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[9129] Rename BG/arena queue_id to bracket_id and related functions/etc
This is more consistent to wide used terms Also some other cleanups.
This commit is contained in:
parent
5febd55024
commit
3e3c090348
10 changed files with 174 additions and 172 deletions
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@ -212,7 +212,7 @@ BattleGround::BattleGround()
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m_Status = STATUS_NONE;
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m_ClientInstanceID = 0;
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m_EndTime = 0;
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m_QueueId = QUEUE_ID_MAX_LEVEL_19;
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m_BracketId = BG_BRACKET_ID_FIRST;
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m_InvitedAlliance = 0;
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m_InvitedHorde = 0;
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m_ArenaType = 0;
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@ -1101,7 +1101,7 @@ void BattleGround::RemovePlayerAtLeave(uint64 guid, bool Transport, bool SendPac
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{
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// a player has left the battleground, so there are free slots -> add to queue
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AddToBGFreeSlotQueue();
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sBattleGroundMgr.ScheduleQueueUpdate(0, 0, bgQueueTypeId, bgTypeId, GetQueueId());
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sBattleGroundMgr.ScheduleQueueUpdate(0, 0, bgQueueTypeId, bgTypeId, GetBracketId());
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}
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// Let others know
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@ -1129,7 +1129,7 @@ void BattleGround::RemovePlayerAtLeave(uint64 guid, bool Transport, bool SendPac
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// this method is called when no players remains in battleground
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void BattleGround::Reset()
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{
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SetQueueId(QUEUE_ID_MAX_LEVEL_19);
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SetBracketId(BG_BRACKET_ID_FIRST);
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SetWinner(WINNER_NONE);
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SetStatus(STATUS_WAIT_QUEUE);
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SetStartTime(0);
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@ -165,18 +165,22 @@ enum BattleGroundQueueTypeId
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};
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#define MAX_BATTLEGROUND_QUEUE_TYPES 10
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enum BGQueueIdBasedOnLevel // queue_id for level ranges
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enum BattleGroundBracketId // bracketId for level ranges
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{
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QUEUE_ID_MAX_LEVEL_19 = 0,
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QUEUE_ID_MAX_LEVEL_29 = 1,
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QUEUE_ID_MAX_LEVEL_39 = 2,
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QUEUE_ID_MAX_LEVEL_49 = 3,
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QUEUE_ID_MAX_LEVEL_59 = 4,
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QUEUE_ID_MAX_LEVEL_69 = 5,
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QUEUE_ID_MAX_LEVEL_79 = 6,
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QUEUE_ID_MAX_LEVEL_80 = 7
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BG_BRACKET_ID_FIRST = 0,
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BG_BRACKET_ID_MAX_LEVEL_19 = 0,
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BG_BRACKET_ID_MAX_LEVEL_29 = 1,
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BG_BRACKET_ID_MAX_LEVEL_39 = 2,
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BG_BRACKET_ID_MAX_LEVEL_49 = 3,
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BG_BRACKET_ID_MAX_LEVEL_59 = 4,
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BG_BRACKET_ID_MAX_LEVEL_69 = 5,
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BG_BRACKET_ID_MAX_LEVEL_79 = 6,
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BG_BRACKET_ID_MAX_LEVEL_80 = 7,
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BG_BRACKET_ID_LAST = 7
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};
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#define MAX_BATTLEGROUND_QUEUES 8
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#define MAX_BATTLEGROUND_BRACKETS 8
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enum ScoreType
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{
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@ -309,7 +313,7 @@ class BattleGround
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// Get methods:
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char const* GetName() const { return m_Name; }
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BattleGroundTypeId GetTypeID() const { return m_TypeID; }
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BGQueueIdBasedOnLevel GetQueueId() const { return m_QueueId; }
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BattleGroundBracketId GetBracketId() const { return m_BracketId; }
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uint32 GetInstanceID() const { return m_InstanceID; }
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BattleGroundStatus GetStatus() const { return m_Status; }
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uint32 GetClientInstanceID() const { return m_ClientInstanceID; }
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@ -334,9 +338,9 @@ class BattleGround
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void SetName(char const* Name) { m_Name = Name; }
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void SetTypeID(BattleGroundTypeId TypeID) { m_TypeID = TypeID; }
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//here we can count minlevel and maxlevel for players
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void SetQueueId(BGQueueIdBasedOnLevel ID)
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void SetBracketId(BattleGroundBracketId ID)
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{
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m_QueueId = ID;
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m_BracketId = ID;
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uint8 diff = (m_TypeID == BATTLEGROUND_AV) ? 1 : 0;
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this->SetLevelRange((ID + 1) * 10 + diff, (ID + 2) * 10 - ((diff + 1) % 2));
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}
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@ -585,7 +589,7 @@ class BattleGround
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uint32 m_StartTime;
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bool m_ArenaBuffSpawned; // to cache if arenabuff event is started (cause bool is faster than checking IsActiveEvent)
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int32 m_EndTime; // it is set to 120000 when bg is ending and it decreases itself
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BGQueueIdBasedOnLevel m_QueueId;
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BattleGroundBracketId m_BracketId;
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uint8 m_ArenaType; // 2=2v2, 3=3v3, 5=5v5
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bool m_InBGFreeSlotQueue; // used to make sure that BG is only once inserted into the BattleGroundMgr.BGFreeSlotQueue[bgTypeId] deque
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bool m_SetDeleteThis; // used for safe deletion of the bg after end / all players leave
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@ -115,6 +115,8 @@ void WorldSession::HandleBattlemasterJoinOpcode( WorldPacket & recv_data )
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return;
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}
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BattleGroundBracketId bgBracketId = _player->GetBattleGroundBracketIdFromLevel();
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// check queueing conditions
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if (!joinAsGroup)
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{
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@ -155,8 +157,8 @@ void WorldSession::HandleBattlemasterJoinOpcode( WorldPacket & recv_data )
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if (joinAsGroup /* && _player->GetGroup()*/)
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{
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sLog.outDebug("Battleground: the following players are joining as group:");
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GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, 0, false, isPremade, 0);
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uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundQueueIdFromLevel());
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GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bgBracketId, 0, false, isPremade, 0);
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uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundBracketIdFromLevel());
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for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
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{
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Player *member = itr->getSource();
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@ -176,8 +178,8 @@ void WorldSession::HandleBattlemasterJoinOpcode( WorldPacket & recv_data )
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}
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else
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{
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GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, 0, false, isPremade, 0);
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uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundQueueIdFromLevel());
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GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, bgBracketId, 0, false, isPremade, 0);
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uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundBracketIdFromLevel());
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// already checked if queueSlot is valid, now just get it
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uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId);
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@ -187,7 +189,7 @@ void WorldSession::HandleBattlemasterJoinOpcode( WorldPacket & recv_data )
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SendPacket(&data);
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sLog.outDebug("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName());
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}
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sBattleGroundMgr.ScheduleQueueUpdate(0, 0, bgQueueTypeId, bgTypeId, _player->GetBattleGroundQueueIdFromLevel());
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sBattleGroundMgr.ScheduleQueueUpdate(0, 0, bgQueueTypeId, bgTypeId, _player->GetBattleGroundBracketIdFromLevel());
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}
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void WorldSession::HandleBattleGroundPlayerPositionsOpcode( WorldPacket & /*recv_data*/ )
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@ -431,7 +433,7 @@ void WorldSession::HandleBattleFieldPortOpcode( WorldPacket &recv_data )
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bgQueue.RemovePlayer(_player->GetGUID(), true);
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// player left queue, we should update it - do not update Arena Queue
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if (!ginfo.ArenaType)
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sBattleGroundMgr.ScheduleQueueUpdate(ginfo.ArenaTeamRating, ginfo.ArenaType, bgQueueTypeId, bgTypeId, _player->GetBattleGroundQueueIdFromLevel());
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sBattleGroundMgr.ScheduleQueueUpdate(ginfo.ArenaTeamRating, ginfo.ArenaType, bgQueueTypeId, bgTypeId, _player->GetBattleGroundBracketIdFromLevel());
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SendPacket(&data);
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sLog.outDebug("Battleground: player %s (%u) left queue for bgtype %u, queue type %u.", _player->GetName(), _player->GetGUIDLow(), bg->GetTypeID(), bgQueueTypeId);
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break;
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@ -513,7 +515,7 @@ void WorldSession::HandleBattlefieldStatusOpcode( WorldPacket & /*recv_data*/ )
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bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
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if (!bg)
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continue;
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uint32 avgTime = bgQueue.GetAverageQueueWaitTime(&ginfo, _player->GetBattleGroundQueueIdFromLevel());
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uint32 avgTime = bgQueue.GetAverageQueueWaitTime(&ginfo, _player->GetBattleGroundBracketIdFromLevel());
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// send status in BattleGround Queue
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, STATUS_WAIT_QUEUE, avgTime, getMSTimeDiff(ginfo.JoinTime, getMSTime()), arenaType);
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SendPacket(&data);
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@ -607,8 +609,8 @@ void WorldSession::HandleBattlemasterJoinArena( WorldPacket & recv_data )
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}
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//check existance
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BattleGround* bg = NULL;
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if (!(bg = sBattleGroundMgr.GetBattleGroundTemplate(BATTLEGROUND_AA)))
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BattleGround* bg = sBattleGroundMgr.GetBattleGroundTemplate(BATTLEGROUND_AA);
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if (!bg)
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{
