/** * @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); }
/** * @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); }
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); }
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); }
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); }