Ported .Net Core commits:
hondacrx: - Initial commit: Switch to .Net Core 2.0 - Fix build and removed not needed files Fabi: - Updated solution platforms. - Changed folder structure. - Change library target framework to netstandard2.0. - Updated solution platforms again... - Removed windows specific kernel32 function usage (Ctrl-C handler).
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/*
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* Copyright (C) 2012-2017 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 Framework.Database;
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using Framework.IO;
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using Game.DataStorage;
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using Game.DungeonFinding;
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using Game.Entities;
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using Game.Groups;
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using Game.Maps;
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using System;
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using System.Collections.Generic;
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namespace Game.Chat
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{
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[CommandGroup("group", RBACPermissions.CommandGroup)]
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class GroupCommands
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{
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// Summon group of player
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[Command("summon", RBACPermissions.CommandGroupSummon)]
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static bool HandleGroupSummonCommand(StringArguments args, CommandHandler handler)
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{
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Player target;
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if (!handler.extractPlayerTarget(args, out target))
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return false;
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// check online security
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if (handler.HasLowerSecurity(target, ObjectGuid.Empty))
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return false;
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Group group = target.GetGroup();
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string nameLink = handler.GetNameLink(target);
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if (!group)
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{
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handler.SendSysMessage(CypherStrings.NotInGroup, nameLink);
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return false;
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}
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Player gmPlayer = handler.GetSession().GetPlayer();
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Group gmGroup = gmPlayer.GetGroup();
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Map gmMap = gmPlayer.GetMap();
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bool toInstance = gmMap.Instanceable();
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// we are in instance, and can summon only player in our group with us as lead
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if (toInstance && (
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!gmGroup || group.GetLeaderGUID() != gmPlayer.GetGUID() ||
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gmGroup.GetLeaderGUID() != gmPlayer.GetGUID()))
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// the last check is a bit excessive, but let it be, just in case
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{
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handler.SendSysMessage(CypherStrings.CannotSummonToInst);
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return false;
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}
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for (GroupReference refe = group.GetFirstMember(); refe != null; refe = refe.next())
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{
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Player player = refe.GetSource();
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if (!player || player == gmPlayer || player.GetSession() == null)
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continue;
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// check online security
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if (handler.HasLowerSecurity(player, ObjectGuid.Empty))
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return false;
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string plNameLink = handler.GetNameLink(player);
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if (player.IsBeingTeleported())
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{
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handler.SendSysMessage(CypherStrings.IsTeleported, plNameLink);
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return false;
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}
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if (toInstance)
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{
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Map playerMap = player.GetMap();
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if (playerMap.Instanceable() && playerMap.GetInstanceId() != gmMap.GetInstanceId())
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{
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// cannot summon from instance to instance
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handler.SendSysMessage(CypherStrings.CannotSummonToInst, plNameLink);
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return false;
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}
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}
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handler.SendSysMessage(CypherStrings.Summoning, plNameLink, "");
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if (handler.needReportToTarget(player))
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player.SendSysMessage(CypherStrings.SummonedBy, handler.GetNameLink());
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// stop flight if need
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if (player.IsInFlight())
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{
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player.GetMotionMaster().MovementExpired();
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player.CleanupAfterTaxiFlight();
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}
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// save only in non-flight case
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else
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player.SaveRecallPosition();
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// before GM
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float x, y, z;
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gmPlayer.GetClosePoint(out x, out y, out z, player.GetObjectSize());
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player.TeleportTo(gmPlayer.GetMapId(), x, y, z, player.GetOrientation());
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}
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return true;
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}
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[Command("leader", RBACPermissions.CommandGroupLeader)]
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static bool HandleGroupLeaderCommand(StringArguments args, CommandHandler handler)
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{
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Player player = null;
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Group group = null;
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ObjectGuid guid = ObjectGuid.Empty;
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string nameStr = args.NextString();
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if (!handler.GetPlayerGroupAndGUIDByName(nameStr, out player, out group, out guid))
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return false;
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if (!group)
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{
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handler.SendSysMessage(CypherStrings.GroupNotInGroup, player.GetName());
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return false;
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}
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if (group.GetLeaderGUID() != guid)
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{
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group.ChangeLeader(guid);
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group.SendUpdate();
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}
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return true;
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}
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[Command("disband", RBACPermissions.CommandGroupDisband)]
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static bool HandleGroupDisbandCommand(StringArguments args, CommandHandler handler)
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{
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Player player = null;
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Group group = null;
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ObjectGuid guid = ObjectGuid.Empty;
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string nameStr = args.NextString();
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if (!handler.GetPlayerGroupAndGUIDByName(nameStr, out player, out group, out guid))
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return false;
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if (!group)
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{
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handler.SendSysMessage(CypherStrings.GroupNotInGroup, player.GetName());
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return false;
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}
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group.Disband();
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return true;
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}
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[Command("remove", RBACPermissions.CommandGroupRemove)]
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static bool HandleGroupRemoveCommand(StringArguments args, CommandHandler handler)
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{
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Player player = null;
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Group group = null;
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ObjectGuid guid = ObjectGuid.Empty;
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string nameStr = args.NextString();
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if (!handler.GetPlayerGroupAndGUIDByName(nameStr, out player, out group, out guid))
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return false;
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if (!group)
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{
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handler.SendSysMessage(CypherStrings.GroupNotInGroup, player.GetName());
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return false;
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}
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group.RemoveMember(guid);
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return true;
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}
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[Command("join", RBACPermissions.CommandGroupJoin)]
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static bool HandleGroupJoinCommand(StringArguments args, CommandHandler handler)
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{
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if (args.Empty())
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return false;
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Player playerSource = null;
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Player playerTarget = null;
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Group groupSource = null;
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Group groupTarget = null;
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ObjectGuid guidSource = ObjectGuid.Empty;
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ObjectGuid guidTarget = ObjectGuid.Empty;
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string nameplgrStr = args.NextString();
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string nameplStr = args.NextString();
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if (!handler.GetPlayerGroupAndGUIDByName(nameplgrStr, out playerSource, out groupSource, out guidSource, true))
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return false;
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if (!groupSource)
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{
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handler.SendSysMessage(CypherStrings.GroupNotInGroup, playerSource.GetName());
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return false;
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}
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if (!handler.GetPlayerGroupAndGUIDByName(nameplStr, out playerTarget, out groupTarget, out guidTarget, true))
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return false;
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if (groupTarget || playerTarget.GetGroup() == groupSource)
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{
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handler.SendSysMessage(CypherStrings.GroupAlreadyInGroup, playerTarget.GetName());
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return false;
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}
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if (groupSource.IsFull())
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{
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handler.SendSysMessage(CypherStrings.GroupFull);
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return false;
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}
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groupSource.AddMember(playerTarget);
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groupSource.BroadcastGroupUpdate();
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handler.SendSysMessage(CypherStrings.GroupPlayerJoined, playerTarget.GetName(), playerSource.GetName());
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return true;
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}
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[Command("list", RBACPermissions.CommandGroupList)]
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static bool HandleGroupListCommand(StringArguments args, CommandHandler handler)
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{
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// Get ALL the variables!
