Core/Dungeon Finder: Move all packet handling from Mgr to Handler (also minor cleanups)

--HG--
branch : trunk
This commit is contained in:
Spp
2010-09-09 14:49:52 +02:00
parent a0ffc6ab86
commit a9782329ab
6 changed files with 144 additions and 167 deletions
+3
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@@ -21,6 +21,9 @@
#ifndef TRINITY_DISABLEMGR_H
#define TRINITY_DISABLEMGR_H
#include <ace/Singleton.h>
class Unit;
enum DisableType
{
DISABLE_TYPE_SPELL = 0,
-3
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@@ -19,9 +19,6 @@
#ifndef _LFG_H
#define _LFG_H
#include "Define.h"
#include "Object.h"
enum LfgRoles
{
ROLE_NONE = 0x00,
+29 -145
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@@ -18,14 +18,15 @@
#include "Common.h"
#include "SharedDefines.h"
#include "Group.h"
#include "Player.h"
#include "DisableMgr.h"
#include "ObjectMgr.h"
#include "ProgressBar.h"
#include "SocialMgr.h"
#include "LFGMgr.h"
#include "ObjectMgr.h"
#include "DisableMgr.h"
#include "WorldPacket.h"
#include "ProgressBar.h"
#include "Group.h"
#include "Player.h"
// --- Debug
void DungeonDebug(uint64 guid, LfgDungeonSet *dungeons, std::string from)
@@ -304,16 +305,13 @@ void LFGMgr::Update(uint32 diff)
continue;
pRoleCheck->result = LFG_ROLECHECK_MISSING_ROLE;
WorldPacket data(SMSG_LFG_ROLE_CHECK_UPDATE, 4 + 1 + 1 + pRoleCheck->dungeons.size() * 4 + 1 + pRoleCheck->roles.size() * (8 + 1 + 4 + 1));
sLog.outDebug("SMSG_LFG_ROLE_CHECK_UPDATE");
BuildLfgRoleCheck(data, pRoleCheck);
Player *plr = NULL;
for (LfgRolesMap::const_iterator itRoles = pRoleCheck->roles.begin(); itRoles != pRoleCheck->roles.end(); ++itRoles)
{
plr = sObjectMgr.GetPlayer(itRoles->first);
if (!plr)
continue;
plr->GetSession()->SendPacket(&data);
plr->GetSession()->SendLfgRoleCheckUpdate(pRoleCheck);
plr->GetLfgDungeons()->clear();
plr->SetLfgRoles(ROLE_NONE);
@@ -645,7 +643,7 @@ void LFGMgr::Join(Player *plr)
{
plr->GetLfgDungeons()->clear();
plr->SetLfgRoles(ROLE_NONE);
plr->GetSession()->SendLfgJoinResult(result, 0);
plr->GetSession()->SendLfgJoinResult(result);
plr->GetSession()->SendLfgUpdateParty(LFG_UPDATETYPE_ROLECHECK_FAILED);
return;
}
@@ -675,12 +673,13 @@ void LFGMgr::Join(Player *plr)
// Expand random dungeons
LfgDungeonSet *dungeons = NULL;
LfgLockStatusMap *playersLockMap = NULL;
if (plr->GetLfgDungeons()->size() == 1 && isRandomDungeon(*plr->GetLfgDungeons()->begin()))
{
PlayerSet players;
players.insert(plr);
dungeons = GetDungeonsByRandom(*plr->GetLfgDungeons()->begin());
CheckCompatibleDungeons(dungeons, &players);
playersLockMap = CheckCompatibleDungeons(dungeons, &players);
}
else
dungeons = plr->GetLfgDungeons();
@@ -691,7 +690,7 @@ void LFGMgr::Join(Player *plr)
{
if (dungeons)
delete dungeons;
plr->GetSession()->SendLfgJoinResult(LFG_JOIN_NOT_MEET_REQS, 0);
plr->GetSession()->SendLfgJoinResult(LFG_JOIN_NOT_MEET_REQS, 0, playersLockMap);
}
else
{
@@ -920,18 +919,20 @@ bool LFGMgr::CheckCompatibility(LfgGuidList check, LfgProposalList *proposals)
plr = sObjectMgr.GetPlayer(it->first);
if (!plr)
sLog.outDebug("LFGMgr::CheckCompatibility: (%s) Warning! %u offline!", strGuids.c_str(), it->first);
for (PlayerSet::const_iterator itPlayer = players.begin(); itPlayer != players.end() && plr; ++itPlayer)
else
{
// Do not form a group with ignoring candidates
if (plr->GetSocial()->HasIgnore((*itPlayer)->GetGUIDLow()) || (*itPlayer)->GetSocial()->HasIgnore(plr->GetGUIDLow()))
plr = NULL;
// neither with diferent faction if it's not a mixed faction server
else if (plr->GetTeam() != (*itPlayer)->GetTeam() && !sWorld.getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GROUP))
