Index: trunk/src/game/BattleGroundNA.cpp
===================================================================
--- trunk/src/game/BattleGroundNA.cpp (revision 2)
+++ trunk/src/game/BattleGroundNA.cpp (revision 9)
@@ -48,4 +48,10 @@
         {
             m_Events |= 0x01;
+            // setup here, only when at least one player has ported to the map
+            if(!SetupBattleGround())
+            {
+                EndNow();
+                return;
+            }
             for(uint32 i = BG_NA_OBJECT_DOOR_1; i <= BG_NA_OBJECT_DOOR_4; i++)
                 SpawnBGObject(i, RESPAWN_IMMEDIATELY);
@@ -73,4 +79,7 @@
             for(uint32 i = BG_NA_OBJECT_DOOR_1; i <= BG_NA_OBJECT_DOOR_2; i++)
                 DoorOpen(i);
+
+            for(uint32 i = BG_NA_OBJECT_BUFF_1; i <= BG_NA_OBJECT_BUFF_2; i++)
+                SpawnBGObject(i, 60);
 
             SendMessageToAll(LANG_ARENA_BEGUN);
@@ -81,4 +90,9 @@
                 if(Player *plr = objmgr.GetPlayer(itr->first))
                     plr->RemoveAurasDueToSpell(SPELL_ARENA_PREPARATION);
+
+            if(!GetPlayersCountByTeam(ALLIANCE) && GetPlayersCountByTeam(HORDE))
+                EndBattleGround(HORDE);
+            else if(GetPlayersCountByTeam(ALLIANCE) && !GetPlayersCountByTeam(HORDE))
+                EndBattleGround(ALLIANCE);
         }
     }
@@ -97,9 +111,21 @@
 
     m_PlayerScores[plr->GetGUID()] = sc;
+
+    UpdateWorldState(0xa0f, GetAlivePlayersCountByTeam(ALLIANCE));
+    UpdateWorldState(0xa10, GetAlivePlayersCountByTeam(HORDE));
 }
 
 void BattleGroundNA::RemovePlayer(Player* /*plr*/, uint64 /*guid*/)
 {
-
+    if(GetStatus() == STATUS_WAIT_LEAVE)
+        return;
+
+    UpdateWorldState(0xa0f, GetAlivePlayersCountByTeam(ALLIANCE));
+    UpdateWorldState(0xa10, GetAlivePlayersCountByTeam(HORDE));
+
+    if(!GetAlivePlayersCountByTeam(ALLIANCE) && GetPlayersCountByTeam(HORDE))
+        EndBattleGround(HORDE);
+    else if(GetPlayersCountByTeam(ALLIANCE) && !GetAlivePlayersCountByTeam(HORDE))
+        EndBattleGround(ALLIANCE);
 }
 
@@ -115,15 +141,25 @@
     }
 
-    BattleGround::HandleKillPlayer(player, killer);
-
-    uint32 killer_team_index = GetTeamIndexByTeamId(killer->GetTeam());
-
-    ++m_TeamKills[killer_team_index];                       // add kills to killer's team
-
-    if(m_TeamKills[killer_team_index] >= GetPlayersCountByTeam(player->GetTeam()))
+    BattleGround::HandleKillPlayer(player,killer);
+
+    UpdateWorldState(0xa0f, GetAlivePlayersCountByTeam(ALLIANCE));
+    UpdateWorldState(0xa10, GetAlivePlayersCountByTeam(HORDE));
+
+    if(!GetAlivePlayersCountByTeam(ALLIANCE))
     {
         // all opponents killed
-        EndBattleGround(killer->GetTeam());
-    }
+        EndBattleGround(HORDE);
+    }
+    else if(!GetAlivePlayersCountByTeam(HORDE))
+    {
+        // all opponents killed
+        EndBattleGround(ALLIANCE);
+    }
+}
+
+bool BattleGroundNA::HandlePlayerUnderMap(Player *player)
+{
+    player->TeleportTo(GetMapId(),4055.504395,2919.660645,13.611241,player->GetOrientation(),false);
+    return true;
 }
 
@@ -150,8 +186,14 @@
 }
 
+void BattleGroundNA::FillInitialWorldStates(WorldPacket &data)
+{
+    data << uint32(0xa0f) << uint32(GetAlivePlayersCountByTeam(ALLIANCE));           // 7
+    data << uint32(0xa10) << uint32(GetAlivePlayersCountByTeam(HORDE));           // 8
+    data << uint32(0xa11) << uint32(1);           // 9
+}
+
 void BattleGroundNA::ResetBGSubclass()
 {
-    m_TeamKills[BG_TEAM_ALLIANCE] = 0;
-    m_TeamKills[BG_TEAM_HORDE]    = 0;
+
 }
 
@@ -159,8 +201,11 @@
 {
     // gates
-    if(    !AddObject(BG_NA_OBJECT_DOOR_1, BG_NA_OBJECT_TYPE_DOOR_1, 4031.854f, 2966.833f, 12.6462f, -2.648788f, 0, 0, 0.9697962f, -0.2439165f, RESPAWN_IMMEDIATELY)
-        || !AddObject(BG_NA_OBJECT_DOOR_2, BG_NA_OBJECT_TYPE_DOOR_2, 4081.179f, 2874.97f, 12.39171f, 0.4928045f, 0, 0, 0.2439165f, 0.9697962f, RESPAWN_IMMEDIATELY)
-        || !AddObject(BG_NA_OBJECT_DOOR_3, BG_NA_OBJECT_TYPE_DOOR_3, 4023.709f, 2981.777f, 10.70117f, -2.648788f, 0, 0, 0.9697962f, -0.2439165f, RESPAWN_IMMEDIATELY)
-        || !AddObject(BG_NA_OBJECT_DOOR_4, BG_NA_OBJECT_TYPE_DOOR_4, 4090.064f, 2858.438f, 10.23631f, 0.4928045f, 0, 0, 0.2439165f, 0.9697962f, RESPAWN_IMMEDIATELY))
+    if(    !AddObject(BG_NA_OBJECT_DOOR_1, BG_NA_OBJECT_TYPE_DOOR_1, 4031.854, 2966.833, 12.6462, -2.648788, 0, 0, 0.9697962, -0.2439165, RESPAWN_IMMEDIATELY)
+        || !AddObject(BG_NA_OBJECT_DOOR_2, BG_NA_OBJECT_TYPE_DOOR_2, 4081.179, 2874.97, 12.39171, 0.4928045, 0, 0, 0.2439165, 0.9697962, RESPAWN_IMMEDIATELY)
+        || !AddObject(BG_NA_OBJECT_DOOR_3, BG_NA_OBJECT_TYPE_DOOR_3, 4023.709, 2981.777, 10.70117, -2.648788, 0, 0, 0.9697962, -0.2439165, RESPAWN_IMMEDIATELY)
+        || !AddObject(BG_NA_OBJECT_DOOR_4, BG_NA_OBJECT_TYPE_DOOR_4, 4090.064, 2858.438, 10.23631, 0.4928045, 0, 0, 0.2439165, 0.9697962, RESPAWN_IMMEDIATELY)
+    // buffs
+        || !AddObject(BG_NA_OBJECT_BUFF_1, BG_NA_OBJECT_TYPE_BUFF_1, 4009.189941, 2895.250000, 13.052700, -1.448624, 0, 0, 0.6626201, -0.7489557, 120)
+        || !AddObject(BG_NA_OBJECT_BUFF_2, BG_NA_OBJECT_TYPE_BUFF_2, 4103.330078, 2946.350098, 13.051300, -0.06981307, 0, 0, 0.03489945, -0.9993908, 120))
     {
         sLog.outErrorDb("BatteGroundNA: Failed to spawn some object!");
Index: trunk/src/game/SpellEffects.cpp
===================================================================
--- trunk/src/game/SpellEffects.cpp (revision 6)
+++ trunk/src/game/SpellEffects.cpp (revision 9)
@@ -2519,5 +2519,5 @@
         }
 
-        if(BattleGround* bg = sBattleGroundMgr.GetBattleGround(bgType))
+        if(BattleGround* bg = sBattleGroundMgr.GetBattleGroundTemplate(bgType))
             bg->SendRewardMarkByMail(player,newitemid,no_space);
     }
Index: trunk/src/game/Chat.h
===================================================================
--- trunk/src/game/Chat.h (revision 6)
+++ trunk/src/game/Chat.h (revision 9)
@@ -381,4 +381,5 @@
         bool HandleComeToMeCommand(const char *args);
         bool HandleCombatStopCommand(const char *args);
+        bool HandleFlushArenaPointsCommand(const char *args);
 
         //! Development Commands
@@ -393,4 +394,5 @@
         bool HandleGetItemState(const char * args);
         bool HandleGetLootRecipient(const char * args);
+        bool HandleDebugArenaCommand(const char * args);
 
         Player*   getSelectedPlayer();
Index: trunk/src/game/MovementHandler.cpp
===================================================================
--- trunk/src/game/MovementHandler.cpp (revision 2)
+++ trunk/src/game/MovementHandler.cpp (revision 9)
@@ -131,20 +131,26 @@
 
     // battleground state preper
-    if(_player->InBattleGround())
+    // only add to bg group and object, if the player was invited (else he entered through command)
+    if(_player->InBattleGround() && _player->IsInvitedForBattleGroundInstance(_player->GetBattleGroundId()))
     {
         BattleGround *bg = _player->GetBattleGround();
         if(bg)
         {
+            bg->AddPlayer(_player);
             if(bg->GetMapId() == _player->GetMapId())       // we teleported to bg
             {
-                if(!bg->GetBgRaid(_player->GetTeam()))      // first player joined
+                // get the team this way, because arenas might 'override' the teams.
+                uint32 team = bg->GetPlayerTeam(_player->GetGUID());
+                if(!team)
+                    team = _player->GetTeam();
+                if(!bg->GetBgRaid(team))      // first player joined
                 {
                     Group *group = new Group;
-                    bg->SetBgRaid(_player->GetTeam(), group);
+                    bg->SetBgRaid(team, group);
                     group->Create(_player->GetGUIDLow(), _player->GetName());
                 }
                 else                                        // raid already exist
                 {
-                    bg->GetBgRaid(_player->GetTeam())->AddMember(_player->GetGUID(), _player->GetName());
+                    bg->GetBgRaid(team)->AddMember(_player->GetGUID(), _player->GetName());
                 }
             }
@@ -366,18 +372,27 @@
     if(movementInfo.z < -500.0f)
     {
-        // NOTE: this is actually called many times while falling
-        // even after the player has been teleported away
-        // TODO: discard movement packets after the player is rooted
-        if(GetPlayer()->isAlive())
-        {
-            GetPlayer()->EnvironmentalDamage(GetPlayer()->GetGUID(),DAMAGE_FALL_TO_VOID, GetPlayer()->GetMaxHealth());
-            // change the death state to CORPSE to prevent the death timer from
-            // starting in the next player update
-            GetPlayer()->KillPlayer();
-            GetPlayer()->BuildPlayerRepop();
-        }
-
-        // cancel the death timer here if started
-        GetPlayer()->RepopAtGraveyard();
+        if(GetPlayer()->InBattleGround() 
+            && GetPlayer()->GetBattleGround() 
+            && GetPlayer()->GetBattleGround()->HandlePlayerUnderMap(_player))
+        {
+            // do nothing, the handle already did if returned true
+        }
+        else
+        {
+            // NOTE: this is actually called many times while falling
+            // even after the player has been teleported away
+            // TODO: discard movement packets after the player is rooted
+            if(GetPlayer()->isAlive())
+            {
+                GetPlayer()->EnvironmentalDamage(GetPlayer()->GetGUID(),DAMAGE_FALL_TO_VOID, GetPlayer()->GetMaxHealth());
+                // change the death state to CORPSE to prevent the death timer from
+                // starting in the next player update
+                GetPlayer()->KillPlayer();
+                GetPlayer()->BuildPlayerRepop();
+            }
+
+            // cancel the death timer here if started
+            GetPlayer()->RepopAtGraveyard();
+        }
     }
 }
Index: trunk/src/game/BattleGroundRL.cpp
===================================================================
--- trunk/src/game/BattleGroundRL.cpp (revision 2)
+++ trunk/src/game/BattleGroundRL.cpp (revision 9)
@@ -48,4 +48,11 @@
             m_Events |= 0x01;
 
+            // setup here, only when at least one player has ported to the map
+            if(!SetupBattleGround())
+            {
+                EndNow();
+                return;
+            }
+
             for(uint32 i = BG_RL_OBJECT_DOOR_1; i <= BG_RL_OBJECT_DOOR_2; i++)
                 SpawnBGObject(i, RESPAWN_IMMEDIATELY);
@@ -73,4 +80,7 @@
             for(uint32 i = BG_RL_OBJECT_DOOR_1; i <= BG_RL_OBJECT_DOOR_2; i++)
                 DoorOpen(i);
+
+            for(uint32 i = BG_RL_OBJECT_BUFF_1; i <= BG_RL_OBJECT_BUFF_2; i++)
+                SpawnBGObject(i, 60);
 
             SendMessageToAll(LANG_ARENA_BEGUN);
@@ -81,4 +91,9 @@
                 if(Player *plr = objmgr.GetPlayer(itr->first))
                     plr->RemoveAurasDueToSpell(SPELL_ARENA_PREPARATION);
+
+            if(!GetPlayersCountByTeam(ALLIANCE) && GetPlayersCountByTeam(HORDE))
+                EndBattleGround(HORDE);
+            else if(GetPlayersCountByTeam(ALLIANCE) && !GetPlayersCountByTeam(HORDE))
+                EndBattleGround(ALLIANCE);
         }
     }
@@ -97,9 +112,21 @@
 
     m_PlayerScores[plr->GetGUID()] = sc;
+
+    UpdateWorldState(0xbb8, GetAlivePlayersCountByTeam(ALLIANCE));
+    UpdateWorldState(0xbb9, GetAlivePlayersCountByTeam(HORDE));
 }
 
 void BattleGroundRL::RemovePlayer(Player *plr, uint64 guid)
 {
-
+    if(GetStatus() == STATUS_WAIT_LEAVE)
+        return;
+
+    UpdateWorldState(0xbb8, GetAlivePlayersCountByTeam(ALLIANCE));
+    UpdateWorldState(0xbb9, GetAlivePlayersCountByTeam(HORDE));
+
+    if(!GetAlivePlayersCountByTeam(ALLIANCE) && GetPlayersCountByTeam(HORDE))
+        EndBattleGround(HORDE);
+    else if(GetPlayersCountByTeam(ALLIANCE) && !GetAlivePlayersCountByTeam(HORDE))
+        EndBattleGround(ALLIANCE);
 }
 
@@ -115,15 +142,25 @@
     }
 
-    BattleGround::HandleKillPlayer(player, killer);
-
-    uint32 killer_team_index = GetTeamIndexByTeamId(killer->GetTeam());
-
-    ++m_TeamKills[killer_team_index];                       // add kills to killer's team
-
-    if(m_TeamKills[killer_team_index] >= GetPlayersCountByTeam(player->GetTeam()))
+    BattleGround::HandleKillPlayer(player,killer);
+
+    UpdateWorldState(0xbb8, GetAlivePlayersCountByTeam(ALLIANCE));
+    UpdateWorldState(0xbb9, GetAlivePlayersCountByTeam(HORDE));
+
+    if(!GetAlivePlayersCountByTeam(ALLIANCE))
     {
         // all opponents killed
-        EndBattleGround(killer->GetTeam());
-    }
+        EndBattleGround(HORDE);
+    }
+    else if(!GetAlivePlayersCountByTeam(HORDE))
+    {
+        // all opponents killed
+        EndBattleGround(ALLIANCE);
+    }
+}
+
+bool BattleGroundRL::HandlePlayerUnderMap(Player *player)
+{
+    player->TeleportTo(GetMapId(),1285.810547,1667.896851,39.957642,player->GetOrientation(),false);
+    return true;
 }
 
@@ -151,8 +188,14 @@
 }
 
+void BattleGroundRL::FillInitialWorldStates(WorldPacket &data)
+{
+    data << uint32(0xbb8) << uint32(GetAlivePlayersCountByTeam(ALLIANCE));           // 7
+    data << uint32(0xbb9) << uint32(GetAlivePlayersCountByTeam(HORDE));           // 8
+    data << uint32(0xbba) << uint32(1);           // 9
+}
+
 void BattleGroundRL::ResetBGSubclass()
 {
-    m_TeamKills[BG_TEAM_ALLIANCE] = 0;
-    m_TeamKills[BG_TEAM_HORDE]    = 0;
+
 }
 
@@ -160,6 +203,9 @@
 {
     // gates
-    if(    !AddObject(BG_RL_OBJECT_DOOR_1, BG_RL_OBJECT_TYPE_DOOR_1, 1293.561f, 1601.938f, 31.60557f, -1.457349f, 0, 0, -0.6658813f, 0.7460576f, RESPAWN_IMMEDIATELY)
-        || !AddObject(BG_RL_OBJECT_DOOR_2, BG_RL_OBJECT_TYPE_DOOR_2, 1278.648f, 1730.557f, 31.60557f, 1.684245f, 0, 0, 0.7460582f, 0.6658807f, RESPAWN_IMMEDIATELY))
+    if(    !AddObject(BG_RL_OBJECT_DOOR_1, BG_RL_OBJECT_TYPE_DOOR_1, 1293.561, 1601.938, 31.60557, -1.457349, 0, 0, -0.6658813, 0.7460576, RESPAWN_IMMEDIATELY)
+        || !AddObject(BG_RL_OBJECT_DOOR_2, BG_RL_OBJECT_TYPE_DOOR_2, 1278.648, 1730.557, 31.60557, 1.684245, 0, 0, 0.7460582, 0.6658807, RESPAWN_IMMEDIATELY)
+    // buffs
+        || !AddObject(BG_RL_OBJECT_BUFF_1, BG_RL_OBJECT_TYPE_BUFF_1, 1328.719971, 1632.719971, 36.730400, -1.448624, 0, 0, 0.6626201, -0.7489557, 120)
+        || !AddObject(BG_RL_OBJECT_BUFF_2, BG_RL_OBJECT_TYPE_BUFF_2, 1243.300049, 1699.170044, 34.872601, -0.06981307, 0, 0, 0.03489945, -0.9993908, 120))
     {
         sLog.outErrorDb("BatteGroundRL: Failed to spawn some object!");
Index: trunk/src/game/Level1.cpp
===================================================================
--- trunk/src/game/Level1.cpp (revision 6)
+++ trunk/src/game/Level1.cpp (revision 9)
@@ -316,5 +316,12 @@
         Map* pMap = MapManager::Instance().GetMap(m_session->GetPlayer()->GetMapId(),m_session->GetPlayer());
 
-        if(pMap->Instanceable())
+        if(pMap->IsBattleGroundOrArena())
+        {
+            // cannot summon to bg
+            SendSysMessage(LANG_CANNOT_SUMMON_TO_BG);
+            SetSentErrorMessage(true);
+            return false;
+        }
+        else if(pMap->IsDungeon())
         {
             Map* cMap = MapManager::Instance().GetMap(chr->GetMapId(),chr);
@@ -402,5 +409,25 @@
     {
         Map* cMap = MapManager::Instance().GetMap(chr->GetMapId(),chr);
-        if(cMap->Instanceable())
+        if(cMap->IsBattleGroundOrArena())
+        {
+            // only allow if gm mode is on
+            if (!_player->isGameMaster())
+            {
+                SendSysMessage(LANG_CANNOT_GO_TO_BG_GM);
+                SetSentErrorMessage(true);
+                return false;
+            }
+            // if already in a bg, don't let port to other
+            else if (_player->GetBattleGroundId())
+            {
+                SendSysMessage(LANG_CANNOT_GO_TO_BG_FROM_BG);
+                SetSentErrorMessage(true);
+                return false;
+            }
+            // all's well, set bg id
+            // when porting out from the bg, it will be reset to 0
+            _player->SetBattleGroundId(chr->GetBattleGroundId());
+        }
+        else if(cMap->IsDungeon())
         {
             Map* pMap = MapManager::Instance().GetMap(_player->GetMapId(),_player);
@@ -1586,8 +1613,15 @@
     // id, or string, or [name] Shift-click form |color|Htele:id|h[name]|h|r
     GameTele const* tele = extractGameTeleFromLink((char*)args);
-
     if (!tele)
     {
         SendSysMessage(LANG_COMMAND_TELE_NOTFOUND);
+        SetSentErrorMessage(true);
+        return false;
+    }
+
+    MapEntry const * me = sMapStore.LookupEntry(tele->mapId);
+    if(!me || me->IsBattleGroundOrArena())
+    {
+        SendSysMessage(LANG_CANNOT_TELE_TO_BG);
         SetSentErrorMessage(true);
         return false;
@@ -1866,4 +1900,12 @@
     }
 
+    MapEntry const * me = sMapStore.LookupEntry(tele->mapId);
+    if(!me || me->IsBattleGroundOrArena())
+    {
+        SendSysMessage(LANG_CANNOT_TELE_TO_BG);
+        SetSentErrorMessage(true);
+        return false;
+    }
+
     Player *chr = objmgr.GetPlayer(name.c_str());
     if (chr)
@@ -1928,4 +1970,11 @@
     }
 
+    MapEntry const * me = sMapStore.LookupEntry(tele->mapId);
+    if(!me || me->IsBattleGroundOrArena())
+    {
+        SendSysMessage(LANG_CANNOT_TELE_TO_BG);
+        SetSentErrorMessage(true);
+        return false;
+    }
     Group *grp = player->GetGroup();
     if(!grp)
Index: trunk/src/game/Level3.cpp
===================================================================
--- trunk/src/game/Level3.cpp (revision 6)
+++ trunk/src/game/Level3.cpp (revision 9)
@@ -47,4 +47,5 @@
 #include "Util.h"
 #include "ItemEnchantmentMgr.h"
+#include "BattleGroundMgr.h"
 #include "InstanceSaveMgr.h"
 #include "InstanceData.h"
@@ -5458,2 +5459,8 @@
     return true;
 }
+
+bool ChatHandler::HandleFlushArenaPointsCommand(const char * /*args*/)
+{
+    sBattleGroundMgr.DistributeArenaPoints();
+    return true;
+}
Index: trunk/src/game/Chat.cpp
===================================================================
--- trunk/src/game/Chat.cpp (revision 6)
+++ trunk/src/game/Chat.cpp (revision 9)
@@ -164,4 +164,5 @@
         { "anim",           SEC_GAMEMASTER,     &ChatHandler::HandleAnimCommand,                "", NULL },
         { "lootrecipient",  SEC_GAMEMASTER,     &ChatHandler::HandleGetLootRecipient,           "", NULL },
+        { "arena",          SEC_ADMINISTRATOR,  &ChatHandler::HandleDebugArenaCommand,          "", NULL },
         { NULL,             0,                  NULL,                                           "", NULL }
     };
@@ -512,4 +513,5 @@
         { "damage",         SEC_ADMINISTRATOR,  &ChatHandler::HandleDamageCommand,              "", NULL },
         { "combatstop",     SEC_GAMEMASTER,     &ChatHandler::HandleCombatStopCommand,          "", NULL },
+        { "flusharenapoints",    SEC_ADMINISTRATOR, &ChatHandler::HandleFlushArenaPointsCommand,         "",   NULL },
 
         { NULL,             0,                  NULL,                                           "", NULL }
Index: trunk/src/game/Player.h
===================================================================
--- trunk/src/game/Player.h (revision 6)
+++ trunk/src/game/Player.h (revision 9)
@@ -1803,22 +1803,30 @@
         uint32 GetBattleGroundQueueIdFromLevel() const;
 
-        uint32 GetBattleGroundQueueId(uint32 index) const { return m_bgBattleGroundQueueID[index].bgType; }
-        uint32 GetBattleGroundQueueIndex(uint32 bgType) const
+        bool InBattleGroundQueue() const 	 
+	    { 	 
+	        for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) 	 
+                if (m_bgBattleGroundQueueID[i].bgQueueType != 0) 	 
+	                return true; 	 
+	        return false; 	 
+	    }
+
+        uint32 GetBattleGroundQueueId(uint32 index) const { return m_bgBattleGroundQueueID[index].bgQueueType; }
+        uint32 GetBattleGroundQueueIndex(uint32 bgQueueType) const
         {
             for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
-                if (m_bgBattleGroundQueueID[i].bgType == bgType)
+                if (m_bgBattleGroundQueueID[i].bgQueueType == bgQueueType)
                     return i;
             return PLAYER_MAX_BATTLEGROUND_QUEUES;
         }
-        bool IsInvitedForBattleGroundType(uint32 bgType) const
+        bool IsInvitedForBattleGroundQueueType(uint32 bgQueueType) const
         {
             for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
-                if (m_bgBattleGroundQueueID[i].bgType == bgType)
-                    return m_bgBattleGroundQueueID[i].invited;
+                if (m_bgBattleGroundQueueID[i].bgQueueType == bgQueueType)
+                    return m_bgBattleGroundQueueID[i].invitedToInstance != 0;
             return PLAYER_MAX_BATTLEGROUND_QUEUES;
         }
-        bool InBattleGroundQueueForBattleGroundType(uint32 bgType) const
-        {
-            return GetBattleGroundQueueIndex(bgType) < PLAYER_MAX_BATTLEGROUND_QUEUES;
+        bool InBattleGroundQueueForBattleGroundQueueType(uint32 bgQueueType) const
+        {
+            return GetBattleGroundQueueIndex(bgQueueType) < PLAYER_MAX_BATTLEGROUND_QUEUES;
         }
 
@@ -1828,8 +1836,8 @@
             for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
             {
-                if (m_bgBattleGroundQueueID[i].bgType == 0 || m_bgBattleGroundQueueID[i].bgType == val)
+                if (m_bgBattleGroundQueueID[i].bgQueueType == 0 || m_bgBattleGroundQueueID[i].bgQueueType == val)
                 {
-                    m_bgBattleGroundQueueID[i].bgType = val;
-                    m_bgBattleGroundQueueID[i].invited = false;
+                    m_bgBattleGroundQueueID[i].bgQueueType = val;
+                    m_bgBattleGroundQueueID[i].invitedToInstance = 0;
                     return i;
                 }
@@ -1837,23 +1845,36 @@
             return PLAYER_MAX_BATTLEGROUND_QUEUES;
         }
+        bool HasFreeBattleGroundQueueId()
+        {
+            for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
+                if (m_bgBattleGroundQueueID[i].bgQueueType == 0)
+                    return true;
+            return false;
+        }
         void RemoveBattleGroundQueueId(uint32 val)
         {
             for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
             {
-                if (m_bgBattleGroundQueueID[i].bgType == val)
+                if (m_bgBattleGroundQueueID[i].bgQueueType == val)
                 {
-                    m_bgBattleGroundQueueID[i].bgType = 0;
-                    m_bgBattleGroundQueueID[i].invited = false;
+                    m_bgBattleGroundQueueID[i].bgQueueType = 0;
+                    m_bgBattleGroundQueueID[i].invitedToInstance = 0;
                     return;
                 }
             }
         }
-        void SetInviteForBattleGroundType(uint32 bgType)
+        void SetInviteForBattleGroundQueueType(uint32 bgQueueType, uint32 instanceId)
         {
             for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
-                if (m_bgBattleGroundQueueID[i].bgType == bgType)
-                    m_bgBattleGroundQueueID[i].invited = true;
-        }
-
+                if (m_bgBattleGroundQueueID[i].bgQueueType == bgQueueType)
+                    m_bgBattleGroundQueueID[i].invitedToInstance = instanceId;
+        }
+        bool IsInvitedForBattleGroundInstance(uint32 instanceId) const
+        {
+            for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
+                if (m_bgBattleGroundQueueID[i].invitedToInstance == instanceId)
+                    return true;
+            return false;
+        }
         uint32 GetBattleGroundEntryPointMap() const { return m_bgEntryPointMap; }
         float GetBattleGroundEntryPointX() const { return m_bgEntryPointX; }
@@ -2035,6 +2056,6 @@
         struct BgBattleGroundQueueID_Rec
         {
-            uint32 bgType;
-            bool   invited;
+            uint32 bgQueueType;
+            uint32 invitedToInstance;
         };
         BgBattleGroundQueueID_Rec m_bgBattleGroundQueueID[PLAYER_MAX_BATTLEGROUND_QUEUES];
@@ -2050,5 +2071,5 @@
         uint32 m_contestedPvPTimer;
 
-        uint32 m_bgTeam;                                    // what side the player will be added to
+        uint32 m_bgTeam;    // what side the player will be added to
 
         /*********************************************************/
Index: trunk/src/game/Group.h
===================================================================
--- trunk/src/game/Group.h (revision 2)
+++ trunk/src/game/Group.h (revision 9)
@@ -233,4 +233,5 @@
         }
         void SetBattlegroundGroup(BattleGround *bg) { m_bgGroup = bg; }
+        uint32 CanJoinBattleGroundQueue(uint32 bgTypeId, uint32 bgQueueType, uint32 MinPlayerCount, uint32 MaxPlayerCount, bool isRated, uint32 arenaSlot);
 
         void ChangeMembersGroup(const uint64 &guid, const uint8 &group);
Index: trunk/src/game/BattleGroundAB.cpp
===================================================================
--- trunk/src/game/BattleGroundAB.cpp (revision 2)
+++ trunk/src/game/BattleGroundAB.cpp (revision 9)
@@ -50,4 +50,11 @@
         {
             m_Events |= 0x01;
+
+            // setup here, only when at least one player has ported to the map
+            if(!SetupBattleGround())
+            {
+                EndNow();
+                return;
+            }
 
             sLog.outDebug("Arathi Basin: entering state STATUS_WAIT_JOIN ...");
Index: trunk/src/game/BattleGroundNA.h
===================================================================
--- trunk/src/game/BattleGroundNA.h (revision 2)
+++ trunk/src/game/BattleGroundNA.h (revision 9)
@@ -27,5 +27,7 @@
     BG_NA_OBJECT_DOOR_3         = 2,
     BG_NA_OBJECT_DOOR_4         = 3,
-    BG_NA_OBJECT_MAX            = 4
+    BG_NA_OBJECT_BUFF_1         = 4,
+    BG_NA_OBJECT_BUFF_2         = 5,
+    BG_NA_OBJECT_MAX            = 6
 };
 
