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/*
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Affero General Public License as published by the
* Free Software Foundation; either version 3 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 Affero 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 "AreaDefines.h"
#include "ArenaTeam.h"
#include "ArenaTeamMgr.h"
#include "ArenaSeasonMgr.h"
#include "Battleground.h"
#include "BattlegroundMgr.h"
#include "Chat.h"
#include "DisableMgr.h"
#include "GameTime.h"
#include "Group.h"
#include "LFGMgr.h"
#include "Language.h"
#include "ObjectAccessor.h"
#include "Opcodes.h"
#include "Player.h"
#include "ScriptMgr.h"
#include "WorldPacket.h"
#include "WorldSession.h"
void WorldSession::HandleBattlemasterHelloOpcode(WorldPacket& recvData)
{
ObjectGuid guid;
recvData >> guid;
LOG_DEBUG("network", "WORLD: Recvd CMSG_BATTLEMASTER_HELLO Message from ({})", guid.ToString());
Creature* unit = GetPlayer()->GetMap()->GetCreature(guid);
if (!unit)
return;
if (!unit->IsBattleMaster()) // it's not battlemaster
return;
// Stop the npc if moving
if (uint32 pause = unit->GetMovementTemplate().GetInteractionPauseTimer())
unit->PauseMovement(pause);
unit->SetHomePosition(unit->GetPosition());
BattlegroundTypeId bgTypeId = sBattlegroundMgr->GetBattleMasterBG(unit->GetEntry());
if (!_player->GetBGAccessByLevel(bgTypeId))
{
// temp, must be gossip message...
ChatHandler(this).SendNotification(LANG_YOUR_BG_LEVEL_REQ_ERROR);
return;
}
SendBattleGroundList(guid, bgTypeId);
}
void WorldSession::SendBattleGroundList(ObjectGuid guid, BattlegroundTypeId bgTypeId)
{
WorldPacket data;
sBattlegroundMgr->BuildBattlegroundListPacket(&data, guid, _player, bgTypeId, 0);
SendPacket(&data);
}
void WorldSession::HandleBattlemasterJoinOpcode(WorldPacket& recvData)
{
ObjectGuid guid;
uint32 bgTypeId_;
uint32 instanceId;
uint8 joinAsGroup;
bool isPremade = false;
recvData >> guid; // battlemaster guid
recvData >> bgTypeId_; // battleground type id (DBC id)
recvData >> instanceId; // instance id, 0 if First Available selected
recvData >> joinAsGroup; // join as group
// entry not found
if (!sBattlemasterListStore.LookupEntry(bgTypeId_))
{
LOG_ERROR("network", "Battleground: invalid bgtype ({}) received. possible cheater? player {}", bgTypeId_, _player->GetGUID().ToString());
return;
}
// chosen battleground type is disabled
if (sDisableMgr->IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, bgTypeId_, nullptr))
{
ChatHandler(this).PSendSysMessage(LANG_BG_DISABLED);
return;
}
LOG_DEBUG("network", "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from {}", guid.ToString());
// get queue typeid and random typeid to check if already queued for them
BattlegroundTypeId bgTypeId = BattlegroundTypeId(bgTypeId_);
BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, 0);
BattlegroundQueueTypeId bgQueueTypeIdRandom = BattlegroundMgr::BGQueueTypeId(BATTLEGROUND_RB, 0);
// safety check - bgQueueTypeId == BATTLEGROUND_QUEUE_NONE if tried to queue for arena using this function
if (bgQueueTypeId == BATTLEGROUND_QUEUE_NONE)
return;
// ignore if player is already in BG
if (_player->InBattleground())
return;
// get bg instance or bg template if instance not found
Battleground* bg = nullptr;
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;
// must have free queue slot
if (!_player->HasFreeBattlegroundQueueId())
