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-rw-r--r--src/game/BattleGroundHandler.cpp248
1 files changed, 106 insertions, 142 deletions
diff --git a/src/game/BattleGroundHandler.cpp b/src/game/BattleGroundHandler.cpp
index b1522c939f7..912c1349d05 100644
--- a/src/game/BattleGroundHandler.cpp
+++ b/src/game/BattleGroundHandler.cpp
@@ -1,7 +1,7 @@
/*
- * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
+ * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
- * Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
+ * Copyright (C) 2008-2009 Trinity <http://www.trinitycore.org/>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
@@ -25,7 +25,6 @@
#include "Player.h"
#include "ObjectMgr.h"
#include "WorldSession.h"
-#include "MapManager.h"
#include "ObjectAccessor.h"
#include "Object.h"
#include "Chat.h"
@@ -53,7 +52,7 @@ void WorldSession::HandleBattleGroundHelloOpcode( WorldPacket & recv_data )
// Stop the npc if moving
unit->StopMoving();
- uint32 bgTypeId = objmgr.GetBattleMasterBG(unit->GetEntry());
+ BattleGroundTypeId bgTypeId = sBattleGroundMgr.GetBattleMasterBG(unit->GetEntry());
if(!_player->GetBGAccessByLevel(bgTypeId))
{
@@ -65,7 +64,7 @@ void WorldSession::HandleBattleGroundHelloOpcode( WorldPacket & recv_data )
SendBattlegGroundList(guid, bgTypeId);
}
-void WorldSession::SendBattlegGroundList( uint64 guid, uint32 bgTypeId )
+void WorldSession::SendBattlegGroundList( uint64 guid, BattleGroundTypeId bgTypeId )
{
WorldPacket data;
sBattleGroundMgr.BuildBattleGroundListPacket(&data, guid, _player, bgTypeId);
@@ -77,26 +76,29 @@ void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data )
CHECK_PACKET_SIZE(recv_data, 8+4+4+1);
uint64 guid;
- uint32 bgTypeId;
+ uint32 bgTypeId_;
uint32 instanceId;
uint8 joinAsGroup;
+ bool isPremade = false;
Group * grp;
recv_data >> guid; // battlemaster guid
- recv_data >> bgTypeId; // battleground type id (DBC id)
+ recv_data >> bgTypeId_; // battleground type id (DBC id)
recv_data >> instanceId; // instance id, 0 if First Available selected
recv_data >> joinAsGroup; // join as group
- if(bgTypeId >= MAX_BATTLEGROUND_TYPES)
+ if(!sBattlemasterListStore.LookupEntry(bgTypeId_))
{
- sLog.outError("Battleground: invalid bgtype received. possible cheater? player guid %u",_player->GetGUIDLow());
+ sLog.outError("Battleground: invalid bgtype (%u) received. possible cheater? player guid %u",bgTypeId_,_player->GetGUIDLow());
return;
}
+ BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_);
+
sLog.outDebug( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from: " I64FMT, guid);
// can do this, since it's battleground, not arena
- uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bgTypeId, 0);
+ BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, 0);
// ignore if player is already in BG
if(_player->InBattleGround())
@@ -110,9 +112,9 @@ void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data )
return;
// get bg instance or bg template if instance not found
- BattleGround * bg = 0;
+ BattleGround * bg = NULL;
if(instanceId)
- BattleGround *bg = sBattleGroundMgr.GetBattleGround(instanceId);
+ BattleGround *bg = sBattleGroundMgr.GetBattleGroundThroughClientInstance(instanceId, bgTypeId, _player->GetBattleGroundQueueIdFromLevel(bgTypeId));
if(!bg && !(bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId)))
{
@@ -146,6 +148,7 @@ void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data )
if(!grp)
return;
uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0);
+ isPremade = (grp->GetMembersCount() >= bg->GetMinPlayersPerTeam());
if (err != BG_JOIN_ERR_OK)
{
SendBattleGroundOrArenaJoinError(err);
@@ -155,10 +158,11 @@ void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data )
// if we're here, then the conditions to join a bg are met. We can proceed in joining.
