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[8809] Revert "[8799] Implemented thread safe bg queue updates."
This reverts commit 72f7a7ee56c63672faa7786b1d162a7a3b9ab406. This is temporary revert due to bug in ACE_Thread_Mutex. Original code itself in commit has no problem. Conflicts: src/shared/revision_nr.h
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2ba416f78c
commit
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5 changed files with 207 additions and 188 deletions
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@ -177,7 +177,6 @@ GroupQueueInfo * BattleGroundQueue::AddGroup(Player *leader, BattleGroundTypeId
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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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ACE_Guard<ACE_Recursive_Thread_Mutex> guard(m_Lock);
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m_QueuedGroups[queue_id][index].push_back(ginfo);
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// return ginfo, because it is needed to add players to this group info
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@ -187,8 +186,6 @@ GroupQueueInfo * BattleGroundQueue::AddGroup(Player *leader, BattleGroundTypeId
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//add player to playermap
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void BattleGroundQueue::AddPlayer(Player *plr, GroupQueueInfo *ginfo)
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{
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ACE_Guard<ACE_Recursive_Thread_Mutex> guard(m_Lock);
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//if player isn't in queue, he is added, if already is, then values are overwritten, no memory leak
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PlayerQueueInfo& info = m_QueuedPlayers[plr->GetGUID()];
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info.LastOnlineTime = getMSTime();
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@ -251,7 +248,6 @@ uint32 BattleGroundQueue::GetAverageQueueWaitTime(GroupQueueInfo* ginfo, BGQueue
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void BattleGroundQueue::RemovePlayer(const uint64& guid, bool decreaseInvitedCount)
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{
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//Player *plr = sObjectMgr.GetPlayer(guid);
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ACE_Guard<ACE_Recursive_Thread_Mutex> guard(m_Lock);
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int32 queue_id = -1; // signed for proper for-loop finish
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QueuedPlayersMap::iterator itr;
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@ -368,26 +364,6 @@ void BattleGroundQueue::RemovePlayer(const uint64& guid, bool decreaseInvitedCou
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}
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}
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//returns true when player pl_guid is in queue and is invited to bgInstanceGuid
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bool BattleGroundQueue::IsPlayerInvited(const uint64& pl_guid, const uint32 bgInstanceGuid, const uint32 removeTime)
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{
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ACE_Guard<ACE_Recursive_Thread_Mutex> g(m_Lock);
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QueuedPlayersMap::const_iterator qItr = m_QueuedPlayers.find(pl_guid);
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return ( qItr != m_QueuedPlayers.end()
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&& qItr->second.GroupInfo->IsInvitedToBGInstanceGUID == bgInstanceGuid
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&& qItr->second.GroupInfo->RemoveInviteTime == removeTime );
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}
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bool BattleGroundQueue::GetPlayerGroupInfoData(const uint64& guid, GroupQueueInfo* ginfo)
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{
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ACE_Guard<ACE_Recursive_Thread_Mutex> g(m_Lock);
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QueuedPlayersMap::const_iterator qItr = m_QueuedPlayers.find(guid);
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if (qItr == m_QueuedPlayers.end())
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return false;
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*ginfo = *(qItr->second.GroupInfo);
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return true;
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}
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//Announce world message
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void BattleGroundQueue::AnnounceWorld(GroupQueueInfo *ginfo, const uint64& playerGUID, bool isAddedToQueue)
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{
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@ -485,7 +461,7 @@ bool BattleGroundQueue::InviteGroupToBG(GroupQueueInfo * ginfo, BattleGround * b
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plr->SetInviteForBattleGroundQueueType(bgQueueTypeId, ginfo->IsInvitedToBGInstanceGUID);
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// create remind invite events
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BGQueueInviteEvent* inviteEvent = new BGQueueInviteEvent(plr->GetGUID(), ginfo->IsInvitedToBGInstanceGUID, bgTypeId, ginfo->ArenaType, ginfo->RemoveInviteTime);
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BGQueueInviteEvent* inviteEvent = new BGQueueInviteEvent(plr->GetGUID(), ginfo->IsInvitedToBGInstanceGUID, bgTypeId, ginfo->RemoveInviteTime);
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plr->m_Events.AddEvent(inviteEvent, plr->m_Events.CalculateTime(INVITATION_REMIND_TIME));
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// create automatic remove events
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BGQueueRemoveEvent* removeEvent = new BGQueueRemoveEvent(plr->GetGUID(), ginfo->IsInvitedToBGInstanceGUID, bgTypeId, bgQueueTypeId, ginfo->RemoveInviteTime);
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@ -756,7 +732,6 @@ should be called from BattleGround::RemovePlayer function in some cases
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*/
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void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLevel queue_id, uint8 arenaType, bool isRated, uint32 arenaRating)
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{
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ACE_Guard<ACE_Recursive_Thread_Mutex> guard(m_Lock);
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//if no players in queue - do nothing
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if( m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].empty() &&
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m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].empty() &&
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@ -1046,15 +1021,17 @@ bool BGQueueInviteEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
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BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType());
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uint32 queueSlot = plr->GetBattleGroundQueueIndex(bgQueueTypeId);
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if (queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES) // player is in queue or in battleground
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if( queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES ) // player is in queue or in battleground
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{
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// check if player is invited to this bg
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BattleGroundQueue &bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId];
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if (bgQueue.IsPlayerInvited(m_PlayerGuid, m_BgInstanceGUID, m_RemoveTime))
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BattleGroundQueue::QueuedPlayersMap const& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers;
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BattleGroundQueue::QueuedPlayersMap::const_iterator qItr = qpMap.find(m_PlayerGuid);
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if( qItr != qpMap.end() && qItr->second.GroupInfo->IsInvitedToBGInstanceGUID == m_BgInstanceGUID
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&& qItr->second.GroupInfo->RemoveInviteTime == m_RemoveTime )
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{
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WorldPacket data;
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//we must send remaining time in queue
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_JOIN, INVITE_ACCEPT_WAIT_TIME - INVITATION_REMIND_TIME, 0, m_ArenaType);
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_JOIN, INVITE_ACCEPT_WAIT_TIME - INVITATION_REMIND_TIME, 0, qItr->second.GroupInfo->ArenaType);
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plr->GetSession()->SendPacket(&data);
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}
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}
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@ -1087,19 +1064,22 @@ bool BGQueueRemoveEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
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//bg pointer can be NULL! so use it carefully!
