[7447] Fixed - do not let player who has higher level than Battleground->GetMaxLevel to enter battleground.

Signed-off-by: Triply <triply@getmangos.com>
This commit is contained in:
Triply 2009-03-12 15:27:01 +01:00
parent 424c8b39df
commit b94c78474b
2 changed files with 59 additions and 73 deletions

View file

@ -127,7 +127,7 @@ void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data )
if( !_player->CanJoinToBattleground() ) if( !_player->CanJoinToBattleground() )
{ {
WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4); WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
data << (uint32) 0xFFFFFFFE; data << uint32(0xFFFFFFFE);
_player->GetSession()->SendPacket(&data); _player->GetSession()->SendPacket(&data);
return; return;
} }
@ -299,25 +299,25 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
recv_data >> type >> unk2 >> bgTypeId_ >> unk >> action; recv_data >> type >> unk2 >> bgTypeId_ >> unk >> action;
if(!sBattlemasterListStore.LookupEntry(bgTypeId_)) if( !sBattlemasterListStore.LookupEntry(bgTypeId_) )
{ {
sLog.outError("Battleground: invalid bgtype (%u) received.",bgTypeId_); sLog.outError("Battleground: invalid bgtype (%u) received.", bgTypeId_);
// update battleground slots for the player to fix his UI and sent data. // update battleground slots for the player to fix his UI and sent data.
// this is a HACK, I don't know why the client starts sending invalid packets in the first place. // this is a HACK, I don't know why the client starts sending invalid packets in the first place.
// it usually happens with extremely high latency (if debugging / stepping in the code for example) // it usually happens with extremely high latency (if debugging / stepping in the code for example)
if(_player->InBattleGroundQueue()) if( _player->InBattleGroundQueue() )
{ {
// update all queues, send invitation info if player is invited, queue info if queued // update all queues, send invitation info if player is invited, queue info if queued
for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
{ {
BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i); BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i);
if(!bgQueueTypeId) if( !bgQueueTypeId )
continue; continue;
BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId); BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId);
BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers; BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers;
BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID()); BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID());
// if the player is not in queue, continue or no group information - this should never happen // if the player is not in queue, continue or no group information - this should never happen
if(itrPlayerStatus == qpMap.end() || !itrPlayerStatus->second.GroupInfo) if( itrPlayerStatus == qpMap.end() || !itrPlayerStatus->second.GroupInfo )
continue; continue;
BattleGround * bg = NULL; BattleGround * bg = NULL;
@ -326,7 +326,7 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
uint8 israted = itrPlayerStatus->second.GroupInfo->IsRated; uint8 israted = itrPlayerStatus->second.GroupInfo->IsRated;
uint8 status = 0; uint8 status = 0;
if(!itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID) if( !itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID )
{ {
// not invited to bg, get template // not invited to bg, get template
bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
@ -339,12 +339,8 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
status = STATUS_WAIT_JOIN; status = STATUS_WAIT_JOIN;
} }
// if bg not found, then continue // if bg not found, then continue, don't invite if already in the instance
if(!bg) if( !bg || (_player->InBattleGround() && _player->GetBattleGround() && _player->GetBattleGround()->GetInstanceID() == bg->GetInstanceID()) )
continue;
// don't invite if already in the instance
if(_player->InBattleGround() && _player->GetBattleGround() && _player->GetBattleGround()->GetInstanceID() == bg->GetInstanceID())
continue; continue;
// re - invite player with proper data // re - invite player with proper data
@ -356,22 +352,20 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
return; return;
} }
//get GroupQueueInfo from BattleGroundQueue
BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_); BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_);
BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, type);
BattleGroundQueueTypeId bgQueueTypeId = BATTLEGROUND_QUEUE_NONE;
// get the bg what we were invited to
bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, type);
BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers; BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers;
BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID()); BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID());
if(itrPlayerStatus == qpMap.end()) if( itrPlayerStatus == qpMap.end() )
{ {
sLog.outError("Battleground: itrplayerstatus not found."); sLog.outError("Battleground: itrplayerstatus not found.");
return; return;
} }
instanceId = itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID;
// if action == 1, then instanceId is _required_ instanceId = itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID;
if(!instanceId && action == 1) // if action == 1, then instanceId is required
if( !instanceId && action == 1 )
{ {
sLog.outError("Battleground: instance not found."); sLog.outError("Battleground: instance not found.");
return; return;
@ -380,56 +374,49 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
BattleGround *bg = sBattleGroundMgr.GetBattleGround(instanceId, bgTypeId); BattleGround *bg = sBattleGroundMgr.GetBattleGround(instanceId, bgTypeId);
// bg template might and must be used in case of leaving queue, when instance is not created yet // bg template might and must be used in case of leaving queue, when instance is not created yet
if(!bg && action == 0) if( !bg && action == 0 )
bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
if( !bg )
if(!bg)
{ {
sLog.outError("Battleground: bg not found for type id %u.",bgTypeId); sLog.outError("Battleground: bg_template not found for type id %u.", bgTypeId);
return; return;
} }
bgTypeId = bg->GetTypeID(); if( _player->InBattleGroundQueue() )
{
//we must use temporary variables, because GroupQueueInfo pointer can be deleted in BattleGroundQueue::RemovePlayer() function!
uint32 team = itrPlayerStatus->second.GroupInfo->Team;
uint32 arenaType = itrPlayerStatus->second.GroupInfo->ArenaType;
uint32 isRated = itrPlayerStatus->second.GroupInfo->IsRated;
uint32 rating = itrPlayerStatus->second.GroupInfo->ArenaTeamRating;
uint32 opponentsRating = itrPlayerStatus->second.GroupInfo->OpponentsTeamRating;
if(_player->InBattleGroundQueue()) //some checks if player isn't cheating - it is not exactly cheating, but we cannot allow it
if( action == 1 && arenaType == 0)
{ {
uint32 queueSlot = 0;
uint32 team = 0;
uint32 arenatype = 0;
uint32 israted = 0;
uint32 rating = 0;
uint32 opponentsRating = 0;
// get the team info from the queue
BattleGroundQueue::QueuedPlayersMap& qpMap2 = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers;
BattleGroundQueue::QueuedPlayersMap::iterator pitr = qpMap2.find(_player->GetGUID());
if (pitr !=qpMap2.end() && pitr->second.GroupInfo)
{
team = pitr->second.GroupInfo->Team;
arenatype = pitr->second.GroupInfo->ArenaType;
israted = pitr->second.GroupInfo->IsRated;
rating = pitr->second.GroupInfo->ArenaTeamRating;
opponentsRating = pitr->second.GroupInfo->OpponentsTeamRating;
}
else
{
sLog.outError("Battleground: Invalid player queue info!");
return;
}
//if player is trying to enter battleground (not arena!) and he has deserter debuff, we must just remove him from queue //if player is trying to enter battleground (not arena!) and he has deserter debuff, we must just remove him from queue
if( arenatype == 0 && !_player->CanJoinToBattleground() ) if( !_player->CanJoinToBattleground() )
{ {
//send bg command result to show nice message
WorldPacket data2(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
data2 << uint32(0xFFFFFFFE);
_player->GetSession()->SendPacket(&data2);
sLog.outDebug("Battleground: player %s (%u) has a deserter debuff, do not port him to battleground!", _player->GetName(), _player->GetGUIDLow()); sLog.outDebug("Battleground: player %s (%u) has a deserter debuff, do not port him to battleground!", _player->GetName(), _player->GetGUIDLow());
}
//if player don't match battleground max level, then do not allow him to enter! (this might happen when player leveled up during his waiting in queue
if( _player->getLevel() > bg->GetMaxLevel() )
sLog.outError("Battleground: Player %s (%u) has level higher than maxlevel of battleground! Do not port him to battleground!", _player->GetName(), _player->GetGUIDLow());
action = 0; action = 0;
} }
uint32 queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId);
WorldPacket data; WorldPacket data;
switch(action) switch( action )
{ {
case 1: // port to battleground case 1: // port to battleground
if(!_player->IsInvitedForBattleGroundQueueType(bgQueueTypeId)) if( !_player->IsInvitedForBattleGroundQueueType(bgQueueTypeId) )
return; // cheating? return; // cheating?
// resurrect the player // resurrect the player
if(!_player->isAlive()) if( !_player->isAlive() )
{ {
_player->ResurrectPlayer(1.0f); _player->ResurrectPlayer(1.0f);