// _player->GetGroup() was already checked, grp is already initialized
+ GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, 0, false, isPremade, 0);
+ uint32 avgTime = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundQueueIdFromLevel(bgTypeId));
if(joinAsGroup /* && _player->GetGroup()*/)
{
sLog.outDebug("Battleground: the following players are joining as group:");
- GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, 0, false, 0);
for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player *member = itr->getSource();
@@ -171,7 +175,7 @@ void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data )
WorldPacket data;
// send status packet (in queue)
- sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, member->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0);
+ sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0);
member->GetSession()->SendPacket(&data);
sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId);
member->GetSession()->SendPacket(&data);
@@ -179,7 +183,6 @@ void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data )
sLog.outDebug("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,member->GetGUIDLow(), member->GetName());
}
sLog.outDebug("Battleground: group end");
- sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel());
}
else
{
@@ -190,14 +193,15 @@ void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data )
WorldPacket data;
// send status packet (in queue)
- sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0);
+ sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0);
SendPacket(&data);
- GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, 0, false, 0);
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(_player, ginfo);
- sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel());
sLog.outDebug("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName());
}
+ sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(bgTypeId));
+ if(!ginfo->IsInvitedToBGInstanceGUID)
+ sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AnnounceWorld(ginfo, _player->GetGUID(), true);
}
void WorldSession::HandleBattleGroundPlayerPositionsOpcode( WorldPacket & /*recv_data*/ )
@@ -270,19 +274,15 @@ void WorldSession::HandleBattleGroundListOpcode( WorldPacket &recv_data )
uint32 bgTypeId;
recv_data >> bgTypeId; // id from DBC
- if(bgTypeId >= MAX_BATTLEGROUND_TYPES)
+ BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(bgTypeId);
+ if(!bl)
{
sLog.outError("Battleground: invalid bgtype received.");
return;
}
- BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(bgTypeId);
-
- if(!bl)
- return;
-
WorldPacket data;
- sBattleGroundMgr.BuildBattleGroundListPacket(&data, _player->GetGUID(), _player, bgTypeId);
+ sBattleGroundMgr.BuildBattleGroundListPacket(&data, _player->GetGUID(), _player, BattleGroundTypeId(bgTypeId));
SendPacket( &data );
}
@@ -295,15 +295,15 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
uint8 type; // arenatype if arena
uint8 unk2; // unk, can be 0x0 (may be if was invited?) and 0x1
uint32 instanceId;
- uint32 bgTypeId; // type id from dbc
+ 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;
+ recv_data >> type >> unk2 >> bgTypeId_ >> unk >> action;
- if(bgTypeId >= MAX_BATTLEGROUND_TYPES)
+ if(!sBattlemasterListStore.LookupEntry(bgTypeId_))
{
- sLog.outError("Battleground: invalid bgtype received.");
+ 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)
@@ -312,27 +312,22 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
// update all queues, send invitation info if player is invited, queue info if queued
for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
{
- uint32 queue_id = _player->GetBattleGroundQueueId(i);
- if(!queue_id)
- continue;
- BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID());
- // if the player is not in queue, contine
- if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end())
+ BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i);
+ if(!bgQueueTypeId)
continue;
-
- // no group information, this should never happen
- if(!itrPlayerStatus->second.GroupInfo)
+ 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
- bgTypeId = itrPlayerStatus->second.GroupInfo->BgTypeId;
uint8 arenatype = itrPlayerStatus->second.GroupInfo->ArenaType;
uint8 israted = itrPlayerStatus->second.GroupInfo->IsRated;
uint8 status = 0;
-
if(!itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID)
{
// not invited to bg, get template
@@ -342,7 +337,7 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
else
{
// get the bg we're invited to
- BattleGround * bg = sBattleGroundMgr.GetBattleGround(itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID);
+ BattleGround * bg = sBattleGroundMgr.GetBattleGround(itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID, bgTypeId);
status = STATUS_WAIT_JOIN;
}
@@ -356,20 +351,21 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
// re - invite player with proper data
WorldPacket data;
- sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, itrPlayerStatus->second.GroupInfo->Team?itrPlayerStatus->second.GroupInfo->Team:_player->GetTeam(), i, status, INVITE_ACCEPT_WAIT_TIME, 0, arenatype, israted);
+ sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, status, INVITE_ACCEPT_WAIT_TIME, 0, arenatype);
SendPacket(&data);
}
}
return;
}
- uint32 bgQueueTypeId = 0;
- // get the bg what we were invited to
- BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus;
- bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bgTypeId,type);
- itrPlayerStatus = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID());
+ BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_);
- if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end())
