Пример #1
0
////////////////////////////////////////////////////////////////
///This function handles CMSG_GROUP_ACCEPT:
////////////////////////////////////////////////////////////////
void WorldSession::HandleGroupAcceptOpcode( WorldPacket & recv_data )
{
	if(!_player->IsInWorld()) return;

	Player *player = objmgr.GetPlayer(_player->GetInviter());
	if ( !player )
		return;
	
	player->SetInviter(0);
	_player->SetInviter(0);
	
	Group *grp = player->GetGroup();

	if(grp)
	{
		grp->AddMember(_player->m_playerInfo);
		if(grp->GetLeader()->m_loggedInPlayer)
			_player->iInstanceType = grp->GetLeader()->m_loggedInPlayer->iInstanceType;

		_player->GetSession()->OutPacket(MSG_SET_DUNGEON_DIFFICULTY, 4, &_player->iInstanceType);
		return;
	}
	
	// If we're this far, it means we have no existing group, and have to make one.
	grp = new Group(true);
	grp->AddMember(player->m_playerInfo);		// add the inviter first, therefore he is the leader
	grp->AddMember(_player->m_playerInfo);	   // add us.
	_player->iInstanceType = player->iInstanceType;
	_player->GetSession()->OutPacket(MSG_SET_DUNGEON_DIFFICULTY, 4, &player->iInstanceType);
}
Пример #2
0
void WorldSession::HandleReadyCheckOpcode(WorldPacket& recv_data)
{
	Group * pGroup  = _player->GetGroup();

	if(!pGroup || !_player->IsInWorld())
		return;

	if(recv_data.size() == 0)
	{
		if(pGroup->GetLeader() == _player->m_playerInfo)
		{
			WorldPacket data(MSG_RAID_READY_CHECK, 8);
			data << GetPlayer()->GetGUID();
			/* send packet to group */
			pGroup->SendPacketToAll(&data);
		}
		else
		{
			SendNotification(NOTIFICATION_MESSAGE_NO_PERMISSION);
		}
	}
	else
	{
		uint8 ready;
		recv_data >> ready;

		WorldPacket data(MSG_RAID_READY_CHECK_CONFIRM, 9);
		data << _player->GetGUID();
		data << ready;

		if(pGroup->GetLeader() && pGroup->GetLeader()->m_loggedInPlayer)
			pGroup->GetLeader()->m_loggedInPlayer->GetSession()->SendPacket(&data);
	}
}
Пример #3
0
////////////////////////////////////////////////////////////////
///This function handles CMSG_GROUP_ACCEPT:
////////////////////////////////////////////////////////////////
void WorldSession::HandleGroupAcceptOpcode( WorldPacket & recv_data )
{
	if(!_player->IsInWorld()) return;

	Player *player = objmgr.GetPlayer(_player->GetInviter());
	if ( !player )
		return;
	
	player->SetInviter(0);
	_player->SetInviter(0);
	
	Group *grp = player->GetGroup();

	if(grp)
	{
		grp->AddMember(_player);
        _player->iInstanceType = grp->GetLeader()->iInstanceType;
        _player->GetSession()->OutPacket(CMSG_DUNGEON_DIFFICULTY, 4, &grp->GetLeader()->iInstanceType);
        sInstanceSavingManager.ResetSavedInstancesForPlayer(_player);
		return;
	}
	
	// If we're this far, it means we have no existing group, and have to make one.
	grp = new Group;
	grp->AddMember(player);		// add the inviter first, therefore he is the leader
	grp->AddMember(_player);	   // add us.
    _player->iInstanceType = player->iInstanceType;
    _player->GetSession()->OutPacket(CMSG_DUNGEON_DIFFICULTY, 4, &player->iInstanceType);
    sInstanceSavingManager.ResetSavedInstancesForPlayer(_player);

	// Currentgroup and all that shit are set by addmember.
}
Пример #4
0
  TEST(NeffKeyShuffle, Disconnect)
  {
    SessionCreator callback = SessionCreator(TCreateRound<NeffKeyShuffle>);
    Group::SubgroupPolicy sg_policy = Group::ManagedSubgroup;

    ConnectionManager::UseTimer = false;
    SessionLeader::EnableLogOffMonitor = false;
    Timer::GetInstance().UseVirtualTime();

    int count = Random::GetInstance().GetInt(TEST_RANGE_MIN, TEST_RANGE_MAX);

    QVector<TestNode *> nodes;
    Group group;
    ConstructOverlay(count, nodes, group, sg_policy);
    CreateSessions(nodes, group, Id(), callback);

    group = BuildGroup(nodes, group);
    int leader = group.GetIndex(group.GetLeader());
    int disconnector = Random::GetInstance().GetInt(0, count);
    if(sg_policy == Group::ManagedSubgroup) {
      while(leader == disconnector ||
          nodes[disconnector]->ident.GetSuperPeer())
      {
        disconnector = Random::GetInstance().GetInt(0, count);
      }
    } else {
      while(leader == disconnector) {
        disconnector = Random::GetInstance().GetInt(0, count);
      }
    }

    qDebug() << "Node count" << nodes.size();
    qDebug() << "Leader" << group.GetLeader();
    qDebug() << "Disconnector" << nodes[disconnector]->ident.GetLocalId();

    SignalCounter sc, src;
    RoundCollector rc;
    foreach(TestNode *node, nodes) {
      QObject::connect(node->session.data(),
          SIGNAL(RoundStarting(const QSharedPointer<Round> &)),
          &sc, SLOT(Counter()));
      QObject::connect(node->session.data(),
          SIGNAL(RoundFinished(const QSharedPointer<Round> &)),
          &src, SLOT(Counter()));
      QObject::connect(node->session.data(),
          SIGNAL(RoundFinished(const QSharedPointer<Round> &)),
          &rc, SLOT(RoundFinished(const QSharedPointer<Round> &)));
      node->session->Start();
    }
Пример #5
0
void WorldSession::HandleLfgLeaveOpcode(WorldPacket& recv_data)
{
    Log.Debug("LfgHandler", "CMSG_LFG_LEAVE");

    Group* grp = GetPlayer()->GetGroup();

    Log.Debug("LfgHandler", "CMSG_LFG_LEAVE %u in group: %u", GetPlayer()->GetGUID(), grp ? 1 : 0);

    // Check cheating - only leader can leave the queue
    if (!grp || grp->GetLeader()->guid == GetPlayer()->GetGUID())
        sLfgMgr.Leave(GetPlayer(), grp);
}
Пример #6
0
void WorldSession::HandleConvertGroupToRaidOpcode(WorldPacket & recv_data)
{
	if(!_player->IsInWorld()) return;
	// This is just soooo easy now   
	Group *pGroup = _player->GetGroup();
	if(!pGroup) return;

	if ( pGroup->GetLeader() != _player->m_playerInfo )   //access denied
	{
		SendPartyCommandResult(_player, 0, "", ERR_PARTY_YOU_ARE_NOT_LEADER);
		return;
	}

	pGroup->ExpandToRaid();
	SendPartyCommandResult(_player, 0, "", ERR_PARTY_NO_ERROR);
}
Пример #7
0
uint32 InstanceMgr::PreTeleport(uint32 mapid, Player* plr, uint32 instanceid)
{
	// preteleport is where all the magic happens :P instance creation, etc.
	MapInfo* inf = WorldMapInfoStorage.LookupEntry(mapid);
	Group* pGroup;
	InstanceMap* instancemap;
	Instance* in;

	if(inf == NULL || mapid >= NUM_MAPS)
		return INSTANCE_ABORT_NOT_FOUND;

