[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:
Triply 2009-11-14 18:34:27 +01:00
parent d5ee544367
commit ef26908948
8 changed files with 101 additions and 100 deletions

View file

@ -149,11 +149,11 @@ void WorldSession::HandleBattlemasterJoinOpcode( WorldPacket & recv_data )
// _player->GetGroup() was already checked, grp is already initialized
BattleGroundQueue& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId];
GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, bgTypeId, 0, false, isPremade, 0);
uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundQueueIdFromLevel());
if (joinAsGroup /* && _player->GetGroup()*/)
{
sLog.outDebug("Battleground: the following players are joining as group:");
GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, 0, false, isPremade, 0);
uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundQueueIdFromLevel());
for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player *member = itr->getSource();
@ -167,13 +167,14 @@ void WorldSession::HandleBattlemasterJoinOpcode( WorldPacket & recv_data )
member->GetSession()->SendPacket(&data);
sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId);
member->GetSession()->SendPacket(&data);
bgQueue.AddPlayer(member, ginfo);
sLog.outDebug("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,member->GetGUIDLow(), member->GetName());
}
sLog.outDebug("Battleground: group end");
}
else
{
GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, 0, false, isPremade, 0);
uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundQueueIdFromLevel());
// already checked if queueSlot is valid, now just get it
uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId);
@ -181,12 +182,9 @@ void WorldSession::HandleBattlemasterJoinOpcode( WorldPacket & recv_data )
// send status packet (in queue)
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->ArenaType);
SendPacket(&data);
bgQueue.AddPlayer(_player, ginfo);
sLog.outDebug("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName());
}
sBattleGroundMgr.ScheduleQueueUpdate(0, 0, bgQueueTypeId, bgTypeId, _player->GetBattleGroundQueueIdFromLevel());
//we should announce queue status here, if we want
}
void WorldSession::HandleBattleGroundPlayerPositionsOpcode( WorldPacket & /*recv_data*/ )
@ -377,7 +375,8 @@ void WorldSession::HandleBattleFieldPortOpcode( WorldPacket &recv_data )
if (!_player->IsInvitedForBattleGroundQueueType(bgQueueTypeId))
return; // cheating?
_player->SetBattleGroundEntryPoint();
if (!_player->InBattleGround())
_player->SetBattleGroundEntryPoint();
// resurrect the player
if (!_player->isAlive())
@ -673,13 +672,14 @@ void WorldSession::HandleBattlemasterJoinArena( WorldPacket & recv_data )
}
BattleGroundQueue &bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId];
GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, bgTypeId, arenatype, isRated, false, arenaRating, ateamId);
uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundQueueIdFromLevel());
if (asGroup)
{
sLog.outDebug("Battleground: arena join as group start");
if (isRated)
sLog.outDebug("Battleground: arena team id %u, leader %s queued with rating %u for type %u",_player->GetArenaTeamId(arenaslot),_player->GetName(),arenaRating,arenatype);
GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, arenatype, isRated, false, arenaRating, ateamId);
uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundQueueIdFromLevel());
for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player *member = itr->getSource();
@ -693,7 +693,6 @@ void WorldSession::HandleBattlemasterJoinArena( WorldPacket & recv_data )
member->GetSession()->SendPacket(&data);
sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId);
member->GetSession()->SendPacket(&data);
bgQueue.AddPlayer(member, ginfo);
sLog.outDebug("Battleground: player joined queue for arena as group bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,member->GetGUIDLow(), member->GetName());
}
sLog.outDebug("Battleground: arena join as group end");
@ -701,13 +700,14 @@ void WorldSession::HandleBattlemasterJoinArena( WorldPacket & recv_data )
}
else
{
GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, arenatype, isRated, false, arenaRating, ateamId);
uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundQueueIdFromLevel());
uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId);
WorldPacket data;
// send status packet (in queue)
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, arenatype);
SendPacket(&data);
bgQueue.AddPlayer(_player, ginfo);
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());
}
sBattleGroundMgr.ScheduleQueueUpdate(arenaRating, arenatype, bgQueueTypeId, bgTypeId, _player->GetBattleGroundQueueIdFromLevel());