plr = NULL;
for (PlayerSet::const_iterator itPlayer = players.begin(); itPlayer != players.end() && plr; ++itPlayer)
{
// Do not form a group with ignoring candidates
if (plr->GetSocial()->HasIgnore((*itPlayer)->GetGUIDLow()) || (*itPlayer)->GetSocial()->HasIgnore(plr->GetGUIDLow()))
plr = NULL;
// neither with diferent faction if it's not a mixed faction server
else if (plr->GetTeam() != (*itPlayer)->GetTeam() && !sWorld.getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GROUP))
plr = NULL;
}
if (plr)
players.insert(plr);
}
if (plr)
players.insert(plr);
}
// if we dont have the same ammount of players then we have self ignoring candidates or different faction groups
@@ -1113,7 +1114,7 @@ void LFGMgr::UpdateRoleCheck(Group *grp, Player *plr /* = NULL*/)
if (Player *plr = sObjectMgr.GetPlayer(it->first))
players.insert(plr);
playersLockMap = CheckCompatibleDungeons(dungeons, &players, true);
playersLockMap = CheckCompatibleDungeons(dungeons, &players);
DungeonDebug(plr->GetGUID(), dungeons, "UpdateRoleCheck");
pRoleCheck->dungeons.clear();
@@ -1149,10 +1150,6 @@ void LFGMgr::UpdateRoleCheck(Group *grp, Player *plr /* = NULL*/)
pRoleCheck->result = LFG_ROLECHECK_ABORTED;
WorldSession *session;
WorldPacket data(SMSG_LFG_ROLE_CHECK_UPDATE, 4 + 1 + 1 + pRoleCheck->dungeons.size() * 4 + 1 + pRoleCheck->roles.size() * (8 + 1 + 4 + 1));
sLog.outDebug("SMSG_LFG_ROLE_CHECK_UPDATE");
BuildLfgRoleCheck(data, pRoleCheck);
Player *plrg = NULL;
for (GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
{
@@ -1163,7 +1160,7 @@ void LFGMgr::UpdateRoleCheck(Group *grp, Player *plr /* = NULL*/)
session = plrg->GetSession();
if (!newRoleCheck && plr)
session->SendLfgRoleChosen(plr->GetGUID(), plr->GetLfgRoles());
session->SendPacket(&data);
session->SendLfgRoleCheckUpdate(pRoleCheck);
switch(pRoleCheck->result)
{
@@ -1175,17 +1172,7 @@ void LFGMgr::UpdateRoleCheck(Group *grp, Player *plr /* = NULL*/)
else
{
if (grp->GetLeaderGUID() == plrg->GetGUID())
{
uint32 size = 0;
for (LfgLockStatusMap::const_iterator it = playersLockMap->begin(); it != playersLockMap->end(); ++it)
size += 8 + 4 + it->second->size() * (4 + 4);
WorldPacket data(SMSG_LFG_JOIN_RESULT, 4 + 4 + size);
sLog.outDebug("SMSG_LFG_JOIN_RESULT");
data << uint32(LFG_JOIN_PARTY_NOT_MEET_REQS); // Check Result
data << uint32(0); // Check Value (always 0 when PartyNotMeetReqs
BuildPartyLockDungeonBlock(data, playersLockMap);
session->SendPacket(&data);
}
session->SendLfgJoinResult(LFG_JOIN_PARTY_NOT_MEET_REQS, 0, playersLockMap);
session->SendLfgUpdateParty(LFG_UPDATETYPE_ROLECHECK_FAILED);
plrg->GetLfgDungeons()->clear();
plrg->SetLfgRoles(ROLE_NONE);
@@ -1277,7 +1264,7 @@ LfgAnswer LFGMgr::GetCompatibles(std::string key)
/// <param name="LfgLockStatusMap *">Used to return the lockStatusMap</param>
/// <param name="boot">Return lockMap or discard it</param>
/// <returns>LfgLockStatusMap*</returns>
LfgLockStatusMap *LFGMgr::CheckCompatibleDungeons(LfgDungeonSet *dungeons, PlayerSet *players, bool returnLockMap /* = false */)
LfgLockStatusMap *LFGMgr::CheckCompatibleDungeons(LfgDungeonSet *dungeons, PlayerSet *players, bool returnLockMap /* = true */)
{
if (!dungeons)
return NULL;
@@ -1338,7 +1325,7 @@ LfgDungeonSet* LFGMgr::CheckCompatibleDungeons(LfgDungeonMap *dungeonsMap, Playe
// if we have players remove restrictions
if (players && !players->empty())
CheckCompatibleDungeons(compatibleDungeons, players);
CheckCompatibleDungeons(compatibleDungeons, players, false);
// Any compatible dungeon after checking restrictions?