	// main continent check.
	if(inf->type == INSTANCE_NULL)
	{
		// this will be useful when clustering comes into play.
		// we can check if the destination world server is online or not and then cancel them before they load.
		return (m_singleMaps[mapid] != NULL) ? INSTANCE_OK : INSTANCE_ABORT_NOT_FOUND;
	}

	// shouldn't happen
	if(inf->type == INSTANCE_BATTLEGROUND)
		return INSTANCE_ABORT_NOT_FOUND;

	pGroup = plr->GetGroup();

	// players without groups cannot enter raids and heroic instances

	if(pGroup == NULL &&
	        inf->type == INSTANCE_RAID &&
	        !plr->TriggerpassCheat)
		return INSTANCE_ABORT_NOT_IN_RAID_GROUP;

	if(pGroup == NULL &&
	        (inf->type == INSTANCE_NONRAID && plr->iInstanceType == MODE_HEROIC) &&
	        !plr->TriggerpassCheat)
		return INSTANCE_ABORT_NOT_IN_RAID_GROUP;


	// players without raid groups cannot enter raid instances
	if(pGroup != NULL && pGroup->GetGroupType() != GROUP_TYPE_RAID && inf->type == INSTANCE_RAID && !plr->TriggerpassCheat)
		return INSTANCE_ABORT_NOT_IN_RAID_GROUP;

	// We deny transfer if we requested a heroic instance of a map that has no heroic mode
	// We are trying to enter into a non-multi instance with a heroic group, downscaling
	if(inf->type == INSTANCE_NONRAID && plr->GetDungeonDifficulty() == MODE_HEROIC)
	{
		plr->SetDungeonDifficulty(MODE_NORMAL);
		plr->SendDungeonDifficulty();

		Group* grp = plr->GetGroup();
		if(grp != NULL)
			grp->SetDungeonDifficulty(MODE_NORMAL);
	}

	// if it's not a normal / 10men normal then check if we even have this mode
	if(inf->type == INSTANCE_RAID && plr->GetRaidDifficulty() != MODE_NORMAL_10MEN)
	{
		uint32 newtype = 0;

		if(!inf->HasDifficulty(plr->GetRaidDifficulty()))
		{
			// no it doesn't so we will downscale it

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// This part is totally speculative, if you know how this is done actually then do change it
//
			switch(plr->GetRaidDifficulty())
			{
				case MODE_NORMAL_25MEN:
				case MODE_HEROIC_10MEN:
					{
						newtype = MODE_NORMAL_10MEN;
						break;
					}

				case MODE_HEROIC_25MEN:
					{
						newtype = MODE_NORMAL_25MEN;
						break;
					}
			}

////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

			// check if we have this mode
			if(!inf->HasDifficulty(newtype))
			{

				//appearantly we don't so we set to 10men normal, which is the default for old raids too
				//regardless of their playerlimit
				newtype = MODE_NORMAL_10MEN;
			}

			// Setting the new mode on us and our group
			if(plr->GetRaidDifficulty() != newtype)
			{

				plr->SetRaidDifficulty(newtype);
				plr->SendRaidDifficulty();

				Group* grp = plr->GetGroup();
				if(grp != NULL)
					grp->SetRaidDifficulty(newtype);
			}
		}
	}

	/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
	// If we are here, it means:
	// 1.) We're a simple non-raid and non-heroic dungeon
	// 2.) We're a multi-dungeon set to heroic and we are in a group
	// 3.) We're a raid, and we are in a raid group
	// 4.) We're a raid, we are in a raid group, and we have the right mode set
	//
	// So, first we have to check if they have an instance on this map already, if so, allow them to teleport to that.
	// Otherwise, we will try to create them a new one.
	/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

	m_mapLock.Acquire();
	instancemap = m_instances[mapid];

	// If there are no instances of this map yet, we need to create the map
	if(instancemap == NULL)
	{
		if(instanceid != 0)
		{
			m_mapLock.Release();
			return INSTANCE_ABORT_NOT_FOUND;
		}

		m_instances[mapid] = new InstanceMap;
		instancemap = m_instances[mapid];
	}
	else
	{
		InstanceMap::iterator itr;

		// this is the case when we enter an already existing instance ( with summons for example )
		if(instanceid != 0)
		{
			itr = instancemap->find(instanceid);
			if(itr != instancemap->end())
			{
				in = itr->second;

				if(!CHECK_INSTANCE_GROUP(in, pGroup))
				{
					// Another group is already playing in this instance of the dungeon...
					m_mapLock.Release();
					sChatHandler.SystemMessageToPlr(plr, "Another group is already inside this instance of the dungeon.");
					return INSTANCE_ABORT_NOT_IN_RAID_GROUP;
				}

				// Try to add instance ID to player
				plr->SetPersistentInstanceId(in);

				// Set current group
				if(pGroup)
					in->m_creatorGroup = pGroup->GetID();

				m_mapLock.Release();
				return INSTANCE_OK;
			}
			else
			{
				m_mapLock.Release();
				return INSTANCE_ABORT_NOT_FOUND;
			}
		}
		else  // this is the case when we enter the normal way (e.g. we enter thru the portal )
		{
			in = NULL;
			if(pGroup != NULL) // we are in a group
			{

				uint32 grpdiff;

				// We want to use the raid difficulty for raids, and dungeon difficulty for dungeons
				if(inf->type == INSTANCE_RAID)
					grpdiff = pGroup->m_raiddifficulty;
				else
					grpdiff = pGroup->m_difficulty;

				if((inf->type == INSTANCE_MULTIMODE && grpdiff == MODE_HEROIC) || inf->type == INSTANCE_RAID)
				{
					// This is the case when we don't have this map on this difficulty saved yet for the player entering
					if(plr->GetPersistentInstanceId(mapid, grpdiff) == 0)
					{
						// The group has this instance saved already so we will use it
						if(pGroup->m_instanceIds[mapid][ grpdiff ] != 0)
						{
							in = sInstanceMgr.GetInstanceByIds(mapid, pGroup->m_instanceIds[mapid][ grpdiff ]);
						}
						else if(sWorld.instance_TakeGroupLeaderID)
						{
							PlayerInfo* pLeaderInfo = pGroup->GetLeader();
							if(pLeaderInfo)
							{
								pLeaderInfo->savedInstanceIdsLock.Acquire();
								PlayerInstanceMap::iterator itrLeader = pLeaderInfo->savedInstanceIds[ grpdiff ].find(mapid);
								if(itrLeader != pLeaderInfo->savedInstanceIds[ grpdiff ].end())
								{
									in = sInstanceMgr.GetInstanceByIds(mapid, (*itrLeader).second);
								}
								pLeaderInfo->savedInstanceIdsLock.Release();
							}
						}
					}

					// If we have it saved to the player then use that
					if(in == NULL && plr->GetPersistentInstanceId(mapid, grpdiff) != 0)
					{
						in = sInstanceMgr.GetInstanceByIds(mapid, plr->GetPersistentInstanceId(mapid, grpdiff));
					}
				}
				else
				{
					if(pGroup->m_instanceIds[mapid][ grpdiff ] != 0)
					{
						in = sInstanceMgr.GetInstanceByIds(mapid, pGroup->m_instanceIds[mapid][ grpdiff ]);
					}
				}
			}

			if(in == NULL)
			{
				// We are not in a group, so we will look for an instance that we own and has the right difficulty

				uint32 diff;

				if(inf->type == INSTANCE_RAID)
					diff = plr->GetRaidDifficulty();
				else
					diff = plr->GetDungeonDifficulty();

				for(itr = instancemap->begin(); itr != instancemap->end();)
				{
					in = itr->second;
					++itr;

					if(in->m_difficulty == diff && PlayerOwnsInstance(in, plr))
						break;

					in = NULL;
				}
			}

			// We've found an instance!
			if(in != NULL)
			{
				m_mapLock.Release();