@@ -35,5 +37,7 @@
     BG_NA_OBJECT_TYPE_DOOR_2    = 183980,
     BG_NA_OBJECT_TYPE_DOOR_3    = 183977,
-    BG_NA_OBJECT_TYPE_DOOR_4    = 183979
+    BG_NA_OBJECT_TYPE_DOOR_4    = 183979,
+    BG_NA_OBJECT_TYPE_BUFF_1    = 184663,
+    BG_NA_OBJECT_TYPE_BUFF_2    = 184664
 };
 
@@ -62,8 +66,7 @@
         bool SetupBattleGround();
         virtual void ResetBGSubclass();
+        virtual void FillInitialWorldStates(WorldPacket &d);
         void HandleKillPlayer(Player* player, Player *killer);
-
-    private:
-        uint32 m_TeamKills[2];                              // count of kills for each team
+        bool HandlePlayerUnderMap(Player * plr);
 };
 #endif
Index: trunk/src/game/Unit.h
===================================================================
--- trunk/src/game/Unit.h (revision 6)
+++ trunk/src/game/Unit.h (revision 9)
@@ -1004,4 +1004,5 @@
 
         void RemoveAllAuras();
+        void RemoveArenaAuras(bool onleave = false);
         void RemoveAllAurasOnDeath();
         void DelayAura(uint32 spellId, uint32 effindex, int32 delaytime);
Index: trunk/src/game/BattleGroundEY.cpp
===================================================================
--- trunk/src/game/BattleGroundEY.cpp (revision 2)
+++ trunk/src/game/BattleGroundEY.cpp (revision 9)
@@ -54,4 +54,11 @@
         {
             m_Events |= 0x01;
+
+            // setup here, only when at least one player has ported to the map
+            if(!SetupBattleGround())
+            {
+                EndNow();
+                return;
+            }
 
             SpawnBGObject(BG_EY_OBJECT_DOOR_A, RESPAWN_IMMEDIATELY);
@@ -573,5 +580,15 @@
 void BattleGroundEY::EventPlayerDroppedFlag(Player *Source)
 {
-    // Drop allowed in any BG state
+    if(GetStatus() != STATUS_IN_PROGRESS)
+    {
+        // if not running, do not cast things at the dropper player, neither send unnecessary messages
+        // just take off the aura
+        if(IsFlagPickedup() && GetFlagPickerGUID() == Source->GetGUID())
+        {
+            SetFlagPicker(0);
+            Source->RemoveAurasDueToSpell(BG_EY_NETHERSTORM_FLAG_SPELL);
+        }
+        return;
+    }
 
     if(!IsFlagPickedup())
Index: trunk/src/game/MiscHandler.cpp
===================================================================
--- trunk/src/game/MiscHandler.cpp (revision 2)
+++ trunk/src/game/MiscHandler.cpp (revision 9)
@@ -847,4 +847,8 @@
         return;
 
+    if (BattleGround * bg = _player->GetBattleGround())
+        if(bg->isArena())
+            return;
+
     // body not released yet
     if(!GetPlayer()->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
Index: trunk/src/game/BattleGround.cpp
===================================================================
--- trunk/src/game/BattleGround.cpp (revision 2)
+++ trunk/src/game/BattleGround.cpp (revision 9)
@@ -25,4 +25,5 @@
 #include "Chat.h"
 #include "SpellAuras.h"
+#include "ArenaTeam.h"
 #include "World.h"
 #include "Util.h"
@@ -48,4 +49,6 @@
     m_LevelMin          = 0;
     m_LevelMax          = 0;
+    m_InBGFreeSlotQueue = false;
+    m_SetDeleteThis     = false;
 
     m_MaxPlayersPerTeam = 0;
@@ -68,4 +71,10 @@
     m_TeamStartLocO[BG_TEAM_HORDE]      = 0;
 
+    m_ArenaTeamIds[BG_TEAM_ALLIANCE]   = 0;
+    m_ArenaTeamIds[BG_TEAM_HORDE]      = 0;
+
+    m_ArenaTeamRatingChanges[BG_TEAM_ALLIANCE]   = 0;
+    m_ArenaTeamRatingChanges[BG_TEAM_HORDE]      = 0;
+
     m_BgRaids[BG_TEAM_ALLIANCE]         = NULL;
     m_BgRaids[BG_TEAM_HORDE]            = NULL;
@@ -73,14 +82,41 @@
     m_PlayersCount[BG_TEAM_ALLIANCE]    = 0;
     m_PlayersCount[BG_TEAM_HORDE]       = 0;
+
+    m_PrematureCountDown = false;
+    m_PrematureCountDown = 0;
 }
 
 BattleGround::~BattleGround()
 {
-
+    // remove objects and creatures
+    // (this is done automatically in mapmanager update, when the instance is reset after the reset time)    
+    int size = m_BgCreatures.size();
+    for(int i = 0; i < size; ++i)
+    {
+        DelCreature(i);
+    }
+    size = m_BgObjects.size();
+    for(int i = 0; i < size; ++i)
+    {
+        DelObject(i);
+    }
+
+    // delete creature and go respawn times
+    WorldDatabase.PExecute("DELETE FROM creature_respawn WHERE instance = '%u'",GetInstanceID());
+    WorldDatabase.PExecute("DELETE FROM gameobject_respawn WHERE instance = '%u'",GetInstanceID());
+    // delete instance from db
+    CharacterDatabase.PExecute("DELETE FROM instance WHERE id = '%u'",GetInstanceID());
+    // remove from battlegrounds
+    sBattleGroundMgr.RemoveBattleGround(GetInstanceID());
+    // unload map
+    if(Map * map = MapManager::Instance().FindMap(GetMapId(), GetInstanceID()))
+        if(map->IsBattleGroundOrArena())
+            ((BattleGroundMap*)map)->SetUnload();
+    // remove from bg free slot queue
+    this->RemoveFromBGFreeSlotQueue();
 }
 
 void BattleGround::Update(time_t diff)
 {
-
     if(!GetPlayersSize() && !GetRemovedPlayersSize() && !GetReviveQueueSize())
         //BG is empty
@@ -189,4 +225,31 @@
     }
 
+    // if less then minimum players are in on one side, then start premature finish timer
+    if(GetStatus() == STATUS_IN_PROGRESS && !isArena() && sBattleGroundMgr.GetPrematureFinishTime() && (GetPlayersCountByTeam(ALLIANCE) < GetMinPlayersPerTeam() || GetPlayersCountByTeam(HORDE) < GetMinPlayersPerTeam()))
+    {
+        if(!m_PrematureCountDown)
+        {
+            m_PrematureCountDown = true;
+            m_PrematureCountDownTimer = sBattleGroundMgr.GetPrematureFinishTime();
+            SendMessageToAll(LANG_BATTLEGROUND_PREMATURE_FINISH_WARNING);
+        }
+        else if(m_PrematureCountDownTimer < diff)
+        {
+            // time's up!
+            EndBattleGround(0); // noone wins
+            m_PrematureCountDown = false;
+        } 
+        else 
+        {
+            uint32 newtime = m_PrematureCountDownTimer - diff;
+            // announce every minute
+            if(m_PrematureCountDownTimer != sBattleGroundMgr.GetPrematureFinishTime() && newtime / 60000 != m_PrematureCountDownTimer / 60000)
+                SendMessageToAll(LANG_BATTLEGROUND_PREMATURE_FINISH_WARNING);
+            m_PrematureCountDownTimer = newtime;
+        }
+    }
+    else if (m_PrematureCountDown)
+        m_PrematureCountDown = false;
+
     if(GetStatus() == STATUS_WAIT_LEAVE)
     {
@@ -240,5 +303,7 @@
             continue;
 
-        if(plr->GetTeam() == TeamID)
+        uint32 team = itr->second.Team;//GetPlayerTeam(plr->GetGUID());
+
+        if(team == TeamID)
             plr->GetSession()->SendPacket(packet);
     }
@@ -266,5 +331,7 @@
         }
 
-        if(plr->GetTeam() == TeamID)
+        uint32 team = itr->second.Team;//GetPlayerTeam(plr->GetGUID());
+
+        if(team == TeamID)
         {
             sBattleGroundMgr.BuildPlaySoundPacket(&data, SoundID);
@@ -286,5 +353,7 @@
         }
 
-        if(plr->GetTeam() == TeamID)
+        uint32 team = itr->second.Team;//GetPlayerTeam(plr->GetGUID());
+       
+        if(team == TeamID)
             plr->CastSpell(plr, SpellID, true);
     }
@@ -303,5 +372,7 @@
         }
 
-        if(plr->GetTeam() == TeamID)
+        uint32 team = itr->second.Team;//GetPlayerTeam(plr->GetGUID());
+
+        if(team == TeamID)
             UpdatePlayerScore(plr, SCORE_BONUS_HONOR, Honor);
     }
@@ -325,5 +396,7 @@
         }
 
-        if(plr->GetTeam() == TeamID)
+        uint32 team = itr->second.Team;//GetPlayerTeam(plr->GetGUID());
+
+        if(team == TeamID)
             plr->ModifyFactionReputation(factionEntry, Reputation);
     }
@@ -346,4 +419,11 @@
 void BattleGround::EndBattleGround(uint32 winner)
 {
+    // battleground finished, remove from the running bg's list
+    this->RemoveFromBGFreeSlotQueue();
+
+    ArenaTeam * winner_arena_team = NULL;
+    ArenaTeam * loser_arena_team = NULL;
+    uint32 loser_rating = 0;
+    uint32 winner_rating = 0;
     WorldPacket data;
     Player *Source = NULL;
@@ -352,5 +432,8 @@
     if(winner == ALLIANCE)
     {
-        winmsg = GetMangosString(LANG_BG_A_WINS);
+        if(isBattleGround())
+            winmsg = GetMangosString(LANG_BG_A_WINS);
+        else
+            winmsg = GetMangosString(LANG_ARENA_GOLD_WINS);
 
         PlaySoundToAll(SOUND_ALLIANCE_WINS);                // alliance wins sound
@@ -358,11 +441,18 @@
         SetWinner(WINNER_ALLIANCE);
     }
+    else if(winner == HORDE)
+    {
+        if(isBattleGround())
+            winmsg = GetMangosString(LANG_BG_H_WINS);
+        else
+            winmsg = GetMangosString(LANG_ARENA_GREEN_WINS);
+
+        PlaySoundToAll(SOUND_HORDE_WINS);                   // horde wins sound
+
+        SetWinner(WINNER_HORDE);
+    }
     else
     {
-        winmsg = GetMangosString(LANG_BG_H_WINS);
-
-        PlaySoundToAll(SOUND_HORDE_WINS);                   // horde wins sound
-
-        SetWinner(WINNER_HORDE);
+        SetWinner(3);
     }
 
@@ -370,4 +460,44 @@
     m_EndTime = 0;
 
+    // arena rating calculation
+    if(isArena() && isRated())
+    {
+        if(winner == ALLIANCE)
+        {
+            winner_arena_team = objmgr.GetArenaTeamById(GetArenaTeamIdForTeam(ALLIANCE));
+            loser_arena_team = objmgr.GetArenaTeamById(GetArenaTeamIdForTeam(HORDE));
+        }
+        else if(winner == HORDE)
+        {
+            winner_arena_team = objmgr.GetArenaTeamById(GetArenaTeamIdForTeam(HORDE));
+            loser_arena_team = objmgr.GetArenaTeamById(GetArenaTeamIdForTeam(ALLIANCE));
+        }
+        if(winner_arena_team && loser_arena_team)
+        {
+            loser_rating = loser_arena_team->GetStats().rating;
+            winner_rating = winner_arena_team->GetStats().rating;
+            float winner_chance = winner_arena_team->GetChanceAgainst(loser_rating);
+            float loser_chance = loser_arena_team->GetChanceAgainst(winner_rating);
+            int32 winner_change = winner_arena_team->WonAgainstChance(winner_chance);
+            int32 loser_change = loser_arena_team->LostAgainstChance(loser_chance);
+            sLog.outDebug("--- %u ; %u ; %d ; %d ; %u ; %u ---",winner_rating,loser_rating,winner_chance,loser_chance,winner_change,loser_change);
+            if(winner == ALLIANCE)
+            {
+                SetArenaTeamRatingChangeForTeam(ALLIANCE, winner_change);
+                SetArenaTeamRatingChangeForTeam(HORDE, loser_change);
+            }
+            else
+            {
+                SetArenaTeamRatingChangeForTeam(HORDE, winner_change);
+                SetArenaTeamRatingChangeForTeam(ALLIANCE, loser_change);
+            }
+        }
+        else
+        {
+            SetArenaTeamRatingChangeForTeam(ALLIANCE, 0);
+            SetArenaTeamRatingChangeForTeam(HORDE, 0);
+        }
+    }
+
     for(std::map<uint64, BattleGroundPlayer>::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
     {
@@ -379,4 +509,8 @@
         }
 
+        // should remove spirit of redemption
+        if(plr->HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION))
+            plr->RemoveSpellsCausingAura(SPELL_AURA_MOD_SHAPESHIFT);
+
         if(!plr->isAlive())
         {
@@ -385,5 +519,17 @@
         }
 
-        if(plr->GetTeam() == winner)
+        uint32 team = itr->second.Team;//GetPlayerTeam(plr->GetGUID());
+        if(!team) team = plr->GetTeam();
+
+        // per player calculation
+        if(isArena() && isRated() && winner_arena_team && loser_arena_team)
+        {
+            if(team == winner)
+                winner_arena_team->MemberWon(plr,loser_rating);
+            else
+                loser_arena_team->MemberLost(plr,winner_rating);
+        }
+
+        if(team == winner)
         {
             if(!Source)
@@ -405,7 +551,25 @@
         plr->GetSession()->SendPacket(&data);
 
-        sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, this, plr->GetTeam(), plr->GetBattleGroundQueueIndex(m_TypeID), STATUS_IN_PROGRESS, TIME_TO_AUTOREMOVE, GetStartTime());
+        uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(GetTypeID(), GetArenaType());
+        sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, this, plr->GetTeam(), plr->GetBattleGroundQueueIndex(bgQueueTypeId), STATUS_IN_PROGRESS, TIME_TO_AUTOREMOVE, GetStartTime());
         plr->GetSession()->SendPacket(&data);
     }
+
+    if(isArena() && isRated() && winner_arena_team && loser_arena_team)
+    {
+        // update arena points only after increasing the player's match count!
+        winner_arena_team->UpdateArenaPointsHelper();
+        loser_arena_team->UpdateArenaPointsHelper();
+        // save the stat changes
+        winner_arena_team->SaveToDB();
+        loser_arena_team->SaveToDB();
+        // send updated arena team stats to players
+        // this way all arena team members will get notified, not only the ones who participated in this match
+        winner_arena_team->NotifyStatsChanged();
+        loser_arena_team->NotifyStatsChanged();
+    }
+
+    // inform invited players about the removal
+    sBattleGroundMgr.m_BattleGroundQueues[sBattleGroundMgr.BGQueueTypeId(GetTypeID(), GetArenaType())].BGEndedRemoveInvites(this);
 
     if(Source)
@@ -559,10 +723,14 @@
 void BattleGround::RemovePlayerAtLeave(uint64 guid, bool Transport, bool SendPacket)
 {
+    uint32 team = GetPlayerTeam(guid);
+    bool participant = false;
     // Remove from lists/maps
     std::map<uint64, BattleGroundPlayer>::iterator itr = m_Players.find(guid);
     if(itr != m_Players.end())
     {
-        UpdatePlayersCountByTeam(itr->second.Team, true);   // -1 player
+        UpdatePlayersCountByTeam(team, true);   // -1 player
         m_Players.erase(itr);
+        // check if the player was a participant of the match, or only entered through gm command (goname)
+        participant = true;
     }
 
@@ -578,4 +746,8 @@
     Player *plr = objmgr.GetPlayer(guid);
 
+    // should remove spirit of redemption
+    if(plr && plr->HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION))
+        plr->RemoveSpellsCausingAura(SPELL_AURA_MOD_SHAPESHIFT);
+
     if(plr && !plr->isAlive())                              // resurrect on exit
     {
@@ -590,51 +762,87 @@
         plr->ClearAfkReports();
 
-        if(isArena())
-        {
-            if(!sWorld.IsFFAPvPRealm())
-                plr->RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP);
-        }
-
-        WorldPacket data;
-        if(SendPacket)
-        {
-            sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, this, plr->GetTeam(), plr->GetBattleGroundQueueIndex(m_TypeID), STATUS_NONE, 0, 0);
-            plr->GetSession()->SendPacket(&data);
-        }
-
-        // this call is important, because player, when joins to battleground, this method is not called, so it must be called when leaving bg
-        plr->RemoveBattleGroundQueueId(m_TypeID);
-
-        DecreaseInvitedCount(plr->GetTeam());
-        //we should update battleground queue, but only if bg isn't ending
-        if (GetQueueType() < MAX_BATTLEGROUND_QUEUES)
-            sBattleGroundMgr.m_BattleGroundQueues[GetTypeID()].Update(GetTypeID(), GetQueueType());
-
-        if(!plr->GetBattleGroundId())
-            return;
-
-        Group * group = plr->GetGroup();
-
-        // remove from raid group if exist
-        if(group && group == GetBgRaid(plr->GetTeam()))
-        {
-            if(!group->RemoveMember(guid, 0))               // group was disbanded
+        if(participant) // if the player was a match participant, remove auras, calc rating, update queue
+        {
+            if(!team) team = plr->GetTeam();
+
+            uint32 bgTypeId = GetTypeID();
+            uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(GetTypeID(), GetArenaType());
+            // if arena, remove the specific arena auras
+            if(isArena())
             {
-                SetBgRaid(plr->GetTeam(), NULL);
-                delete group;
+                plr->RemoveArenaAuras(true);    // removes debuffs / dots etc., we don't want the player to die after porting out
+                bgTypeId=BATTLEGROUND_AA;       // set the bg type to all arenas (it will be used for queue refreshing)
+
+                // summon old pet if there was one and there isn't a current pet
+                if(!plr->GetPet() && plr->GetTemporaryUnsummonedPetNumber())
+                {
+                    Pet* NewPet = new Pet;
+                    if(!NewPet->LoadPetFromDB(plr, 0, (plr)->GetTemporaryUnsummonedPetNumber(), true))
+                        delete NewPet;
+
+                    (plr)->SetTemporaryUnsummonedPetNumber(0);
+                }
+
+                if(isRated() && GetStatus() == STATUS_IN_PROGRESS)
+                {
+                    //left a rated match while the encounter was in progress, consider as loser
+                    ArenaTeam * winner_arena_team = 0;
+                    ArenaTeam * loser_arena_team = 0;
+                    if(team == HORDE)
+                    {
+                        winner_arena_team = objmgr.GetArenaTeamById(GetArenaTeamIdForTeam(ALLIANCE));
+                        loser_arena_team = objmgr.GetArenaTeamById(GetArenaTeamIdForTeam(HORDE));
+                    }
+                    else
+                    {
+                        winner_arena_team = objmgr.GetArenaTeamById(GetArenaTeamIdForTeam(HORDE));
+                        loser_arena_team = objmgr.GetArenaTeamById(GetArenaTeamIdForTeam(ALLIANCE));
+                    }
+                    if(winner_arena_team && loser_arena_team)
+                    {
+                        loser_arena_team->MemberLost(plr,winner_arena_team->GetRating());
+                    }
+                }
             }
+
+            WorldPacket data;
+            if(SendPacket)
+            {
+                sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, this, team, plr->GetBattleGroundQueueIndex(bgQueueTypeId), STATUS_NONE, 0, 0);
+                plr->GetSession()->SendPacket(&data);
+            }
+
+            // this call is important, because player, when joins to battleground, this method is not called, so it must be called when leaving bg
+            plr->RemoveBattleGroundQueueId(bgQueueTypeId);
+
+            DecreaseInvitedCount(team);
+            //we should update battleground queue, but only if bg isn't ending
+            if (GetQueueType() < MAX_BATTLEGROUND_QUEUES)
+                sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, GetQueueType());
+
+            Group * group = plr->GetGroup();
+            // remove from raid group if exist
+            if(group && group == GetBgRaid(team))
+            {
+                if(!group->RemoveMember(guid, 0))               // group was disbanded
+                {
+                    SetBgRaid(team, NULL);
+                    delete group;
+                }
+            }
+
+            // Let others know
+            sBattleGroundMgr.BuildPlayerLeftBattleGroundPacket(&data, plr);
+            SendPacketToTeam(team, &data, plr, false);
         }
 
         // Do next only if found in battleground
         plr->SetBattleGroundId(0);                          // We're not in BG.
-
-        // Let others know
-        sBattleGroundMgr.BuildPlayerLeftBattleGroundPacket(&data, plr);
-        SendPacketToTeam(plr->GetTeam(), &data, plr, false);
+        // reset destination bg team
+        plr->SetBGTeam(0);
 
         if(Transport)
         {
             plr->TeleportTo(plr->GetBattleGroundEntryPointMap(), plr->GetBattleGroundEntryPointX(), plr->GetBattleGroundEntryPointY(), plr->GetBattleGroundEntryPointZ(), plr->GetBattleGroundEntryPointO());
-            //sLog.outDetail("BATTLEGROUND: Sending %s to %f,%f,%f,%f", pl->GetName(), x,y,z,O);
         }
 
@@ -643,11 +851,15 @@
     }
 
-    /// there will be code which will add battleground to BGFreeSlotQueue , when battleground instance will exist
-    // we always should check if BG is in that queue before adding..
-
-    if(!GetPlayersSize())
-    {
-        Reset();
-    }
+    if(!GetPlayersSize() && !GetInvitedCount(HORDE) && !GetInvitedCount(ALLIANCE))
+    {
+        // if no players left AND no invitees left, set this bg to delete in next update
+        // direct deletion could cause crashes
+        m_SetDeleteThis = true;
+        // return to prevent addition to freeslotqueue
+        return;
+    }
+
+    // a player exited the battleground, so there are free slots. add to queue
+    this->AddToBGFreeSlotQueue();
 }
 
@@ -661,4 +873,6 @@
     SetEndTime(0);
     SetLastResurrectTime(0);
+    SetArenaType(0);
+    SetRated(false);
 
     m_Events = 0;
@@ -669,9 +883,10 @@
     m_InvitedAlliance = 0;
     m_InvitedHorde = 0;
+    m_InBGFreeSlotQueue = false;
 
     m_Players.clear();
     m_PlayerScores.clear();
 
-    // reset BGSubclass
+    // reset BGSubclass (this cleans up creatures and gos as well)
     this->ResetBGSubclass();
 }
@@ -699,5 +914,5 @@
     m_Players[guid] = bp;
 
-    UpdatePlayersCountByTeam(team, false);                  // +1 player
+    UpdatePlayersCountByTeam(team, false);        // +1 player
 
     WorldPacket data;
@@ -705,8 +920,11 @@
     SendPacketToTeam(team, &data, plr, false);
 
+    // add arena specific auras
     if(isArena())
     {
+        // remove auras first, only then reset spell cooldowns
+        // this is to prevent bugging amp. curse, combustion, etc. like spells
+        plr->RemoveArenaAuras();
         plr->RemoveArenaSpellCooldowns();
-        //plr->RemoveArenaAuras();
         plr->RemoveAllEnchantments(TEMP_ENCHANTMENT_SLOT);
         if(team == ALLIANCE && plr->GetTeam() == ALLIANCE)
@@ -720,4 +938,15 @@
         plr->DestroyConjuredItems(true);
 
+        Pet* pet = plr->GetPet();
+        if(pet)
+        {
+            if(pet->getPetType() == SUMMON_PET || pet->getPetType() == HUNTER_PET)
+            {
+                (plr)->SetTemporaryUnsummonedPetNumber(pet->GetCharmInfo()->GetPetNumber());
+                (plr)->SetOldPetSpell(pet->GetUInt32Value(UNIT_CREATED_BY_SPELL));
+            }
+            (plr)->RemovePet(NULL,PET_SAVE_NOT_IN_SLOT);
+        }
+
         if(GetStatus() == STATUS_WAIT_JOIN)                 // not started yet
         {
@@ -734,7 +963,4 @@
     }
 
-    if(isArena())
-        plr->SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP);
-
     // Log
     sLog.outDetail("BATTLEGROUND: Player %s joined the battle.", plr->GetName());
@@ -744,5 +970,10 @@
 void BattleGround::AddToBGFreeSlotQueue()
 {
-    sBattleGroundMgr.BGFreeSlotQueue[m_TypeID].push_front(this);
+    // make sure to add only once
+    if(!m_InBGFreeSlotQueue)
+    {
+        sBattleGroundMgr.BGFreeSlotQueue[m_TypeID].push_front(this);
+        m_InBGFreeSlotQueue = true;
+    }
 }
 
@@ -750,5 +981,7 @@
 void BattleGround::RemoveFromBGFreeSlotQueue()
 {
-    /* uncomment this code when battlegrounds will work like instances
+    // set to be able to re-add if needed
+    m_InBGFreeSlotQueue = false;
+    // uncomment this code when battlegrounds will work like instances
     for (std::deque<BattleGround*>::iterator itr = sBattleGroundMgr.BGFreeSlotQueue[m_TypeID].begin(); itr != sBattleGroundMgr.BGFreeSlotQueue[m_TypeID].end(); ++itr)
     {
@@ -758,28 +991,64 @@
             return;
         }
-    }*/
-}
-
-/*
-this method should decide, if we can invite new player of certain team to BG, it is based on BATTLEGROUND_STATUS
-*/
-bool BattleGround::HasFreeSlotsForTeam(uint32 Team) const
+    }
+}
+
+// get the number of free slots for team
+// works in similar way that HasFreeSlotsForTeam did, but this is needed for join as group
+uint32 BattleGround::GetFreeSlotsForTeam(uint32 Team) const
 {
     //if BG is starting ... invite anyone:
     if (GetStatus() == STATUS_WAIT_JOIN)
-        return GetInvitedCount(Team) < GetMaxPlayersPerTeam();
+        return (GetInvitedCount(Team) < GetMaxPlayersPerTeam()) ? GetMaxPlayersPerTeam() - GetInvitedCount(Team) : 0;
     //if BG is already started .. do not allow to join too much players of one faction
     uint32 otherTeam;
+    uint32 otherIn;
     if (Team == ALLIANCE)
+    {
         otherTeam = GetInvitedCount(HORDE);
+        otherIn = GetPlayersCountByTeam(HORDE);
+    }
     else
+    {
         otherTeam = GetInvitedCount(ALLIANCE);
+        otherIn = GetPlayersCountByTeam(ALLIANCE);
+    }
     if (GetStatus() == STATUS_IN_PROGRESS)
-        return (GetInvitedCount(Team) <= otherTeam && GetInvitedCount(Team) < GetMaxPlayersPerTeam());
-
-    return false;
-}
-
-/* this method isn't called already, it will be useful when more battlegrounds of one type will be available */
+    {
+        // difference based on ppl invited (not necessarily entered battle)
+        // default: allow 0
+        uint32 diff = 0;
+        // allow join one person if the sides are equal (to fill up bg to minplayersperteam)
+        if (otherTeam == GetInvitedCount(Team)) 
+            diff = 1;
+        // allow join more ppl if the other side has more players
+        else if(otherTeam > GetInvitedCount(Team))
+            diff = otherTeam - GetInvitedCount(Team);
+
+        // difference based on max players per team (don't allow inviting more)
+        uint32 diff2 = (GetInvitedCount(Team) < GetMaxPlayersPerTeam()) ? GetMaxPlayersPerTeam() - GetInvitedCount(Team) : 0;
+
+        // difference based on players who already entered
+        // default: allow 0
+        uint32 diff3 = 0;
+        // allow join one person if the sides are equal (to fill up bg minplayersperteam)
+        if (otherIn == GetPlayersCountByTeam(Team))
+            diff3 = 1;
+        // allow join more ppl if the other side has more players
+        else if (otherIn > GetPlayersCountByTeam(Team))
+            diff3 = otherIn - GetPlayersCountByTeam(Team);
+
+        // return the minimum of the 3 differences
+
+        // min of diff and diff 2
+        diff = diff < diff2 ? diff : diff2;
+
+        // min of diff, diff2 and diff3
+        return diff < diff3 ? diff : diff3 ;
+    }
+
+    return 0;
+}
+
 bool BattleGround::HasFreeSlots() const
 {
@@ -807,7 +1076,11 @@
             break;
         case SCORE_BONUS_HONOR:                             // Honor bonus
-            // reward honor instantly
-            if(Source->RewardHonor(NULL, 1, value))
-                itr->second->BonusHonor += value;
+            // do not add honor in arenas
+            if(isBattleGround())
+            {
+                // reward honor instantly
+                if(Source->RewardHonor(NULL, 1, value))
+                    itr->second->BonusHonor += value;
+            }
             break;
             //used only in EY, but in MSG_PVP_LOG_DATA opcode
@@ -865,13 +1138,24 @@
 bool BattleGround::AddObject(uint32 type, uint32 entry, float x, float y, float z, float o, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime)
 {
-    GameObjectInfo const* goinfo = objmgr.GetGameObjectInfo(entry);
-    if(!goinfo)
+    Map * map = MapManager::Instance().FindMap(GetMapId(),GetInstanceID());
+    if(!map)
+        return false;
+
+    // must be created this way, adding to godatamap would add it to the base map of the instance
+    // and when loading it (in go::LoadFromDB()), a new guid would be assigned to the object, and a new object would be created
+    // so we must create it specific for this instance
+    GameObject * go = new GameObject;
+    if(!go->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT),entry, map,x,y,z,o,rotation0,rotation1,rotation2,rotation3,100,1))
     {
         sLog.outErrorDb("Gameobject template %u not found in database! BattleGround not created!", entry);
+        sLog.outError("Cannot create gameobject template %u! BattleGround not created!", entry);
+        delete go;
         return false;
     }
-
-    uint32 guid = objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT);
-
+/*
+    uint32 guid = go->GetGUIDLow();
+
+    // without this, UseButtonOrDoor caused the crash, since it tried to get go info from godata
+    // iirc that was changed, so adding to go data map is no longer required if that was the only function using godata from GameObject without checking if it existed
     GameObjectData& data = objmgr.NewGOData(guid);
 
