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[8474] Allow to delete BattleGround objects when any of invited players didn't click to enter battle.
Rename m_TeamScores500disadvantage to m_TeamScores500Disadvantage, and optimize its update. Patch is tested. Signed-off-by: Triply <triply@getmangos.com>
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7db230df55
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56ddf40d62
7 changed files with 51 additions and 45 deletions
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@ -758,7 +758,7 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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{
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if (bg->GetTypeID() != BATTLEGROUND_AB)
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continue;
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if(!((BattleGroundAB*)bg)->IsTeamScores500disadvantage(GetPlayer()->GetTeam()))
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if(!((BattleGroundAB*)bg)->IsTeamScores500Disadvantage(GetPlayer()->GetTeam()))
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continue;
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break;
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}
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@ -231,9 +231,22 @@ BattleGround::~BattleGround()
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void BattleGround::Update(uint32 diff)
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{
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if (!GetPlayersSize() && !GetReviveQueueSize())
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if (!GetPlayersSize())
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{
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// BG is empty
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// if there are no players invited, delete BG
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// this will delete arena or bg object, where any player entered
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// [[ but if you use battleground object again (more battles possible to be played on 1 instance)
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// then this condition should be removed and code:
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// if (!GetInvitedCount(HORDE) && !GetInvitedCount(ALLIANCE))
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// this->AddToFreeBGObjectsQueue(); // not yet implemented
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// should be used instead of current
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// ]]
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// BattleGround Template instance cannot be updated, because it would be deleted
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if (!GetInvitedCount(HORDE) && !GetInvitedCount(ALLIANCE))
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m_SetDeleteThis = true;
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return;
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}
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// remove offline players from bg after 5 minutes
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if (!m_OfflineQueue.empty())
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@ -1028,7 +1041,12 @@ void BattleGround::RemovePlayerAtLeave(uint64 guid, bool Transport, bool SendPac
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DecreaseInvitedCount(team);
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//we should update battleground queue, but only if bg isn't ending
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if (isBattleGround() && GetStatus() < STATUS_WAIT_LEAVE)
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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.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, GetQueueId());
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}
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// Let others know
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WorldPacket data;
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sBattleGroundMgr.BuildPlayerLeftBattleGroundPacket(&data, guid);
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@ -1048,17 +1066,7 @@ void BattleGround::RemovePlayerAtLeave(uint64 guid, bool Transport, bool SendPac
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sLog.outDetail("BATTLEGROUND: Removed player %s from BattleGround.", plr->GetName());
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}
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if (!GetPlayersSize() && !GetInvitedCount(HORDE) && !GetInvitedCount(ALLIANCE))
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{
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// if no players left AND no invitees left, set this bg to delete in next update
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// direct deletion could cause crashes
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m_SetDeleteThis = true;
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// return to prevent addition to freeslotqueue
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return;
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}
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// a player exited the battleground, so there are free slots. add to queue
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this->AddToBGFreeSlotQueue();
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//battleground object will be deleted next BattleGround::Update() call
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}
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// this method is called when no players remains in battleground
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@ -1091,10 +1099,16 @@ void BattleGround::Reset()
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void BattleGround::StartBattleGround()
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{
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///this method should spawn spirit guides and so on
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SetStartTime(0);
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SetLastResurrectTime(0);
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// add BG to free slot queue
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AddToBGFreeSlotQueue();
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// add bg to update list
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// This must be done here, because we need to have already invited some players when first BG::Update() method is executed
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// and it doesn't matter if we call StartBattleGround() more times, because m_BattleGrounds is a map and instance id never changes
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sBattleGroundMgr.AddBattleGround(GetInstanceID(), GetTypeID(), this);
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}
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void BattleGround::AddPlayer(Player *plr)
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@ -143,19 +143,14 @@ void BattleGroundAB::Update(uint32 diff)
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UpdateWorldState(BG_AB_OP_RESOURCES_ALLY, m_TeamScores[team]);
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if (team == BG_TEAM_HORDE)
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UpdateWorldState(BG_AB_OP_RESOURCES_HORDE, m_TeamScores[team]);
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}
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}
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// achievements flags
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if (m_TeamScores[BG_TEAM_ALLIANCE] > m_TeamScores[BG_TEAM_HORDE])
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{
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if (m_TeamScores[BG_TEAM_ALLIANCE] - m_TeamScores[BG_TEAM_HORDE] >= 500)
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m_TeamScores500disadvantage[BG_TEAM_HORDE] = true;
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// update achievement flags
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// we increased m_TeamScores[team] so we just need to check if it is 500 more than other teams resources
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// horde will be a bit disadvantaged, but we can assume that points aren't updated for both team in same Update() call
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uint8 otherTeam = (team + 1) % BG_TEAMS_COUNT;
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if (m_TeamScores[team] > m_TeamScores[otherTeam] + 500)
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m_TeamScores500Disadvantage[otherTeam] = true;
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}
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else
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{
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if (m_TeamScores[BG_TEAM_HORDE] - m_TeamScores[BG_TEAM_ALLIANCE] >= 500)
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m_TeamScores500disadvantage[BG_TEAM_ALLIANCE] = true;
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}
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// Test win condition
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@ -588,8 +583,8 @@ void BattleGroundAB::Reset()
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bool isBGWeekend = false; //TODO FIXME - call sBattleGroundMgr.IsBGWeekend(m_TypeID); - you must also implement that call!