				// check the player count and in combat status.
				if(in->m_mapMgr)
				{
					if(in->m_mapMgr->IsCombatInProgress())
						return INSTANCE_ABORT_ENCOUNTER;

					if(in->m_mapMgr->GetPlayerCount() >= inf->playerlimit)
						return INSTANCE_ABORT_FULL;
				}

				if(!CHECK_INSTANCE_GROUP(in, pGroup))
				{
					// Another group is already playing in this instance of the dungeon...
					sChatHandler.SystemMessageToPlr(plr, "Another group is already inside this instance of the dungeon.");
					return INSTANCE_ABORT_NOT_IN_RAID_GROUP;
				}

				// Try to add instance ID to player
				plr->SetPersistentInstanceId(in);

				// Set current group
				if(pGroup)
					in->m_creatorGroup = pGroup->GetID();

				plr->SetInstanceID(in->m_instanceId);

				// found our instance, allow him in.
				return INSTANCE_OK;
			}
		}
	}

	// if we're here, it means we need to create a new instance.
	in = new Instance;
	in->m_creation = UNIXTIME;

	switch(inf->type)
	{
		case INSTANCE_NONRAID:
		case INSTANCE_MULTIMODE:
			in->m_difficulty = plr->GetDungeonDifficulty();
			break;

		case INSTANCE_RAID:
			in->m_difficulty = plr->GetRaidDifficulty();
			break;
	}

	in->m_instanceId = GenerateInstanceID();
	in->m_mapId = mapid;
	in->m_mapInfo = inf;
	in->m_mapMgr = NULL;		// always start off without a map manager, it is created in GetInstance()
	in->m_isBattleground = false;
	in->m_persistent = IS_PERSISTENT_INSTANCE(in) && objmgr.m_InstanceBossInfoMap[mapid] == NULL;
	in->m_creatorGuid = pGroup ? 0 : plr->GetLowGUID();		// creator guid is 0 if its owned by a group.
	in->m_creatorGroup = pGroup ? pGroup->GetID() : 0;

	if(sWorld.instance_SlidingExpiration)
	{
		if(inf->type == INSTANCE_MULTIMODE && in->m_difficulty == MODE_HEROIC)
			in->m_expiration = UNIXTIME + TIME_DAY;
		else
			in->m_expiration = (inf->type == INSTANCE_NONRAID || (inf->type == INSTANCE_MULTIMODE && in->m_difficulty == MODE_NORMAL)) ? 0 : UNIXTIME + inf->cooldown;
	}
	else
	{
		if(inf->type == INSTANCE_MULTIMODE && in->m_difficulty >= MODE_HEROIC)
		{
			in->m_expiration = UNIXTIME - (UNIXTIME % TIME_DAY) + ((UNIXTIME % TIME_DAY) > (sWorld.instance_DailyHeroicInstanceResetHour * TIME_HOUR) ? 82800 : -3600) + ((sWorld.instance_DailyHeroicInstanceResetHour - sWorld.GMTTimeZone) * TIME_HOUR);
		}
		else if(IS_PERSISTENT_INSTANCE(in))
		{
			if(m_nextInstanceReset[in->m_mapId] == 0)
			{
				m_nextInstanceReset[in->m_mapId] = UNIXTIME - (UNIXTIME % TIME_DAY) - ((sWorld.GMTTimeZone + 1) * TIME_HOUR) + (in->m_mapInfo->cooldown == 0 ? TIME_DAY : in->m_mapInfo->cooldown);
				CharacterDatabase.Execute("DELETE FROM server_settings WHERE setting_id LIKE 'next_instance_reset_%u';", in->m_mapId);
				CharacterDatabase.Execute("INSERT INTO server_settings VALUES ('next_instance_reset_%u', '%u')", in->m_mapId, m_nextInstanceReset[in->m_mapId]);
			}
			if(m_nextInstanceReset[in->m_mapId] + (TIME_MINUTE * 15) < UNIXTIME)
			{
				do
				{
					time_t tmp = m_nextInstanceReset[in->m_mapId];
					if(tmp + (TIME_MINUTE * 15) < UNIXTIME)
						m_nextInstanceReset[in->m_mapId] = tmp + (in->m_mapInfo->cooldown == 0 ? TIME_DAY : in->m_mapInfo->cooldown);
				}
				while(m_nextInstanceReset[in->m_mapId] + (TIME_MINUTE * 15) < UNIXTIME);
				CharacterDatabase.Execute("DELETE FROM server_settings WHERE setting_id LIKE 'next_instance_reset_%u';", in->m_mapId);
				CharacterDatabase.Execute("INSERT INTO server_settings VALUES ('next_instance_reset_%u', '%u')", in->m_mapId, m_nextInstanceReset[in->m_mapId]);
			}
			in->m_expiration = m_nextInstanceReset[in->m_mapId];
		}
		else
		{
			in->m_expiration = (inf->type == INSTANCE_NONRAID || (inf->type == INSTANCE_MULTIMODE && in->m_difficulty == MODE_NORMAL)) ? 0 : UNIXTIME + inf->cooldown;
		}
	}
	plr->SetInstanceID(in->m_instanceId);
	Log.Debug("InstanceMgr", "Creating instance for player %u and group %u on map %u. (%u)", in->m_creatorGuid, in->m_creatorGroup, in->m_mapId, in->m_instanceId);

	// save our new instance to the database.
	in->SaveToDB();

	// apply it in the instance map
	instancemap->insert(InstanceMap::value_type(in->m_instanceId, in));

	// Try to add instance ID to player
	plr->SetPersistentInstanceId(in);

	// instance created ok, i guess? return the ok for him to transport.
	m_mapLock.Release();

	return INSTANCE_OK;
}
Пример #8
0
void CBattlegroundManager::HandleArenaJoin(WorldSession * m_session, uint32 BattlegroundType, uint8 as_group, uint8 rated_match)
{
	uint32 pguid = m_session->GetPlayer()->GetLowGUID();
	uint32 lgroup = GetLevelGrouping(m_session->GetPlayer()->getLevel());
	if(as_group && m_session->GetPlayer()->GetGroup() == NULL)
		return;

	Group * pGroup = m_session->GetPlayer()->GetGroup();
	if(as_group)
	{
		if(pGroup->GetSubGroupCount() != 1)
		{
			m_session->SystemMessage("Sorry, raid groups joining battlegrounds are currently unsupported.");
			return;
		}
		if(pGroup->GetLeader() != m_session->GetPlayer()->m_playerInfo)
		{
			m_session->SystemMessage("You must be the party leader to add a group to an arena.");
			return;
		}

