void HandleBattleFieldPort(BattlefieldPort battlefieldPort) { if (!GetPlayer().InBattlegroundQueue()) { Log.outDebug(LogFilter.Battleground, "CMSG_BATTLEFIELD_PORT {0} Slot: {1}, Unk: {2}, Time: {3}, AcceptedInvite: {4}. Player not in queue!", GetPlayerInfo(), battlefieldPort.Ticket.Id, battlefieldPort.Ticket.Type, battlefieldPort.Ticket.Time, battlefieldPort.AcceptedInvite); return; } BattlegroundQueueTypeId bgQueueTypeId = GetPlayer().GetBattlegroundQueueTypeId(battlefieldPort.Ticket.Id); if (bgQueueTypeId == BattlegroundQueueTypeId.None) { Log.outDebug(LogFilter.Battleground, "CMSG_BATTLEFIELD_PORT {0} Slot: {1}, Unk: {2}, Time: {3}, AcceptedInvite: {4}. Invalid queueSlot!", GetPlayerInfo(), battlefieldPort.Ticket.Id, battlefieldPort.Ticket.Type, battlefieldPort.Ticket.Time, battlefieldPort.AcceptedInvite); return; } BattlegroundQueue bgQueue = Global.BattlegroundMgr.GetBattlegroundQueue(bgQueueTypeId); //we must use temporary variable, because GroupQueueInfo pointer can be deleted in BattlegroundQueue.RemovePlayer() function GroupQueueInfo ginfo; if (!bgQueue.GetPlayerGroupInfoData(GetPlayer().GetGUID(), out ginfo)) { Log.outDebug(LogFilter.Battleground, "CMSG_BATTLEFIELD_PORT {0} Slot: {1}, Unk: {2}, Time: {3}, AcceptedInvite: {4}. Player not in queue (No player Group Info)!", GetPlayerInfo(), battlefieldPort.Ticket.Id, battlefieldPort.Ticket.Type, battlefieldPort.Ticket.Time, battlefieldPort.AcceptedInvite); return; } // if action == 1, then instanceId is required if (ginfo.IsInvitedToBGInstanceGUID == 0 && battlefieldPort.AcceptedInvite) { Log.outDebug(LogFilter.Battleground, "CMSG_BATTLEFIELD_PORT {0} Slot: {1}, Unk: {2}, Time: {3}, AcceptedInvite: {4}. Player is not invited to any bg!", GetPlayerInfo(), battlefieldPort.Ticket.Id, battlefieldPort.Ticket.Type, battlefieldPort.Ticket.Time, battlefieldPort.AcceptedInvite); return; } BattlegroundTypeId bgTypeId = Global.BattlegroundMgr.BGTemplateId(bgQueueTypeId); // BGTemplateId returns Battleground_AA when it is arena queue. // Do instance id search as there is no AA bg instances. Battleground bg = Global.BattlegroundMgr.GetBattleground(ginfo.IsInvitedToBGInstanceGUID, bgTypeId == BattlegroundTypeId.AA ? BattlegroundTypeId.None : bgTypeId); if (!bg) { if (battlefieldPort.AcceptedInvite) { Log.outDebug(LogFilter.Battleground, "CMSG_BATTLEFIELD_PORT {0} Slot: {1}, Unk: {2}, Time: {3}, AcceptedInvite: {4}. Cant find BG with id {5}!", GetPlayerInfo(), battlefieldPort.Ticket.Id, battlefieldPort.Ticket.Type, battlefieldPort.Ticket.Time, battlefieldPort.AcceptedInvite, ginfo.IsInvitedToBGInstanceGUID); return; } bg = Global.BattlegroundMgr.GetBattlegroundTemplate(bgTypeId); if (!bg) { Log.outError(LogFilter.Network, "BattlegroundHandler: bg_template not found for type id {0}.", bgTypeId); return; } } // get real bg type bgTypeId = bg.GetTypeID(); // expected bracket entry PVPDifficultyRecord bracketEntry = Global.DB2Mgr.GetBattlegroundBracketByLevel(bg.GetMapId(), GetPlayer().getLevel()); if (bracketEntry == null) { return; } //some checks if player isn't cheating - it is not exactly cheating, but we cannot allow it if (battlefieldPort.AcceptedInvite && ginfo.ArenaType == 0) { //if player is trying to enter Battleground(not arena!) and he has deserter debuff, we must just remove him from queue if (!GetPlayer().CanJoinToBattleground(bg)) { // send bg command result to show nice message BattlefieldStatusFailed battlefieldStatus; Global.BattlegroundMgr.BuildBattlegroundStatusFailed(out battlefieldStatus, bg, GetPlayer(), battlefieldPort.Ticket.Id, 0, GroupJoinBattlegroundResult.Deserters); SendPacket(battlefieldStatus); battlefieldPort.AcceptedInvite = false; Log.outDebug(LogFilter.Battleground, "Player {0} ({1}) has a deserter debuff, do not port him to Battleground!", GetPlayer().GetName(), GetPlayer().GetGUID().ToString()); } //if player don't match Battlegroundmax level, then do not allow him to enter! (this might happen when player leveled up during his waiting in queue if (GetPlayer().getLevel() > bg.GetMaxLevel()) { Log.outDebug(LogFilter.Network, "Player {0} ({1}) has level ({2}) higher than maxlevel ({3}) of Battleground({4})! Do not port him to Battleground!", GetPlayer().GetName(), GetPlayer().GetGUID().ToString(), GetPlayer().getLevel(), bg.GetMaxLevel(), bg.GetTypeID()); battlefieldPort.AcceptedInvite = false; } } if (battlefieldPort.AcceptedInvite) { // check Freeze debuff if (GetPlayer().HasAura(9454)) { return; } if (!GetPlayer().IsInvitedForBattlegroundQueueType(bgQueueTypeId)) { return; // cheating? } if (!GetPlayer().InBattleground()) { GetPlayer().SetBattlegroundEntryPoint(); } // resurrect the player if (!GetPlayer().IsAlive()) { GetPlayer().ResurrectPlayer(1.0f); GetPlayer().SpawnCorpseBones(); } // stop taxi flight at port if (GetPlayer().IsInFlight()) { GetPlayer().GetMotionMaster().MovementExpired(); GetPlayer().CleanupAfterTaxiFlight(); } BattlefieldStatusActive battlefieldStatus; Global.BattlegroundMgr.BuildBattlegroundStatusActive(out battlefieldStatus, bg, GetPlayer(), battlefieldPort.Ticket.Id, GetPlayer().GetBattlegroundQueueJoinTime(bgQueueTypeId), bg.GetArenaType()); SendPacket(battlefieldStatus); // remove BattlegroundQueue status from BGmgr bgQueue.RemovePlayer(GetPlayer().GetGUID(), false); // this is still needed here if Battleground"jumping" shouldn't add deserter debuff // also this is required to prevent stuck at old Battlegroundafter SetBattlegroundId set to new Battleground currentBg = GetPlayer().GetBattleground(); if (currentBg) { currentBg.RemovePlayerAtLeave(GetPlayer().GetGUID(), false, true); } // set the destination instance id GetPlayer().SetBattlegroundId(bg.GetInstanceID(), bgTypeId); // set the destination team GetPlayer().SetBGTeam(ginfo.Team); Global.BattlegroundMgr.SendToBattleground(GetPlayer(), ginfo.IsInvitedToBGInstanceGUID, bgTypeId); Log.outDebug(LogFilter.Battleground, "Battleground: player {0} ({1}) joined battle for bg {2}, bgtype {3}, queue type {4}.", GetPlayer().GetName(), GetPlayer().GetGUID().ToString(), bg.GetInstanceID(), bg.GetTypeID(), bgQueueTypeId); } else // leave queue { // if player leaves rated arena match before match start, it is counted as he played but he lost if (ginfo.IsRated && ginfo.IsInvitedToBGInstanceGUID != 0) { ArenaTeam at = Global.ArenaTeamMgr.GetArenaTeamById((uint)ginfo.Team); if (at != null) { Log.outDebug(LogFilter.Battleground, "UPDATING memberLost's personal arena rating for {0} by opponents rating: {1}, because he has left queue!", GetPlayer().GetGUID().ToString(), ginfo.OpponentsTeamRating); at.MemberLost(GetPlayer(), ginfo.OpponentsMatchmakerRating); at.SaveToDB(); } } BattlefieldStatusNone battlefieldStatus = new BattlefieldStatusNone(); battlefieldStatus.Ticket = battlefieldPort.Ticket; SendPacket(battlefieldStatus); GetPlayer().RemoveBattlegroundQueueId(bgQueueTypeId); // must be called this way, because if you move this call to queue.removeplayer, it causes bugs bgQueue.RemovePlayer(GetPlayer().GetGUID(), true); // player left queue, we should update it - do not update Arena Queue if (ginfo.ArenaType == 0) { Global.BattlegroundMgr.ScheduleQueueUpdate(ginfo.ArenaMatchmakerRating, ginfo.ArenaType, bgQueueTypeId, bgTypeId, bracketEntry.GetBracketId()); } Log.outDebug(LogFilter.Battleground, "Battleground: player {0} ({1}) left queue for bgtype {2}, queue type {3}.", GetPlayer().GetName(), GetPlayer().GetGUID().ToString(), bg.GetTypeID(), bgQueueTypeId); } }