void WorldSession::HandleBattleFieldPortOpcode( WorldPacket &recv_data ) { DEBUG_LOG( "WORLD: Recvd CMSG_BATTLEFIELD_PORT Message"); uint8 action; // enter battle 0x1, leave queue 0x0 uint32 mapId; recv_data >> mapId >> action; BattleGroundTypeId bgTypeId = GetBattleGroundTypeIdByMapId(mapId); if (bgTypeId == BATTLEGROUND_TYPE_NONE) { sLog.outError("Battleground: invalid bgtype (%u) received.",bgTypeId); // update battleground slots for the player to fix his UI and sent data. // this is a HACK, I don't know why the client starts sending invalid packets in the first place. // it usually happens with extremely high latency (if debugging / stepping in the code for example) if (_player->InBattleGroundQueue()) { // update all queues, send invitation info if player is invited, queue info if queued for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) { BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i); if (!bgQueueTypeId) continue; BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId); BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers; BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID()); // if the player is not in queue, continue or no group information - this should never happen if (itrPlayerStatus == qpMap.end() || !itrPlayerStatus->second.GroupInfo) continue; BattleGround * bg = NULL; // get possibly needed data from groupinfo uint8 status = 0; if (!itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID) { // not invited to bg, get template bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); status = STATUS_WAIT_QUEUE; } else { // get the bg we're invited to bg = sBattleGroundMgr.GetBattleGround(itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID, bgTypeId); status = STATUS_WAIT_JOIN; } // if bg not found, then continue, don't invite if already in the instance if (!bg || (_player->InBattleGround() && _player->GetBattleGround() && _player->GetBattleGround()->GetInstanceID() == bg->GetInstanceID())) continue; // re - invite player with proper data WorldPacket data; sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, status, INVITE_ACCEPT_WAIT_TIME, 0); SendPacket(&data); } } return; } // get the bg what we were invited to BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId); BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers; BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID()); if (itrPlayerStatus == qpMap.end()) { sLog.outError("Battleground: itrplayerstatus not found."); return; } uint32 instanceId = itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID; // if action == 1, then instanceId is required if (!instanceId && action == 1) { sLog.outError("Battleground: instance not found."); return; } BattleGround *bg = sBattleGroundMgr.GetBattleGround(instanceId, 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 type id %u.", bgTypeId); return; } if (_player->InBattleGroundQueue()) { //we must use temporary variables, because GroupQueueInfo pointer can be deleted in BattleGroundQueue::RemovePlayer() function! uint32 team = itrPlayerStatus->second.GroupInfo->Team; //some checks if player isn't cheating - it is not exactly cheating, but we cannot allow it if (action == 1) { //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(SMSG_GROUP_JOINED_BATTLEGROUND, 4); data2 << uint32(0xFFFFFFFE); _player->GetSession()->SendPacket(&data2); action = 0; sLog.outDebug("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 higher than maxlevel of battleground! Do not port him to battleground!", _player->GetName(), _player->GetGUIDLow()); action = 0; } } uint32 queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId); WorldPacket data; switch( action ) { case 1: // port to battleground if (!_player->IsInvitedForBattleGroundQueueType(bgQueueTypeId)) return; // cheating? // 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, queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime()); _player->GetSession()->SendPacket(&data); // remove battleground queue status from BGmgr sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(_player->GetGUID(), 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->GetGUID(), false, true); // set the destination instance id _player->SetBattleGroundId(bg->GetInstanceID(), bgTypeId); // set the destination team _player->SetBGTeam(team); // bg->HandleBeforeTeleportToBattleGround(_player); sBattleGroundMgr.SendToBattleGround(_player, instanceId, 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 _player->RemoveBattleGroundQueueId(bgQueueTypeId); // must be called this way, because if you move this call to queue->removeplayer, it causes bugs sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_NONE, 0, 0); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(_player->GetGUID(), true); // player left queue, we should update it sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundBracketIdFromLevel(bgTypeId)); 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::HandleBattleFieldPortOpcode( WorldPacket &recv_data ) { DEBUG_LOG( "WORLD: Recvd CMSG_BATTLEFIELD_PORT Message"); uint8 type; // arenatype if arena uint8 unk2; // unk, can be 0x0 (may be if was invited?) and 0x1 uint32 bgTypeId_; // type id from dbc uint16 unk; // 0x1F90 constant? uint8 action; // enter battle 0x1, leave queue 0x0 recv_data >> type >> unk2 >> bgTypeId_ >> unk >> action; if (!sBattlemasterListStore.LookupEntry(bgTypeId_)) { sLog.outError("BattlegroundHandler: invalid bgtype (%u) received.", bgTypeId_); return; } 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; } //get GroupQueueInfo from BattleGroundQueue BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_); BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, ArenaType(type)); 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; } BattleGround *bg = sBattleGroundMgr.GetBattleGround(ginfo.IsInvitedToBGInstanceGUID, 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 type id %u.", bgTypeId); return; } // 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.BuildGroupJoinedBattlegroundPacket(&data2, 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; } } uint32 queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId); 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, queueSlot, STATUS_IN_PROGRESS, 0, 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, 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::HandleBattleFieldPortOpcode(WorldPacket& recv_data) { DEBUG_LOG("WORLD: Received opcode CMSG_BATTLEFIELD_PORT"); uint8 action; // enter battle 0x1, leave queue 0x0 uint32 mapId; recv_data >> mapId >> action; BattleGroundTypeId bgTypeId = GetBattleGroundTypeIdByMapId(mapId); if (bgTypeId == BATTLEGROUND_TYPE_NONE) { sLog.outError("BattlegroundHandler: invalid bg map (%u) received.", mapId); return; } if (!_player->InBattleGroundQueue()) { sLog.outError("BattlegroundHandler: Invalid CMSG_BATTLEFIELD_PORT received from player (%u), he is not in bg_queue.", _player->GetGUIDLow()); return; } // get GroupQueueInfo from BattleGroundQueue BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId); 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; } BattleGround* bg = sBattleGroundMgr.GetBattleGround(ginfo.IsInvitedToBGInstanceGUID, 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 type id %u.", bgTypeId); return; } // some checks if player isn't cheating - it is not exactly cheating, but we cannot allow it if (action == 1) { // if player is trying to enter battleground 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(SMSG_GROUP_JOINED_BATTLEGROUND, 4); data2 << uint32(0xFFFFFFFE); _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; } } uint32 queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId); WorldPacket data; switch (action) { case 1: // port to battleground if (!_player->IsInvitedForBattleGroundQueueType(bgQueueTypeId)) return; // cheating? // 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, queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime()); _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 _player->RemoveBattleGroundQueueId(bgQueueTypeId); // must be called this way, because if you move this call to queue->removeplayer, it causes bugs sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_NONE, 0, 0); bgQueue.RemovePlayer(_player->GetObjectGuid(), true); // player left queue, we should update it sBattleGroundMgr.ScheduleQueueUpdate(bgQueueTypeId, bgTypeId, _player->GetBattleGroundBracketIdFromLevel(bgTypeId)); 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; } }