Merge branch 'master' into Playerbot

# Conflicts:
#	apps/ci/ci-install-modules.sh
#	src/common/Collision/Management/MMapMgr.cpp
#	src/common/Debugging/Errors.h
#	src/server/game/AI/SmartScripts/SmartScript.cpp
#	src/server/game/Battlegrounds/Arena.cpp
#	src/server/game/Battlegrounds/ArenaScore.h
#	src/server/game/Battlegrounds/Battleground.cpp
#	src/server/game/Battlegrounds/BattlegroundMgr.cpp
#	src/server/game/Battlegrounds/BattlegroundMgr.h
#	src/server/game/Battlegrounds/BattlegroundQueue.cpp
#	src/server/game/Battlegrounds/BattlegroundQueue.h
#	src/server/game/Battlegrounds/Zones/BattlegroundAB.h
#	src/server/game/Battlegrounds/Zones/BattlegroundEY.h
#	src/server/game/Battlegrounds/Zones/BattlegroundIC.h
#	src/server/game/Conditions/ConditionMgr.cpp
#	src/server/game/DataStores/M2Stores.cpp
#	src/server/game/DungeonFinding/LFGMgr.cpp
#	src/server/game/Entities/Creature/Creature.cpp
#	src/server/game/Entities/Creature/CreatureData.h
#	src/server/game/Entities/GameObject/GameObject.cpp
#	src/server/game/Entities/GameObject/GameObject.h
#	src/server/game/Entities/Player/Player.cpp
#	src/server/game/Entities/Player/Player.h
#	src/server/game/Entities/Player/PlayerStorage.cpp
#	src/server/game/Entities/Unit/Unit.cpp
#	src/server/game/Entities/Unit/Unit.h
#	src/server/game/Globals/ObjectMgr.cpp
#	src/server/game/Groups/Group.cpp
#	src/server/game/Groups/Group.h
#	src/server/game/Guilds/Guild.cpp
#	src/server/game/Guilds/Guild.h
#	src/server/game/Handlers/BattleGroundHandler.cpp
#	src/server/game/Handlers/CharacterHandler.cpp
#	src/server/game/Scripting/ScriptDefines/BGScript.cpp
#	src/server/game/Scripting/ScriptDefines/DatabaseScript.cpp
#	src/server/game/Scripting/ScriptDefines/PlayerScript.cpp
#	src/server/game/Scripting/ScriptDefines/ServerScript.cpp
#	src/server/game/Scripting/ScriptMgr.cpp
#	src/server/game/Scripting/ScriptMgrMacros.h
#	src/server/game/Server/Packets/MiscPackets.cpp
#	src/server/game/Server/Packets/MiscPackets.h
#	src/server/game/Server/WorldSession.cpp
#	src/server/game/Spells/SpellEffects.cpp
#	src/server/game/World/IWorld.h
#	src/server/game/World/World.cpp
#	src/server/game/World/World.h
#	src/server/scripts/Commands/cs_npc.cpp
#	src/server/scripts/Commands/cs_server.cpp
#	src/server/scripts/EasternKingdoms/BlackrockMountain/BlackwingLair/boss_nefarian.cpp
#	src/server/scripts/EasternKingdoms/BlackrockMountain/BlackwingLair/instance_blackwing_lair.cpp
#	src/server/scripts/EasternKingdoms/BlackrockMountain/MoltenCore/boss_ragnaros.cpp
#	src/server/scripts/EasternKingdoms/ShadowfangKeep/boss_apothecary_hummel.cpp
#	src/server/scripts/EasternKingdoms/ShadowfangKeep/instance_shadowfang_keep.cpp
#	src/server/scripts/EasternKingdoms/ShadowfangKeep/shadowfang_keep.h
#	src/server/scripts/Kalimdor/CavernsOfTime/CullingOfStratholme/culling_of_stratholme.cpp
This commit is contained in:
郑佩茹
2022-03-21 13:57:37 -06:00
150 changed files with 9687 additions and 2113 deletions

View File

@@ -72,8 +72,9 @@ void WorldSession::HandleBattlemasterJoinOpcode(WorldPacket& recvData)
{
ObjectGuid guid;
uint32 bgTypeId_;
uint32 instanceId; // sent to queue for particular bg from battlemaster's list, currently not used
uint32 instanceId;
uint8 joinAsGroup;
bool isPremade = false;
recvData >> guid; // battlemaster guid
recvData >> bgTypeId_; // battleground type id (DBC id)
@@ -82,7 +83,10 @@ void WorldSession::HandleBattlemasterJoinOpcode(WorldPacket& recvData)
// 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 (DisableMgr::IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, bgTypeId_, nullptr))
@@ -91,6 +95,8 @@ void WorldSession::HandleBattlemasterJoinOpcode(WorldPacket& recvData)
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);
@@ -100,35 +106,26 @@ void WorldSession::HandleBattlemasterJoinOpcode(WorldPacket& recvData)
if (bgQueueTypeId == BATTLEGROUND_QUEUE_NONE)
return;
// get bg template
Battleground* bgt = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId);
if (!bgt)
// 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(bgt->GetMapId(), _player->getLevel());
PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(), _player->getLevel());
if (!bracketEntry)
return;
// pussywizard: if trying to queue for already queued
// just remove from queue and it will requeue!
