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());
}
Пример #2
0
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");
}