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m_HonorTics = (isBGWeekend) ? BG_AB_ABBGWeekendHonorTicks : BG_AB_NotABBGWeekendHonorTicks;
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m_ReputationTics = (isBGWeekend) ? BG_AB_ABBGWeekendReputationTicks : BG_AB_NotABBGWeekendReputationTicks;
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m_TeamScores500disadvantage[BG_TEAM_ALLIANCE] = false;
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m_TeamScores500disadvantage[BG_TEAM_HORDE] = false;
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m_TeamScores500Disadvantage[BG_TEAM_ALLIANCE] = false;
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m_TeamScores500Disadvantage[BG_TEAM_HORDE] = false;
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for (uint8 i = 0; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
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{
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@ -262,7 +262,7 @@ class BattleGroundAB : public BattleGround
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/* achievement req. */
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bool IsAllNodesConrolledByTeam(uint32 team) const; // overwrited
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bool IsTeamScores500disadvantage(uint32 team) const { return m_TeamScores500disadvantage[GetTeamIndexByTeamId(team)]; }
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bool IsTeamScores500Disadvantage(uint32 team) const { return m_TeamScores500Disadvantage[GetTeamIndexByTeamId(team)]; }
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private:
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/* Gameobject spawning/despawning */
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void _CreateBanner(uint8 node, uint8 type, uint8 teamIndex, bool delay);
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@ -293,6 +293,6 @@ class BattleGroundAB : public BattleGround
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uint32 m_HonorTics;
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uint32 m_ReputationTics;
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// need for achievements
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bool m_TeamScores500disadvantage[BG_TEAMS_COUNT];
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bool m_TeamScores500Disadvantage[BG_TEAMS_COUNT];
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};
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#endif
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@ -1166,13 +1166,16 @@ void BattleGroundMgr::Update(uint32 diff)
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if (!m_QueueUpdateScheduler.empty())
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{
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//copy vector and clear the other
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// TODO add lock
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// TODO maybe std::list would be better and then unlock after end of cycle
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std::vector<uint32> scheduled(m_QueueUpdateScheduler);
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m_QueueUpdateScheduler.clear();
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// TODO drop lock
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for (uint8 i = 0; i < scheduled.size(); i++)
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{
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BattleGroundQueueTypeId bgQueueTypeId = BattleGroundQueueTypeId(scheduled[i] / 65536);
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BattleGroundTypeId bgTypeId = BattleGroundTypeId((scheduled[i] % 65536) / 256);
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BGQueueIdBasedOnLevel queue_id = BGQueueIdBasedOnLevel(scheduled[i] % 256);
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BattleGroundQueueTypeId bgQueueTypeId = BattleGroundQueueTypeId(scheduled[i] >> 16);
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BattleGroundTypeId bgTypeId = BattleGroundTypeId((scheduled[i] >> 8) & 255);
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BGQueueIdBasedOnLevel queue_id = BGQueueIdBasedOnLevel(scheduled[i] & 255);
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m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, queue_id);
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}
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}
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@ -1596,12 +1599,6 @@ BattleGround * BattleGroundMgr::CreateNewBattleGround(BattleGroundTypeId bgTypeI
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bg->SetArenaType(arenaType);
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bg->SetRated(isRated);
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// add BG to free slot queue
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bg->AddToBGFreeSlotQueue();
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// add bg to update list
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AddBattleGround(bg->GetInstanceID(), bg->GetTypeID(), bg);
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return bg;
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}
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@ -2005,9 +2002,9 @@ void BattleGroundMgr::ToggleArenaTesting()
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void BattleGroundMgr::ScheduleQueueUpdate(BattleGroundQueueTypeId bgQueueTypeId, BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLevel queue_id)
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{
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//This method must be atomic!
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//This method must be atomic, TODO add mutex
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//we will use only 1 number created of bgTypeId and queue_id
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uint32 schedule_id = (bgQueueTypeId * 65536) + (bgTypeId * 256) + queue_id;
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uint32 schedule_id = (bgQueueTypeId << 16) | (bgTypeId << 8) | queue_id;
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bool found = false;
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for (uint8 i = 0; i < m_QueueUpdateScheduler.size(); i++)
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{
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@ -43,7 +43,7 @@ class PoolGroup
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public:
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PoolGroup();
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~PoolGroup() {};
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bool isEmpty() { return ExplicitlyChanced.size()==0 && EqualChanced.size()==0; }
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bool isEmpty() { return ExplicitlyChanced.empty() && EqualChanced.empty(); }
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void AddEntry(PoolObject& poolitem, uint32 maxentries);
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bool CheckPool(void);
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uint32 RollOne(void);
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "8473"
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#define REVISION_NR "8474"
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#endif // __REVISION_NR_H__
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