uint32 qSlot = _player->GetBattlegroundQueueIndex(bgQueueTypeId);
if (qSlot < PLAYER_MAX_BATTLEGROUND_QUEUES)
{
BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId);
if (bgQueue.IsPlayerInvitedToRatedArena(_player->GetGUID()))
{
WorldPacket data;
sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_JOIN_FAILED);
SendPacket(&data);
return;
}
bgQueue.RemovePlayer(_player->GetGUID(), false, qSlot);
_player->RemoveBattlegroundQueueId(bgQueueTypeId);
}
// must have free queue slot
if (!_player->HasFreeBattlegroundQueueId())
{
@@ -139,7 +136,7 @@ void WorldSession::HandleBattlemasterJoinOpcode(WorldPacket& recvData)
}
// queue result (default ok)
GroupJoinBattlegroundResult err = GroupJoinBattlegroundResult(bgt->GetBgTypeID());
GroupJoinBattlegroundResult err = GroupJoinBattlegroundResult(bg->GetBgTypeID());
if (!sScriptMgr->CanJoinInBattlegroundQueue(_player, guid, bgTypeId, joinAsGroup, err) && err <= 0)
{
@@ -149,6 +146,8 @@ void WorldSession::HandleBattlemasterJoinOpcode(WorldPacket& recvData)
return;
}
BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId);
// check if player can queue:
if (!joinAsGroup)
{
@@ -169,6 +168,10 @@ void WorldSession::HandleBattlemasterJoinOpcode(WorldPacket& recvData)
{
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;
@@ -193,15 +196,13 @@ void WorldSession::HandleBattlemasterJoinOpcode(WorldPacket& recvData)
return;
}
BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId);
GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, nullptr, bracketEntry, false, false, 0, 0, 0);
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, bgt, queueSlot, STATUS_WAIT_QUEUE, avgWaitTime, 0, 0, TEAM_NEUTRAL);
sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgWaitTime, 0, 0, TEAM_NEUTRAL);
SendPacket(&data);
sScriptMgr->OnPlayerJoinBG(_player);
@@ -214,30 +215,6 @@ void WorldSession::HandleBattlemasterJoinOpcode(WorldPacket& recvData)
if (!grp || grp->GetLeaderGUID() != _player->GetGUID())
return;
// pussywizard: for party members - remove queues for which leader is not queued to!
std::set<uint32> leaderQueueTypeIds;
for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
leaderQueueTypeIds.insert((uint32)_player->GetBattlegroundQueueTypeId(i));
for (GroupReference* itr = grp->GetFirstMember(); itr != nullptr; itr = itr->next())
if (Player* member = itr->GetSource())
for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
if (BattlegroundQueueTypeId mqtid = member->GetBattlegroundQueueTypeId(i))
if (leaderQueueTypeIds.count((uint32)mqtid) == 0)
{
BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(mqtid);
if (bgQueue.IsPlayerInvitedToRatedArena(member->GetGUID()))
{
WorldPacket data;
sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_JOIN_FAILED);
SendPacket(&data);
return;
}
bgQueue.RemovePlayer(member->GetGUID(), false, i);
member->RemoveBattlegroundQueueId(mqtid);
}
if (_player->InBattlegroundQueueForBattlegroundQueueType(bgQueueTypeIdRandom)) // queued for random bg, so can't queue for anything else
err = ERR_IN_RANDOM_BG;
else if (_player->InBattlegroundQueue() && bgTypeId == BATTLEGROUND_RB) // already in queue, so can't queue for random
@@ -248,44 +225,42 @@ void WorldSession::HandleBattlemasterJoinOpcode(WorldPacket& recvData)
err = ERR_BATTLEGROUND_QUEUED_FOR_RATED;
if (err > 0)
err = grp->CanJoinBattlegroundQueue(bgt, bgQueueTypeId, 0, bgt->GetMaxPlayersPerTeam(), false, 0);
err = grp->CanJoinBattlegroundQueue(bg, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0);
bool isPremade = (grp->GetMembersCount() >= bgt->GetMinPlayersPerTeam() && bgTypeId != BATTLEGROUND_RB);
isPremade = (grp->GetMembersCount() >= bg->GetMinPlayersPerTeam() && bgTypeId != BATTLEGROUND_RB);