		GroupMembersSet::iterator itx;
		if(!rated_match)
		{
			/* add all players normally.. bleh ;P */
			pGroup->Lock();
			for(itx = pGroup->GetSubGroup(0)->GetGroupMembersBegin(); itx != pGroup->GetSubGroup(0)->GetGroupMembersEnd(); ++itx)
			{
				if((*itx)->m_loggedInPlayer && !(*itx)->m_loggedInPlayer->m_bgIsQueued && !(*itx)->m_loggedInPlayer->m_bg)
					HandleArenaJoin((*itx)->m_loggedInPlayer->GetSession(), BattlegroundType, 0, 0);
			}
			pGroup->Unlock();
			return;
		}
		else
		{
			/* make sure all players are 70 */
			uint32 maxplayers;
			uint32 arenateamtype;
			switch(BattlegroundType)
			{
			case BATTLEGROUND_ARENA_2V2:
				arenateamtype=0;
				maxplayers=2;
				break;

			case BATTLEGROUND_ARENA_3V3:
				arenateamtype=1;
				maxplayers=3;
				break;

			case BATTLEGROUND_ARENA_5V5:
				arenateamtype=2;
				maxplayers=5;
				break;

			default:
				arenateamtype=0;
				maxplayers=2;
				break;
			}

			uint32 team_id = 0;

			pGroup->Lock();
			for(itx = pGroup->GetSubGroup(0)->GetGroupMembersBegin(); itx != pGroup->GetSubGroup(0)->GetGroupMembersEnd(); ++itx)
			{
				if( maxplayers == 0 )
				{
					m_session->SystemMessage("You have too many players in your party to join this type of arena.");
					pGroup->Unlock();
					return;
				}

				if((*itx)->lastLevel < 70)
				{
					m_session->SystemMessage("Sorry, some of your party members are not level 70.");
					pGroup->Unlock();
					return;
				}

				if((*itx)->m_loggedInPlayer)
				{
					ArenaTeam * t = (*itx)->m_loggedInPlayer->m_arenaTeams[arenateamtype];
					if( t != NULL )
					{
						if ( team_id == 0 )
							team_id = t->m_id;

						if ( team_id != t->m_id )
						{
							m_session->SystemMessage("Sorry, not all your party members are in same arena team.");
							pGroup->Unlock();
							return;
						}
					}
					else
					{
						m_session->SystemMessage("Sorry, not all your party members are in same arena team.");
						pGroup->Unlock();
						return;
					}

					if( (*itx)->m_loggedInPlayer->m_bgIsQueued )
						BattlegroundManager.RemovePlayerFromQueues((*itx)->m_loggedInPlayer);

					/*
					if((*itx)->m_loggedInPlayer->m_bg || (*itx)->m_loggedInPlayer->m_bg || (*itx)->m_loggedInPlayer->m_bgIsQueued)
					{
						m_session->SystemMessage("One or more of your party members are already queued or inside a battleground.");
						pGroup->Unlock();
						return;
					}
					*/

					--maxplayers;
				}
			}
			if( maxplayers > 0 )
			{
				m_session->SystemMessage("Sorry, you have too few valid arena members in your group.");
				pGroup->Unlock();
				return;
			}

			WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
			data << uint32(6);		// all arenas

			for(itx = pGroup->GetSubGroup(0)->GetGroupMembersBegin(); itx != pGroup->GetSubGroup(0)->GetGroupMembersEnd(); ++itx)
			{
				if((*itx)->m_loggedInPlayer)
				{
					SendBattlefieldStatus((*itx)->m_loggedInPlayer, 1, BattlegroundType, 0 , 0, 0,1);
					(*itx)->m_loggedInPlayer->m_bgIsQueued = true;
					(*itx)->m_loggedInPlayer->m_bgQueueInstanceId = 0;
					(*itx)->m_loggedInPlayer->m_bgQueueType = BattlegroundType;
					(*itx)->m_loggedInPlayer->GetSession()->SendPacket(&data);
					(*itx)->m_loggedInPlayer->m_bgEntryPointX=(*itx)->m_loggedInPlayer->GetPositionX();
					(*itx)->m_loggedInPlayer->m_bgEntryPointY=(*itx)->m_loggedInPlayer->GetPositionY();
					(*itx)->m_loggedInPlayer->m_bgEntryPointZ=(*itx)->m_loggedInPlayer->GetPositionZ();
					(*itx)->m_loggedInPlayer->m_bgEntryPointMap=(*itx)->m_loggedInPlayer->GetMapId();
				}
			}

			pGroup->Unlock();

			m_queueLock.Acquire();
			m_queuedGroups[BattlegroundType].push_back(pGroup->GetID());
			m_queueLock.Release();
			Log.Success("BattlegroundMgr", "Group %u is now in battleground queue for arena type %u", pGroup->GetID(), BattlegroundType);

			/* send the battleground status packet */

			return;
		}
	}
	

	/* Queue him! */
	m_queueLock.Acquire();
	m_queuedPlayers[BattlegroundType][lgroup].push_back(pguid);
	Log.Success("BattlegroundMgr", "Player %u is now in battleground queue for {Arena %u}", m_session->GetPlayer()->GetLowGUID(), BattlegroundType );

	/* send the battleground status packet */
	SendBattlefieldStatus(m_session->GetPlayer(), 1, BattlegroundType, 0 , 0, 0,0);
	m_session->GetPlayer()->m_bgIsQueued = true;
	m_session->GetPlayer()->m_bgQueueInstanceId = 0;
	m_session->GetPlayer()->m_bgQueueType = BattlegroundType;

	/* Set battleground entry point */
	m_session->GetPlayer()->m_bgEntryPointX = m_session->GetPlayer()->GetPositionX();
	m_session->GetPlayer()->m_bgEntryPointY = m_session->GetPlayer()->GetPositionY();
	m_session->GetPlayer()->m_bgEntryPointZ = m_session->GetPlayer()->GetPositionZ();
	m_session->GetPlayer()->m_bgEntryPointMap = m_session->GetPlayer()->GetMapId();
	m_session->GetPlayer()->m_bgEntryPointInstance = m_session->GetPlayer()->GetInstanceID();

	m_queueLock.Release();
}
Пример #9
0
void CBattlegroundManager::EventQueueUpdate()
{
	deque<Player*> tempPlayerVec[2];
	uint32 i,j,k;
	Player * plr;
	CBattleground * bg;
	list<uint32>::iterator it3, it4;
	//vector<Player*>::iterator it6;
	map<uint32, CBattleground*>::iterator iitr;
	Arena * arena;
	int32 team;
	m_queueLock.Acquire();
	m_instanceLock.Acquire();

	for(i = 0; i < BATTLEGROUND_NUM_TYPES; ++i)
	{
		for(j = 0; j < MAX_LEVEL_GROUP; ++j)
		{
			if(!m_queuedPlayers[i][j].size())
				continue;

			tempPlayerVec[0].clear();
			tempPlayerVec[1].clear();

			for(it3 = m_queuedPlayers[i][j].begin(); it3 != m_queuedPlayers[i][j].end();)
			{
				it4 = it3++;
                plr = objmgr.GetPlayer(*it4);
				
				if(!plr || GetLevelGrouping(plr->getLevel()) != j)
				{
                    m_queuedPlayers[i][j].erase(it4);
					continue;
				}

				// queued to a specific instance id?
				if(plr->m_bgQueueInstanceId != 0)
				{
					iitr = m_instances[i].find(plr->m_bgQueueInstanceId);
					if(iitr == m_instances[i].end())
					{
						// queue no longer valid
						plr->GetSession()->SystemMessage("Your queue on battleground instance id %u is no longer valid. Reason: Instance Deleted.", plr->m_bgQueueInstanceId);
						plr->m_bgIsQueued = false;
						plr->m_bgQueueType = 0;
						plr->m_bgQueueInstanceId = 0;
						m_queuedPlayers[i][j].erase(it4);
					}

					// can we join?
					bg = iitr->second;
					if(bg->CanPlayerJoin(plr))
					{
						bg->AddPlayer(plr, plr->GetTeam());
						m_queuedPlayers[i][j].erase(it4);
					}
				}
				else
				{
					if(IS_ARENA(i))
						tempPlayerVec[0].push_back(plr);
					else
						tempPlayerVec[plr->GetTeam()].push_back(plr);
				}
			}

