[7437] Fixed client visible instance ids for battlegrounds. Author: balrok
--HG-- branch : trunk
This commit is contained in:
@@ -1150,6 +1150,8 @@ 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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@@ -1184,6 +1186,8 @@ 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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@@ -1239,7 +1243,7 @@ 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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@@ -1497,6 +1501,25 @@ 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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@@ -1521,6 +1544,28 @@ 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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@@ -1590,6 +1635,7 @@ 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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@@ -1864,16 +1910,11 @@ 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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