Core: Codestyle clean-up
"plr"->player Note: codestyle methods needs maintained, Player* player.
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@@ -285,7 +285,7 @@ uint32 BattlegroundQueue::GetAverageQueueWaitTime(GroupQueueInfo* ginfo, Battleg
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//remove player from queue and from group info, if group info is empty then remove it too
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void BattlegroundQueue::RemovePlayer(uint64 guid, bool decreaseInvitedCount)
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{
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//Player* plr = ObjectAccessor::FindPlayer(guid);
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//Player* player = ObjectAccessor::FindPlayer(guid);
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int32 bracket_id = -1; // signed for proper for-loop finish
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QueuedPlayersMap::iterator itr;
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@@ -362,8 +362,8 @@ void BattlegroundQueue::RemovePlayer(uint64 guid, bool decreaseInvitedCount)
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if (ArenaTeam* at = sArenaTeamMgr->GetArenaTeamById(group->ArenaTeamId))
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{
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sLog->outDebug(LOG_FILTER_BATTLEGROUND, "UPDATING memberLost's personal arena rating for %u by opponents rating: %u", GUID_LOPART(guid), group->OpponentsTeamRating);
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if (Player* plr = ObjectAccessor::FindPlayer(guid))
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at->MemberLost(plr, group->OpponentsMatchmakerRating);
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if (Player* player = ObjectAccessor::FindPlayer(guid))
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at->MemberLost(player, group->OpponentsMatchmakerRating);
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else
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at->OfflineMemberLost(guid, group->OpponentsMatchmakerRating);
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at->SaveToDB();
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@@ -442,36 +442,36 @@ bool BattlegroundQueue::InviteGroupToBG(GroupQueueInfo* ginfo, Battleground* bg,
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for (std::map<uint64, PlayerQueueInfo*>::iterator itr = ginfo->Players.begin(); itr != ginfo->Players.end(); ++itr)
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{
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// get the player
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Player* plr = ObjectAccessor::FindPlayer(itr->first);
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Player* player = ObjectAccessor::FindPlayer(itr->first);
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// if offline, skip him, this should not happen - player is removed from queue when he logs out
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if (!plr)
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if (!player)
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continue;
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// invite the player
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PlayerInvitedToBGUpdateAverageWaitTime(ginfo, bracket_id);
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//sBattlegroundMgr->InvitePlayer(plr, bg, ginfo->Team);
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//sBattlegroundMgr->InvitePlayer(player, bg, ginfo->Team);
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// set invited player counters
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bg->IncreaseInvitedCount(ginfo->Team);
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plr->SetInviteForBattlegroundQueueType(bgQueueTypeId, ginfo->IsInvitedToBGInstanceGUID);
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player->SetInviteForBattlegroundQueueType(bgQueueTypeId, ginfo->IsInvitedToBGInstanceGUID);
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// create remind invite events
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BGQueueInviteEvent* inviteEvent = new BGQueueInviteEvent(plr->GetGUID(), ginfo->IsInvitedToBGInstanceGUID, bgTypeId, ginfo->ArenaType, ginfo->RemoveInviteTime);
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BGQueueInviteEvent* inviteEvent = new BGQueueInviteEvent(player->GetGUID(), ginfo->IsInvitedToBGInstanceGUID, bgTypeId, ginfo->ArenaType, ginfo->RemoveInviteTime);
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m_events.AddEvent(inviteEvent, m_events.CalculateTime(INVITATION_REMIND_TIME));
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// create automatic remove events
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BGQueueRemoveEvent* removeEvent = new BGQueueRemoveEvent(plr->GetGUID(), ginfo->IsInvitedToBGInstanceGUID, bgTypeId, bgQueueTypeId, ginfo->RemoveInviteTime);
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BGQueueRemoveEvent* removeEvent = new BGQueueRemoveEvent(player->GetGUID(), ginfo->IsInvitedToBGInstanceGUID, bgTypeId, bgQueueTypeId, ginfo->RemoveInviteTime);
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m_events.AddEvent(removeEvent, m_events.CalculateTime(INVITE_ACCEPT_WAIT_TIME));
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WorldPacket data;
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uint32 queueSlot = plr->GetBattlegroundQueueIndex(bgQueueTypeId);
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uint32 queueSlot = player->GetBattlegroundQueueIndex(bgQueueTypeId);
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sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: invited plr %s (%u) to BG instance %u queueindex %u bgtype %u, I can't help it if they don't press the enter battle button.", plr->GetName(), plr->GetGUIDLow(), bg->GetInstanceID(), queueSlot, bg->GetTypeID());
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sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: invited player %s (%u) to BG instance %u queueindex %u bgtype %u, I can't help it if they don't press the enter battle button.", player->GetName(), player->GetGUIDLow(), bg->GetInstanceID(), queueSlot, bg->GetTypeID());
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// send status packet
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sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_JOIN, INVITE_ACCEPT_WAIT_TIME, 0, ginfo->ArenaType);
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plr->GetSession()->SendPacket(&data);
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player->GetSession()->SendPacket(&data);
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}