@@ -887,11 +1171,11 @@
     data.rotation3      = rotation3;
     data.spawntimesecs  = respawnTime;
+    data.spawnMask      = 1;
     data.animprogress   = 100;
     data.go_state       = 1;
-    data.spawnMask      = 1;
-    objmgr.AddGameobjectToGrid(guid, &data);
-
-    m_BgObjects[type] = MAKE_NEW_GUID(guid, entry, HIGHGUID_GAMEOBJECT);
-
+*/
+    // add to world, so it can be later looked up from HashMapHolder
+    go->AddToWorld();
+    m_BgObjects[type] = go->GetGUID();
     return true;
 }
@@ -935,4 +1219,7 @@
 void BattleGround::SpawnBGObject(uint32 type, uint32 respawntime)
 {
+    Map * map = MapManager::Instance().FindMap(GetMapId(),GetInstanceID());
+    if(!map)
+        return;
     if( respawntime == 0 )
     {
@@ -943,8 +1230,7 @@
             if( obj->getLootState() == GO_JUST_DEACTIVATED )
                 obj->SetLootState(GO_READY);
-            obj->Respawn();
-        }
-        else
-            objmgr.SaveGORespawnTime(GUID_LOPART(m_BgObjects[type]), 0, 0);
+            obj->SetRespawnTime(0);
+            map->Add(obj);
+        }
     }
     else
@@ -953,18 +1239,16 @@
         if(obj)
         {
+            map->Add(obj);
             obj->SetRespawnTime(respawntime);
             obj->SetLootState(GO_JUST_DEACTIVATED);
         }
-        else
-            objmgr.SaveGORespawnTime(GUID_LOPART(m_BgObjects[type]), 0, time(NULL) + respawntime);
-    }
-}
-
-Creature* BattleGround::AddCreature(uint32 entry, uint32 type, uint32 teamval, float x, float y, float z, float o)
-{
-    // note: this should normally be FindMap
-    // but it's a hack to allow the battlegrounds to initialize at server startup
-    Map * map = MapManager::Instance().GetMap(GetMapId(), 0);
-    if(!map) return NULL;
+    }
+}
+
+Creature* BattleGround::AddCreature(uint32 entry, uint32 type, uint32 teamval, float x, float y, float z, float o, uint32 respawntime)
+{
+    Map * map = MapManager::Instance().FindMap(GetMapId(),GetInstanceID());
+    if(!map)
+        return NULL;
 
     Creature* pCreature = new Creature;
@@ -990,4 +1274,5 @@
     map->Add(pCreature);
     m_BgCreatures[type] = pCreature->GetGUID();
+
     return  pCreature;
 }
@@ -1073,6 +1358,9 @@
 void BattleGround::EndNow()
 {
+    RemoveFromBGFreeSlotQueue();
     SetStatus(STATUS_WAIT_LEAVE);
     SetEndTime(TIME_TO_AUTOREMOVE);
+    // inform invited players about the removal
+    sBattleGroundMgr.m_BattleGroundQueues[sBattleGroundMgr.BGQueueTypeId(GetTypeID(), GetArenaType())].BGEndedRemoveInvites(this);
 }
 
@@ -1152,2 +1440,27 @@
     player->SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE );
 }
+
+// return the player's team based on battlegroundplayer info
+// used in same faction arena matches mainly
+uint32 BattleGround::GetPlayerTeam(uint64 guid)
+{
+    std::map<uint64, BattleGroundPlayer>::const_iterator itr = m_Players.find(guid);
+    if(itr!=m_Players.end())
+        return itr->second.Team;
+    return 0;
+}
+
+uint32 BattleGround::GetAlivePlayersCountByTeam(uint32 Team) const
+{
+    int count = 0;
+    for(std::map<uint64, BattleGroundPlayer>::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
+    {
+        if(itr->second.Team == Team)
+        {
+            Player * pl = objmgr.GetPlayer(itr->first);
+            if(pl && pl->isAlive())
+                ++count;
+        }
+    }
+    return count;
+}
Index: trunk/src/game/World.h
===================================================================
--- trunk/src/game/World.h (revision 6)
+++ trunk/src/game/World.h (revision 9)
@@ -102,6 +102,4 @@
     CONFIG_INSTANCE_IGNORE_RAID,
     CONFIG_BATTLEGROUND_CAST_DESERTER,
-    CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_ENABLE,
-    CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_PLAYERONLY,
     CONFIG_INSTANCE_RESET_TIME_HOUR,
     CONFIG_INSTANCE_UNLOAD_DELAY,
@@ -160,4 +158,9 @@
     CONFIG_LISTEN_RANGE_TEXTEMOTE,
     CONFIG_LISTEN_RANGE_YELL,
+    CONFIG_ARENA_MAX_RATING_DIFFERENCE,
+    CONFIG_ARENA_RATING_DISCARD_TIMER,
+    CONFIG_ARENA_AUTO_DISTRIBUTE_POINTS,
+    CONFIG_ARENA_AUTO_DISTRIBUTE_INTERVAL_DAYS,
+    CONFIG_BATTLEGROUND_PREMATURE_FINISH_TIMER,
     CONFIG_VALUE_COUNT
 };
Index: trunk/src/game/debugcmds.cpp
===================================================================
--- trunk/src/game/debugcmds.cpp (revision 2)
+++ trunk/src/game/debugcmds.cpp (revision 9)
@@ -31,4 +31,5 @@
 #include "Language.h"
 #include "MapManager.h"
+#include "BattleGroundMgr.h"
 
 bool ChatHandler::HandleDebugInArcCommand(const char* /*args*/)
@@ -513,2 +514,8 @@
     return true;
 }
+
+bool ChatHandler::HandleDebugArenaCommand(const char * /*args*/)
+{
+    sBattleGroundMgr.ToggleArenaTesting();
+    return true;
+}
Index: trunk/src/game/ArenaTeam.cpp
===================================================================
--- trunk/src/game/ArenaTeam.cpp (revision 2)
+++ trunk/src/game/ArenaTeam.cpp (revision 9)
@@ -52,5 +52,5 @@
         return false;
 
-    sLog.outDebug("GUILD: creating arena team %s to leader: %u", ArenaTeamName.c_str(), GUID_LOPART(CaptainGuid));
+    sLog.outDebug("GUILD: creating arena team %s to leader: %u", ArenaTeamName.c_str(), GUID_LOPART(captainGuid));
 
     CaptainGuid = captainGuid;
@@ -139,8 +139,6 @@
         pl->SetInArenaTeam(Id, GetSlot());
         pl->SetArenaTeamIdInvited(0);
-    }
-    else
-    {
-        Player::SetUInt32ValueInDB(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (GetSlot() * 6), Id, PlayerGuid);
+        // personal rating
+        pl->SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (GetSlot() * 6) + 5, 1500);
     }
 
@@ -150,7 +148,32 @@
         if(pl)
             pl->SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 1 + (GetSlot() * 6), 1);
-        else
-            Player::SetUInt32ValueInDB(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 1 + (GetSlot() * 6), 1, PlayerGuid);
-    }
+    }
+
+    // setuint32valueindb is asynch, can't be used here
+    Tokens tokens;
+    if(!Player::LoadValuesArrayFromDB(tokens,PlayerGuid))
+        return false;
+
+    // arena team id
+    uint16 index = PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (GetSlot() * 6);
+    char buf[11];
+    snprintf(buf,11,"%u",Id);
+    tokens[index] = buf;
+    // pers rating
+    index = PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (GetSlot() * 6) + 5;
+    buf[11];
+    snprintf(buf,11,"%u",1500);
+    tokens[index] = buf;
+    // hide promote/remove buttons
+    if(CaptainGuid != PlayerGuid)
+    {
+        index = PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 1 + (GetSlot() * 6);
+        buf[11];
+        snprintf(buf,11,"%u",1);
+        tokens[index] = buf;
+    }
+
+    Player::SaveValuesArrayInDB(tokens,PlayerGuid);
+
     return true;
 }
@@ -158,8 +181,4 @@
 bool ArenaTeam::LoadArenaTeamFromDB(uint32 ArenaTeamId)
 {
-    LoadStatsFromDB(ArenaTeamId);
-    LoadMembersFromDB(ArenaTeamId);
-
-    //                                                      0          1    2           3    4               5           6           7           8
     QueryResult *result = CharacterDatabase.PQuery("SELECT arenateamid,name,captainguid,type,BackgroundColor,EmblemStyle,EmblemColor,BorderStyle,BorderColor FROM arena_team WHERE arenateamid = '%u'", ArenaTeamId);
 
@@ -181,4 +200,20 @@
     delete result;
 
+    // only load here, so additional checks can be made
+    LoadStatsFromDB(ArenaTeamId);
+    LoadMembersFromDB(ArenaTeamId);
+
+    if(!GetMembersSize())
+    {
+        // arena team is empty, delete from db
+        CharacterDatabase.BeginTransaction();
+        CharacterDatabase.PExecute("DELETE FROM arena_team WHERE arenateamid = '%u'", ArenaTeamId);
+        CharacterDatabase.PExecute("DELETE FROM arena_team_member WHERE arenateamid = '%u'", ArenaTeamId);
+        CharacterDatabase.PExecute("DELETE FROM arena_team_stats WHERE arenateamid = '%u'", ArenaTeamId);
+        CharacterDatabase.CommitTransaction();
+        // return false
+        return false;
+    }
+
     return true;
 }
@@ -208,5 +243,5 @@
     Field *fields;
 
-    QueryResult *result = CharacterDatabase.PQuery("SELECT guid,played_week,wons_week,played_season,wons_season FROM arena_team_member WHERE arenateamid = '%u'", ArenaTeamId);
+    QueryResult *result = CharacterDatabase.PQuery("SELECT guid,played_week,wons_week,played_season,wons_season,points_to_add FROM arena_team_member WHERE arenateamid = '%u'", ArenaTeamId);
     if(!result)
         return;
@@ -217,4 +252,12 @@
         ArenaTeamMember newmember;
         newmember.guid          = MAKE_NEW_GUID(fields[0].GetUInt32(), 0, HIGHGUID_PLAYER);
+        // check if this member is in this arenateam
+        // based on character data field
+        if(Player::GetUInt32ValueFromDB(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (GetSlot() * 6),newmember.guid) != ArenaTeamId)
+        {
+            // the player's registered arena team for this slot isn't this team, so delete member info from here
+            CharacterDatabase.PExecute("DELETE FROM arena_team_member WHERE guid = '%u' AND arenateamid = '%u'",fields[0].GetUInt32(), ArenaTeamId);
+            continue;
+        }
         LoadPlayerStats(&newmember);
         newmember.played_week   = fields[1].GetUInt32();
@@ -277,15 +320,34 @@
 
     Player *player = objmgr.GetPlayer(guid);
+    // this will be ugly. because of the asynchronous sql handling, we have to set all the fields of the player at once, and save them at once, or else the save will only modify the last field.
+    // rip off of setuint32valueindb
     if(player)
     {
         player->SetInArenaTeam(0, GetSlot());
         player->GetSession()->SendArenaTeamCommandResult(ERR_ARENA_TEAM_QUIT_S, GetName(), "", 0);
-    }
-    else
-    {
-        Player::SetUInt32ValueInDB(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (GetSlot() * 6), 0, guid);
-    }
-
-    CharacterDatabase.PExecute("DELETE FROM arena_team_member WHERE guid = '%u'", GUID_LOPART(guid));
+        // delete all info regarding this team
+        for(int i = 0; i < 6; ++i)
+        {
+            player->SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (GetSlot() * 6) + i, 0);
+        }
+    }
+
+    // we have to do it this way, setuint32valueindb is asynch, unsafe to use multiple times in a row on the same player
+    Tokens tokens;
+    if(!Player::LoadValuesArrayFromDB(tokens,guid))
+        return;
+
+    for(int i = 0; i < 6; ++i)
+    {
+        uint16 index = PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (GetSlot() * 6) + i;
+        char buf[11];
+        snprintf(buf,11,"%u",0);
+        tokens[index] = buf;
+    }
+
+    Player::SaveValuesArrayInDB(tokens,guid);
+
+    // only delete from this arena team!
+    CharacterDatabase.PExecute("DELETE FROM arena_team_member WHERE arenateamid = '%u' AND guid = '%u'", GetId(), GUID_LOPART(guid));
 }
 
@@ -314,4 +376,5 @@
     CharacterDatabase.BeginTransaction();
     CharacterDatabase.PExecute("DELETE FROM arena_team WHERE arenateamid = '%u'", Id);
+    CharacterDatabase.PExecute("DELETE FROM arena_team_member WHERE arenateamid = '%u'", Id);
     CharacterDatabase.PExecute("DELETE FROM arena_team_stats WHERE arenateamid = '%u'", Id);
     CharacterDatabase.CommitTransaction();
@@ -343,5 +406,5 @@
             data << uint32(itr->played_season);             // played this season
             data << uint32(itr->wons_season);               // wins this season
-            data << uint32(0);                              // personal rating?
+            data << uint32(pl->GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + GetSlot() * 6 + 5));                              // personal rating?
         }
         else
@@ -357,5 +420,5 @@
             data << uint32(itr->played_season);             // played this season
             data << uint32(itr->wons_season);               // wins this season
-            data << uint32(0);                              // personal rating?
+            data << uint32(Player::GetUInt32ValueFromDB(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + GetSlot() * 6 + 5, itr->guid));                              // personal rating?
         }
     }
@@ -392,4 +455,16 @@
 }
 
+void ArenaTeam::NotifyStatsChanged()
+{
+    // this is called after a rated match ended
+    // updates arena team stats for every member of the team (not only the ones who participated!)
+    for(MemberList::iterator itr = members.begin(); itr != members.end(); ++itr)
+    {
+        Player * plr=objmgr.GetPlayer(itr->guid);
+        if(plr)
+            Stats(plr->GetSession());
+    }
+}
+
 void ArenaTeam::InspectStats(WorldSession *session, uint64 guid)
 {
@@ -399,8 +474,18 @@
     data << uint32(GetId());                                // arena team id
     data << uint32(stats.rating);                           // rating
-    data << uint32(stats.games);                            // games
-    data << uint32(stats.wins);                             // wins
-    data << uint32(stats.played);                           // played (count of all games, that played...)
-    data << uint32(0);                                      // 2.3.3 personal rating?
+    data << uint32(stats.played);                           // season played
+    data << uint32(stats.wins2);                            // season wins
+    uint32 participated = 0;
+    for(MemberList::iterator itr = members.begin(); itr!= members.end(); ++itr)
+    {
+        if(itr->guid == guid)
+        {
+            participated = itr->played_season;
+            break;
+        }
+    }
+    data << uint32(participated);                            // played (count of all games, that the inspected member participated...)
+    data << uint32(Player::GetUInt32ValueFromDB(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + GetSlot() * 6 + 5, guid));                                       // unk, 2.3.3 (personal rating?)
+
     session->SendPacket(&data);
 }
@@ -495,23 +580,210 @@
 }
 
+uint32 ArenaTeam::GetPoints(uint32 MemberRating)
+{
+    // returns how many points would be awarded with this team type with this rating
+    float points;
+
+    uint32 rating = MemberRating + 150 < stats.rating ? MemberRating : stats.rating;
+
+    if(rating<=1500)
+    {
+        points = (float)rating * 0.22f + 14.0f;
+    }
+    else
+    {
+        points = 1511.26f / (1.0f + 1639.28f * exp(-0.00412f * (float)rating));
+    }
+
+    // type penalties for <5v5 teams
+    if(Type == ARENA_TEAM_2v2)
+        points *= 0.76f;
+    else if(Type == ARENA_TEAM_3v3)
+        points *= 0.88f;
+
+    return (uint32) points;
+}
+
+float ArenaTeam::GetChanceAgainst(uint32 rating)
+{
+    // returns the chance to win against a team with the given rating, used in the rating adjustment calculation
+    // ELO system
+    return 1.0f/(1.0f+exp(log(10.0f)*(float)((float)rating - (float)stats.rating)/400.0f));
+}
+
+int32 ArenaTeam::WonAgainstChance(float chance)
+{
+    // called when the team has won, and had 'chance' calculated chance to beat the opponent
+    // calculate the rating modification (ELO system with k=32)
+    int32 mod = (int32)floor(32.0f * (1.0f - chance));
+    // modify the team stats accordingly
+    stats.rating += mod;
+    stats.games += 1;
+    stats.wins += 1;
+    stats.played += 1;
+    stats.wins2 += 1;
+/*  this should be done in .flusharenapoints; not a breaker though.
+    uint32 higher_rank = 0;
+    QueryResult *result = CharacterDatabase.PQuery("SELECT DISTINCT COUNT(arenateamid) FROM arena_team_stats WHERE rating > '%u' AND arenateamid <> '%u'",stats.rating, Id);
+    if(result)
+    {
+        higher_rank = result->Fetch()->GetUInt32();
+        delete result;
+    }
+    stats.rank = higher_rank + 1;*/
+    // return the rating change, used to display it on the results screen
+    return mod;
+}
+
+int32 ArenaTeam::LostAgainstChance(float chance)
+{
+    // called when the team has lost, and had 'chance' calculated chance to beat the opponent
+    // calculate the rating modification (ELO system with k=32)
+    int32 mod = (int32)ceil(32.0f * (0.0f - chance));
+    // modify the team stats accordingly
+    stats.rating += mod;
+    stats.games += 1;
+    stats.played += 1;
+/*    uint32 higher_rank = 0;
+    QueryResult *result = CharacterDatabase.PQuery("SELECT DISTINCT COUNT (arenateamid) FROM arena_team_stats WHERE rating > '%u' AND arenateamid <> '%u'",stats.rating, Id);
+    if(result)
+    {
+        higher_rank = result->Fetch()->GetUInt32();
+        delete result;
+    }
+    stats.rank = higher_rank + 1;*/
+    // return the rating adjustment for display
+    return mod;
+}
+
+void ArenaTeam::MemberLost(Player * plr, uint32 againstrating)
+{
+    // called for each participant of a match after losing
+    for(MemberList::iterator itr = members.begin(); itr !=  members.end(); ++itr)
+    {
+        if(itr->guid == plr->GetGUID())
+        {
+            // update personal rating
+            int32 personalrating = plr->GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (GetSlot()*6) + 5);
+            float chance = 1.0f/(1.0f+exp(log(10.0f)*(float)((float)againstrating - (float)personalrating)/400.0f));
+            int32 mod = (int32)ceil(32.0f * (0.0f - chance));
+            personalrating += mod;
+            if(personalrating < 0)
+                personalrating = 0;
+            plr->SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (GetSlot()*6) + 5, personalrating);
+            // update personal played stats
+            itr->played_week +=1;
+            itr->played_season +=1;
+            // update the unit fields
+            plr->SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 6 * GetSlot() + 2, itr->played_week);
+            plr->SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 6 * GetSlot() + 3, itr->played_season);
+            return;
+        }
+    }
+}
+
+void ArenaTeam::MemberWon(Player * plr, uint32 againstrating)
+{
+    // called for each participant after winning a match
+    for(MemberList::iterator itr = members.begin(); itr !=  members.end(); ++itr)
+    {
+        if(itr->guid == plr->GetGUID())
+        {
+            // update personal rating
+            int32 personalrating = plr->GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (GetSlot()*6) + 5);
+            float chance = 1.0f/(1.0f+exp(log(10.0f)*(float)((float)againstrating - (float)personalrating)/400.0f));
+            int32 mod = (int32)floor(32.0f * (1.0f - chance));
+            personalrating += mod;
+            if(personalrating < 0)
+                personalrating = 0;
+            plr->SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (GetSlot()*6) + 5, personalrating);
+            // update personal stats
+            itr->played_week +=1;
+            itr->played_season +=1;
+            itr->wons_season += 1;
+            itr->wons_week += 1;
+            // update unit fields
+            plr->SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 6 * GetSlot() + 2, itr->played_week);
+            plr->SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 6 * GetSlot() + 3, itr->played_season);
+            return;
+        }
+    }
+}
+
+void ArenaTeam::UpdateArenaPointsHelper()
+{
+    // called after a match has ended and the stats are already modified
+    // helper function for arena point distribution (this way, when distributing, no actual calculation is required, just a few comparisons)
+    // 10 played games per week is a minimum
+    if(stats.games < 10)
+        return;
+    // to get points, a player has to participate in at least 30% of the matches
+    uint32 min_plays = ceil(stats.games * 0.3);
+    for(MemberList::iterator itr = members.begin(); itr !=  members.end(); ++itr)
+    {
+        // the player participated in enough games, update his points
+        if(itr->played_week >= min_plays)
+        {
+            // do it separately for online and offline players
+            // online players might have modified personal rating in MemberLost/MemberWon, that's not already saved to DB because of asynch queries
+            // offline player cant have a personal rating not matching the db
+            Player * plr = objmgr.GetPlayer(itr->guid);
+            uint32 points_to_add = 0;
+            if(plr)
+                points_to_add = GetPoints(plr->GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (GetSlot()*6) + 5));
+            else
+                points_to_add = GetPoints(Player::GetUInt32ValueFromDB(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (GetSlot()*6) + 5,itr->guid));
+            // it's enough to set the points in memory, the saving is done in separate function
+            CharacterDatabase.PExecute("UPDATE arena_team_member SET points_to_add = '%u' WHERE arenateamid = '%u' AND guid = '%u'", points_to_add, Id, itr->guid);
+        }
+        // the player failed to participate in enough games, so no points for him
+        else
+        {
+            CharacterDatabase.PExecute("UPDATE arena_team_member SET points_to_add = '%u' WHERE arenateamid = '%u' AND guid = '%u'", 0, Id, itr->guid);
+        }
+    }
+}
+
+void ArenaTeam::SaveToDB()
+{
+    // save team and member stats to db
+    // called after a match has ended
+    CharacterDatabase.PExecute("UPDATE arena_team_stats SET rating = '%u',games = '%u',played = '%u',rank = '%u',wins = '%u',wins2 = '%u' WHERE arenateamid = '%u'", stats.rating, stats.games, stats.played, stats.rank, stats.wins, stats.wins2, GetId());
+    for(MemberList::iterator itr = members.begin(); itr !=  members.end(); ++itr)
+    {
+        CharacterDatabase.PExecute("UPDATE arena_team_member SET played_week = '%u', wons_week = '%u', played_season = '%u', wons_season = '%u' WHERE arenateamid = '%u' AND guid = '%u'", itr->played_week, itr->wons_week, itr->played_season, itr->wons_season, Id, itr->guid);
+    }
+}
+
+void ArenaTeam::FinishWeek()
+{
+    stats.games = 0; // played this week
+    stats.wins = 0; // wins this week
+    for(MemberList::iterator itr = members.begin(); itr !=  members.end(); ++itr)
+    {
+        itr->played_week = 0;
+        itr->wons_week = 0;
+    }
+}
+
 /*
 arenateam fields (id from 2.3.3 client):
 1414 - arena team id 2v2
 1415 - 0=captain, 1=member
-1416 - played this season
-1417 - played this week
+1416 - played this week
+1417 - played this season
 1418 - unk
-1419 - unk
+1419 - personal arena rating
 1420 - arena team id 3v3
 1421 - 0=captain, 1=member
-1422 - played this season
-1423 - played this week
+1422 - played this week
+1423 - played this season
 1424 - unk
-1425 - unk
+1425 - personal arena rating
 1426 - arena team id 5v5
 1427 - 0=captain, 1=member
-1428 - played this season
-1429 - played this week
+1428 - played this week
+1429 - played this season
 1430 - unk
-1431 - unk
+1431 - personal arena rating
 */
Index: trunk/src/game/BattleGroundBE.cpp
===================================================================
--- trunk/src/game/BattleGroundBE.cpp (revision 2)
+++ trunk/src/game/BattleGroundBE.cpp (revision 9)
@@ -48,4 +48,10 @@
         {
             m_Events |= 0x01;
+            // setup here, only when at least one player has ported to the map
+            if(!SetupBattleGround())
+            {
+                EndNow();
+                return;
+            }
             for(uint32 i = BG_BE_OBJECT_DOOR_1; i <= BG_BE_OBJECT_DOOR_4; i++)
                 SpawnBGObject(i, RESPAWN_IMMEDIATELY);
@@ -87,4 +93,9 @@
                 if(Player *plr = objmgr.GetPlayer(itr->first))
                     plr->RemoveAurasDueToSpell(SPELL_ARENA_PREPARATION);
+
+            if(!GetPlayersCountByTeam(ALLIANCE) && GetPlayersCountByTeam(HORDE))
+                EndBattleGround(HORDE);
+            else if(GetPlayersCountByTeam(ALLIANCE) && !GetPlayersCountByTeam(HORDE))
+                EndBattleGround(ALLIANCE);
         }
     }
@@ -103,9 +114,21 @@
 
     m_PlayerScores[plr->GetGUID()] = sc;
+
+    UpdateWorldState(0x9f1, GetAlivePlayersCountByTeam(ALLIANCE));
+    UpdateWorldState(0x9f0, GetAlivePlayersCountByTeam(HORDE));
 }
 
 void BattleGroundBE::RemovePlayer(Player *plr, uint64 guid)
 {
-
+    if(GetStatus() == STATUS_WAIT_LEAVE)
+        return;
+
+    UpdateWorldState(0x9f1, GetAlivePlayersCountByTeam(ALLIANCE));
+    UpdateWorldState(0x9f0, GetAlivePlayersCountByTeam(HORDE));
+
+    if(!GetAlivePlayersCountByTeam(ALLIANCE) && GetPlayersCountByTeam(HORDE))
+        EndBattleGround(HORDE);
+    else if(GetPlayersCountByTeam(ALLIANCE) && !GetAlivePlayersCountByTeam(HORDE))
+        EndBattleGround(ALLIANCE);
 }
 
@@ -121,15 +144,25 @@
     }
 
-    BattleGround::HandleKillPlayer(player, killer);
-
-    uint32 killer_team_index = GetTeamIndexByTeamId(killer->GetTeam());
-
-    ++m_TeamKills[killer_team_index];                       // add kills to killer's team
-
-    if(m_TeamKills[killer_team_index] >= GetPlayersCountByTeam(player->GetTeam()))
+    BattleGround::HandleKillPlayer(player,killer);
+
+    UpdateWorldState(0x9f1, GetAlivePlayersCountByTeam(ALLIANCE));
+    UpdateWorldState(0x9f0, GetAlivePlayersCountByTeam(HORDE));
+
+    if(!GetAlivePlayersCountByTeam(ALLIANCE))
     {
         // all opponents killed
-        EndBattleGround(killer->GetTeam());
-    }
+        EndBattleGround(HORDE);
+    }
+    else if(!GetAlivePlayersCountByTeam(HORDE))
+    {
+        // all opponents killed
+        EndBattleGround(ALLIANCE);
+    }
+}
+
+bool BattleGroundBE::HandlePlayerUnderMap(Player *player)
+{
+    player->TeleportTo(GetMapId(),6238.930176,262.963470,0.889519,player->GetOrientation(),false);
+    return true;
 }
 
@@ -160,8 +193,14 @@
 }
 
+void BattleGroundBE::FillInitialWorldStates(WorldPacket &data)
+{
+    data << uint32(0x9f1) << uint32(GetAlivePlayersCountByTeam(ALLIANCE));           // 7
+    data << uint32(0x9f0) << uint32(GetAlivePlayersCountByTeam(HORDE));           // 8
+    data << uint32(0x9f3) << uint32(1);           // 9
+}
+
 void BattleGroundBE::ResetBGSubclass()
 {
-    m_TeamKills[BG_TEAM_ALLIANCE] = 0;
-    m_TeamKills[BG_TEAM_HORDE]    = 0;
+
 }
 
Index: trunk/src/game/BattleGroundMgr.h
===================================================================
--- trunk/src/game/BattleGroundMgr.h (revision 2)
+++ trunk/src/game/BattleGroundMgr.h (revision 9)
@@ -35,31 +35,31 @@
 #define MAX_BATTLEGROUND_TYPES 9                            // each BG type will be in array
 
