void WorldSession::HandleBattlefieldStatusOpcode(WorldPacket& /*recv_data*/) { // empty opcode DEBUG_LOG("WORLD: CMSG_BATTLEFIELD_STATUS"); WorldPacket data; // we must update all queues here BattleGround* bg = NULL; for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) { BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i); if (!bgQueueTypeId) continue; BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId); ArenaType arenaType = BattleGroundMgr::BGArenaType(bgQueueTypeId); if (bgTypeId == _player->GetBattleGroundTypeId()) { bg = _player->GetBattleGround(); // i cannot check any variable from player class because player class doesn't know if player is in 2v2 / 3v3 or 5v5 arena // so i must use bg pointer to get that information if (bg && bg->GetArenaType() == arenaType) { // this line is checked, i only don't know if GetStartTime is changing itself after bg end! // send status in BattleGround sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player, i, STATUS_IN_PROGRESS, bg->GetEndTime(), 0, arenaType); SendPacket(&data); continue; } } // we are sending update to player about queue - he can be invited there! // get GroupQueueInfo for queue status BattleGroundQueue& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId]; GroupQueueInfo ginfo; if (!bgQueue.GetPlayerGroupInfoData(_player->GetObjectGuid(), &ginfo)) continue; if (ginfo.IsInvitedToBGInstanceGUID) { bg = sBattleGroundMgr.GetBattleGround(ginfo.IsInvitedToBGInstanceGUID, bgTypeId); if (!bg) continue; uint32 remainingTime = WorldTimer::getMSTimeDiff(WorldTimer::getMSTime(), ginfo.RemoveInviteTime); // send status invited to BattleGround sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player, i, STATUS_WAIT_JOIN, remainingTime, 0, arenaType); SendPacket(&data); } else { bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); if (!bg) continue; // expected bracket entry PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(), _player->getLevel()); if (!bracketEntry) continue; uint32 avgTime = bgQueue.GetAverageQueueWaitTime(&ginfo, bracketEntry->GetBracketId()); // send status in BattleGround Queue sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player, i, STATUS_WAIT_QUEUE, avgTime, WorldTimer::getMSTimeDiff(ginfo.JoinTime, WorldTimer::getMSTime()), arenaType); SendPacket(&data); } } }
void WorldSession::HandleBattlefieldStatusOpcode( WorldPacket & /*recv_data*/ ) { // empty opcode sLog.outDebug( "WORLD: Battleground status" ); WorldPacket data; // we must update all queues here BattleGround *bg = NULL; for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) { BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i); if (!bgQueueTypeId) continue; BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId); uint8 arenaType = BattleGroundMgr::BGArenaType(bgQueueTypeId); if (bgTypeId == _player->GetBattleGroundTypeId()) { bg = _player->GetBattleGround(); //i cannot check any variable from player class because player class doesn't know if player is in 2v2 / 3v3 or 5v5 arena //so i must use bg pointer to get that information if (bg && bg->GetArenaType() == arenaType) { // this line is checked, i only don't know if GetStartTime is changing itself after bg end! // send status in BattleGround sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, STATUS_IN_PROGRESS, bg->GetEndTime(), bg->GetStartTime(), arenaType); SendPacket(&data); continue; } } //we are sending update to player about queue - he can be invited there! //get GroupQueueInfo for queue status BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers; BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID()); if (itrPlayerStatus == qpMap.end()) continue; if (itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID) { bg = sBattleGroundMgr.GetBattleGround(itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID, bgTypeId); if (!bg) continue; uint32 remainingTime = getMSTimeDiff(getMSTime(), itrPlayerStatus->second.GroupInfo->RemoveInviteTime); // send status invited to BattleGround sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, STATUS_WAIT_JOIN, remainingTime, 0, arenaType); SendPacket(&data); } else { bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); if (!bg) continue; uint32 avgTime = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].GetAverageQueueWaitTime(itrPlayerStatus->second.GroupInfo, _player->GetBattleGroundQueueIdFromLevel(bgTypeId)); // send status in BattleGround Queue sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, STATUS_WAIT_QUEUE, avgTime, getMSTimeDiff(itrPlayerStatus->second.GroupInfo->JoinTime, getMSTime()), arenaType); SendPacket(&data); } } }