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sLog.outError("Battleground: template bg (all arenas) not found");
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return;
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@ -616,6 +618,7 @@ void WorldSession::HandleBattlemasterJoinArena( WorldPacket & recv_data )
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BattleGroundTypeId bgTypeId = bg->GetTypeID();
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BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, arenatype);
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BattleGroundBracketId bgBracketId = _player->GetBattleGroundBracketIdFromLevel();
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// check queueing conditions
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if (!asGroup)
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@ -682,8 +685,8 @@ void WorldSession::HandleBattlemasterJoinArena( WorldPacket & recv_data )
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if (isRated)
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sLog.outDebug("Battleground: arena team id %u, leader %s queued with rating %u for type %u",_player->GetArenaTeamId(arenaslot),_player->GetName(),arenaRating,arenatype);
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GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, arenatype, isRated, false, arenaRating, ateamId);
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uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundQueueIdFromLevel());
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GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bgBracketId, arenatype, isRated, false, arenaRating, ateamId);
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uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundBracketIdFromLevel());
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for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
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{
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Player *member = itr->getSource();
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@ -704,8 +707,8 @@ void WorldSession::HandleBattlemasterJoinArena( WorldPacket & recv_data )
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}
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else
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{
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GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, arenatype, isRated, false, arenaRating, ateamId);
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uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundQueueIdFromLevel());
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GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, bgBracketId, arenatype, isRated, false, arenaRating, ateamId);
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uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundBracketIdFromLevel());
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uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId);
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WorldPacket data;
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@ -714,7 +717,7 @@ void WorldSession::HandleBattlemasterJoinArena( WorldPacket & recv_data )
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SendPacket(&data);
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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());
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}
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sBattleGroundMgr.ScheduleQueueUpdate(arenaRating, arenatype, bgQueueTypeId, bgTypeId, _player->GetBattleGroundQueueIdFromLevel());
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sBattleGroundMgr.ScheduleQueueUpdate(arenaRating, arenatype, bgQueueTypeId, bgTypeId, _player->GetBattleGroundBracketIdFromLevel());
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}
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void WorldSession::HandleReportPvPAFK( WorldPacket & recv_data )
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@ -54,13 +54,13 @@ INSTANTIATE_SINGLETON_1( BattleGroundMgr );
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BattleGroundQueue::BattleGroundQueue()
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{
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for(uint32 i = 0; i < BG_TEAMS_COUNT; i++)
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for(uint32 i = 0; i < BG_TEAMS_COUNT; ++i)
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{
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for(uint32 j = 0; j < MAX_BATTLEGROUND_QUEUES; j++)
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for(uint32 j = 0; j < MAX_BATTLEGROUND_BRACKETS; ++j)
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{
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m_SumOfWaitTimes[i][j] = 0;
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m_WaitTimeLastPlayer[i][j] = 0;
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for(uint32 k = 0; k < COUNT_OF_PLAYERS_TO_AVERAGE_WAIT_TIME; k++)
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for(uint32 k = 0; k < COUNT_OF_PLAYERS_TO_AVERAGE_WAIT_TIME; ++k)
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m_WaitTimes[i][j][k] = 0;
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}
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}
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@ -69,9 +69,9 @@ BattleGroundQueue::BattleGroundQueue()
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BattleGroundQueue::~BattleGroundQueue()
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{
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m_QueuedPlayers.clear();
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for (int i = 0; i < MAX_BATTLEGROUND_QUEUES; i++)
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for (int i = 0; i < MAX_BATTLEGROUND_BRACKETS; ++i)
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{
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for(uint32 j = 0; j < BG_QUEUE_GROUP_TYPES_COUNT; j++)
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for(uint32 j = 0; j < BG_QUEUE_GROUP_TYPES_COUNT; ++j)
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{
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for(GroupsQueueType::iterator itr = m_QueuedGroups[i][j].begin(); itr!= m_QueuedGroups[i][j].end(); ++itr)
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delete (*itr);
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@ -148,10 +148,8 @@ bool BattleGroundQueue::SelectionPool::AddGroup(GroupQueueInfo *ginfo, uint32 de
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/*********************************************************/
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// add group or player (grp == NULL) to bg queue with the given leader and bg specifications
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GroupQueueInfo * BattleGroundQueue::AddGroup(Player *leader, Group* grp, BattleGroundTypeId BgTypeId, uint8 ArenaType, bool isRated, bool isPremade, uint32 arenaRating, uint32 arenateamid)
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GroupQueueInfo * BattleGroundQueue::AddGroup(Player *leader, Group* grp, BattleGroundTypeId BgTypeId, BattleGroundBracketId bracket_id, uint8 ArenaType, bool isRated, bool isPremade, uint32 arenaRating, uint32 arenateamid)
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{
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BGQueueIdBasedOnLevel queue_id = leader->GetBattleGroundQueueIdFromLevel();
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// create new ginfo
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GroupQueueInfo* ginfo = new GroupQueueInfo;
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ginfo->BgTypeId = BgTypeId;
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@ -173,7 +171,7 @@ GroupQueueInfo * BattleGroundQueue::AddGroup(Player *leader, Group* grp, BattleG
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index += BG_TEAMS_COUNT;
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if (ginfo->Team == HORDE)
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index++;
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sLog.outDebug("Adding Group to BattleGroundQueue bgTypeId : %u, queue_id : %u, index : %u", BgTypeId, queue_id, index);
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sLog.outDebug("Adding Group to BattleGroundQueue bgTypeId : %u, bracket_id : %u, index : %u", BgTypeId, bracket_id, index);
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uint32 lastOnlineTime = getMSTime();
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@ -209,7 +207,7 @@ GroupQueueInfo * BattleGroundQueue::AddGroup(Player *leader, Group* grp, BattleG
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}
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//add GroupInfo to m_QueuedGroups
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m_QueuedGroups[queue_id][index].push_back(ginfo);
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m_QueuedGroups[bracket_id][index].push_back(ginfo);
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//announce to world, this code needs mutex
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if (!isRated && !isPremade && sWorld.getConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_ENABLE))
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@ -221,12 +219,12 @@ GroupQueueInfo * BattleGroundQueue::AddGroup(Player *leader, Group* grp, BattleG
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uint32 MinPlayers = bg->GetMinPlayersPerTeam();
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uint32 qHorde = 0;
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uint32 qAlliance = 0;
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uint32 q_min_level = (queue_id + 1) * 10;
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uint32 q_min_level = (bracket_id + 1) * 10;
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GroupsQueueType::const_iterator itr;
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for(itr = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE].begin(); itr != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE].end(); ++itr)
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for(itr = m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE].begin(); itr != m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE].end(); ++itr)
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if (!(*itr)->IsInvitedToBGInstanceGUID)
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qAlliance += (*itr)->Players.size();
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for(itr = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_HORDE].begin(); itr != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_HORDE].end(); ++itr)
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for(itr = m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_HORDE].begin(); itr != m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_HORDE].end(); ++itr)
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if (!(*itr)->IsInvitedToBGInstanceGUID)
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qHorde += (*itr)->Players.size();
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@ -250,7 +248,7 @@ GroupQueueInfo * BattleGroundQueue::AddGroup(Player *leader, Group* grp, BattleG
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return ginfo;
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}
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void BattleGroundQueue::PlayerInvitedToBGUpdateAverageWaitTime(GroupQueueInfo* ginfo, BGQueueIdBasedOnLevel queue_id)
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void BattleGroundQueue::PlayerInvitedToBGUpdateAverageWaitTime(GroupQueueInfo* ginfo, BattleGroundBracketId bracket_id)
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{
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uint32 timeInQueue = getMSTimeDiff(ginfo->JoinTime, getMSTime());
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uint8 team_index = BG_TEAM_ALLIANCE; //default set to BG_TEAM_ALLIANCE - or non rated arenas!
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@ -266,19 +264,19 @@ void BattleGroundQueue::PlayerInvitedToBGUpdateAverageWaitTime(GroupQueueInfo* g
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}
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//store pointer to arrayindex of player that was added first
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uint32* lastPlayerAddedPointer = &(m_WaitTimeLastPlayer[team_index][queue_id]);
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uint32* lastPlayerAddedPointer = &(m_WaitTimeLastPlayer[team_index][bracket_id]);
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//remove his time from sum
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m_SumOfWaitTimes[team_index][queue_id] -= m_WaitTimes[team_index][queue_id][(*lastPlayerAddedPointer)];
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m_SumOfWaitTimes[team_index][bracket_id] -= m_WaitTimes[team_index][bracket_id][(*lastPlayerAddedPointer)];
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//set average time to new
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m_WaitTimes[team_index][queue_id][(*lastPlayerAddedPointer)] = timeInQueue;
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m_WaitTimes[team_index][bracket_id][(*lastPlayerAddedPointer)] = timeInQueue;
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//add new time to sum
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m_SumOfWaitTimes[team_index][queue_id] += timeInQueue;
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m_SumOfWaitTimes[team_index][bracket_id] += timeInQueue;
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//set index of last player added to next one
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(*lastPlayerAddedPointer)++;
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(*lastPlayerAddedPointer) %= COUNT_OF_PLAYERS_TO_AVERAGE_WAIT_TIME;
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}
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uint32 BattleGroundQueue::GetAverageQueueWaitTime(GroupQueueInfo* ginfo, BGQueueIdBasedOnLevel queue_id)
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uint32 BattleGroundQueue::GetAverageQueueWaitTime(GroupQueueInfo* ginfo, BattleGroundBracketId bracket_id)
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{
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uint8 team_index = BG_TEAM_ALLIANCE; //default set to BG_TEAM_ALLIANCE - or non rated arenas!
