diff options
Diffstat (limited to 'src/server/game/Handlers/BattleGroundHandler.cpp')
-rwxr-xr-x | src/server/game/Handlers/BattleGroundHandler.cpp | 790 |
1 files changed, 790 insertions, 0 deletions
diff --git a/src/server/game/Handlers/BattleGroundHandler.cpp b/src/server/game/Handlers/BattleGroundHandler.cpp new file mode 100755 index 00000000000..d1aa0021a75 --- /dev/null +++ b/src/server/game/Handlers/BattleGroundHandler.cpp @@ -0,0 +1,790 @@ +/* + * Copyright (C) 2008-2012 TrinityCore <http://www.trinitycore.org/> + * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/> + * + * 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 the + * Free Software Foundation; either version 2 of the License, or (at your + * option) any later version. + * + * This program is distributed in the hope that it will be useful, but WITHOUT + * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or + * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for + * more details. + * + * You should have received a copy of the GNU General Public License along + * with this program. If not, see <http://www.gnu.org/licenses/>. + */ + +#include "Common.h" +#include "ObjectAccessor.h" +#include "ObjectMgr.h" +#include "ArenaTeamMgr.h" +#include "WorldPacket.h" +#include "WorldSession.h" + +#include "ArenaTeam.h" +#include "BattlegroundMgr.h" +#include "Battleground.h" +#include "Chat.h" +#include "Language.h" +#include "Log.h" +#include "Player.h" +#include "Object.h" +#include "Opcodes.h" +#include "DisableMgr.h" +#include "Group.h" + +void WorldSession::HandleBattlemasterHelloOpcode(WorldPacket & recv_data) +{ + uint64 guid; + recv_data >> guid; + sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd CMSG_BATTLEMASTER_HELLO Message from (GUID: %u TypeId:%u)", GUID_LOPART(guid), GuidHigh2TypeId(GUID_HIPART(guid))); + + Creature* unit = GetPlayer()->GetMap()->GetCreature(guid); + if (!unit) + return; + + if (!unit->isBattleMaster()) // it's not battlemaster + return; + + // Stop the npc if moving + unit->StopMoving(); + + BattlegroundTypeId bgTypeId = sBattlegroundMgr->GetBattleMasterBG(unit->GetEntry()); + + if (!_player->GetBGAccessByLevel(bgTypeId)) + { + // temp, must be gossip message... + SendNotification(LANG_YOUR_BG_LEVEL_REQ_ERROR); + return; + } + + SendBattlegGroundList(guid, bgTypeId); +} + +void WorldSession::SendBattlegGroundList(uint64 guid, BattlegroundTypeId bgTypeId) +{ + WorldPacket data; + sBattlegroundMgr->BuildBattlegroundListPacket(&data, guid, _player, bgTypeId, 0); + SendPacket(&data); +} + +void WorldSession::HandleBattlemasterJoinOpcode(WorldPacket & recv_data) +{ + uint64 guid; + uint32 bgTypeId_; + uint32 instanceId; + uint8 joinAsGroup; + bool isPremade = false; + Group* grp = NULL; + + recv_data >> guid; // battlemaster guid + 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 (!sBattlemasterListStore.LookupEntry(bgTypeId_)) + { + sLog->outError("Battleground: invalid bgtype (%u) received. possible cheater? player guid %u", bgTypeId_, _player->GetGUIDLow()); + return; + } + + if (DisableMgr::IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, bgTypeId_, NULL)) + { + ChatHandler(this).PSendSysMessage(LANG_BG_DISABLED); + return; + } + + BattlegroundTypeId bgTypeId = BattlegroundTypeId(bgTypeId_); + + sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from (GUID: %u TypeId:%u)", GUID_LOPART(guid), GuidHigh2TypeId(GUID_HIPART(guid))); + + // can do this, since it's battleground, not arena + BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, 0); + BattlegroundQueueTypeId bgQueueTypeIdRandom = BattlegroundMgr::BGQueueTypeId(BATTLEGROUND_RB, 0); + + // ignore if player is already in BG + if (_player->InBattleground()) + return; + + // get bg instance or bg template if instance not found + Battleground* bg = NULL; + if (instanceId) + bg = sBattlegroundMgr->GetBattlegroundThroughClientInstance(instanceId, bgTypeId); + + if (!bg) + bg = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId); + if (!bg) + return; + + // expected bracket entry + PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(), _player->getLevel()); + if (!bracketEntry) + return; + + GroupJoinBattlegroundResult err; + + // check queue conditions + if (!joinAsGroup) + { + if (GetPlayer()->isUsingLfg()) + { + // player is using dungeon finder or raid finder + WorldPacket data; + sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_LFG_CANT_USE_BATTLEGROUND); + GetPlayer()->GetSession()->SendPacket(&data); + return; + } + + // check Deserter debuff + if (!