Core/PacketIO: Remove packet handlers for deleted opcodes

Port From (https://github.com/TrinityCore/TrinityCore/commit/83b32667940844a257059965711284c9ab38ce44)
This commit is contained in:
hondacrx
2022-07-19 20:26:25 -04:00
parent 73569d5232
commit 8a29b531ed
5 changed files with 16 additions and 351 deletions
-155
View File
@@ -1,155 +0,0 @@
/*
* Copyright (C) 2012-2020 CypherCore <http://github.com/CypherCore>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
using Framework.Constants;
using Game.BattleFields;
using Game.Networking.Packets;
namespace Game
{
public partial class WorldSession
{
/// <summary>
/// This send to player windows for invite player to join the war.
/// </summary>
/// <param name="queueId">The queue id of Bf</param>
/// <param name="zoneId">The zone where the battle is (4197 for wg)</param>
/// <param name="acceptTime">Time in second that the player have for accept</param>
public void SendBfInvitePlayerToWar(ulong queueId, uint zoneId, uint acceptTime)
{
BFMgrEntryInvite bfMgrEntryInvite = new();
bfMgrEntryInvite.QueueID = queueId;
bfMgrEntryInvite.AreaID = (int)zoneId;
bfMgrEntryInvite.ExpireTime = GameTime.GetGameTime() + acceptTime;
SendPacket(bfMgrEntryInvite);
}
/// <summary>
/// This send invitation to player to join the queue.
/// </summary>
/// <param name="queueId">The queue id of Bf</param>
/// <param name="battleState">Battlefield State</param>
public void SendBfInvitePlayerToQueue(ulong queueId, BattlefieldState battleState)
{
BFMgrQueueInvite bfMgrQueueInvite = new();
bfMgrQueueInvite.QueueID = queueId;
bfMgrQueueInvite.BattleState = battleState;
SendPacket(bfMgrQueueInvite);
}
/// <summary>
/// This send packet for inform player that he join queue.
/// </summary>
/// <param name="queueId">The queue id of Bf</param>
/// <param name="zoneId">The zone where the battle is (4197 for wg)</param>
/// <param name="battleStatus">Battlefield status</param>
/// <param name="canQueue">if able to queue</param>
/// <param name="loggingIn">on log in send queue status</param>
public void SendBfQueueInviteResponse(ulong queueId, uint zoneId, BattlefieldState battleStatus, bool canQueue = true, bool loggingIn = false)
{
BFMgrQueueRequestResponse bfMgrQueueRequestResponse = new();
bfMgrQueueRequestResponse.QueueID = queueId;
bfMgrQueueRequestResponse.AreaID = (int)zoneId;
bfMgrQueueRequestResponse.Result = (sbyte)(canQueue ? 1 : 0);
bfMgrQueueRequestResponse.BattleState = battleStatus;
bfMgrQueueRequestResponse.LoggingIn = loggingIn;
SendPacket(bfMgrQueueRequestResponse);
}
/// <summary>
/// This is call when player accept to join war.
/// </summary>
/// <param name="queueId">The queue id of Bf</param>
/// <param name="relocated">Whether player is added to Bf on the spot or teleported from queue</param>
/// <param name="onOffense">Whether player belongs to attacking team or not</param>
public void SendBfEntered(ulong queueId, bool relocated, bool onOffense)
{
BFMgrEntering bfMgrEntering = new();
bfMgrEntering.ClearedAFK = _player.IsAFK();
bfMgrEntering.Relocated = relocated;
bfMgrEntering.OnOffense = onOffense;
bfMgrEntering.QueueID = queueId;
SendPacket(bfMgrEntering);
}
/// <summary>
/// This is call when player leave battlefield zone.
/// </summary>
/// <param name="queueId">The queue id of Bf</param>
/// <param name="battleState">Battlefield status</param>
/// <param name="relocated">Whether player is added to Bf on the spot or teleported from queue</param>
/// <param name="reason">Reason why player left battlefield</param>
public void SendBfLeaveMessage(ulong queueId, BattlefieldState battleState, bool relocated, BFLeaveReason reason = BFLeaveReason.Exited)
{
BFMgrEjected bfMgrEjected = new();
bfMgrEjected.QueueID = queueId;
bfMgrEjected.Reason = reason;
bfMgrEjected.BattleState = battleState;
bfMgrEjected.Relocated = relocated;
SendPacket(bfMgrEjected);
}
/// <summary>
/// Send by client on clicking in accept or refuse of invitation windows for join game.
/// </summary>
//[WorldPacketHandler(ClientOpcodes.BfMgrEntryInviteResponse)]
void HandleBfEntryInviteResponse(BFMgrEntryInviteResponse bfMgrEntryInviteResponse)
{
BattleField bf = Global.BattleFieldMgr.GetBattlefieldByQueueId(bfMgrEntryInviteResponse.QueueID);
if (bf == null)
return;
// If player accept invitation
if (bfMgrEntryInviteResponse.AcceptedInvite)
{
bf.PlayerAcceptInviteToWar(GetPlayer());
}
else
{
if (GetPlayer().GetZoneId() == bf.GetZoneId())
bf.KickPlayerFromBattlefield(GetPlayer().GetGUID());
}
}
/// <summary>
/// Send by client when he click on accept for queue.
/// </summary>
//[WorldPacketHandler(ClientOpcodes.BfMgrQueueInviteResponse)]
void HandleBfQueueInviteResponse(BFMgrQueueInviteResponse bfMgrQueueInviteResponse)
{
BattleField bf = Global.BattleFieldMgr.GetBattlefieldByQueueId(bfMgrQueueInviteResponse.QueueID);
if (bf == null)
return;
if (bfMgrQueueInviteResponse.AcceptedInvite)
bf.PlayerAcceptInviteToQueue(GetPlayer());
}
/// <summary>
/// Send by client when exited battlefield
/// </summary>
//[WorldPacketHandler(ClientOpcodes.BfMgrQueueExitRequest)]
void HandleBfExitRequest(BFMgrQueueExitRequest bfMgrQueueExitRequest)
{
BattleField bf = Global.BattleFieldMgr.GetBattlefieldByQueueId(bfMgrQueueExitRequest.QueueID);
if (bf == null)
return;
bf.AskToLeaveQueue(GetPlayer());
}
}
}