLEGROUND_TYPES) { sLog.outError("Battleground: invalid bgtype received. possible cheater? player guid %u", _player->GetGUIDLow()); return; } if (sDisableMgr.IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, bgTypeId, NULL)) { ChatHandler(this).PSendSysMessage(LANG_BG_DISABLED); return; } sLog.outDebug("WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from (GUID: %u TypeId:%u)", GUID_LOPART(guid), GuidHigh2TypeId(GUID_HIPART(guid))); // can do this, since it's battleground, not arena uint32 bgQueueTypeId = sBattlegroundMgr.BGQueueTypeId(bgTypeId, 0); // ignore if player is already in BG if (_player->InBattleground()) return; Creature* unit = GetPlayer()->GetMap()->GetCreature(guid); if (!unit) return; if (!unit->IsBattleMaster()) // it's not battlemaster return; // get bg instance or bg template if instance not found Battleground* bg = NULL; if (instanceId) bg = sBattlegroundMgr.GetBattleground(instanceId); if (!bg && !(bg = sBattlegroundMgr.GetBattlegroundTemplate(bgTypeId))) { sLog.outError("Battleground: no available bg / template found"); return; } // check queueing conditions if (!joinAsGroup) { // check Deserter debuff if (!_player->CanJoinToBattleground()) { WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4); data << (uint32) 0xFFFFFFFE; _player->GetSession()->SendPacket(&data); return; } // 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, 0, bg->GetMaxPlayersPerTeam(), false, 0); if (err != BG_JOIN_ERR_OK) { SendBattlegroundOrArenaJoinError(err); return; } } // if we're here, then the conditions to join a bg are met. We can proceed in joining. // _player->GetGroup() was already checked, grp is already initialized if (joinAsGroup /* && _player->GetGroup()*/) { sLog.outDebug("Battleground: the following players are joining as group:"); GroupQueueInfo* ginfo = sBattlegroundMgr.m_BattlegroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, 0, false, 0); for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* member = itr->GetSource(); if (!member) continue; // this should never happen 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); 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 bg queue type %u bg type %u: GUID %u, NAME %s", bgQueueTypeId, bgTypeId, member->GetGUIDLow(), member->GetName()); } sLog.outDebug("Battleground: group end"); sBattlegroundMgr.m_BattlegroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattlegroundQueueIdFromLevel()); } else { // already checked if queueSlot is valid, now just get it 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); SendPacket(&data); GroupQueueInfo* ginfo = sBattlegroundMgr.m_BattlegroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, 0, false, 0); sBattlegroundMgr.m_BattlegroundQueues[bgQueueTypeId].AddPlayer(_player, ginfo); sBattlegroundMgr.m_BattlegroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattlegroundQueueIdFromLevel()); sLog.outDebug("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s", bgQueueTypeId, bgTypeId, _player->GetGUIDLow(), _player->GetName()); } }
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()); } }