+ BattleGroundQueueTypeId bgQueueTypeId = BATTLEGROUND_QUEUE_NONE;
+ // get the bg what we were invited to
+ bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, type);
+ 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;
@@ -383,7 +379,7 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
return;
}
- BattleGround *bg = sBattleGroundMgr.GetBattleGround(instanceId);
+ 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)
@@ -391,7 +387,7 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
if(!bg)
{
- sLog.outError("Battleground: bg not found.");
+ sLog.outError("Battleground: bg not found for type id %u.",bgTypeId);
return;
}
@@ -406,9 +402,10 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
uint32 rating = 0;
uint32 opponentsRating = 0;
// get the team info from the queue
- BattleGroundQueue::QueuedPlayersMap::iterator pitr = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID());
- if(pitr !=sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end()
- && pitr->second.GroupInfo )
+
+ BattleGroundQueue::QueuedPlayersMap& qpMap2 = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers;
+ BattleGroundQueue::QueuedPlayersMap::iterator pitr = qpMap2.find(_player->GetGUID());
+ if (pitr !=qpMap2.end() && pitr->second.GroupInfo)
{
team = pitr->second.GroupInfo->Team;
arenatype = pitr->second.GroupInfo->ArenaType;
@@ -421,6 +418,12 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
sLog.outError("Battleground: Invalid player queue info!");
return;
}
+ //if player is trying to enter battleground (not arena!) and he has deserter debuff, we must just remove him from queue
+ if( arenatype == 0 && !_player->CanJoinToBattleground() )
+ {
+ sLog.outDebug("Battleground: player %s (%u) has a deserter debuff, do not port him to battleground!", _player->GetName(), _player->GetGUIDLow());
+ action = 0;
+ }
WorldPacket data;
switch(action)
{
@@ -441,7 +444,7 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
}
_player->RemoveFromGroup();
queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId);
- sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime());
+ 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);
@@ -451,16 +454,16 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
currentBg->RemovePlayerAtLeave(_player->GetGUID(), false, true);
// set the destination instance id
- _player->SetBattleGroundId(bg->GetInstanceID());
+ _player->SetBattleGroundId(bg->GetInstanceID(), bgTypeId);
// set the destination team
_player->SetBGTeam(team);
// bg->HandleBeforeTeleportToBattleGround(_player);
- sBattleGroundMgr.SendToBattleGround(_player, instanceId);
+ sBattleGroundMgr.SendToBattleGround(_player, instanceId, bgTypeId);
// add only in HandleMoveWorldPortAck()
// bg->AddPlayer(_player,team);
sLog.outDebug("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
+ case 0: // leave queue
queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId);
/*
if player leaves rated arena match before match start, it is counted as he played but he lost
@@ -476,10 +479,10 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
}
}
_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->GetTeam(), queueSlot, STATUS_NONE, 0, 0);
+ sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_NONE, 0, 0);
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(_player->GetGUID(), true);
// player left queue, we should update it, maybe now his group fits in
- sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId,_player->GetBattleGroundQueueIdFromLevel(),arenatype,israted,rating);
+ sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId,_player->GetBattleGroundQueueIdFromLevel(bgTypeId),arenatype,israted,rating);
SendPacket(&data);
sLog.outDebug("Battleground: player %s (%u) left queue for bgtype %u, queue type %u.",_player->GetName(),_player->GetGUIDLow(),bg->GetTypeID(),bgQueueTypeId);
break;
@@ -520,81 +523,41 @@ void WorldSession::HandleBattlefieldStatusOpcode( WorldPacket & /*recv_data*/ )
sLog.outDebug( "WORLD: Battleground status" );
WorldPacket data;
+ uint32 queueSlot = PLAYER_MAX_BATTLEGROUND_QUEUES;
- // 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)
+ if(!bg)
+ return;
+ BattleGroundQueueTypeId bgQueueTypeId_tmp = BattleGroundMgr::BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType());
+ queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId_tmp);
+ if((bg->GetStatus() <= STATUS_IN_PROGRESS))
{
- uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType());
- 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
- uint8 arenatype = sBattleGroundMgr.BGArenaType(queue_id);
- uint8 isRated = 0;
- 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->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID());
- if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end())
- continue;
- if(itrPlayerStatus->second.GroupInfo)
- {
- arenatype = itrPlayerStatus->second.GroupInfo->ArenaType;
- isRated = itrPlayerStatus->second.GroupInfo->IsRated;
- }
- BattleGround *bg2 = sBattleGroundMgr.GetBattleGroundTemplate(sBattleGroundMgr.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,arenatype,isRated);
- SendPacket(&data);
- }
- }
+ sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime());
+ 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++)
{
- // 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;
- uint32 bgTypeId = sBattleGroundMgr.BGTemplateId(queue_id);
- uint8 arenatype = sBattleGroundMgr.BGArenaType(queue_id);
- uint8 isRated = 0;
- BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
- BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID());
- if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end())
- continue;
- if(itrPlayerStatus->second.GroupInfo)
- {
