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[8815] Reimplemented bgQueues announces, fixed possible problems with multithreaded queues Mutexes have to be still commented because of ACE bug. When player enters new bg from battleground, do not rewrite his m_BgData with zeros. patch is tested.
Signed-off-by: Triply <triply@getmangos.com>
This commit is contained in:
parent
d5ee544367
commit
ef26908948
8 changed files with 101 additions and 100 deletions
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@ -149,11 +149,11 @@ void WorldSession::HandleBattlemasterJoinOpcode( WorldPacket & recv_data )
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// _player->GetGroup() was already checked, grp is already initialized
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BattleGroundQueue& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId];
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GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, bgTypeId, 0, false, isPremade, 0);
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uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundQueueIdFromLevel());
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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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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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@ -167,13 +167,14 @@ void WorldSession::HandleBattlemasterJoinOpcode( WorldPacket & recv_data )
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member->GetSession()->SendPacket(&data);
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sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId);
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member->GetSession()->SendPacket(&data);
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bgQueue.AddPlayer(member, ginfo);
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sLog.outDebug("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,member->GetGUIDLow(), member->GetName());
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}
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sLog.outDebug("Battleground: group end");
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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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// already checked if queueSlot is valid, now just get it
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uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId);
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@ -181,12 +182,9 @@ void WorldSession::HandleBattlemasterJoinOpcode( WorldPacket & recv_data )
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// send status packet (in queue)
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->ArenaType);
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SendPacket(&data);
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bgQueue.AddPlayer(_player, ginfo);
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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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//we should announce queue status here, if we want
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}
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void WorldSession::HandleBattleGroundPlayerPositionsOpcode( WorldPacket & /*recv_data*/ )
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@ -377,7 +375,8 @@ void WorldSession::HandleBattleFieldPortOpcode( WorldPacket &recv_data )
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if (!_player->IsInvitedForBattleGroundQueueType(bgQueueTypeId))
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return; // cheating?
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_player->SetBattleGroundEntryPoint();
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if (!_player->InBattleGround())
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_player->SetBattleGroundEntryPoint();
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// resurrect the player
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if (!_player->isAlive())
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@ -673,13 +672,14 @@ void WorldSession::HandleBattlemasterJoinArena( WorldPacket & recv_data )
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}
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BattleGroundQueue &bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId];
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GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, bgTypeId, arenatype, isRated, false, arenaRating, ateamId);
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uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundQueueIdFromLevel());
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if (asGroup)
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{
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sLog.outDebug("Battleground: arena join as group start");
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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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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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@ -693,7 +693,6 @@ void WorldSession::HandleBattlemasterJoinArena( WorldPacket & recv_data )
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member->GetSession()->SendPacket(&data);
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sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId);
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member->GetSession()->SendPacket(&data);
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bgQueue.AddPlayer(member, ginfo);
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sLog.outDebug("Battleground: player joined queue for arena as group bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,member->GetGUIDLow(), member->GetName());
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}
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sLog.outDebug("Battleground: arena join as group end");
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@ -701,13 +700,14 @@ 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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uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId);
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WorldPacket data;
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// send status packet (in queue)
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, arenatype);
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SendPacket(&data);
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bgQueue.AddPlayer(_player, ginfo);
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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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