Core/Instances: Fixed a bug that caused switching group leader inside active instance to cause players not being saved when a boss was killed.
Closes #5109
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935a1cf607
commit
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@@ -615,30 +615,39 @@ bool Group::RemoveMember(uint64 guid, const RemoveMethod& method /*= GROUP_REMOV
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}
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}
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void Group::ChangeLeader(uint64 guid)
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void Group::ChangeLeader(uint64 newLeaderGuid)
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{
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member_witerator slot = _getMemberWSlot(guid);
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member_witerator slot = _getMemberWSlot(newLeaderGuid);
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if (slot == m_memberSlots.end())
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return;
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Player* player = ObjectAccessor::FindPlayer(slot->guid);
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Player* newLeader = ObjectAccessor::FindPlayer(slot->guid);
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// Don't allow switching leader to offline players
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if (!player)
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if (!newLeader)
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return;
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sScriptMgr->OnGroupChangeLeader(this, guid, m_leaderGuid);
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sScriptMgr->OnGroupChangeLeader(this, newLeaderGuid, m_leaderGuid);
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if (!isBGGroup() && !isBFGroup())
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{
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SQLTransaction trans = CharacterDatabase.BeginTransaction();
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// Remove the groups permanent instance bindings
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for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
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{
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for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end();)
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{
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if (itr->second.perm)
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// Do not unbind saves of instances that already had map created (a newLeader entered)
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// forcing a new instance with another leader requires group disbanding (confirmed on retail)
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if (itr->second.perm && !sMapMgr->FindMap(itr->first, itr->second.save->GetInstanceId()))
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{
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP_INSTANCE_PERM_BINDING);
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stmt->setUInt32(0, m_dbStoreId);
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stmt->setUInt32(1, itr->second.save->GetInstanceId());
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trans->Append(stmt);
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itr->second.save->RemoveGroup(this);
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m_boundInstances[i].erase(itr++);
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}
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@@ -647,29 +656,22 @@ void Group::ChangeLeader(uint64 guid)
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}
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}
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// Same in the database
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP_INSTANCE_PERM_BINDING);
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stmt->setUInt32(0, m_dbStoreId);
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stmt->setUInt32(1, player->GetGUIDLow());
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CharacterDatabase.Execute(stmt);
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// Copy the permanent binds from the new leader to the group
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Player::ConvertInstancesToGroup(player, this, true);
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Player::ConvertInstancesToGroup(newLeader, this, true);
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// Update the group leader
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stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_LEADER);
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_LEADER);
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stmt->setUInt32(0, player->GetGUIDLow());
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stmt->setUInt32(0, newLeader->GetGUIDLow());
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stmt->setUInt32(1, m_dbStoreId);
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CharacterDatabase.Execute(stmt);
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trans->Append(stmt);
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CharacterDatabase.CommitTransaction(trans);
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}
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m_leaderGuid = player->GetGUID();
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m_leaderName = player->GetName();
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m_leaderGuid = newLeader->GetGUID();
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m_leaderName = newLeader->GetName();
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ToggleGroupMemberFlag(slot, MEMBER_FLAG_ASSISTANT, false);
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WorldPacket data(SMSG_GROUP_SET_LEADER, m_leaderName.size()+1);
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