{
WorldPacket data;
sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_TOO_MANY_QUEUES);
SendPacket(&data);
return;
}
// queue result (default ok)
GroupJoinBattlegroundResult err = GroupJoinBattlegroundResult(bg->GetBgTypeID());
if (!sScriptMgr->OnPlayerCanJoinInBattlegroundQueue(_player, guid, bgTypeId, joinAsGroup, err) && err <= 0)
{
WorldPacket data;
sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err);
SendPacket(&data);
return;
}
BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId);
// check if player can queue:
if (!joinAsGroup)
{
lfg::LfgState lfgState = sLFGMgr->GetState(GetPlayer()->GetGUID());
if (GetPlayer()->InBattleground()) // currently in battleground
{
err = ERR_BATTLEGROUND_NOT_IN_BATTLEGROUND;
}
else if (lfgState > lfg::LFG_STATE_NONE && (lfgState != lfg::LFG_STATE_QUEUED || !sWorld->getBoolConfig(CONFIG_ALLOW_JOIN_BG_AND_LFG))) // using lfg system
{
err = ERR_LFG_CANT_USE_BATTLEGROUND;
}
else if (!_player->CanJoinToBattleground()) // has deserter debuff
{
err = ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS;
}
else if (_player->InBattlegroundQueueForBattlegroundQueueType(bgQueueTypeIdRandom)) // queued for random bg, so can't queue for anything else
{
err = ERR_IN_RANDOM_BG;
}
else if (_player->InBattlegroundQueueForBattlegroundQueueType(bgQueueTypeId)) // queued for this bg
{
err = ERR_BATTLEGROUND_NONE;
}
else if (_player->InBattlegroundQueue() && bgTypeId == BATTLEGROUND_RB) // already in queue, so can't queue for random
{
err = ERR_IN_NON_RANDOM_BG;
}
else if (_player->InBattlegroundQueueForBattlegroundQueueType(BATTLEGROUND_QUEUE_2v2) ||
_player->InBattlegroundQueueForBattlegroundQueueType(BATTLEGROUND_QUEUE_3v3) ||
_player->InBattlegroundQueueForBattlegroundQueueType(BATTLEGROUND_QUEUE_5v5)) // can't be already queued for arenas
{
err = ERR_BATTLEGROUND_QUEUED_FOR_RATED;
}
// don't let Death Knights join BG queues when they are not allowed to be teleported yet
else if (_player->IsClass(CLASS_DEATH_KNIGHT, CLASS_CONTEXT_TELEPORT) && _player->GetMapId() == MAP_EBON_HOLD && !_player->IsGameMaster() && !_player->HasSpell(50977))
{
err = ERR_BATTLEGROUND_NONE;
}
else if (!_player->GetBGAccessByLevel(bgTypeId))
{
err = ERR_BATTLEGROUND_NONE;
}
if (err <= 0)
{
WorldPacket data;
sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err);
SendPacket(&data);
return;
}
GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, nullptr, bgTypeId, bracketEntry, 0, false, isPremade, 0, 0);
uint32 avgWaitTime = bgQueue.GetAverageQueueWaitTime(ginfo);
uint32 queueSlot = _player->AddBattlegroundQueueId(bgQueueTypeId);
// send status packet
WorldPacket data;
sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgWaitTime, 0, 0, TEAM_NEUTRAL);
SendPacket(&data);
sScriptMgr->OnPlayerJoinBG(_player);
}
// check if group can queue:
else
{
Group* grp = _player->GetGroup();
// no group or not a leader
if (!grp || grp->GetLeaderGUID() != _player->GetGUID())
return;
grp->DoForAllMembers([&err, bgQueueTypeId, bgQueueTypeIdRandom, bgTypeId](Player* member)
{
if (member->InBattlegroundQueueForBattlegroundQueueType(bgQueueTypeIdRandom)) // queued for random bg, so can't queue for anything else
{
err = ERR_IN_RANDOM_BG;
}
else if (member->InBattlegroundQueue() && bgTypeId == BATTLEGROUND_RB) // already in queue, so can't queue for random
{
err = ERR_IN_NON_RANDOM_BG;
}