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if (!ginfo->ArenaType)
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@ -292,8 +290,8 @@ uint32 BattleGroundQueue::GetAverageQueueWaitTime(GroupQueueInfo* ginfo, BGQueue
|
|||
team_index = BG_TEAM_HORDE; //for rated arenas use BG_TEAM_HORDE
|
||||
}
|
||||
//check if there is enought values(we always add values > 0)
|
||||
if (m_WaitTimes[team_index][queue_id][COUNT_OF_PLAYERS_TO_AVERAGE_WAIT_TIME - 1] )
|
||||
return (m_SumOfWaitTimes[team_index][queue_id] / COUNT_OF_PLAYERS_TO_AVERAGE_WAIT_TIME);
|
||||
if (m_WaitTimes[team_index][bracket_id][COUNT_OF_PLAYERS_TO_AVERAGE_WAIT_TIME - 1] )
|
||||
return (m_SumOfWaitTimes[team_index][bracket_id] / COUNT_OF_PLAYERS_TO_AVERAGE_WAIT_TIME);
|
||||
else
|
||||
//if there aren't enough values return 0 - not available
|
||||
return 0;
|
||||
|
|
@ -305,7 +303,7 @@ void BattleGroundQueue::RemovePlayer(const uint64& guid, bool decreaseInvitedCou
|
|||
//Player *plr = sObjectMgr.GetPlayer(guid);
|
||||
//ACE_Guard<ACE_Recursive_Thread_Mutex> guard(m_Lock);
|
||||
|
||||
int32 queue_id = -1; // signed for proper for-loop finish
|
||||
int32 bracket_id = -1; // signed for proper for-loop finish
|
||||
QueuedPlayersMap::iterator itr;
|
||||
|
||||
//remove player from map, if he's there
|
||||
|
|
@ -323,17 +321,17 @@ void BattleGroundQueue::RemovePlayer(const uint64& guid, bool decreaseInvitedCou
|
|||
// variable index removes useless searching in other team's queue
|
||||
uint32 index = (group->Team == HORDE) ? BG_TEAM_HORDE : BG_TEAM_ALLIANCE;
|
||||
|
||||
for (int32 queue_id_tmp = MAX_BATTLEGROUND_QUEUES - 1; queue_id_tmp >= 0 && queue_id == -1; --queue_id_tmp)
|
||||
for (int32 bracket_id_tmp = MAX_BATTLEGROUND_BRACKETS - 1; bracket_id_tmp >= 0 && bracket_id == -1; --bracket_id_tmp)
|
||||
{
|
||||
//we must check premade and normal team's queue - because when players from premade are joining bg,
|
||||
//they leave groupinfo so we can't use its players size to find out index
|
||||
for (uint32 j = index; j < BG_QUEUE_GROUP_TYPES_COUNT; j += BG_QUEUE_NORMAL_ALLIANCE)
|
||||
{
|
||||
for(group_itr_tmp = m_QueuedGroups[queue_id_tmp][j].begin(); group_itr_tmp != m_QueuedGroups[queue_id_tmp][j].end(); ++group_itr_tmp)
|
||||
for(group_itr_tmp = m_QueuedGroups[bracket_id_tmp][j].begin(); group_itr_tmp != m_QueuedGroups[bracket_id_tmp][j].end(); ++group_itr_tmp)
|
||||
{
|
||||
if ((*group_itr_tmp) == group)
|
||||
{
|
||||
queue_id = queue_id_tmp;
|
||||
bracket_id = bracket_id_tmp;
|
||||
group_itr = group_itr_tmp;
|
||||
//we must store index to be able to erase iterator
|
||||
index = j;
|
||||
|
|
@ -343,12 +341,12 @@ void BattleGroundQueue::RemovePlayer(const uint64& guid, bool decreaseInvitedCou
|
|||
}
|
||||
}
|
||||
//player can't be in queue without group, but just in case
|
||||
if (queue_id == -1)
|
||||
if (bracket_id == -1)
|
||||
{
|
||||
sLog.outError("BattleGroundQueue: ERROR Cannot find groupinfo for player GUID: %u", GUID_LOPART(guid));
|
||||
return;
|
||||
}
|
||||
sLog.outDebug("BattleGroundQueue: Removing player GUID %u, from queue_id %u", GUID_LOPART(guid), (uint32)queue_id);
|
||||
sLog.outDebug("BattleGroundQueue: Removing player GUID %u, from bracket_id %u", GUID_LOPART(guid), (uint32)bracket_id);
|
||||
|
||||
// ALL variables are correctly set
|
||||
// We can ignore leveling up in queue - it should not cause crash
|
||||
|
|
@ -394,7 +392,7 @@ void BattleGroundQueue::RemovePlayer(const uint64& guid, bool decreaseInvitedCou
|
|||
// remove group queue info if needed
|
||||
if (group->Players.empty())
|
||||
{
|
||||
m_QueuedGroups[queue_id][index].erase(group_itr);
|
||||
m_QueuedGroups[bracket_id][index].erase(group_itr);
|
||||
delete group;
|
||||
}
|
||||
// if group wasn't empty, so it wasn't deleted, and player have left a rated
|
||||
|
|
@ -453,7 +451,7 @@ bool BattleGroundQueue::InviteGroupToBG(GroupQueueInfo * ginfo, BattleGround * b
|
|||
ginfo->IsInvitedToBGInstanceGUID = bg->GetInstanceID();
|
||||
BattleGroundTypeId bgTypeId = bg->GetTypeID();
|
||||
BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, bg->GetArenaType());
|
||||
BGQueueIdBasedOnLevel queue_id = bg->GetQueueId();
|
||||
BattleGroundBracketId bracket_id = bg->GetBracketId();
|
||||
|
||||
// set ArenaTeamId for rated matches
|
||||
if (bg->isArena() && bg->isRated())
|
||||
|
|
@ -471,7 +469,7 @@ bool BattleGroundQueue::InviteGroupToBG(GroupQueueInfo * ginfo, BattleGround * b
|
|||
continue;
|
||||
|
||||
// invite the player
|
||||
PlayerInvitedToBGUpdateAverageWaitTime(ginfo, queue_id);
|
||||
PlayerInvitedToBGUpdateAverageWaitTime(ginfo, bracket_id);
|
||||
//sBattleGroundMgr.InvitePlayer(plr, bg, ginfo->Team);
|
||||
|
||||
// set invited player counters
|
||||
|
|
@ -507,22 +505,22 @@ This function is inviting players to already running battlegrounds
|
|||
Invitation type is based on config file
|
||||
large groups are disadvantageous, because they will be kicked first if invitation type = 1
|
||||
*/
|
||||
void BattleGroundQueue::FillPlayersToBG(BattleGround* bg, BGQueueIdBasedOnLevel queue_id)
|
||||
void BattleGroundQueue::FillPlayersToBG(BattleGround* bg, BattleGroundBracketId bracket_id)
|
||||
{
|
||||
int32 hordeFree = bg->GetFreeSlotsForTeam(HORDE);
|
||||
int32 aliFree = bg->GetFreeSlotsForTeam(ALLIANCE);
|
||||
|
||||
//iterator for iterating through bg queue
|
||||
GroupsQueueType::const_iterator Ali_itr = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE].begin();
|
||||
GroupsQueueType::const_iterator Ali_itr = m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE].begin();
|
||||
//count of groups in queue - used to stop cycles
|
||||
uint32 aliCount = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE].size();
|
||||
uint32 aliCount = m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE].size();
|
||||
//index to queue which group is current
|
||||
uint32 aliIndex = 0;
|
||||
for (; aliIndex < aliCount && m_SelectionPools[BG_TEAM_ALLIANCE].AddGroup((*Ali_itr), aliFree); aliIndex++)
|
||||
++Ali_itr;
|
||||
//the same thing for horde
|
||||
GroupsQueueType::const_iterator Horde_itr = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_HORDE].begin();
|
||||
uint32 hordeCount = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_HORDE].size();
|
||||
GroupsQueueType::const_iterator Horde_itr = m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_HORDE].begin();
|
||||
uint32 hordeCount = m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_HORDE].size();
|
||||
uint32 hordeIndex = 0;
|
||||
for (; hordeIndex < hordeCount && m_SelectionPools[BG_TEAM_HORDE].AddGroup((*Horde_itr), hordeFree); hordeIndex++)
|
||||
++Horde_itr;
|
||||
|
|
@ -585,22 +583,22 @@ void BattleGroundQueue::FillPlayersToBG(BattleGround* bg, BGQueueIdBasedOnLevel
|
|||
// this method checks if premade versus premade battleground is possible
|
||||
// then after 30 mins (default) in queue it moves premade group to normal queue
|
||||
// it tries to invite as much players as it can - to MaxPlayersPerTeam, because premade groups have more than MinPlayersPerTeam players
|
||||
bool BattleGroundQueue::CheckPremadeMatch(BGQueueIdBasedOnLevel queue_id, uint32 MinPlayersPerTeam, uint32 MaxPlayersPerTeam)
|
||||
bool BattleGroundQueue::CheckPremadeMatch(BattleGroundBracketId bracket_id, uint32 MinPlayersPerTeam, uint32 MaxPlayersPerTeam)
|
||||
{
|
||||
//check match
|
||||
if (!m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].empty() && !m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].empty())
|
||||
if (!m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].empty() && !m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].empty())
|
||||
{
|
||||
//start premade match
|
||||
//if groups aren't invited
|
||||
GroupsQueueType::const_iterator ali_group, horde_group;
|
||||
for( ali_group = m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].begin(); ali_group != m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].end(); ++ali_group)
|
||||
for( ali_group = m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].begin(); ali_group != m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].end(); ++ali_group)
|
||||
if (!(*ali_group)->IsInvitedToBGInstanceGUID)
|
||||
break;
|
||||
for( horde_group = m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].begin(); horde_group != m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].end(); ++horde_group)
|
||||
for( horde_group = m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].begin(); horde_group != m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].end(); ++horde_group)
|
||||
if (!(*horde_group)->IsInvitedToBGInstanceGUID)
|
||||
break;
|
||||
|
||||
if (ali_group != m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].end() && horde_group != m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].end())
|
||||
if (ali_group != m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].end() && horde_group != m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].end())
|
||||
{
|
||||
m_SelectionPools[BG_TEAM_ALLIANCE].AddGroup((*ali_group), MaxPlayersPerTeam);
|
||||
m_SelectionPools[BG_TEAM_HORDE].AddGroup((*horde_group), MaxPlayersPerTeam);
|
||||