_player->CanJoinToBattleground()) + { + WorldPacket data; + sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS); + _player->GetSession()->SendPacket(&data); + return; + } + + if (_player->GetBattlegroundQueueIndex(bgQueueTypeIdRandom) < PLAYER_MAX_BATTLEGROUND_QUEUES) + { + //player is already in random queue + WorldPacket data; + sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_IN_RANDOM_BG); + _player->GetSession()->SendPacket(&data); + return; + } + + if (_player->InBattlegroundQueue() && bgTypeId == BATTLEGROUND_RB) + { + //player is already in queue, can't start random queue + WorldPacket data; + sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_IN_NON_RANDOM_BG); + _player->GetSession()->SendPacket(&data); + return; + } + + // check if already in queue + if (_player->GetBattlegroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES) + //player is already in this queue + return; + + // check if has free queue slots + if (!_player->HasFreeBattlegroundQueueId()) + { + WorldPacket data; + sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_TOO_MANY_QUEUES); + _player->GetSession()->SendPacket(&data); + return; + } + + BattlegroundQueue& bgQueue = sBattlegroundMgr->m_BattlegroundQueues[bgQueueTypeId]; + + GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, bracketEntry, 0, false, isPremade, 0, 0); + uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId()); + // already checked if queueSlot is valid, now just get it + uint32 queueSlot = _player->AddBattlegroundQueueId(bgQueueTypeId); + + WorldPacket data; + // send status packet (in queue) + sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->ArenaType); + SendPacket(&data); + sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s", bgQueueTypeId, bgTypeId, _player->GetGUIDLow(), _player->GetName()); + } + else + { + grp = _player->GetGroup(); + // no group found, error + if (!grp) + return; + if (grp->GetLeaderGUID() != _player->GetGUID()) + return; + err = grp->CanJoinBattlegroundQueue(bg, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0); + isPremade = (grp->GetMembersCount() >= bg->GetMinPlayersPerTeam()); + + BattlegroundQueue& bgQueue = sBattlegroundMgr->m_BattlegroundQueues[bgQueueTypeId]; + GroupQueueInfo* ginfo = NULL; + uint32 avgTime = 0; + + if (err > 0) + { + sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: the following players are joining as group:"); + ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, 0, false, isPremade, 0, 0); + avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId()); + } + + for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) + { + Player* member = itr->getSource(); + if (!member) continue; // this should never happen + + WorldPacket data; + + if (err <= 0) + { + sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err); + member->GetSession()->SendPacket(&data); + continue; + } + + // add to queue + uint32 queueSlot = member->AddBattlegroundQueueId(bgQueueTypeId); + + // send status packet (in queue) + sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->ArenaType); + member->GetSession()->SendPacket(&data); + sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err); + member->GetSession()->SendPacket(&data); + sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s", bgQueueTypeId, bgTypeId, member->GetGUIDLow(), member->GetName()); + } + sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: group end"); + + } + sBattlegroundMgr->ScheduleQueueUpdate(0, 0, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId()); +} + +void WorldSession::HandleBattlegroundPlayerPositionsOpcode(WorldPacket & /*recv_data*/) +{ + sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd MSG_BATTLEGROUND_PLAYER_POSITIONS Message"); + + Battleground* bg = _player->GetBattleground(); + if (!bg) // can't be received if player not in battleground + return; + + uint32 count = 0; + Player* aplr = NULL; + Player* hplr = NULL; + + if (uint64 guid = bg->GetFlagPickerGUID(BG_TEAM_ALLIANCE)) + { + aplr = ObjectAccessor::FindPlayer(guid); + if (aplr) + ++count; + } + + if (uint64 guid = bg->GetFlagPickerGUID(BG_TEAM_HORDE)) + { + hplr = ObjectAccessor::FindPlayer(guid); + if (hplr) + ++count; + } + + WorldPacket data(MSG_BATTLEGROUND_PLAYER_POSITIONS, 4 + 4 + 16 * count); + data << 0; + data << count; + if (aplr) + { + data << uint64(aplr->GetGUID()); + data << float(aplr->GetPositionX()); + data << float(aplr->GetPositionY()); + } + + if (hplr) + { + data << uint64(hplr->GetGUID()); + data << float(hplr->GetPositionX()); + data << float(hplr->GetPositionY()); + } + + SendPacket(&data); +} + +void WorldSession::HandlePVPLogDataOpcode(WorldPacket & /*recv_data*/) +{ + sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd MSG_PVP_LOG_DATA Message"); + + Battleground* bg = _player->GetBattleground(); + if (!bg) + return; + + // Prevent players from sending BuildPvpLogDataPacket in an arena except for when sent in BattleGround::EndBattleGround. + if (bg->isArena()) + return; + + WorldPacket data; + sBattlegroundMgr->BuildPvpLogDataPacket(&data, bg); + SendPacket(&data); + + sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Sent MSG_PVP_LOG_DATA Message"); +} + +void WorldSession::HandleBattlefieldListOpcode(WorldPacket &recv_data) +{ + sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd CMSG_BATTLEFIELD_LIST Message"); + + uint32 bgTypeId; + recv_data >> bgTypeId; // id from DBC + + uint8 fromWhere; + recv_data >> fromWhere; // 0 - battlemaster (lua: ShowBattlefieldList), 1 - UI (lua: RequestBattlegroundInstanceInfo) + + uint8 unk1; + recv_data >> unk1; // Unknown 3.2.2 + + BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(bgTypeId); + if (!bl) + { + sLog->outDebug(LOG_FILTER_BATTLEGROUND, "BattlegroundHandler: invalid bgtype (%u) with player (Name: %s, GUID: %u) received.", bgTypeId, _player->GetName(), _player->GetGUIDLow()); + return; + } + + WorldPacket data; + sBattlegroundMgr->BuildBattlegroundListPacket(&data, 0, _player, BattlegroundTypeId(bgTypeId), fromWhere); + SendPacket(&data); +} + +void WorldSession::HandleBattleFieldPortOpcode(WorldPacket &recv_data) +{ + 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 + uint16 unk; // 0x1F90 constant? + uint8 action; // enter battle 0x1, leave queue 0x0 + + recv_data >> 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(), _player->GetGUIDLow()); + 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(), _player->GetGUIDLow()); + return; + } + + //get GroupQueueInfo from BattlegroundQueue + BattlegroundTypeId bgTypeId = BattlegroundTypeId(bgTypeId_); + BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, 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->GetGUID(), &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 == 0) + { + //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; + sLog->outDebug(LOG_FILTER_BATTLEGROUND, "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->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(), _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 = 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(); + } + } + _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(), _player->GetGUIDLow(), bg->GetTypeID(), bgQueueTypeId); + break; + default: + sLog->outError("Battleground port: unknown action %u", action); + break; + } +} + +void WorldSession::HandleLeaveBattlefieldOpcode(WorldPacket& recv_data) +{ + sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd CMSG_LEAVE_BATTLEFIELD Message"); + + recv_data.read_skip<uint8>(); // unk1 + recv_data.read_skip<uint8>(); // unk2 + recv_data.read_skip<uint32>(); // BattlegroundTypeId + recv_data.read_skip<uint16>(); // unk3 + + // not allow leave battleground in combat + if (_player->isInCombat()) + if (Battleground* bg = _player->GetBattleground()) + if (bg->GetStatus() != STATUS_WAIT_LEAVE) + return; + + _player->LeaveBattleground(); +} + +void WorldSession::HandleBattlefieldStatusOpcode(WorldPacket & /*recv_data*/) +{ + // empty opcode + sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Battleground status"); + + WorldPacket data; + // we must update all queues here + Battleground* bg = NULL; + for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) + { + BattlegroundQueueTypeId bgQueueTypeId = _player->GetBattlegroundQueueTypeId(i); + if (!bgQueueTypeId) + continue; + BattlegroundTypeId bgTypeId = BattlegroundMgr::BGTemplateId(bgQueueTypeId); + uint8 arenaType = BattlegroundMgr::BGArenaType(bgQueueTypeId); + if (bgTypeId == _player->GetBattlegroundTypeId()) + { + bg = _player->GetBattleground(); + //i cannot check any variable from player class because player class doesn't know if player is in 2v2 / 3v3 or 5v5 arena + //so i must use bg pointer to get that information + if (bg && bg->GetArenaType() == arenaType) + { + // this line is checked, i only don't know if GetStartTime is changing itself after bg end! + // send status in Battleground + sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, i, STATUS_IN_PROGRESS, bg->GetEndTime(), bg->GetStartTime(), arenaType); + SendPacket(&data); + continue; + } + } + //we are sending update to player about queue - he can be invited there! + //get GroupQueueInfo for queue status + BattlegroundQueue& bgQueue = sBattlegroundMgr->m_BattlegroundQueues[bgQueueTypeId]; + GroupQueueInfo ginfo; + if (!bgQueue.GetPlayerGroupInfoData(_player->GetGUID(), &ginfo)) + continue; + if (ginfo.IsInvitedToBGInstanceGUID) + { + bg = sBattlegroundMgr->GetBattleground(ginfo.IsInvitedToBGInstanceGUID, bgTypeId); + if (!bg) + continue; + uint32 remainingTime = getMSTimeDiff(getMSTime(), ginfo.RemoveInviteTime); + // send status invited to Battleground + sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, i, STATUS_WAIT_JOIN, remainingTime, 0, arenaType); + SendPacket(&data); + } + else + { + bg = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId); + if (!bg) + continue; + + // expected bracket entry + PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(), _player->getLevel()); + if (!bracketEntry) + continue; + + uint32 avgTime = bgQueue.GetAverageQueueWaitTime(&ginfo, bracketEntry->GetBracketId()); + // send status in Battleground Queue + sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, i, STATUS_WAIT_QUEUE, avgTime, getMSTimeDiff(ginfo.JoinTime, getMSTime()), arenaType); + SendPacket(&data); + } + } +} + +void WorldSession::HandleAreaSpiritHealerQueryOpcode(WorldPacket & recv_data) +{ + sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_AREA_SPIRIT_HEALER_QUERY"); + + Battleground* bg = _player->GetBattleground(); + + uint64 guid; + recv_data >> guid; + + Creature* unit = GetPlayer()->GetMap()->GetCreature(guid); + if (!unit) + return; + + if (!unit->isSpiritService()) // it's not spirit service + return; + + if (bg) + sBattlegroundMgr->SendAreaSpiritHealerQueryOpcode(_player, bg, guid); +} + +void WorldSession::HandleAreaSpiritHealerQueueOpcode(WorldPacket & recv_data) +{ + sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_AREA_SPIRIT_HEALER_QUEUE"); + + Battleground* bg = _player->GetBattleground(); + + uint64 guid; + recv_data >> guid; + + Creature* unit = GetPlayer()->GetMap()->GetCreature(guid); + if (!unit) + return; + + if (!unit->isSpiritService()) // it's not spirit service + return; + + if (bg) + bg->AddPlayerToResurrectQueue(guid, _player->GetGUID()); +} + +void WorldSession::HandleBattlemasterJoinArena(WorldPacket & recv_data) +{ + sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_BATTLEMASTER_JOIN_ARENA"); + + uint64 guid; // arena Battlemaster guid + uint8 arenaslot; // 2v2, 3v3 or 5v5 + uint8 asGroup; // asGroup + uint8 isRated; // isRated + Group* grp = NULL; + + recv_data >> guid >> arenaslot >> asGroup >> isRated; + + // ignore if we already in BG or BG queue + if (_player->InBattleground()) + return; + + Creature* unit = GetPlayer()->GetMap()->GetCreature(guid); + if (!unit) + return; + + if (!unit->isBattleMaster()) // it's not battle master + return; + + uint8 arenatype = 0; + uint32 arenaRating = 0; + uint32 matchmakerRating = 0; + + switch (arenaslot) + { + case 0: + arenatype = ARENA_TYPE_2v2; + break; + case 1: + arenatype = ARENA_TYPE_3v3; + break; + case 2: + arenatype = ARENA_TYPE_5v5; + break; + default: + sLog->outError("Unknown arena slot %u at HandleBattlemasterJoinArena()", arenaslot); + return; + } + + //check existance + Battleground* bg = sBattlegroundMgr->GetBattlegroundTemplate(BATTLEGROUND_AA); + if (!bg) + { + sLog->outError("Battleground: template bg (all arenas) not found"); + return; + } + + if (DisableMgr::IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, BATTLEGROUND_AA, NULL)) + { + ChatHandler(this).PSendSysMessage(LANG_ARENA_DISABLED); + return; + } + + BattlegroundTypeId bgTypeId = bg->GetTypeID(); + BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, arenatype); + PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(), _player->getLevel()); + if (!bracketEntry) + return; + + GroupJoinBattlegroundResult err = ERR_GROUP_JOIN_BATTLEGROUND_FAIL; + + if (!asGroup) + { + // check if already in queue + if (_player->GetBattlegroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES) + //player is already in this queue + return; + // check if has free queue slots + if (!_player->HasFreeBattlegroundQueueId()) + return; + } + else + { + grp = _player->GetGroup(); + // no group found, error + if (!grp) + return; + if (grp->GetLeaderGUID() != _player->GetGUID()) + return; + err = grp->CanJoinBattlegroundQueue(bg, bgQueueTypeId, arenatype, arenatype, (bool)isRated, arenaslot); + } + + uint32 ateamId = 0; + + if (isRated) + { + 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 = sArenaTeamMgr->GetArenaTeamById(ateamId); + if (!at) + { + _player->GetSession()->SendNotInArenaTeamPacket(arenatype); + return; + } + // get the team rating for queueing + arenaRating = at->GetRating(); + matchmakerRating = at->GetAverageMMR(grp); + // the arenateam id must match for everyone in the group + + if (arenaRating <= 0) + arenaRating = 1; + } + + BattlegroundQueue &bgQueue = sBattlegroundMgr->m_BattlegroundQueues[bgQueueTypeId]; + if (asGroup) + { + uint32 avgTime = 0; + + if (err > 0) + { + sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: arena join as group start"); + if (isRated) + { + sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: arena team id %u, leader %s queued with matchmaker rating %u for type %u", _player->GetArenaTeamId(arenaslot), _player->GetName(), matchmakerRating, arenatype); + bg->SetRated(true); + } + else + bg->SetRated(false); + + GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, arenatype, isRated, false, arenaRating, matchmakerRating, ateamId); + avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId()); + } + + for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) + { + Player* member = itr->getSource(); + if (!member) + continue; + + WorldPacket data; + + if (err <= 0) + { + sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err); + member->GetSession()->SendPacket(&data); + continue; + } + + // add to queue + uint32 queueSlot = member->AddBattlegroundQueueId(bgQueueTypeId); + + // send status packet (in queue) + sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, arenatype); + member->GetSession()->SendPacket(&data); + sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err); + member->GetSession()->SendPacket(&data); + sLog->outDebug(LOG_FILTER_BATTLEGROUND, "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()); + } + } + else + { + GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, bracketEntry, arenatype, isRated, false, arenaRating, matchmakerRating, ateamId); + uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId()); + uint32 queueSlot = _player->AddBattlegroundQueueId(bgQueueTypeId); + + WorldPacket data; + // send status packet (in queue) + sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, arenatype); + SendPacket(&data); + sLog->outDebug(LOG_FILTER_BATTLEGROUND, "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->ScheduleQueueUpdate(matchmakerRating, arenatype, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId()); +} + +void WorldSession::HandleReportPvPAFK(WorldPacket & recv_data) +{ + uint64 playerGuid; + recv_data >> playerGuid; + Player* reportedPlayer = ObjectAccessor::FindPlayer(playerGuid); + + if (!reportedPlayer) + { + sLog->outDebug(LOG_FILTER_BATTLEGROUND, "WorldSession::HandleReportPvPAFK: player not found"); + return; + } + + sLog->outDebug(LOG_FILTER_BATTLEGROUND, "WorldSession::HandleReportPvPAFK: %s reported %s", _player->GetName(), reportedPlayer->GetName()); + + reportedPlayer->ReportedAfkBy(_player); +} |