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Finally fixed problem with joining rated arena matches.
Thx to balrok for help and testing. Signed-off-by: Triply <triply@getmangos.com>
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a81d174288
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3 changed files with 17 additions and 16 deletions
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@ -582,7 +582,7 @@ bool BattleGroundQueue::CheckPremadeMatch(BGQueueIdBasedOnLevel queue_id, uint32
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}
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//this function tries to create battleground or arena with MinPlayersPerTeam against MinPlayersPerTeam
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bool BattleGroundQueue::CheckNormalMatch(BattleGround* bg_template, BGQueueIdBasedOnLevel queue_id, uint32 MinPlayersPerTeam)
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bool BattleGroundQueue::CheckNormalMatch(BattleGround* bg_template, BGQueueIdBasedOnLevel queue_id)
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{
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uint32 minPlayers = bg_template->GetMinPlayersPerTeam();
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uint32 maxPlayers = bg_template->GetMaxPlayersPerTeam();
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@ -620,9 +620,11 @@ bool BattleGroundQueue::CheckNormalMatch(BattleGround* bg_template, BGQueueIdBas
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if( abs((int32)(m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() - m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount())) > 2 )
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return false;
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}
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//allow 1v0 if debug bg
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if( sBattleGroundMgr.isTesting() && (m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() || m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount()) )
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return true;
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//return true if there are enough players in selection pools - enable to work .debug bg command correctly
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return m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() >= MinPlayersPerTeam && m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() >= MinPlayersPerTeam;
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return m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() >= minPlayers && m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() >= minPlayers;
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}
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/*
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@ -750,7 +752,7 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLeve
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if( !isRated )
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{
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// if there are enough players in pools, start new battleground or non rated arena
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if( CheckNormalMatch(bg_template, queue_id, MinPlayersPerTeam) )
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if( CheckNormalMatch(bg_template, queue_id) )
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{
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// we successfully created a pool
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BattleGround * bg2 = NULL;
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@ -1040,6 +1042,10 @@ void BattleGroundMgr::Update(uint32 diff)
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BattleGroundSet::iterator itr, next;
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for(uint32 i = BATTLEGROUND_TYPE_NONE; i < MAX_BATTLEGROUND_TYPE_ID; i++)
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{
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itr = m_BattleGrounds[i].begin();
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// skip updating battleground template
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if( itr != m_BattleGrounds[i].end() )
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++itr;
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for(itr = m_BattleGrounds[i].begin(); itr != m_BattleGrounds[i].end(); itr = next)
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{
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next = itr;
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@ -1471,15 +1477,9 @@ BattleGround * BattleGroundMgr::CreateNewBattleGround(BattleGroundTypeId bgTypeI
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// start the joining of the bg
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bg->SetStatus(STATUS_WAIT_JOIN);
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bg->SetQueueId(queue_id);
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// initialize arena / rating info
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bg->SetArenaType(arenaType);
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// set rating
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bg->SetRated(isRated);
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/* will be setup in BG::Update() when the first player is ported in
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if(!(bg->SetupBattleGround()))
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*/
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// add BG to free slot queue
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bg->AddToBGFreeSlotQueue();
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@ -1523,10 +1523,8 @@ uint32 BattleGroundMgr::CreateBattleGround(BattleGroundTypeId bgTypeId, bool IsA
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bg->SetTeamStartLoc(HORDE, Team2StartLocX, Team2StartLocY, Team2StartLocZ, Team2StartLocO);
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bg->SetLevelRange(LevelMin, LevelMax);
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//reset() and add to free slot queue are called only when needed!
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//bg->AddToBGFreeSlotQueue();
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// do NOT add to update list, since this is a template battleground!
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// add bg to update list
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AddBattleGround(bg->GetInstanceID(), bg->GetTypeID(), bg);
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// return some not-null value, bgTypeId is good enough for me
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return bgTypeId;
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@ -1748,6 +1746,9 @@ void BattleGroundMgr::BuildBattleGroundListPacket(WorldPacket *data, const uint6
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for(BattleGroundSet::iterator itr = m_BattleGrounds[bgTypeId].begin(); itr != m_BattleGrounds[bgTypeId].end(); ++itr)
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{
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// skip sending battleground template
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if( itr == m_BattleGrounds[bgTypeId].begin() )
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continue;
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if( PlayerLevel >= itr->second->GetMinLevel() && PlayerLevel <= itr->second->GetMaxLevel() )
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{
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*data << uint32(itr->second->GetInstanceID());
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@ -73,7 +73,7 @@ class BattleGroundQueue
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void FillPlayersToBG(BattleGround* bg, BGQueueIdBasedOnLevel queue_id);
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bool CheckPremadeMatch(BGQueueIdBasedOnLevel queue_id, uint32 MaxPlayersPerTeam, uint32 MinPlayersPerTeam);
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bool CheckNormalMatch(BattleGround* bg_template, BGQueueIdBasedOnLevel queue_id, uint32 MinPlayersPerTeam);
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bool CheckNormalMatch(BattleGround* bg_template, BGQueueIdBasedOnLevel queue_id);
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GroupQueueInfo * AddGroup(Player * leader, BattleGroundTypeId bgTypeId, uint8 ArenaType, bool isRated, bool isPremade, uint32 ArenaRating, uint32 ArenaTeamId = 0);
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void AddPlayer(Player *plr, GroupQueueInfo *ginfo);
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void RemovePlayer(const uint64& guid, bool decreaseInvitedCount);
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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 "7353"
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#define REVISION_NR "7354"
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#endif // __REVISION_NR_H__
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