-struct PlayerQueueInfo
+#define MAX_BATTLEGROUND_QUEUE_TYPES 8
+
+#define BATTLEGROUND_ARENA_POINT_DISTRIBUTION_DAY    86400     // seconds in a day
+
+struct GroupQueueInfo;                                      // type predefinition
+struct PlayerQueueInfo                                      // stores information for players in queue
 {
     uint32  InviteTime;                                     // first invite time
     uint32  LastInviteTime;                                 // last invite time
+    uint32  LastOnlineTime;                                 // for tracking and removing offline players from queue after 5 minutes
+    GroupQueueInfo * GroupInfo;                             // pointer to the associated groupqueueinfo
+};
+
+struct GroupQueueInfo                                       // stores information about the group in queue (also used when joined as solo!)
+{
+    std::map<uint64, PlayerQueueInfo*> Players;             // player queue info map
+    uint32  Team;                                           // Player team (ALLIANCE/HORDE)
+    bool    IsRated;                                        // rated
+    uint32  BgTypeId;                                       // battleground type id
+    uint8   ArenaType;                                      // 2v2, 3v3, 5v5 or 0 when BG
+    uint32  ArenaTeamId;                                    // team id if rated match
+    uint32  JoinTime;                                       // time when group was added
     uint32  IsInvitedToBGInstanceGUID;                      // was invited to certain BG
-    uint32  LastOnlineTime;                                 // for tracking and removing offline players from queue after 5 minutes
-    uint32  Team;                                           // Player team (ALLIANCE/HORDE)
-    bool IsRated;
-    bool AsGroup;                                           // uint32 GroupId;
-    uint8 ArenaType;
-};
-
-struct PlayersCount
-{
-    uint32 Alliance;
-    uint32 Horde;
-};
-
-template<class _Kty, class _Ty> class bgqueue: public std::map<_Kty, _Ty>
-{
-    public:
-        uint32 Alliance;
-        uint32 Horde;
-        //bool   Ready; // not used now
-        //uint32 AverageTime; //not already implemented (it should be average time in queue for last 10 players)
-};
-
+    uint32  ArenaTeamRating;                                // if rated match, inited to the rating of the team
+};
+
+class BattleGround;
 class BattleGroundQueue
 {
@@ -67,17 +67,64 @@
         BattleGroundQueue();
         ~BattleGroundQueue();
-/*
-        uint32 GetType();
-        void SetType(uint32 type);*/
-
-        void Update(uint32 bgTypeId, uint32 queue_id);
-
-        void AddPlayer(Player *plr, uint32 bgTypeId);
+
+        void Update(uint32 bgTypeId, uint32 queue_id, uint8 arenatype = 0, bool isRated = false, uint32 minRating = 0);
+
+        GroupQueueInfo * AddGroup(Player * leader, uint32 BgTypeId, uint8 ArenaType, bool isRated, uint32 ArenaRating, uint32 ArenaTeamId = 0);
+        void AddPlayer(Player *plr, GroupQueueInfo * ginfo);
         void RemovePlayer(uint64 guid, bool decreaseInvitedCount);
-
-        typedef bgqueue<uint64, PlayerQueueInfo> QueuedPlayersMap;
+        void DecreaseGroupLength(uint32 queueId, uint32 AsGroup);
+        void BGEndedRemoveInvites(BattleGround * bg);
+
+        typedef std::map<uint64, PlayerQueueInfo> QueuedPlayersMap;
         QueuedPlayersMap m_QueuedPlayers[MAX_BATTLEGROUND_QUEUES];
-        typedef std::list<uint64> PlayerGuidsSortedByTimeQueue;
-        PlayerGuidsSortedByTimeQueue m_PlayersSortedByWaitTime[MAX_BATTLEGROUND_QUEUES];
+
+        typedef std::list<GroupQueueInfo*> QueuedGroupsList;
+        QueuedGroupsList m_QueuedGroups[MAX_BATTLEGROUND_QUEUES];
+
+        // class to hold pointers to the groups eligible for a specific selection pool building mode
+        class EligibleGroups : public std::list<GroupQueueInfo *>
+        {
+        public:
+            void Init(QueuedGroupsList * source, uint32 BgTypeId, uint32 side, uint32 MaxPlayers, uint8 ArenaType = 0, bool IsRated = false, uint32 MinRating = 0, uint32 MaxRating = 0, uint32 DisregardTime = 0, uint32 excludeTeam = 0);
+            void RemoveGroup(GroupQueueInfo * ginfo);
+        };
+
+        EligibleGroups m_EligibleGroups;
+
+        // class to select and invite groups to bg
+        class SelectionPool
+        {
+        public:
+            void Init();
+            void AddGroup(GroupQueueInfo * group);
+            GroupQueueInfo * GetMaximalGroup();
+            void RemoveGroup(GroupQueueInfo * group);
+            uint32 GetPlayerCount() const {return PlayerCount;}
+        public:
+            std::list<GroupQueueInfo *> SelectedGroups;
+        private:
+            uint32 PlayerCount;
+            GroupQueueInfo * MaxGroup;
+        };
+
+        enum SelectionPoolBuildMode
+        {
+            NORMAL_ALLIANCE,
+            NORMAL_HORDE,
+            ONESIDE_ALLIANCE_TEAM1,
+            ONESIDE_ALLIANCE_TEAM2,
+            ONESIDE_HORDE_TEAM1,
+            ONESIDE_HORDE_TEAM2,
+
+            NUM_SELECTION_POOL_TYPES
+        };
+
+        SelectionPool m_SelectionPools[NUM_SELECTION_POOL_TYPES];
+
+        bool BuildSelectionPool(uint32 bgTypeId, uint32 queue_id, uint32 MinPlayers, uint32 MaxPlayers, SelectionPoolBuildMode mode, uint8 ArenaType = 0, bool isRated = false, uint32 MinRating = 0, uint32 MaxRating = 0, uint32 DisregardTime = 0, uint32 excludeTeam = 0);
+
+    private:
+
+        bool InviteGroupToBG(GroupQueueInfo * ginfo, BattleGround * bg, uint32 side);
 };
 
@@ -97,5 +144,4 @@
         uint64 m_PlayerGuid;
         uint32 m_BgInstanceGUID;
-
 };
 
@@ -116,5 +162,4 @@
         uint32 m_PlayersTeam;
 };
-
 
 class BattleGroundMgr
@@ -133,10 +178,10 @@
         void BuildUpdateWorldStatePacket(WorldPacket *data, uint32 field, uint32 value);
         void BuildPvpLogDataPacket(WorldPacket *data, BattleGround *bg);
-        void BuildBattleGroundStatusPacket(WorldPacket *data, BattleGround *bg, uint32 team, uint8 QueueSlot, uint8 StatusID, uint32 Time1, uint32 Time2);
+        void BuildBattleGroundStatusPacket(WorldPacket *data, BattleGround *bg, uint32 team, uint8 QueueSlot, uint8 StatusID, uint32 Time1, uint32 Time2, uint32 arenatype = 0, uint8 israted = 0);
         void BuildPlaySoundPacket(WorldPacket *data, uint32 soundid);
 
         /* Player invitation */
         // called from Queue update, or from Addplayer to queue
-        void InvitePlayer(Player* plr, uint32 bgInstanceGUID);
+        void InvitePlayer(Player* plr, uint32 bgInstanceGUID, uint32 team);
 
         /* Battlegrounds */
@@ -144,5 +189,5 @@
         BattleGroundSet::iterator GetBattleGroundsEnd() { return m_BattleGrounds.end(); };
 
-        BattleGround* GetBattleGround(uint8 ID)
+        BattleGround* GetBattleGround(uint32 ID)
         {
             BattleGroundSet::iterator i = m_BattleGrounds.find(ID);
@@ -153,7 +198,11 @@
         };
 
+        BattleGround * GetBattleGroundTemplate(uint32 bgTypeId);
+        BattleGround * CreateNewBattleGround(uint32 bgTypeId);
+
         uint32 CreateBattleGround(uint32 bgTypeId, uint32 MinPlayersPerTeam, uint32 MaxPlayersPerTeam, uint32 LevelMin, uint32 LevelMax, char* BattleGroundName, uint32 MapID, float Team1StartLocX, float Team1StartLocY, float Team1StartLocZ, float Team1StartLocO, float Team2StartLocX, float Team2StartLocY, float Team2StartLocZ, float Team2StartLocO);
 
         inline void AddBattleGround(uint32 ID, BattleGround* BG) { m_BattleGrounds[ID] = BG; };
+        void RemoveBattleGround(uint32 instanceID);
 
         void CreateInitialBattleGrounds();
@@ -163,9 +212,24 @@
         /* Battleground queues */
         //these queues are instantiated when creating BattlegroundMrg
-        BattleGroundQueue m_BattleGroundQueues[MAX_BATTLEGROUND_TYPES]; // public, because we need to access them in BG handler code
+        BattleGroundQueue m_BattleGroundQueues[MAX_BATTLEGROUND_QUEUE_TYPES]; // public, because we need to access them in BG handler code
 
         BGFreeSlotQueueType BGFreeSlotQueue[MAX_BATTLEGROUND_TYPES];
 
         void SendAreaSpiritHealerQueryOpcode(Player *pl, BattleGround *bg, uint64 guid);
+
+        bool IsArenaType(uint32 bgTypeId) const;
+        bool IsBattleGroundType(uint32 bgTypeId) const;
+        uint32 BGQueueTypeId(uint32 bgTypeId, uint8 arenaType) const;
+        uint32 BGTemplateId(uint32 bgQueueTypeId) const;
+        uint8 BGArenaType(uint32 bgQueueTypeId) const;
+
+        uint32 GetMaxRatingDifference() const {return m_MaxRatingDifference;}
+        uint32 GetRatingDiscardTimer() const {return m_RatingDiscardTimer;}
+
+        void InitAutomaticArenaPointDistribution();
+        void DistributeArenaPoints();
+        uint32 GetPrematureFinishTime() const {return m_PrematureFinishTimer;}
+        void ToggleArenaTesting();
+        const bool isArenaTesting() const { return m_ArenaTesting; }
 
     private:
@@ -173,4 +237,12 @@
         /* Battlegrounds */
         BattleGroundSet m_BattleGrounds;
+        uint32 m_MaxRatingDifference;
+        uint32 m_RatingDiscardTimer;
+        uint32 m_NextRatingDiscardUpdate;
+        bool   m_AutoDistributePoints;
+        uint64 m_NextAutoDistributionTime;
+        uint32 m_AutoDistributionTimeChecker;
+        uint32 m_PrematureFinishTimer;
+        bool   m_ArenaTesting;
 };
 
Index: trunk/src/game/MapManager.cpp
===================================================================
--- trunk/src/game/MapManager.cpp (revision 2)
+++ trunk/src/game/MapManager.cpp (revision 9)
@@ -108,5 +108,5 @@
 
         const MapEntry* entry = sMapStore.LookupEntry(id);
-        if (entry && entry->IsDungeon())
+        if (entry && entry->Instanceable())
         {
             m = new MapInstanced(id, i_gridCleanUpDelay, 0);
Index: trunk/src/game/Unit.cpp
===================================================================
--- trunk/src/game/Unit.cpp (revision 6)
+++ trunk/src/game/Unit.cpp (revision 9)
@@ -594,23 +594,4 @@
     if (health <= damage)
     {
-        // battleground things
-        if(pVictim->GetTypeId() == TYPEID_PLAYER && (((Player*)pVictim)->InBattleGround()))
-        {
-            Player *killed = ((Player*)pVictim);
-            Player *killer = NULL;
-            if(GetTypeId() == TYPEID_PLAYER)
-                killer = ((Player*)this);
-            else if(GetTypeId() == TYPEID_UNIT && ((Creature*)this)->isPet())
-            {
-                Unit *owner = GetOwner();
-                if(owner && owner->GetTypeId() == TYPEID_PLAYER)
-                    killer = ((Player*)owner);
-            }
-
-            if(killer)
-                if(BattleGround *bg = killed->GetBattleGround())
-                    bg->HandleKillPlayer(killed, killer);   // drop flags and etc
-        }
-
         DEBUG_LOG("DealDamage: victim just died");
 
@@ -750,4 +731,23 @@
 
             he->DuelComplete(DUEL_INTERUPTED);
+        }
+
+        // battleground things (do this at the end, so the death state flag will be properly set to handle in the bg->handlekill)
+        if(pVictim->GetTypeId() == TYPEID_PLAYER && (((Player*)pVictim)->InBattleGround()))
+        {
+            Player *killed = ((Player*)pVictim);
+            Player *killer = NULL;
+            if(GetTypeId() == TYPEID_PLAYER)
+                killer = ((Player*)this);
+            else if(GetTypeId() == TYPEID_UNIT && ((Creature*)this)->isPet())
+            {
+                Unit *owner = GetOwner();
+                if(owner && owner->GetTypeId() == TYPEID_PLAYER)
+                    killer = ((Player*)owner);
+            }
+
+            if(killer)
+                if(BattleGround *bg = killed->GetBattleGround())
+                    bg->HandleKillPlayer(killed, killer);   // drop flags and etc
         }
     }
@@ -4141,4 +4141,20 @@
         AuraMap::iterator iter = m_Auras.begin();
         RemoveAura(iter);
+    }
+}
+
+void Unit::RemoveArenaAuras(bool onleave)
+{
+    // in join, remove positive buffs, on end, remove negative
+    // used to remove positive visible auras in arenas
+    for(AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end();)
+    {
+        if ( !(iter->second->GetSpellProto()->AttributesEx4 & (1<<21)) // don't remove stances, shadowform, pally/hunter auras
+            && !iter->second->IsPassive()                               // don't remove passive auras
+            && (!(iter->second->GetSpellProto()->Attributes & SPELL_ATTR_UNAFFECTED_BY_INVULNERABILITY) || !(iter->second->GetSpellProto()->Attributes & SPELL_ATTR_UNK8))   // not unaffected by invulnerability auras or not having that unknown flag (that seemed the most probable)
+            && (iter->second->IsPositive() ^ onleave))                   // remove positive buffs on enter, negative buffs on leave
+            RemoveAura(iter);
+        else
+            ++iter;
     }
 }
Index: trunk/src/game/ObjectMgr.h
===================================================================
--- trunk/src/game/ObjectMgr.h (revision 6)
+++ trunk/src/game/ObjectMgr.h (revision 9)
@@ -311,4 +311,6 @@
         void AddArenaTeam(ArenaTeam* arenateam) { mArenaTeamSet.insert( arenateam ); }
         void RemoveArenaTeam(ArenaTeam* arenateam) { mArenaTeamSet.erase( arenateam ); }
+        ArenaTeamSet::iterator GetArenaTeamSetBegin() { return mArenaTeamSet.begin(); }
+        ArenaTeamSet::iterator GetArenaTeamSetEnd() { return mArenaTeamSet.end(); }
 
         static CreatureInfo const *GetCreatureTemplate( uint32 id );
Index: trunk/src/game/World.cpp
===================================================================
--- trunk/src/game/World.cpp (revision 6)
+++ trunk/src/game/World.cpp (revision 9)
@@ -630,6 +630,4 @@
 
     m_configs[CONFIG_BATTLEGROUND_CAST_DESERTER]              = sConfig.GetBoolDefault("Battleground.CastDeserter", true);
-    m_configs[CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_ENABLE]     = sConfig.GetBoolDefault("Battleground.QueueAnnouncer.Enable", true);
-    m_configs[CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_PLAYERONLY] = sConfig.GetBoolDefault("Battleground.QueueAnnouncer.PlayerOnly", false);
 
     m_configs[CONFIG_CAST_UNSTUCK] = sConfig.GetBoolDefault("CastUnstuck", true);
@@ -770,4 +768,11 @@
     m_configs[CONFIG_LISTEN_RANGE_YELL]      = sConfig.GetIntDefault("ListenRange.Yell", 300);
 
+
+    m_configs[CONFIG_ARENA_MAX_RATING_DIFFERENCE] = sConfig.GetIntDefault("Arena.MaxRatingDifference", 0);
+    m_configs[CONFIG_ARENA_RATING_DISCARD_TIMER] = sConfig.GetIntDefault("Arena.RatingDiscardTimer",300000);
+    m_configs[CONFIG_ARENA_AUTO_DISTRIBUTE_POINTS] = sConfig.GetBoolDefault("Arena.AutoDistributePoints", false);
+    m_configs[CONFIG_ARENA_AUTO_DISTRIBUTE_INTERVAL_DAYS] = sConfig.GetIntDefault("Arena.AutoDistributeInterval", 7);
+
+    m_configs[CONFIG_BATTLEGROUND_PREMATURE_FINISH_TIMER] = sConfig.GetIntDefault("BattleGround.PrematureFinishTimer", 0);
 
     m_VisibleUnitGreyDistance = sConfig.GetFloatDefault("Visibility.Distance.Grey.Unit", 1);
@@ -1157,4 +1162,5 @@
     sLog.outString( "Starting BattleGround System" );
     sBattleGroundMgr.CreateInitialBattleGrounds();
+    sBattleGroundMgr.InitAutomaticArenaPointDistribution();
 
     //Not sure if this can be moved up in the sequence (with static data loading) as it uses MapManager
Index: trunk/src/game/BattleGroundHandler.cpp
===================================================================
--- trunk/src/game/BattleGroundHandler.cpp (revision 2)
+++ trunk/src/game/BattleGroundHandler.cpp (revision 9)
@@ -27,7 +27,10 @@
 #include "ObjectAccessor.h"
 #include "Object.h"
+#include "Chat.h"
+#include "Language.h"
 #include "BattleGroundMgr.h"
 #include "BattleGroundWS.h"
 #include "BattleGround.h"
+#include "ArenaTeam.h"
 
 void WorldSession::HandleBattleGroundHelloOpcode( WorldPacket & recv_data )
@@ -76,4 +79,5 @@
     uint32 instanceId;
     uint8 joinAsGroup;
+    Group * grp;
 
     recv_data >> guid;                                      // battlemaster guid
@@ -82,8 +86,14 @@
     recv_data >> joinAsGroup;                               // join as group
 
-    sLog.outDebug( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from: " I64FMT " for BG (Type: %u)", guid, bgTypeId);
-
-    if(bgTypeId >= MAX_BATTLEGROUND_TYPES)                  // cheating?
-        return;
+    if(bgTypeId >= MAX_BATTLEGROUND_TYPES)
+    {
+        sLog.outError("Battleground: invalid bgtype received. possible cheater? player guid %u",_player->GetGUIDLow());
+        return;
+    }
+
+    sLog.outDebug( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from: " I64FMT, guid);
+
+    // can do this, since it's battleground, not arena
+    uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bgTypeId, 0);
 
     // ignore if we already in BG or BG queue
@@ -98,50 +108,133 @@
         return;
 
-    // check Deserter debuff
-    if( !_player->CanJoinToBattleground() )
-    {
-        WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
-        data << (uint32) 0xFFFFFFFE;
-        _player->GetSession()->SendPacket(&data);
-        return;
-    }
-
-    // check existence
-    BattleGround *bg = sBattleGroundMgr.GetBattleGround(bgTypeId);
-    if(!bg)
-        return;
-
-    if(joinAsGroup && _player->GetGroup())
-    {
-        Group *grp = _player->GetGroup();
+    // get bg instance or bg template if instance not found
+    BattleGround * bg = 0;
+    if(instanceId)
+        BattleGround *bg = sBattleGroundMgr.GetBattleGround(instanceId);
+
+    if(!bg && !(bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId)))
+    {
+        sLog.outError("Battleground: no available bg / template found");
+        return;
+    }
+
+    // check queueing conditions
+    if(!joinAsGroup)
+    {
+        // check Deserter debuff
+        if( !_player->CanJoinToBattleground() )
+        {
+            WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
+            data << (uint32) 0xFFFFFFFE;
+            _player->GetSession()->SendPacket(&data);
+            return;
+        }
+        // check if already in queue
+        if (_player->GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES)
+            //player is already in this queue
+            return;
+        // check if has free queue slots
+        if(!_player->HasFreeBattleGroundQueueId())
+            return;
+    }
+    else
+    {
+        grp = _player->GetGroup();
+        // no group found, error
+        if(!grp)
+            return;
+        uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0);
+        switch(err)
+        {
+            // TODO: add error-based feedback to players in all cases
+        case BG_JOIN_ERR_GROUP_TOO_MANY:
+            {
+            WorldPacket data;
+            ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_TOO_LARGE), NULL);
+            SendPacket(&data);
+            }
+            return;
+            break;
+        case BG_JOIN_ERR_OFFLINE_MEMBER:
+            {
+            WorldPacket data;
+            ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_OFFLINE_MEMBER), NULL);
+            SendPacket(&data);
+            }
+            return;
+            break;
+        case BG_JOIN_ERR_MIXED_FACTION:
+            {
+            WorldPacket data;
+            ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MIXED_FACTION), NULL);
+            SendPacket(&data);
+            }
+            return;
+            break;
+        case BG_JOIN_ERR_MIXED_LEVELS:
+            {
+            WorldPacket data;
+            ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MIXED_LEVELS), NULL);
+            SendPacket(&data);
+            }
+            return;
+            break;
+        case BG_JOIN_ERR_GROUP_MEMBER_ALREADY_IN_QUEUE:
+            {
+            WorldPacket data;
+            ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MEMBER_ALREADY_IN_QUEUE), NULL);
+            SendPacket(&data);
+            }
+            return;
+            break;
+        case BG_JOIN_ERR_GROUP_DESERTER:
+            {
+            WorldPacket data;
+            ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MEMBER_DESERTER), NULL);
+            SendPacket(&data);
+            }
+            return;
+            break;
+        case BG_JOIN_ERR_ALL_QUEUES_USED:
+            {
+            WorldPacket data;
+            ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MEMBER_NO_FREE_QUEUE_SLOTS), NULL);
+            SendPacket(&data);
+            }
+            return;
+            break;
+            // all ok, can join
+        case BG_JOIN_ERR_OK:
+            break;
+            // these aren't possible outcomes in bgs 
+        case BG_JOIN_ERR_GROUP_NOT_ENOUGH:
+        case BG_JOIN_ERR_MIXED_ARENATEAM:
+            return;
+            break;
+            // not the above? shouldn't happen, don't let join
+        default:
+            return;
+            break;
+        };
+    }
+
+    // if we're here, then the conditions to join a bg are met. We can proceed in joining.
+
+    // _player->GetGroup() was already checked, grp is already initialized
+    if(joinAsGroup /* && _player->GetGroup()*/)
+    {
+        sLog.outDebug("Battleground: the following players are joining as group:");
+        GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, 0, false, 0);
         for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
         {
             Player *member = itr->getSource();
-            if(!member) continue;
-
-            if( !member->CanJoinToBattleground() )
-            {
-                WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
-                data << (uint32) 0xFFFFFFFE;
-                _player->GetSession()->SendPacket(&data);
-                continue;
-            }
-            if (member->InBattleGroundQueueForBattleGroundType(bgTypeId))
-                //player is already in this queue
-                continue;
-
-            WorldPacket data;
-                                                            // add to queue
-            uint32 queueSlot = member->AddBattleGroundQueueId(bgTypeId);
-            if (queueSlot == PLAYER_MAX_BATTLEGROUND_QUEUES)
-            {
-                // fill data packet
-                //member->GetSession()->SendPacket(data);
-                continue;
-            }
+            if(!member) continue;   // this should never happen
+
+            uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId);           // add to queue
 
             // store entry point coords (same as leader entry point)
             member->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation());
 
+            WorldPacket data;
                                                             // send status packet (in queue)
             sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, member->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0);
@@ -149,21 +242,14 @@
             sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId);
             member->GetSession()->SendPacket(&data);
-            sBattleGroundMgr.m_BattleGroundQueues[bgTypeId].AddPlayer(member, bgTypeId);
-        }
+            sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(member, ginfo);
+            sLog.outDebug("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,member->GetGUIDLow(), member->GetName());
+        }
+        sLog.outDebug("Battleground: group end");
+        sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel());
     }
     else
     {
-        if (_player->InBattleGroundQueueForBattleGroundType(bgTypeId))
-            //player is already in this queue
-            return;
-        uint32 queueSlot = _player->AddBattleGroundQueueId(bgTypeId);
-        if (queueSlot == PLAYER_MAX_BATTLEGROUND_QUEUES)
-        {
-            WorldPacket data;
-            // fill data packet
-            //SendPacket(data);
-            return;
-        }
-
+        // already checked if queueSlot is valid, now just get it
+        uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId);
         // store entry point coords
         _player->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation());
@@ -173,5 +259,9 @@
         sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0);
         SendPacket(&data);
-        sBattleGroundMgr.m_BattleGroundQueues[bgTypeId].AddPlayer(_player, bgTypeId);
+
+        GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, 0, false, 0);
+        sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(_player, ginfo);
+        sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel());
+        sLog.outDebug("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName());
     }
 }
@@ -247,10 +337,9 @@
     recv_data >> bgTypeId;                                  // id from DBC
 
-    if(bgTypeId >= MAX_BATTLEGROUND_TYPES)                  // cheating?
-        return;
-
-    // can't be received if player not in BG queue
-    if(!_player->InBattleGroundQueueForBattleGroundType(bgTypeId))
-        return;
+    if(bgTypeId >= MAX_BATTLEGROUND_TYPES)
+    {
+        sLog.outError("Battleground: invalid bgtype received.");
+        return;
+    }
 
     BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(bgTypeId);
@@ -270,78 +359,184 @@
     sLog.outDebug( "WORLD: Recvd CMSG_BATTLEFIELD_PORT Message");
 
-    uint8 unk1;
+    uint8 type;                                             // arenatype if arena
     uint8 unk2;                                             // unk, can be 0x0 (may be if was invited?) and 0x1
+    uint32 instanceId;                                      
     uint32 bgTypeId;                                        // type id from dbc
     uint16 unk;                                             // 0x1F90 constant?
     uint8 action;                                           // enter battle 0x1, leave queue 0x0
 
