Пример #1
0
void WorldSession::HandleBattlemasterJoinOpcode( WorldPacket & recv_data )
{
    uint64 guid;
    uint32 bgTypeId_;
    uint32 instanceId;
    uint8 joinAsGroup;
    bool isPremade = false;
    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 (!sBattlemasterListStore.LookupEntry(bgTypeId_))
    {
        sLog.outError("Battleground: invalid bgtype (%u) received. possible cheater? player guid %u",bgTypeId_,_player->GetGUIDLow());
        return;
    }

    BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_);

    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
    BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, 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)))
    {
        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);
        isPremade = (grp->GetMembersCount() >= bg->GetMinPlayersPerTeam());
        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
    GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, 0, false, isPremade, 0);
    uint32 avgTime = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundQueueIdFromLevel(bgTypeId));
    if (joinAsGroup /* && _player->GetGroup()*/)
    {
        sLog.outDebug("Battleground: the following players are joining as group:");
        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

            WorldPacket data;
                                                            // send status packet (in queue)
            sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->ArenaType);
            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");
    }
    else
    {
        // 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);

        sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(_player, ginfo);
        sLog.outDebug("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName());
    }
    sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(bgTypeId));
    if (!ginfo->IsInvitedToBGInstanceGUID)
        sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AnnounceWorld(ginfo, _player->GetGUID(), true);
}
Пример #2
0
void WorldSession::HandleBattlemasterJoinArena( 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;

    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 HandleBattlemasterJoinArena()", arenaslot);
            return;
    }

    //check existance
    BattleGround* bg = NULL;
    if (!(bg = sBattleGroundMgr.GetBattleGroundTemplate(BATTLEGROUND_AA)))
    {
        sLog.outError("Battleground: template bg (all arenas) not found");
        return;
    }

    BattleGroundTypeId bgTypeId = bg->GetTypeID();
    BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::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 = objmgr.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->GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaslot*6) + 5);
        }

        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;
    }

    GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, arenatype, isRated, false, arenaRating, ateamId);
    uint32 avgTime = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundQueueIdFromLevel(bgTypeId));
    if (asGroup)
    {
        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);
            bg->SetRated(true);
        }
        else
            bg->SetRated(false);
            
        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

            WorldPacket data;
            // send status packet (in queue)
            sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, arenatype);
            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");
        if (isRated)
            sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AnnounceWorld(ginfo, _player->GetGUID(), true);
    }
    else
    {
        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);
        sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(_player, ginfo);
        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());
    }
    sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(bgTypeId), arenatype, isRated, arenaRating);
}
void WorldSession::HandleBattlemasterJoinArena(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: CMSG_BATTLEMASTER_JOIN_ARENA");
    // recv_data.hexlike();

    ObjectGuid guid;                                        // arena Battlemaster guid
    uint8 arenaslot;                                        // 2v2, 3v3 or 5v5
    uint8 asGroup;                                          // asGroup
    uint8 isRated;                                          // isRated

    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;

    ArenaType arenatype;
    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 HandleBattlemasterJoinArena()", arenaslot);
            return;
    }

    // check existence
    BattleGround* bg = sBattleGroundMgr.GetBattleGroundTemplate(BATTLEGROUND_AA);
    if (!bg)
    {
        sLog.outError("Battleground: template bg (all arenas) not found");
        return;
    }

    BattleGroundTypeId bgTypeId = bg->GetTypeID();
    BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, arenatype);
    BattleGroundBracketId bgBracketId = _player->GetBattleGroundBracketIdFromLevel(bgTypeId);

    Group* grp = NULL;

    // check queue conditions
    if (!asGroup)
    {
        // you can't join in this way by client
        if (isRated)
            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, 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 arena team existence only here (if it was moved to group->CanJoin .. () then we would have to get it twice)
        ArenaTeam* at = sObjectMgr.GetArenaTeamById(ateamId);
        if (!at)
        {
            _player->GetSession()->SendNotInArenaTeamPacket(arenatype);
            return;
        }
        // get the team rating for queue
        arenaRating = at->GetRating();
        // the arena team id must match for everyone in the group
        // get the personal ratings for queue
        uint32 avg_pers_rating = 0;

        for (Group::member_citerator citr = grp->GetMemberSlots().begin(); citr != grp->GetMemberSlots().end(); ++citr)
        {
            ArenaTeamMember const* at_member = at->GetMember(citr->guid);
            if (!at_member)                                 // group member joining to arena must be in leader arena team
                return;

            // calc avg personal rating
            avg_pers_rating += at_member->personal_rating;
        }

        avg_pers_rating /= grp->GetMembersCount();