|
|
@ -609,7 +607,7 @@ bool BattleGroundQueue::CheckPremadeMatch(BGQueueIdBasedOnLevel queue_id, uint32
|
|||
GroupsQueueType::const_iterator itr;
|
||||
for(uint32 i = 0; i < BG_TEAMS_COUNT; i++)
|
||||
{
|
||||
for(itr = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + i].begin(); itr != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + i].end(); ++itr)
|
||||
for(itr = m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + i].begin(); itr != m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + i].end(); ++itr)
|
||||
{
|
||||
//if itr can join BG and player count is less that maxPlayers, then add group to selectionpool
|
||||
if (!(*itr)->IsInvitedToBGInstanceGUID && !m_SelectionPools[i].AddGroup((*itr), maxPlayers))
|
||||
|
|
@ -627,14 +625,14 @@ bool BattleGroundQueue::CheckPremadeMatch(BGQueueIdBasedOnLevel queue_id, uint32
|
|||
uint32 time_before = getMSTime() - sWorld.getConfig(CONFIG_BATTLEGROUND_PREMADE_GROUP_WAIT_FOR_MATCH);
|
||||
for(uint32 i = 0; i < BG_TEAMS_COUNT; i++)
|
||||
{
|
||||
if (!m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE + i].empty())
|
||||
if (!m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE + i].empty())
|
||||
{
|
||||
GroupsQueueType::iterator itr = m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE + i].begin();
|
||||
GroupsQueueType::iterator itr = m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE + i].begin();
|
||||
if (!(*itr)->IsInvitedToBGInstanceGUID && ((*itr)->JoinTime < time_before || (*itr)->Players.size() < MinPlayersPerTeam))
|
||||
{
|
||||
//we must insert group to normal queue and erase pointer from premade queue
|
||||
m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + i].push_front((*itr));
|
||||
m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE + i].erase(itr);
|
||||
m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + i].push_front((*itr));
|
||||
m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE + i].erase(itr);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -643,13 +641,13 @@ bool BattleGroundQueue::CheckPremadeMatch(BGQueueIdBasedOnLevel queue_id, uint32
|
|||
}
|
||||
|
||||
// this method tries to create battleground or arena with MinPlayersPerTeam against MinPlayersPerTeam
|
||||
bool BattleGroundQueue::CheckNormalMatch(BattleGround* bg_template, BGQueueIdBasedOnLevel queue_id, uint32 minPlayers, uint32 maxPlayers)
|
||||
bool BattleGroundQueue::CheckNormalMatch(BattleGround* bg_template, BattleGroundBracketId bracket_id, uint32 minPlayers, uint32 maxPlayers)
|
||||
{
|
||||
GroupsQueueType::const_iterator itr_team[BG_TEAMS_COUNT];
|
||||
for(uint32 i = 0; i < BG_TEAMS_COUNT; i++)
|
||||
{
|
||||
itr_team[i] = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + i].begin();
|
||||
for(; itr_team[i] != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + i].end(); ++(itr_team[i]))
|
||||
itr_team[i] = m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + i].begin();
|
||||
for(; itr_team[i] != m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + i].end(); ++(itr_team[i]))
|
||||
{
|
||||
if (!(*(itr_team[i]))->IsInvitedToBGInstanceGUID)
|
||||
{
|
||||
|
|
@ -668,7 +666,7 @@ bool BattleGroundQueue::CheckNormalMatch(BattleGround* bg_template, BGQueueIdBas
|
|||
{
|
||||
//we will try to invite more groups to team with less players indexed by j
|
||||
++(itr_team[j]); //this will not cause a crash, because for cycle above reached break;
|
||||
for(; itr_team[j] != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + j].end(); ++(itr_team[j]))
|
||||
for(; itr_team[j] != m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + j].end(); ++(itr_team[j]))
|
||||
{
|
||||
if (!(*(itr_team[j]))->IsInvitedToBGInstanceGUID)
|
||||
if (!m_SelectionPools[j].AddGroup(*(itr_team[j]), m_SelectionPools[(j + 1) % BG_TEAMS_COUNT].GetPlayerCount()))
|
||||
|
|
@ -686,7 +684,7 @@ bool BattleGroundQueue::CheckNormalMatch(BattleGround* bg_template, BGQueueIdBas
|
|||
}
|
||||
|
||||
// this method will check if we can invite players to same faction skirmish match
|
||||
bool BattleGroundQueue::CheckSkirmishForSameFaction(BGQueueIdBasedOnLevel queue_id, uint32 minPlayersPerTeam)
|
||||
bool BattleGroundQueue::CheckSkirmishForSameFaction(BattleGroundBracketId bracket_id, uint32 minPlayersPerTeam)
|
||||
{
|
||||
if (m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() < minPlayersPerTeam && m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() < minPlayersPerTeam)
|
||||
return false;
|
||||
|
|
@ -704,16 +702,16 @@ bool BattleGroundQueue::CheckSkirmishForSameFaction(BGQueueIdBasedOnLevel queue_
|
|||
//store last ginfo pointer
|
||||
GroupQueueInfo* ginfo = m_SelectionPools[teamIndex].SelectedGroups.back();
|
||||
//set itr_team to group that was added to selection pool latest
|
||||
GroupsQueueType::iterator itr_team = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].begin();
|
||||
for(; itr_team != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end(); ++itr_team)
|
||||
GroupsQueueType::iterator itr_team = m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].begin();
|
||||
for(; itr_team != m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end(); ++itr_team)
|
||||
if (ginfo == *itr_team)
|
||||
break;
|
||||
if (itr_team == m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end())
|
||||
if (itr_team == m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end())
|
||||
return false;
|
||||
GroupsQueueType::iterator itr_team2 = itr_team;
|
||||
++itr_team2;
|
||||
//invite players to other selection pool
|
||||
for(; itr_team2 != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end(); ++itr_team2)
|
||||
for(; itr_team2 != m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end(); ++itr_team2)
|
||||
{
|
||||
//if selection pool is full then break;
|
||||
if (!(*itr_team2)->IsInvitedToBGInstanceGUID && !m_SelectionPools[otherTeam].AddGroup(*itr_team2, minPlayersPerTeam))
|
||||
|
|
@ -728,15 +726,15 @@ bool BattleGroundQueue::CheckSkirmishForSameFaction(BGQueueIdBasedOnLevel queue_
|
|||
//set correct team
|
||||
(*itr)->Team = otherTeamId;
|
||||
//add team to other queue
|
||||
m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + otherTeam].push_front(*itr);
|
||||
m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + otherTeam].push_front(*itr);
|
||||
//remove team from old queue
|
||||
GroupsQueueType::iterator itr2 = itr_team;
|
||||
++itr2;
|
||||
for(; itr2 != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end(); ++itr2)
|
||||
for(; itr2 != m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end(); ++itr2)
|
||||
{
|
||||
if (*itr2 == *itr)
|
||||
{
|
||||
m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].erase(itr2);
|
||||
m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].erase(itr2);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
@ -749,25 +747,25 @@ this method is called when group is inserted, or player / group is removed from
|
|||
it must be called after fully adding the members of a group to ensure group joining
|
||||
should be called from BattleGround::RemovePlayer function in some cases
|
||||
*/
|
||||
void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLevel queue_id, uint8 arenaType, bool isRated, uint32 arenaRating)
|
||||
void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BattleGroundBracketId bracket_id, uint8 arenaType, bool isRated, uint32 arenaRating)
|
||||
{
|
||||
//ACE_Guard<ACE_Recursive_Thread_Mutex> guard(m_Lock);
|
||||
//if no players in queue - do nothing
|
||||
if( m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].empty() &&
|
||||
m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].empty() &&
|
||||
m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE].empty() &&
|
||||
m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_HORDE].empty() )
|
||||
if( m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].empty() &&
|
||||
m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].empty() &&
|
||||
m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE].empty() &&
|
||||
m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_HORDE].empty() )
|
||||
return;
|
||||
|
||||
//battleground with free slot for player should be always in the beggining of the queue
|
||||
// maybe it would be better to create bgfreeslotqueue for each queue_id_based_on_level
|
||||
// maybe it would be better to create bgfreeslotqueue for each bracket_id
|
||||
BGFreeSlotQueueType::iterator itr, next;
|
||||
for (itr = sBattleGroundMgr.BGFreeSlotQueue[bgTypeId].begin(); itr != sBattleGroundMgr.BGFreeSlotQueue[bgTypeId].end(); itr = next)
|
||||
{
|
||||
next = itr;
|
||||
++next;
|
||||
// DO NOT allow queue manager to invite new player to arena
|
||||
if( (*itr)->isBattleGround() && (*itr)->GetTypeID() == bgTypeId && (*itr)->GetQueueId() == queue_id &&
|
||||
if( (*itr)->isBattleGround() && (*itr)->GetTypeID() == bgTypeId && (*itr)->GetBracketId() == bracket_id &&
|
||||
(*itr)->GetStatus() > STATUS_WAIT_QUEUE && (*itr)->GetStatus() < STATUS_WAIT_LEAVE )
|
||||
{
|
||||
BattleGround* bg = *itr; //we have to store battleground pointer here, because when battleground is full, it is removed from free queue (not yet implemented!!)