			// try to join existing instances
			for(iitr = m_instances[i].begin(); iitr != m_instances[i].end(); ++iitr)
			{
				if( iitr->second->HasEnded() || iitr->second->GetLevelGroup() != j)
					continue;

				if(IS_ARENA(i))
				{
                    arena = ((Arena*)iitr->second);
					if(arena->Rated())
						continue;

					team = arena->GetFreeTeam();
					while(team >= 0 && tempPlayerVec[0].size())
					{
						plr = *tempPlayerVec[0].begin();
						tempPlayerVec[0].pop_front();
						plr->m_bgTeam=team;
						arena->AddPlayer(plr, team);
						ErasePlayerFromList(plr->GetLowGUID(), &m_queuedPlayers[i][j]);
						team = arena->GetFreeTeam();
					}
				}
				else
				{
					bg = iitr->second;
					for(k = 0; k < 2; ++k)
					{
						while(tempPlayerVec[k].size() && bg->HasFreeSlots(k))
						{
							plr = *tempPlayerVec[k].begin();
							tempPlayerVec[k].pop_front();
							bg->AddPlayer(plr, plr->GetTeam());
							ErasePlayerFromList(plr->GetLowGUID(), &m_queuedPlayers[i][j]);
						}
					}
				}
			}

			if(IS_ARENA(i))
			{
				// enough players to start a round?
				if(tempPlayerVec[0].size() < BGMinimumPlayers[i])
					continue;

				if(CanCreateInstance(i,j))
				{
					arena = ((Arena*)CreateInstance(i, j));
					team = arena->GetFreeTeam();
					while(!arena->IsFull() && tempPlayerVec[0].size() && team >= 0)
					{
						plr = *tempPlayerVec[0].begin();
						tempPlayerVec[0].pop_front();

						plr->m_bgTeam=team;
						arena->AddPlayer(plr, team);
						team = arena->GetFreeTeam();

						// remove from the main queue (painful!)
						ErasePlayerFromList(plr->GetLowGUID(), &m_queuedPlayers[i][j]);
					}
				}
			}
			else
			{
#ifdef ONLY_ONE_PERSON_REQUIRED_TO_JOIN_DEBUG
				if(tempPlayerVec[0].size() >= 1 ||
					tempPlayerVec[1].size() >= 1)
#else
				if(tempPlayerVec[0].size() >= BGMinimumPlayers[i] &&
					tempPlayerVec[1].size() >= BGMinimumPlayers[i])
#endif
				{
					if(CanCreateInstance(i,j))
					{
						bg = CreateInstance(i,j);
						if( bg == NULL )
						{
							// creation failed
							for(k = 0; k < 2; ++k)
							{
								while(tempPlayerVec[k].size())
								{
									plr = *tempPlayerVec[k].begin();
									tempPlayerVec[k].pop_front();
									ErasePlayerFromList(plr->GetLowGUID(), &m_queuedPlayers[i][j]);
								}
							}
						}
						else
						{						
							// push as many as possible in
							for(k = 0; k < 2; ++k)
							{
								while(tempPlayerVec[k].size() && bg->HasFreeSlots(k))
								{
									plr = *tempPlayerVec[k].begin();
									tempPlayerVec[k].pop_front();
									plr->m_bgTeam=k;
									bg->AddPlayer(plr, k);
									ErasePlayerFromList(plr->GetLowGUID(), &m_queuedPlayers[i][j]);
								}
							}
						}
					}
				}
			}
		}
	}

	/* Handle paired arena team joining */
	list<uint32>::iterator itz;
	list<uint32>::iterator itp;
	for(i = BATTLEGROUND_ARENA_2V2; i < BATTLEGROUND_ARENA_5V5+1; ++i)
	{
		// We need at least this many :(
		if(m_queuedGroups[i].size() < 2)
			continue;

		list<uint32> removegroups;
		for(itz = m_queuedGroups[i].begin(); itz != m_queuedGroups[i].end(); itz++)
		{
			Group * pGroup = objmgr.GetGroupById(*itz);
			if(!pGroup || !pGroup->m_isqueued || !pGroup->GetLeader() || pGroup->GetLeader()->arenaTeam[i - 4] == NULL) continue;

			uint32 maxRange = pGroup->GetLeader()->arenaTeam[i - 4]->m_queueSearchRange;
			pGroup->GetLeader()->arenaTeam[i - 4]->m_queueSearchRange += 100;

			vector<uint32> inRangeGroups;

			uint32 rating = pGroup->GetLeader()->arenaTeam[i - 4]->m_stat_rating;
			for(itp = m_queuedGroups[i].begin(); itp != m_queuedGroups[i].end();)
			{
				Group * tGrp = objmgr.GetGroupById(*itp);
				if(!tGrp || !tGrp->m_isqueued || !tGrp->GetLeader() || tGrp->GetLeader()->arenaTeam[i - 4] == NULL)
				{
					itp = m_queuedGroups[i].erase(itp);
					continue;
				}

				++itp;

				if( pGroup == tGrp )
					continue;

				uint32 tRating = tGrp->GetLeader()->arenaTeam[i - 4]->m_stat_rating;

				int32 diff = (int32)tRating - (int32)rating;
				if(diff < 0)
					diff = -diff;

				if(diff > (int32)maxRange)
					continue;

				//Log.Notice("Debug", "EventQueueUpdate added 1 in range arena");

				inRangeGroups.push_back(tGrp->GetID());
			}

			// K, we have a giant list of groups that we could group with, hopefully!
			// or not, we can't go on :(
			if(!inRangeGroups.size())
				continue;

			// But if we're here, we can :D
			uint32 r = 0;
			if( inRangeGroups.size() > 1 )
				r = RandomUInt((uint32)inRangeGroups.size() - 1);

			Group * pairGroup = objmgr.GetGroupById(inRangeGroups[r]);
			if(!pairGroup) continue;

			// Now, let's create this rated Arena Match :)

			//Log.Notice("Debug", "EventQueueUpdate creating arena");
			Arena * arena = (Arena*)CreateInstance(i, LEVEL_GROUP_70);
			ArenaTeam *pTeamPair[2];

			if(arena)
			{
				//Log.Notice("Debug", "EventQueueUpdate arena created");
				removegroups.push_back(pGroup->GetID());
				removegroups.push_back(pairGroup->GetID());
				pGroup->m_isqueued = false;
				pairGroup->m_isqueued = false;
				arena->rated_match = true;
				if( pGroup->GetLeader()->arenaTeam[i - 4] != NULL )
				{
					arena->m_ratedTeams[0] = pGroup->GetLeader()->arenaTeam[i - 4]->m_id;
					pTeamPair[0] = pGroup->GetLeader()->arenaTeam[i - 4];
				}
				else
					pTeamPair[0] = NULL;
				
				if( pairGroup->GetLeader()->arenaTeam[i - 4] != NULL )
				{
					arena->m_ratedTeams[1] = pairGroup->GetLeader()->arenaTeam[i - 4]->m_id;
					pTeamPair[1] = pairGroup->GetLeader()->arenaTeam[i - 4];
				}
				else
					pTeamPair[1] = NULL;

				pGroup->GetLeader()->arenaTeam[i - 4]->m_queueSearchRange = 100;
				pairGroup->GetLeader()->arenaTeam[i - 4]->m_queueSearchRange = 100;
				GroupMembersSet::iterator gitr;
				pGroup->Lock();
				for(gitr = pGroup->GetSubGroup(0)->GetGroupMembersBegin(); gitr != pGroup->GetSubGroup(0)->GetGroupMembersEnd(); gitr++)
				{
					PlayerInfo * pi = (*gitr);
					if(!pi->m_loggedInPlayer)
						continue;

