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path: root/src/server/game/Handlers/BattleGroundHandler.cpp
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Diffstat (limited to 'src/server/game/Handlers/BattleGroundHandler.cpp')
-rwxr-xr-xsrc/server/game/Handlers/BattleGroundHandler.cpp159
1 files changed, 83 insertions, 76 deletions
diff --git a/src/server/game/Handlers/BattleGroundHandler.cpp b/src/server/game/Handlers/BattleGroundHandler.cpp
index 3a359704916..0a076dfaa34 100755
--- a/src/server/game/Handlers/BattleGroundHandler.cpp
+++ b/src/server/game/Handlers/BattleGroundHandler.cpp
@@ -342,8 +342,6 @@ void WorldSession::HandleBattlefieldListOpcode(WorldPacket &recvData)
void WorldSession::HandleBattleFieldPortOpcode(WorldPacket &recvData)
{
- sLog->outDebug(LOG_FILTER_NETWORKIO, "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
@@ -351,16 +349,17 @@ void WorldSession::HandleBattleFieldPortOpcode(WorldPacket &recvData)
uint8 action; // enter battle 0x1, leave queue 0x0
recvData >> type >> unk2 >> bgTypeId_ >> unk >> action;
-
if (!sBattlemasterListStore.LookupEntry(bgTypeId_))
{
- sLog->outDebug(LOG_FILTER_BATTLEGROUND, "BattlegroundHandler: invalid bgtype (%u) with player (Name: %s, GUID: %u) received.", bgTypeId_, _player->GetName().c_str(), _player->GetGUIDLow());
+ sLog->outDebug(LOG_FILTER_BATTLEGROUND, "CMSG_BATTLEFIELD_PORT %s ArenaType: %u, Unk: %u, BgType: %u, Action: %u. Invalid BgType!",
+ GetPlayerInfo().c_str(), type, unk2, bgTypeId_, action);
return;
}
if (!_player->InBattlegroundQueue())
{
- sLog->outDebug(LOG_FILTER_BATTLEGROUND, "BattlegroundHandler: Invalid CMSG_BATTLEFIELD_PORT received from player (Name: %s, GUID: %u), he is not in bg_queue.", _player->GetName().c_str(), _player->GetGUIDLow());
+ sLog->outDebug(LOG_FILTER_BATTLEGROUND, "CMSG_BATTLEFIELD_PORT %s ArenaType: %u, Unk: %u, BgType: %u, Action: %u. Player not in queue!",
+ GetPlayerInfo().c_str(), type, unk2, bgTypeId_, action);
return;
}
@@ -372,27 +371,39 @@ void WorldSession::HandleBattleFieldPortOpcode(WorldPacket &recvData)
GroupQueueInfo ginfo;
if (!bgQueue.GetPlayerGroupInfoData(_player->GetGUID(), &ginfo))
{
- sLog->outError(LOG_FILTER_NETWORKIO, "BattlegroundHandler: itrplayerstatus not found.");
+ sLog->outDebug(LOG_FILTER_BATTLEGROUND, "CMSG_BATTLEFIELD_PORT %s ArenaType: %u, Unk: %u, BgType: %u, Action: %u. Player not in queue (No player Group Info)!",
+ GetPlayerInfo().c_str(), type, unk2, bgTypeId_, action);
return;
}
// if action == 1, then instanceId is required
if (!ginfo.IsInvitedToBGInstanceGUID && action == 1)
{
- sLog->outError(LOG_FILTER_NETWORKIO, "BattlegroundHandler: instance not found.");
+ sLog->outDebug(LOG_FILTER_BATTLEGROUND, "CMSG_BATTLEFIELD_PORT %s ArenaType: %u, Unk: %u, BgType: %u, Action: %u. Player is not invited to any bg!",
+ GetPlayerInfo().c_str(), type, unk2, bgTypeId_, action);
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(LOG_FILTER_NETWORKIO, "BattlegroundHandler: bg_template not found for type id %u.", bgTypeId);
- return;
+ if (action)
+ {
+ sLog->outDebug(LOG_FILTER_BATTLEGROUND, "CMSG_BATTLEFIELD_PORT %s ArenaType: %u, Unk: %u, BgType: %u, Action: %u. Cant find BG with id %u!",
+ GetPlayerInfo().c_str(), type, unk2, bgTypeId_, action, ginfo.IsInvitedToBGInstanceGUID);
+ return;
+ }
+
+ bg = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId);
+ if (!bg)
+ {
+ sLog->outError(LOG_FILTER_NETWORKIO, "BattlegroundHandler: bg_template not found for type id %u.", bgTypeId);
+ return;
+ }
}
+ sLog->outDebug(LOG_FILTER_BATTLEGROUND, "CMSG_BATTLEFIELD_PORT %s ArenaType: %u, Unk: %u, BgType: %u, Action: %u.",
+ GetPlayerInfo().c_str(), type, unk2, bgTypeId_, action);
+
// expected bracket entry
PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(), _player->getLevel());
if (!bracketEntry)
@@ -409,86 +420,82 @@ void WorldSession::HandleBattleFieldPortOpcode(WorldPacket &recvData)
sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data2, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS);
_player->GetSession()->SendPacket(&data2);
action = 0;
- sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: player %s (%u) has a deserter debuff, do not port him to battleground!", _player->GetName().c_str(), _player->GetGUIDLow());
+ sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Player %s (%u) has a deserter debuff, do not port him to battleground!", _player->GetName().c_str(), _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(LOG_FILTER_NETWORKIO, "Battleground: Player %s (%u) has level (%u) higher than maxlevel (%u) of battleground (%u)! Do not port him to battleground!",
+ sLog->outError(LOG_FILTER_NETWORKIO, "Player %s (%u) has level (%u) higher than maxlevel (%u) of battleground (%u)! Do not port him to battleground!",
_player->GetName().c_str(), _player->GetGUIDLow(), _player->getLevel(), bg->GetMaxLevel(), bg->GetTypeID());
action = 0;
}
}
uint32 queueSlot = _player->GetBattlegroundQueueIndex(bgQueueTypeId);
WorldPacket data;
- switch (action)
+ if (action)
{
- case 1: // port to battleground
- if (!_player->IsInvitedForBattlegroundQueueType(bgQueueTypeId))
- return; // cheating?
