[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

@ -159,7 +159,8 @@ GroupQueueInfo * BattleGroundQueue::AddGroup(Player *leader, BattleGroundTypeId
ginfo->ArenaTeamId = arenateamid;
ginfo->IsRated = isRated;
ginfo->IsInvitedToBGInstanceGUID = 0;
ginfo->JoinTime = sWorld.GetGameTime() * IN_MILISECONDS;
ginfo->JoinTime = getMSTime();
ginfo->RemoveInviteTime = 0;
ginfo->Team = leader->GetTeam();
ginfo->ArenaTeamRating = arenaRating;
ginfo->OpponentsTeamRating = 0;
@ -194,7 +195,7 @@ void BattleGroundQueue::AddPlayer(Player *plr, GroupQueueInfo *ginfo)
void BattleGroundQueue::PlayerInvitedToBGUpdateAverageWaitTime(GroupQueueInfo* ginfo, BGQueueIdBasedOnLevel queue_id)
{
uint32 timeInQueue = (sWorld.GetGameTime() * IN_MILISECONDS) - ginfo->JoinTime;
uint32 timeInQueue = getMSTimeDiff(ginfo->JoinTime, getMSTime());
uint8 team_index = BG_TEAM_ALLIANCE; //default set to BG_TEAM_ALLIANCE - or non rated arenas!
if( !ginfo->ArenaType )
{
@ -353,7 +354,7 @@ void BattleGroundQueue::RemovePlayer(const uint64& guid, bool decreaseInvitedCou
plr2->RemoveBattleGroundQueueId(bgQueueTypeId); // must be called this way, because if you move this call to
// queue->removeplayer, it causes bugs
WorldPacket data;
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_NONE, 0, 0);
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_NONE, 0, 0, 0);
plr2->GetSession()->SendPacket(&data);
}
// then actually delete, this may delete the group as well!
@ -442,6 +443,7 @@ bool BattleGroundQueue::InviteGroupToBG(GroupQueueInfo * ginfo, BattleGround * b
// invite the player
PlayerInvitedToBGUpdateAverageWaitTime(ginfo, queue_id);
ginfo->RemoveInviteTime = getMSTime() + INVITE_ACCEPT_WAIT_TIME;
sBattleGroundMgr.InvitePlayer(plr, bg->GetInstanceID(), bg->GetTypeID(), ginfo->Team);
WorldPacket data;
@ -451,7 +453,7 @@ bool BattleGroundQueue::InviteGroupToBG(GroupQueueInfo * ginfo, BattleGround * b
sLog.outDebug("Battleground: invited plr %s (%u) to BG instance %u queueindex %u bgtype %u, I can't help it if they don't press the enter battle button.",plr->GetName(),plr->GetGUIDLow(),bg->GetInstanceID(),queueSlot,bg->GetTypeID());
// send status packet
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_JOIN, INVITE_ACCEPT_WAIT_TIME, 0);
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_JOIN, INVITE_ACCEPT_WAIT_TIME, 0, ginfo->ArenaType);
plr->GetSession()->SendPacket(&data);
}
return true;
@ -508,7 +510,7 @@ void BattleGroundQueue::BGEndedRemoveInvites(BattleGround *bg)
// remove player from queue, this might delete the ginfo as well! don't use that pointer after this!
RemovePlayer(itr2->first, true);
WorldPacket data;
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_NONE, 0, 0);
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_NONE, 0, 0, 0);
plr->GetSession()->SendPacket(&data);
}
}
@ -1067,7 +1069,8 @@ bool BGQueueInviteEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
if (qItr != qpMap.end() && qItr->second.GroupInfo->IsInvitedToBGInstanceGUID == m_BgInstanceGUID)
{
WorldPacket data;
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_JOIN, INVITATION_REMIND_TIME, 0);
//here must be remaining time
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_JOIN, INVITE_ACCEPT_WAIT_TIME - INVITATION_REMIND_TIME, 0, qItr->second.GroupInfo->ArenaType);
plr->GetSession()->SendPacket(&data);
}
}
@ -1106,7 +1109,7 @@ bool BGQueueRemoveEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(m_PlayerGuid, true);
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bg->GetTypeID(), bg->GetQueueId());
WorldPacket data;
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_NONE, 0, 0);
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_NONE, 0, 0, 0);
plr->GetSession()->SendPacket(&data);
}
}
@ -1226,7 +1229,7 @@ void BattleGroundMgr::Update(uint32 diff)
}
}
void BattleGroundMgr::BuildBattleGroundStatusPacket(WorldPacket *data, BattleGround *bg, uint8 QueueSlot, uint8 StatusID, uint32 Time1, uint32 Time2, uint32 arenatype)
void BattleGroundMgr::BuildBattleGroundStatusPacket(WorldPacket *data, BattleGround *bg, uint8 QueueSlot, uint8 StatusID, uint32 Time1, uint32 Time2, uint8 arenatype)
{
// we can be in 3 queues in same time...
if(StatusID == 0)
@ -1240,11 +1243,11 @@ void BattleGroundMgr::BuildBattleGroundStatusPacket(WorldPacket *data, BattleGro
data->Initialize(SMSG_BATTLEFIELD_STATUS, (4+1+1+4+2+4+1+4+4+4));
*data << uint32(QueueSlot); // queue id (0...2) - player can be in 3 queues in time
// uint64 in client
*data << uint64( uint64(arenatype ? arenatype : bg->GetArenaType()) | (uint64(0x0D) << 8) | (uint64(bg->GetTypeID()) << 16) | (uint64(0x1F90) << 48) );
*data << uint64( uint64(arenatype) | (uint64(0x0D) << 8) | (uint64(bg->GetTypeID()) << 16) | (uint64(0x1F90) << 48) );
*data << uint32(bg->GetClientInstanceID());
// alliance/horde for BG and skirmish/rated for Arenas
// following displays the minimap-icon 0 = faction icon 1 = arenaicon
*data << uint8(bg->isArena());
*data << uint8(bg->isRated());
/* *data << uint8(arenatype ? arenatype : bg->GetArenaType()); // team type (0=BG, 2=2x2, 3=3x3, 5=5x5), for arenas // NOT PROPER VALUE IF ARENA ISN'T RUNNING YET!!!!
switch(bg->GetTypeID()) // value depends on bg id
{
@ -1301,7 +1304,7 @@ void BattleGroundMgr::BuildBattleGroundStatusPacket(WorldPacket *data, BattleGro
{
case STATUS_WAIT_QUEUE: // status_in_queue
*data << uint32(Time1); // average wait time, milliseconds
*data << uint32(Time2); // time in queue, updated every minute?
*data << uint32(Time2); // time in queue, updated every minute!, milliseconds
break;
case STATUS_WAIT_JOIN: // status_invite
*data << uint32(bg->GetMapId()); // map id
@ -1309,7 +1312,7 @@ void BattleGroundMgr::BuildBattleGroundStatusPacket(WorldPacket *data, BattleGro
break;
case STATUS_IN_PROGRESS: // status_in_progress
*data << uint32(bg->GetMapId()); // map id
*data << uint32(Time1); // 0 at bg start, 120000 after bg end, time to bg auto leave, milliseconds
*data << uint32(Time1); // time to bg auto leave, 0 at bg start, 120000 after bg end, milliseconds
*data << uint32(Time2); // time from bg start, milliseconds
*data << uint8(0x1); // unk sometimes 0x0!
break;