/**
 * @fn void WorldSession::HandleBfExitRequest(WorldPacket& recvData)
 *
 * @brief Send by client when exited battlefield
 */
void WorldSession::HandleBfExitRequest(WorldPacket& recvData)
{
    ObjectGuid guid;

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

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

    TC_LOG_ERROR("misc", "HandleBfExitRequest: GUID: %s", guid.ToString().c_str());

    Battlefield* bf = sBattlefieldMgr->GetBattlefieldByGUID(guid);
    if (!bf)
        return;

    bf->AskToLeaveQueue(_player);
}
예제 #2
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/**
 * @fn void WorldSession::HandleBfExitRequest(WorldPackets::Battlefield::BFMgrQueueExitRequest& bfMgrQueueExitRequest)
 *
 * @brief Send by client when exited battlefield
 */
void WorldSession::HandleBfQueueExitRequest(WorldPackets::Battlefield::BFMgrQueueExitRequest& bfMgrQueueExitRequest)
{
    Battlefield* bf = sBattlefieldMgr->GetBattlefieldByQueueId(bfMgrQueueExitRequest.QueueID);
    if (!bf)
        return;

    bf->AskToLeaveQueue(_player);
}
예제 #3
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void WorldSession::HandleBfExitRequest(WorldPacket & recv_data)
{
    uint32 BattleId;

    recv_data >> BattleId;
    sLog->outError("HandleBfExitRequest: BattleID:%u ", BattleId);
    Battlefield* Bf = sBattlefieldMgr.GetBattlefieldByBattleId(BattleId);
    if (!Bf)
        return;

    Bf->AskToLeaveQueue(_player);
}
예제 #4
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void WorldSession::HandleBfExitRequest(WorldPacket & recv_data)
{
    uint32 BattleId;

    recv_data >> BattleId;
    sLog->outDebug(LOG_FILTER_BATTLEFIELD, "HandleBfExitRequest: BattleID:%u ", BattleId);
    Battlefield* Bf = sBattlefieldMgr->GetBattlefieldByBattleId(BattleId);
    if (!Bf)
        return;

    Bf->AskToLeaveQueue(_player);
}
예제 #5
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void WorldSession::HandleBfExitRequest(WorldPacket & recvData)
{
    uint32 BattleId;

    recvData >> BattleId;
    TC_LOG_DEBUG(LOG_FILTER_GENERAL, "HandleBfExitRequest: BattleID:%u ", BattleId);
    Battlefield* Bf = sBattlefieldMgr->GetBattlefieldByBattleId(BattleId);
    if (!Bf)
        return;

    Bf->AskToLeaveQueue(_player);
}
/**
 * @fn void WorldSession::HandleBfExitRequest(WorldPacket& recvData)
 *
 * @brief Send by client when exited battlefield
 */
void WorldSession::HandleBfExitRequest(WorldPacket& recvData)
{
    uint32 battleId;

    recvData >> battleId;

    TC_LOG_DEBUG("misc", "HandleBfExitRequest: battleId: %u ", battleId);

    Battlefield* bf = sBattlefieldMgr->GetBattlefieldByBattleId(battleId);
    if (!bf)
        return;

    bf->AskToLeaveQueue(_player);
}