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return true;
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}
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@@ -1020,9 +1020,9 @@ void BattlegroundQueue::BattlegroundQueueUpdate(uint32 diff, BattlegroundTypeId
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bool BGQueueInviteEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
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{
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Player* plr = ObjectAccessor::FindPlayer(m_PlayerGuid);
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Player* player = ObjectAccessor::FindPlayer(m_PlayerGuid);
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// player logged off (we should do nothing, he is correctly removed from queue in another procedure)
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if (!plr)
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if (!player)
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return true;
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Battleground* bg = sBattlegroundMgr->GetBattleground(m_BgInstanceGUID, m_BgTypeId);
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@@ -1031,7 +1031,7 @@ bool BGQueueInviteEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
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return true;
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BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType());
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uint32 queueSlot = plr->GetBattlegroundQueueIndex(bgQueueTypeId);
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uint32 queueSlot = player->GetBattlegroundQueueIndex(bgQueueTypeId);
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if (queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES) // player is in queue or in battleground
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{
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// check if player is invited to this bg
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@@ -1041,7 +1041,7 @@ bool BGQueueInviteEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
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WorldPacket data;
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//we must send remaining time in queue
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sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_JOIN, INVITE_ACCEPT_WAIT_TIME - INVITATION_REMIND_TIME, 0, m_ArenaType);
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plr->GetSession()->SendPacket(&data);
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player->GetSession()->SendPacket(&data);
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}
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}
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return true; //event will be deleted
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@@ -1063,8 +1063,8 @@ void BGQueueInviteEvent::Abort(uint64 /*e_time*/)
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*/
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bool BGQueueRemoveEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
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{
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Player* plr = ObjectAccessor::FindPlayer(m_PlayerGuid);
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if (!plr)
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Player* player = ObjectAccessor::FindPlayer(m_PlayerGuid);
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if (!player)
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// player logged off (we should do nothing, he is correctly removed from queue in another procedure)
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return true;
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@@ -1072,16 +1072,16 @@ bool BGQueueRemoveEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
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//battleground can be deleted already when we are removing queue info
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//bg pointer can be NULL! so use it carefully!
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uint32 queueSlot = plr->GetBattlegroundQueueIndex(m_BgQueueTypeId);
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uint32 queueSlot = player->GetBattlegroundQueueIndex(m_BgQueueTypeId);
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if (queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES) // player is in queue, or in Battleground
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{
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// check if player is in queue for this BG and if we are removing his invite event
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BattlegroundQueue &bgQueue = sBattlegroundMgr->m_BattlegroundQueues[m_BgQueueTypeId];
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if (bgQueue.IsPlayerInvited(m_PlayerGuid, m_BgInstanceGUID, m_RemoveTime))
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{
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sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: removing player %u from bg queue for instance %u because of not pressing enter battle in time.", plr->GetGUIDLow(), m_BgInstanceGUID);
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sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: removing player %u from bg queue for instance %u because of not pressing enter battle in time.", player->GetGUIDLow(), m_BgInstanceGUID);
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plr->RemoveBattlegroundQueueId(m_BgQueueTypeId);
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player->RemoveBattlegroundQueueId(m_BgQueueTypeId);
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bgQueue.RemovePlayer(m_PlayerGuid, true);
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//update queues if battleground isn't ended
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if (bg && bg->isBattleground() && bg->GetStatus() != STATUS_WAIT_LEAVE)
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@@ -1089,7 +1089,7 @@ bool BGQueueRemoveEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
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WorldPacket data;
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sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_NONE, 0, 0, 0);
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plr->GetSession()->SendPacket(&data);
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player->GetSession()->SendPacket(&data);
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}
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}
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