void WorldSession::HandlePVPLogDataOpcode(WorldPacket & /*recv_data*/) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd MSG_PVP_LOG_DATA Message"); Battleground *bg = _player->GetBattleground(); if (!bg || (bg->isArena() && bg->GetStatus() != STATUS_IN_PROGRESS)) return; WorldPacket data; sBattlegroundMgr->BuildPvpLogDataPacket(&data, bg); SendPacket(&data); sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Sent MSG_PVP_LOG_DATA Message"); }
void WorldSession::HandlePVPLogDataOpcode(WorldPackets::Battleground::PVPLogDataRequest& /*pvpLogDataRequest*/) { Battleground* bg = _player->GetBattleground(); if (!bg) return; // Prevent players from sending BuildPvpLogDataPacket in an arena except for when sent in BattleGround::EndBattleGround. if (bg->isArena()) return; WorldPackets::Battleground::PVPLogData pvpLogData; bg->BuildPvPLogDataPacket(pvpLogData); SendPacket(pvpLogData.Write()); }
void WorldSession::HandlePVPLogDataOpcode(WorldPacket & /*recv_data*/) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd MSG_PVP_LOG_DATA Message"); Battleground* bg = _player->GetBattleground(); if (!bg) return; // Prevent players from sending BuildPvpLogDataPacket in an arena except for when sent in BattleGround::EndBattleGround. if (bg->isArena()) return; WorldPacket data; sBattlegroundMgr->BuildPvpLogDataPacket(&data, bg); SendPacket(&data); sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Sent MSG_PVP_LOG_DATA Message"); }
void WorldSession::HandlePVPLogDataOpcode(WorldPacket & /*recvData*/) { TC_LOG_DEBUG("network", "WORLD: Recvd MSG_PVP_LOG_DATA Message"); Battleground* bg = _player->GetBattleground(); if (!bg) return; // Prevent players from sending BuildPvpLogDataPacket in an arena except for when sent in BattleGround::EndBattleGround. if (bg->isArena()) return; WorldPacket data; bg->BuildPvPLogDataPacket(data); SendPacket(&data); TC_LOG_DEBUG("network", "WORLD: Sent MSG_PVP_LOG_DATA Message"); }
void ArenaTeam::DelMember(uint64 guid) { for (MemberList::iterator itr = m_members.begin(); itr != m_members.end(); ++itr) if (itr->guid == guid) { m_members.erase(itr); break; } if (Player* player = sObjectMgr.GetPlayer(guid)) { // remove from arena queue, if queued for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) { if (uint32 bgQueueType = player->GetBattlegroundQueueId(i)) { Battleground* bg = sBattlegroundMgr.GetBattlegroundTemplate(bgQueueType); if (!bg || !bg->isArena()) break; WorldPacket data; sBattlegroundMgr.BuildBattlegroundStatusPacket(&data, bg, player->GetTeam(), player->GetBattlegroundQueueIndex(bgQueueType), STATUS_NONE, 0, 0); player->GetSession()->SendPacket(&data); sBattlegroundMgr.m_BattlegroundQueues[bgQueueType].RemovePlayer(player->GetGUID(), false); } } player->SetInArenaTeam(0, GetSlot()); player->GetSession()->SendArenaTeamCommandResult(ERR_ARENA_TEAM_QUIT_S, GetName(), "", 0); // delete all info regarding this team for (uint32 i = 0; i < ARENA_TEAM_END; ++i) player->SetArenaTeamInfoField(GetSlot(), ArenaTeamInfoType(i), 0); sLog.outArena("Player: %s [GUID: %u] left arena team type: %u [Id: %u].", player->GetName(), player->GetGUIDLow(), GetType(), GetId()); } CharacterDatabase.PExecute("DELETE FROM arena_team_member WHERE arenateamid = '%u' AND guid = '%u'", GetId(), GUID_LOPART(guid)); }
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->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_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->GetGUIDLow(), _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? 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->GetGUIDLow(), 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->GetGUIDLow(), bg->GetTypeID(), bgQueueTypeId); } }
void WorldSession::HandleBattleFieldPortOpcode(WorldPacket &recvData) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd CMSG_BATTLEFIELD_PORT Message"); uint32 time; uint32 queueSlot; // guessed uint32 unk; // type id from dbc uint8 action; // enter battle 0x1, leave queue 0x0 ObjectGuid guid; recvData >> unk; recvData >> queueSlot; recvData >> time; guid[0] = recvData.ReadBit(); guid[5] = recvData.ReadBit(); guid[3] = recvData.ReadBit(); guid[2] = recvData.ReadBit(); guid[4] = recvData.ReadBit(); guid[1] = recvData.ReadBit(); action = recvData.ReadBit(); guid[6] = recvData.ReadBit(); guid[7] = recvData.ReadBit(); recvData.FlushBits(); uint8 byteOrder[8] = {0, 3, 4, 7, 1, 5, 6, 2}; recvData.ReadBytesSeq(guid, byteOrder); if (!_player->InBattlegroundQueue()) { sLog->outDebug(LOG_FILTER_BATTLEGROUND, "BattlegroundHandler: Invalid CMSG_BATTLEFIELD_PORT received from player (Name: %s, GUID: %u), he is not in bg_queue.", _player->GetName(), _player->GetGUIDLow()); return; } if (queueSlot > PLAYER_MAX_BATTLEGROUND_QUEUES) { sLog->OutPandashan("HandleBattleFieldPortOpcode queueSlot %u", queueSlot); return; } BattlegroundQueueTypeId bgQueueTypeId = _player->GetBattlegroundQueueTypeId(queueSlot); if (bgQueueTypeId == BATTLEGROUND_QUEUE_NONE) { sLog->outDebug(LOG_FILTER_BATTLEGROUND, "BattlegroundHandler: invalid queueSlot (%u) received.", queueSlot); return; } if (bgQueueTypeId > MAX_BATTLEGROUND_QUEUE_TYPES) { sLog->OutPandashan("HandleBattleFieldPortOpcode bgQueueTypeId %u", bgQueueTypeId); return; } 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(LOG_FILTER_NETWORKIO, "BattlegroundHandler: itrplayerstatus not found."); return; } // if action == 1, then instanceId is required if (!ginfo.IsInvitedToBGInstanceGUID && action == 1) { sLog->outError(LOG_FILTER_NETWORKIO, "BattlegroundHandler: instance not found."); 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); // 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(LOG_FILTER_NETWORKIO, "BattlegroundHandler: bg_template not found for type id %u.", bgTypeId); return; } // 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()) { //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; sLog->outDebug(LOG_FILTER_BATTLEGROUND, "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(LOG_FILTER_NETWORKIO, "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; } } 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, _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); sLog->outDebug(LOG_FILTER_BATTLEGROUND, "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 (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) { sLog->outDebug(LOG_FILTER_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, 0); 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()); sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: player %s (%u) left queue for bgtype %u, queue type %u.", _player->GetName(), _player->GetGUIDLow(), bg->GetTypeID(), bgQueueTypeId); break; default: sLog->outError(LOG_FILTER_NETWORKIO, "Battleground port: unknown action %u", action); break; } }