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Implement SMSG_RAID_INSTANCE_INFO handler to track instance lockouts
Parse and store dungeon/raid lockout data sent on login: - mapId, difficulty, resetTime (Unix timestamp), locked, extended flags - Stored in instanceLockouts_ vector for UI / LFG / dungeon state queries - Public InstanceLockout struct + getInstanceLockouts() accessor
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2 changed files with 42 additions and 2 deletions
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@ -707,6 +707,16 @@ public:
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bool hasPendingGroupInvite() const { return pendingGroupInvite; }
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const std::string& getPendingInviterName() const { return pendingInviterName; }
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// ---- Instance lockouts ----
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struct InstanceLockout {
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uint32_t mapId = 0;
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uint32_t difficulty = 0; // 0=normal,1=heroic/10man,2=25man,3=25man heroic
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uint64_t resetTime = 0; // Unix timestamp of instance reset
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bool locked = false;
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bool extended = false;
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};
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const std::vector<InstanceLockout>& getInstanceLockouts() const { return instanceLockouts_; }
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// ---- LFG / Dungeon Finder ----
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enum class LfgState : uint8_t {
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None = 0,
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@ -1230,6 +1240,9 @@ private:
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void loadAreaTriggerDbc();
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void checkAreaTriggers();
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// ---- Instance lockout handler ----
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void handleRaidInstanceInfo(network::Packet& packet);
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// ---- LFG / Dungeon Finder handlers ----
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void handleLfgJoinResult(network::Packet& packet);
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void handleLfgQueueStatus(network::Packet& packet);
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@ -1566,6 +1579,9 @@ private:
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uint32_t instanceDifficulty_ = 0;
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bool instanceIsHeroic_ = false;
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// Instance / raid lockouts
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std::vector<InstanceLockout> instanceLockouts_;
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// LFG / Dungeon Finder state
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LfgState lfgState_ = LfgState::None;
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uint32_t lfgDungeonId_ = 0; // current dungeon entry
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