/* * Copyright (C) 2016+ AzerothCore , released under GNU GPL v2 license: https://github.com/azerothcore/azerothcore-wotlk/blob/master/LICENSE-GPL2 * Copyright (C) 2008-2016 TrinityCore * Copyright (C) 2005-2009 MaNGOS */ #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" #include "ScriptMgr.h" void WorldSession::HandleBattlemasterHelloOpcode(WorldPacket & recvData) { uint64 guid; recvData >> guid; #if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS) sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd CMSG_BATTLEMASTER_HELLO Message from (GUID: %u TypeId:%u)", GUID_LOPART(guid), GuidHigh2TypeId(GUID_HIPART(guid))); #endif 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; } SendBattleGroundList(guid, bgTypeId); } void WorldSession::SendBattleGroundList(uint64 guid, BattlegroundTypeId bgTypeId) { WorldPacket data; sBattlegroundMgr->BuildBattlegroundListPacket(&data, guid, _player, bgTypeId, 0); SendPacket(&data); } void WorldSession::HandleBattlemasterJoinOpcode(WorldPacket & recvData) { uint64 guid; uint32 bgTypeId_; uint32 instanceId; // sent to queue for particular bg from battlemaster's list, currently not used uint8 joinAsGroup; 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_)) return; // chosen battleground type is disabled if (DisableMgr::IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, bgTypeId_, NULL)) { ChatHandler(this).PSendSysMessage(LANG_BG_DISABLED); return; } // 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; // get bg template Battleground* bgt = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId); if (!bgt) return; // 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 if (!_player->HasFreeBattlegroundQueueId()) { WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_TOO_MANY_QUEUES); SendPacket(&data); return; } // queue result (default ok) GroupJoinBattlegroundResult err = GroupJoinBattlegroundResult(bgt->GetBgTypeID()); // check if player can queue: if (!joinAsGroup) { if (GetPlayer()->InBattleground()) // currently in battleground err = ERR_BATTLEGROUND_NOT_IN_BATTLEGROUND; else if (GetPlayer()->isUsingLfg()) // 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->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; if (err <= 0) { WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err); SendPacket(&data); return; } BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId); GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, NULL, bracketEntry, false, false, 0, 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); 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; // pussywizard: for party members - remove queues for which leader is not queued to! std::set leaderQueueTypeIds; for (uint32 i=0; iGetBattlegroundQueueTypeId(i)); for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) if (Player* member = itr->GetSource()) for (uint32 i=0; iGetBattlegroundQueueTypeId(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 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; if (err > 0) err = grp->CanJoinBattlegroundQueue(bgt, bgQueueTypeId, 0, bgt->GetMaxPlayersPerTeam(), false, 0); bool isPremade = (grp->GetMembersCount() >= bgt->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); avgWaitTime = bgQueue.GetAverageQueueWaitTime(ginfo); } WorldPacket data; for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* member = itr->GetSource(); if (!member) continue; if (err <= 0) { sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err); member->GetSession()->SendPacket(&data); continue; } uint32 queueSlot = member->AddBattlegroundQueueId(bgQueueTypeId); // send status packet sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bgt, queueSlot, STATUS_WAIT_QUEUE, avgWaitTime, 0, 0, TEAM_NEUTRAL); member->GetSession()->SendPacket(&data); sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err); member->GetSession()->SendPacket(&data); sScriptMgr->OnPlayerJoinBG(member); } } } void WorldSession::HandleBattlegroundPlayerPositionsOpcode(WorldPacket& /*recvData*/) { #if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS) sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd MSG_BATTLEGROUND_PLAYER_POSITIONS Message"); #endif Battleground* bg = _player->GetBattleground(); if (!bg) // can't be received if player not in battleground return; uint32 flagCarrierCount = 0; Player* allianceFlagCarrier = NULL; Player* hordeFlagCarrier = NULL; if (uint64 guid = bg->GetFlagPickerGUID(TEAM_ALLIANCE)) { allianceFlagCarrier = ObjectAccessor::FindPlayer(guid); if (allianceFlagCarrier) ++flagCarrierCount; } if (uint64 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 << uint64(allianceFlagCarrier->GetGUID()); data << float(allianceFlagCarrier->GetPositionX()); data << float(allianceFlagCarrier->GetPositionY()); } if (hordeFlagCarrier) { data << uint64(hordeFlagCarrier->GetGUID()); data << float(hordeFlagCarrier->GetPositionX()); data << float(hordeFlagCarrier->GetPositionY()); } SendPacket(&data); } void WorldSession::HandlePVPLogDataOpcode(WorldPacket & /*recvData*/) { #if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS) sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd MSG_PVP_LOG_DATA Message"); #endif 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); #if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS) sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Sent MSG_PVP_LOG_DATA Message"); #endif } void WorldSession::HandleBattlefieldListOpcode(WorldPacket &recvData) { #if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS) sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd CMSG_BATTLEFIELD_LIST Message"); #endif 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) return; WorldPacket data; sBattlegroundMgr->BuildBattlegroundListPacket(&data, 0, _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_)) return; // player not in any queue, so can't really answer if (!