_player->SpawnCorpseBones(); _player->SpawnCorpseBones();
@ -440,14 +427,15 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
_player->GetMotionMaster()->MovementExpired(); _player->GetMotionMaster()->MovementExpired();
_player->m_taxi.ClearTaxiDestinations(); _player->m_taxi.ClearTaxiDestinations();
} }
//TODO FIX ME this call must be removed!
_player->RemoveFromGroup(); _player->RemoveFromGroup();
queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId);
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime()); sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime());
_player->GetSession()->SendPacket(&data); _player->GetSession()->SendPacket(&data);
// remove battleground queue status from BGmgr // remove battleground queue status from BGmgr
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(_player->GetGUID(), false); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(_player->GetGUID(), false);
// this is still needed here if battleground "jumping" shouldn't add deserter debuff // this is still needed here if battleground "jumping" shouldn't add deserter debuff
// also this required to prevent stuck at old battleground after SetBattleGroundId set to new // also this is required to prevent stuck at old battleground after SetBattleGroundId set to new
if( BattleGround *currentBg = _player->GetBattleGround() ) if( BattleGround *currentBg = _player->GetBattleGround() )
currentBg->RemovePlayerAtLeave(_player->GetGUID(), false, true); currentBg->RemovePlayerAtLeave(_player->GetGUID(), false, true);
@ -459,17 +447,14 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
sBattleGroundMgr.SendToBattleGround(_player, instanceId, bgTypeId); sBattleGroundMgr.SendToBattleGround(_player, instanceId, bgTypeId);
// add only in HandleMoveWorldPortAck() // add only in HandleMoveWorldPortAck()
// bg->AddPlayer(_player,team); // bg->AddPlayer(_player,team);
sLog.outDebug("Battleground: player %s (%u) joined battle for bg %u, bgtype %u, queue type %u.",_player->GetName(),_player->GetGUIDLow(),bg->GetInstanceID(),bg->GetTypeID(),bgQueueTypeId); sLog.outDebug("Battleground: player %s (%u) joined battle for bg %u, bgtype %u, queue type %u.", _player->GetName(), _player->GetGUIDLow(), bg->GetInstanceID(), bg->GetTypeID(), bgQueueTypeId);
break; break;
case 0: // leave queue case 0: // leave queue
queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId); // if player leaves rated arena match before match start, it is counted as he played but he lost
/* if( isRated )
if player leaves rated arena match before match start, it is counted as he played but he lost
*/
if (israted)
{ {
ArenaTeam * at = objmgr.GetArenaTeamById(team); ArenaTeam * at = objmgr.GetArenaTeamById(team);
if (at) if( at )
{ {
sLog.outDebug("UPDATING memberLost's personal arena rating for %u by opponents rating: %u, because he has left queue!", GUID_LOPART(_player->GetGUID()), opponentsRating); sLog.outDebug("UPDATING memberLost's personal arena rating for %u by opponents rating: %u, because he has left queue!", GUID_LOPART(_player->GetGUID()), opponentsRating);
at->MemberLost(_player, opponentsRating); at->MemberLost(_player, opponentsRating);
@ -477,12 +462,13 @@ 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 _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); sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_NONE, 0, 0, arenaType);
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(_player->GetGUID(), true); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(_player->GetGUID(), true);
// player left queue, we should update it, maybe now his group fits in // player left queue, we should update it - do not update Arena Queue
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId,_player->GetBattleGroundQueueIdFromLevel(bgTypeId),arenatype,israted,rating); if( !arenaType )
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(bgTypeId), arenaType, isRated, rating);
SendPacket(&data); SendPacket(&data);
sLog.outDebug("Battleground: player %s (%u) left queue for bgtype %u, queue type %u.",_player->GetName(),_player->GetGUIDLow(),bg->GetTypeID(),bgQueueTypeId); sLog.outDebug("Battleground: player %s (%u) left queue for bgtype %u, queue type %u.", _player->GetName(), _player->GetGUIDLow(), bg->GetTypeID(), bgQueueTypeId);
break; break;
default: default:
sLog.outError("Battleground port: unknown action %u", action); sLog.outError("Battleground port: unknown action %u", action);

View file

@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__ #ifndef __REVISION_NR_H__
#define __REVISION_NR_H__ #define __REVISION_NR_H__
#define REVISION_NR "7446" #define REVISION_NR "7447"
#endif // __REVISION_NR_H__ #endif // __REVISION_NR_H__