Core/PacketIO: Remove packet handlers for deleted opcodes
Port From (https://github.com/TrinityCore/TrinityCore/commit/83b32667940844a257059965711284c9ab38ce44)
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@@ -1,155 +0,0 @@
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/*
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* Copyright (C) 2012-2020 CypherCore <http://github.com/CypherCore>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using Framework.Constants;
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using Game.BattleFields;
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using Game.Networking.Packets;
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namespace Game
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{
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public partial class WorldSession
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{
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/// <summary>
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/// This send to player windows for invite player to join the war.
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/// </summary>
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/// <param name="queueId">The queue id of Bf</param>
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/// <param name="zoneId">The zone where the battle is (4197 for wg)</param>
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/// <param name="acceptTime">Time in second that the player have for accept</param>
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public void SendBfInvitePlayerToWar(ulong queueId, uint zoneId, uint acceptTime)
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{
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BFMgrEntryInvite bfMgrEntryInvite = new();
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bfMgrEntryInvite.QueueID = queueId;
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bfMgrEntryInvite.AreaID = (int)zoneId;
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bfMgrEntryInvite.ExpireTime = GameTime.GetGameTime() + acceptTime;
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SendPacket(bfMgrEntryInvite);
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}
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/// <summary>
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/// This send invitation to player to join the queue.
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/// </summary>
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/// <param name="queueId">The queue id of Bf</param>
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/// <param name="battleState">Battlefield State</param>
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public void SendBfInvitePlayerToQueue(ulong queueId, BattlefieldState battleState)
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{
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BFMgrQueueInvite bfMgrQueueInvite = new();
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bfMgrQueueInvite.QueueID = queueId;
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bfMgrQueueInvite.BattleState = battleState;
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SendPacket(bfMgrQueueInvite);
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}
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/// <summary>
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/// This send packet for inform player that he join queue.
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/// </summary>
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/// <param name="queueId">The queue id of Bf</param>
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/// <param name="zoneId">The zone where the battle is (4197 for wg)</param>
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/// <param name="battleStatus">Battlefield status</param>
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/// <param name="canQueue">if able to queue</param>
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/// <param name="loggingIn">on log in send queue status</param>
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public void SendBfQueueInviteResponse(ulong queueId, uint zoneId, BattlefieldState battleStatus, bool canQueue = true, bool loggingIn = false)
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{
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BFMgrQueueRequestResponse bfMgrQueueRequestResponse = new();
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bfMgrQueueRequestResponse.QueueID = queueId;
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bfMgrQueueRequestResponse.AreaID = (int)zoneId;
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bfMgrQueueRequestResponse.Result = (sbyte)(canQueue ? 1 : 0);
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bfMgrQueueRequestResponse.BattleState = battleStatus;
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bfMgrQueueRequestResponse.LoggingIn = loggingIn;
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SendPacket(bfMgrQueueRequestResponse);
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}
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/// <summary>
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/// This is call when player accept to join war.
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/// </summary>
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/// <param name="queueId">The queue id of Bf</param>
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/// <param name="relocated">Whether player is added to Bf on the spot or teleported from queue</param>
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/// <param name="onOffense">Whether player belongs to attacking team or not</param>
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public void SendBfEntered(ulong queueId, bool relocated, bool onOffense)
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{
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BFMgrEntering bfMgrEntering = new();
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bfMgrEntering.ClearedAFK = _player.IsAFK();
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bfMgrEntering.Relocated = relocated;
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bfMgrEntering.OnOffense = onOffense;
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bfMgrEntering.QueueID = queueId;
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SendPacket(bfMgrEntering);
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}
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/// <summary>
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/// This is call when player leave battlefield zone.
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/// </summary>
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/// <param name="queueId">The queue id of Bf</param>
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/// <param name="battleState">Battlefield status</param>
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/// <param name="relocated">Whether player is added to Bf on the spot or teleported from queue</param>
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/// <param name="reason">Reason why player left battlefield</param>
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public void SendBfLeaveMessage(ulong queueId, BattlefieldState battleState, bool relocated, BFLeaveReason reason = BFLeaveReason.Exited)
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{
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BFMgrEjected bfMgrEjected = new();
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bfMgrEjected.QueueID = queueId;
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bfMgrEjected.Reason = reason;
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bfMgrEjected.BattleState = battleState;
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bfMgrEjected.Relocated = relocated;
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SendPacket(bfMgrEjected);
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}
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/// <summary>
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/// Send by client on clicking in accept or refuse of invitation windows for join game.
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/// </summary>
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//[WorldPacketHandler(ClientOpcodes.BfMgrEntryInviteResponse)]
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void HandleBfEntryInviteResponse(BFMgrEntryInviteResponse bfMgrEntryInviteResponse)
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{
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BattleField bf = Global.BattleFieldMgr.GetBattlefieldByQueueId(bfMgrEntryInviteResponse.QueueID);
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if (bf == null)
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return;
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// If player accept invitation
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if (bfMgrEntryInviteResponse.AcceptedInvite)
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{
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bf.PlayerAcceptInviteToWar(GetPlayer());
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}
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else
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{
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if (GetPlayer().GetZoneId() == bf.GetZoneId())
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bf.KickPlayerFromBattlefield(GetPlayer().GetGUID());
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}
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}
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/// <summary>
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/// Send by client when he click on accept for queue.
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/// </summary>
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//[WorldPacketHandler(ClientOpcodes.BfMgrQueueInviteResponse)]
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void HandleBfQueueInviteResponse(BFMgrQueueInviteResponse bfMgrQueueInviteResponse)
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{
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BattleField bf = Global.BattleFieldMgr.GetBattlefieldByQueueId(bfMgrQueueInviteResponse.QueueID);
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if (bf == null)
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return;
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if (bfMgrQueueInviteResponse.AcceptedInvite)
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bf.PlayerAcceptInviteToQueue(GetPlayer());
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}
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/// <summary>
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/// Send by client when exited battlefield
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/// </summary>
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//[WorldPacketHandler(ClientOpcodes.BfMgrQueueExitRequest)]
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void HandleBfExitRequest(BFMgrQueueExitRequest bfMgrQueueExitRequest)
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{
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BattleField bf = Global.BattleFieldMgr.GetBattlefieldByQueueId(bfMgrQueueExitRequest.QueueID);
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if (bf == null)
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return;
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bf.AskToLeaveQueue(GetPlayer());
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}
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}
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}
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