_player->InBattlegroundQueue()) return; // get BattlegroundQueue for received BattlegroundTypeId bgTypeId = BattlegroundTypeId(bgTypeId_); BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, arenaType); BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId); // get group info from queue GroupQueueInfo ginfo; if (!bgQueue.GetPlayerGroupInfoData(_player->GetGUID(), &ginfo)) return; // to accept, player must be invited to particular battleground id if (!ginfo.IsInvitedToBGInstanceGUID && action == 1) 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); if (!bg) return; // 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; } if (_player->getLevel() > bg->GetMaxLevel()) 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) { case 1: // accept { // 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); _player->SetBattlegroundId(bg->GetInstanceID(), bg->GetBgTypeID(), queueSlot, true, bgTypeId == BATTLEGROUND_RB, teamId); sBattlegroundMgr->SendToBattleground(_player, ginfo.IsInvitedToBGInstanceGUID, bgTypeId); } 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() && sWorld->getBoolConfig(CONFIG_BATTLEGROUND_TRACK_DESERTERS) && (bg->GetStatus() == STATUS_IN_PROGRESS || bg->GetStatus() == STATUS_WAIT_JOIN)) { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_DESERTER_TRACK); stmt->setUInt32(0, _player->GetGUIDLow()); stmt->setUInt8(1, BG_DESERTION_TYPE_LEAVE_QUEUE); CharacterDatabase.Execute(stmt); } } break; default: break; } } void WorldSession::HandleBattlefieldLeaveOpcode(WorldPacket& recvData) { #if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS) sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd CMSG_LEAVE_BATTLEFIELD Message"); #endif recvData.read_skip(); // unk1 recvData.read_skip(); // unk2 recvData.read_skip(); // BattlegroundTypeId recvData.read_skip(); // 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); if (!bg) continue; uint32 remainingTime = (World::GetGameTimeMS() < ginfo.RemoveInviteTime ? getMSTimeDiff(World::GetGameTimeMS(), 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, World::GetGameTimeMS()), ginfo.ArenaType, TEAM_NEUTRAL, ginfo.IsRated); SendPacket(&data); } } } void WorldSession::HandleBattlemasterJoinArena(WorldPacket & recvData) { uint64 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; // find creature by guid Creature* unit = GetPlayer()->GetMap()->GetCreature(guid); if (!unit || !unit->IsBattleMaster()) return; // get arena type uint8 arenatype = 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: return; } // get template for all arenas Battleground* bgt = sBattlegroundMgr->GetBattlegroundTemplate(BATTLEGROUND_AA); if (!bgt) return; // arenas disabled if (DisableMgr::IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, BATTLEGROUND_AA, NULL)) { ChatHandler(this).PSendSysMessage(LANG_ARENA_DISABLED); return; } 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()) { WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_CANNOT_QUEUE_FOR_RATED); SendPacket(&data); return; } // queue result (default ok) GroupJoinBattlegroundResult err = GroupJoinBattlegroundResult(bgt->GetBgTypeID()); // check if player can queue: if (!asGroup) { if (GetPlayer()->InBattleground()) // currently in battleground err = ERR_BATTLEGROUND_NOT_IN_BATTLEGROUND; else if (GetPlayer()->isUsingLfg()) // using lfg system err = ERR_LFG_CANT_USE_BATTLEGROUND; if (err <= 0) { WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err); SendPacket(&data); return; } BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId); GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, NULL, bracketEntry, false, false, 0, 0, 0); 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); 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; // pussywizard: for party members - remove queues for which leader is not queued to! std::set leaderQueueTypeIds; for (uint32 i=0; iGetBattlegroundQueueTypeId(i)); for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) if (Player* member = itr->GetSource()) for (uint32 i=0; iGetBattlegroundQueueTypeId(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) { // pussywizard: for rated matches check if season is in progress! if (!sWorld->getBoolConfig(CONFIG_ARENA_SEASON_IN_PROGRESS)) 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; } err = grp->CanJoinBattlegroundQueue(bgt, bgQueueTypeId, arenatype, arenatype, (bool)isRated, arenaslot); uint32 avgWaitTime = 0; if (err > 0) { BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId); GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, grp, bracketEntry, isRated, false, arenaRating, matchmakerRating, ateamId); avgWaitTime = bgQueue.GetAverageQueueWaitTime(ginfo); } WorldPacket data; for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* member = itr->GetSource(); if (!member) continue; if (err <= 0) { sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err); member->GetSession()->SendPacket(&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->GetSession()->SendPacket(&data); sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err); member->GetSession()->SendPacket(&data); sScriptMgr->OnPlayerJoinArena(member); } // pussywizard: schedule update for rated arena if (ateamId) sBattlegroundMgr->ScheduleArenaQueueUpdate(ateamId, bgQueueTypeId, bracketEntry->GetBracketId()); } } void WorldSession::HandleReportPvPAFK(WorldPacket & recvData) { uint64 playerGuid; recvData >> playerGuid; Player* reportedPlayer = ObjectAccessor::FindPlayer(playerGuid); if (!reportedPlayer) { #if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS) sLog->outDebug(LOG_FILTER_BATTLEGROUND, "WorldSession::HandleReportPvPAFK: player not found"); #endif return; } #if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS) sLog->outDebug(LOG_FILTER_BATTLEGROUND, "WorldSession::HandleReportPvPAFK: %s reported %s", _player->GetName().c_str(), reportedPlayer->GetName().c_str()); #endif reportedPlayer->ReportedAfkBy(_player); }