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uint32 queueSlot = plr->GetBattleGroundQueueIndex(m_BgQueueTypeId);
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if (queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES) // player is in queue, or in Battleground
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if( queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES ) // player is in queue, or in Battleground
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{
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// check if player is in queue for this BG and if we are removing his invite event
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BattleGroundQueue &bgQueue = sBattleGroundMgr.m_BattleGroundQueues[m_BgQueueTypeId];
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if (bgQueue.IsPlayerInvited(m_PlayerGuid, m_BgInstanceGUID, m_RemoveTime))
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BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[m_BgQueueTypeId].m_QueuedPlayers;
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BattleGroundQueue::QueuedPlayersMap::iterator qMapItr = qpMap.find(m_PlayerGuid);
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if( qMapItr != qpMap.end() && qMapItr->second.GroupInfo
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&& qMapItr->second.GroupInfo->IsInvitedToBGInstanceGUID == m_BgInstanceGUID
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&& qMapItr->second.GroupInfo->RemoveInviteTime == m_RemoveTime )
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{
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sLog.outDebug("Battleground: removing player %u from bg queue for instance %u because of not pressing enter battle in time.",plr->GetGUIDLow(),m_BgInstanceGUID);
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plr->RemoveBattleGroundQueueId(m_BgQueueTypeId);
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bgQueue.RemovePlayer(m_PlayerGuid, true);
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sBattleGroundMgr.m_BattleGroundQueues[m_BgQueueTypeId].RemovePlayer(m_PlayerGuid, true);
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//update queues if battleground isn't ended
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if (bg && bg->isBattleGround() && bg->GetStatus() != STATUS_WAIT_LEAVE)
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sBattleGroundMgr.ScheduleQueueUpdate(0, 0, m_BgQueueTypeId, m_BgTypeId, bg->GetQueueId());
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if (bg)
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sBattleGroundMgr.ScheduleQueueUpdate(m_BgQueueTypeId, m_BgTypeId, bg->GetQueueId());
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WorldPacket data;
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_NONE, 0, 0, 0);
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@ -1187,24 +1167,18 @@ void BattleGroundMgr::Update(uint32 diff)
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// update scheduled queues
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if (!m_QueueUpdateScheduler.empty())
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{
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std::vector<uint64> scheduled;
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{
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//create mutex
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ACE_Guard<ACE_Thread_Mutex> guard(SchedulerLock);
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//copy vector and clear the other
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scheduled = std::vector<uint64>(m_QueueUpdateScheduler);
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m_QueueUpdateScheduler.clear();
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//release lock
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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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uint32 arenaRating = scheduled[i] >> 32;
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uint8 arenaType = scheduled[i] >> 24 & 255;
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BattleGroundQueueTypeId bgQueueTypeId = BattleGroundQueueTypeId(scheduled[i] >> 16 & 255);
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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, arenaType, arenaRating > 0, arenaRating);
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m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, queue_id);
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}
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}
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@ -2034,11 +2008,11 @@ void BattleGroundMgr::ToggleArenaTesting()
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sWorld.SendWorldText(LANG_DEBUG_ARENA_OFF);
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}
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void BattleGroundMgr::ScheduleQueueUpdate(uint32 arenaRating, uint8 arenaType, BattleGroundQueueTypeId bgQueueTypeId, BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLevel queue_id)
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void BattleGroundMgr::ScheduleQueueUpdate(BattleGroundQueueTypeId bgQueueTypeId, BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLevel queue_id)
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{
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ACE_Guard<ACE_Thread_Mutex> guard(SchedulerLock);
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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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uint64 schedule_id = ((uint64)arenaRating << 32) | (arenaType << 24) | (bgQueueTypeId << 16) | (bgTypeId << 8) | 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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