Code/Dungeon Finder: Move some packets from Mgr to Handler
--HG-- branch : trunk
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@@ -250,7 +250,6 @@ class LFGMgr
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LFGMgr();
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~LFGMgr();
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void InitLFG();
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void Join(Player *plr);
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void Leave(Player *plr, Group *grp = NULL);
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void OfferContinue(Group *grp);
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@@ -260,8 +259,6 @@ class LFGMgr
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void UpdateRoleCheck(Group *grp, Player *plr = NULL);
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void Update(uint32 diff);
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void SendLfgPlayerInfo(Player *plr);
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void SendLfgPartyInfo(Player *plr);
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bool isRandomDungeon(uint32 dungeonId);
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void InitBoot(Group *grp, uint32 plowGuid, uint32 vlowGuid, std::string reason);
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@@ -275,35 +272,32 @@ class LFGMgr
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return itr->second;
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return 0;
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}
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};
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LfgLockStatusMap* GetPartyLockStatusDungeons(Player *plr, LfgDungeonSet *dungeons = NULL);
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LfgDungeonSet* GetRandomDungeons(uint8 level, uint8 expansion);
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LfgLockStatusSet* GetPlayerLockStatusDungeons(Player *plr, LfgDungeonSet *dungeons = NULL);
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LfgReward const* GetRandomDungeonReward(uint32 dungeon, uint8 level);
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void BuildPlayerLockDungeonBlock(WorldPacket &data, LfgLockStatusSet *lockSet);
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void BuildPartyLockDungeonBlock(WorldPacket &data, LfgLockStatusMap *lockMap);
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private:
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void Cleaner();
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void AddGuidToNewQueue(uint64 guid);
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void SendLfgBootPlayer(Player *plr, LfgPlayerBoot *pBoot);
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void SendUpdateProposal(Player *plr, uint32 proposalId, LfgProposal *pProp);
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void SendLfgPlayerReward(Player *plr);
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void AddToQueue(uint64 guid, LfgRolesMap *roles, LfgDungeonSet *dungeons);
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bool RemoveFromQueue(uint64 guid);
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void RemoveProposal(LfgProposalMap::iterator itProposal, LfgUpdateType type);
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void FindNewGroups(LfgGuidList &check, LfgGuidList all, LfgProposalList *proposals);
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bool CheckGroupRoles(LfgRolesMap &groles, bool removeLeaderFlag = true);
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void BuildLfgRoleCheck(WorldPacket &data, LfgRoleCheck *pRoleCheck);
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void BuildAvailableRandomDungeonList(WorldPacket &data, Player *plr);
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void BuildPlayerLockDungeonBlock(WorldPacket &data, LfgLockStatusSet *lockSet);
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void BuildPartyLockDungeonBlock(WorldPacket &data, LfgLockStatusMap *lockMap);
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void BuildBootPlayerBlock(WorldPacket &data, LfgPlayerBoot *pBoot, uint32 lowGuid);
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void AddToQueue(uint64 guid, LfgRolesMap *roles, LfgDungeonSet *dungeons);
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bool RemoveFromQueue(uint64 guid);
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void FindNewGroups(LfgGuidList &check, LfgGuidList all, LfgProposalList *proposals);
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bool CheckGroupRoles(LfgRolesMap &groles, bool removeLeaderFlag = true);
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void RemoveProposal(LfgProposalMap::iterator itProposal, LfgUpdateType type);
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LfgLockStatusMap* GetGroupLockStatusDungeons(PlayerSet *pPlayers, LfgDungeonSet *dungeons);
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LfgLockStatusMap* GetPartyLockStatusDungeons(Player *plr, LfgDungeonSet *dungeons);
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LfgLockStatusSet* GetPlayerLockStatusDungeons(Player *plr, LfgDungeonSet *dungeons);
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LfgDungeonSet* GetDungeonsByRandom(uint32 randomdungeon);
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LfgDungeonSet* GetRandomDungeons(uint8 level, uint8 expansion);
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LfgDungeonSet* GetAllDungeons();
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LfgReward const* GetRandomDungeonReward(uint32 dungeon, uint8 level);
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uint8 GetDungeonGroupType(uint32 dungeon);
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LfgRewardMap m_RewardMap; // Stores rewards for random dungeons
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