void WorldSession::HandleBattleFieldPortOpcode(WorldPacket& recv_data) { DEBUG_LOG("WORLD: Received opcode CMSG_BATTLEFIELD_PORT"); uint32 time; uint32 queueSlot; uint32 unk; // unk uint8 action; // enter battle 0x1, leave queue 0x0 ObjectGuid guid; // player guid recv_data >> time >> queueSlot >> unk; recv_data.ReadGuidMask<0, 1, 5, 6, 7, 4, 3, 2>(guid); action = recv_data.ReadBit() ? 1 : 0; recv_data.ReadGuidBytes<1, 3, 5, 7, 0, 2, 6, 4>(guid); DEBUG_LOG("WORLD: Recvd CMSG_BATTLEFIELD_PORT Message, time %u queueSlot %u unk %u action %u guid %s", time, queueSlot, unk, action, guid.GetString().c_str()); //if (type && !IsArenaTypeValid(ArenaType(type))) //{ // sLog.outError("BattlegroundHandler: Invalid CMSG_BATTLEFIELD_PORT received from player (%u), arena type wrong: %u.", _player->GetGUIDLow(), type); // return; //} if (!_player->InBattleGroundQueue()) { sLog.outError("BattlegroundHandler: Invalid CMSG_BATTLEFIELD_PORT received from player (%u), he is not in bg_queue.", _player->GetGUIDLow()); return; } BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(queueSlot); if (bgQueueTypeId == BATTLEGROUND_QUEUE_NONE) { sLog.outError("BattlegroundHandler: invalid queueSlot (%u) received.", queueSlot); return; } // get GroupQueueInfo from BattleGroundQueue 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->GetObjectGuid(), &ginfo)) { sLog.outError("BattlegroundHandler: itrplayerstatus not found."); return; } // if action == 1, then instanceId is required if (!ginfo.IsInvitedToBGInstanceGUID && action == 1) { sLog.outError("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("BattlegroundHandler: bg_template not found for instance id %u type id %u.", ginfo.IsInvitedToBGInstanceGUID, 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 == ARENA_TYPE_NONE) { // 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.BuildBattleGroundStatusFailedPacket(&data2, bg, _player, queueSlot, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS); _player->GetSession()->SendPacket(&data2); action = 0; DEBUG_LOG("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("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->IsTaxiFlying()) { _player->GetMotionMaster()->MovementExpired(); _player->m_taxi.ClearTaxiDestinations(); } sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player, queueSlot, STATUS_IN_PROGRESS, bg->GetEndTime(), bg->GetStartTime(), bg->GetArenaType()); _player->GetSession()->SendPacket(&data); // remove battleground queue status from BGmgr bgQueue.RemovePlayer(_player->GetObjectGuid(), 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->GetObjectGuid(), false, true); // set the destination instance id _player->SetBattleGroundId(bg->GetInstanceID(), bgTypeId); // set the destination team _player->SetBGTeam(ginfo.GroupTeam); // bg->HandleBeforeTeleportToBattleGround(_player); sBattleGroundMgr.SendToBattleGround(_player, ginfo.IsInvitedToBGInstanceGUID, bgTypeId); // add only in HandleMoveWorldPortAck() // bg->AddPlayer(_player,team); DEBUG_LOG("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 player leaves rated arena match before match start, it is counted as he played but he lost if (ginfo.IsRated && ginfo.IsInvitedToBGInstanceGUID) { ArenaTeam* at = sObjectMgr.GetArenaTeamById(ginfo.ArenaTeamId); if (at) { DEBUG_LOG("UPDATING memberLost's personal arena rating for %s by opponents rating: %u, because he has left queue!", _player->GetGuidStr().c_str(), ginfo.OpponentsTeamRating); at->MemberLost(_player, ginfo.OpponentsTeamRating); 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, _player, queueSlot, STATUS_NONE, 0, 0, ARENA_TYPE_NONE); bgQueue.RemovePlayer(_player->GetObjectGuid(), true); // player left queue, we should update it - do not update Arena Queue if (ginfo.arenaType == ARENA_TYPE_NONE) sBattleGroundMgr.ScheduleQueueUpdate(ginfo.ArenaTeamRating, ginfo.arenaType, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId()); SendPacket(&data); DEBUG_LOG("Battleground: player %s (%u) left queue for bgtype %u, queue type %u.", _player->GetName(), _player->GetGUIDLow(), bg->GetTypeID(), bgQueueTypeId); break; default: sLog.outError("Battleground port: unknown action %u", action); break; } }
void WorldSession::HandleBattlefieldStatusOpcode(WorldPacket& /*recv_data*/) { // empty opcode DEBUG_LOG("WORLD: Battleground status"); WorldPacket data; // we must update all queues here BattleGround* bg = NULL; for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) { BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i); if (!bgQueueTypeId) continue; BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId); if (bgTypeId == _player->GetBattleGroundTypeId()) { bg = _player->GetBattleGround(); //so i must use bg pointer to get that information if (bg) { // this line is checked, i only don't know if GetStartTime is changing itself after bg end! // send status in BattleGround sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, STATUS_IN_PROGRESS, bg->GetEndTime(), bg->GetStartTime()); SendPacket(&data); continue; } } //we are sending update to player about queue - he can be invited there! //get GroupQueueInfo for queue status BattleGroundQueue& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId]; GroupQueueInfo ginfo; if (!bgQueue.GetPlayerGroupInfoData(_player->GetObjectGuid(), &ginfo)) continue; if (ginfo.IsInvitedToBGInstanceGUID) { bg = sBattleGroundMgr.GetBattleGround(ginfo.IsInvitedToBGInstanceGUID, bgTypeId); if (!bg) continue; uint32 remainingTime = WorldTimer::getMSTimeDiff(WorldTimer::getMSTime(), ginfo.RemoveInviteTime); // send status invited to BattleGround sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, STATUS_WAIT_JOIN, remainingTime, 0); SendPacket(&data); } else { bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); if (!bg) continue; uint32 avgTime = bgQueue.GetAverageQueueWaitTime(&ginfo, _player->GetBattleGroundBracketIdFromLevel(bgTypeId)); // send status in BattleGround Queue sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, STATUS_WAIT_QUEUE, avgTime, WorldTimer::getMSTimeDiff(ginfo.JoinTime, WorldTimer::getMSTime())); SendPacket(&data); } } }