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[7437] Fixed client visible instance ids for battlegrounds. Patch provided by balrok. Thx.
Signed-off-by: Triply <triply@getmangos.com>
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6a24242cb5
commit
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6 changed files with 63 additions and 15 deletions
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@ -128,6 +128,7 @@ BattleGround::BattleGround()
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m_TypeID = BattleGroundTypeId(0);
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m_InstanceID = 0;
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m_Status = STATUS_NONE;
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m_ClientInstanceID = 0;
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m_EndTime = 0;
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m_LastResurrectTime = 0;
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m_QueueId = QUEUE_ID_MAX_LEVEL_19;
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@ -298,6 +298,7 @@ class BattleGround
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BGQueueIdBasedOnLevel GetQueueId() const { return m_QueueId; }
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uint32 GetInstanceID() const { return m_InstanceID; }
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BattleGroundStatus GetStatus() const { return m_Status; }
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uint32 GetClientInstanceID() const { return m_ClientInstanceID; }
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uint32 GetStartTime() const { return m_StartTime; }
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uint32 GetEndTime() const { return m_EndTime; }
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uint32 GetLastResurrectTime() const { return m_LastResurrectTime; }
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@ -328,6 +329,7 @@ class BattleGround
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}
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void SetInstanceID(uint32 InstanceID) { m_InstanceID = InstanceID; }
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void SetStatus(BattleGroundStatus Status) { m_Status = Status; }
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void SetClientInstanceID(uint32 InstanceID) { m_ClientInstanceID = InstanceID; }
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void SetStartTime(uint32 Time) { m_StartTime = Time; }
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void SetEndTime(uint32 Time) { m_EndTime = Time; }
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void SetLastResurrectTime(uint32 Time) { m_LastResurrectTime = Time; }
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@ -526,6 +528,7 @@ class BattleGround
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BattleGroundTypeId m_TypeID;
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uint32 m_InstanceID; //BattleGround Instance's GUID!
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BattleGroundStatus m_Status;
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uint32 m_ClientInstanceID; //the instance-id which is sent to the client and without any other internal use
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uint32 m_StartTime;
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uint32 m_EndTime;
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uint32 m_LastResurrectTime;
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@ -110,9 +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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@ -1148,6 +1148,8 @@ void BattleGroundMgr::DeleteAllBattleGrounds()
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{
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BattleGround * bg = itr->second;
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m_BattleGrounds[i].erase(itr++);
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if(!m_ClientBattleGroundIds[i][bg->GetQueueId()].empty())
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m_ClientBattleGroundIds[i][bg->GetQueueId()].erase(bg->GetClientInstanceID());
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delete bg;
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}
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}
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@ -1182,6 +1184,8 @@ void BattleGroundMgr::Update(uint32 diff)
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{
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BattleGround * bg = itr->second;
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m_BattleGrounds[i].erase(itr);
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if(!m_ClientBattleGroundIds[i][bg->GetQueueId()].empty())
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m_ClientBattleGroundIds[i][bg->GetQueueId()].erase(bg->GetClientInstanceID());
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delete bg;
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}
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}
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@ -1237,7 +1241,7 @@ void BattleGroundMgr::BuildBattleGroundStatusPacket(WorldPacket *data, BattleGro
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*data << uint32(QueueSlot); // queue id (0...2) - player can be in 3 queues in time
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// uint64 in client
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*data << uint64( uint64(arenatype ? arenatype : bg->GetArenaType()) | (uint64(0x0D) << 8) | (uint64(bg->GetTypeID()) << 16) | (uint64(0x1F90) << 48) );
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*data << uint32(0); // unknown
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*data << uint32(bg->GetClientInstanceID());
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// alliance/horde for BG and skirmish/rated for Arenas
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// following displays the minimap-icon 0 = faction icon 1 = arenaicon
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*data << uint8(bg->isArena());
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@ -1495,6 +1499,25 @@ void BattleGroundMgr::InvitePlayer(Player* plr, uint32 bgInstanceGUID, BattleGro
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plr->m_Events.AddEvent(removeEvent, plr->m_Events.CalculateTime(INVITE_ACCEPT_WAIT_TIME));
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}
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BattleGround * BattleGroundMgr::GetBattleGroundThroughClientInstance(uint32 instanceId, BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLevel queue_id)
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{
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//cause at HandleBattleGroundJoinOpcode the clients sends the instanceid he gets from
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//SMSG_BATTLEFIELD_LIST we need to find the battleground with this clientinstance-id
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BattleGround* bg = GetBattleGroundTemplate(bgTypeId);
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if( !bg )
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return NULL;
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if(bg->isArena())
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return GetBattleGround(instanceId, bgTypeId);
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for(BattleGroundSet::iterator itr = m_BattleGrounds[bgTypeId].begin(); itr != m_BattleGrounds[bgTypeId].end(); ++itr)
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{
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if(itr->second->GetClientInstanceID() == instanceId)
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return itr->second;
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}
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return NULL;
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}
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BattleGround * BattleGroundMgr::GetBattleGround(uint32 InstanceID, BattleGroundTypeId bgTypeId)
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{
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//search if needed
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@ -1519,6 +1542,28 @@ BattleGround * BattleGroundMgr::GetBattleGroundTemplate(BattleGroundTypeId bgTyp
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return m_BattleGrounds[bgTypeId].empty() ? NULL : m_BattleGrounds[bgTypeId].begin()->second;
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}
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uint32 BattleGroundMgr::CreateClientVisibleInstanceId(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLevel queue_id)
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{
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if( IsArenaType(bgTypeId) )
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return 0; //arenas don't have client-instanceids
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// we create here an instanceid, which is just for
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// displaying this to the client and without any other use..