+ if (!_player->IsInvitedForBattlegroundQueueType(bgQueueTypeId))
+ return; // cheating?
- if (!_player->InBattleground())
- _player->SetBattlegroundEntryPoint();
+ if (!_player->InBattleground())
+ _player->SetBattlegroundEntryPoint();
- // resurrect the player
- if (!_player->isAlive())
- {
- _player->ResurrectPlayer(1.0f);
- _player->SpawnCorpseBones();
- }
- // stop taxi flight at port
- if (_player->isInFlight())
- {
- _player->GetMotionMaster()->MovementExpired();
- _player->CleanupAfterTaxiFlight();
- }
+ // resurrect the player
+ if (!_player->isAlive())
+ {
+ _player->ResurrectPlayer(1.0f);
+ _player->SpawnCorpseBones();
+ }
+ // stop taxi flight at port
+ if (_player->isInFlight())
+ {
+ _player->GetMotionMaster()->MovementExpired();
+ _player->CleanupAfterTaxiFlight();
+ }
- 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->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(ginfo.Team);
- // bg->HandleBeforeTeleportToBattleground(_player);
- sBattlegroundMgr->SendToBattleground(_player, ginfo.IsInvitedToBGInstanceGUID, bgTypeId);
- // add only in HandleMoveWorldPortAck()
- // bg->AddPlayer(_player, team);
- sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: player %s (%u) joined battle for bg %u, bgtype %u, queue type %u.", _player->GetName().c_str(), _player->GetGUIDLow(), bg->GetInstanceID(), bg->GetTypeID(), bgQueueTypeId);
- break;
- case 0: // leave queue
- if (bg->isArena() && bg->GetStatus() > STATUS_WAIT_QUEUE)
- return;
+ 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->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(ginfo.Team);
+ // bg->HandleBeforeTeleportToBattleground(_player);
+ sBattlegroundMgr->SendToBattleground(_player, ginfo.IsInvitedToBGInstanceGUID, bgTypeId);
+ // add only in HandleMoveWorldPortAck()
+ // bg->AddPlayer(_player, team);
+ sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: player %s (%u) joined battle for bg %u, bgtype %u, queue type %u.", _player->GetName().c_str(), _player->GetGUIDLow(), bg->GetInstanceID(), bg->GetTypeID(), bgQueueTypeId);
+ }
+ else // leave queue
+ {
+ if (bg->isArena() && bg->GetStatus() > STATUS_WAIT_QUEUE)
+ return;
- // if player leaves rated arena match before match start, it is counted as he played but he lost
- if (ginfo.IsRated && ginfo.IsInvitedToBGInstanceGUID)
+ // 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 = sArenaTeamMgr->GetArenaTeamById(ginfo.Team);
+ if (at)
{
- ArenaTeam* at = sArenaTeamMgr->GetArenaTeamById(ginfo.Team);
- if (at)
- {
- sLog->outDebug(LOG_FILTER_BATTLEGROUND, "UPDATING memberLost's personal arena rating for %u by opponents rating: %u, because he has left queue!", GUID_LOPART(_player->GetGUID()), ginfo.OpponentsTeamRating);
- at->MemberLost(_player, ginfo.OpponentsMatchmakerRating);
- at->SaveToDB();
- }
+ sLog->outDebug(LOG_FILTER_BATTLEGROUND, "UPDATING memberLost's personal arena rating for %u by opponents rating: %u, because he has left queue!", GUID_LOPART(_player->GetGUID()), ginfo.OpponentsTeamRating);
+ at->MemberLost(_player, ginfo.OpponentsMatchmakerRating);
+ 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, 0);
- bgQueue.RemovePlayer(_player->GetGUID(), true);
- // player left queue, we should update it - do not update Arena Queue
- if (!ginfo.ArenaType)
- sBattlegroundMgr->ScheduleQueueUpdate(ginfo.ArenaMatchmakerRating, ginfo.ArenaType, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId());
- SendPacket(&data);
- sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: player %s (%u) left queue for bgtype %u, queue type %u.", _player->GetName().c_str(), _player->GetGUIDLow(), bg->GetTypeID(), bgQueueTypeId);
- break;
- default:
- sLog->outError(LOG_FILTER_NETWORKIO, "Battleground port: unknown action %u", action);
- break;
+ }
+ _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, 0);
+ bgQueue.RemovePlayer(_player->GetGUID(), true);
+ // player left queue, we should update it - do not update Arena Queue
+ if (!ginfo.ArenaType)
+ sBattlegroundMgr->ScheduleQueueUpdate(ginfo.ArenaMatchmakerRating, ginfo.ArenaType, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId());
+ SendPacket(&data);
+ sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: player %s (%u) left queue for bgtype %u, queue type %u.", _player->GetName().c_str(), _player->GetGUIDLow(), bg->GetTypeID(), bgQueueTypeId);
}
}