        // 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;
    }

    BattleGroundQueue& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId];
    if (asGroup)
    {
        DEBUG_LOG("Battleground: arena join as group start");
        if (isRated)
            DEBUG_LOG("Battleground: arena team id %u, leader %s queued with rating %u for type %u", _player->GetArenaTeamId(arenaslot), _player->GetName(), arenaRating, arenatype);

        GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bgBracketId, arenatype, isRated, false, arenaRating, ateamId);
        uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundBracketIdFromLevel(bgTypeId));
        for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
        {
            Player* member = itr->getSource();
            if (!member)
                continue;

            // add to queue
            uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId);

            // store entry point coords (same as leader entry point)
            member->SetBattleGroundEntryPoint(_player);

            WorldPacket data;
            // send status packet (in queue)
            sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, arenatype);
            member->GetSession()->SendPacket(&data);
            sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId);
            member->GetSession()->SendPacket(&data);
            DEBUG_LOG("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());
        }
        DEBUG_LOG("Battleground: arena join as group end");
    }
    else
    {
        GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, bgBracketId, arenatype, isRated, false, arenaRating, ateamId);
        uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundBracketIdFromLevel(bgTypeId));
        uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId);

        // store entry point coords
        _player->SetBattleGroundEntryPoint();

        WorldPacket data;
        // send status packet (in queue)
        sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, arenatype);
        SendPacket(&data);
        DEBUG_LOG("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(arenaRating, arenatype, bgQueueTypeId, bgTypeId, _player->GetBattleGroundBracketIdFromLevel(bgTypeId));
}
void WorldSession::HandleBattlemasterJoinOpcode(WorldPacket& recv_data)
{
    ObjectGuid guid;
    uint32 bgTypeId_;
    uint32 instanceId;
    uint8 joinAsGroup;
    bool isPremade = false;
    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 (!sBattlemasterListStore.LookupEntry(bgTypeId_))
    {
        sLog.outError("Battleground: invalid bgtype (%u) received. possible cheater? player guid %u", bgTypeId_, _player->GetGUIDLow());
        return;
    }

    BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_);

    DEBUG_LOG("WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from %s", guid.GetString().c_str());

    // can do this, since it's battleground, not arena
    BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, ARENA_TYPE_NONE);

    // 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.GetBattleGroundThroughClientInstance(instanceId, bgTypeId);

    if (!bg && !(bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId)))
    {
        sLog.outError("Battleground: no available bg / template found");
        return;
    }

    BattleGroundBracketId bgBracketId = _player->GetBattleGroundBracketIdFromLevel(bgTypeId);

    // check queue 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);
        isPremade = sWorld.getConfig(CONFIG_UINT32_BATTLEGROUND_PREMADE_GROUP_WAIT_FOR_MATCH) &&
                    (grp->GetMembersCount() >= bg->GetMinPlayersPerTeam());
        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
    BattleGroundQueue& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId];
    if (joinAsGroup)
    {
        DEBUG_LOG("Battleground: the following players are joining as group:");
        GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bgBracketId, ARENA_TYPE_NONE, false, isPremade, 0);
        uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundBracketIdFromLevel(bgTypeId));
        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)
            member->SetBattleGroundEntryPoint(_player);

            // send status packet (in queue)
            WorldPacket data;
            sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->arenaType);
            member->GetSession()->SendPacket(&data);
            sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId);
            member->GetSession()->SendPacket(&data);
            DEBUG_LOG("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s", bgQueueTypeId, bgTypeId, member->GetGUIDLow(), member->GetName());
        }
        DEBUG_LOG("Battleground: group end");
    }
    else
    {
        GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, bgBracketId, ARENA_TYPE_NONE, false, isPremade, 0);
        uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundBracketIdFromLevel(bgTypeId));
        // already checked if queueSlot is valid, now just get it
        uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId);
        // store entry point coords
        _player->SetBattleGroundEntryPoint();

        WorldPacket data;
        // send status packet (in queue)
        sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->arenaType);
        SendPacket(&data);
        DEBUG_LOG("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s", bgQueueTypeId, bgTypeId, _player->GetGUIDLow(), _player->GetName());
    }
    sBattleGroundMgr.ScheduleQueueUpdate(0, ARENA_TYPE_NONE, bgQueueTypeId, bgTypeId, _player->GetBattleGroundBracketIdFromLevel(bgTypeId));
}
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;
    }

    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(member->GetMapId(), member->GetPositionX(), member->GetPositionY(), member->GetPositionZ(), member->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());
    }
}