uint32 avgWaitTime = 0;
if (err > 0)
{
BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId);
GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, grp, bracketEntry, false, isPremade, 0, 0, 0);
GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, 0, false, isPremade, 0, 0);
avgWaitTime = bgQueue.GetAverageQueueWaitTime(ginfo);
}
WorldPacket data;
for (GroupReference* itr = grp->GetFirstMember(); itr != nullptr; itr = itr->next())
grp->DoForAllMembers([bg, err, bgQueueTypeId, avgWaitTime](Player* member)
{
Player* member = itr->GetSource();
if (!member)
continue;
WorldPacket data;
if (err <= 0)
{
sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err);
member->GetSession()->SendPacket(&data);
continue;
return;
}
uint32 queueSlot = member->AddBattlegroundQueueId(bgQueueTypeId);
// send status packet
sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bgt, queueSlot, STATUS_WAIT_QUEUE, avgWaitTime, 0, 0, TEAM_NEUTRAL);
sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgWaitTime, 0, 0, TEAM_NEUTRAL);
member->GetSession()->SendPacket(&data);
sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err);
member->GetSession()->SendPacket(&data);
sScriptMgr->OnPlayerJoinBG(member);
}
});
}
sBattlegroundMgr->ScheduleQueueUpdate(0, 0, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId());
}
void WorldSession::HandleBattlegroundPlayerPositionsOpcode(WorldPacket& /*recvData*/)
@@ -373,7 +348,10 @@ void WorldSession::HandleBattlefieldListOpcode(WorldPacket& recvData)
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);
@@ -382,21 +360,27 @@ void WorldSession::HandleBattlefieldListOpcode(WorldPacket& recvData)
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
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;
}
// get BattlegroundQueue for received
BattlegroundTypeId bgTypeId = BattlegroundTypeId(bgTypeId_);
@@ -409,20 +393,40 @@ void WorldSession::HandleBattleFieldPortOpcode(WorldPacket& recvData)
// 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);
// use template if leaving queue (instance might not be created yet)
if (!bg && action == 0)
bg = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId);
Battleground* bg = sBattlegroundMgr->GetBattleground(ginfo.IsInvitedToBGInstanceGUID, bgTypeId);
if (!bg)
return;
{
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());
@@ -439,74 +443,90 @@ void WorldSession::HandleBattleFieldPortOpcode(WorldPacket& recvData)
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;
switch (action)
if (action) // accept
{
case 1: // 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);
// 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
{
bgQueue.RemovePlayer(_player->GetGUID(), true);
_player->RemoveBattlegroundQueueId(bgQueueTypeId);
sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_NONE, 0, 0, 0, TEAM_NEUTRAL);
SendPacket(&data);
LOG_DEBUG("bg.battleground", "Battleground: player {} {} left queue for bgtype {}, queue type {}.", _player->GetName(), _player->GetGUID().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))
{
// 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;
// remove player from all bg queues
for (uint32 qslot = 0; qslot < PLAYER_MAX_BATTLEGROUND_QUEUES; ++qslot)
if (BattlegroundQueueTypeId q = _player->GetBattlegroundQueueTypeId(qslot))
{
BattlegroundQueue& queue = sBattlegroundMgr->GetBattlegroundQueue(q);
queue.RemovePlayer(_player->GetGUID(), (bgQueueTypeId == q), qslot);
_player->RemoveBattlegroundQueueId(q);
}
// send status packet
sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime(), bg->GetArenaType(), teamId);
SendPacket(&data);
// 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);
