mirror of
https://github.com/mangosfour/server.git
synced 2025-12-14 16:37:01 +00:00
Merge branch 'master' into 310
Conflicts: src/game/Level2.cpp src/game/PetHandler.cpp src/game/Player.cpp src/game/Player.h src/game/SkillHandler.cpp
This commit is contained in:
commit
31b3ee95ad
163 changed files with 5278 additions and 3233 deletions
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@ -23,7 +23,6 @@
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#include "Player.h"
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#include "ObjectMgr.h"
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#include "WorldSession.h"
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#include "MapManager.h"
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#include "ObjectAccessor.h"
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#include "Object.h"
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#include "Chat.h"
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@ -111,9 +110,9 @@ void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data )
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return;
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// get bg instance or bg template if instance not found
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BattleGround * bg = 0;
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BattleGround * bg = NULL;
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if(instanceId)
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BattleGround *bg = sBattleGroundMgr.GetBattleGround(instanceId, bgTypeId);
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BattleGround *bg = sBattleGroundMgr.GetBattleGroundThroughClientInstance(instanceId, bgTypeId, _player->GetBattleGroundQueueIdFromLevel(bgTypeId));
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if(!bg && !(bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId)))
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{
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@ -157,10 +156,11 @@ void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data )
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// if we're here, then the conditions to join a bg are met. We can proceed in joining.
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// _player->GetGroup() was already checked, grp is already initialized
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GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, 0, false, isPremade, 0);
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uint32 avgTime = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundQueueIdFromLevel(bgTypeId));
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if(joinAsGroup /* && _player->GetGroup()*/)
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{
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sLog.outDebug("Battleground: the following players are joining as group:");
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GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, 0, false, isPremade, 0);
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for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
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{
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Player *member = itr->getSource();
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@ -173,7 +173,7 @@ void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data )
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WorldPacket data;
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// send status packet (in queue)
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, member->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0);
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0);
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member->GetSession()->SendPacket(&data);
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sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId);
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member->GetSession()->SendPacket(&data);
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@ -181,9 +181,6 @@ void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data )
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sLog.outDebug("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,member->GetGUIDLow(), member->GetName());
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}
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sLog.outDebug("Battleground: group end");
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sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(bgTypeId));
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if(!ginfo->IsInvitedToBGInstanceGUID)
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sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AnnounceWorld(ginfo, _player->GetGUID(), true);
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}
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else
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{
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@ -194,16 +191,15 @@ void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data )
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WorldPacket data;
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// send status packet (in queue)
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0);
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0);
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SendPacket(&data);
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GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, 0, false, false, 0);
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sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(_player, ginfo);
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sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(bgTypeId));
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if(!ginfo->IsInvitedToBGInstanceGUID)
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sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AnnounceWorld(ginfo, _player->GetGUID(), true);
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sLog.outDebug("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName());
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}
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sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(bgTypeId));
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if(!ginfo->IsInvitedToBGInstanceGUID)
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sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AnnounceWorld(ginfo, _player->GetGUID(), true);
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}
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void WorldSession::HandleBattleGroundPlayerPositionsOpcode( WorldPacket & /*recv_data*/ )
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@ -323,22 +319,16 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
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BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId);
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BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers;
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BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID());
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// if the player is not in queue, continue
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if(itrPlayerStatus == qpMap.end())
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continue;
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// no group information, this should never happen
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if(!itrPlayerStatus->second.GroupInfo)
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// if the player is not in queue, continue or no group information - this should never happen
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if(itrPlayerStatus == qpMap.end() || !itrPlayerStatus->second.GroupInfo)
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continue;
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BattleGround * bg = NULL;
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// get possibly needed data from groupinfo
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uint8 arenatype = itrPlayerStatus->second.GroupInfo->ArenaType;
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uint8 israted = itrPlayerStatus->second.GroupInfo->IsRated;
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uint8 status = 0;
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if(!itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID)
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{
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// not invited to bg, get template
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@ -362,7 +352,7 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
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// re - invite player with proper data
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WorldPacket data;
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, itrPlayerStatus->second.GroupInfo->Team?itrPlayerStatus->second.GroupInfo->Team:_player->GetTeam(), i, status, INVITE_ACCEPT_WAIT_TIME, 0, arenatype, israted);
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, status, INVITE_ACCEPT_WAIT_TIME, 0, arenatype);
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SendPacket(&data);
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}
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}
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@ -429,6 +419,12 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
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sLog.outError("Battleground: Invalid player queue info!");
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return;
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}
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//if player is trying to enter battleground (not arena!) and he has deserter debuff, we must just remove him from queue
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if( arenatype == 0 && !_player->CanJoinToBattleground() )
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{
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sLog.outDebug("Battleground: player %s (%u) has a deserter debuff, do not port him to battleground!", _player->GetName(), _player->GetGUIDLow());
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action = 0;
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}
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WorldPacket data;
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switch(action)
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{
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@ -449,7 +445,7 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
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}
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_player->RemoveFromGroup();
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queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId);
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime());
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime());
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_player->GetSession()->SendPacket(&data);
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// remove battleground queue status from BGmgr
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sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(_player->GetGUID(), false);
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@ -484,7 +480,7 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
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}
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}
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_player->RemoveBattleGroundQueueId(bgQueueTypeId); // must be called this way, because if you move this call to queue->removeplayer, it causes bugs
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_NONE, 0, 0);
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_NONE, 0, 0);
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sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(_player->GetGUID(), true);
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// player left queue, we should update it, maybe now his group fits in
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sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId,_player->GetBattleGroundQueueIdFromLevel(bgTypeId),arenatype,israted,rating);
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@ -528,84 +524,41 @@ void WorldSession::HandleBattlefieldStatusOpcode( WorldPacket & /*recv_data*/ )
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sLog.outDebug( "WORLD: Battleground status" );
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WorldPacket data;
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uint32 queueSlot = PLAYER_MAX_BATTLEGROUND_QUEUES;
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// TODO: we must put player back to battleground in case disconnect (< 5 minutes offline time) or teleport player on login(!) from battleground map to entry point
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if(_player->InBattleGround())
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{