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Player playerTarget;
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uint phase = 0;
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ObjectGuid guidTarget;
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string nameTarget;
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string zoneName = "";
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string onlineState = "";
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// Parse the guid to uint32...
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ObjectGuid parseGUID = ObjectGuid.Create(HighGuid.Player, args.NextUInt64());
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// ... and try to extract a player out of it.
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if (ObjectManager.GetPlayerNameByGUID(parseGUID, out nameTarget))
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{
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playerTarget = Global.ObjAccessor.FindPlayer(parseGUID);
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guidTarget = parseGUID;
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}
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// If not, we return false and end right away.
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else if (!handler.extractPlayerTarget(args, out playerTarget, out guidTarget, out nameTarget))
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return false;
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// Next, we need a group. So we define a group variable.
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Group groupTarget = null;
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// We try to extract a group from an online player.
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if (playerTarget)
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groupTarget = playerTarget.GetGroup();
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// If not, we extract it from the SQL.
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if (!groupTarget)
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{
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PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.SEL_GROUP_MEMBER);
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stmt.AddValue(0, guidTarget.GetCounter());
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SQLResult resultGroup = DB.Characters.Query(stmt);
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if (!resultGroup.IsEmpty())
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groupTarget = Global.GroupMgr.GetGroupByDbStoreId(resultGroup.Read<uint>(0));
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}
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// If both fails, players simply has no party. Return false.
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if (!groupTarget)
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{
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handler.SendSysMessage(CypherStrings.GroupNotInGroup, nameTarget);
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return false;
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}
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// We get the group members after successfully detecting a group.
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var members = groupTarget.GetMemberSlots();
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// To avoid a cluster fuck, namely trying multiple queries to simply get a group member count...
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handler.SendSysMessage(CypherStrings.GroupType, (groupTarget.isRaidGroup() ? "raid" : "party"), members.Count);
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// ... we simply move the group type and member count print after retrieving the slots and simply output it's size.
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// While rather dirty codestyle-wise, it saves space (if only a little). For each member, we look several informations up.
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foreach (var slot in members)
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{
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// Check for given flag and assign it to that iterator
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string flags = "";
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if (slot.flags.HasAnyFlag(GroupMemberFlags.Assistant))
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flags = "Assistant";
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if (slot.flags.HasAnyFlag(GroupMemberFlags.MainTank))
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{
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if (!string.IsNullOrEmpty(flags))
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flags += ", ";
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flags += "MainTank";
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}
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if (slot.flags.HasAnyFlag(GroupMemberFlags.MainAssist))
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{
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if (!string.IsNullOrEmpty(flags))
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flags += ", ";
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flags += "MainAssist";
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}
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if (string.IsNullOrEmpty(flags))
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flags = "None";
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// Check if iterator is online. If is...
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Player p = Global.ObjAccessor.FindPlayer(slot.guid);
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if (p && p.IsInWorld)
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{
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// ... than, it prints information like "is online", where he is, etc...
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onlineState = "online";
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phase = (!p.IsGameMaster() ? p.GetPhaseMask() : uint.MaxValue);
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AreaTableRecord area = CliDB.AreaTableStorage.LookupByKey(p.GetAreaId());
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if (area != null)
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{
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AreaTableRecord zone = CliDB.AreaTableStorage.LookupByKey(area.ParentAreaID);
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if (zone != null)
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zoneName = zone.AreaName[handler.GetSessionDbcLocale()];
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}
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}
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else
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{
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// ... else, everything is set to offline or neutral values.
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zoneName = "<ERROR>";
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onlineState = "Offline";
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phase = 0;
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}
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// Now we can print those informations for every single member of each group!
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handler.SendSysMessage(CypherStrings.GroupPlayerNameGuid, slot.name, onlineState,
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zoneName, phase, slot.guid.ToString(), flags, LFGQueue.GetRolesString(slot.roles));
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}
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// And finish after every iterator is done.
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return true;
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}
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}
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}
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