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// the client-instanceIds are unique for each battleground-type
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// the instance-id just needs to be as low as possible, beginning with 1
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// the following works, because std::set is default ordered with "<"
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// the optimalization would be to use as bitmask std::vector<uint32> - but that would only make code unreadable
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uint32 lastId = 0;
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for(std::set<uint32>::iterator itr = m_ClientBattleGroundIds[bgTypeId][queue_id].begin(); itr != m_ClientBattleGroundIds[bgTypeId][queue_id].end();)
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{
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if( (++lastId) != *itr) //if there is a gap between the ids, we will break..
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break;
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lastId = *itr;
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}
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m_ClientBattleGroundIds[bgTypeId][queue_id].insert(lastId + 1);
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return lastId + 1;
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}
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// create a new battleground that will really be used to play
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BattleGround * BattleGroundMgr::CreateNewBattleGround(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLevel queue_id, uint8 arenaType, bool isRated)
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{
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@ -1588,6 +1633,7 @@ BattleGround * BattleGroundMgr::CreateNewBattleGround(BattleGroundTypeId bgTypeI
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// generate a new instance id
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bg->SetInstanceID(MapManager::Instance().GenerateInstanceId()); // set instance id
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bg->SetClientInstanceID(CreateClientVisibleInstanceId(bgTypeId, queue_id));
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// reset the new bg (set status to status_wait_queue from status_none)
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bg->Reset();
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@ -1862,16 +1908,11 @@ void BattleGroundMgr::BuildBattleGroundListPacket(WorldPacket *data, const uint6
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uint32 count = 0;
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*data << uint32(0x00); // number of bg instances
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for(BattleGroundSet::iterator itr = m_BattleGrounds[bgTypeId].begin(); itr != m_BattleGrounds[bgTypeId].end(); ++itr)
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uint32 queue_id = plr->GetBattleGroundQueueIdFromLevel(bgTypeId);
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for(std::set<uint32>::iterator itr = m_ClientBattleGroundIds[bgTypeId][queue_id].begin(); itr != m_ClientBattleGroundIds[bgTypeId][queue_id].end();++itr)
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{
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// skip sending battleground template
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if( itr == m_BattleGrounds[bgTypeId].begin() )
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continue;
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if( PlayerLevel >= itr->second->GetMinLevel() && PlayerLevel <= itr->second->GetMaxLevel() )
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{
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*data << uint32(itr->second->GetInstanceID());
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++count;
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}
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*data << uint32(*itr);
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++count;
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}
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data->put<uint32>( count_pos , count);
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}
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@ -193,15 +193,17 @@ class BattleGroundMgr
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void InvitePlayer(Player* plr, uint32 bgInstanceGUID, BattleGroundTypeId bgTypeId, uint32 team);
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/* Battlegrounds */
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BattleGround* GetBattleGroundThroughClientInstance(uint32 instanceId, BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLevel queue_id);
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BattleGround* GetBattleGround(uint32 InstanceID, BattleGroundTypeId bgTypeId); //there must be uint32 because MAX_BATTLEGROUND_TYPE_ID means unknown
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BattleGround * GetBattleGroundTemplate(BattleGroundTypeId bgTypeId);
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BattleGround * CreateNewBattleGround(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLevel queue_id, uint8 arenaType, bool isRated);
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BattleGround* GetBattleGroundTemplate(BattleGroundTypeId bgTypeId);
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BattleGround* CreateNewBattleGround(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLevel queue_id, uint8 arenaType, bool isRated);
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uint32 CreateBattleGround(BattleGroundTypeId bgTypeId, bool IsArena, uint32 MinPlayersPerTeam, uint32 MaxPlayersPerTeam, uint32 LevelMin, uint32 LevelMax, char* BattleGroundName, uint32 MapID, float Team1StartLocX, float Team1StartLocY, float Team1StartLocZ, float Team1StartLocO, float Team2StartLocX, float Team2StartLocY, float Team2StartLocZ, float Team2StartLocO);
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void AddBattleGround(uint32 InstanceID, BattleGroundTypeId bgTypeId, BattleGround* BG) { m_BattleGrounds[bgTypeId][InstanceID] = BG; };
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void RemoveBattleGround(uint32 instanceID, BattleGroundTypeId bgTypeId) { m_BattleGrounds[bgTypeId].erase(instanceID); }
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uint32 CreateClientVisibleInstanceId(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLevel queue_id);
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void CreateInitialBattleGrounds();
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void DeleteAllBattleGrounds();
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@ -245,6 +247,7 @@ class BattleGroundMgr
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/* Battlegrounds */
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BattleGroundSet m_BattleGrounds[MAX_BATTLEGROUND_TYPE_ID];
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std::set<uint32> m_ClientBattleGroundIds[MAX_BATTLEGROUND_TYPE_ID][MAX_BATTLEGROUND_QUEUES]; //the instanceids just visible for the client
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uint32 m_NextRatingDiscardUpdate;
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uint64 m_NextAutoDistributionTime;
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uint32 m_AutoDistributionTimeChecker;
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "7436"
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#define REVISION_NR "7437"
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#endif // __REVISION_NR_H__
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