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BattleGround *bg = _player->GetBattleGround();
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if(bg)
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if(!bg)
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return;
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BattleGroundQueueTypeId bgQueueTypeId_tmp = BattleGroundMgr::BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType());
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queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId_tmp);
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if((bg->GetStatus() <= STATUS_IN_PROGRESS))
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{
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BattleGroundQueueTypeId bgQueueTypeId_tmp = BattleGroundMgr::BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType());
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uint32 queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId_tmp);
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if((bg->GetStatus() <= STATUS_IN_PROGRESS))
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{
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime());
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SendPacket(&data);
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}
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for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
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{
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BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i);
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if (i == queueSlot || !bgQueueTypeId)
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continue;
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BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId);
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uint8 arenatype = BattleGroundMgr::BGArenaType(bgQueueTypeId);
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uint8 isRated = 0;
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BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers;
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BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID());
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if(itrPlayerStatus == qpMap.end())
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continue;
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if(itrPlayerStatus->second.GroupInfo)
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{
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arenatype = itrPlayerStatus->second.GroupInfo->ArenaType;
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isRated = itrPlayerStatus->second.GroupInfo->IsRated;
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}
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BattleGround *bg2 = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
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if(bg2)
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{
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//in this call is small bug, this call should be filled by player's waiting time in queue
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//this call nulls all timers for client :
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg2, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0,arenatype,isRated);
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SendPacket(&data);
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}
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}
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}
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}
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else
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{
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// we should update all queues? .. i'm not sure if this code is correct
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for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
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{
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BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i);
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if(!bgQueueTypeId)
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continue;
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BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId);
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uint8 arenatype = BattleGroundMgr::BGArenaType(bgQueueTypeId);
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uint8 isRated = 0;
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BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
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BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers;
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BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID());
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if(itrPlayerStatus == qpMap.end())
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continue;
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if(itrPlayerStatus->second.GroupInfo)
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{
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arenatype = itrPlayerStatus->second.GroupInfo->ArenaType;
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isRated = itrPlayerStatus->second.GroupInfo->IsRated;
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}
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if(bg)
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{
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0, arenatype, isRated);
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SendPacket(&data);
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}
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}
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}
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/* else // not sure if it needed...
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{
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for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
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{
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, NULL, _player->GetTeam(),i , STATUS_NONE, 0, 0);
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime());
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SendPacket(&data);
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}
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}*/
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}
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// we should update all queues? .. i'm not sure if this code is correct
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for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
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{
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BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i);
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if(!bgQueueTypeId || i == queueSlot) //queueslot check in case we already send it in the above code
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continue;
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BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId);
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uint8 arenatype = BattleGroundMgr::BGArenaType(bgQueueTypeId);
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BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
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if(!bg)
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continue;
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BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers;
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BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID());
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if(itrPlayerStatus == qpMap.end() || !itrPlayerStatus->second.GroupInfo)
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continue;
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arenatype = itrPlayerStatus->second.GroupInfo->ArenaType;
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uint32 avgTime = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].GetAverageQueueWaitTime(itrPlayerStatus->second.GroupInfo, _player->GetBattleGroundQueueIdFromLevel(bgTypeId));
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, STATUS_WAIT_QUEUE, avgTime, getMSTime()-itrPlayerStatus->second.GroupInfo->JoinTime, arenatype);
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SendPacket(&data);
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}
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}
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void WorldSession::HandleAreaSpiritHealerQueryOpcode( WorldPacket & recv_data )
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@ -768,9 +721,10 @@ void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data )
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arenaRating = avg_pers_rating;
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}
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GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, arenatype, isRated, false, arenaRating, ateamId);
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uint32 avgTime = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundQueueIdFromLevel(bgTypeId));
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if(asGroup)
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{
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GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, arenatype, isRated, false, arenaRating, ateamId);
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sLog.outDebug("Battleground: arena join as group start");
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if(isRated)
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sLog.outDebug("Battleground: arena team id %u, leader %s queued with rating %u for type %u",_player->GetArenaTeamId(arenaslot),_player->GetName(),arenaRating,arenatype);
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@ -786,7 +740,7 @@ void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data )
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WorldPacket data;
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// send status packet (in queue)
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, member->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0, arenatype, isRated);
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, arenatype);
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member->GetSession()->SendPacket(&data);
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sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId);
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member->GetSession()->SendPacket(&data);
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@ -794,7 +748,6 @@ void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data )
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sLog.outDebug("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());
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}
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sLog.outDebug("Battleground: arena join as group end");
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sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(bgTypeId), arenatype, isRated, arenaRating);
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if(isRated)
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sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AnnounceWorld(ginfo, _player->GetGUID(), true);
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}
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@ -807,13 +760,12 @@ void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data )
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WorldPacket data;
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// send status packet (in queue)
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0, arenatype, isRated);
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, arenatype);
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SendPacket(&data);
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GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, arenatype, isRated, false, arenaRating);
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sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(_player, ginfo);
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sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(bgTypeId), arenatype, isRated, arenaRating);
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sLog.outDebug("Battleground: player joined queue for arena, skirmish, bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName());
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}
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sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(bgTypeId), arenatype, isRated, arenaRating);
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}
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void WorldSession::HandleBattleGroundReportAFK( WorldPacket & recv_data )
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