if (compatibleDungeons && !compatibleDungeons->size())
@@ -1868,109 +1855,6 @@ void LFGMgr::RewardDungeonDoneFor(const uint32 dungeonId, Player *player)
player->ModifyMoney(moneyRew);
}
// --------------------------------------------------------------------------//
// Packet Functions
// --------------------------------------------------------------------------//
/// <summary>
/// Build lfgRolecheck packet
/// </summary>
/// <param name="WorldPacket &">WorldPacket</param>
/// <param name="LfgRoleCheck *">RoleCheck info</param>
void LFGMgr::BuildLfgRoleCheck(WorldPacket &data, LfgRoleCheck *pRoleCheck)
{
ASSERT(pRoleCheck);
Player *plr;
uint8 roles;
data << uint32(pRoleCheck->result); // Check result
data << uint8(pRoleCheck->result == LFG_ROLECHECK_INITIALITING);
data << uint8(pRoleCheck->dungeons.size()); // Number of dungeons
LFGDungeonEntry const *dungeon;
for (LfgDungeonSet::iterator it = pRoleCheck->dungeons.begin(); it != pRoleCheck->dungeons.end(); ++it)
{
dungeon = sLFGDungeonStore.LookupEntry(*it); // not null - been checked at join time
if (!dungeon)
{
sLog.outError("LFGMgr::BuildLfgRoleCheck: Dungeon %u does not exist in dbcs", *it);
data << uint32(0);
}
else
data << uint32(dungeon->Entry()); // Dungeon
}
data << uint8(pRoleCheck->roles.size()); // Players in group
// Leader info MUST be sent 1st :S
roles = pRoleCheck->roles[pRoleCheck->leader];
uint64 guid = MAKE_NEW_GUID(pRoleCheck->leader, 0, HIGHGUID_PLAYER);
data << uint64(guid); // Guid
data << uint8(roles > 0); // Ready
data << uint32(roles); // Roles
plr = sObjectMgr.GetPlayer(guid);
data << uint8(plr ? plr->getLevel() : 0); // Level
for (LfgRolesMap::const_iterator itPlayers = pRoleCheck->roles.begin(); itPlayers != pRoleCheck->roles.end(); ++itPlayers)
{
if (itPlayers->first == pRoleCheck->leader)
continue;
roles = itPlayers->second;
guid = MAKE_NEW_GUID(itPlayers->first, 0, HIGHGUID_PLAYER);
data << uint64(guid); // Guid
data << uint8(roles > 0); // Ready
data << uint32(roles); // Roles
plr = sObjectMgr.GetPlayer(guid);
data << uint8(plr ? plr->getLevel() : 0); // Level
}
}
/// <summary>
/// Build Party Dungeon lock status packet
/// </summary>
/// <param name="WorldPacket &">WorldPacket</param>
/// <param name="LfgLockStatusMap *">lock status map</param>
void LFGMgr::BuildPartyLockDungeonBlock(WorldPacket &data, LfgLockStatusMap *lockMap)
{
if (!lockMap || !lockMap->size())
{
data << uint8(0);
return;
}
data << uint8(lockMap->size());
for (LfgLockStatusMap::const_iterator it = lockMap->begin(); it != lockMap->end(); ++it)
{
data << uint64(MAKE_NEW_GUID(it->first, 0, HIGHGUID_PLAYER)); // Player guid
BuildPlayerLockDungeonBlock(data, it->second);
}
lockMap->clear();
delete lockMap;
}
/// <summary>
/// Build Player Dungeon lock status packet
/// </summary>
/// <param name="WorldPacket &">WorldPacket</param>
/// <param name="LfgLockStatusSet *">lock status list</param>
void LFGMgr::BuildPlayerLockDungeonBlock(WorldPacket &data, LfgLockStatusSet *lockSet)
{
if (!lockSet || !lockSet->size())
{