					//Log.Notice("Debug", "EventQueueUpdate player lewp");
					pi->m_loggedInPlayer->m_bgTeam = 0;
					if(arena->HasFreeSlots(0))
					{
						arena->AddPlayer(pi->m_loggedInPlayer, 0);
						arena->m_RatedPlayers[0].insert(pi);
						if( pTeamPair[0] != NULL )
						{
							ArenaTeamMember * atm = pTeamPair[0]->GetMember(pi);
							if(atm)
							{
								atm->Played_ThisSeason++;
								atm->Played_ThisWeek++;
							}
							//Log.Notice("Debug", "EventQueueUpdate added player %s", pi->m_loggedInPlayer->GetName());
						}
					}
				}
				pGroup->Unlock();
				pairGroup->Lock();
				for(gitr = pairGroup->GetSubGroup(0)->GetGroupMembersBegin(); gitr != pairGroup->GetSubGroup(0)->GetGroupMembersEnd(); gitr++)
				{
					PlayerInfo * pi = (*gitr);
					if(!pi->m_loggedInPlayer || pi->arenaTeam[i-4] == NULL)
						continue;

					pi->m_loggedInPlayer->m_bgTeam = 1;
					if(arena->HasFreeSlots(1))
					{
						arena->AddPlayer(pi->m_loggedInPlayer, 1);
						arena->m_RatedPlayers[1].insert(pi);
						if( pTeamPair[1] != NULL )
						{
							ArenaTeamMember * atm = pTeamPair[1]->GetMember(pi);
							if(atm)
							{
								atm->Played_ThisSeason++;
								atm->Played_ThisWeek++;
							}
						}
					}
				}
				pairGroup->Unlock();
			}
		}


		for(itz = removegroups.begin(); itz != removegroups.end(); itz++)
		{
			m_queuedGroups[i].remove(*itz);
		}
	}

	m_queueLock.Release();
	m_instanceLock.Release();
}
Пример #10
0
bool WorldCreator::CheckInstanceForObject(Object *obj, MapInfo *pMapinfo)
{
	WorldPacket data(4);
	Player *_player = NULL;

	if(obj->GetTypeId() == TYPEID_PLAYER)
	{
		_player = static_cast<Player*>(obj);
	}

	if(pMapinfo && _player)
	{
		switch(pMapinfo->type)
		{
			case INSTANCE_NONRAID:
			case INSTANCE_RAID:
            case INSTANCE_MULTIMODE:
				{
					//instance creation detection types
					//case 1, player is inside a group aka not soloing
					//onoes: leader can be inside a instance already and make a group or its a fresh group, noone inside
					 
					 if(_player->InGroup()) //group created, join leader instance.
					 {
						 Group *pGroup = _player->GetGroup();
						 if(pGroup)
						 {
							 //check if instance already exists(player solo created instance and made group after)
							 MapMgr *pInstance = sWorldCreator.GetInstanceByGroup(pGroup, _player, pMapinfo);
							 if(pInstance)
							 {
								 //INSTANCE_OK
								 if(pInstance->IsCombatInProgress())
								 {
									WorldPacket msg;
									msg.Initialize(SMSG_AREA_TRIGGER_MESSAGE);
									msg << uint32(0) << "Encounter in progress." << uint8(0) << uint8(0);
									_player->GetSession()->SendPacket(&msg);
									return false;
								 }
								 if(pInstance->GetPlayerCount() >= pMapinfo->playerlimit)
								 {
									data.Initialize(SMSG_TRANSFER_ABORTED);
									data << uint32(INSTANCE_ABORT_FULL);
									_player->GetSession()->SendPacket(&data);
									return false;
								 }
								 _player->SetInstanceID(pInstance->GetInstanceID());
							 }
							 else
							 {
								//group leader didnt made any instance yet, create instance for this group.
								uint32 id = sWorldCreator.CreateInstance(pGroup, pGroup->GetLeader(), pMapinfo->mapid);
								// again, NULL might not be 0
								//if(id != NULL)
								if(id != 0)
								{
									//INSTANCE CREATED
									_player->SetInstanceID(id);
								}
								else
								{
									data.Initialize(SMSG_TRANSFER_ABORTED);
									data << uint32(INSTANCE_ABORT_ERROR);
									_player->GetSession()->SendPacket(&data);
									return false;
								}
							 }
						 }
						 else
						 {
							 data.Initialize(SMSG_TRANSFER_ABORTED);
							 data << uint32(INSTANCE_ABORT_ERROR);
							 _player->GetSession()->SendPacket(&data);
							 return false;
						 }
					 }
					 else
					 {
						 MapMgr *pInstance = sWorldCreator.GetInstanceByCreator(_player, pMapinfo);
						 if(pInstance)
						 {
							//INSTANCE_OK
							if(pInstance->IsCombatInProgress())
							{
								WorldPacket msg;
								msg.Initialize(SMSG_AREA_TRIGGER_MESSAGE);
								msg << uint32(0) << "Encounter in progress." << uint8(0) << uint8(0);
								_player->GetSession()->SendPacket(&msg);
								return false;
							}
							if(pInstance->GetPlayerCount() >= pMapinfo->playerlimit)
							{
								data.Initialize(SMSG_TRANSFER_ABORTED);
								data << uint32(INSTANCE_ABORT_FULL);
								_player->GetSession()->SendPacket(&data);
								return false;
							}
							 _player->SetInstanceID(pInstance->GetInstanceID());
						 }
						 else
						 {
							 uint32 id2 = sWorldCreator.CreateInstance(NULL, _player, pMapinfo->mapid);
							 //if(id2 != NULL)
							 if(id2 != 0)
							 {
								_player->SetInstanceID(id2);
							 }
							 else
							 {
								data.Initialize(SMSG_TRANSFER_ABORTED);
								data << uint32(INSTANCE_ABORT_ERROR);
								_player->GetSession()->SendPacket(&data);
								return false;
							 }
						 }
					 }
				}break;
		}
	}
	return true;
}
Пример #11
0
void CBattlegroundManager::HandleArenaJoin(WorldSession* m_session, uint32 BattlegroundType, uint8 as_group, uint8 rated_match)
{
    uint32 pguid = m_session->GetPlayer()->GetLowGUID();
    uint32 lgroup = GetLevelGrouping(m_session->GetPlayer()->getLevel());
    if (as_group && m_session->GetPlayer()->GetGroup() == NULL)
        return;

    Group* pGroup = m_session->GetPlayer()->GetGroup();
    if (as_group)
    {
        if (pGroup->GetSubGroupCount() != 1)
        {
            m_session->SystemMessage(m_session->LocalizedWorldSrv(55));
            return;
        }
        if (pGroup->GetLeader() != m_session->GetPlayer()->getPlayerInfo())
        {
            m_session->SystemMessage(m_session->LocalizedWorldSrv(56));
            return;
        }

        GroupMembersSet::iterator itx;
        if (!rated_match)
        {
            /* add all players normally.. bleh ;P */
            pGroup->Lock();
            for (itx = pGroup->GetSubGroup(0)->GetGroupMembersBegin(); itx != pGroup->GetSubGroup(0)->GetGroupMembersEnd(); ++itx)
            {
                if ((*itx)->m_loggedInPlayer && !(*itx)->m_loggedInPlayer->m_bgIsQueued && !(*itx)->m_loggedInPlayer->m_bg)
                    HandleArenaJoin((*itx)->m_loggedInPlayer->GetSession(), BattlegroundType, 0, 0);
            }
            pGroup->Unlock();
            return;
        }
        else
        {
            /* make sure all players are 70 */
            uint32 maxplayers;
            uint32 type = BattlegroundType - BATTLEGROUND_ARENA_2V2;
            switch (BattlegroundType)
            {
                case BATTLEGROUND_ARENA_3V3:
                    maxplayers = 3;
                    break;

                case BATTLEGROUND_ARENA_5V5:
                    maxplayers = 5;
                    break;

                case BATTLEGROUND_ARENA_2V2:
                default:
                    maxplayers = 2;
                    break;
            }

            if (pGroup->GetLeader()->m_loggedInPlayer && pGroup->GetLeader()->m_loggedInPlayer->m_arenaTeams[type] == NULL)
            {
                m_session->SendNotInArenaTeamPacket(uint8(maxplayers));
                return;
            }