else if (member->InBattlegroundQueueForBattlegroundQueueType(BATTLEGROUND_QUEUE_2v2) ||
member->InBattlegroundQueueForBattlegroundQueueType(BATTLEGROUND_QUEUE_3v3) ||
member->InBattlegroundQueueForBattlegroundQueueType(BATTLEGROUND_QUEUE_5v5)) // can't be already queued for arenas
{
err = ERR_BATTLEGROUND_QUEUED_FOR_RATED;
}
else if (member->InBattlegroundQueueForBattlegroundQueueType(bgQueueTypeId)) // queued for this bg
{
err = ERR_BATTLEGROUND_NONE;
}
else if (!member->GetBGAccessByLevel(bgTypeId))
{
err = ERR_BATTLEGROUND_JOIN_TIMED_OUT;
}
if (err < 0)
{
return;
}
});
if (err)
{
err = grp->CanJoinBattlegroundQueue(bg, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0);
}
if (err <= 0)
{
grp->DoForAllMembers([err](Player* member)
{
WorldPacket data;
sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err);
member->SendDirectMessage(&data);
});
return;
}
isPremade = (grp->GetMembersCount() >= bg->GetMinPlayersPerTeam() && bgTypeId != BATTLEGROUND_RB);
uint32 avgWaitTime = 0;
GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, 0, false, isPremade, 0, 0);
avgWaitTime = bgQueue.GetAverageQueueWaitTime(ginfo);
grp->DoForAllMembers([bg, err, bgQueueTypeId, avgWaitTime](Player* member)
{
WorldPacket data;
// send status packet
sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, member->AddBattlegroundQueueId(bgQueueTypeId), STATUS_WAIT_QUEUE, avgWaitTime, 0, 0, TEAM_NEUTRAL);
member->SendDirectMessage(&data);
sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err);
member->SendDirectMessage(&data);
sScriptMgr->OnPlayerJoinBG(member);
});
}
sBattlegroundMgr->ScheduleQueueUpdate(0, 0, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId());
}
void WorldSession::HandleBattlegroundPlayerPositionsOpcode(WorldPacket& /*recvData*/)
{
LOG_DEBUG("network", "WORLD: Recvd MSG_BATTLEGROUND_PLAYER_POSITIONS Message");
Battleground* bg = _player->GetBattleground();
if (!bg) // can't be received if player not in battleground
return;
uint32 flagCarrierCount = 0;
Player* allianceFlagCarrier = nullptr;
Player* hordeFlagCarrier = nullptr;
if (ObjectGuid guid = bg->GetFlagPickerGUID(TEAM_ALLIANCE))
{
allianceFlagCarrier = ObjectAccessor::FindPlayer(guid);
if (allianceFlagCarrier)
++flagCarrierCount;
}
if (ObjectGuid guid = bg->GetFlagPickerGUID(TEAM_HORDE))
{
hordeFlagCarrier = ObjectAccessor::FindPlayer(guid);
if (hordeFlagCarrier)
++flagCarrierCount;
}
WorldPacket data(MSG_BATTLEGROUND_PLAYER_POSITIONS, 4 + 4 + 16 * flagCarrierCount);
// Used to send several player positions (found used in AV)
data << 0; // CGBattlefieldInfo__m_numPlayerPositions
/*
for (CGBattlefieldInfo__m_numPlayerPositions)
data << guid << posx << posy;
*/
data << flagCarrierCount;
if (allianceFlagCarrier)
{
data << allianceFlagCarrier->GetGUID();
data << float(allianceFlagCarrier->GetPositionX());
data << float(allianceFlagCarrier->GetPositionY());
}
if (hordeFlagCarrier)
{
data << hordeFlagCarrier->GetGUID();
data << float(hordeFlagCarrier->GetPositionX());
data << float(hordeFlagCarrier->GetPositionY());
}
SendPacket(&data);
}
void WorldSession::HandlePVPLogDataOpcode(WorldPacket& /*recvData*/)
{
LOG_DEBUG("network", "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;
bg->BuildPvPLogDataPacket(data);
SendPacket(&data);
LOG_DEBUG("network", "WORLD: Sent MSG_PVP_LOG_DATA Message");
}
void WorldSession::HandleBattlefieldListOpcode(WorldPacket& recvData)
