Revert 6776. Do not revert my commits without asking me. Removing a functionality is never a fix for an issue, it should have stayed in place so that I can get accurate feedback on the cause of the problem.

--HG--
branch : trunk
This commit is contained in:
Machiavelli
2009-12-25 19:12:42 +01:00
parent 640a81c877
commit f75c0f8081
+49 -51
View File
@@ -1288,90 +1288,88 @@ void BattleGroundMgr::BuildBattleGroundStatusPacket(WorldPacket *data, BattleGro
void BattleGroundMgr::BuildPvpLogDataPacket(WorldPacket *data, BattleGround *bg) void BattleGroundMgr::BuildPvpLogDataPacket(WorldPacket *data, BattleGround *bg)
{ {
uint8 type = (bg->isArena() ? 1 : 0);
// last check on 3.0.3
data->Initialize(MSG_PVP_LOG_DATA, (1+1+4+40*bg->GetPlayerScoresSize())); data->Initialize(MSG_PVP_LOG_DATA, (1+1+4+40*bg->GetPlayerScoresSize()));
*data << uint8(type); // type (battleground=0/arena=1)
uint8 type = (bg->isArena() ? 1 : 0);
*data << uint8(type); // type (battleground=0/arena=1)
if (type) // arena if (type) // arena
{ {
// it seems this must be according to BG_WINNER_A/H and _NOT_ BG_TEAM_A/H if (bg->isRated())
for (int i = 1; i >= 0; --i)
{ {
*data << uint32(bg->m_ArenaTeamRatingChanges[i]); for (int8 i = 1; i >= 0; --i) // Rating difference per team first
*data << uint32(3999); // huge thanks for TOM_RUS for this! {
*data << uint32(0); // added again in 3.1 *data << uint32(0); // Padding
sLog.outDebug("rating change: %d", bg->m_ArenaTeamRatingChanges[i]); *data << uint32(3000 + bg->m_ArenaTeamRatingChanges[i]); // rating change + 3000
*data << uint32(0); // added again in 3.1 - padding?
} }
for (int i = 1; i >= 0; --i) for (int8 i = 1; i >= 0; --i) // Send out arena team names per team
{ {
uint32 at_id = bg->m_ArenaTeamIds[i]; uint32 at_id = bg->m_ArenaTeamIds[i];
ArenaTeam * at = objmgr.GetArenaTeamById(at_id); ArenaTeam * at = objmgr.GetArenaTeamById(at_id);
if (at)
*data << at->GetName(); *data << at->GetName();
else }
*data << (uint8)0; }
else // if (!bg->isRated())
{
// padding // /\rating // padding // team name
*data << uint32(0) << uint32(0) << uint32(0) << uint8(0);
*data << uint32(0) << uint32(0) << uint32(0) << uint8(0);
} }
} }
if (bg->GetStatus() != STATUS_WAIT_LEAVE) if (bg->GetStatus() != STATUS_WAIT_LEAVE)
{ {
*data << uint8(0); // bg not ended *data << uint8(0); // Battleground still in progress.
} }
else else
{ {
*data << uint8(1); // bg ended *data << uint8(1); // Battleground ended.
*data << uint8(bg->GetWinner()); // who win *data << uint8(bg->GetWinner()); // 0 or 1
} }
*data << (int32)(bg->GetPlayerScoresSize()); *data << uint32(bg->GetPlayerScoresSize()); // Can't possibly be negative, but it was sent as int32 before.
for (BattleGround::BattleGroundScoreMap::const_iterator itr = bg->GetPlayerScoresBegin(); itr != bg->GetPlayerScoresEnd(); ++itr) for (BattleGround::BattleGroundScoreMap::const_iterator itr = bg->GetPlayerScoresBegin(); itr != bg->GetPlayerScoresEnd(); ++itr)
{ {
*data << (uint64)itr->first; // In here we send players' individual statistics for the match.