|
||||
|
|
@ -778,7 +776,7 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLeve
|
|||
m_SelectionPools[BG_TEAM_HORDE].Init();
|
||||
|
||||
// call a function that does the job for us
|
||||
FillPlayersToBG(bg, queue_id);
|
||||
FillPlayersToBG(bg, bracket_id);
|
||||
|
||||
// now everything is set, invite players
|
||||
for(GroupsQueueType::const_iterator citr = m_SelectionPools[BG_TEAM_ALLIANCE].SelectedGroups.begin(); citr != m_SelectionPools[BG_TEAM_ALLIANCE].SelectedGroups.end(); ++citr)
|
||||
|
|
@ -843,11 +841,11 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLeve
|
|||
if (bg_template->isBattleGround())
|
||||
{
|
||||
//check if there is premade against premade match
|
||||
if (CheckPremadeMatch(queue_id, MinPlayersPerTeam, MaxPlayersPerTeam))
|
||||
if (CheckPremadeMatch(bracket_id, MinPlayersPerTeam, MaxPlayersPerTeam))
|
||||
{
|
||||
//create new battleground
|
||||
BattleGround * bg2 = NULL;
|
||||
if (!(bg2 = sBattleGroundMgr.CreateNewBattleGround(bgTypeId, queue_id, 0, false)))
|
||||
BattleGround * bg2 = sBattleGroundMgr.CreateNewBattleGround(bgTypeId, bracket_id, 0, false);
|
||||
if (!bg2)
|
||||
{
|
||||
sLog.outError("BattleGroundQueue::Update - Cannot create battleground: %u", bgTypeId);
|
||||
return;
|
||||
|
|
@ -868,12 +866,12 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLeve
|
|||
if (!isRated)
|
||||
{
|
||||
// if there are enough players in pools, start new battleground or non rated arena
|
||||
if (CheckNormalMatch(bg_template, queue_id, MinPlayersPerTeam, MaxPlayersPerTeam)
|
||||
|| (bg_template->isArena() && CheckSkirmishForSameFaction(queue_id, MinPlayersPerTeam)) )
|
||||
if (CheckNormalMatch(bg_template, bracket_id, MinPlayersPerTeam, MaxPlayersPerTeam)
|
||||
|| (bg_template->isArena() && CheckSkirmishForSameFaction(bracket_id, MinPlayersPerTeam)) )
|
||||
{
|
||||
// we successfully created a pool
|
||||
BattleGround * bg2 = NULL;
|
||||
if (!(bg2 = sBattleGroundMgr.CreateNewBattleGround(bgTypeId, queue_id, arenaType, false)))
|
||||
BattleGround * bg2 = sBattleGroundMgr.CreateNewBattleGround(bgTypeId, bracket_id, arenaType, false);
|
||||
if (!bg2)
|
||||
{
|
||||
sLog.outError("BattleGroundQueue::Update - Cannot create battleground: %u", bgTypeId);
|
||||
return;
|
||||
|
|
@ -896,14 +894,14 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLeve
|
|||
{
|
||||
GroupQueueInfo* front1 = NULL;
|
||||
GroupQueueInfo* front2 = NULL;
|
||||
if (!m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].empty())
|
||||
if (!m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].empty())
|
||||
{
|
||||
front1 = m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].front();
|
||||
front1 = m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].front();
|
||||
arenaRating = front1->ArenaTeamRating;
|
||||
}
|
||||
if (!m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].empty())
|
||||
if (!m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].empty())
|
||||
{
|
||||
front2 = m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].front();
|
||||
front2 = m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].front();
|
||||
arenaRating = front2->ArenaTeamRating;
|
||||
}
|
||||
if (front1 && front2)
|
||||
|
|
@ -933,8 +931,8 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLeve
|
|||
for(uint32 i = BG_QUEUE_PREMADE_ALLIANCE; i < BG_QUEUE_NORMAL_ALLIANCE; i++)
|
||||
{
|
||||
// take the group that joined first
|
||||
itr_team[i] = m_QueuedGroups[queue_id][i].begin();
|
||||
for(; itr_team[i] != m_QueuedGroups[queue_id][i].end(); ++(itr_team[i]))
|
||||
itr_team[i] = m_QueuedGroups[bracket_id][i].begin();
|
||||
for(; itr_team[i] != m_QueuedGroups[bracket_id][i].end(); ++(itr_team[i]))
|
||||
{
|
||||
// if group match conditions, then add it to pool
|
||||
if( !(*itr_team[i])->IsInvitedToBGInstanceGUID
|
||||
|
|
@ -955,7 +953,7 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLeve
|
|||
{
|
||||
itr_team[BG_TEAM_ALLIANCE] = itr_team[BG_TEAM_HORDE];
|
||||
++itr_team[BG_TEAM_ALLIANCE];
|
||||
for(; itr_team[BG_TEAM_ALLIANCE] != m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].end(); ++(itr_team[BG_TEAM_ALLIANCE]))
|
||||
for(; itr_team[BG_TEAM_ALLIANCE] != m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].end(); ++(itr_team[BG_TEAM_ALLIANCE]))
|
||||
{
|
||||
if( !(*itr_team[BG_TEAM_ALLIANCE])->IsInvitedToBGInstanceGUID
|
||||
&& (((*itr_team[BG_TEAM_ALLIANCE])->ArenaTeamRating >= arenaMinRating && (*itr_team[BG_TEAM_ALLIANCE])->ArenaTeamRating <= arenaMaxRating)
|
||||
|
|
@ -971,7 +969,7 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLeve
|
|||
{
|
||||
itr_team[BG_TEAM_HORDE] = itr_team[BG_TEAM_ALLIANCE];
|
||||
++itr_team[BG_TEAM_HORDE];
|
||||
for(; itr_team[BG_TEAM_HORDE] != m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].end(); ++(itr_team[BG_TEAM_HORDE]))
|
||||
for(; itr_team[BG_TEAM_HORDE] != m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].end(); ++(itr_team[BG_TEAM_HORDE]))
|
||||
{
|
||||
if( !(*itr_team[BG_TEAM_HORDE])->IsInvitedToBGInstanceGUID
|
||||
&& (((*itr_team[BG_TEAM_HORDE])->ArenaTeamRating >= arenaMinRating && (*itr_team[BG_TEAM_HORDE])->ArenaTeamRating <= arenaMaxRating)
|
||||
|
|
@ -987,7 +985,7 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLeve
|
|||
if (m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() && m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount())
|
||||
{
|
||||
BattleGround* arena = NULL;
|
||||
if (!(arena = sBattleGroundMgr.CreateNewBattleGround(bgTypeId, queue_id, arenaType, true)))
|
||||
if (!(arena = sBattleGroundMgr.CreateNewBattleGround(bgTypeId, bracket_id, arenaType, true)))
|
||||
{
|
||||
sLog.outError("BattlegroundQueue::Update couldn't create arena instance for rated arena match!");
|
||||
return;
|
||||
|
|
@ -1001,16 +999,16 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLeve
|
|||
if ((*(itr_team[BG_TEAM_ALLIANCE]))->Team != ALLIANCE)
|
||||
{
|
||||
// add to alliance queue
|
||||
m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].push_front(*(itr_team[BG_TEAM_ALLIANCE]));
|
||||
m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].push_front(*(itr_team[BG_TEAM_ALLIANCE]));
|
||||
// erase from horde queue
|
||||
m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].erase(itr_team[BG_TEAM_ALLIANCE]);
|
||||
itr_team[BG_TEAM_ALLIANCE] = m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].begin();
|
||||