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);
}
break;
case 0: // leave queue
{
bgQueue.RemovePlayer(_player->GetGUID(), false, queueSlot);
_player->RemoveBattlegroundQueueId(bgQueueTypeId);
// 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->OnBattlegroundDesertion(_player, BG_DESERTION_TYPE_LEAVE_QUEUE);
}
}
break;
default:
break;
sScriptMgr->OnBattlegroundDesertion(_player, BG_DESERTION_TYPE_LEAVE_QUEUE);
}
}
}
@@ -562,7 +582,7 @@ void WorldSession::HandleBattlefieldStatusOpcode(WorldPacket& /*recvData*/)
// if invited - send STATUS_WAIT_JOIN
if (ginfo.IsInvitedToBGInstanceGUID)
{
Battleground* bg = sBattlegroundMgr->GetBattleground(ginfo.IsInvitedToBGInstanceGUID);
Battleground* bg = sBattlegroundMgr->GetBattleground(ginfo.IsInvitedToBGInstanceGUID, bgTypeId);
if (!bg)
continue;
@@ -591,10 +611,12 @@ void WorldSession::HandleBattlefieldStatusOpcode(WorldPacket& /*recvData*/)
void WorldSession::HandleBattlemasterJoinArena(WorldPacket& recvData)
{
ObjectGuid guid; // arena Battlemaster guid
uint8 arenaslot; // 2v2, 3v3 or 5v5
uint8 asGroup; // asGroup
uint8 isRated; // isRated
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;
@@ -602,6 +624,10 @@ void WorldSession::HandleBattlemasterJoinArena(WorldPacket& recvData)
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())
@@ -609,6 +635,11 @@ void WorldSession::HandleBattlemasterJoinArena(WorldPacket& recvData)
// get arena type
uint8 arenatype = 0;
uint32 ateamId = 0;
uint32 arenaRating = 0;
uint32 matchmakerRating = 0;
uint32 previousOpponents = 0;
switch (arenaslot)
{
case 0:
@@ -621,13 +652,17 @@ void WorldSession::HandleBattlemasterJoinArena(WorldPacket& recvData)
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 (DisableMgr::IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, BATTLEGROUND_AA, nullptr))
@@ -637,32 +672,12 @@ void WorldSession::HandleBattlemasterJoinArena(WorldPacket& recvData)
}
BattlegroundTypeId bgTypeId = bgt->GetBgTypeID();
BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, arenatype);
// expected bracket entry
PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bgt->GetMapId(), _player->getLevel());
if (!bracketEntry)
return;
// pussywizard: if trying to queue for already queued
// just remove from queue and it will requeue!
uint32 qSlot = _player->GetBattlegroundQueueIndex(bgQueueTypeId);
if (qSlot < PLAYER_MAX_BATTLEGROUND_QUEUES)
{
BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId);
if (bgQueue.IsPlayerInvitedToRatedArena(_player->GetGUID()))
{
WorldPacket data;
sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_JOIN_FAILED);
SendPacket(&data);
return;
}
bgQueue.RemovePlayer(_player->GetGUID(), false, qSlot);
_player->RemoveBattlegroundQueueId(bgQueueTypeId);
}
// 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())
@@ -684,6 +699,9 @@ void WorldSession::HandleBattlemasterJoinArena(WorldPacket& recvData)
return;
}
BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, arenatype);
BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId);
// check if player can queue:
if (!asGroup)
{
@@ -705,16 +723,25 @@ void WorldSession::HandleBattlemasterJoinArena(WorldPacket& recvData)
return;
}
BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId);
GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, nullptr, bracketEntry, false, false, 0, 0, 0);
uint32 avgWaitTime = bgQueue.GetAverageQueueWaitTime(ginfo);
// 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:
@@ -725,34 +752,6 @@ void WorldSession::HandleBattlemasterJoinArena(WorldPacket& recvData)
if (!grp || grp->GetLeaderGUID() != _player->GetGUID())
return;
// pussywizard: for party members - remove queues for which leader is not queued to!