{
LOG_DEBUG("network", "WORLD: Recvd CMSG_BATTLEFIELD_LIST Message");
uint32 bgTypeId;
recvData >> bgTypeId; // id from DBC
uint8 fromWhere;
recvData >> fromWhere; // 0 - battlemaster (lua: ShowBattlefieldList), 1 - UI (lua: RequestBattlegroundInstanceInfo)
uint8 canGainXP;
recvData >> canGainXP; // players with locked xp have their own bg queue on retail
BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(bgTypeId);
if (!bl)
{
LOG_DEBUG("bg.battleground", "BattlegroundHandler: invalid bgtype ({}) with player (Name: {}, {}) received.", bgTypeId, _player->GetName(), _player->GetGUID().ToString());
return;
}
WorldPacket data;
sBattlegroundMgr->BuildBattlegroundListPacket(&data, ObjectGuid::Empty, _player, BattlegroundTypeId(bgTypeId), fromWhere);
SendPacket(&data);
}
void WorldSession::HandleBattleFieldPortOpcode(WorldPacket& recvData)
{
uint8 arenaType; // 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
recvData >> arenaType >> unk2 >> bgTypeId_ >> unk >> action;
// bgTypeId not valid
if (!sBattlemasterListStore.LookupEntry(bgTypeId_))
{
LOG_DEBUG("bg.battleground", "CMSG_BATTLEFIELD_PORT {} ArenaType: {}, Unk: {}, BgType: {}, Action: {}. Invalid BgType!", GetPlayerInfo(), arenaType, unk2, bgTypeId_, action);
return;
}
// player not in any queue, so can't really answer
if (!_player->InBattlegroundQueue())
{
LOG_DEBUG("bg.battleground", "CMSG_BATTLEFIELD_PORT {} ArenaType: {}, Unk: {}, BgType: {}, Action: {}. Player not in queue!", GetPlayerInfo(), arenaType, unk2, bgTypeId_, action);
return;
}
if (_player->GetCharmGUID() || _player->IsInCombat())
{
ChatHandler(_player->GetSession()).SendNotification(LANG_YOU_IN_COMBAT);
return;
}
// get BattlegroundQueue for received
BattlegroundTypeId bgTypeId = BattlegroundTypeId(bgTypeId_);
BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, arenaType);
BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId);
if (!sScriptMgr->OnPlayerCanBattleFieldPort(_player, arenaType, bgTypeId, action))
return;
// get group info from queue
GroupQueueInfo ginfo;
if (!bgQueue.GetPlayerGroupInfoData(_player->GetGUID(), &ginfo))
{
LOG_DEBUG("bg.battleground", "CMSG_BATTLEFIELD_PORT {} ArenaType: {}, Unk: {}, BgType: {}, Action: {}. Player not in queue (No player Group Info)!",
GetPlayerInfo(), arenaType, unk2, bgTypeId_, action);
return;
}
// to accept, player must be invited to particular battleground id
if (!ginfo.IsInvitedToBGInstanceGUID && action == 1)
{
LOG_DEBUG("bg.battleground", "CMSG_BATTLEFIELD_PORT {} ArenaType: {}, Unk: {}, BgType: {}, Action: {}. Player is not invited to any bg!",
GetPlayerInfo(), arenaType, unk2, bgTypeId_, action);
return;
}
Battleground* bg = sBattlegroundMgr->GetBattleground(ginfo.IsInvitedToBGInstanceGUID, bgTypeId);
if (!bg)
{
if (action)
{
LOG_DEBUG("bg.battleground", "CMSG_BATTLEFIELD_PORT {} ArenaType: {}, Unk: {}, BgType: {}, Action: {}. Cant find BG with id {}!",
GetPlayerInfo(), arenaType, unk2, bgTypeId_, action, ginfo.IsInvitedToBGInstanceGUID);
return;
}
bg = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId);
if (!bg)
{
LOG_ERROR("network", "BattlegroundHandler: bg_template not found for type id {}.", bgTypeId);
return;
}
}
LOG_DEBUG("bg.battleground", "CMSG_BATTLEFIELD_PORT {} ArenaType: {}, Unk: {}, BgType: {}, Action: {}.",
GetPlayerInfo(), arenaType, unk2, bgTypeId_, action);
// expected bracket entry
PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(), _player->GetLevel());
if (!bracketEntry)
return;
// safety checks
if (action == 1 && ginfo.ArenaType == 0)
{
// can't join with deserter, check it here right before joining to be sure
if (!_player->CanJoinToBattleground())
{
WorldPacket data;
sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS);
SendPacket(&data);
action = 0;
LOG_DEBUG("bg.battleground", "Player {} {} has a deserter debuff, do not port him to battleground!", _player->GetName(), _player->GetGUID().ToString());
}
if (_player->GetLevel() > bg->GetMaxLevel())
{
LOG_ERROR("network", "Player {} {} has level ({}) higher than maxlevel ({}) of battleground ({})! Do not port him to battleground!",
_player->GetName(), _player->GetGUID().ToString(), _player->GetLevel(), bg->GetMaxLevel(), bg->GetBgTypeID());
action = 0;
}
}
// get player queue slot index for this bg (can be in up to 2 queues at the same time)
uint32 queueSlot = _player->GetBattlegroundQueueIndex(bgQueueTypeId);
WorldPacket data;
if (action) // accept
{
// check Freeze debuff
if (_player->HasAura(9454))
return;
if (!_player->IsInvitedForBattlegroundQueueType(bgQueueTypeId))
return; // cheating?
// set entry point if not in battleground
if (!_player->InBattleground())
_player->SetEntryPoint();
// resurrect the player
if (!_player->IsAlive())
{
_player->ResurrectPlayer(1.0f);
_player->SpawnCorpseBones();
}
TeamId teamId = ginfo.teamId;
// send status packet
sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime(), bg->GetArenaType(), teamId);
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);
for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
{
auto playerBgQueueTypeId = _player->GetBattlegroundQueueTypeId(i);
if (playerBgQueueTypeId != BATTLEGROUND_QUEUE_NONE && playerBgQueueTypeId != bgQueueTypeId)
{
_player->RemoveBattlegroundQueueId(playerBgQueueTypeId);
sBattlegroundMgr->GetBattlegroundQueue(playerBgQueueTypeId).RemovePlayer(_player->GetGUID(), true);
}
}
// Remove from LFG queues
sLFGMgr->LeaveAllLfgQueues(_player->GetGUID(), false);
_player->SetBattlegroundId(bg->GetInstanceID(), bg->GetBgTypeID(), queueSlot, true, bgTypeId == BATTLEGROUND_RB, teamId);
sBattlegroundMgr->SendToBattleground(_player, ginfo.IsInvitedToBGInstanceGUID, bgTypeId);
LOG_DEBUG("bg.battleground", "Battleground: player {} {} joined battle for bg {}, bgtype {}, queue type {}.", _player->GetName(), _player->GetGUID().ToString(), bg->GetInstanceID(), bg->GetBgTypeID(), bgQueueTypeId);
}
else // leave queue
{
for (auto const& playerGuid : ginfo.Players)
{
auto player = ObjectAccessor::FindConnectedPlayer(playerGuid);
if (!player)
continue;
bgQueue.RemovePlayer(playerGuid, true);
player->RemoveBattlegroundQueueId(bgQueueTypeId);
sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_NONE, 0, 0, 0, TEAM_NEUTRAL);
player->SendDirectMessage(&data);
LOG_DEBUG("bg.battleground", "Battleground: player {} {} left queue for bgtype {}, queue type {}.", player->GetName(), playerGuid.ToString(), bg->GetBgTypeID(), bgQueueTypeId);
}
// 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());
// track if player refuses to join the BG after being invited
if (bg->isBattleground() && (bg->GetStatus() == STATUS_IN_PROGRESS || bg->GetStatus() == STATUS_WAIT_JOIN))
{
if (sWorld->getBoolConfig(CONFIG_BATTLEGROUND_TRACK_DESERTERS))
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_DESERTER_TRACK);
