bool BGQueueRemoveEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/) { Player* plr = sObjectMgr.GetPlayer(m_PlayerGuid); if (!plr) // player logged off (we should do nothing, he is correctly removed from queue in another procedure) return true; BattleGround* bg = sBattleGroundMgr.GetBattleGround(m_BgInstanceGUID, m_BgTypeId); // battleground can be deleted already when we are removing queue info // bg pointer can be NULL! so use it carefully! uint32 queueSlot = plr->GetBattleGroundQueueIndex(m_BgQueueTypeId); if (queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES) // player is in queue, or in Battleground { // check if player is in queue for this BG and if we are removing his invite event BattleGroundQueue& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[m_BgQueueTypeId]; if (bgQueue.IsPlayerInvited(m_PlayerGuid, m_BgInstanceGUID, m_RemoveTime)) { DEBUG_LOG("Battleground: removing player %u from bg queue for instance %u because of not pressing enter battle in time.", plr->GetGUIDLow(), m_BgInstanceGUID); plr->RemoveBattleGroundQueueId(m_BgQueueTypeId); bgQueue.RemovePlayer(m_PlayerGuid, true); // update queues if battleground isn't ended if (bg && bg->isBattleGround() && bg->GetStatus() != STATUS_WAIT_LEAVE) sBattleGroundMgr.ScheduleQueueUpdate(0, ARENA_TYPE_NONE, m_BgQueueTypeId, m_BgTypeId, bg->GetBracketId()); WorldPacket data; sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, plr, queueSlot, STATUS_NONE, 0, 0, ARENA_TYPE_NONE); plr->GetSession()->SendPacket(&data); } } // event will be deleted return true; }
void WorldSession::HandleBattlefieldStatusOpcode( WorldPacket & /*recv_data*/ ) { // empty opcode sLog.outDebug( "WORLD: Battleground status" ); WorldPacket data; // TODO: we must put player back to battleground in case disconnect (< 5 minutes offline time) or teleport player on login(!) from battleground map to entry point if(_player->InBattleGround()) { BattleGround *bg = _player->GetBattleGround(); if(bg) { uint32 queueSlot = _player->GetBattleGroundQueueIndex(bg->GetTypeID()); if((bg->GetStatus() <= STATUS_IN_PROGRESS)) { sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime()); SendPacket(&data); } for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) { uint32 queue_id = _player->GetBattleGroundQueueId(i); if (i == queueSlot || !queue_id) continue; BattleGround *bg2 = sBattleGroundMgr.GetBattleGround(queue_id); if(bg2) { //in this call is small bug, this call should be filled by player's waiting time in queue //this call nulls all timers for client : sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg2, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0); SendPacket(&data); } } } } else if(_player->InBattleGroundQueue()) { // we should update all queues? .. i'm not sure if this code is correct for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) { uint32 queue_id = _player->GetBattleGroundQueueId(i); BattleGround *bg = sBattleGroundMgr.GetBattleGround(queue_id); if(bg && queue_id) { sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0); SendPacket(&data); } } } /*else // not sure if it needed... { sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, NULL, _player->GetTeam(), STATUS_NONE, 0, 0); SendPacket(&data); }*/ }
void WorldSession::HandleBattlefieldStatusOpcode( WorldPacket & /*recv_data*/ ) { // empty opcode sLog.outDebug( "WORLD: Battleground status" ); WorldPacket data; uint32 queueSlot = PLAYER_MAX_BATTLEGROUND_QUEUES; if(_player->InBattleGround()) { BattleGround *bg = _player->GetBattleGround(); if(!bg) return; BattleGroundQueueTypeId bgQueueTypeId_tmp = BattleGroundMgr::BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType()); queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId_tmp); if((bg->GetStatus() <= STATUS_IN_PROGRESS)) { sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime()); SendPacket(&data); } } // we should update all queues? .. i'm not sure if this code is correct for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) { BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i); if(!bgQueueTypeId || i == queueSlot) //queueslot check in case we already send it in the above code continue; BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId); uint8 arenatype = BattleGroundMgr::BGArenaType(bgQueueTypeId); BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); if(!bg) continue; BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers; BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID()); if(itrPlayerStatus == qpMap.end() || !itrPlayerStatus->second.GroupInfo) continue; arenatype = itrPlayerStatus->second.GroupInfo->ArenaType; uint32 avgTime = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].GetAverageQueueWaitTime(itrPlayerStatus->second.GroupInfo, _player->GetBattleGroundQueueIdFromLevel(bgTypeId)); sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, STATUS_WAIT_QUEUE, avgTime, getMSTime()-itrPlayerStatus->second.GroupInfo->JoinTime, arenatype); SendPacket(&data); } }