*data << (int32)itr->second->KillingBlows; *data << uint64(itr->first); // Player GUID
if (type == 0) *data << uint32(itr->second->KillingBlows);
{ if (type) // if (bg->isArena())
*data << (int32)itr->second->HonorableKills;
*data << (int32)itr->second->Deaths;
*data << (int32)(itr->second->BonusHonor);
}
else
{ {
Player *plr = objmgr.GetPlayer(itr->first); Player *plr = objmgr.GetPlayer(itr->first);
uint32 team = bg->GetPlayerTeam(itr->first); *data << uint8(plr->GetBGTeam()); // BG Team ID (Green/Gold team, not faction teams in arena)
if (!team && plr)
team = plr->GetTeam();
if (( bg->GetWinner()==0 && team == ALLIANCE ) || ( bg->GetWinner()==1 && team==HORDE ))
*data << uint8(1);
else
*data << uint8(0);
} }
*data << (int32)itr->second->DamageDone; // damage done else // if (!bg->isArena())
*data << (int32)itr->second->HealingDone; // healing done {
*data << uint32(itr->second->HonorableKills);
*data << uint32(itr->second->Deaths);
*data << uint32(itr->second->BonusHonor);
}
*data << uint32(itr->second->DamageDone); // damage done
*data << uint32(itr->second->HealingDone); // healing done
switch(bg->GetTypeID()) // battleground specific things switch(bg->GetTypeID()) // battleground specific things
{ {
case BATTLEGROUND_AV: case BATTLEGROUND_AV:
*data << (uint32)0x00000005; // count of next fields *data << uint32(0x00000005); // count of next fields
*data << (uint32)((BattleGroundAVScore*)itr->second)->GraveyardsAssaulted; // GraveyardsAssaulted *data << uint32(((BattleGroundAVScore*)itr->second)->GraveyardsAssaulted); // GraveyardsAssaulted
*data << (uint32)((BattleGroundAVScore*)itr->second)->GraveyardsDefended; // GraveyardsDefended *data << uint32(((BattleGroundAVScore*)itr->second)->GraveyardsDefended); // GraveyardsDefended
*data << (uint32)((BattleGroundAVScore*)itr->second)->TowersAssaulted; // TowersAssaulted *data << uint32(((BattleGroundAVScore*)itr->second)->TowersAssaulted); // TowersAssaulted
*data << (uint32)((BattleGroundAVScore*)itr->second)->TowersDefended; // TowersDefended *data << uint32(((BattleGroundAVScore*)itr->second)->TowersDefended); // TowersDefended
*data << (uint32)((BattleGroundAVScore*)itr->second)->MinesCaptured; // MinesCaptured *data << uint32(((BattleGroundAVScore*)itr->second)->MinesCaptured); // MinesCaptured
break; break;
case BATTLEGROUND_WS: case BATTLEGROUND_WS:
*data << (uint32)0x00000002; // count of next fields *data << uint32(0x00000002); // count of next fields
*data << (uint32)((BattleGroundWGScore*)itr->second)->FlagCaptures; // flag captures *data << uint32(((BattleGroundWGScore*)itr->second)->FlagCaptures); // flag captures
*data << (uint32)((BattleGroundWGScore*)itr->second)->FlagReturns; // flag returns *data << uint32(((BattleGroundWGScore*)itr->second)->FlagReturns); // flag returns
break; break;
case BATTLEGROUND_AB: case BATTLEGROUND_AB:
*data << (uint32)0x00000002; // count of next fields *data << uint32(0x00000002); // count of next fields
*data << (uint32)((BattleGroundABScore*)itr->second)->BasesAssaulted; // bases asssulted *data << uint32(((BattleGroundABScore*)itr->second)->BasesAssaulted); // bases asssulted
*data << (uint32)((BattleGroundABScore*)itr->second)->BasesDefended; // bases defended *data << uint32(((BattleGroundABScore*)itr->second)->BasesDefended); // bases defended
break; break;
case BATTLEGROUND_EY: case BATTLEGROUND_EY:
*data << (uint32)0x00000001; // count of next fields *data << uint32(0x00000001); // count of next fields
*data << (uint32)((BattleGroundEYScore*)itr->second)->FlagCaptures; // flag captures *data << uint32(((BattleGroundEYScore*)itr->second)->FlagCaptures); // flag captures
break; break;
case BATTLEGROUND_NA: case BATTLEGROUND_NA:
case BATTLEGROUND_BE: case BATTLEGROUND_BE:
@@ -1382,11 +1380,11 @@ void BattleGroundMgr::BuildPvpLogDataPacket(WorldPacket *data, BattleGround *bg)
case BATTLEGROUND_RV: // wotlk case BATTLEGROUND_RV: // wotlk
case BATTLEGROUND_IC: // wotlk case BATTLEGROUND_IC: // wotlk
case BATTLEGROUND_ABG: // wotlk case BATTLEGROUND_ABG: // wotlk
*data << (int32)0; // 0 *data << uint32(0); // 0
break; break;
default: default:
sLog.outDebug("Unhandled MSG_PVP_LOG_DATA for BG id %u", bg->GetTypeID()); sLog.outDebug("Unhandled MSG_PVP_LOG_DATA for BG id %u", bg->GetTypeID());
*data << (int32)0; *data << uint32(0);
break; break;
} }
} }