stmt->SetData(0, _player->GetGUID().GetCounter());
stmt->SetData(1, BG_DESERTION_TYPE_LEAVE_QUEUE);
CharacterDatabase.Execute(stmt);
}
sScriptMgr->OnPlayerBattlegroundDesertion(_player, BG_DESERTION_TYPE_LEAVE_QUEUE);
}
if (bg->isArena() && (bg->GetStatus() == STATUS_IN_PROGRESS || bg->GetStatus() == STATUS_WAIT_JOIN))
sScriptMgr->OnPlayerBattlegroundDesertion(_player, ARENA_DESERTION_TYPE_LEAVE_QUEUE);
}
}
void WorldSession::HandleBattlefieldLeaveOpcode(WorldPacket& recvData)
{
LOG_DEBUG("network", "WORLD: Recvd CMSG_LEAVE_BATTLEFIELD Message");
recvData.read_skip<uint8>(); // unk1
recvData.read_skip<uint8>(); // unk2
recvData.read_skip<uint32>(); // BattlegroundTypeId
recvData.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& /*recvData*/)
{
// requested at login and on map change
// send status for current queues and current bg
WorldPacket data;
// for current bg send STATUS_IN_PROGRESS
if (Battleground* bg = _player->GetBattleground())
if (bg->GetPlayers().count(_player->GetGUID()))
{
sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, _player->GetCurrentBattlegroundQueueSlot(), STATUS_IN_PROGRESS, bg->GetEndTime(), bg->GetStartTime(), bg->GetArenaType(), _player->GetBgTeamId());
SendPacket(&data);
}
// for queued bgs send STATUS_WAIT_JOIN or STATUS_WAIT_QUEUE
for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
{
// check if in queue
BattlegroundQueueTypeId bgQueueTypeId = _player->GetBattlegroundQueueTypeId(i);
if (!bgQueueTypeId)
continue;
// get group info from queue
BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId);
GroupQueueInfo ginfo;
if (!bgQueue.GetPlayerGroupInfoData(_player->GetGUID(), &ginfo))
continue;
BattlegroundTypeId bgTypeId = BattlegroundMgr::BGTemplateId(bgQueueTypeId);
// if invited - send STATUS_WAIT_JOIN
if (ginfo.IsInvitedToBGInstanceGUID)
{
Battleground* bg = sBattlegroundMgr->GetBattleground(ginfo.IsInvitedToBGInstanceGUID, bgTypeId);
if (!bg)
continue;
uint32 remainingTime = (GameTime::GetGameTimeMS().count() < ginfo.RemoveInviteTime ? getMSTimeDiff(GameTime::GetGameTimeMS().count(), ginfo.RemoveInviteTime) : 1);
sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, i, STATUS_WAIT_JOIN, remainingTime, 0, ginfo.ArenaType, TEAM_NEUTRAL, bg->isRated(), ginfo.BgTypeId);
SendPacket(&data);
}
// if not invited - send STATUS_WAIT_QUEUE
else
{
Battleground* bgt = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId);
if (!bgt)
continue;
// expected bracket entry
PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bgt->GetMapId(), _player->GetLevel());
if (!bracketEntry)
continue;
uint32 avgWaitTime = bgQueue.GetAverageQueueWaitTime(&ginfo);
sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bgt, i, STATUS_WAIT_QUEUE, avgWaitTime, getMSTimeDiff(ginfo.JoinTime, GameTime::GetGameTimeMS().count()), ginfo.ArenaType, TEAM_NEUTRAL, ginfo.IsRated);
SendPacket(&data);
}
}
}
void WorldSession::HandleBattlemasterJoinArena(WorldPacket& recvData)
{
LOG_DEBUG("network", "WORLD: CMSG_BATTLEMASTER_JOIN_ARENA");
ObjectGuid guid; // arena Battlemaster guid
uint8 arenaslot; // 2v2, 3v3 or 5v5
uint8 asGroup; // asGroup
uint8 isRated; // isRated
recvData >> guid >> arenaslot >> asGroup >> isRated;
// can't queue for rated without a group
if (isRated && !asGroup)
return;
// ignore if we already in BG or BG queue
if (_player->InBattleground())
return;