void WorldSession::HandleBattlefieldStatusOpcode( WorldPacket & /*recv_data*/ ) { // empty opcode DEBUG_LOG( "WORLD: Battleground status" ); WorldPacket data; // TODO: we must put player back to battleground in case disconnect (< 5 minutes offline time) or teleport player on login(!) from battleground map to entry point if(_player->InBattleGround()) { BattleGround *bg = _player->GetBattleGround(); if(bg) { uint32 bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bg->GetTypeID()); uint32 queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId); if((bg->GetStatus() <= STATUS_IN_PROGRESS)) { sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime()); SendPacket(&data); } for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) { uint32 queue_id = _player->GetBattleGroundQueueId(i); // battlegroundqueueid stores the type id, not the instance id, so this is definitely wrong if (i == queueSlot || !queue_id) // we need to get the instance ids continue; BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundBracketIdFromLevel()].find(_player->GetGUID()); if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundBracketIdFromLevel()].end()) continue; BattleGround *bg2 = sBattleGroundMgr.GetBattleGroundTemplate(BattleGroundMgr::BGTemplateId(queue_id)); // try this if(bg2) { //in this call is small bug, this call should be filled by player's waiting time in queue //this call nulls all timers for client : sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg2, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0); SendPacket(&data); } } } } else { // we should update all queues? .. i'm not sure if this code is correct for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) { uint32 queue_id = _player->GetBattleGroundQueueId(i); if(!queue_id) continue; BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(queue_id); BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundBracketIdFromLevel()].find(_player->GetGUID()); if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundBracketIdFromLevel()].end()) continue; if(bg && queue_id) { sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0); SendPacket(&data); } } } /* else // not sure if it needed... { for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) { sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, NULL, _player->GetTeam(),i , STATUS_NONE, 0, 0); SendPacket(&data); } }*/ }
void WorldSession::HandleBattlefieldStatusOpcode( WorldPacket & /*recv_data*/ ) { // empty opcode sLog.outDebug( "WORLD: Battleground status" ); WorldPacket data; // TODO: we must put player back to battleground in case disconnect (< 5 minutes offline time) or teleport player on login(!) from battleground map to entry point if(_player->InBattleGround()) { BattleGround *bg = _player->GetBattleGround(); if(bg) { BattleGroundQueueTypeId bgQueueTypeId_tmp = BattleGroundMgr::BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType()); uint32 queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId_tmp); if((bg->GetStatus() <= STATUS_IN_PROGRESS)) { sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime()); SendPacket(&data); } for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) { BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i); if (i == queueSlot || !bgQueueTypeId) continue; BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId); uint8 arenatype = BattleGroundMgr::BGArenaType(bgQueueTypeId); uint8 isRated = 0; uint32 queue_id = _player->GetBattleGroundQueueIdFromLevel(bgTypeId); BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[queue_id]; BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID()); if(itrPlayerStatus == qpMap.end()) continue; if(itrPlayerStatus->second.GroupInfo) { arenatype = itrPlayerStatus->second.GroupInfo->ArenaType; isRated = itrPlayerStatus->second.GroupInfo->IsRated; } BattleGround *bg2 = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); if(bg2) { //in this call is small bug, this call should be filled by player's waiting time in queue //this call nulls all timers for client : sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg2, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0,arenatype,isRated); SendPacket(&data); } } } } else { // we should update all queues? .. i'm not sure if this code is correct for (uint32 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); uint8 isRated = 0; uint32 queue_id = _player->GetBattleGroundQueueIdFromLevel(bgTypeId); BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[queue_id]; BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID()); if(itrPlayerStatus == qpMap.end()) continue; if(itrPlayerStatus->second.GroupInfo) { arenatype = itrPlayerStatus->second.GroupInfo->ArenaType; isRated = itrPlayerStatus->second.GroupInfo->IsRated; } if(bg) { sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0, arenatype, isRated); SendPacket(&data); } } } /* else // not sure if it needed... { for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) { sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, NULL, _player->GetTeam(),i , STATUS_NONE, 0, 0); SendPacket(&data); } }*/ }