            pGroup->Lock();
            for (itx = pGroup->GetSubGroup(0)->GetGroupMembersBegin(); itx != pGroup->GetSubGroup(0)->GetGroupMembersEnd(); ++itx)
            {
                if (maxplayers == 0)
                {
                    m_session->SystemMessage(m_session->LocalizedWorldSrv(58));
                    pGroup->Unlock();
                    return;
                }

                if ((*itx)->lastLevel < PLAYER_ARENA_MIN_LEVEL)
                {
                    m_session->SystemMessage(m_session->LocalizedWorldSrv(59));
                    pGroup->Unlock();
                    return;
                }

                if ((*itx)->m_loggedInPlayer)
                {
                    if ((*itx)->m_loggedInPlayer->m_bg || (*itx)->m_loggedInPlayer->m_bgIsQueued)
                    {
                        m_session->SystemMessage(m_session->LocalizedWorldSrv(60));
                        pGroup->Unlock();
                        return;
                    };
                    if ((*itx)->m_loggedInPlayer->m_arenaTeams[type] != pGroup->GetLeader()->m_loggedInPlayer->m_arenaTeams[type])
                    {
                        m_session->SystemMessage(m_session->LocalizedWorldSrv(61));
                        pGroup->Unlock();
                        return;
                    }

                    --maxplayers;
                }
            }
            WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
            data << uint32(6);      // all arenas

            for (itx = pGroup->GetSubGroup(0)->GetGroupMembersBegin(); itx != pGroup->GetSubGroup(0)->GetGroupMembersEnd(); ++itx)
            {
                if ((*itx)->m_loggedInPlayer)
                {
                    SendBattlefieldStatus((*itx)->m_loggedInPlayer, BGSTATUS_INQUEUE, BattlegroundType, 0, 0, 0, 1);
                    (*itx)->m_loggedInPlayer->m_bgIsQueued = true;
                    (*itx)->m_loggedInPlayer->m_bgQueueInstanceId = 0;
                    (*itx)->m_loggedInPlayer->m_bgQueueType = BattlegroundType;
                    (*itx)->m_loggedInPlayer->GetSession()->SendPacket(&data);
                    (*itx)->m_loggedInPlayer->m_bgEntryPointX = (*itx)->m_loggedInPlayer->GetPositionX();
                    (*itx)->m_loggedInPlayer->m_bgEntryPointY = (*itx)->m_loggedInPlayer->GetPositionY();
                    (*itx)->m_loggedInPlayer->m_bgEntryPointZ = (*itx)->m_loggedInPlayer->GetPositionZ();
                    (*itx)->m_loggedInPlayer->m_bgEntryPointMap = (*itx)->m_loggedInPlayer->GetMapId();
                }
            }

            pGroup->Unlock();

            m_queueLock.Acquire();
            m_queuedGroups[BattlegroundType].push_back(pGroup->GetID());
            m_queueLock.Release();
            Log.Notice("BattlegroundMgr", "Group %u is now in battleground queue for arena type %u", pGroup->GetID(), BattlegroundType);

            /* send the battleground status packet */

            return;
        }
    }


    /* Queue him! */
    m_queueLock.Acquire();
    m_queuedPlayers[BattlegroundType][lgroup].push_back(pguid);
    Log.Notice("BattlegroundMgr", "Player %u is now in battleground queue for {Arena %u}", m_session->GetPlayer()->GetLowGUID(), BattlegroundType);

    /* send the battleground status packet */
    SendBattlefieldStatus(m_session->GetPlayer(), BGSTATUS_INQUEUE, BattlegroundType, 0, 0, 0, 0);
    m_session->GetPlayer()->m_bgIsQueued = true;
    m_session->GetPlayer()->m_bgQueueInstanceId = 0;
    m_session->GetPlayer()->m_bgQueueType = BattlegroundType;

    /* Set battleground entry point */
    m_session->GetPlayer()->m_bgEntryPointX = m_session->GetPlayer()->GetPositionX();
    m_session->GetPlayer()->m_bgEntryPointY = m_session->GetPlayer()->GetPositionY();
    m_session->GetPlayer()->m_bgEntryPointZ = m_session->GetPlayer()->GetPositionZ();
    m_session->GetPlayer()->m_bgEntryPointMap = m_session->GetPlayer()->GetMapId();
    m_session->GetPlayer()->m_bgEntryPointInstance = m_session->GetPlayer()->GetInstanceID();

    m_queueLock.Release();
}
Пример #12
0
uint32 InstanceMgr::PreTeleport(uint32 mapid, Player * plr, uint32 instanceid)
{
    // preteleport is where all the magic happens :P instance creation, etc.
    MapInfo * inf = WorldMapInfoStorage.LookupEntry(mapid);
    Group * pGroup;
    InstanceMap * instancemap;
    Instance * in;

    if (inf == NULL || mapid >= NUM_MAPS)
        return INSTANCE_ABORT_NOT_FOUND;

    // main continent check.
    if (inf->type == INSTANCE_NULL)
    {
        // this will be useful when clustering comes into play.
        // we can check if the destination world server is online or not and then cancel them before they load.
        return (m_singleMaps[mapid] != NULL) ? INSTANCE_OK : INSTANCE_ABORT_NOT_FOUND;
    }

    // shouldn't happen
    if (inf->type == INSTANCE_PVP)
        return INSTANCE_ABORT_NOT_FOUND;

    pGroup = plr->GetGroup();

    // players without groups cannot enter raids and heroic instances
    if (pGroup == NULL && (inf->type == INSTANCE_RAID || (inf->type == INSTANCE_MULTIMODE && plr->iInstanceType >= MODE_HEROIC)) && !plr->TriggerpassCheat)
        return INSTANCE_ABORT_NOT_IN_RAID_GROUP;

    // players without raid groups cannot enter raid instances
    if (pGroup != NULL && pGroup->GetGroupType() != GROUP_TYPE_RAID && inf->type == INSTANCE_RAID && !plr->TriggerpassCheat)
        return INSTANCE_ABORT_NOT_IN_RAID_GROUP;

    // check that heroic mode is available if the player has requested it.
    if (plr->iInstanceType && inf->type != INSTANCE_MULTIMODE)
        return INSTANCE_ABORT_HEROIC_MODE_NOT_AVAILABLE;

    // if we are here, it means:
    // 1) we're a non-raid instance
    // 2) we're a raid instance, and the person is in a group.
    // so, first we have to check if they have an instance on this map already, if so, allow them to teleport to that.
    // otherwise, we can create them a new one.
    m_mapLock.Acquire();
    instancemap = m_instances[mapid];

    if (instancemap == NULL)
    {
        if (instanceid != 0)
        {
            m_mapLock.Release();
            return INSTANCE_ABORT_NOT_FOUND;
        }

        // gotta create the hashmap.
        m_instances[mapid] = new InstanceMap;
        instancemap = m_instances[mapid];
    }
    else
    {
        InstanceMap::iterator itr;

        if (instanceid != 0)
        {
            itr = instancemap->find(instanceid);
            if (itr != instancemap->end())
            {
                in = itr->second;

                if (!CHECK_INSTANCE_GROUP(in, pGroup))
                {
                    // Another group is already playing in this instance of the dungeon...
                    m_mapLock.Release();
                    sChatHandler.SystemMessageToPlr(plr, "Another group is already inside this instance of the dungeon.");
                    return INSTANCE_ABORT_NOT_IN_RAID_GROUP;
                }

                // Try to add instance ID to player
                plr->SetPersistentInstanceId(in);