// find creature by guid
Creature* unit = GetPlayer()->GetMap()->GetCreature(guid);
if (!unit || !unit->IsBattleMaster())
return;
// get arena type
uint8 arenatype = 0;
uint32 ateamId = 0;
uint32 arenaRating = 0;
uint32 matchmakerRating = 0;
uint32 previousOpponents = 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:
LOG_ERROR("network", "Unknown arena slot {} at HandleBattlemasterJoinArena()", arenaslot);
return;
}
// get template for all arenas
Battleground* bgt = sBattlegroundMgr->GetBattlegroundTemplate(BATTLEGROUND_AA);
if (!bgt)
{
LOG_ERROR("network", "Battleground: template bg (all arenas) not found");
return;
}
// arenas disabled
if (sDisableMgr->IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, BATTLEGROUND_AA, nullptr))
{
ChatHandler(this).PSendSysMessage(LANG_ARENA_DISABLED);
return;
}
BattlegroundTypeId bgTypeId = bgt->GetBgTypeID();
// expected bracket entry
PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bgt->GetMapId(), _player->GetLevel());
if (!bracketEntry)
return;
// must have free queue slot
// pussywizard: allow being queued only in one arena queue, and it even cannot be together with bg queues
if (_player->InBattlegroundQueue())
{
WorldPacket data;
sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_CANNOT_QUEUE_FOR_RATED);
SendPacket(&data);
return;
}
// queue result (default ok)
GroupJoinBattlegroundResult err = GroupJoinBattlegroundResult(bgt->GetBgTypeID());
if (!sScriptMgr->OnPlayerCanJoinInArenaQueue(_player, guid, arenaslot, bgTypeId, asGroup, isRated, err) && err <= 0)
{
WorldPacket data;
sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err);
SendPacket(&data);
return;
}
BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, arenatype);
BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId);
// check if player can queue:
if (!asGroup)
{
lfg::LfgState lfgState = sLFGMgr->GetState(GetPlayer()->GetGUID());
if (GetPlayer()->InBattleground()) // currently in battleground
{
err = ERR_BATTLEGROUND_NOT_IN_BATTLEGROUND;
}
else if (lfgState > lfg::LFG_STATE_NONE && (lfgState != lfg::LFG_STATE_QUEUED || !sWorld->getBoolConfig(CONFIG_ALLOW_JOIN_BG_AND_LFG))) // using lfg system
{
err = ERR_LFG_CANT_USE_BATTLEGROUND;
}
if (err <= 0)
{
WorldPacket data;
sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err);
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())
return;
GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, nullptr, bgTypeId, bracketEntry, arenatype, isRated != 0, false, arenaRating, matchmakerRating, ateamId, previousOpponents);
uint32 avgWaitTime = bgQueue.GetAverageQueueWaitTime(ginfo);
uint32 queueSlot = _player->AddBattlegroundQueueId(bgQueueTypeId);
WorldPacket data;
sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bgt, queueSlot, STATUS_WAIT_QUEUE, avgWaitTime, 0, arenatype, TEAM_NEUTRAL);
SendPacket(&data);
LOG_DEBUG("bg.battleground", "Battleground: player joined queue for arena, skirmish, bg queue type {} bg type {}: {}, NAME {}", bgQueueTypeId, bgTypeId, _player->GetGUID().ToString(), _player->GetName());
sScriptMgr->OnPlayerJoinArena(_player);
}
// check if group can queue:
else
{
Group* grp = _player->GetGroup();
// no group or not a leader
if (!grp || grp->GetLeaderGUID() != _player->GetGUID())
return;
// additional checks for rated arenas
if (isRated)
{
// pussywizard: for rated matches check if season is in progress!