-    recv_data >> unk1 >> unk2 >> bgTypeId >> unk >> action;
-
-    if(bgTypeId >= MAX_BATTLEGROUND_TYPES)                  // cheating?
-        return;
-
-    if(!_player->InBattleGroundQueueForBattleGroundType(bgTypeId))
-        return;
-
-    BattleGround *bg = sBattleGroundMgr.GetBattleGround(bgTypeId);
+    recv_data >> type >> unk2 >> bgTypeId >> unk >> action;
+
+    if(bgTypeId >= MAX_BATTLEGROUND_TYPES)
+    {
+        sLog.outError("Battleground: invalid bgtype received.");
+        // update battleground slots for the player to fix his UI and sent data.
+        // this is a HACK, I don't know why the client starts sending invalid packets in the first place.
+        // it usually happens with extremely high latency (if debugging / stepping in the code for example)
+        if(_player->InBattleGroundQueue())
+        {
+            // update all queues, send invitation info if player is invited, queue info if queued
+            for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
+            {
+                uint32 queue_id = _player->GetBattleGroundQueueId(i);
+                if(!queue_id)
+                    continue;
+                BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID());
+                // if the player is not in queue, contine
+                if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end())
+                    continue;
+
+                // no group information, this should never happen
+                if(!itrPlayerStatus->second.GroupInfo)
+                    continue;
+
+                BattleGround * bg = NULL;
+
+                // get possibly needed data from groupinfo
+                bgTypeId = itrPlayerStatus->second.GroupInfo->BgTypeId;
+                uint8 arenatype = itrPlayerStatus->second.GroupInfo->ArenaType;
+                uint8 israted = itrPlayerStatus->second.GroupInfo->IsRated;
+                uint8 status = 0;
+
+                
+                if(!itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID)
+                {
+                    // not invited to bg, get template
+                    bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
+                    status = STATUS_WAIT_QUEUE;
+                }
+                else
+                {
+                    // get the bg we're invited to
+                    BattleGround * bg = sBattleGroundMgr.GetBattleGround(itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID);
+                    status = STATUS_WAIT_JOIN;
+                }
+
+                // if bg not found, then continue
+                if(!bg)
+                    continue;
+
+                // don't invite if already in the instance
+                if(_player->InBattleGround() && _player->GetBattleGround() && _player->GetBattleGround()->GetInstanceID() == bg->GetInstanceID())
+                    continue;
+
+                // re - invite player with proper data
+                WorldPacket data;
+                sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, itrPlayerStatus->second.GroupInfo->Team?itrPlayerStatus->second.GroupInfo->Team:_player->GetTeam(), i, status, INVITE_ACCEPT_WAIT_TIME, 0, arenatype, israted);
+                SendPacket(&data);
+            }
+        }
+        return;
+    }
+
+    uint32 bgQueueTypeId = 0;
+    // get the bg what we were invited to 
+    BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus;
+    bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bgTypeId,type);
+    itrPlayerStatus = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID());
+
+    if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end())
+    {
+        sLog.outError("Battleground: itrplayerstatus not found.");
+        return;
+    }
+    instanceId = itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID;
+
+    // if action == 1, then instanceId is _required_
+    if(!instanceId && action == 1)
+    {
+        sLog.outError("Battleground: instance not found.");
+        return;
+    }
+
+    BattleGround *bg = sBattleGroundMgr.GetBattleGround(instanceId);
+
+    // bg template might and must be used in case of leaving queue, when instance is not created yet
+    if(!bg && action == 0)
+        bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
+
     if(!bg)
-        return;
-
-    uint32 queueSlot = 0;
-    WorldPacket data;
-    switch(action)
-    {
-        case 1:                                             // port to battleground
-            // cheating?
-            if(!_player->IsInvitedForBattleGroundType(bgTypeId))
-                return;
-
-            // check if player is not deserter
-            if( !_player->CanJoinToBattleground() )
-            {
-                WorldPacket data2;
-                data2.Initialize(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
-                data2 << (uint32) 0xFFFFFFFE;
-                SendPacket(&data2);
-                return;
-            }
-
-            // if the player is dead, resurrect him before teleport
-            if(!_player->isAlive())
-            {
-                _player->ResurrectPlayer(1.0f,false);
-                _player->SpawnCorpseBones();
-            }
-
-            // leave current group
-            _player->RemoveFromGroup();
-
-            // packet to player about BG status
-            queueSlot = _player->GetBattleGroundQueueIndex(bgTypeId);
-            sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime());
-            _player->GetSession()->SendPacket(&data);
-
-            // remove battleground queue status from BGmgr
-            sBattleGroundMgr.m_BattleGroundQueues[bgTypeId].RemovePlayer(_player->GetGUID(), false);
-
-            // this is still needed here if battleground "jumping" shouldn't add deserter debuff
-            // also this required to prevent stuck at old battleground after SetBattleGroundId set to new
-            if (BattleGround *currentBg = _player->GetBattleGround())
-                currentBg->RemovePlayerAtLeave(_player->GetGUID(), false, true);
-
-            _player->SetBattleGroundId(bg->GetTypeID());
-            sBattleGroundMgr.SendToBattleGround(_player, bgTypeId);
-            bg->AddPlayer(_player);
-            break;
-        case 0:                                             // leave queue
-            queueSlot = _player->GetBattleGroundQueueIndex(bgTypeId);
-            _player->RemoveBattleGroundQueueId(bgTypeId);   // must be called this way, because if you move this call to queue->removeplayer, it causes bugs
-            sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_NONE, 0, 0);
-            sBattleGroundMgr.m_BattleGroundQueues[bgTypeId].RemovePlayer(_player->GetGUID(), true);
-            SendPacket(&data);
-            break;
-        default:
-            sLog.outError("Battleground port: unknown action %u", action);
-            break;
+    {
+        sLog.outError("Battleground: bg not found.");
+        return;
+    }
+
+    bgTypeId = bg->GetTypeID();
+
+    if(_player->InBattleGroundQueue())
+    {
+        uint32 queueSlot = 0;
+        uint32 team = 0;
+        uint32 arenatype = 0;
+        uint32 israted = 0;
+        uint32 rating = 0;
+        // get the team info from the queue
+        BattleGroundQueue::QueuedPlayersMap::iterator pitr = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID());
+        if(pitr !=sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end()
+            && pitr->second.GroupInfo )
+        {
+            team = pitr->second.GroupInfo->Team;
+            arenatype = pitr->second.GroupInfo->ArenaType;
+            israted = pitr->second.GroupInfo->IsRated;
+            rating = pitr->second.GroupInfo->ArenaTeamRating;
+        }
+        else
+        {
+            sLog.outError("Battleground: Invalid player queue info!");
+            return;
+        }
+        WorldPacket data;
+        switch(action)
+        {
+            case 1:                                     // port to battleground
+                if(!_player->IsInvitedForBattleGroundQueueType(bgQueueTypeId))
+                    return;                                     // cheating?
+                // resurrect the player
+                if(!_player->isAlive())
+                {
+                    _player->ResurrectPlayer(1.0f,false);
+                    _player->SpawnCorpseBones();
+                }
+                // stop taxi flight at port
+                if(_player->isInFlight())
+                {
+                    _player->GetMotionMaster()->MovementExpired();
+                    _player->m_taxi.ClearTaxiDestinations();
+                }
+                _player->RemoveFromGroup();
+                queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId);
+                sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime());
+                _player->GetSession()->SendPacket(&data);
+                // remove battleground queue status from BGmgr
+                sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(_player->GetGUID(), false);
+                // this is still needed here if battleground "jumping" shouldn't add deserter debuff
+                // also this required to prevent stuck at old battleground after SetBattleGroundId set to new
+                if( BattleGround *currentBg = _player->GetBattleGround() )
+                    currentBg->RemovePlayerAtLeave(_player->GetGUID(), false, true);
+
+                // set the destination instance id
+                _player->SetBattleGroundId(bg->GetInstanceID());
+                // set the destination team
+                _player->SetBGTeam(team);
+                // bg->HandleBeforeTeleportToBattleGround(_player);
+                sBattleGroundMgr.SendToBattleGround(_player, instanceId);
+                // add only in HandleMoveWorldPortAck()
+                // bg->AddPlayer(_player,team);
+                sLog.outDebug("Battleground: player %s (%u) joined battle for bg %u, bgtype %u, queue type %u.",_player->GetName(),_player->GetGUIDLow(),bg->GetInstanceID(),bg->GetTypeID(),bgQueueTypeId);
+                break;
+            case 0:                                     // leave queue
+                queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId);
+                _player->RemoveBattleGroundQueueId(bgQueueTypeId); // must be called this way, because if you move this call to queue->removeplayer, it causes bugs
+                sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_NONE, 0, 0);
+                sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(_player->GetGUID(), true);
+                // player left queue, we should update it, maybe now his group fits in
+                sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId,_player->GetBattleGroundQueueIdFromLevel(),arenatype,israted,rating);
+                SendPacket(&data);
+                sLog.outDebug("Battleground: player %s (%u) left queue for bgtype %u, queue type %u.",_player->GetName(),_player->GetGUIDLow(),bg->GetTypeID(),bgQueueTypeId);
+                break;
+            default:
+                sLog.outError("Battleground port: unknown action %u", action);
+                break;
+        }
     }
 }
@@ -384,5 +579,6 @@
         if(bg)
         {
-            uint32 queueSlot = _player->GetBattleGroundQueueIndex(bg->GetTypeID());
+            uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType());
+            uint32 queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId);
             if((bg->GetStatus() <= STATUS_IN_PROGRESS))
             {
@@ -392,13 +588,23 @@
             for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
             {
-                uint32 queue_id = _player->GetBattleGroundQueueId(i);
-                if (i == queueSlot || !queue_id)
+                uint32 queue_id = _player->GetBattleGroundQueueId(i);       // battlegroundqueueid stores the type id, not the instance id, so this is definitely wrong
+                uint8 arenatype = sBattleGroundMgr.BGArenaType(queue_id);
+                uint8 isRated = 0;
+                if (i == queueSlot || !queue_id)                            // we need to get the instance ids
                     continue;
-                BattleGround *bg2 = sBattleGroundMgr.GetBattleGround(queue_id);
+                BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID());
+                if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end())
+                    continue;
+                if(itrPlayerStatus->second.GroupInfo)
+                {
+                    arenatype = itrPlayerStatus->second.GroupInfo->ArenaType;
+                    isRated = itrPlayerStatus->second.GroupInfo->IsRated;
+                }
+                BattleGround *bg2 = sBattleGroundMgr.GetBattleGroundTemplate(sBattleGroundMgr.BGTemplateId(queue_id)); //  try this
                 if(bg2)
                 {
                     //in this call is small bug, this call should be filled by player's waiting time in queue
                     //this call nulls all timers for client :
-                    sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg2, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0);
+                    sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg2, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0,arenatype,isRated);
                     SendPacket(&data);
                 }
@@ -411,14 +617,34 @@
         for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
         {
-            if(uint32 queue_id = _player->GetBattleGroundQueueId(i))
-            {
-                if(BattleGround *bg = sBattleGroundMgr.GetBattleGround(queue_id))
-                {
-                    sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0);
-                    SendPacket(&data);
-                }
-            }
-        }
-    }
+            uint32 queue_id = _player->GetBattleGroundQueueId(i);
+            if(!queue_id)
+                continue;
+            uint32 bgTypeId = sBattleGroundMgr.BGTemplateId(queue_id);
+            uint8 arenatype = sBattleGroundMgr.BGArenaType(queue_id);
+            uint8 isRated = 0;
+            BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
+            BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID());
+            if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end())
+                continue;
+            if(itrPlayerStatus->second.GroupInfo)
+            {
+                arenatype = itrPlayerStatus->second.GroupInfo->ArenaType;
+                isRated = itrPlayerStatus->second.GroupInfo->IsRated;
+            }
+            if(bg && queue_id)
+            {
+                sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0, arenatype, isRated);
+                SendPacket(&data);
+            }
+        }
+    }
+/*    else              // not sure if it needed...
+    {
+        for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
+        {
+            sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, NULL, _player->GetTeam(),i , STATUS_NONE, 0, 0);
+            SendPacket(&data);
+        }
+    }*/
 }
 
@@ -479,10 +705,4 @@
     if(_player->InBattleGround())
         return;
-
-    for(int qId = 0; qId < PLAYER_MAX_BATTLEGROUND_QUEUES; ++qId)
-    {
-        if(_player->GetBattleGroundQueueId(qId) != 0)
-            return;
-    }
 
     uint64 guid;                                            // arena Battlemaster guid
@@ -490,4 +710,6 @@
     uint8 asGroup;                                          // asGroup
     uint8 isRated;                                          // isRated
+    Group * grp;
+
     recv_data >> guid >> type >> asGroup >> isRated;
 
@@ -500,4 +722,5 @@
 
     uint8 arenatype = 0;
+    uint32 arenaRating = 0;
 
     switch(type)
@@ -517,24 +740,157 @@
     }
 
-    if(isRated && !_player->GetArenaTeamId(type))           // player not in arena team of that size
-    {
-        _player->GetSession()->SendNotInArenaTeamPacket(arenatype);
-        return;
-    }
-
-    if(asGroup && !_player->GetGroup())                     // player not in group
-        return;
-
-    // check existence
-    BattleGround *bg = sBattleGroundMgr.GetBattleGround(BATTLEGROUND_AA);
-    if(!bg)
-        return;
-
-    bg->SetArenaType(arenatype);
-    bg->SetRated(isRated);
-
-    if(asGroup && _player->GetGroup())
-    {
-        Group *grp = _player->GetGroup();
+    //check existance
+    BattleGround* bg = NULL;
+    if( !(bg = sBattleGroundMgr.GetBattleGroundTemplate(BATTLEGROUND_AA)) )
+    {
+        sLog.outError("Battleground: template bg (all arenas) not found");     
+        return;
+    }
+
+    uint8 bgTypeId = bg->GetTypeID();
+    uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bgTypeId, arenatype);
+
+    // check queueing conditions
+    if(!asGroup)
+    {
+        // check if already in queue
+        if (_player->GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES)
+            //player is already in this queue
+            return;
+        // check if has free queue slots
+        if(!_player->HasFreeBattleGroundQueueId())
+            return;
+    }
+    else
+    {
+        grp = _player->GetGroup();
+        // no group found, error
+        if(!grp)
+            return;
+        uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, arenatype, arenatype, (bool)isRated, type);
+        switch(err)
+        {
+            // TODO: add error-based feedback to players in all cases
+        case BG_JOIN_ERR_GROUP_TOO_MANY:
+            {
+            WorldPacket data;
+            ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_ARENA_GROUP_TOO_LARGE), NULL);
+            SendPacket(&data);
+            }
+            return;
+            break;
+        case BG_JOIN_ERR_GROUP_NOT_ENOUGH:
+            {
+            WorldPacket data;
+            ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_ARENA_NOT_ENOUGH_PLAYERS), NULL);
+            SendPacket(&data);
+            }
+            return;
+            break;
+        case BG_JOIN_ERR_MIXED_ARENATEAM:
+            {
+            WorldPacket data;
+            ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_ARENA_YOUR_TEAM_ONLY), NULL);
+            SendPacket(&data);
+            }
+            return;
+            break;
+        case BG_JOIN_ERR_OFFLINE_MEMBER:
+            {
+            WorldPacket data;
+            ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_OFFLINE_MEMBER), NULL);
+            SendPacket(&data);
+            }
+            return;
+            break;
+        case BG_JOIN_ERR_MIXED_FACTION:
+            {
+            WorldPacket data;
+            ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MIXED_FACTION), NULL);
+            SendPacket(&data);
+            }
+            return;
+            break;
+        case BG_JOIN_ERR_MIXED_LEVELS:
+            {
+            WorldPacket data;
+            ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MIXED_LEVELS), NULL);
+            SendPacket(&data);
+            }
+            return;
+            break;
+        case BG_JOIN_ERR_GROUP_MEMBER_ALREADY_IN_QUEUE:
+            {
+            WorldPacket data;
+            ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MEMBER_ALREADY_IN_QUEUE), NULL);
+            SendPacket(&data);
+            }
+            return;
+            break;
+        case BG_JOIN_ERR_GROUP_DESERTER:
+            {
+            WorldPacket data;
+            ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MEMBER_DESERTER), NULL);
+            SendPacket(&data);
+            }
+            return;
+            break;
+        case BG_JOIN_ERR_ALL_QUEUES_USED:
+            {
+            WorldPacket data;
+            ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MEMBER_NO_FREE_QUEUE_SLOTS), NULL);
+            SendPacket(&data);
+            }
+            return;
+            break;
+            // all ok, can join
+        case BG_JOIN_ERR_OK:
+            break;
+            // not the above? shouldn't happen, don't let join
+        default:
+            return;
+            break;
+        };
+    }
+
+    uint32 ateamId = 0;
+
+    if(isRated)           
+    {
+        ateamId = _player->GetArenaTeamId(type);
+        // check real arenateam existence only here (if it was moved to group->CanJoin .. () then we would ahve to get it twice)
+        ArenaTeam * at = objmgr.GetArenaTeamById(ateamId);
+        if(!at)
+        {
+            _player->GetSession()->SendNotInArenaTeamPacket(arenatype);
+            return;
+        }
+        // get the team rating for queueing
+        arenaRating = at->GetRating();
+        // the arenateam id must match for everyone in the group
+        // get the personal ratings for queueing
+        uint32 avg_pers_rating = 0;
+        for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
+        {
+            Player *member = itr->getSource();
+
+            // calc avg personal rating
+            avg_pers_rating += member->GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (type*6) + 5);
+        }
+
+        if( arenatype )
+            avg_pers_rating /= arenatype;
+
+        // if avg personal rating is more than 150 points below the teams rating, the team will be queued against an opponent matching or similar to the average personal rating 
+        if(avg_pers_rating + 150 < arenaRating)
+            arenaRating = avg_pers_rating;
+    }
+
+    if(asGroup)
+    {
+        GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, arenatype, isRated, arenaRating, ateamId);
+        sLog.outDebug("Battleground: arena join as group start");
+        if(isRated)
+            sLog.outDebug("Battleground: arena team id %u, leader %s queued with rating %u for type %u",_player->GetArenaTeamId(type),_player->GetName(),arenaRating,arenatype);
         for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
         {
@@ -542,21 +898,5 @@
             if(!member) continue;
 
-            /*if (!member->CanJoinToBattleground())
-                //player has deserter aura .. do nothing
-            */
-
-            if (member->InBattleGroundQueueForBattleGroundType(BATTLEGROUND_AA))
-                //player is already in this queue
-                continue;
-
-                                                            // add to queue
-            uint32 queueSlot = member->AddBattleGroundQueueId(BATTLEGROUND_AA);
-            if (queueSlot == PLAYER_MAX_BATTLEGROUND_QUEUES)
-            {
-                WorldPacket data;
-                //fill data
-                //member->GetSession()->SendPacket(data);
-                continue;
-            }
+            uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId);// add to queue
 
             // store entry point coords (same as leader entry point)
@@ -565,29 +905,17 @@
             WorldPacket data;
             // send status packet (in queue)
-            sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, member->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0);
+            sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, member->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0, arenatype, isRated);
             member->GetSession()->SendPacket(&data);
-            sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, BATTLEGROUND_AA);
+            sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId);
             member->GetSession()->SendPacket(&data);
-            sBattleGroundMgr.m_BattleGroundQueues[BATTLEGROUND_AA].AddPlayer(member, BATTLEGROUND_AA);
-        }
+            sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(member, ginfo);
+            sLog.outDebug("Battleground: player joined queue for arena as group bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,member->GetGUIDLow(), member->GetName());
+        }
+        sLog.outDebug("Battleground: arena join as group end");
+        sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(), arenatype, isRated, arenaRating);
     }
     else
     {
-        /*if (!member->CanJoinToBattleground())
-            //player has deserter aura .. do nothing
-        */
-
-        if (_player->InBattleGroundQueueForBattleGroundType(BATTLEGROUND_AA))
-            //player is already in this queue
-            return;
-
-        uint32 queueSlot = _player->AddBattleGroundQueueId(BATTLEGROUND_AA);
-        if (queueSlot == PLAYER_MAX_BATTLEGROUND_QUEUES)
-        {
-            WorldPacket data;
-            //fill data (player is in 3 queues already)
-            //SendPacket(data);
-            return;
-        }
+        uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId);
 
         // store entry point coords
@@ -596,7 +924,10 @@
         WorldPacket data;
         // send status packet (in queue)
-        sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0);
+        sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0, arenatype, isRated);
         SendPacket(&data);
-        sBattleGroundMgr.m_BattleGroundQueues[BATTLEGROUND_AA].AddPlayer(_player, BATTLEGROUND_AA);
+        GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, arenatype, isRated, arenaRating);
+        sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(_player, ginfo);
+        sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(), arenatype, isRated, arenaRating);
+        sLog.outDebug("Battleground: player joined queue for arena, skirmish, bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName());
     }
 }
Index: trunk/src/game/Group.cpp
===================================================================
--- trunk/src/game/Group.cpp (revision 2)
+++ trunk/src/game/Group.cpp (revision 9)
@@ -1245,4 +1245,52 @@
 }
 
+uint32 Group::CanJoinBattleGroundQueue(uint32 bgTypeId, uint32 bgQueueType, uint32 MinPlayerCount, uint32 MaxPlayerCount, bool isRated, uint32 arenaSlot)
+{
+    // check for min / max count
+    uint32 memberscount = GetMembersCount();
+    if(memberscount < MinPlayerCount)
+        return BG_JOIN_ERR_GROUP_NOT_ENOUGH;
+    if(memberscount > MaxPlayerCount)
+        return BG_JOIN_ERR_GROUP_TOO_MANY;
+
+    // get a player as reference, to compare other players' stats to (arena team id, queue id based on level, etc.)
+    Player * reference = GetFirstMember()->getSource();
+    // no reference found, can't join this way
+    if(!reference)
+        return BG_JOIN_ERR_OFFLINE_MEMBER;
+
+    uint32 bgQueueId = reference->GetBattleGroundQueueIdFromLevel();
+    uint32 arenaTeamId = reference->GetArenaTeamId(arenaSlot);
+    uint32 team = reference->GetTeam();
+
+    // check every member of the group to be able to join
+    for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next())
+    {
+        Player *member = itr->getSource();
+        // offline member? don't let join
+        if(!member)
+            return BG_JOIN_ERR_OFFLINE_MEMBER;
+        // don't allow cross-faction join as group
+        if(member->GetTeam() != team)
+            return BG_JOIN_ERR_MIXED_FACTION;
+        // not in the same battleground level braket, don't let join
+        if(member->GetBattleGroundQueueIdFromLevel() != bgQueueId)
+            return BG_JOIN_ERR_MIXED_LEVELS;
+        // don't let join rated matches if the arena team id doesn't match
+        if(isRated && member->GetArenaTeamId(arenaSlot) != arenaTeamId)
+            return BG_JOIN_ERR_MIXED_ARENATEAM;
+        // don't let join if someone from the group is already in that bg queue
+        if(member->InBattleGroundQueueForBattleGroundQueueType(bgQueueType))
+            return BG_JOIN_ERR_GROUP_MEMBER_ALREADY_IN_QUEUE;
+        // check for deserter debuff in case not arena queue
+        if(bgTypeId != BATTLEGROUND_AA && !member->CanJoinToBattleground())
+            return BG_JOIN_ERR_GROUP_DESERTER;
+        // check if member can join any more battleground queues
+        if(!member->HasFreeBattleGroundQueueId())
+            return BG_JOIN_ERR_ALL_QUEUES_USED;
+    }
+    return BG_JOIN_ERR_OK;
+}
+
 //===================================================
 //============== Roll ===============================
Index: trunk/src/game/Player.cpp
===================================================================
--- trunk/src/game/Player.cpp (revision 6)
+++ trunk/src/game/Player.cpp (revision 9)
@@ -347,6 +347,6 @@
     for (int j=0; j < PLAYER_MAX_BATTLEGROUND_QUEUES; j++)
     {
-        m_bgBattleGroundQueueID[j].bgType  = 0;
-        m_bgBattleGroundQueueID[j].invited = false;
+        m_bgBattleGroundQueueID[j].bgQueueType  = 0;
+        m_bgBattleGroundQueueID[j].invitedToInstance = 0;
     }
     m_bgTeam = 0;
@@ -1440,5 +1440,6 @@
 
     // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
-    if(!InBattleGround() && mEntry->IsBattleGround() && !GetSession()->GetSecurity())
+    // don't let gm level > 1 either
+    if(!InBattleGround() && mEntry->IsBattleGroundOrArena())
         return false;
 
@@ -3453,4 +3454,27 @@
         if(guild)
             guild->DelMember(guid);
+    }
+
+    // remove from arena teams
+    uint32 at_id = GetArenaTeamIdFromDB(playerguid,ARENA_TEAM_2v2);
+    if(at_id != 0)
+    {
+        ArenaTeam * at = objmgr.GetArenaTeamById(at_id);
+        if(at)
+            at->DelMember(playerguid);
+    }
+    at_id = GetArenaTeamIdFromDB(playerguid,ARENA_TEAM_3v3);
+    if(at_id != 0)
+    {
+        ArenaTeam * at = objmgr.GetArenaTeamById(at_id);
+        if(at)
+            at->DelMember(playerguid);
+    }
+    at_id = GetArenaTeamIdFromDB(playerguid,ARENA_TEAM_5v5);
+    if(at_id != 0)
+    {
+        ArenaTeam * at = objmgr.GetArenaTeamById(at_id);
+        if(at)
+            at->DelMember(playerguid);
     }
 
@@ -5884,4 +5908,8 @@
     UpdateHonorFields();
 
+    // do not reward honor in arenas, but return true to enable onkill spellproc
+    if(InBattleGround() && GetBattleGround() && GetBattleGround()->isArena())
+        return true;
+
     if(honor <= 0)
     {
@@ -6047,10 +6075,10 @@
 uint32 Player::GetArenaTeamIdFromDB(uint64 guid, uint8 type)
 {
-    // need fix it!
     QueryResult *result = CharacterDatabase.PQuery("SELECT arenateamid FROM arena_team_member WHERE guid='%u'", GUID_LOPART(guid));
     if(result)
     {
-        // init id to 0, check the arena type before assigning a value to id
-        uint32 id = 0;
+        bool found = false;
+        // init id to find the type of the arenateam
+        uint32 id = (*result)[0].GetUInt32();
         do
         {
@@ -6063,5 +6091,5 @@
                 {
                     // if the type matches, we've found the id
-                    id = (*result)[0].GetUInt32();
+                    found = true;
                     break;
                 }
@@ -6069,5 +6097,5 @@
         } while(result->NextRow());
         delete result;
-        return id;
+        if(found) return id;
     }
     // no arenateam for the specified guid, return 0
@@ -7710,17 +7738,32 @@
             break;
         case 3698:                                          // Nagrand Arena
-            data << uint32(0xa0f) << uint32(0x0);           // 7
-            data << uint32(0xa10) << uint32(0x0);           // 8
-            data << uint32(0xa11) << uint32(0x0);           // 9
+            if (bg && bg->GetTypeID() == BATTLEGROUND_NA)
+                bg->FillInitialWorldStates(data);
+            else
+            {
+                data << uint32(0xa0f) << uint32(0x0);           // 7
+                data << uint32(0xa10) << uint32(0x0);           // 8
+                data << uint32(0xa11) << uint32(0x0);           // 9 show
+            }
             break;
         case 3702:                                          // Blade's Edge Arena
-            data << uint32(0x9f0) << uint32(0x0);           // 7
-            data << uint32(0x9f1) << uint32(0x0);           // 8
-            data << uint32(0x9f3) << uint32(0x0);           // 9
+            if (bg && bg->GetTypeID() == BATTLEGROUND_BE)
+                bg->FillInitialWorldStates(data);
+            else
+            {
+                data << uint32(0x9f0) << uint32(0x0);           // 7 gold
+                data << uint32(0x9f1) << uint32(0x0);           // 8 green
+                data << uint32(0x9f3) << uint32(0x0);           // 9 show
+            }
             break;
         case 3968:                                          // Ruins of Lordaeron
-            data << uint32(0xbb8) << uint32(0x0);           // 7
-            data << uint32(0xbb9) << uint32(0x0);           // 8
-            data << uint32(0xbba) << uint32(0x0);           // 9
+            if (bg && bg->GetTypeID() == BATTLEGROUND_RL)
+                bg->FillInitialWorldStates(data);
+            else
+            {
+                data << uint32(0xbb8) << uint32(0x0);           // 7 gold 
+                data << uint32(0xbb9) << uint32(0x0);           // 8 green
+                data << uint32(0xbba) << uint32(0x0);           // 9 show
+            }
             break;
         case 3703:                                          // Shattrath City
@@ -14711,6 +14754,8 @@
     UpdateHonorFields();
 
-    // Must saved before enter into BattleGround
-    if(InBattleGround())
+    // players aren't saved on battleground maps
+    uint32 mapid = IsBeingTeleported() ? GetTeleportDest().mapid : GetMapId();
+    const MapEntry * me = sMapStore.LookupEntry(mapid);
+    if(!me || me->IsBattleGroundOrArena())
         return;
 
@@ -17461,5 +17506,6 @@
 bool Player::GetBGAccessByLevel(uint32 bgTypeId) const
 {
-    BattleGround *bg = sBattleGroundMgr.GetBattleGround(bgTypeId);
+    // get a template bg instead of running one
+    BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
     if(!bg)
         return false;
Index: trunk/src/game/BattleGround.h
===================================================================
--- trunk/src/game/BattleGround.h (revision 2)
+++ trunk/src/game/BattleGround.h (revision 9)
@@ -142,4 +142,16 @@
     BATTLEGROUND_EY     = 7,
     BATTLEGROUND_RL     = 8
+};
+
+// handle the queue types and bg types separately to enable joining queue for different sized arenas at the same time
+enum BattleGroundQueueTypeId
+{
+    BATTLEGROUND_QUEUE_AV     = 1,
+    BATTLEGROUND_QUEUE_WS     = 2,
+    BATTLEGROUND_QUEUE_AB     = 3,
+    BATTLEGROUND_QUEUE_EY     = 4,
+    BATTLEGROUND_QUEUE_2v2     = 5,
+    BATTLEGROUND_QUEUE_3v3     = 6,
+    BATTLEGROUND_QUEUE_5v5     = 7,
 };
 
@@ -196,4 +208,18 @@
 };
 
+enum BattleGroundJoinError
+{
+    BG_JOIN_ERR_OK = 0,
+    BG_JOIN_ERR_OFFLINE_MEMBER = 1,
+    BG_JOIN_ERR_GROUP_TOO_MANY = 2,
+    BG_JOIN_ERR_MIXED_FACTION = 3,
+    BG_JOIN_ERR_MIXED_LEVELS = 4,
+    BG_JOIN_ERR_MIXED_ARENATEAM = 5,
+    BG_JOIN_ERR_GROUP_MEMBER_ALREADY_IN_QUEUE = 6,
+    BG_JOIN_ERR_GROUP_DESERTER = 7,
+    BG_JOIN_ERR_ALL_QUEUES_USED = 8,
+    BG_JOIN_ERR_GROUP_NOT_ENOUGH = 9
+};
+
 class BattleGroundScore
 {
@@ -297,4 +323,5 @@
         bool HasFreeSlotsForTeam(uint32 Team) const;
         bool HasFreeSlots() const;
+        uint32 GetFreeSlotsForTeam(uint32 Team) const;
 
         bool isArena() const        { return m_IsArena; }
@@ -367,4 +394,5 @@
         uint8 GetTeamIndexByTeamId(uint32 Team) const { return Team == ALLIANCE ? BG_TEAM_ALLIANCE : BG_TEAM_HORDE; }
         uint32 GetPlayersCountByTeam(uint32 Team) const { return m_PlayersCount[GetTeamIndexByTeamId(Team)]; }
+        uint32 GetAlivePlayersCountByTeam(uint32 Team) const;   // used in arenas to correctly handle death in spirit of redemption / last stand etc. (killer = killed) cases
         void UpdatePlayersCountByTeam(uint32 Team, bool remove)
         {
@@ -375,4 +403,10 @@
         }
 