                // Set current group
                if (pGroup)
                    in->m_creatorGroup = pGroup->GetID();

                m_mapLock.Release();
                return INSTANCE_OK;
            }
            else
            {
                m_mapLock.Release();
                return INSTANCE_ABORT_NOT_FOUND;
            }
        }
        else
        {
            in = NULL;
            if (pGroup != NULL)
            {
                if ((inf->type == INSTANCE_MULTIMODE && pGroup->m_difficulty >= MODE_HEROIC) || inf->type == INSTANCE_RAID)
                {
                    if (plr->GetPersistentInstanceId(mapid, pGroup->m_difficulty) == 0)
                    {
                        if (pGroup->m_instanceIds[mapid][pGroup->m_difficulty] != 0)
                        {
                            in = sInstanceMgr.GetInstanceByIds(mapid, pGroup->m_instanceIds[mapid][pGroup->m_difficulty]);
                        }
                        else if (sWorld.instance_TakeGroupLeaderID)
                        {
                            PlayerInfo *pLeaderInfo = pGroup->GetLeader();
                            if (pLeaderInfo)
                            {
                                pLeaderInfo->savedInstanceIdsLock.Acquire();
                                PlayerInstanceMap::iterator itrLeader = pLeaderInfo->savedInstanceIds[pGroup->m_difficulty].find(mapid);
                                if (itrLeader != pLeaderInfo->savedInstanceIds[pGroup->m_difficulty].end())
                                {
                                    in = sInstanceMgr.GetInstanceByIds(mapid, (*itrLeader).second);
                                }
                                pLeaderInfo->savedInstanceIdsLock.Release();
                            }
                        }
                    }

                    if (in == NULL && plr->GetPersistentInstanceId(mapid, pGroup->m_difficulty) != 0)
                    {
                        in = sInstanceMgr.GetInstanceByIds(mapid, plr->GetPersistentInstanceId(mapid, pGroup->m_difficulty));
                    }
                }
                else
                {
                    if (pGroup->m_instanceIds[mapid][pGroup->m_difficulty] != 0)
                    {
                        in = sInstanceMgr.GetInstanceByIds(mapid, pGroup->m_instanceIds[mapid][pGroup->m_difficulty]);
                    }
                }
            }

            if (in == NULL)
            {
                // search the instance and see if we have one here.
                for (itr = instancemap->begin(); itr != instancemap->end();)
                {
                    in = itr->second;
                    ++itr;
                    if (in->m_difficulty == plr->iInstanceType && PlayerOwnsInstance(in, plr))
                        break;
                    in = NULL;
                }
            }

            if (in != NULL)
            {
                m_mapLock.Release();

                // check the player count and in combat status.
                if (in->m_mapMgr)
                {
                    if (in->m_mapMgr->IsCombatInProgress())
                        return INSTANCE_ABORT_ENCOUNTER;

                    if (in->m_mapMgr->GetPlayerCount() >= inf->playerlimit)
                        return INSTANCE_ABORT_FULL;
                }

                if (!CHECK_INSTANCE_GROUP(in, pGroup))
                {
                    // Another group is already playing in this instance of the dungeon...
                    sChatHandler.SystemMessageToPlr(plr, "Another group is already inside this instance of the dungeon.");
                    return INSTANCE_ABORT_NOT_IN_RAID_GROUP;
                }

                // Try to add instance ID to player
                plr->SetPersistentInstanceId(in);

                // Set current group
                if (pGroup)
                    in->m_creatorGroup = pGroup->GetID();

                plr->SetInstanceID(in->m_instanceId);

                // found our instance, allow him in.
                return INSTANCE_OK;
            }
        }
    }

    // if we're here, it means we need to create a new instance.
    in = new Instance;
    in->m_creation = UNIXTIME;
    in->m_difficulty = pGroup ? pGroup->m_difficulty : plr->iInstanceType;
    in->m_instanceId = GenerateInstanceID();
    in->m_mapId = mapid;
    in->m_mapInfo = inf;
    in->m_mapMgr = NULL;		// always start off without a map manager, it is created in GetInstance()
    in->m_isBattleground = false;
    in->m_persistent = IS_PERSISTENT_INSTANCE(in) && objmgr.m_InstanceBossInfoMap[mapid] == NULL;
    in->m_creatorGuid = pGroup ? 0 : plr->GetLowGUID();		// creator guid is 0 if its owned by a group.
    in->m_creatorGroup = pGroup ? pGroup->GetID() : 0;
    if (sWorld.instance_SlidingExpiration)
    {
        if (inf->type == INSTANCE_MULTIMODE && in->m_difficulty >= MODE_HEROIC)
            in->m_expiration = UNIXTIME + TIME_DAY;
        else
            in->m_expiration = (inf->type == INSTANCE_NONRAID || (inf->type == INSTANCE_MULTIMODE && in->m_difficulty == MODE_NORMAL)) ? 0 : UNIXTIME + inf->cooldown;
    }
    else
    {
        if (inf->type == INSTANCE_MULTIMODE && in->m_difficulty >= MODE_HEROIC)
        {
            in->m_expiration = UNIXTIME - (UNIXTIME % TIME_DAY) + ((UNIXTIME % TIME_DAY) > (sWorld.instance_DailyHeroicInstanceResetHour * TIME_HOUR) ? 82800 : -3600) + ((sWorld.instance_DailyHeroicInstanceResetHour - sWorld.GMTTimeZone) * TIME_HOUR);
        }
        else if (IS_PERSISTENT_INSTANCE(in))
        {
            if (m_nextInstanceReset[in->m_mapId] == 0)
            {
                m_nextInstanceReset[in->m_mapId] = UNIXTIME - (UNIXTIME % TIME_DAY) - ((sWorld.GMTTimeZone + 1) * TIME_HOUR) + (in->m_mapInfo->cooldown == 0 ? TIME_DAY : in->m_mapInfo->cooldown);
                CharacterDatabase.Execute("REPLACE INTO `server_settings` (`setting_id`, `setting_value`) VALUES ('next_instance_reset_%u', '%u')", in->m_mapId, m_nextInstanceReset[in->m_mapId]);
            }
            if (m_nextInstanceReset[in->m_mapId] + (TIME_MINUTE * 15) < UNIXTIME)
            {
                do
                {
                    time_t tmp = m_nextInstanceReset[in->m_mapId];
                    if (tmp + (TIME_MINUTE * 15) < UNIXTIME)
                        m_nextInstanceReset[in->m_mapId] = tmp + (in->m_mapInfo->cooldown == 0 ? TIME_DAY : in->m_mapInfo->cooldown);
                }
                while (m_nextInstanceReset[in->m_mapId] + (TIME_MINUTE * 15) < UNIXTIME);
                CharacterDatabase.Execute("REPLACE INTO `server_settings` (`setting_id`, `setting_value`) VALUES ('next_instance_reset_%u', '%u')", in->m_mapId, m_nextInstanceReset[in->m_mapId]);
            }
            in->m_expiration = m_nextInstanceReset[in->m_mapId];
        }
        else
        {
            in->m_expiration = (inf->type == INSTANCE_NONRAID || (inf->type == INSTANCE_MULTIMODE && in->m_difficulty == MODE_NORMAL)) ? 0 : UNIXTIME + inf->cooldown;
        }
    }
    plr->SetInstanceID(in->m_instanceId);
    Log.Debug("InstanceMgr", "Creating instance for player %u and group %u on map %u. (%u)", in->m_creatorGuid, in->m_creatorGroup, in->m_mapId, in->m_instanceId);

    // save our new instance to the database.
    in->SaveToDB();

    // apply it in the instance map
    instancemap->insert(InstanceMap::value_type(in->m_instanceId, in));

    // Try to add instance ID to player
    plr->SetPersistentInstanceId(in);

    // instance created ok, i guess? return the ok for him to transport.
    m_mapLock.Release();
    return INSTANCE_OK;
}