data << uint8(0);
return;
}
data << uint32(lockSet->size()); // Size of lock dungeons
for (LfgLockStatusSet::iterator it = lockSet->begin(); it != lockSet->end(); ++it)
{
data << uint32((*it)->dungeon); // Dungeon entry + type
data << uint32((*it)->lockstatus); // Lock status
delete (*it);
}
lockSet->clear();
delete lockSet;
}
// --------------------------------------------------------------------------//
// Auxiliar Functions
// --------------------------------------------------------------------------//
+6 -10
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@@ -21,9 +21,11 @@
#include "Common.h"
#include <ace/Singleton.h>
#include "Group.h"
#include "LFG.h"
class Group;
class Player;
enum LFGenum
{
LFG_TIME_ROLECHECK = 2*MINUTE,
@@ -103,7 +105,7 @@ enum LfgJoinResult
LFG_JOIN_OK = 0, // Joined (no client msg)
LFG_JOIN_FAILED = 1, // RoleCheck Failed
LFG_JOIN_GROUPFULL = 2, // Your group is full
LFG_JOIN_UNK3 = 3, // No client reaction
//LFG_JOIN_UNK3 = 3, // No client reaction
LFG_JOIN_INTERNAL_ERROR = 4, // Internal LFG Error
LFG_JOIN_NOT_MEET_REQS = 5, // You do not meet the requirements for the chosen dungeons
LFG_JOIN_PARTY_NOT_MEET_REQS = 6, // One or more party members do not meet the requirements for the chosen dungeons
@@ -118,7 +120,7 @@ enum LfgJoinResult
LFG_JOIN_PARTY_RANDOM_COOLDOWN = 15, // One or more party members are on random dungeon cooldown
LFG_JOIN_TOO_MUCH_MEMBERS = 16, // You can not enter dungeons with more that 5 party members
LFG_JOIN_USING_BG_SYSTEM = 17, // You can not use the dungeon system while in BG or arenas
LFG_JOIN_FAILED2 = 18, // RoleCheck Failed
//LFG_JOIN_FAILED2 = 18, // RoleCheck Failed
};
enum LfgRoleCheckResult
@@ -288,8 +290,6 @@ class LFGMgr
LfgDungeonSet* GetRandomDungeons(uint8 level, uint8 expansion);
LfgLockStatusSet* GetPlayerLockStatusDungeons(Player *plr, LfgDungeonSet *dungeons = NULL, bool useEntry = true);
LfgReward const* GetRandomDungeonReward(uint32 dungeon, uint8 level);
void BuildPlayerLockDungeonBlock(WorldPacket &data, LfgLockStatusSet *lockSet);
void BuildPartyLockDungeonBlock(WorldPacket &data, LfgLockStatusMap *lockMap);
private:
void Cleaner();
@@ -304,16 +304,12 @@ class LFGMgr
bool CheckGroupRoles(LfgRolesMap &groles, bool removeLeaderFlag = true);
bool CheckCompatibility(LfgGuidList check, LfgProposalList *proposals);
LfgDungeonSet* CheckCompatibleDungeons(LfgDungeonMap *dungeonsMap, PlayerSet *players);
LfgLockStatusMap *CheckCompatibleDungeons(LfgDungeonSet *dungeons, PlayerSet *players, bool returnLockMap = false);
LfgLockStatusMap *CheckCompatibleDungeons(LfgDungeonSet *dungeons, PlayerSet *players, bool returnLockMap = true);
void SetCompatibles(std::string concatenatedGuids, bool compatibles);
LfgAnswer GetCompatibles(std::string concatenatedGuids);
void RemoveFromCompatibles(uint64 guid);
std::string ConcatenateGuids(LfgGuidList check);
void BuildLfgRoleCheck(WorldPacket &data, LfgRoleCheck *pRoleCheck);
void BuildAvailableRandomDungeonList(WorldPacket &data, Player *plr);