+        // used for rated arena battles
+        void SetArenaTeamIdForTeam(uint32 Team, uint32 ArenaTeamId) { m_ArenaTeamIds[GetTeamIndexByTeamId(Team)] = ArenaTeamId; }
+        uint32 GetArenaTeamIdForTeam(uint32 Team) const { return m_ArenaTeamIds[GetTeamIndexByTeamId(Team)]; }
+        void SetArenaTeamRatingChangeForTeam(uint32 Team, int32 RatingChange) { m_ArenaTeamRatingChanges[GetTeamIndexByTeamId(Team)] = RatingChange; }
+        int32 GetArenaTeamRatingChangeForTeam(uint32 Team) const { return m_ArenaTeamRatingChanges[GetTeamIndexByTeamId(Team)]; }
+
         /* Triggers handle */
         // must be implemented in BG subclass
@@ -391,4 +425,5 @@
 
         virtual void AddPlayer(Player *plr);                // must be implemented in BG subclass
+
         virtual void RemovePlayerAtLeave(uint64 guid, bool Transport, bool SendPacket);
                                                             // can be extended in in BG subclass
@@ -403,5 +438,6 @@
         void SpawnBGObject(uint32 type, uint32 respawntime);
         bool AddObject(uint32 type, uint32 entry, float x, float y, float z, float o, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime = 0);
-        Creature* AddCreature(uint32 entry, uint32 type, uint32 teamval, float x, float y, float z, float o);
+//        void SpawnBGCreature(uint32 type, uint32 respawntime);
+        Creature* AddCreature(uint32 entry, uint32 type, uint32 teamval, float x, float y, float z, float o, uint32 respawntime = 0);
         bool DelCreature(uint32 type);
         bool DelObject(uint32 type);
@@ -411,4 +447,11 @@
         void DoorClose(uint32 type);
         const char *GetMangosString(int32 entry);
+
+        virtual bool HandlePlayerUnderMap(Player * plr) {return false;}
+
+        // since arenas can be AvA or Hvh, we have to get the "temporary" team of a player
+        uint32 GetPlayerTeam(uint64 guid);
+
+        void SetDeleteThis() {m_SetDeleteThis = true;}
 
     protected:
@@ -444,4 +487,6 @@
         uint32 m_Queue_type;
         uint8  m_ArenaType;                                 // 2=2v2, 3=3v3, 5=5v5
+        bool   m_InBGFreeSlotQueue;                         // used to make sure that BG is only once inserted into the BattleGroundMgr.BGFreeSlotQueue[bgTypeId] deque
+        bool   m_SetDeleteThis;                             // used for safe deletion of the bg after end / all players leave
         // this variable is not used .... it can be found in many other ways... but to store it in BG object instance is useless
         //uint8  m_BattleGroundType;                        // 3=BG, 4=arena
@@ -451,4 +496,6 @@
         int32  m_StartDelayTime;
         bool   m_IsRated;                                   // is this battle rated?
+        bool   m_PrematureCountDown;
+        uint32 m_PrematureCountDownTimer;
         char const *m_Name;
 
@@ -468,4 +515,9 @@
         /* Players count by team */
         uint32 m_PlayersCount[2];
+
+        /* Arena team ids by team */
+        uint32 m_ArenaTeamIds[2];
+
+        int32 m_ArenaTeamRatingChanges[2];
 
         /* Limits */
Index: trunk/src/game/BattleGroundRL.h
===================================================================
--- trunk/src/game/BattleGroundRL.h (revision 2)
+++ trunk/src/game/BattleGroundRL.h (revision 9)
@@ -25,5 +25,7 @@
     BG_RL_OBJECT_DOOR_1         = 0,
     BG_RL_OBJECT_DOOR_2         = 1,
-    BG_RL_OBJECT_MAX            = 2
+    BG_RL_OBJECT_BUFF_1         = 2,
+    BG_RL_OBJECT_BUFF_2         = 3,
+    BG_RL_OBJECT_MAX            = 4
 };
 
@@ -31,5 +33,7 @@
 {
     BG_RL_OBJECT_TYPE_DOOR_1    = 185918,
-    BG_RL_OBJECT_TYPE_DOOR_2    = 185917
+    BG_RL_OBJECT_TYPE_DOOR_2    = 185917,
+    BG_RL_OBJECT_TYPE_BUFF_1    = 184663,
+    BG_RL_OBJECT_TYPE_BUFF_2    = 184664
 };
 
@@ -58,8 +62,7 @@
         bool SetupBattleGround();
         virtual void ResetBGSubclass();
+        virtual void FillInitialWorldStates(WorldPacket &d);
         void HandleKillPlayer(Player* player, Player *killer);
-
-    private:
-        uint32 m_TeamKills[2];                              // count of kills for each team
+        bool HandlePlayerUnderMap(Player * plr);
 };
 #endif
Index: trunk/src/game/BattleGroundWS.cpp
===================================================================
--- trunk/src/game/BattleGroundWS.cpp (revision 2)
+++ trunk/src/game/BattleGroundWS.cpp (revision 9)
@@ -50,4 +50,11 @@
             m_Events |= 0x01;
 
+            // setup here, only when at least one player has ported to the map
+            if(!SetupBattleGround())
+            {
+                EndNow();
+                return;
+            }
+
             for(uint32 i = BG_WS_OBJECT_DOOR_A_1; i <= BG_WS_OBJECT_DOOR_H_4; i++)
             {
@@ -286,5 +293,30 @@
 void BattleGroundWS::EventPlayerDroppedFlag(Player *Source)
 {
-    // Drop allowed in any BG state
+    if(GetStatus() != STATUS_IN_PROGRESS)
+    {
+        // if not running, do not cast things at the dropper player (prevent spawning the "dropped" flag), neither send unnecessary messages
+        // just take off the aura
+        if(Source->GetTeam() == ALLIANCE)
+        {
+            if(!this->IsHordeFlagPickedup())
+                return;
+            if(GetHordeFlagPickerGUID() == Source->GetGUID())
+            {
+                SetHordeFlagPicker(0);
+                Source->RemoveAurasDueToSpell(BG_WS_SPELL_WARSONG_FLAG);
+            }
+        }
+        else
+        {
+            if(!this->IsAllianceFlagPickedup())
+                return;
+            if(GetAllianceFlagPickerGUID() == Source->GetGUID())
+            {
+                SetAllianceFlagPicker(0);
+                Source->RemoveAurasDueToSpell(BG_WS_SPELL_SILVERWING_FLAG);
+            }
+        }
+        return;
+    }
 
     const char *message = "";
Index: trunk/src/game/BattleGroundMgr.cpp
===================================================================
--- trunk/src/game/BattleGroundMgr.cpp (revision 2)
+++ trunk/src/game/BattleGroundMgr.cpp (revision 9)
@@ -31,7 +31,10 @@
 #include "Policies/SingletonImp.h"
 #include "MapManager.h"
+#include "Map.h"
+#include "MapInstanced.h"
 #include "ObjectMgr.h"
 #include "ProgressBar.h"
 #include "World.h"
+#include "ArenaTeam.h"
 #include "Chat.h"
 
@@ -45,21 +48,189 @@
 {
     //queues are empty, we don't have to call clear()
+/*    for (int i = 0; i < MAX_BATTLEGROUND_QUEUES; i++)
+    {
+        //m_QueuedPlayers[i].Horde = 0;
+        //m_QueuedPlayers[i].Alliance = 0;
+        //m_QueuedPlayers[i].AverageTime = 0;
+    }*/
+}
+
+BattleGroundQueue::~BattleGroundQueue()
+{
     for (int i = 0; i < MAX_BATTLEGROUND_QUEUES; i++)
     {
-        m_QueuedPlayers[i].Horde = 0;
-        m_QueuedPlayers[i].Alliance = 0;
-        //m_QueuedPlayers[i].AverageTime = 0;
-    }
-}
-
-BattleGroundQueue::~BattleGroundQueue()
-{
-    for (int i = 0; i < MAX_BATTLEGROUND_QUEUES; i++)
-    {
         m_QueuedPlayers[i].clear();
-    }
-}
-
-void BattleGroundQueue::AddPlayer(Player *plr, uint32 bgTypeId)
+        for(QueuedGroupsList::iterator itr = m_QueuedGroups[i].begin(); itr!= m_QueuedGroups[i].end(); ++itr)
+        {
+            delete (*itr);
+        }
+        m_QueuedGroups[i].clear();
+    }
+}
+
+// initialize eligible groups from the given source matching the given specifications
+void BattleGroundQueue::EligibleGroups::Init(BattleGroundQueue::QueuedGroupsList *source, uint32 BgTypeId, uint32 side, uint32 MaxPlayers, uint8 ArenaType, bool IsRated, uint32 MinRating, uint32 MaxRating, uint32 DisregardTime, uint32 excludeTeam)
+{
+    // clear from prev initialization
+    clear();
+    BattleGroundQueue::QueuedGroupsList::iterator itr, next;
+    // iterate through the source
+    for(itr = source->begin(); itr!= source->end(); itr = next)
+    {
+        next = itr;
+        ++next;
+        if( (*itr)->BgTypeId == BgTypeId &&     // bg type must match
+            (*itr)->ArenaType == ArenaType &&   // arena type must match
+            (*itr)->IsRated == IsRated &&       // israted must match
+            (*itr)->IsInvitedToBGInstanceGUID == 0 && // leave out already invited groups
+            (*itr)->Team == side &&             // match side
+            (*itr)->Players.size() <= MaxPlayers &&   // the group must fit in the bg
+            ( !excludeTeam || (*itr)->ArenaTeamId != excludeTeam ) && // if excludeTeam is specified, leave out those arena team ids
+            ( !IsRated || (*itr)->Players.size() == MaxPlayers ) &&   // if rated, then pass only if the player count is exact NEEDS TESTING! (but now this should never happen)
+            (  (*itr)->JoinTime <= DisregardTime              // pass if disregard time is greater than join time
+               || (*itr)->ArenaTeamRating == 0                 // pass if no rating info
+               || ( (*itr)->ArenaTeamRating >= MinRating       // pass if matches the rating range
+                     && (*itr)->ArenaTeamRating <= MaxRating ) ) )   
+        {
+            // the group matches the conditions
+            // insert it in order of groupsize, and join time
+            uint32 size = (*itr)->Players.size();
+            uint32 jointime = (*itr)->JoinTime;
+            bool inserted = false;
+
+            for(std::list<GroupQueueInfo *>::iterator elig_itr = begin(); elig_itr != end(); ++elig_itr)
+            {
+                // if the next one's size is smaller, then insert
+                // also insert if the next one's size is equal, but it joined the queue later
+                if( ((*elig_itr)->Players.size()<size) ||
+                    ((*elig_itr)->Players.size() == size && (*elig_itr)->JoinTime > jointime) )
+                {
+                    insert(elig_itr,(*itr));
+                    inserted = true;
+                    break;
+                }
+            }
+            // if not inserted -> this is the smallest group -> push_back
+            if(!inserted)
+            {
+                push_back((*itr));
+            }
+        }
+    }
+}
+
+// remove group from eligible groups
+// used when building selection pools
+void BattleGroundQueue::EligibleGroups::RemoveGroup(GroupQueueInfo * ginfo)
+{
+    for(std::list<GroupQueueInfo *>::iterator itr = begin(); itr != end(); ++itr)
+    {
+        if((*itr)==ginfo)
+        {
+            erase(itr);
+            return;
+        }
+    }
+}
+
+// selection pool initialization, used to clean up from prev selection
+void BattleGroundQueue::SelectionPool::Init()
+{
+    SelectedGroups.clear();
+    MaxGroup = 0;
+    PlayerCount = 0;
+}
+
+// get the maximal group from the selection pool
+// used when building the pool, and have to remove the largest
+GroupQueueInfo * BattleGroundQueue::SelectionPool::GetMaximalGroup()
+{
+    if(SelectedGroups.empty())
+    {
+        sLog.outError("Getting max group when selection pool is empty, this should never happen.");
+        MaxGroup = NULL;
+        return 0;
+    }
+    // actually select the max group if it's not set
+    if(MaxGroup==0 && !SelectedGroups.empty())
+    {
+        uint32 max_size = 0;
+        for(std::list<GroupQueueInfo *>::iterator itr = SelectedGroups.begin(); itr != SelectedGroups.end(); ++itr)
+        {
+            if(max_size<(*itr)->Players.size())
+            {
+                MaxGroup =(*itr);
+                max_size = MaxGroup->Players.size();
+            }
+        }
+    }
+    return MaxGroup;
+}
+
+// remove group info from selection pool
+// used when building selection pools and have to remove maximal group
+void BattleGroundQueue::SelectionPool::RemoveGroup(GroupQueueInfo *ginfo)
+{
+    // uninitiate max group info if needed
+    if(MaxGroup == ginfo)
+        MaxGroup = 0;
+    // find what to remove
+    for(std::list<GroupQueueInfo *>::iterator itr = SelectedGroups.begin(); itr != SelectedGroups.end(); ++itr)
+    {
+        if((*itr)==ginfo)
+        {
+            SelectedGroups.erase(itr);
+            // decrease selected players count
+            PlayerCount -= ginfo->Players.size();
+            return;
+        }
+    }
+}
+
+// add group to selection
+// used when building selection pools
+void BattleGroundQueue::SelectionPool::AddGroup(GroupQueueInfo * ginfo)
+{
+    SelectedGroups.push_back(ginfo);
+    // increase selected players count
+    PlayerCount+=ginfo->Players.size();
+    if(!MaxGroup || ginfo->Players.size() > MaxGroup->Players.size())
+    {
+        // update max group info if needed
+        MaxGroup = ginfo;
+    }
+}
+
+// add group to bg queue with the given leader and bg specifications
+GroupQueueInfo * BattleGroundQueue::AddGroup(Player *leader, uint32 BgTypeId, uint8 ArenaType, bool isRated, uint32 arenaRating, uint32 arenateamid)
+{
+    uint32 queue_id = leader->GetBattleGroundQueueIdFromLevel();
+
+    // create new ginfo
+    // cannot use the method like in addplayer, because that could modify an in-queue group's stats
+    // (e.g. leader leaving queue then joining as individual again)
+    GroupQueueInfo* ginfo = new GroupQueueInfo;
+    ginfo->BgTypeId                  = BgTypeId;
+    ginfo->ArenaType                 = ArenaType;
+    ginfo->ArenaTeamId               = arenateamid;
+    ginfo->IsRated                   = isRated;
+    ginfo->IsInvitedToBGInstanceGUID = 0;                       // maybe this should be modifiable by function arguments to enable selection of running instances?
+    ginfo->JoinTime                  = getMSTime();
+    ginfo->Team                      = leader->GetTeam();
+
+    if(sBattleGroundMgr.GetMaxRatingDifference())               // if max difference is set, then store rating info for queue
+        ginfo->ArenaTeamRating       = arenaRating;
+    else
+        ginfo->ArenaTeamRating       = 0;                       // don't if it doesn't matter
+
+    ginfo->Players.clear();
+
+    m_QueuedGroups[queue_id].push_back(ginfo);
+
+    // return ginfo, because it is needed to add players to this group info
+    return ginfo;
+}
+
+void BattleGroundQueue::AddPlayer(Player *plr, GroupQueueInfo *ginfo)
 {
     uint32 queue_id = plr->GetBattleGroundQueueIdFromLevel();
@@ -68,49 +239,10 @@
     PlayerQueueInfo& info = m_QueuedPlayers[queue_id][plr->GetGUID()];
     info.InviteTime                 = 0;
-    info.IsInvitedToBGInstanceGUID  = 0;
     info.LastInviteTime             = 0;
     info.LastOnlineTime             = getMSTime();
-    info.Team                       = plr->GetTeam();
-
-    //add player to waiting order queue
-    m_PlayersSortedByWaitTime[queue_id].push_back(plr->GetGUID());
-
-    if(plr->GetTeam() == ALLIANCE)
-        ++m_QueuedPlayers[queue_id].Alliance;
-    else
-        ++m_QueuedPlayers[queue_id].Horde;
-
-    this->Update(bgTypeId, queue_id);
-
-    if( sWorld.getConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_ENABLE) )
-    {
-        BattleGround* bg = sBattleGroundMgr.GetBattleGround(bgTypeId);
-        char const* bgName = bg->GetName();
-
-        uint32 q_min_level = Player::GetMinLevelForBattleGroundQueueId(queue_id);
-        uint32 q_max_level = Player::GetMaxLevelForBattleGroundQueueId(queue_id);
-
-        // replace hardcoded max level by player max level for nice output
-        if(q_max_level > sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
-            q_max_level = sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL);
-
-        int8 MinPlayers = bg->GetMinPlayersPerTeam();
-
-        uint8 qHorde = m_QueuedPlayers[queue_id].Horde;
-        uint8 qAlliance = m_QueuedPlayers[queue_id].Alliance;
-
-        // Show queue status to player only (when joining queue)
-        if(sWorld.getConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_PLAYERONLY))
-        {
-            ChatHandler(plr).PSendSysMessage(LANG_BG_QUEUE_ANNOUNCE_SELF, 
-                bgName, q_min_level, q_max_level, qAlliance, MinPlayers - qAlliance, qHorde, MinPlayers - qHorde);
-        }
-        // System message
-        else
-        {
-            sWorld.SendWorldText(LANG_BG_QUEUE_ANNOUNCE_WORLD,
-                bgName, q_min_level, q_max_level, qAlliance, MinPlayers - qAlliance, qHorde, MinPlayers - qHorde);
-        }
-    }
+    info.GroupInfo                  = ginfo;
+
+    // add the pinfo to ginfo's list
+    ginfo->Players[plr->GetGUID()]  = &info;
 }
 
@@ -121,9 +253,20 @@
     uint32 queue_id = 0;
     QueuedPlayersMap::iterator itr;
+    GroupQueueInfo * group;
+    QueuedGroupsList::iterator group_itr;
     bool IsSet = false;
-    if(!plr)
-    {                                                       //player is offline, we need to find him somewhere in queues
-        /// there is something wrong if this code is run, because we have in queue only online players!
-        sLog.outError("Battleground: removing offline player from BG queue - this might not happen, but it should not cause crash");
+    if(plr)
+    {
+        queue_id = plr->GetBattleGroundQueueIdFromLevel();
+
+        itr = m_QueuedPlayers[queue_id].find(guid);
+        if(itr != m_QueuedPlayers[queue_id].end())
+            IsSet = true;
+    }
+
+    if(!IsSet)
+    {                                                       
+        // either player is offline, or he levelled up to another queue category
+        // sLog.outError("Battleground: removing offline player from BG queue - this might not happen, but it should not cause crash");
         for (uint32 i = 0; i < MAX_BATTLEGROUND_QUEUES; i++)
         {
@@ -137,42 +280,246 @@
         }
     }
-    else
-    {                                                       //player is online, we have his level, so we can find exact queue from his level
-        queue_id = plr->GetBattleGroundQueueIdFromLevel();
-        itr = m_QueuedPlayers[queue_id].find(guid);
-        IsSet = true;
-    }
-
-    //all variables are set, so remove player
-    //remove player from time queue
-    m_PlayersSortedByWaitTime[queue_id].remove(guid);
-
-    if (IsSet && itr != m_QueuedPlayers[queue_id].end())
-    {
-        if (!itr->second.IsInvitedToBGInstanceGUID)
-        {
-            if(itr->second.Team == ALLIANCE)
-                --m_QueuedPlayers[queue_id].Alliance;
-            else
-                --m_QueuedPlayers[queue_id].Horde;
-        }
-        else
-        {
-            if (decreaseInvitedCount)
-            {
-                BattleGround* bg = sBattleGroundMgr.GetBattleGround(itr->second.IsInvitedToBGInstanceGUID);
+
+    // couldn't find the player in bg queue, return
+    if(!IsSet)
+    {
+        sLog.outError("Battleground: couldn't find player to remove.");
+        return;
+    }
+
+    group = itr->second.GroupInfo;
+
+    for(group_itr=m_QueuedGroups[queue_id].begin(); group_itr != m_QueuedGroups[queue_id].end(); ++group_itr)
+    {
+        if(group == (GroupQueueInfo*)(*group_itr))
+            break;
+    }
+
+    // variables are set (what about leveling up when in queue????)
+    // remove player from group
+    // if only player there, remove group
+
+    // remove player queue info from group queue info
+    std::map<uint64, PlayerQueueInfo*>::iterator pitr = group->Players.find(guid);
+
+    if(pitr != group->Players.end())
+        group->Players.erase(pitr);
+
+    // check for iterator correctness
+    if (group_itr != m_QueuedGroups[queue_id].end() && itr != m_QueuedPlayers[queue_id].end())
+    {
+        // used when player left the queue, NOT used when porting to bg
+        if (decreaseInvitedCount)
+        {
+            // if invited to bg, and should decrease invited count, then do it
+            if(group->IsInvitedToBGInstanceGUID)
+            {
+                BattleGround* bg = sBattleGroundMgr.GetBattleGround(group->IsInvitedToBGInstanceGUID);
                 if (bg)
-                    bg->DecreaseInvitedCount(itr->second.Team);
-            }
-        }
+                    bg->DecreaseInvitedCount(group->Team);
+                if (bg && !bg->GetPlayersSize() && !bg->GetInvitedCount(ALLIANCE) && !bg->GetInvitedCount(HORDE))
+                {
+                    // no more players on battleground, set delete it
+                    bg->SetDeleteThis();
+                }
+            }
+            // update the join queue, maybe now the player's group fits in a queue!
+            // not yet implemented (should store bgTypeId in group queue info?)
+        }
+        // remove player queue info
         m_QueuedPlayers[queue_id].erase(itr);
+        // remove group queue info if needed
+        if(group->Players.empty())
+        {
+            m_QueuedGroups[queue_id].erase(group_itr);
+            delete group;
+        }
+        // NEEDS TESTING!
+        // group wasn't empty, so it wasn't deleted, and player have left a rated queue -> everyone from the group should leave too
+        // don't remove recursively if already invited to bg!
+        else if(!group->IsInvitedToBGInstanceGUID && decreaseInvitedCount && group->IsRated)
+        {
+            // remove next player, this is recursive
+            // first send removal information
+            if(Player *plr2 = objmgr.GetPlayer(group->Players.begin()->first))
+            {
+                BattleGround * bg = sBattleGroundMgr.GetBattleGroundTemplate(group->BgTypeId);
+                uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(group->BgTypeId,group->ArenaType);
+                uint32 queueSlot = plr2->GetBattleGroundQueueIndex(bgQueueTypeId);
+                plr2->RemoveBattleGroundQueueId(bgQueueTypeId); // must be called this way, because if you move this call to queue->removeplayer, it causes bugs
+                WorldPacket data;
+                sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, plr2->GetTeam(), queueSlot, STATUS_NONE, 0, 0);
+                plr2->GetSession()->SendPacket(&data);
+            }
+            // then actually delete, this may delete the group as well!
+            RemovePlayer(group->Players.begin()->first,decreaseInvitedCount);
+        }
+    }
+}
+
+bool BattleGroundQueue::InviteGroupToBG(GroupQueueInfo * ginfo, BattleGround * bg, uint32 side)
+{
+    // set side if needed
+    if(side)
+        ginfo->Team = side;
+
+    if(!ginfo->IsInvitedToBGInstanceGUID)
+    {
+        // not yet invited
+        // set invitation
+        ginfo->IsInvitedToBGInstanceGUID = bg->GetInstanceID();
+        uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType());
+        // loop through the players
+        for(std::map<uint64,PlayerQueueInfo*>::iterator itr = ginfo->Players.begin(); itr != ginfo->Players.end(); ++itr)
+        {
+            // set status
+            itr->second->InviteTime = getMSTime();
+            itr->second->LastInviteTime = getMSTime();
+
+            // get the player
+            Player* plr = objmgr.GetPlayer(itr->first);
+            // if offline, skip him
+            if(!plr)
+                continue;
+
+            // invite the player
+            sBattleGroundMgr.InvitePlayer(plr, bg->GetInstanceID(),ginfo->Team);
+
+            WorldPacket data;
+
+            uint32 queueSlot = plr->GetBattleGroundQueueIndex(bgQueueTypeId);
+
+            sLog.outDebug("Battleground: invited plr %s (%u) to BG instance %u queueindex %u bgtype %u, I can't help it if they don't press the enter battle button.",plr->GetName(),plr->GetGUIDLow(),bg->GetInstanceID(),queueSlot,bg->GetTypeID());
+
+            // send status packet
+            sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, side?side:plr->GetTeam(), queueSlot, STATUS_WAIT_JOIN, INVITE_ACCEPT_WAIT_TIME, 0);
+            plr->GetSession()->SendPacket(&data);
+        }
+        return true;
+    }
+
+    return false;
+}
+
+// this function is responsible for the selection of queued groups when trying to create new battlegrounds
+bool BattleGroundQueue::BuildSelectionPool(uint32 bgTypeId, uint32 queue_id, uint32 MinPlayers, uint32 MaxPlayers,  SelectionPoolBuildMode mode, uint8 ArenaType, bool isRated, uint32 MinRating, uint32 MaxRating, uint32 DisregardTime, uint32 excludeTeam)
+{
+    uint32 side;
+    switch(mode)
+    {
+    case NORMAL_ALLIANCE:
+    case ONESIDE_ALLIANCE_TEAM1:
+    case ONESIDE_ALLIANCE_TEAM2:
+        side = ALLIANCE;
+        break;
+    case NORMAL_HORDE:
+    case ONESIDE_HORDE_TEAM1:
+    case ONESIDE_HORDE_TEAM2:
+        side = HORDE;
+        break;
+    default:
+        //unknown mode, return false
+        sLog.outDebug("Battleground: unknown selection pool build mode, returning...");
+        return false;
+        break;
+    }
+
+    // inititate the groups eligible to create the bg
+    m_EligibleGroups.Init(&(m_QueuedGroups[queue_id]), bgTypeId, side, MaxPlayers, ArenaType, isRated, MinRating, MaxRating, DisregardTime, excludeTeam);
+    // init the selected groups (clear)
+    m_SelectionPools[mode].Init();
+    while(!(m_EligibleGroups.empty()))
+    {
+        sLog.outDebug("m_EligibleGroups is not empty, continue building selection pool");
+        // in decreasing group size, add groups to join if they fit in the MaxPlayersPerTeam players
+        for(EligibleGroups::iterator itr= m_EligibleGroups.begin(); itr!=m_EligibleGroups.end(); ++itr)
+        {
+            // get the maximal not yet checked group
+            GroupQueueInfo * MaxGroup = (*itr);
+            // if it fits in the maxplayer size, add it
+            if( (m_SelectionPools[mode].GetPlayerCount() + MaxGroup->Players.size()) <= MaxPlayers )
+            {
+                m_SelectionPools[mode].AddGroup(MaxGroup);
+            }
+        }
+        if(m_SelectionPools[mode].GetPlayerCount()>=MinPlayers)
+        {
+            // the selection pool is set, return
+            sLog.outDebug("pool build succeeded, return true");
+            return true;
+        }
+        // if the selection pool's not set, then remove the group with the highest player count, and try again with the rest.
+        GroupQueueInfo * MaxGroup = m_SelectionPools[mode].GetMaximalGroup();
+        m_EligibleGroups.RemoveGroup(MaxGroup);
+        m_SelectionPools[mode].RemoveGroup(MaxGroup);
+    }
+    // failed to build a selection pool matching the given values
+    return false;
+}
+
+// used to remove the Enter Battle window if the battle has already, but someone still has it
+// (this can happen in arenas mainly, since the preparation is shorter than the timer for the bgqueueremove event
+void BattleGroundQueue::BGEndedRemoveInvites(BattleGround *bg)
+{
+    uint32 queue_id = bg->GetQueueType();
+    uint32 bgInstanceId = bg->GetInstanceID();
+    uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType());
+    QueuedGroupsList::iterator itr, next;
+    for(itr = m_QueuedGroups[queue_id].begin(); itr != m_QueuedGroups[queue_id].end(); itr = next)
+    {
+        // must do this way, because the groupinfo will be deleted when all playerinfos are removed
+        GroupQueueInfo * ginfo = (*itr);
+        next = itr;
+        ++next;
+        // if group was invited to this bg instance, then remove all references
+        if(ginfo->IsInvitedToBGInstanceGUID == bgInstanceId)
+        {
+            // after removing this much playerinfos, the ginfo will be deleted, so we'll use a for loop
+            uint32 to_remove = ginfo->Players.size();
+            uint32 team = ginfo->Team;
+            for(int i = 0; i < to_remove; ++i)
+            {
+                // always remove the first one in the group
+                std::map<uint64, PlayerQueueInfo * >::iterator itr2 = ginfo->Players.begin();
+                if(itr2 == ginfo->Players.end())
+                {
+                    sLog.outError("Empty Players in ginfo, this should never happen!");
+                    return;
+                }
+
+                // get the player
+                Player * plr = objmgr.GetPlayer(itr2->first);
+                if(!plr)
+                {
+                    sLog.outError("Player offline when trying to remove from GroupQueueInfo, this should never happen.");
+                    continue;
+                }
+
+                // get the queueslot
+                uint32 queueSlot = plr->GetBattleGroundQueueIndex(bgQueueTypeId);
+                if (queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES) // player is in queue
+                {
+                    plr->RemoveBattleGroundQueueId(bgQueueTypeId);
+                    // remove player from queue, this might delete the ginfo as well! don't use that pointer after this!
+                    RemovePlayer(itr2->first, true);
+                    // this is probably unneeded, since this player was already invited -> does not fit when initing eligible groups
+                    // but updateing the queue can't hurt
+                    Update(bgQueueTypeId, bg->GetQueueType());
+                    // send info to client
+                    WorldPacket data;
+                    sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, team, queueSlot, STATUS_NONE, 0, 0);
+                    plr->GetSession()->SendPacket(&data);
+                }
+            }
+        }
     }
 }
 
 /*
-this method is called when player is inserted, or removed from BG Queue - there is only one player's status changed, so we don't use while(true) cycles to invite whole queue
-add method calls this by itself, the remove method could works in other way, so you have to call this method from other code after calling remove method
+this method is called when group is inserted, or player / group is removed from BG Queue - there is only one player's status changed, so we don't use while(true) cycles to invite whole queue
+it must be called after fully adding the members of a group to ensure group joining
+should be called after removeplayer functions in some cases
 */
-void BattleGroundQueue::Update(uint32 bgTypeId, uint32 queue_id)
+void BattleGroundQueue::Update(uint32 bgTypeId, uint32 queue_id, uint8 arenatype, bool isRated, uint32 arenaRating)
 {
     if (queue_id >= MAX_BATTLEGROUND_QUEUES)
@@ -184,13 +531,18 @@
 
