[7449] Fixed BG queue invitation status showed on client. Fixed BG starting timer and BG ending timer.

TODO: make bg queue update player's status each minute.

Signed-off-by: Triply <triply@getmangos.com>
This commit is contained in:
Triply 2009-03-13 00:08:02 +01:00
parent e1f069e5b9
commit 571c56ff07
6 changed files with 76 additions and 53 deletions

View file

@ -173,7 +173,7 @@ void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data )
WorldPacket data;
// send status packet (in queue)
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0);
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->ArenaType);
member->GetSession()->SendPacket(&data);
sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId);
member->GetSession()->SendPacket(&data);
@ -191,7 +191,7 @@ void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data )
WorldPacket data;
// send status packet (in queue)
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0);
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->ArenaType);
SendPacket(&data);
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(_player, ginfo);
@ -433,7 +433,7 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
//TODO FIX ME this call must be removed!
_player->RemoveFromGroup();
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime());
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime(), bg->GetArenaType());
_player->GetSession()->SendPacket(&data);
// remove battleground queue status from BGmgr
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(_player->GetGUID(), false);
@ -465,7 +465,7 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
}
}
_player->RemoveBattleGroundQueueId(bgQueueTypeId); // must be called this way, because if you move this call to queue->removeplayer, it causes bugs
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_NONE, 0, 0, arenaType);
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_NONE, 0, 0, 0);
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(_player->GetGUID(), true);
// player left queue, we should update it - do not update Arena Queue
if( !arenaType )
@ -510,40 +510,55 @@ void WorldSession::HandleBattlefieldStatusOpcode( WorldPacket & /*recv_data*/ )
sLog.outDebug( "WORLD: Battleground status" );
WorldPacket data;
uint32 queueSlot = PLAYER_MAX_BATTLEGROUND_QUEUES;
if(_player->InBattleGround())
{
BattleGround *bg = _player->GetBattleGround();
if(!bg)
return;
BattleGroundQueueTypeId bgQueueTypeId_tmp = BattleGroundMgr::BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType());
queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId_tmp);
if((bg->GetStatus() <= STATUS_IN_PROGRESS))
{
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime());
SendPacket(&data);
}
}
// we should update all queues? .. i'm not sure if this code is correct
for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
// we must update all queues here
BattleGround *bg = NULL;
for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
{
BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i);
if(!bgQueueTypeId || i == queueSlot) //queueslot check in case we already send it in the above code
if( !bgQueueTypeId )
continue;
BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId);
uint8 arenatype = BattleGroundMgr::BGArenaType(bgQueueTypeId);
BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
if(!bg)
continue;
uint8 arenaType = BattleGroundMgr::BGArenaType(bgQueueTypeId);
if( bgTypeId == _player->GetBattleGroundTypeId() )
{
bg = _player->GetBattleGround();
//i cannot check any variable from player class because player class doesn't know if player is in 2v2 / 3v3 or 5v5 arena
//so i must use bg pointer to get that information
if( bg && bg->GetArenaType() == arenaType )
{
// this line is checked, i only don't know if GetStartTime is changing itself after bg end!
// send status in BattleGround
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, STATUS_IN_PROGRESS, bg->GetEndTime(), bg->GetStartTime(), arenaType);
SendPacket(&data);
continue;
}
}
//we are sending update to player about queue - he can be invited there!
//get GroupQueueInfo for queue status
BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers;
BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID());
if(itrPlayerStatus == qpMap.end() || !itrPlayerStatus->second.GroupInfo)
if( itrPlayerStatus == qpMap.end() )
continue;
arenatype = itrPlayerStatus->second.GroupInfo->ArenaType;
uint32 avgTime = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].GetAverageQueueWaitTime(itrPlayerStatus->second.GroupInfo, _player->GetBattleGroundQueueIdFromLevel(bgTypeId));
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, STATUS_WAIT_QUEUE, avgTime, getMSTime()-itrPlayerStatus->second.GroupInfo->JoinTime, arenatype);
SendPacket(&data);
if( itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID )
{
bg = sBattleGroundMgr.GetBattleGround(itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID, bgTypeId);
if( !bg )
continue;
uint32 remainingTime = getMSTimeDiff(getMSTime(), itrPlayerStatus->second.GroupInfo->RemoveInviteTime);
// send status invited to BattleGround
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, STATUS_WAIT_JOIN, remainingTime, 0, arenaType);
SendPacket(&data);
}
else
{
BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
if( !bg )
continue;
uint32 avgTime = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].GetAverageQueueWaitTime(itrPlayerStatus->second.GroupInfo, _player->GetBattleGroundQueueIdFromLevel(bgTypeId));
// send status in BattleGround Queue
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, STATUS_WAIT_QUEUE, avgTime, getMSTimeDiff(itrPlayerStatus->second.GroupInfo->JoinTime, getMSTime()), arenaType);
SendPacket(&data);
}
}
}