- arenatype = itrPlayerStatus->second.GroupInfo->ArenaType;
- isRated = itrPlayerStatus->second.GroupInfo->IsRated;
- }
- if(bg && queue_id)
- {
- sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0, arenatype, isRated);
- SendPacket(&data);
- }
- }
+ 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);
}
-/* 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::HandleAreaSpiritHealerQueryOpcode( WorldPacket & recv_data )
@@ -655,12 +618,12 @@ void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data )
return;
uint64 guid; // arena Battlemaster guid
- uint8 type; // 2v2, 3v3 or 5v5
+ uint8 arenaslot; // 2v2, 3v3 or 5v5
uint8 asGroup; // asGroup
uint8 isRated; // isRated
Group * grp;
- recv_data >> guid >> type >> asGroup >> isRated;
+ recv_data >> guid >> arenaslot >> asGroup >> isRated;
Creature *unit = ObjectAccessor::GetCreature(*_player, guid);
if(!unit)
@@ -672,7 +635,7 @@ void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data )
uint8 arenatype = 0;
uint32 arenaRating = 0;
- switch(type)
+ switch(arenaslot)
{
case 0:
arenatype = ARENA_TYPE_2v2;
@@ -684,7 +647,7 @@ void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data )
arenatype = ARENA_TYPE_5v5;
break;
default:
- sLog.outError("Unknown arena type %u at HandleBattleGroundArenaJoin()", type);
+ sLog.outError("Unknown arena slot %u at HandleBattleGroundArenaJoin()", arenaslot);
return;
}
@@ -696,8 +659,8 @@ void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data )
return;
}
- uint8 bgTypeId = bg->GetTypeID();
- uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bgTypeId, arenatype);
+ BattleGroundTypeId bgTypeId = bg->GetTypeID();
+ BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, arenatype);
// check queueing conditions
if(!asGroup)
@@ -716,7 +679,7 @@ void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data )
// no group found, error
if(!grp)
return;
- uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, arenatype, arenatype, (bool)isRated, type);
+ uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, arenatype, arenatype, (bool)isRated, arenaslot);
if (err != BG_JOIN_ERR_OK)
{
SendBattleGroundOrArenaJoinError(err);
@@ -728,7 +691,7 @@ void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data )
if(isRated)
{
- ateamId = _player->GetArenaTeamId(type);
+ ateamId = _player->GetArenaTeamId(arenaslot);
// check real arenateam existence only here (if it was moved to group->CanJoin .. () then we would ahve to get it twice)
ArenaTeam * at = objmgr.GetArenaTeamById(ateamId);
if(!at)
@@ -746,7 +709,7 @@ void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data )
Player *member = itr->getSource();
// calc avg personal rating
- avg_pers_rating += member->GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (type*6) + 5);
+ avg_pers_rating += member->GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaslot*6) + 5);
}
if( arenatype )
@@ -757,12 +720,13 @@ void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data )
arenaRating = avg_pers_rating;
}
+ GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, arenatype, isRated, false, arenaRating, ateamId);
+ uint32 avgTime = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundQueueIdFromLevel(bgTypeId));
if(asGroup)
{
- GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, arenatype, isRated, arenaRating, ateamId);
sLog.outDebug("Battleground: arena join as group start");
if(isRated)
- sLog.outDebug("Battleground: arena team id %u, leader %s queued with rating %u for type %u",_player->GetArenaTeamId(type),_player->GetName(),arenaRating,arenatype);
+ sLog.outDebug("Battleground: arena team id %u, leader %s queued with rating %u for type %u",_player->GetArenaTeamId(arenaslot),_player->GetName(),arenaRating,arenatype);
for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player *member = itr->getSource();
@@ -775,7 +739,7 @@ void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data )
WorldPacket data;
// send status packet (in queue)
- sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, member->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0, arenatype, isRated);
+ sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, arenatype);
member->GetSession()->SendPacket(&data);
sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId);
member->GetSession()->SendPacket(&data);
@@ -783,7 +747,8 @@ void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data )
sLog.outDebug("Battleground: player joined queue for arena as group bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,member->GetGUIDLow(), member->GetName());
}
sLog.outDebug("Battleground: arena join as group end");
- sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(), arenatype, isRated, arenaRating);
+ if(isRated)
+ sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AnnounceWorld(ginfo, _player->GetGUID(), true);
}
else
{
@@ -794,13 +759,12 @@ void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data )
WorldPacket data;
// send status packet (in queue)
- sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0, arenatype, isRated);
+ sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, arenatype);
SendPacket(&data);
- GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, arenatype, isRated, arenaRating);
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(_player, ginfo);
- sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(), arenatype, isRated, arenaRating);
sLog.outDebug("Battleground: player joined queue for arena, skirmish, bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName());
}
+ sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(bgTypeId), arenatype, isRated, arenaRating);
}
void WorldSession::HandleBattleGroundReportAFK( WorldPacket & recv_data )