     //if no players in queue ... do nothing
-    if (this->m_QueuedPlayers[queue_id].Alliance == 0 && this->m_QueuedPlayers[queue_id].Horde == 0)
+    if (this->m_QueuedGroups[queue_id].size() == 0)
         return;
 
+    uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bgTypeId, arenatype);
+
     //battleground with free slot for player should be always the last in this queue
-    for (BGFreeSlotQueueType::iterator itr = sBattleGroundMgr.BGFreeSlotQueue[bgTypeId].begin(); itr != sBattleGroundMgr.BGFreeSlotQueue[bgTypeId].end(); ++itr)
-    {
+    BGFreeSlotQueueType::iterator itr, next;
+    for (itr = sBattleGroundMgr.BGFreeSlotQueue[bgTypeId].begin(); itr != sBattleGroundMgr.BGFreeSlotQueue[bgTypeId].end(); itr = next)
+    {
+        next = itr;
+        ++next;
         // battleground is running, so if:
         // DO NOT allow queue manager to invite new player to running arena
-        if ((*itr)->isBattleGround() && (*itr)->GetQueueType() == queue_id && (*itr)->GetStatus() > STATUS_WAIT_QUEUE && (*itr)->GetStatus() < STATUS_WAIT_LEAVE)
+        if ((*itr)->isBattleGround() && (*itr)->GetTypeID() == bgTypeId && (*itr)->GetQueueType() == queue_id && (*itr)->GetStatus() > STATUS_WAIT_QUEUE && (*itr)->GetStatus() < STATUS_WAIT_LEAVE)
         {
             //we must check both teams
@@ -198,141 +550,312 @@
             // and iterator is invalid
 
-            //check if there are some players in queue
-            if (m_QueuedPlayers[queue_id].Alliance > 0 || m_QueuedPlayers[queue_id].Horde > 0)
-            {
-                for (PlayerGuidsSortedByTimeQueue::iterator itr2 = m_PlayersSortedByWaitTime[queue_id].begin(); itr2 != m_PlayersSortedByWaitTime[queue_id].end();)
+            for(QueuedGroupsList::iterator itr = m_QueuedGroups[queue_id].begin(); itr != m_QueuedGroups[queue_id].end(); ++itr)
+            {
+                // did the group join for this bg type?
+                if((*itr)->BgTypeId != bgTypeId)
+                    continue;
+                // if so, check if fits in
+                if(bg->GetFreeSlotsForTeam((*itr)->Team) >= (*itr)->Players.size())
                 {
-                    Player* plr = objmgr.GetPlayer(*itr2);
-                    if (!plr)
-                    {
-                        //something is wrong!, kick player from queue
-                        sLog.outError("BATTLEGROUND: problem with inviting offline player to Battleground queue .... pls report bug");
-                        uint64 oldval = *itr2;
-                        itr2 = m_PlayersSortedByWaitTime[queue_id].erase(itr2);
-                        RemovePlayer(oldval, true);
-                        continue;
-                    }
-
-                    // player will be invited, if in bg there is a free slot for him
-                    if (bg->HasFreeSlotsForTeam(plr->GetTeam()))
-                    {
-                        // iterator to player's queue status
-                        QueuedPlayersMap::iterator itrPlayerStatus = m_QueuedPlayers[queue_id].find(*itr2);
-
-                        // remove him from time queue
-                        itr2 = m_PlayersSortedByWaitTime[queue_id].erase(itr2);
-
-                        // only check to be sure ... but this condition shouldn't be true (if it is true, then there is a bug somewhere and pls report it)
-                        if (itrPlayerStatus == m_QueuedPlayers[queue_id].end())
-                            continue;
-
-                        // check if player is not already invited
-                        if (!itrPlayerStatus->second.IsInvitedToBGInstanceGUID)
-                        {
-                            itrPlayerStatus->second.IsInvitedToBGInstanceGUID = bg->GetInstanceID();
-                            itrPlayerStatus->second.InviteTime = getMSTime();
-                            itrPlayerStatus->second.LastInviteTime = getMSTime();
-                            if(itrPlayerStatus->second.Team == ALLIANCE)
-                                --m_QueuedPlayers[queue_id].Alliance;
-                            else
-                                --m_QueuedPlayers[queue_id].Horde;
-                            sBattleGroundMgr.InvitePlayer(plr, bg->GetInstanceID());
-
-                            WorldPacket data;
-                            uint32 queueSlot = plr->GetBattleGroundQueueIndex(bgTypeId);
-                            sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, plr->GetTeam(), queueSlot, STATUS_WAIT_JOIN, INVITE_ACCEPT_WAIT_TIME, 0);
-                            plr->GetSession()->SendPacket(&data);
-                        }
-                    }
-                    else
-                        ++itr2;
-
-                    //if battleground is FULL, then it is removed from free slot queue - not yet implemented!
-                    if (!bg->HasFreeSlots())
-                    {
-                        //if bg is full, there is no need to invite other players, so break
-                        break;
-                        //remove BG from BGFreeSlotQueue - not used now, in this system we don't remove BGs from free queue
-                        //bg->RemoveFromBGFreeSlotQueue() --- do not uncomment this - not yet implemented
-                    }
+                    // if group fits in, invite it
+                    InviteGroupToBG((*itr),bg,(*itr)->Team);
                 }
             }
-        }
-    }
-
-    /* THIS IS A CASE THAT IN QUEUE THERE IS ENOUGHT PLAYERS TO START NEW BG */
-    //itr->end is the last BG - template, which is not already started!
-
-    /* here will be a most of change, when we create battlegrounds instantiated */
-    /* if (there is enough players to start new BG)
-        Battleground* newbg = sBattleGroundMgr.CreateNewBattleGround(bgTypeId)
-        - that function will use the COPY constructor on BattleGround class ( in bg manager we should have one battleground as a template
-            (battleground template will be used only to create new BGs, it will be an instance of BG class, but it won't ever start) */
-
-    /* following code is working with current Battleground system and it should be removed, when BGs will work like instances */
-    BattleGround* bg2 = sBattleGroundMgr.GetBattleGround(bgTypeId);
-    if (bg2->GetQueueType() != MAX_BATTLEGROUND_QUEUES || bg2->GetStatus() != STATUS_WAIT_QUEUE)
+
+            if (!bg->HasFreeSlots())
+            {
+                //remove BG from BGFreeSlotQueue
+                bg->RemoveFromBGFreeSlotQueue();
+            }
+        }
+    }
+
+    // finished iterating through the bgs with free slots, maybe we need to create a new bg
+
+    BattleGround * bg_template = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
+    if(!bg_template)
+    {
+        sLog.outError("Battleground: Update: bg template not found for %u", bgTypeId);
         return;
-    if (m_QueuedPlayers[queue_id].Alliance >= bg2->GetMinPlayersPerTeam() && m_QueuedPlayers[queue_id].Horde >= bg2->GetMinPlayersPerTeam())
-    {
+    }
+
+    // get the min. players per team, properly for larger arenas as well. (must have full teams for arena matches!)
+    uint32 MinPlayersPerTeam = bg_template->GetMinPlayersPerTeam();
+    uint32 MaxPlayersPerTeam = bg_template->GetMaxPlayersPerTeam();
+    if(bg_template->isArena())
+    {
+        if(sBattleGroundMgr.isArenaTesting())
+        {
+            MaxPlayersPerTeam = 1;
+            MinPlayersPerTeam = 1;
+        }
+        else
+        {
+            switch(arenatype)
+            {
+            case ARENA_TYPE_2v2:
+                MaxPlayersPerTeam = 2;
+                MinPlayersPerTeam = 2;
+                break;
+            case ARENA_TYPE_3v3:
+                MaxPlayersPerTeam = 3;
+                MinPlayersPerTeam = 3;
+                break;
+            case ARENA_TYPE_5v5:
+                MaxPlayersPerTeam = 5;
+                MinPlayersPerTeam = 5;
+                break;
+            }
+        }
+    }
+
+    // found out the minimum and maximum ratings the newly added team should battle against
+    // arenaRating is the rating of the latest joined team
+    uint32 arenaMinRating = (arenaRating <= sBattleGroundMgr.GetMaxRatingDifference()) ? 0 : arenaRating - sBattleGroundMgr.GetMaxRatingDifference();
+    // if no rating is specified, set maxrating to 0
+    uint32 arenaMaxRating = (arenaRating == 0)? 0 : arenaRating + sBattleGroundMgr.GetMaxRatingDifference();
+    uint32 discardTime = 0;
+    // if max rating difference is set and the time past since server startup is greater than the rating discard time
+    // (after what time the ratings aren't taken into account when making teams) then 
+    // the discard time is current_time - time_to_discard, teams that joined after that, will have their ratings taken into account
+    // else leave the discard time on 0, this way all ratings will be discarded
+    if(sBattleGroundMgr.GetMaxRatingDifference() && getMSTime() >= sBattleGroundMgr.GetRatingDiscardTimer())
+        discardTime = getMSTime() - sBattleGroundMgr.GetRatingDiscardTimer();
+
+    // try to build the selection pools
+    bool bAllyOK = BuildSelectionPool(bgTypeId, queue_id, MinPlayersPerTeam, MaxPlayersPerTeam, NORMAL_ALLIANCE, arenatype, isRated, arenaMinRating, arenaMaxRating, discardTime);
+    if(bAllyOK)
+        sLog.outDebug("Battleground: ally pool succesfully build");
+    else
+        sLog.outDebug("Battleground: ally pool wasn't created");
+    bool bHordeOK = BuildSelectionPool(bgTypeId, queue_id, MinPlayersPerTeam, MaxPlayersPerTeam, NORMAL_HORDE, arenatype, isRated, arenaMinRating, arenaMaxRating, discardTime);
+    if(bHordeOK)
+        sLog.outDebug("Battleground: horde pool succesfully built");
+    else
+        sLog.outDebug("Battleground: horde pool wasn't created");
+
+    // if selection pools are ready, create the new bg
+    if (bAllyOK && bHordeOK)
+    {
+        BattleGround * bg2 = 0;
+        // special handling for arenas
+        if(bg_template->isArena())
+        {
+            // Find a random arena, that can be created
+            uint8 arenas[] = {BATTLEGROUND_NA, BATTLEGROUND_BE, BATTLEGROUND_RL};
+            uint32 arena_num = urand(0,2);
+            if( !(bg2 = sBattleGroundMgr.CreateNewBattleGround(arenas[arena_num%3])) &&
+                !(bg2 = sBattleGroundMgr.CreateNewBattleGround(arenas[(arena_num+1)%3])) &&
+                !(bg2 = sBattleGroundMgr.CreateNewBattleGround(arenas[(arena_num+2)%3])) )
+            {
+                sLog.outError("Battleground: couldn't create arena");
+                return;
+            }
+
+            // set the MaxPlayersPerTeam values based on arenatype
+            // setting the min player values isn't needed, since we won't be using that value later on.
+            if(sBattleGroundMgr.isArenaTesting())
+            {
+                bg2->SetMaxPlayersPerTeam(1);
+                bg2->SetMaxPlayers(2);
+            }
+            else
+            {
+                switch(arenatype)
+                {
+                case ARENA_TYPE_2v2:
+                    bg2->SetMaxPlayersPerTeam(2);
+                    bg2->SetMaxPlayers(4);
+                    break;
+                case ARENA_TYPE_3v3:
+                    bg2->SetMaxPlayersPerTeam(3);
+                    bg2->SetMaxPlayers(6);
+                    break;
+                case ARENA_TYPE_5v5:
+                    bg2->SetMaxPlayersPerTeam(5);
+                    bg2->SetMaxPlayers(10);
+                    break;
+                default:
+                    break;
+                }
+            }
+        }
+        else
+        {
+            // create new battleground
+            bg2 = sBattleGroundMgr.CreateNewBattleGround(bgTypeId);
+        }
+
+        if(!bg2)
+        {
+            sLog.outError("Battleground: couldn't create bg %u",bgTypeId);
+            return;
+        }
+
+        // start the joining of the bg
         bg2->SetStatus(STATUS_WAIT_JOIN);
         bg2->SetQueueType(queue_id);
-
-        for (PlayerGuidsSortedByTimeQueue::iterator itr2 = m_PlayersSortedByWaitTime[queue_id].begin(); itr2 != m_PlayersSortedByWaitTime[queue_id].end();)
-        {
-            Player* plr = objmgr.GetPlayer(*itr2);
-            if (!plr)
-            {
-                //something is wrong!, kick player from queue
-                sLog.outError("BATTLEGROUND: problem with inviting offline player to Battleground queue .... pls report bug");
-                uint64 oldval = *itr2;
-                itr2 = m_PlayersSortedByWaitTime[queue_id].erase(itr2);
-                RemovePlayer(oldval, true);
-                continue;
-            }
-
-            /* TODO: (i'm not sure this code will be useful:
-            here should be some condition like if (bg2->isArena() && bg2->isRated())
-            {
-                invite players from 1 certain group on each faction to play arena match
-            } else if ....and existing code
-            */
-            // player will be invited, if in bg there is a free slot for him
-            if (bg2->HasFreeSlotsForTeam(plr->GetTeam()))
-            {
-                // iterator to player's queue status
-                QueuedPlayersMap::iterator itrPlayerStatus = m_QueuedPlayers[queue_id].find(*itr2);
-
-                // remove him from time queue
-                itr2 = m_PlayersSortedByWaitTime[queue_id].erase(itr2);
-
-                // only check to be sure ... but this condition shouldn't be true (if it is true, then there is a bug somewhere and report it)
-                if (itrPlayerStatus == m_QueuedPlayers[queue_id].end())
-                    continue;
-
-                //check if player is not already invited
-                if (!itrPlayerStatus->second.IsInvitedToBGInstanceGUID)
+        // initialize arena / rating info
+        bg2->SetArenaType(arenatype);
+        // set rating
+        bg2->SetRated(isRated);
+
+        std::list<GroupQueueInfo* >::iterator itr;
+
+        // invite groups from horde selection pool
+        for(itr = m_SelectionPools[NORMAL_HORDE].SelectedGroups.begin(); itr != m_SelectionPools[NORMAL_HORDE].SelectedGroups.end(); ++itr)
+        {
+            InviteGroupToBG((*itr),bg2,HORDE);
+        }
+
+        // invite groups from ally selection pools
+        for(itr = m_SelectionPools[NORMAL_ALLIANCE].SelectedGroups.begin(); itr != m_SelectionPools[NORMAL_ALLIANCE].SelectedGroups.end(); ++itr)
+        {
+            InviteGroupToBG((*itr),bg2,ALLIANCE);
+        }
+
+        // start the battleground
+        bg2->StartBattleGround();
+    }
+
+    // there weren't enough players for a "normal" match
+    // if arena, enable horde versus horde or alliance versus alliance teams here
+
+    else if(bg_template->isArena())
+    {
+        bool bOneSideHordeTeam1 = false, bOneSideHordeTeam2 = false;
+        bool bOneSideAllyTeam1 = false, bOneSideAllyTeam2 = false;
+        bOneSideHordeTeam1 = BuildSelectionPool(bgTypeId, queue_id,MaxPlayersPerTeam,MaxPlayersPerTeam,ONESIDE_HORDE_TEAM1,arenatype, isRated, arenaMinRating, arenaMaxRating, discardTime);
+        if(bOneSideHordeTeam1)
+        {
+            // one team has been selected, find out if other can be selected too
+            std::list<GroupQueueInfo* >::iterator itr;
+            // temporarily change the team side to enable building the next pool excluding the already selected groups
+            for(itr = m_SelectionPools[ONESIDE_HORDE_TEAM1].SelectedGroups.begin(); itr != m_SelectionPools[ONESIDE_HORDE_TEAM1].SelectedGroups.end(); ++itr)
+                (*itr)->Team=ALLIANCE;
+
+            bOneSideHordeTeam2 = BuildSelectionPool(bgTypeId, queue_id,MaxPlayersPerTeam,MaxPlayersPerTeam,ONESIDE_HORDE_TEAM2,arenatype, isRated, arenaMinRating, arenaMaxRating, discardTime, (*(m_SelectionPools[ONESIDE_HORDE_TEAM1].SelectedGroups.begin()))->ArenaTeamId);
+
+            // change back the team to horde
+            for(itr = m_SelectionPools[ONESIDE_HORDE_TEAM1].SelectedGroups.begin(); itr != m_SelectionPools[ONESIDE_HORDE_TEAM1].SelectedGroups.end(); ++itr)
+                (*itr)->Team=HORDE;
+
+            if(!bOneSideHordeTeam2)
+                bOneSideHordeTeam1 = false;
+        }
+        if(!bOneSideHordeTeam1)
+        {
+            // check for one sided ally
+            bOneSideAllyTeam1 = BuildSelectionPool(bgTypeId, queue_id,MaxPlayersPerTeam,MaxPlayersPerTeam,ONESIDE_ALLIANCE_TEAM1,arenatype, isRated, arenaMinRating, arenaMaxRating, discardTime);
+            if(bOneSideAllyTeam1)
+            {
+                // one team has been selected, find out if other can be selected too
+                std::list<GroupQueueInfo* >::iterator itr;
+                // temporarily change the team side to enable building the next pool excluding the already selected groups
+                for(itr = m_SelectionPools[ONESIDE_ALLIANCE_TEAM1].SelectedGroups.begin(); itr != m_SelectionPools[ONESIDE_ALLIANCE_TEAM1].SelectedGroups.end(); ++itr)
+                    (*itr)->Team=HORDE;
+
+                bOneSideAllyTeam2 = BuildSelectionPool(bgTypeId, queue_id,MaxPlayersPerTeam,MaxPlayersPerTeam,ONESIDE_ALLIANCE_TEAM2,arenatype, isRated, arenaMinRating, arenaMaxRating, discardTime,(*(m_SelectionPools[ONESIDE_ALLIANCE_TEAM1].SelectedGroups.begin()))->ArenaTeamId);
+
+                // change back the team to ally
+                for(itr = m_SelectionPools[ONESIDE_ALLIANCE_TEAM1].SelectedGroups.begin(); itr != m_SelectionPools[ONESIDE_ALLIANCE_TEAM1].SelectedGroups.end(); ++itr)
+                    (*itr)->Team=ALLIANCE;
+            }
+
+            if(!bOneSideAllyTeam2)
+                bOneSideAllyTeam1 = false;
+        }
+        // 1-sided BuildSelectionPool() will work, because the MinPlayersPerTeam == MaxPlayersPerTeam in every arena!!!!
+        if( (bOneSideHordeTeam1 && bOneSideHordeTeam2) ||
+            (bOneSideAllyTeam1 && bOneSideAllyTeam2) )
+        {
+            // which side has enough players?
+            uint32 side = 0;
+            SelectionPoolBuildMode mode1, mode2;
+            // find out what pools are we using
+            if(bOneSideAllyTeam1 && bOneSideAllyTeam2)
+            {
+                side = ALLIANCE;
+                mode1 = ONESIDE_ALLIANCE_TEAM1;
+                mode2 = ONESIDE_ALLIANCE_TEAM2;
+            }
+            else
+            {
+                side = HORDE;
+                mode1 = ONESIDE_HORDE_TEAM1;
+                mode2 = ONESIDE_HORDE_TEAM2;
+            }
+
+            // create random arena
+            uint8 arenas[] = {BATTLEGROUND_NA, BATTLEGROUND_BE, BATTLEGROUND_RL};
+            uint32 arena_num = urand(0,2);
+            BattleGround* bg2 = NULL;
+            if( !(bg2 = sBattleGroundMgr.CreateNewBattleGround(arenas[arena_num%3])) &&
+                !(bg2 = sBattleGroundMgr.CreateNewBattleGround(arenas[(arena_num+1)%3])) &&
+                !(bg2 = sBattleGroundMgr.CreateNewBattleGround(arenas[(arena_num+2)%3])) )
+            {
+                sLog.outError("Could not create arena.");
+                return;
+            }
+
+            sLog.outDebug("Battleground: One-faction arena created.");
+            // init stats
+            if(sBattleGroundMgr.isArenaTesting())
+            {
+                bg2->SetMaxPlayersPerTeam(1);
+                bg2->SetMaxPlayers(2);
+            }
+            else
+            {
+                switch(arenatype)
                 {
-                    itrPlayerStatus->second.IsInvitedToBGInstanceGUID = bg2->GetInstanceID();
-                    itrPlayerStatus->second.InviteTime = getMSTime();
-                    itrPlayerStatus->second.LastInviteTime = getMSTime();
-
-                    if(itrPlayerStatus->second.Team == ALLIANCE)
-                        --m_QueuedPlayers[queue_id].Alliance;
-                    else
-                        --m_QueuedPlayers[queue_id].Horde;
-
-                    sBattleGroundMgr.InvitePlayer(plr, bg2->GetInstanceID());
-
-                    WorldPacket data;
-                    uint32 queueSlot = plr->GetBattleGroundQueueIndex(bgTypeId);
-                    sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg2, plr->GetTeam(), queueSlot, STATUS_WAIT_JOIN, INVITE_ACCEPT_WAIT_TIME, 0);
-                    plr->GetSession()->SendPacket(&data);
+                case ARENA_TYPE_2v2:
+                    bg2->SetMaxPlayersPerTeam(2);
+                    bg2->SetMaxPlayers(4);
+                    break;
+                case ARENA_TYPE_3v3:
+                    bg2->SetMaxPlayersPerTeam(3);
+                    bg2->SetMaxPlayers(6);
+                    break;
+                case ARENA_TYPE_5v5:
+                    bg2->SetMaxPlayersPerTeam(5);
+                    bg2->SetMaxPlayers(10);
+                    break;
+                default:
+                    break;
                 }
             }
+
+            bg2->SetRated(isRated);
+
+            // assigned team of the other group
+            uint32 other_side;
+            if(side == ALLIANCE)
+                other_side = HORDE;
             else
-                ++itr2;
-        }
-        bg2->StartBattleGround();
+                other_side = ALLIANCE;
+
+            // start the joining of the bg
+            bg2->SetStatus(STATUS_WAIT_JOIN);
+            bg2->SetQueueType(queue_id);
+            // initialize arena / rating info
+            bg2->SetArenaType(arenatype);
+
+            std::list<GroupQueueInfo* >::iterator itr;
+
+            // invite players from the first group as horde players (actually green team)
+            for(itr = m_SelectionPools[mode1].SelectedGroups.begin(); itr != m_SelectionPools[mode1].SelectedGroups.end(); ++itr)
+            {
+                InviteGroupToBG((*itr),bg2,HORDE);
+            }
+
+            // invite players from the second group as ally players (actually gold team)
+            for(itr = m_SelectionPools[mode2].SelectedGroups.begin(); itr != m_SelectionPools[mode2].SelectedGroups.end(); ++itr)
+            {
+                InviteGroupToBG((*itr),bg2,ALLIANCE);
+            }
+
+            bg2->StartBattleGround();
+        }
     }
 }
@@ -362,12 +885,17 @@
     if (queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES)         // player is in queue
     {
-        // check if player is invited to this bg ... this check must be here, because when player leaves queue and joins another, it would cause a problems
-        BattleGroundQueue::QueuedPlayersMap const& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bg->GetTypeID()].m_QueuedPlayers[plr->GetBattleGroundQueueIdFromLevel()];
-        BattleGroundQueue::QueuedPlayersMap::const_iterator qItr = qpMap.find(m_PlayerGuid);
-        if (qItr != qpMap.end() && qItr->second.IsInvitedToBGInstanceGUID == m_BgInstanceGUID)
-        {
-            WorldPacket data;
-            sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, plr->GetTeam(), queueSlot, STATUS_WAIT_JOIN, INVITE_ACCEPT_WAIT_TIME/2, 0);
-            plr->GetSession()->SendPacket(&data);
+        uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType());
+        uint32 queueSlot = plr->GetBattleGroundQueueIndex(bgQueueTypeId);
+        if (queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES) // player is in queue
+        {
+            // check if player is invited to this bg ... this check must be here, because when player leaves queue and joins another, it would cause a problems
+            BattleGroundQueue::QueuedPlayersMap const& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[plr->GetBattleGroundQueueIdFromLevel()];
+            BattleGroundQueue::QueuedPlayersMap::const_iterator qItr = qpMap.find(m_PlayerGuid);
+            if (qItr != qpMap.end() && qItr->second.GroupInfo->IsInvitedToBGInstanceGUID == m_BgInstanceGUID)
+            {
+                WorldPacket data;
+                sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, qItr->second.GroupInfo->Team, queueSlot, STATUS_WAIT_JOIN, INVITE_ACCEPT_WAIT_TIME/2, 0);
+                plr->GetSession()->SendPacket(&data);
+            }
         }
     }
@@ -397,21 +925,24 @@
         return true;
 
-    uint32 queueSlot = plr->GetBattleGroundQueueIndex(bg->GetTypeID());
-    if (queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES)         // player is in queue (base at player data
+    sLog.outDebug("Battleground: removing player %u from bg queue for instance %u because of not pressing enter battle in time.",plr->GetGUIDLow(),m_BgInstanceGUID);
+
+    uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType());
+    uint32 queueSlot = plr->GetBattleGroundQueueIndex(bgQueueTypeId);
+    if (queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES) // player is in queue
     {
         // check if player is invited to this bg ... this check must be here, because when player leaves queue and joins another, it would cause a problems
-        BattleGroundQueue::QueuedPlayersMap const& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bg->GetTypeID()].m_QueuedPlayers[plr->GetBattleGroundQueueIdFromLevel()];
-        BattleGroundQueue::QueuedPlayersMap::const_iterator qItr = qpMap.find(m_PlayerGuid);
-        if (qItr!=qpMap.end() && qItr->second.IsInvitedToBGInstanceGUID == m_BgInstanceGUID)
-        {
-            plr->RemoveBattleGroundQueueId(bg->GetTypeID());
-            sBattleGroundMgr.m_BattleGroundQueues[bg->GetTypeID()].RemovePlayer(m_PlayerGuid, true);
-            sBattleGroundMgr.m_BattleGroundQueues[bg->GetTypeID()].Update(bg->GetTypeID(), bg->GetQueueType());
-
+        BattleGroundQueue::QueuedPlayersMap::iterator qMapItr = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[plr->GetBattleGroundQueueIdFromLevel()].find(m_PlayerGuid);
+        if (qMapItr != sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[plr->GetBattleGroundQueueIdFromLevel()].end() && qMapItr->second.GroupInfo && qMapItr->second.GroupInfo->IsInvitedToBGInstanceGUID == m_BgInstanceGUID)
+        {
+            plr->RemoveBattleGroundQueueId(bgQueueTypeId);
+            sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(m_PlayerGuid, true);
+            sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgQueueTypeId, bg->GetQueueType());
             WorldPacket data;
-            sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, plr->GetTeam(), queueSlot, STATUS_NONE, 0, 0);
+            sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, m_PlayersTeam, queueSlot, STATUS_NONE, 0, 0);
             plr->GetSession()->SendPacket(&data);
         }
     }
+    else
+        sLog.outDebug("Battleground: Player was already removed from queue");
 
     //event will be deleted
@@ -432,20 +963,78 @@
 {
     m_BattleGrounds.clear();
+    m_AutoDistributePoints = (bool)sWorld.getConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_POINTS);
+    m_MaxRatingDifference = sWorld.getConfig(CONFIG_ARENA_MAX_RATING_DIFFERENCE);
+    m_RatingDiscardTimer = sWorld.getConfig(CONFIG_ARENA_RATING_DISCARD_TIMER);
+    m_PrematureFinishTimer = sWorld.getConfig(CONFIG_BATTLEGROUND_PREMATURE_FINISH_TIMER);
+    m_NextRatingDiscardUpdate = m_RatingDiscardTimer;
+    m_AutoDistributionTimeChecker = 0;
+    m_ArenaTesting = false;
 }
 
 BattleGroundMgr::~BattleGroundMgr()
 {
-    for(std::map<uint32, BattleGround*>::iterator itr = m_BattleGrounds.begin(); itr != m_BattleGrounds.end(); ++itr)
-        delete itr->second;
+    BattleGroundSet::iterator itr, next;
+    for(itr = m_BattleGrounds.begin(); itr != m_BattleGrounds.end(); itr = next)
+    {
+        next = itr;
+        ++next;
+        BattleGround * bg = itr->second;
+        m_BattleGrounds.erase(itr);
+        delete bg;
+    }
     m_BattleGrounds.clear();
 }
 