if (sArenaSeasonMgr->GetSeasonState() == ARENA_SEASON_STATE_DISABLED)
return;
ateamId = _player->GetArenaTeamId(arenaslot);
// check team existence
ArenaTeam* at = sArenaTeamMgr->GetArenaTeamById(ateamId);
if (!at)
{
SendNotInArenaTeamPacket(arenatype);
return;
}
// get team rating for queueing
arenaRating = at->GetRating();
matchmakerRating = at->GetAverageMMR(grp);
if (arenaRating <= 0)
arenaRating = 1;
previousOpponents = at->GetPreviousOpponents();
}
err = grp->CanJoinBattlegroundQueue(bgt, bgQueueTypeId, arenatype, arenatype, (bool)isRated, arenaslot);
// Check queue group members
if (err)
{
grp->DoForAllMembers([&bgQueue, &err](Player* member)
{
if (bgQueue.IsPlayerInvitedToRatedArena(member->GetGUID()))
{
err = ERR_BATTLEGROUND_JOIN_FAILED;
}
});
}
uint32 avgWaitTime = 0;
if (err > 0)
{
LOG_DEBUG("bg.battleground", "Battleground: arena join as group start");
if (isRated)
{
LOG_DEBUG("bg.battleground", "Battleground: arena team id {}, leader {} queued with matchmaker rating {} for type {}", _player->GetArenaTeamId(arenaslot), _player->GetName(), matchmakerRating, arenatype);
bgt->SetRated(true);
}
else
{
bgt->SetRated(false);
}
GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, arenatype, isRated != 0, false, arenaRating, matchmakerRating, ateamId, previousOpponents);
avgWaitTime = bgQueue.GetAverageQueueWaitTime(ginfo);
}
WorldPacket data;
for (GroupReference* itr = grp->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (!member)
continue;
if (err <= 0)
{
sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err);
member->SendDirectMessage(&data);
continue;
}
uint32 queueSlot = member->AddBattlegroundQueueId(bgQueueTypeId);
// send status packet
sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bgt, queueSlot, STATUS_WAIT_QUEUE, avgWaitTime, 0, arenatype, TEAM_NEUTRAL, isRated);
member->SendDirectMessage(&data);
sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err);
member->SendDirectMessage(&data);
LOG_DEBUG("bg.battleground", "Battleground: player joined queue for arena as group bg queue type {} bg type {}: {}, NAME {}", bgQueueTypeId, bgTypeId, member->GetGUID().ToString(), member->GetName());
sScriptMgr->OnPlayerJoinArena(member);
}
}
sBattlegroundMgr->ScheduleQueueUpdate(matchmakerRating, arenatype, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId());
}
void WorldSession::HandleReportPvPAFK(WorldPacket& recvData)
{
ObjectGuid playerGuid;
recvData >> playerGuid;
Player* reportedPlayer = ObjectAccessor::FindPlayer(playerGuid);
if (!reportedPlayer)
{
LOG_DEBUG("bg.battleground", "WorldSession::HandleReportPvPAFK: player not found");
return;
}
LOG_DEBUG("bg.battleground", "WorldSession::HandleReportPvPAFK: {} reported {}", _player->GetName(), reportedPlayer->GetName());
reportedPlayer->ReportedAfkBy(_player);
}
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