void BuildBootPlayerBlock(WorldPacket &data, LfgPlayerBoot *pBoot, uint32 lowGuid);
LfgLockStatusMap* GetGroupLockStatusDungeons(PlayerSet *pPlayers, LfgDungeonSet *dungeons, bool useEntry = true);
LfgDungeonSet* GetDungeonsByRandom(uint32 randomdungeon);
LfgDungeonSet* GetAllDungeons();
@@ -23,6 +23,42 @@
#include "Player.h"
#include "ObjectMgr.h"
void BuildPlayerLockDungeonBlock(WorldPacket &data, LfgLockStatusSet *lockSet)
{
if (!lockSet || !lockSet->size())
{
data << uint8(0);
return;
}
data << uint32(lockSet->size()); // Size of lock dungeons
for (LfgLockStatusSet::iterator it = lockSet->begin(); it != lockSet->end(); ++it)
{
data << uint32((*it)->dungeon); // Dungeon entry + type
data << uint32((*it)->lockstatus); // Lock status
delete (*it);
}
lockSet->clear();
delete lockSet;
}
void BuildPartyLockDungeonBlock(WorldPacket &data, LfgLockStatusMap *lockMap)
{
if (!lockMap || !lockMap->size())
{
data << uint8(0);
return;
}
data << uint8(lockMap->size());
for (LfgLockStatusMap::const_iterator it = lockMap->begin(); it != lockMap->end(); ++it)
{
data << uint64(MAKE_NEW_GUID(it->first, 0, HIGHGUID_PLAYER)); // Player guid
BuildPlayerLockDungeonBlock(data, it->second);
}
lockMap->clear();
delete lockMap;
}
void WorldSession::HandleLfgJoinOpcode(WorldPacket &recv_data)
{
sLog.outDebug("CMSG_LFG_JOIN");
@@ -211,11 +247,11 @@ void WorldSession::HandleLfgPlayerLockInfoRequestOpcode(WorldPacket &/*recv_data
randomlist->clear();
delete randomlist;
}
sLFGMgr.BuildPlayerLockDungeonBlock(data, lockSet);
BuildPlayerLockDungeonBlock(data, lockSet);
SendPacket(&data);
}
void WorldSession::HandleLfgPartyLockInfoRequestOpcode(WorldPacket &/*recv_data*/)
void WorldSession::HandleLfgPartyLockInfoRequestOpcode(WorldPacket & /*recv_data*/)
{
sLog.outDebug("CMSG_LFD_PARTY_LOCK_INFO_REQUEST");
@@ -226,7 +262,7 @@ void WorldSession::HandleLfgPartyLockInfoRequestOpcode(WorldPacket &/*recv_data*
size += 8 + 4 + it->second->size() * (4 + 4);
sLog.outDebug("SMSG_LFG_PARTY_INFO");
WorldPacket data(SMSG_LFG_PARTY_INFO, 1 + size);
sLFGMgr.BuildPartyLockDungeonBlock(data, lockMap);
BuildPartyLockDungeonBlock(data, lockMap);
SendPacket(&data);
}
}
@@ -351,15 +387,72 @@ void WorldSession::SendLfgRoleChosen(uint64 guid, uint8 roles)
SendPacket(&data);
}
void WorldSession::SendLfgJoinResult(uint8 checkResult, uint8 checkValue)
void WorldSession::SendLfgRoleCheckUpdate(LfgRoleCheck *pRoleCheck)
{
sLog.outDebug("SMSG_LFG_JOIN_RESULT");
ASSERT(pRoleCheck);
WorldPacket data(SMSG_LFG_JOIN_RESULT, 4 + 4 + checkResult == LFG_JOIN_PARTY_NOT_MEET_REQS ? 1 : 0);
sLog.outDebug("SMSG_LFG_ROLE_CHECK_UPDATE");
WorldPacket data(SMSG_LFG_ROLE_CHECK_UPDATE, 4 + 1 + 1 + pRoleCheck->dungeons.size() * 4 + 1 + pRoleCheck->roles.size() * (8 + 1 + 4 + 1));
Player *plr;
uint8 roles;
data << uint32(pRoleCheck->result); // Check result
data << uint8(pRoleCheck->result == LFG_ROLECHECK_INITIALITING);
data << uint8(pRoleCheck->dungeons.size()); // Number of dungeons
LFGDungeonEntry const *dungeon;