+// used to update running battlegrounds, and delete finished ones
 void BattleGroundMgr::Update(time_t diff)
 {
-    for(BattleGroundSet::iterator itr = m_BattleGrounds.begin(); itr != m_BattleGrounds.end(); ++itr)
+    BattleGroundSet::iterator itr, next;
+    for(itr = m_BattleGrounds.begin(); itr != m_BattleGrounds.end(); itr = next)
+    {
+        next = itr;
+        ++next;
         itr->second->Update(diff);
-}
-
-void BattleGroundMgr::BuildBattleGroundStatusPacket(WorldPacket *data, BattleGround *bg, uint32 team, uint8 QueueSlot, uint8 StatusID, uint32 Time1, uint32 Time2)
+        // use the SetDeleteThis variable
+        // direct deletion caused crashes
+        if(itr->second->m_SetDeleteThis)
+        {
+            BattleGround * bg = itr->second;
+            m_BattleGrounds.erase(itr);
+            delete bg;
+        }
+    }
+    // if rating difference counts, maybe force-update queues
+    if(m_MaxRatingDifference)
+    {
+        // it's time to force update
+        if(m_NextRatingDiscardUpdate < diff)
+        {
+            // forced update for level 70 rated arenas
+            m_BattleGroundQueues[BATTLEGROUND_QUEUE_2v2].Update(BATTLEGROUND_AA,6,ARENA_TYPE_2v2,true,0);
+            m_BattleGroundQueues[BATTLEGROUND_QUEUE_3v3].Update(BATTLEGROUND_AA,6,ARENA_TYPE_3v3,true,0);
+            m_BattleGroundQueues[BATTLEGROUND_QUEUE_5v5].Update(BATTLEGROUND_AA,6,ARENA_TYPE_5v5,true,0);
+            m_NextRatingDiscardUpdate = m_RatingDiscardTimer;
+        } 
+        else 
+            m_NextRatingDiscardUpdate -= diff;
+    }
+    if(m_AutoDistributePoints)
+    {
+        if(m_AutoDistributionTimeChecker < diff)
+        {
+            if(time(NULL) > m_NextAutoDistributionTime)
+            {
+                DistributeArenaPoints();
+                m_NextAutoDistributionTime = time(NULL) + BATTLEGROUND_ARENA_POINT_DISTRIBUTION_DAY * sWorld.getConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_INTERVAL_DAYS);
+                CharacterDatabase.PExecute("UPDATE saved_variables SET NextArenaPointDistributionTime = FROM_UNIXTIME('"I64FMTD"')",(uint64)m_NextAutoDistributionTime);
+            }
+            m_AutoDistributionTimeChecker = 600000; // check 10 minutes
+        }
+        else
+            m_AutoDistributionTimeChecker -= diff;
+    }
+}
+
+void BattleGroundMgr::BuildBattleGroundStatusPacket(WorldPacket *data, BattleGround *bg, uint32 team, uint8 QueueSlot, uint8 StatusID, uint32 Time1, uint32 Time2, uint32 arenatype, uint8 israted)
 {
     // we can be in 3 queues in same time...
@@ -461,8 +1050,53 @@
     *data << uint32(QueueSlot);                             // queue id (0...2) - player can be in 3 queues in time
     // uint64 in client
-    *data << uint64( uint64(bg->GetArenaType()) | (uint64(0x0D) << 8) | (uint64(bg->GetTypeID()) << 16) | (uint64(0x1F90) << 48) );
+    *data << uint64( uint64(arenatype ? arenatype : bg->GetArenaType()) | (uint64(0x0D) << 8) | (uint64(bg->GetTypeID()) << 16) | (uint64(0x1F90) << 48) );
     *data << uint32(0);                                     // unknown
     // alliance/horde for BG and skirmish/rated for Arenas
-    *data << uint8(bg->isArena() ? (bg->isRated() ? 1 : 0) : bg->GetTeamIndexByTeamId(team));
+    *data << uint8(bg->isArena() ? ( israted ? israted : bg->isRated() ) : bg->GetTeamIndexByTeamId(team));
+/*    *data << uint8(arenatype ? arenatype : bg->GetArenaType());                     // team type (0=BG, 2=2x2, 3=3x3, 5=5x5), for arenas    // NOT PROPER VALUE IF ARENA ISN'T RUNNING YET!!!!
+    switch(bg->GetTypeID())                                 // value depends on bg id
+    {
+        case BATTLEGROUND_AV:
+            *data << uint8(1);
+            break;
+        case BATTLEGROUND_WS:
+            *data << uint8(2);
+            break;
+        case BATTLEGROUND_AB:
+            *data << uint8(3);
+            break;
+        case BATTLEGROUND_NA:
+            *data << uint8(4);
+            break;
+        case BATTLEGROUND_BE:
+            *data << uint8(5);
+            break;
+        case BATTLEGROUND_AA:
+            *data << uint8(6);
+            break;
+        case BATTLEGROUND_EY:
+            *data << uint8(7);
+            break;
+        case BATTLEGROUND_RL:
+            *data << uint8(8);
+            break;
+        default:                                            // unknown
+            *data << uint8(0);
+            break;
+    }
+
+    if(bg->isArena() && (StatusID == STATUS_WAIT_QUEUE))
+        *data << uint32(BATTLEGROUND_AA);                   // all arenas   I don't think so.
+    else
+    *data << uint32(bg->GetTypeID());                   // BG id from DBC
+
+    *data << uint16(0x1F90);                                // unk value 8080
+    *data << uint32(bg->GetInstanceID());                   // instance id
+
+    if(bg->isBattleGround())
+        *data << uint8(bg->GetTeamIndexByTeamId(team));     // team
+    else
+        *data << uint8(israted?israted:bg->isRated());                      // is rated battle
+*/
     *data << uint32(StatusID);                              // status
     switch(StatusID)
@@ -494,11 +1128,22 @@
     data->Initialize(MSG_PVP_LOG_DATA, (1+1+4+40*bg->GetPlayerScoresSize()));
     *data << uint8(type);                                   // seems to be type (battleground=0/arena=1)
+
     if(type)                                                // arena
     {
-        for(uint8 i = 0; i < 2; i++)
-        {
-            *data << uint32(3000+1+i);                      // rating change: showed value - 3000
-            *data << uint32(0);                             // 2.4.0, has some to do with rating change...
-            *data << uint8(0);                              // some unknown string
+        // it seems this must be according to BG_WINNER_A/H and _NOT_ BG_TEAM_A/H
+        for(int i = 1; i >= 0; --i)
+        {
+            *data << uint32(3000-bg->m_ArenaTeamRatingChanges[i]);                      // rating change: showed value - 3000
+            *data << uint32(3999);  // huge thanks for TOM_RUS for this!
+            sLog.outDebug("rating change: %d", bg->m_ArenaTeamRatingChanges[i]);
+        }
+        for(int i = 1; i >= 0; --i)
+        {
+            uint32 at_id = bg->m_ArenaTeamIds[i];
+            ArenaTeam * at = objmgr.GetArenaTeamById(at_id);
+            if(at)
+                *data << at->GetName();
+            else//*/
+                *data << (uint8)0;
         }
     }
@@ -520,15 +1165,24 @@
         *data << (uint64)itr->first;
         *data << (int32)itr->second->KillingBlows;
-        if(type)
-        {
-            // this value is team (green/gold)?
+        Player *plr = objmgr.GetPlayer(itr->first);
+        uint32 team = bg->GetPlayerTeam(itr->first);
+        if(!team && plr) team = plr->GetTeam();
+        if(type == 0)
+        {
+            *data << (int32)itr->second->HonorableKills;
+            *data << (int32)itr->second->Deaths;
+            *data << (int32)(itr->second->BonusHonor);
+        }
+        else
+        {
             // that part probably wrong
-            Player *plr = objmgr.GetPlayer(itr->first);
             if(plr)
             {
-                if(plr->GetTeam() == HORDE)
+                if(team == HORDE)
                     *data << uint8(0);
-                else if(plr->GetTeam() == ALLIANCE)
+                else if(team == ALLIANCE)
+                {
                     *data << uint8(1);
+                }
                 else
                     *data << uint8(0);
@@ -537,13 +1191,7 @@
                 *data << uint8(0);
         }
-        else
-        {
-            *data << (int32)itr->second->HonorableKills;
-            *data << (int32)itr->second->Deaths;
-            *data << (int32)itr->second->BonusHonor;        // bonus honor
-        }
-        *data << (int32)itr->second->DamageDone;            // damage done
-        *data << (int32)itr->second->HealingDone;           // healing done
-        switch(bg->GetTypeID())                             // battleground specific things
+        *data << (int32)itr->second->DamageDone;             // damage done
+        *data << (int32)itr->second->HealingDone;            // healing done
+        switch(bg->GetTypeID())                              // battleground specific things
         {
             case BATTLEGROUND_AV:
@@ -623,5 +1271,5 @@
 }
 
-void BattleGroundMgr::InvitePlayer(Player* plr, uint32 bgInstanceGUID)
+void BattleGroundMgr::InvitePlayer(Player* plr, uint32 bgInstanceGUID, uint32 team)
 {
     // set invited player counters:
@@ -629,15 +1277,112 @@
     if(!bg)
         return;
-
-    bg->IncreaseInvitedCount(plr->GetTeam());
-    plr->SetInviteForBattleGroundType(bg->GetTypeID());
+    bg->IncreaseInvitedCount(team);
+    
+    plr->SetInviteForBattleGroundQueueType(BGQueueTypeId(bg->GetTypeID(),bg->GetArenaType()), bgInstanceGUID);
+
+    // set the arena teams for rated matches
+    if(bg->isArena() && bg->isRated())
+    {
+        switch(bg->GetArenaType())
+        {
+        case ARENA_TYPE_2v2:
+            bg->SetArenaTeamIdForTeam(team, plr->GetArenaTeamId(0));
+            break;
+        case ARENA_TYPE_3v3:
+            bg->SetArenaTeamIdForTeam(team, plr->GetArenaTeamId(1));
+            break;
+        case ARENA_TYPE_5v5:
+            bg->SetArenaTeamIdForTeam(team, plr->GetArenaTeamId(2));
+            break;
+        default:
+            break;
+        }
+    }
+
     // create invite events:
     //add events to player's counters ---- this is not good way - there should be something like global event processor, where we should add those events
     BGQueueInviteEvent* inviteEvent = new BGQueueInviteEvent(plr->GetGUID(), bgInstanceGUID);
     plr->m_Events.AddEvent(inviteEvent, plr->m_Events.CalculateTime(INVITE_ACCEPT_WAIT_TIME/2));
-    BGQueueRemoveEvent* removeEvent = new BGQueueRemoveEvent(plr->GetGUID(), bgInstanceGUID, plr->GetTeam());
+    BGQueueRemoveEvent* removeEvent = new BGQueueRemoveEvent(plr->GetGUID(), bgInstanceGUID, team);
     plr->m_Events.AddEvent(removeEvent, plr->m_Events.CalculateTime(INVITE_ACCEPT_WAIT_TIME));
 }
 
+BattleGround * BattleGroundMgr::GetBattleGroundTemplate(uint32 bgTypeId)
+{
+    return BGFreeSlotQueue[bgTypeId].empty() ? NULL : BGFreeSlotQueue[bgTypeId].back();
+}
+
+// create a new battleground that will really be used to play
+BattleGround * BattleGroundMgr::CreateNewBattleGround(uint32 bgTypeId)
+{
+    BattleGround *bg = NULL;
+
+    // get the template BG
+    BattleGround *bg_template = GetBattleGroundTemplate(bgTypeId);
+
+    if(!bg_template)
+    {
+        sLog.outError("BattleGround: CreateNewBattleGround - bg template not found for %u", bgTypeId);
+        return 0;
+    }
+    
+    // create a copy of the BG template
+    switch(bgTypeId)
+    {
+        case BATTLEGROUND_AV: 
+            bg = new BattleGroundAV(*(BattleGroundAV*)bg_template); 
+            break;
+        case BATTLEGROUND_WS: 
+            bg = new BattleGroundWS(*(BattleGroundWS*)bg_template); 
+            break;
+        case BATTLEGROUND_AB: 
+            bg = new BattleGroundAB(*(BattleGroundAB*)bg_template); 
+            break;
+        case BATTLEGROUND_NA: 
+            bg = new BattleGroundNA(*(BattleGroundNA*)bg_template); 
+            break;
+        case BATTLEGROUND_BE: 
+            bg = new BattleGroundBE(*(BattleGroundBE*)bg_template); 
+            break;
+        case BATTLEGROUND_AA: 
+            bg = new BattleGroundAA(*(BattleGroundAA*)bg_template); 
+            break;
+        case BATTLEGROUND_EY: 
+            bg = new BattleGroundEY(*(BattleGroundEY*)bg_template); 
+            break;
+        case BATTLEGROUND_RL: 
+            bg = new BattleGroundRL(*(BattleGroundRL*)bg_template); 
+            break;
+        default:
+            //bg = new BattleGround;   
+            return 0;
+            break;             // placeholder for non implemented BG
+    }
+
+    // generate a new instance id
+    bg->SetInstanceID(MapManager::Instance().GenerateInstanceId()); // set instance id
+
+    // reset the new bg (set status to status_wait_queue from status_none)
+    bg->Reset();
+
+    /*   will be setup in BG::Update() when the first player is ported in
+    if(!(bg->SetupBattleGround()))
+    {
+        sLog.outError("BattleGround: CreateNewBattleGround: SetupBattleGround failed for bg %u", bgTypeId);
+        delete bg;
+        return 0;
+    }
+    */
+
+    // add BG to free slot queue
+    bg->AddToBGFreeSlotQueue();
+
+    // add bg to update list
+    AddBattleGround(bg->GetInstanceID(), bg);
+
+    return bg;
+}
+
+// used to create the BG templates
 uint32 BattleGroundMgr::CreateBattleGround(uint32 bgTypeId, uint32 MinPlayersPerTeam, uint32 MaxPlayersPerTeam, uint32 LevelMin, uint32 LevelMax, char* BattleGroundName, uint32 MapID, float Team1StartLocX, float Team1StartLocY, float Team1StartLocZ, float Team1StartLocO, float Team2StartLocX, float Team2StartLocY, float Team2StartLocZ, float Team2StartLocO)
 {
@@ -659,10 +1404,6 @@
 
     bg->SetMapId(MapID);
+
     bg->Reset();
-    if(!bg->SetupBattleGround())
-    {
-        delete bg;
-        return 0;
-    }
 
     BattlemasterListEntry const *bl = sBattlemasterListStore.LookupEntry(bgTypeId);
@@ -674,5 +1415,5 @@
 
     bg->SetTypeID(bgTypeId);
-    bg->SetInstanceID(bgTypeId);                            // temporary
+    bg->SetInstanceID(0);                               // template bg, instance id is 0
     bg->SetMinPlayersPerTeam(MinPlayersPerTeam);
     bg->SetMaxPlayersPerTeam(MaxPlayersPerTeam);
@@ -683,10 +1424,12 @@
     bg->SetTeamStartLoc(HORDE,    Team2StartLocX, Team2StartLocY, Team2StartLocZ, Team2StartLocO);
     bg->SetLevelRange(LevelMin, LevelMax);
-    //add BaggleGround instance to FreeSlotQueue
+
+    //add BattleGround instance to FreeSlotQueue (.back() will return the template!)
     bg->AddToBGFreeSlotQueue();
 
-    AddBattleGround(bg->GetInstanceID(), bg);
-    //sLog.outDetail("BattleGroundMgr: Created new battleground: %u %s (Map %u, %u players per team, Levels %u-%u)", bg_TypeID, bg->m_Name, bg->m_MapId, bg->m_MaxPlayersPerTeam, bg->m_LevelMin, bg->m_LevelMax);
-    return bg->GetInstanceID();
+    // do NOT add to update list, since this is a template battleground!
+
+    // return some not-null value, bgTypeId is good enough for me
+    return bgTypeId; 
 }
 
@@ -808,4 +1551,77 @@
 }
 
+void BattleGroundMgr::InitAutomaticArenaPointDistribution()
+{
+    if(m_AutoDistributePoints)
+    {
+        sLog.outDebug("Initializing Automatic Arena Point Distribution");
+        QueryResult * result = CharacterDatabase.Query("SELECT UNIX_TIMESTAMP(NextArenaPointDistributionTime) FROM saved_variables");
+        if(!result)
+        {
+            sLog.outDebug("Battleground: Next arena point distribution time not found in SavedVariables, reseting it now."); 
+            m_NextAutoDistributionTime = time(NULL) + BATTLEGROUND_ARENA_POINT_DISTRIBUTION_DAY * sWorld.getConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_INTERVAL_DAYS);
+            CharacterDatabase.PExecute("INSERT INTO saved_variables (NextArenaPointDistributionTime) VALUES ( FROM_UNIXTIME('"I64FMTD"') )",(uint64)m_NextAutoDistributionTime);
+        }
+        else
+        {
+            m_NextAutoDistributionTime = (*result)[0].GetUInt64();
+            delete result;
+        }
+        sLog.outDebug("Automatic Arena Point Distribution initialized.");
+    }
+}
+
+void BattleGroundMgr::DistributeArenaPoints()
+{
+    // used to distribute arena points based on last week's stats
+
+    CharacterDatabase.BeginTransaction();
+    // direct execute, because of the later GetUInt32ValueFromDB() calls
+                                                                                                                                        // 1                                                                                               2                                                          3                                                 4                                                                                                                                      5                                                                              6                                                         7                                                 8                                                                                                                                  9                                                                                    10                                                 1                           2                              3                        4                                        5                                      6                        7                              8                       9                                             10
+    CharacterDatabase.DirectPExecute("UPDATE characters b, arena_team_member a SET b.data = CONCAT( SUBSTRING_INDEX(b.data, ' ', '%u'),' ', CAST( IF ( ((CAST( SUBSTRING( b.data FROM (CHAR_LENGTH(SUBSTRING_INDEX(b.data,' ','%u')) + 2) FOR (CHAR_LENGTH(SUBSTRING_INDEX(b.data,' ','%u')) - CHAR_LENGTH(SUBSTRING_INDEX(b.data,' ','%u')) - 1) ) AS UNSIGNED) + (SELECT MAX(c.points_to_add) FROM arena_team_member c WHERE c.guid = b.guid GROUP BY c.guid) ) < '%u'), CAST(SUBSTRING(b.data FROM (CHAR_LENGTH(SUBSTRING_INDEX(b.data,' ','%u')) + 2) FOR (CHAR_LENGTH(SUBSTRING_INDEX(b.data,' ','%u')) - CHAR_LENGTH(SUBSTRING_INDEX(b.data,' ','%u')) - 1) ) AS UNSIGNED) + (SELECT MAX(d.points_to_add) FROM arena_team_member d WHERE d.guid = b.guid GROUP BY d.guid), '%u') AS CHAR),' ',SUBSTRING(b.data FROM (CHAR_LENGTH(SUBSTRING_INDEX(b.data,' ','%u')) + 2))) WHERE b.guid = a.guid",PLAYER_FIELD_ARENA_CURRENCY, PLAYER_FIELD_ARENA_CURRENCY, PLAYER_FIELD_ARENA_CURRENCY+1, PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_MAX_ARENA_POINTS),PLAYER_FIELD_ARENA_CURRENCY, PLAYER_FIELD_ARENA_CURRENCY+1, PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_MAX_ARENA_POINTS), PLAYER_FIELD_ARENA_CURRENCY+1);
+    for(int i=0; i<3; ++i)
+    {
+        // reset weekly played matches
+        uint32 position = PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 6 * i + 2;
+        CharacterDatabase.DirectPExecute("UPDATE characters SET data = CONCAT( SUBSTRING_INDEX(data,' ','%u'),' ','0',' ',SUBSTRING(data FROM (CHAR_LENGTH(SUBSTRING_INDEX(data,' ','%u')) + 2)))",position, position + 1);
+    }
+    CharacterDatabase.DirectExecute("UPDATE arena_team_member SET points_to_add = '0', played_week = '0', wons_week = '0'");
+    CharacterDatabase.DirectExecute("UPDATE arena_team_stats SET games = '0', wins = '0'");
+    CharacterDatabase.CommitTransaction();
+
+    QueryResult *result = CharacterDatabase.PQuery("SELECT guid, data FROM characters WHERE online = '1'");
+    if( result )
+    {
+        do
+        {
+            Field *fields = result->Fetch();
+
+            uint32 guid = fields[0].GetUInt32();
+            if(Player * pl = objmgr.GetPlayer(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER)))
+            {
+                Tokens data = StrSplit(fields[1].GetCppString(), " ");
+                // update arena currency
+                pl->SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, Player::GetUInt32ValueFromArray(data, PLAYER_FIELD_ARENA_CURRENCY));
+                // reset played this week count for all teams
+                for(int i= 0; i < 3; ++i)
+                    pl->SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 6 * i + 2, 0);
+            }
+
+        } while (result->NextRow());
+
+        delete result;
+    }
+
+    for(ObjectMgr::ArenaTeamSet::iterator titr = objmgr.GetArenaTeamSetBegin(); titr != objmgr.GetArenaTeamSetEnd(); ++titr)
+    {
+        if(ArenaTeam * at = (*titr))
+        {
+            at->FinishWeek();   // set played this week etc values to 0 in memory, too
+            // at->SaveToDB(); // no need, the modified values are already saved above
+            at->NotifyStatsChanged();  // notify the players of the changes
+        }
+    }
+}
+
 void BattleGroundMgr::BuildBattleGroundListPacket(WorldPacket *data, uint64 guid, Player* plr, uint32 bgTypeId)
 {
@@ -843,15 +1659,22 @@
 }
 
-void BattleGroundMgr::SendToBattleGround(Player *pl, uint32 bgTypeId)
-{
-    BattleGround *bg = GetBattleGround(bgTypeId);
+void BattleGroundMgr::SendToBattleGround(Player *pl, uint32 instanceId)
+{
+    BattleGround *bg = GetBattleGround(instanceId);
     if(bg)
     {
         uint32 mapid = bg->GetMapId();
         float x, y, z, O;
-        bg->GetTeamStartLoc(pl->GetTeam(), x, y, z, O);
+        uint32 team = pl->GetBGTeam();
+        if(team==0)
+            team = pl->GetTeam();
+        bg->GetTeamStartLoc(team, x, y, z, O);
 
         sLog.outDetail("BATTLEGROUND: Sending %s to map %u, X %f, Y %f, Z %f, O %f", pl->GetName(), mapid, x, y, z, O);
         pl->TeleportTo(mapid, x, y, z, O);
+    }
+    else
+    {
+        sLog.outError("player %u trying to port to non-existent bg instance %u",pl->GetGUIDLow(), instanceId);
     }
 }
@@ -866,2 +1689,96 @@
     pl->GetSession()->SendPacket(&data);
 }
+
+void BattleGroundMgr::RemoveBattleGround(uint32 instanceID)
+{
+    BattleGroundSet::iterator itr = m_BattleGrounds.find(instanceID);
+    if(itr!=m_BattleGrounds.end())
+        m_BattleGrounds.erase(itr);
+}
+
+bool BattleGroundMgr::IsArenaType(uint32 bgTypeId) const
+{
+    return ( bgTypeId == BATTLEGROUND_AA ||
+        bgTypeId == BATTLEGROUND_BE ||
+        bgTypeId == BATTLEGROUND_NA ||
+        bgTypeId == BATTLEGROUND_RL );
+}
+
+bool BattleGroundMgr::IsBattleGroundType(uint32 bgTypeId) const
+{
+    return !IsArenaType(bgTypeId);
+}
+
+uint32 BattleGroundMgr::BGQueueTypeId(uint32 bgTypeId, uint8 arenaType) const
+{
+    switch(bgTypeId)
+    {
+    case BATTLEGROUND_WS:
+        return BATTLEGROUND_QUEUE_WS;
+    case BATTLEGROUND_AB:
+        return BATTLEGROUND_QUEUE_AB;
+    case BATTLEGROUND_AV:
+        return BATTLEGROUND_QUEUE_AV;
+    case BATTLEGROUND_EY:
+        return BATTLEGROUND_QUEUE_EY;
+    case BATTLEGROUND_AA:
+    case BATTLEGROUND_NA:
+    case BATTLEGROUND_RL:
+    case BATTLEGROUND_BE:
+        switch(arenaType)
+        {
+        case ARENA_TYPE_2v2:
+            return BATTLEGROUND_QUEUE_2v2;
+        case ARENA_TYPE_3v3:
+            return BATTLEGROUND_QUEUE_3v3;
+        case ARENA_TYPE_5v5:
+            return BATTLEGROUND_QUEUE_5v5;
+        default:
+            return 0;
+        }
+    default:
+        return 0;
+    }
+}
+
+uint32 BattleGroundMgr::BGTemplateId(uint32 bgQueueTypeId) const
+{
+    switch(bgQueueTypeId)
+    {
+    case BATTLEGROUND_QUEUE_WS:
+        return BATTLEGROUND_WS;
+    case BATTLEGROUND_QUEUE_AB:
+        return BATTLEGROUND_AB;
+    case BATTLEGROUND_QUEUE_AV:
+        return BATTLEGROUND_AV;
+    case BATTLEGROUND_QUEUE_EY:
+        return BATTLEGROUND_EY;
+    case BATTLEGROUND_QUEUE_2v2:
+    case BATTLEGROUND_QUEUE_3v3:
+    case BATTLEGROUND_QUEUE_5v5:
+        return BATTLEGROUND_AA;
+    default:
+        return 0;
+    }
+}
+
+uint8 BattleGroundMgr::BGArenaType(uint32 bgQueueTypeId) const
+{
+    switch(bgQueueTypeId)
+    {
+    case BATTLEGROUND_QUEUE_2v2:
+        return ARENA_TYPE_2v2;
+    case BATTLEGROUND_QUEUE_3v3:
+        return ARENA_TYPE_3v3;
+    case BATTLEGROUND_QUEUE_5v5:
+        return ARENA_TYPE_5v5;
+    default:
+        return 0;
+    }
+}
+
+void BattleGroundMgr::ToggleArenaTesting()
+{
+    m_ArenaTesting = !m_ArenaTesting;
+    sWorld.SendWorldText(LANG_ARENA_TESTING, m_ArenaTesting ? "on" : "off");
+}
Index: trunk/src/game/ArenaTeam.h
===================================================================
--- trunk/src/game/ArenaTeam.h (revision 2)
+++ trunk/src/game/ArenaTeam.h (revision 9)
@@ -150,4 +150,6 @@
         void LoadPlayerStats(ArenaTeamMember* member);
 
+        void SaveToDB();
+
         void BroadcastPacket(WorldPacket *packet);
 
@@ -156,4 +158,17 @@
         void Stats(WorldSession *session);
         void InspectStats(WorldSession *session, uint64 guid);
+
+        uint32 GetPoints(uint32 MemberRating);
+        float GetChanceAgainst(uint32 rating);
+        int32 WonAgainstChance(float chance);
+        void MemberWon(Player * plr, uint32 againstrating);
+        int32 LostAgainstChance(float chance);
+        void MemberLost(Player * plr, uint32 againstrating);
+
+        void UpdateArenaPointsHelper();
+
+        void FinishWeek();
+
+        void NotifyStatsChanged();
 
     protected:
Index: trunk/src/game/MapInstanced.cpp
===================================================================
--- trunk/src/game/MapInstanced.cpp (revision 2)
+++ trunk/src/game/MapInstanced.cpp (revision 9)
@@ -142,5 +142,15 @@
             Player* player = (Player*)obj;
 
-            // TODO: battlegrounds and arenas
+            if(IsBattleGroundOrArena())
+            {
+                // instantiate or find existing bg map for player
+                // the instance id is set in battlegroundid
+                NewInstanceId = player->GetBattleGroundId();
+                assert(NewInstanceId);
+                map = _FindMap(NewInstanceId);
+                if(!map)
+                    map = CreateBattleGround(NewInstanceId);
+                return map;
+            }
 
             InstancePlayerBind *pBind = player->GetBoundInstance(GetId(), player->GetDifficulty());
Index: trunk/src/game/BattleGroundBE.h
===================================================================
--- trunk/src/game/BattleGroundBE.h (revision 2)
+++ trunk/src/game/BattleGroundBE.h (revision 9)
@@ -65,11 +65,10 @@
         bool SetupBattleGround();
         void ResetBGSubclass();
+        virtual void FillInitialWorldStates(WorldPacket &d);
         void HandleKillPlayer(Player* player, Player *killer);
+        bool HandlePlayerUnderMap(Player * plr);
 
         /* Scorekeeping */
         void UpdatePlayerScore(Player *Source, uint32 type, uint32 value);
-
-    private:
-        uint32 m_TeamKills[2];                              // count of kills for each team
 };
 #endif
Index: trunk/src/game/Language.h
===================================================================
--- trunk/src/game/Language.h (revision 6)
+++ trunk/src/game/Language.h (revision 9)
@@ -608,6 +608,25 @@
     LANG_PLAYER_AFK_DEFAULT             = 710,
 
-    LANG_BG_QUEUE_ANNOUNCE_SELF         = 711,
-    LANG_BG_QUEUE_ANNOUNCE_WORLD        = 712,
+    LANG_BG_GROUP_TOO_LARGE             = 711,
+    LANG_ARENA_GROUP_TOO_LARGE          = 712,
+    LANG_ARENA_YOUR_TEAM_ONLY           = 713,
+    LANG_ARENA_NOT_ENOUGH_PLAYERS       = 714,
+    LANG_ARENA_GOLD_WINS                = 715,
+    LANG_ARENA_GREEN_WINS               = 716,
+    LANG_BATTLEGROUND_PREMATURE_FINISH_WARNING = 717,
+    LANG_BG_GROUP_OFFLINE_MEMBER        = 718,
+    LANG_BG_GROUP_MIXED_FACTION         = 719,
+    LANG_BG_GROUP_MIXED_LEVELS          = 720,
+    LANG_BG_GROUP_MEMBER_ALREADY_IN_QUEUE = 721,
+    LANG_BG_GROUP_MEMBER_DESERTER       = 722,
+    LANG_BG_GROUP_MEMBER_NO_FREE_QUEUE_SLOTS = 723,
+
+    LANG_CANNOT_TELE_TO_BG              = 724,
+    LANG_CANNOT_SUMMON_TO_BG            = 725,
+    LANG_CANNOT_GO_TO_BG_GM             = 726,
+    LANG_CANNOT_GO_TO_BG_FROM_BG        = 727,
+
+    LANG_ARENA_TESTING                  = 728
+
 };
 #endif