std::set<uint32> leaderQueueTypeIds;
for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
leaderQueueTypeIds.insert((uint32)_player->GetBattlegroundQueueTypeId(i));
for (GroupReference* itr = grp->GetFirstMember(); itr != nullptr; itr = itr->next())
if (Player* member = itr->GetSource())
for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
if (BattlegroundQueueTypeId mqtid = member->GetBattlegroundQueueTypeId(i))
if (leaderQueueTypeIds.count((uint32)mqtid) == 0)
{
BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(mqtid);
if (bgQueue.IsPlayerInvitedToRatedArena(member->GetGUID()))
{
WorldPacket data;
sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_JOIN_FAILED);
SendPacket(&data);
return;
}
bgQueue.RemovePlayer(member->GetGUID(), false, i);
member->RemoveBattlegroundQueueId(mqtid);
}
uint32 ateamId = 0;
uint32 arenaRating = 0;
uint32 matchmakerRating = 0;
// additional checks for rated arenas
if (isRated)
{
@@ -775,15 +774,40 @@ void WorldSession::HandleBattlemasterJoinArena(WorldPacket& recvData)
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)
{
BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId);
GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, grp, bracketEntry, isRated, false, arenaRating, matchmakerRating, ateamId);
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);
}
@@ -810,13 +834,13 @@ void WorldSession::HandleBattlemasterJoinArena(WorldPacket& recvData)
sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err);
member->GetSession()->SendPacket(&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);
}
// pussywizard: schedule update for rated arena
if (ateamId)
sBattlegroundMgr->ScheduleArenaQueueUpdate(ateamId, bgQueueTypeId, bracketEntry->GetBracketId());
}
sBattlegroundMgr->ScheduleQueueUpdate(matchmakerRating, arenatype, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId());
}
void WorldSession::HandleReportPvPAFK(WorldPacket& recvData)

View File

@@ -58,9 +58,19 @@
#include "WorldPacket.h"
#include "WorldSession.h"
LoginQueryHolder::LoginQueryHolder(uint32 accountId, ObjectGuid guid) : m_accountId(accountId), m_guid(guid)
class LoginQueryHolder : public CharacterDatabaseQueryHolder
{
}
private:
uint32 m_accountId;
ObjectGuid m_guid;
public:
LoginQueryHolder(uint32 accountId, ObjectGuid guid)
: m_accountId(accountId), m_guid(guid) { }
ObjectGuid GetGuid() const { return m_guid; }
uint32 GetAccountId() const { return m_accountId; }
bool Initialize();
};
bool LoginQueryHolder::Initialize()
{
@@ -551,12 +561,7 @@ void WorldSession::HandleCharCreateOpcode(WorldPacket& recvData)
newChar->SaveToDB(characterTransaction, true, false);
createInfo->CharCount++;
LoginDatabasePreparedStatement* stmt = LoginDatabase.GetPreparedStatement(LOGIN_DEL_REALM_CHARACTERS_BY_REALM);
stmt->SetData(0, GetAccountId());
stmt->SetData(1, realm.Id.Realm);
trans->Append(stmt);
stmt = LoginDatabase.GetPreparedStatement(LOGIN_INS_REALM_CHARACTERS);
LoginDatabasePreparedStatement* stmt = LoginDatabase.GetPreparedStatement(LOGIN_REP_REALM_CHARACTERS);
stmt->SetData(0, createInfo->CharCount);
stmt->SetData(1, GetAccountId());
stmt->SetData(2, realm.Id.Realm);
@@ -892,7 +897,8 @@ void WorldSession::HandlePlayerLoginFromDB(LoginQueryHolder const& holder)
CharacterDatabase.Execute(stmt);
LoginDatabasePreparedStatement* loginStmt = LoginDatabase.GetPreparedStatement(LOGIN_UPD_ACCOUNT_ONLINE);
loginStmt->SetData(0, GetAccountId());
loginStmt->SetData(0, realm.Id.Realm);
loginStmt->SetData(1, GetAccountId());
LoginDatabase.Execute(loginStmt);
pCurrChar->SetInGameTime(GameTime::GetGameTimeMS().count());

View File

@@ -170,7 +170,7 @@ void WorldSession::HandleMoveWorldportAck()
if (uint32 inviteInstanceId = _player->GetPendingSpectatorInviteInstanceId())
{
if (Battleground* tbg = sBattlegroundMgr->GetBattleground(inviteInstanceId))
if (Battleground* tbg = sBattlegroundMgr->GetBattleground(inviteInstanceId, BATTLEGROUND_TYPE_NONE))
tbg->RemoveToBeTeleported(_player->GetGUID());
_player->SetPendingSpectatorInviteInstanceId(0);
}
@@ -904,14 +904,14 @@ void WorldSession::ComputeNewClockDelta()
std::vector<uint32> latencies;
std::vector<int64> clockDeltasAfterFiltering;
for (auto pair : _timeSyncClockDeltaQueue.content())
for (auto& pair : _timeSyncClockDeltaQueue.content())
latencies.push_back(pair.second);
uint32 latencyMedian = median(latencies);
uint32 latencyStandardDeviation = standard_deviation(latencies);
uint32 sampleSizeAfterFiltering = 0;
for (auto pair : _timeSyncClockDeltaQueue.content())
for (auto& pair : _timeSyncClockDeltaQueue.content())
{
if (pair.second <= latencyMedian + latencyStandardDeviation) {
clockDeltasAfterFiltering.push_back(pair.first);