m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].erase(itr_team[BG_TEAM_ALLIANCE]);
|
||||
itr_team[BG_TEAM_ALLIANCE] = m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].begin();
|
||||
}
|
||||
if ((*(itr_team[BG_TEAM_HORDE]))->Team != HORDE)
|
||||
{
|
||||
m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].push_front(*(itr_team[BG_TEAM_HORDE]));
|
||||
m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].erase(itr_team[BG_TEAM_HORDE]);
|
||||
itr_team[BG_TEAM_HORDE] = m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].begin();
|
||||
m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].push_front(*(itr_team[BG_TEAM_HORDE]));
|
||||
m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].erase(itr_team[BG_TEAM_HORDE]);
|
||||
itr_team[BG_TEAM_HORDE] = m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].begin();
|
||||
}
|
||||
|
||||
InviteGroupToBG(*(itr_team[BG_TEAM_ALLIANCE]), arena, ALLIANCE);
|
||||
|
|
@ -1094,7 +1092,7 @@ bool BGQueueRemoveEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
|
|||
bgQueue.RemovePlayer(m_PlayerGuid, true);
|
||||
//update queues if battleground isn't ended
|
||||
if (bg && bg->isBattleGround() && bg->GetStatus() != STATUS_WAIT_LEAVE)
|
||||
sBattleGroundMgr.ScheduleQueueUpdate(0, 0, m_BgQueueTypeId, m_BgTypeId, bg->GetQueueId());
|
||||
sBattleGroundMgr.ScheduleQueueUpdate(0, 0, m_BgQueueTypeId, m_BgTypeId, bg->GetBracketId());
|
||||
|
||||
WorldPacket data;
|
||||
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_NONE, 0, 0, 0);
|
||||
|
|
@ -1136,8 +1134,8 @@ void BattleGroundMgr::DeleteAllBattleGrounds()
|
|||
{
|
||||
BattleGround * bg = itr->second;
|
||||
m_BattleGrounds[i].erase(itr++);
|
||||
if (!m_ClientBattleGroundIds[i][bg->GetQueueId()].empty())
|
||||
m_ClientBattleGroundIds[i][bg->GetQueueId()].erase(bg->GetClientInstanceID());
|
||||
if (!m_ClientBattleGroundIds[i][bg->GetBracketId()].empty())
|
||||
m_ClientBattleGroundIds[i][bg->GetBracketId()].erase(bg->GetClientInstanceID());
|
||||
delete bg;
|
||||
}
|
||||
}
|
||||
|
|
@ -1172,8 +1170,8 @@ void BattleGroundMgr::Update(uint32 diff)
|
|||
{
|
||||
BattleGround * bg = itr->second;
|
||||
m_BattleGrounds[i].erase(itr);
|
||||
if (!m_ClientBattleGroundIds[i][bg->GetQueueId()].empty())
|
||||
m_ClientBattleGroundIds[i][bg->GetQueueId()].erase(bg->GetClientInstanceID());
|
||||
if (!m_ClientBattleGroundIds[i][bg->GetBracketId()].empty())
|
||||
m_ClientBattleGroundIds[i][bg->GetBracketId()].erase(bg->GetClientInstanceID());
|
||||
delete bg;
|
||||
}
|
||||
}
|
||||
|
|
@ -1198,8 +1196,8 @@ void BattleGroundMgr::Update(uint32 diff)
|
|||
uint8 arenaType = scheduled[i] >> 24 & 255;
|
||||
BattleGroundQueueTypeId bgQueueTypeId = BattleGroundQueueTypeId(scheduled[i] >> 16 & 255);
|
||||
BattleGroundTypeId bgTypeId = BattleGroundTypeId((scheduled[i] >> 8) & 255);
|
||||
BGQueueIdBasedOnLevel queue_id = BGQueueIdBasedOnLevel(scheduled[i] & 255);
|
||||
m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, queue_id, arenaType, arenaRating > 0, arenaRating);
|
||||
BattleGroundBracketId bracket_id = BattleGroundBracketId(scheduled[i] & 255);
|
||||
m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, bracket_id, arenaType, arenaRating > 0, arenaRating);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1211,12 +1209,12 @@ void BattleGroundMgr::Update(uint32 diff)
|
|||
{
|
||||
// forced update for level 70 rated arenas
|
||||
sLog.outDebug("BattleGroundMgr: UPDATING ARENA QUEUES");
|
||||
m_BattleGroundQueues[BATTLEGROUND_QUEUE_2v2].Update(BATTLEGROUND_AA, QUEUE_ID_MAX_LEVEL_79, ARENA_TYPE_2v2, true, 0);
|
||||
m_BattleGroundQueues[BATTLEGROUND_QUEUE_2v2].Update(BATTLEGROUND_AA, QUEUE_ID_MAX_LEVEL_80, ARENA_TYPE_2v2, true, 0);
|
||||
m_BattleGroundQueues[BATTLEGROUND_QUEUE_3v3].Update(BATTLEGROUND_AA, QUEUE_ID_MAX_LEVEL_79, ARENA_TYPE_3v3, true, 0);
|
||||
m_BattleGroundQueues[BATTLEGROUND_QUEUE_3v3].Update(BATTLEGROUND_AA, QUEUE_ID_MAX_LEVEL_80, ARENA_TYPE_3v3, true, 0);
|
||||
m_BattleGroundQueues[BATTLEGROUND_QUEUE_5v5].Update(BATTLEGROUND_AA, QUEUE_ID_MAX_LEVEL_79, ARENA_TYPE_5v5, true, 0);
|
||||
m_BattleGroundQueues[BATTLEGROUND_QUEUE_5v5].Update(BATTLEGROUND_AA, QUEUE_ID_MAX_LEVEL_80, ARENA_TYPE_5v5, true, 0);
|
||||
m_BattleGroundQueues[BATTLEGROUND_QUEUE_2v2].Update(BATTLEGROUND_AA, BG_BRACKET_ID_MAX_LEVEL_79, ARENA_TYPE_2v2, true, 0);
|
||||
m_BattleGroundQueues[BATTLEGROUND_QUEUE_2v2].Update(BATTLEGROUND_AA, BG_BRACKET_ID_MAX_LEVEL_80, ARENA_TYPE_2v2, true, 0);
|
||||
m_BattleGroundQueues[BATTLEGROUND_QUEUE_3v3].Update(BATTLEGROUND_AA, BG_BRACKET_ID_MAX_LEVEL_79, ARENA_TYPE_3v3, true, 0);
|
||||
m_BattleGroundQueues[BATTLEGROUND_QUEUE_3v3].Update(BATTLEGROUND_AA, BG_BRACKET_ID_MAX_LEVEL_80, ARENA_TYPE_3v3, true, 0);
|
||||
m_BattleGroundQueues[BATTLEGROUND_QUEUE_5v5].Update(BATTLEGROUND_AA, BG_BRACKET_ID_MAX_LEVEL_79, ARENA_TYPE_5v5, true, 0);
|
||||
m_BattleGroundQueues[BATTLEGROUND_QUEUE_5v5].Update(BATTLEGROUND_AA, BG_BRACKET_ID_MAX_LEVEL_80, ARENA_TYPE_5v5, true, 0);
|
||||
m_NextRatingDiscardUpdate = sWorld.getConfig(CONFIG_ARENA_RATING_DISCARD_TIMER);
|
||||
}
|
||||
else
|
||||
|
|
@ -1522,7 +1520,7 @@ BattleGround * BattleGroundMgr::GetBattleGroundTemplate(BattleGroundTypeId bgTyp
|
|||
return m_BattleGrounds[bgTypeId].empty() ? NULL : m_BattleGrounds[bgTypeId].begin()->second;
|
||||
}
|
||||
|
||||
uint32 BattleGroundMgr::CreateClientVisibleInstanceId(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLevel queue_id)
|
||||
uint32 BattleGroundMgr::CreateClientVisibleInstanceId(BattleGroundTypeId bgTypeId, BattleGroundBracketId bracket_id)
|
||||
{
|
||||
if (IsArenaType(bgTypeId))
|
||||
return 0; //arenas don't have client-instanceids
|
||||
|
|
@ -1534,18 +1532,18 @@ uint32 BattleGroundMgr::CreateClientVisibleInstanceId(BattleGroundTypeId bgTypeI
|
|||
// the following works, because std::set is default ordered with "<"
|
||||
// the optimalization would be to use as bitmask std::vector<uint32> - but that would only make code unreadable
|
||||
uint32 lastId = 0;
|
||||
for(std::set<uint32>::iterator itr = m_ClientBattleGroundIds[bgTypeId][queue_id].begin(); itr != m_ClientBattleGroundIds[bgTypeId][queue_id].end();)
|
||||
for(std::set<uint32>::iterator itr = m_ClientBattleGroundIds[bgTypeId][bracket_id].begin(); itr != m_ClientBattleGroundIds[bgTypeId][bracket_id].end();)
|
||||
{
|
||||
if( (++lastId) != *itr) //if there is a gap between the ids, we will break..