for (LfgDungeonSet::iterator it = pRoleCheck->dungeons.begin(); it != pRoleCheck->dungeons.end(); ++it)
{
dungeon = sLFGDungeonStore.LookupEntry(*it);
if (!dungeon)
{
sLog.outError("BuildLfgRoleCheck: Dungeon %u does not exist in dbcs", *it);
data << uint32(0);
}
else
data << uint32(dungeon->Entry()); // Dungeon
}
data << uint8(pRoleCheck->roles.size()); // Players in group
// Leader info MUST be sent 1st :S
roles = pRoleCheck->roles[pRoleCheck->leader];
uint64 guid = MAKE_NEW_GUID(pRoleCheck->leader, 0, HIGHGUID_PLAYER);
data << uint64(guid); // Guid
data << uint8(roles > 0); // Ready
data << uint32(roles); // Roles
plr = sObjectMgr.GetPlayer(guid);
data << uint8(plr ? plr->getLevel() : 0); // Level
for (LfgRolesMap::const_iterator itPlayers = pRoleCheck->roles.begin(); itPlayers != pRoleCheck->roles.end(); ++itPlayers)
{
if (itPlayers->first == pRoleCheck->leader)
continue;
roles = itPlayers->second;
guid = MAKE_NEW_GUID(itPlayers->first, 0, HIGHGUID_PLAYER);
data << uint64(guid); // Guid
data << uint8(roles > 0); // Ready
data << uint32(roles); // Roles
plr = sObjectMgr.GetPlayer(guid);
data << uint8(plr ? plr->getLevel() : 0); // Level
}
SendPacket(&data);
}
void WorldSession::SendLfgJoinResult(uint8 checkResult, uint8 checkValue /* = 0 */, LfgLockStatusMap *playersLockMap /* = NULL */)
{
uint32 size = 0;
if (playersLockMap)
{
for (LfgLockStatusMap::const_iterator it = playersLockMap->begin(); it != playersLockMap->end(); ++it)
size += 8 + 4 + it->second->size() * (4 + 4);
}
WorldPacket data(SMSG_LFG_JOIN_RESULT, 4 + 4 + size);
sLog.outDebug("SMSG_LFG_JOIN_RESULT");
data << uint32(checkResult); // Check Result
data << uint32(checkValue); // Check Value
if (checkResult == LFG_JOIN_PARTY_NOT_MEET_REQS) // Should never happen - its handled in Mgr but just in case
data << uint8(0);
if (playersLockMap)
BuildPartyLockDungeonBlock(data, playersLockMap);
SendPacket(&data);
}
+5 -1
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@@ -51,9 +51,12 @@ class CharacterHandler;
class SpellCastTargets;
struct AreaTableEntry;
struct GM_Ticket;
struct LfgLockStatus;
struct LfgPlayerBoot;
struct LfgProposal;
struct LfgReward;
struct LfgRoleCheck;
enum AccountDataType
{
@@ -722,8 +725,9 @@ class WorldSession
void SendLfgUpdatePlayer(uint8 updateType);
void SendLfgUpdateParty(uint8 updateType);
void SendLfgRoleChosen(uint64 guid, uint8 roles);
void SendLfgRoleCheckUpdate(LfgRoleCheck *pRoleCheck);
void SendLfgUpdateSearch(bool update);
void SendLfgJoinResult(uint8 checkResult, uint8 checkValue);
void SendLfgJoinResult(uint8 checkResult, uint8 checkValue = 0, std::map<uint32, std::set<LfgLockStatus*>*> *playersLockMap = NULL /* LfgLockStatusMap *playersLockMap = NULL */);
void SendLfgQueueStatus(uint32 dungeon, int32 waitTime, int32 avgWaitTime, int32 waitTimeTanks, int32 waitTimeHealer, int32 waitTimeDps, uint32 queuedTime, uint8 tanks, uint8 healers, uint8 dps);
void SendLfgPlayerReward(uint32 rdungeonEntry, uint32 sdungeonEntry, uint8 done, const LfgReward *reward, const Quest *qRew);
void SendLfgBootPlayer(LfgPlayerBoot *pBoot);