Finally fixed problem with joining rated arena matches.

Thx to balrok for help and testing.

Signed-off-by: Triply <triply@getmangos.com>
This commit is contained in:
Triply 2009-02-27 16:21:28 +01:00
parent a81d174288
commit f49ee9e157
3 changed files with 17 additions and 16 deletions

View file

@ -582,7 +582,7 @@ bool BattleGroundQueue::CheckPremadeMatch(BGQueueIdBasedOnLevel queue_id, uint32
}
//this function tries to create battleground or arena with MinPlayersPerTeam against MinPlayersPerTeam
bool BattleGroundQueue::CheckNormalMatch(BattleGround* bg_template, BGQueueIdBasedOnLevel queue_id, uint32 MinPlayersPerTeam)
bool BattleGroundQueue::CheckNormalMatch(BattleGround* bg_template, BGQueueIdBasedOnLevel queue_id)
{
uint32 minPlayers = bg_template->GetMinPlayersPerTeam();
uint32 maxPlayers = bg_template->GetMaxPlayersPerTeam();
@ -620,9 +620,11 @@ bool BattleGroundQueue::CheckNormalMatch(BattleGround* bg_template, BGQueueIdBas
if( abs((int32)(m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() - m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount())) > 2 )
return false;
}
//allow 1v0 if debug bg
if( sBattleGroundMgr.isTesting() && (m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() || m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount()) )
return true;
//return true if there are enough players in selection pools - enable to work .debug bg command correctly
return m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() >= MinPlayersPerTeam && m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() >= MinPlayersPerTeam;
return m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() >= minPlayers && m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() >= minPlayers;
}
/*
@ -750,7 +752,7 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLeve
if( !isRated )
{
// if there are enough players in pools, start new battleground or non rated arena
if( CheckNormalMatch(bg_template, queue_id, MinPlayersPerTeam) )
if( CheckNormalMatch(bg_template, queue_id) )
{
// we successfully created a pool
BattleGround * bg2 = NULL;
@ -1040,6 +1042,10 @@ void BattleGroundMgr::Update(uint32 diff)
BattleGroundSet::iterator itr, next;
for(uint32 i = BATTLEGROUND_TYPE_NONE; i < MAX_BATTLEGROUND_TYPE_ID; i++)
{
itr = m_BattleGrounds[i].begin();
// skip updating battleground template
if( itr != m_BattleGrounds[i].end() )
++itr;
for(itr = m_BattleGrounds[i].begin(); itr != m_BattleGrounds[i].end(); itr = next)
{
next = itr;
@ -1471,15 +1477,9 @@ BattleGround * BattleGroundMgr::CreateNewBattleGround(BattleGroundTypeId bgTypeI
// start the joining of the bg
bg->SetStatus(STATUS_WAIT_JOIN);
bg->SetQueueId(queue_id);
// initialize arena / rating info
bg->SetArenaType(arenaType);
// set rating
bg->SetRated(isRated);
/* will be setup in BG::Update() when the first player is ported in
if(!(bg->SetupBattleGround()))
*/
// add BG to free slot queue
bg->AddToBGFreeSlotQueue();
@ -1523,10 +1523,8 @@ uint32 BattleGroundMgr::CreateBattleGround(BattleGroundTypeId bgTypeId, bool IsA
bg->SetTeamStartLoc(HORDE, Team2StartLocX, Team2StartLocY, Team2StartLocZ, Team2StartLocO);
bg->SetLevelRange(LevelMin, LevelMax);
//reset() and add to free slot queue are called only when needed!
//bg->AddToBGFreeSlotQueue();
// do NOT add to update list, since this is a template battleground!
// add bg to update list
AddBattleGround(bg->GetInstanceID(), bg->GetTypeID(), bg);
// return some not-null value, bgTypeId is good enough for me
return bgTypeId;
@ -1748,6 +1746,9 @@ void BattleGroundMgr::BuildBattleGroundListPacket(WorldPacket *data, const uint6
for(BattleGroundSet::iterator itr = m_BattleGrounds[bgTypeId].begin(); itr != m_BattleGrounds[bgTypeId].end(); ++itr)
{
// skip sending battleground template
if( itr == m_BattleGrounds[bgTypeId].begin() )
continue;
if( PlayerLevel >= itr->second->GetMinLevel() && PlayerLevel <= itr->second->GetMaxLevel() )
{
*data << uint32(itr->second->GetInstanceID());

View file

@ -73,7 +73,7 @@ class BattleGroundQueue
void FillPlayersToBG(BattleGround* bg, BGQueueIdBasedOnLevel queue_id);
bool CheckPremadeMatch(BGQueueIdBasedOnLevel queue_id, uint32 MaxPlayersPerTeam, uint32 MinPlayersPerTeam);
bool CheckNormalMatch(BattleGround* bg_template, BGQueueIdBasedOnLevel queue_id, uint32 MinPlayersPerTeam);
bool CheckNormalMatch(BattleGround* bg_template, BGQueueIdBasedOnLevel queue_id);
GroupQueueInfo * AddGroup(Player * leader, BattleGroundTypeId bgTypeId, uint8 ArenaType, bool isRated, bool isPremade, uint32 ArenaRating, uint32 ArenaTeamId = 0);
void AddPlayer(Player *plr, GroupQueueInfo *ginfo);
void RemovePlayer(const uint64& guid, bool decreaseInvitedCount);

View file

@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__
#define __REVISION_NR_H__
#define REVISION_NR "7353"
#define REVISION_NR "7354"
#endif // __REVISION_NR_H__