|
||||
break;
|
||||
lastId = *itr;
|
||||
}
|
||||
m_ClientBattleGroundIds[bgTypeId][queue_id].insert(lastId + 1);
|
||||
m_ClientBattleGroundIds[bgTypeId][bracket_id].insert(lastId + 1);
|
||||
return lastId + 1;
|
||||
}
|
||||
|
||||
// create a new battleground that will really be used to play
|
||||
BattleGround * BattleGroundMgr::CreateNewBattleGround(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLevel queue_id, uint8 arenaType, bool isRated)
|
||||
BattleGround * BattleGroundMgr::CreateNewBattleGround(BattleGroundTypeId bgTypeId, BattleGroundBracketId bracket_id, uint8 arenaType, bool isRated)
|
||||
{
|
||||
// get the template BG
|
||||
BattleGround *bg_template = GetBattleGroundTemplate(bgTypeId);
|
||||
|
|
@ -1619,14 +1617,14 @@ BattleGround * BattleGroundMgr::CreateNewBattleGround(BattleGroundTypeId bgTypeI
|
|||
|
||||
// generate a new instance id
|
||||
bg->SetInstanceID(sMapMgr.GenerateInstanceId()); // set instance id
|
||||
bg->SetClientInstanceID(CreateClientVisibleInstanceId(bgTypeId, queue_id));
|
||||
bg->SetClientInstanceID(CreateClientVisibleInstanceId(bgTypeId, bracket_id));
|
||||
|
||||
// reset the new bg (set status to status_wait_queue from status_none)
|
||||
bg->Reset();
|
||||
|
||||
// start the joining of the bg
|
||||
bg->SetStatus(STATUS_WAIT_JOIN);
|
||||
bg->SetQueueId(queue_id);
|
||||
bg->SetBracketId(bracket_id);
|
||||
bg->SetArenaType(arenaType);
|
||||
bg->SetRated(isRated);
|
||||
|
||||
|
|
@ -1872,9 +1870,6 @@ void BattleGroundMgr::BuildBattleGroundListPacket(WorldPacket *data, const uint6
|
|||
if (!plr)
|
||||
return;
|
||||
|
||||
uint32 PlayerLevel = 10;
|
||||
PlayerLevel = plr->getLevel();
|
||||
|
||||
data->Initialize(SMSG_BATTLEFIELD_LIST);
|
||||
*data << uint64(guid); // battlemaster guid
|
||||
*data << uint8(fromWhere); // from where you joined
|
||||
|
|
@ -1892,8 +1887,8 @@ void BattleGroundMgr::BuildBattleGroundListPacket(WorldPacket *data, const uint6
|
|||
uint32 count = 0;
|
||||
*data << uint32(0x00); // number of bg instances
|
||||
|
||||
uint32 queue_id = plr->GetBattleGroundQueueIdFromLevel();
|
||||
for(std::set<uint32>::iterator itr = m_ClientBattleGroundIds[bgTypeId][queue_id].begin(); itr != m_ClientBattleGroundIds[bgTypeId][queue_id].end();++itr)
|
||||
uint32 bracket_id = plr->GetBattleGroundBracketIdFromLevel();
|
||||
for(std::set<uint32>::iterator itr = m_ClientBattleGroundIds[bgTypeId][bracket_id].begin(); itr != m_ClientBattleGroundIds[bgTypeId][bracket_id].end();++itr)
|
||||
{
|
||||
*data << uint32(*itr);
|
||||
++count;
|
||||
|
|
@ -2029,11 +2024,11 @@ void BattleGroundMgr::ToggleArenaTesting()
|
|||
sWorld.SendWorldText(LANG_DEBUG_ARENA_OFF);
|
||||
}
|
||||
|
||||
void BattleGroundMgr::ScheduleQueueUpdate(uint32 arenaRating, uint8 arenaType, BattleGroundQueueTypeId bgQueueTypeId, BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLevel queue_id)
|
||||
void BattleGroundMgr::ScheduleQueueUpdate(uint32 arenaRating, uint8 arenaType, BattleGroundQueueTypeId bgQueueTypeId, BattleGroundTypeId bgTypeId, BattleGroundBracketId bracket_id)
|
||||
{
|
||||
//ACE_Guard<ACE_Thread_Mutex> guard(SchedulerLock);
|
||||
//we will use only 1 number created of bgTypeId and queue_id
|
||||
uint64 schedule_id = ((uint64)arenaRating << 32) | (arenaType << 24) | (bgQueueTypeId << 16) | (bgTypeId << 8) | queue_id;
|
||||
//we will use only 1 number created of bgTypeId and bracket_id
|
||||
uint64 schedule_id = ((uint64)arenaRating << 32) | (arenaType << 24) | (bgQueueTypeId << 16) | (bgTypeId << 8) | bracket_id;
|
||||
bool found = false;
|
||||
for (uint8 i = 0; i < m_QueueUpdateScheduler.size(); i++)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -75,18 +75,18 @@ class BattleGroundQueue
|
|||
BattleGroundQueue();
|
||||
~BattleGroundQueue();
|
||||
|
||||
void Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLevel queue_id, uint8 arenaType = 0, bool isRated = false, uint32 minRating = 0);
|
||||
void Update(BattleGroundTypeId bgTypeId, BattleGroundBracketId bracket_id, uint8 arenaType = 0, bool isRated = false, uint32 minRating = 0);
|
||||
|
||||
void FillPlayersToBG(BattleGround* bg, BGQueueIdBasedOnLevel queue_id);
|
||||
bool CheckPremadeMatch(BGQueueIdBasedOnLevel queue_id, uint32 MinPlayersPerTeam, uint32 MaxPlayersPerTeam);
|
||||
bool CheckNormalMatch(BattleGround* bg_template, BGQueueIdBasedOnLevel queue_id, uint32 minPlayers, uint32 maxPlayers);
|
||||
bool CheckSkirmishForSameFaction(BGQueueIdBasedOnLevel queue_id, uint32 minPlayersPerTeam);
|
||||
GroupQueueInfo * AddGroup(Player* leader, Group* group, BattleGroundTypeId bgTypeId, uint8 ArenaType, bool isRated, bool isPremade, uint32 ArenaRating, uint32 ArenaTeamId = 0);
|
||||
void FillPlayersToBG(BattleGround* bg, BattleGroundBracketId bracket_id);
|
||||
bool CheckPremadeMatch(BattleGroundBracketId bracket_id, uint32 MinPlayersPerTeam, uint32 MaxPlayersPerTeam);
|
||||
bool CheckNormalMatch(BattleGround* bg_template, BattleGroundBracketId bracket_id, uint32 minPlayers, uint32 maxPlayers);
|
||||
bool CheckSkirmishForSameFaction(BattleGroundBracketId bracket_id, uint32 minPlayersPerTeam);
|
||||
GroupQueueInfo * AddGroup(Player* leader, Group* group, BattleGroundTypeId bgTypeId, BattleGroundBracketId bracket_id, uint8 ArenaType, bool isRated, bool isPremade, uint32 ArenaRating, uint32 ArenaTeamId = 0);
|
||||
void RemovePlayer(const uint64& guid, bool decreaseInvitedCount);
|
||||
bool IsPlayerInvited(const uint64& pl_guid, const uint32 bgInstanceGuid, const uint32 removeTime);
|
||||
bool GetPlayerGroupInfoData(const uint64& guid, GroupQueueInfo* ginfo);
|
||||
void PlayerInvitedToBGUpdateAverageWaitTime(GroupQueueInfo* ginfo, BGQueueIdBasedOnLevel queue_id);
|
||||
uint32 GetAverageQueueWaitTime(GroupQueueInfo* ginfo, BGQueueIdBasedOnLevel queue_id);
|
||||
void PlayerInvitedToBGUpdateAverageWaitTime(GroupQueueInfo* ginfo, BattleGroundBracketId bracket_id);
|
||||
uint32 GetAverageQueueWaitTime(GroupQueueInfo* ginfo, BattleGroundBracketId bracket_id);
|
||||
|
||||
private:
|
||||
//mutex that should not allow changing private data, nor allowing to update Queue during private data change.
|
||||
|
|
@ -108,7 +108,7 @@ class BattleGroundQueue
|
|||
BG_QUEUE_NORMAL_ALLIANCE is used for normal (or small) alliance groups or non-rated arena matches
|
||||
BG_QUEUE_NORMAL_HORDE is used for normal (or small) horde groups or non-rated arena matches
|
||||
*/
|
||||
GroupsQueueType m_QueuedGroups[MAX_BATTLEGROUND_QUEUES][BG_QUEUE_GROUP_TYPES_COUNT];
|
||||
GroupsQueueType m_QueuedGroups[MAX_BATTLEGROUND_BRACKETS][BG_QUEUE_GROUP_TYPES_COUNT];
|
||||
|
||||
// class to select and invite groups to bg
|
||||
class SelectionPool
|
||||
|
|
@ -128,9 +128,9 @@ class BattleGroundQueue
|
|||
SelectionPool m_SelectionPools[BG_TEAMS_COUNT];
|
||||
|
||||
bool InviteGroupToBG(GroupQueueInfo * ginfo, BattleGround * bg, uint32 side);
|
||||
uint32 m_WaitTimes[BG_TEAMS_COUNT][MAX_BATTLEGROUND_QUEUES][COUNT_OF_PLAYERS_TO_AVERAGE_WAIT_TIME];
|
||||
uint32 m_WaitTimeLastPlayer[BG_TEAMS_COUNT][MAX_BATTLEGROUND_QUEUES];
|
||||
uint32 m_SumOfWaitTimes[BG_TEAMS_COUNT][MAX_BATTLEGROUND_QUEUES];
|
||||
uint32 m_WaitTimes[BG_TEAMS_COUNT][MAX_BATTLEGROUND_BRACKETS][COUNT_OF_PLAYERS_TO_AVERAGE_WAIT_TIME];
|
||||
uint32 m_WaitTimeLastPlayer[BG_TEAMS_COUNT][MAX_BATTLEGROUND_BRACKETS];
|
||||
uint32 m_SumOfWaitTimes[BG_TEAMS_COUNT][MAX_BATTLEGROUND_BRACKETS];
|
||||
};
|
||||
|
||||
/*
|
||||
|
|
@ -203,13 +203,13 @@ class BattleGroundMgr
|
|||
BattleGround* GetBattleGround(uint32 InstanceID, BattleGroundTypeId bgTypeId); //there must be uint32 because MAX_BATTLEGROUND_TYPE_ID means unknown
|
||||
|
||||
BattleGround* GetBattleGroundTemplate(BattleGroundTypeId bgTypeId);
|
||||
BattleGround* CreateNewBattleGround(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLevel queue_id, uint8 arenaType, bool isRated);
|
||||
BattleGround* CreateNewBattleGround(BattleGroundTypeId bgTypeId, BattleGroundBracketId bracket_id, uint8 arenaType, bool isRated);
|
||||
|
||||
uint32 CreateBattleGround(BattleGroundTypeId bgTypeId, bool IsArena, 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);
|
||||
|
||||
void AddBattleGround(uint32 InstanceID, BattleGroundTypeId bgTypeId, BattleGround* BG) { m_BattleGrounds[bgTypeId][InstanceID] = BG; };
|
||||
void RemoveBattleGround(uint32 instanceID, BattleGroundTypeId bgTypeId) { m_BattleGrounds[bgTypeId].erase(instanceID); }
|
||||
uint32 CreateClientVisibleInstanceId(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLevel queue_id);
|
||||
uint32 CreateClientVisibleInstanceId(BattleGroundTypeId bgTypeId, BattleGroundBracketId bracket_id);
|
||||
|
||||
void CreateInitialBattleGrounds();
|
||||
void DeleteAllBattleGrounds();
|
||||
|
|
@ -222,7 +222,7 @@ class BattleGroundMgr
|
|||
|
||||
BGFreeSlotQueueType BGFreeSlotQueue[MAX_BATTLEGROUND_TYPE_ID];
|
||||
|
||||
void ScheduleQueueUpdate(uint32 arenaRating, uint8 arenaType, BattleGroundQueueTypeId bgQueueTypeId, BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLevel queue_id);
|
||||
void ScheduleQueueUpdate(uint32 arenaRating, uint8 arenaType, BattleGroundQueueTypeId bgQueueTypeId, BattleGroundTypeId bgTypeId, BattleGroundBracketId bracket_id);
|
||||
uint32 GetMaxRatingDifference() const;
|
||||
uint32 GetRatingDiscardTimer() const;
|
||||
uint32 GetPrematureFinishTime() const;
|
||||
|
|
@ -276,7 +276,7 @@ class BattleGroundMgr
|
|||
/* Battlegrounds */
|
||||
BattleGroundSet m_BattleGrounds[MAX_BATTLEGROUND_TYPE_ID];
|
||||
std::vector<uint64> m_QueueUpdateScheduler;
|
||||
std::set<uint32> m_ClientBattleGroundIds[MAX_BATTLEGROUND_TYPE_ID][MAX_BATTLEGROUND_QUEUES]; //the instanceids just visible for the client
|
||||
std::set<uint32> m_ClientBattleGroundIds[MAX_BATTLEGROUND_TYPE_ID][MAX_BATTLEGROUND_BRACKETS]; //the instanceids just visible for the client
|
||||
uint32 m_NextRatingDiscardUpdate;
|
||||
time_t m_NextAutoDistributionTime;
|
||||
uint32 m_AutoDistributionTimeChecker;
|
||||
|
|
|
|||
|
|
@ -1444,7 +1444,7 @@ uint32 Group::CanJoinBattleGroundQueue(BattleGroundTypeId bgTypeId, BattleGround
|
|||
if(!reference)
|
||||
return BG_JOIN_ERR_OFFLINE_MEMBER;
|
||||
|
||||
BGQueueIdBasedOnLevel queue_id = reference->GetBattleGroundQueueIdFromLevel();
|
||||
BattleGroundBracketId bracket_id = reference->GetBattleGroundBracketIdFromLevel();
|
||||
uint32 arenaTeamId = reference->GetArenaTeamId(arenaSlot);
|
||||
uint32 team = reference->GetTeam();
|
||||
|
||||
|
|
@ -1459,7 +1459,7 @@ uint32 Group::CanJoinBattleGroundQueue(BattleGroundTypeId bgTypeId, BattleGround
|
|||
if(member->GetTeam() != team)
|
||||
return BG_JOIN_ERR_MIXED_FACTION;
|
||||
// not in the same battleground level braket, don't let join
|
||||
if(member->GetBattleGroundQueueIdFromLevel() != queue_id)
|
||||
if(member->GetBattleGroundBracketIdFromLevel() != bracket_id)
|
||||
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)
|
||||
|
|
|
|||
|
|
@ -217,7 +217,7 @@ BattleGroundMap* MapInstanced::CreateBattleGroundMap(uint32 InstanceId, BattleGr
|
|||
sLog.outDebug("MapInstanced::CreateBattleGroundMap: instance:%d for map:%d and bgType:%d created.", InstanceId, GetId(), bg->GetTypeID());
|
||||
|
||||
// 0-59 normal spawn 60-69 difficulty_1, 70-79 difficulty_2, 80 dufficulty_3
|
||||
uint8 spawnMode = (bg->GetQueueId() > QUEUE_ID_MAX_LEVEL_59) ? (bg->GetQueueId() - QUEUE_ID_MAX_LEVEL_59) : 0;
|
||||
uint8 spawnMode = (bg->GetBracketId() > BG_BRACKET_ID_MAX_LEVEL_59) ? (bg->GetBracketId() - BG_BRACKET_ID_MAX_LEVEL_59) : 0;
|
||||
// some bgs don't have different spawnmodes, with this we can stay close to dbc-data
|
||||
while (!GetMapDifficultyData(GetId(), Difficulty(spawnMode)))
|
||||
spawnMode--;
|
||||
|
|
|
|||
|
|
@ -19175,16 +19175,16 @@ bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId) const
|
|||
return true;
|
||||
}
|
||||
|
||||
BGQueueIdBasedOnLevel Player::GetBattleGroundQueueIdFromLevel() const
|
||||
BattleGroundBracketId Player::GetBattleGroundBracketIdFromLevel() const
|
||||
{
|
||||
// for ranges 0 - 19, 20 - 29, 30 - 39, 40 - 49, 50 - 59, 60 - 69, 70 - 79, 80
|
||||
uint32 queue_id = ( getLevel() / 10) - 1;
|
||||
if( queue_id >= MAX_BATTLEGROUND_QUEUES )
|
||||
uint32 bracket_id = ( getLevel() / 10) - 1;
|
||||
if( bracket_id >= MAX_BATTLEGROUND_BRACKETS )
|
||||
{
|
||||
sLog.outError("BattleGround: too high queue_id %u for player %u (acc: %u) with level %u", queue_id, GetGUIDLow(), GetSession()->GetAccountId(), getLevel());
|
||||
return QUEUE_ID_MAX_LEVEL_80;
|
||||
sLog.outError("BattleGround: too high bracket_id %u for player %u (acc: %u) with level %u", bracket_id, GetGUIDLow(), GetSession()->GetAccountId(), getLevel());
|
||||
return BG_BRACKET_ID_LAST;
|
||||
}
|
||||
return BGQueueIdBasedOnLevel(queue_id);
|
||||
return BattleGroundBracketId(bracket_id);
|
||||
}
|
||||
|
||||
float Player::GetReputationPriceDiscount( Creature const* pCreature ) const
|
||||
|
|
|
|||
|
|
@ -2004,7 +2004,7 @@ class MANGOS_DLL_SPEC Player : public Unit
|
|||
BattleGround* GetBattleGround() const;
|
||||
|
||||
|
||||
BGQueueIdBasedOnLevel GetBattleGroundQueueIdFromLevel() const;
|
||||
BattleGroundBracketId GetBattleGroundBracketIdFromLevel() const;
|
||||
|
||||
bool InBattleGroundQueue() const
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
#ifndef __REVISION_NR_H__
|
||||
#define __REVISION_NR_H__
|
||||
#define REVISION_NR "9128"
|
||||
#define REVISION_NR "9129"
|
||||
#endif // __REVISION_NR_H__
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue