diff options
author | n0n4m3 <none@none> | 2010-02-15 15:31:27 +0100 |
---|---|---|
committer | n0n4m3 <none@none> | 2010-02-15 15:31:27 +0100 |
commit | 3dd6fdedf739ac87fa9da9a294bdc9ffdca28441 (patch) | |
tree | ed560ee6b3d45e18487abf73d17475b6cac16101 /src/game/BattleGroundMgr.cpp | |
parent | 535068d7401720e6f36410a4e953a94ac4da84ec (diff) |
Use PVPDificulty.dbc for bg/arena bracket selection (levels and difficulty). Rename BG/arena queue_id to bracket_id and related functions/etc. Author: VladimirMangos.
--HG--
branch : trunk
Diffstat (limited to 'src/game/BattleGroundMgr.cpp')
-rw-r--r-- | src/game/BattleGroundMgr.cpp | 460 |
1 files changed, 235 insertions, 225 deletions
diff --git a/src/game/BattleGroundMgr.cpp b/src/game/BattleGroundMgr.cpp index d3f79b25576..f7d0e3e2293 100644 --- a/src/game/BattleGroundMgr.cpp +++ b/src/game/BattleGroundMgr.cpp @@ -56,13 +56,13 @@ INSTANTIATE_SINGLETON_1( BattleGroundMgr ); BattleGroundQueue::BattleGroundQueue() { - for (uint32 i = 0; i < BG_TEAMS_COUNT; i++) + for (uint32 i = 0; i < BG_TEAMS_COUNT; ++i) { - for (uint32 j = 0; j < MAX_BATTLEGROUND_QUEUES; j++) + for (uint32 j = 0; j < MAX_BATTLEGROUND_BRACKETS; ++j) { m_SumOfWaitTimes[i][j] = 0; m_WaitTimeLastPlayer[i][j] = 0; - for (uint32 k = 0; k < COUNT_OF_PLAYERS_TO_AVERAGE_WAIT_TIME; k++) + for (uint32 k = 0; k < COUNT_OF_PLAYERS_TO_AVERAGE_WAIT_TIME; ++k) m_WaitTimes[i][j][k] = 0; } } @@ -71,9 +71,9 @@ BattleGroundQueue::BattleGroundQueue() BattleGroundQueue::~BattleGroundQueue() { m_QueuedPlayers.clear(); - for (int i = 0; i < MAX_BATTLEGROUND_QUEUES; i++) + for (int i = 0; i < MAX_BATTLEGROUND_BRACKETS; ++i) { - for (uint32 j = 0; j < BG_QUEUE_GROUP_TYPES_COUNT; j++) + for (uint32 j = 0; j < BG_QUEUE_GROUP_TYPES_COUNT; ++j) { for (GroupsQueueType::iterator itr = m_QueuedGroups[i][j].begin(); itr!= m_QueuedGroups[i][j].end(); ++itr) delete (*itr); @@ -149,14 +149,12 @@ bool BattleGroundQueue::SelectionPool::AddGroup(GroupQueueInfo *ginfo, uint32 de /*** BATTLEGROUND QUEUES ***/ /*********************************************************/ -// add group to bg queue with the given leader and bg specifications -GroupQueueInfo * BattleGroundQueue::AddGroup(Player *leader, BattleGroundTypeId BgTypeId, uint8 ArenaType, bool isRated, bool isPremade, uint32 arenaRating, uint32 arenateamid) +// add group or player (grp == NULL) to bg queue with the given leader and bg specifications +GroupQueueInfo * BattleGroundQueue::AddGroup(Player *leader, Group* grp, BattleGroundTypeId BgTypeId, PvPDifficultyEntry const* backetEntry, uint8 ArenaType, bool isRated, bool isPremade, uint32 arenaRating, uint32 arenateamid) { - BGQueueIdBasedOnLevel queue_id = leader->GetBattleGroundQueueIdFromLevel(BgTypeId); + BattleGroundBracketId bracketId = backetEntry->GetBracketId(); // create new ginfo - // cannot use the method like in addplayer, because that could modify an in-queue group's stats - // (e.g. leader leaving queue then joining as individual again) GroupQueueInfo* ginfo = new GroupQueueInfo; ginfo->BgTypeId = BgTypeId; ginfo->ArenaType = ArenaType; @@ -177,27 +175,84 @@ GroupQueueInfo * BattleGroundQueue::AddGroup(Player *leader, BattleGroundTypeId index += BG_TEAMS_COUNT; if (ginfo->Team == HORDE) index++; - sLog.outDebug("Adding Group to BattleGroundQueue bgTypeId : %u, queue_id : %u, index : %u", BgTypeId, queue_id, index); + sLog.outDebug("Adding Group to BattleGroundQueue bgTypeId : %u, bracket_id : %u, index : %u", BgTypeId, bracketId, index); - m_QueuedGroups[queue_id][index].push_back(ginfo); + uint32 lastOnlineTime = getMSTime(); - // return ginfo, because it is needed to add players to this group info - return ginfo; -} + //announce world (this don't need mutex) + if (isRated && sWorld.getConfig(CONFIG_ARENA_QUEUE_ANNOUNCER_ENABLE)) + { + sWorld.SendWorldText(LANG_ARENA_QUEUE_ANNOUNCE_WORLD_JOIN, ginfo->ArenaType, ginfo->ArenaType, ginfo->ArenaTeamRating); + } -//add player to playermap -void BattleGroundQueue::AddPlayer(Player *plr, GroupQueueInfo *ginfo) -{ - //if player isn't in queue, he is added, if already is, then values are overwritten, no memory leak - PlayerQueueInfo& info = m_QueuedPlayers[plr->GetGUID()]; - info.LastOnlineTime = getMSTime(); - info.GroupInfo = ginfo; + //add players from group to ginfo + { + //ACE_Guard<ACE_Recursive_Thread_Mutex> guard(m_Lock); + if (grp) + { + for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) + { + Player *member = itr->getSource(); + if(!member) + continue; // this should never happen + PlayerQueueInfo& pl_info = m_QueuedPlayers[member->GetGUID()]; + pl_info.LastOnlineTime = lastOnlineTime; + pl_info.GroupInfo = ginfo; + // add the pinfo to ginfo's list + ginfo->Players[member->GetGUID()] = &pl_info; + } + } + else + { + PlayerQueueInfo& pl_info = m_QueuedPlayers[leader->GetGUID()]; + pl_info.LastOnlineTime = lastOnlineTime; + pl_info.GroupInfo = ginfo; + ginfo->Players[leader->GetGUID()] = &pl_info; + } + + //add GroupInfo to m_QueuedGroups + m_QueuedGroups[bracketId][index].push_back(ginfo); - // add the pinfo to ginfo's list - ginfo->Players[plr->GetGUID()] = &info; + //announce to world, this code needs mutex + if (!isRated && !isPremade && sWorld.getConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_ENABLE)) + { + if (BattleGround* bg = sBattleGroundMgr.GetBattleGroundTemplate(ginfo->BgTypeId)) + { + char const* bgName = bg->GetName(); + uint32 MinPlayers = bg->GetMinPlayersPerTeam(); + uint32 qHorde = 0; + uint32 qAlliance = 0; + uint32 q_min_level = backetEntry->minLevel; + uint32 q_max_level = backetEntry->maxLevel; + GroupsQueueType::const_iterator itr; + for(itr = m_QueuedGroups[bracketId][BG_QUEUE_NORMAL_ALLIANCE].begin(); itr != m_QueuedGroups[bracketId][BG_QUEUE_NORMAL_ALLIANCE].end(); ++itr) + if (!(*itr)->IsInvitedToBGInstanceGUID) + qAlliance += (*itr)->Players.size(); + for(itr = m_QueuedGroups[bracketId][BG_QUEUE_NORMAL_HORDE].begin(); itr != m_QueuedGroups[bracketId][BG_QUEUE_NORMAL_HORDE].end(); ++itr) + if (!(*itr)->IsInvitedToBGInstanceGUID) + qHorde += (*itr)->Players.size(); + + // Show queue status to player only (when joining queue) + if (sWorld.getConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_PLAYERONLY)) + { + ChatHandler(leader).PSendSysMessage(LANG_BG_QUEUE_ANNOUNCE_SELF, bgName, q_min_level, q_max_level, + qAlliance, (MinPlayers > qAlliance) ? MinPlayers - qAlliance : (uint32)0, qHorde, (MinPlayers > qHorde) ? MinPlayers - qHorde : (uint32)0); + } + // System message + else + { + sWorld.SendWorldText(LANG_BG_QUEUE_ANNOUNCE_WORLD, bgName, q_min_level, q_max_level, + qAlliance, (MinPlayers > qAlliance) ? MinPlayers - qAlliance : (uint32)0, qHorde, (MinPlayers > qHorde) ? MinPlayers - qHorde : (uint32)0); + } + } + } + //release mutex + } + + return ginfo; } -void BattleGroundQueue::PlayerInvitedToBGUpdateAverageWaitTime(GroupQueueInfo* ginfo, BGQueueIdBasedOnLevel queue_id) +void BattleGroundQueue::PlayerInvitedToBGUpdateAverageWaitTime(GroupQueueInfo* ginfo, BattleGroundBracketId bracket_id) { uint32 timeInQueue = getMSTimeDiff(ginfo->JoinTime, getMSTime()); uint8 team_index = BG_TEAM_ALLIANCE; //default set to BG_TEAM_ALLIANCE - or non rated arenas! @@ -213,19 +268,19 @@ void BattleGroundQueue::PlayerInvitedToBGUpdateAverageWaitTime(GroupQueueInfo* g } //store pointer to arrayindex of player that was added first - uint32* lastPlayerAddedPointer = &(m_WaitTimeLastPlayer[team_index][queue_id]); + uint32* lastPlayerAddedPointer = &(m_WaitTimeLastPlayer[team_index][bracket_id]); //remove his time from sum - m_SumOfWaitTimes[team_index][queue_id] -= m_WaitTimes[team_index][queue_id][(*lastPlayerAddedPointer)]; + m_SumOfWaitTimes[team_index][bracket_id] -= m_WaitTimes[team_index][bracket_id][(*lastPlayerAddedPointer)]; //set average time to new - m_WaitTimes[team_index][queue_id][(*lastPlayerAddedPointer)] = timeInQueue; + m_WaitTimes[team_index][bracket_id][(*lastPlayerAddedPointer)] = timeInQueue; //add new time to sum - m_SumOfWaitTimes[team_index][queue_id] += timeInQueue; + m_SumOfWaitTimes[team_index][bracket_id] += timeInQueue; //set index of last player added to next one (*lastPlayerAddedPointer)++; (*lastPlayerAddedPointer) %= COUNT_OF_PLAYERS_TO_AVERAGE_WAIT_TIME; } -uint32 BattleGroundQueue::GetAverageQueueWaitTime(GroupQueueInfo* ginfo, BGQueueIdBasedOnLevel queue_id) +uint32 BattleGroundQueue::GetAverageQueueWaitTime(GroupQueueInfo* ginfo, BattleGroundBracketId bracket_id) { uint8 team_index = BG_TEAM_ALLIANCE; //default set to BG_TEAM_ALLIANCE - or non rated arenas! if (!ginfo->ArenaType) @@ -239,8 +294,8 @@ uint32 BattleGroundQueue::GetAverageQueueWaitTime(GroupQueueInfo* ginfo, BGQueue team_index = BG_TEAM_HORDE; //for rated arenas use BG_TEAM_HORDE } //check if there is enought values(we always add values > 0) - if (m_WaitTimes[team_index][queue_id][COUNT_OF_PLAYERS_TO_AVERAGE_WAIT_TIME - 1] ) - return (m_SumOfWaitTimes[team_index][queue_id] / COUNT_OF_PLAYERS_TO_AVERAGE_WAIT_TIME); + if (m_WaitTimes[team_index][bracket_id][COUNT_OF_PLAYERS_TO_AVERAGE_WAIT_TIME - 1] ) + return (m_SumOfWaitTimes[team_index][bracket_id] / COUNT_OF_PLAYERS_TO_AVERAGE_WAIT_TIME); else //if there aren't enough values return 0 - not available return 0; @@ -251,7 +306,7 @@ void BattleGroundQueue::RemovePlayer(const uint64& guid, bool decreaseInvitedCou { //Player *plr = objmgr.GetPlayer(guid); - int32 queue_id = -1; // signed for proper for-loop finish + int32 bracket_id = -1; // signed for proper for-loop finish QueuedPlayersMap::iterator itr; //remove player from map, if he's there @@ -269,17 +324,17 @@ void BattleGroundQueue::RemovePlayer(const uint64& guid, bool decreaseInvitedCou // variable index removes useless searching in other team's queue uint32 index = (group->Team == HORDE) ? BG_TEAM_HORDE : BG_TEAM_ALLIANCE; - for (int32 queue_id_tmp = MAX_BATTLEGROUND_QUEUES - 1; queue_id_tmp >= 0 && queue_id == -1; --queue_id_tmp) + for (int32 bracket_id_tmp = MAX_BATTLEGROUND_BRACKETS - 1; bracket_id_tmp >= 0 && bracket_id == -1; --bracket_id_tmp) { //we must check premade and normal team's queue - because when players from premade are joining bg, //they leave groupinfo so we can't use its players size to find out index for (uint32 j = index; j < BG_QUEUE_GROUP_TYPES_COUNT; j += BG_QUEUE_NORMAL_ALLIANCE) { - for (group_itr_tmp = m_QueuedGroups[queue_id_tmp][j].begin(); group_itr_tmp != m_QueuedGroups[queue_id_tmp][j].end(); ++group_itr_tmp) + for(group_itr_tmp = m_QueuedGroups[bracket_id_tmp][j].begin(); group_itr_tmp != m_QueuedGroups[bracket_id_tmp][j].end(); ++group_itr_tmp) { if ((*group_itr_tmp) == group) { - queue_id = queue_id_tmp; + bracket_id = bracket_id_tmp; group_itr = group_itr_tmp; //we must store index to be able to erase iterator index = j; @@ -289,12 +344,12 @@ void BattleGroundQueue::RemovePlayer(const uint64& guid, bool decreaseInvitedCou } } //player can't be in queue without group, but just in case - if (queue_id == -1) + if (bracket_id == -1) { sLog.outError("BattleGroundQueue: ERROR Cannot find groupinfo for player GUID: %u", GUID_LOPART(guid)); return; } - sLog.outDebug("BattleGroundQueue: Removing player GUID %u, from queue_id %u", GUID_LOPART(guid), (uint32)queue_id); + sLog.outDebug("BattleGroundQueue: Removing player GUID %u, from bracket_id %u", GUID_LOPART(guid), (uint32)bracket_id); // ALL variables are correctly set // We can ignore leveling up in queue - it should not cause crash @@ -317,9 +372,9 @@ void BattleGroundQueue::RemovePlayer(const uint64& guid, bool decreaseInvitedCou // remove player queue info m_QueuedPlayers.erase(itr); - //if we left BG queue(not porting) OR if arena team left queue for rated match - if ((decreaseInvitedCount && !group->ArenaType) || (group->ArenaType && group->IsRated && group->Players.empty())) - AnnounceWorld(group, guid, false); + // announce to world if arena team left queue for rated match, show only once + if (group->ArenaType && group->IsRated && group->Players.empty() && sWorld.getConfig(CONFIG_ARENA_QUEUE_ANNOUNCER_ENABLE)) + sWorld.SendWorldText(LANG_ARENA_QUEUE_ANNOUNCE_WORLD_EXIT, group->ArenaType, group->ArenaType, group->ArenaTeamRating); //if player leaves queue and he is invited to rated arena match, then he have to loose if (group->IsInvitedToBGInstanceGUID && group->IsRated && decreaseInvitedCount) @@ -340,7 +395,7 @@ void BattleGroundQueue::RemovePlayer(const uint64& guid, bool decreaseInvitedCou // remove group queue info if needed if (group->Players.empty()) { - m_QueuedGroups[queue_id][index].erase(group_itr); + m_QueuedGroups[bracket_id][index].erase(group_itr); delete group; } // if group wasn't empty, so it wasn't deleted, and player have left a rated @@ -366,78 +421,22 @@ void BattleGroundQueue::RemovePlayer(const uint64& guid, bool decreaseInvitedCou } } -//Announce world message -void BattleGroundQueue::AnnounceWorld(GroupQueueInfo *ginfo, const uint64& playerGUID, bool isAddedToQueue) +//returns true when player pl_guid is in queue and is invited to bgInstanceGuid +bool BattleGroundQueue::IsPlayerInvited(const uint64& pl_guid, const uint32 bgInstanceGuid, const uint32 removeTime) { - if(ginfo->ArenaType) //if Arena - { - if (sWorld.getConfig(CONFIG_ARENA_QUEUE_ANNOUNCER_ENABLE) && ginfo->IsRated) - { - BattleGround* bg = sBattleGroundMgr.GetBattleGroundTemplate(ginfo->BgTypeId); - if (!bg) - return; - - char const* bgName = bg->GetName(); - if (isAddedToQueue) - { - if (sWorld.getConfig(CONFIG_ARENA_QUEUE_ANNOUNCER_PLAYERONLY)) - { - if(Player *plr = objmgr.GetPlayer(playerGUID)) - ChatHandler(plr).PSendSysMessage(LANG_ARENA_QUEUE_ANNOUNCE_WORLD_JOIN, bgName, ginfo->ArenaType, ginfo->ArenaType, ginfo->ArenaTeamRating); - } - else - sWorld.SendWorldText(LANG_ARENA_QUEUE_ANNOUNCE_WORLD_JOIN, bgName, ginfo->ArenaType, ginfo->ArenaType, ginfo->ArenaTeamRating); - } - else - { - if (sWorld.getConfig(CONFIG_ARENA_QUEUE_ANNOUNCER_PLAYERONLY)) - { - if(Player *plr = objmgr.GetPlayer(playerGUID)) - ChatHandler(plr).PSendSysMessage(LANG_ARENA_QUEUE_ANNOUNCE_WORLD_EXIT, bgName, ginfo->ArenaType, ginfo->ArenaType, ginfo->ArenaTeamRating); - } - else - sWorld.SendWorldText(LANG_ARENA_QUEUE_ANNOUNCE_WORLD_EXIT, bgName, ginfo->ArenaType, ginfo->ArenaType, ginfo->ArenaTeamRating); - } - } - } - else //if BG - { - if (sWorld.getConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_ENABLE)) - { - Player *plr = objmgr.GetPlayer(playerGUID); - BattleGround* bg = sBattleGroundMgr.GetBattleGroundTemplate(ginfo->BgTypeId); - if (!bg || !plr) - return; + QueuedPlayersMap::const_iterator qItr = m_QueuedPlayers.find(pl_guid); + return ( qItr != m_QueuedPlayers.end() + && qItr->second.GroupInfo->IsInvitedToBGInstanceGUID == bgInstanceGuid + && qItr->second.GroupInfo->RemoveInviteTime == removeTime ); +} - BGQueueIdBasedOnLevel queue_id = plr->GetBattleGroundQueueIdFromLevel(bg->GetTypeID()); - char const* bgName = bg->GetName(); - uint32 MinPlayers = bg->GetMinPlayersPerTeam(); - uint32 qHorde = 0; - uint32 qAlliance = 0; - uint32 q_min_level = (queue_id + 1) * 10; - uint32 q_max_level = std::min(q_min_level + 9, sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL)); - GroupsQueueType::const_iterator itr; - for (itr = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE].begin(); itr != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE].end(); ++itr) - if (!(*itr)->IsInvitedToBGInstanceGUID) - qAlliance += (*itr)->Players.size(); - for (itr = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_HORDE].begin(); itr != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_HORDE].end(); ++itr) - if (!(*itr)->IsInvitedToBGInstanceGUID) - qHorde += (*itr)->Players.size(); - - // Show queue status to player only (when joining queue) - if (sWorld.getConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_PLAYERONLY)) - { - ChatHandler(plr).PSendSysMessage(LANG_BG_QUEUE_ANNOUNCE_SELF, - bgName, q_min_level, q_max_level, qAlliance, MinPlayers, qHorde, MinPlayers); - } - // System message - else - { - sWorld.SendWorldText(LANG_BG_QUEUE_ANNOUNCE_WORLD, - bgName, q_min_level, q_max_level, qAlliance, MinPlayers, qHorde, MinPlayers); - } - } - } +bool BattleGroundQueue::GetPlayerGroupInfoData(const uint64& guid, GroupQueueInfo* ginfo) +{ + QueuedPlayersMap::const_iterator qItr = m_QueuedPlayers.find(guid); + if (qItr == m_QueuedPlayers.end()) + return false; + *ginfo = *(qItr->second.GroupInfo); + return true; } bool BattleGroundQueue::InviteGroupToBG(GroupQueueInfo * ginfo, BattleGround * bg, uint32 side) @@ -453,7 +452,7 @@ bool BattleGroundQueue::InviteGroupToBG(GroupQueueInfo * ginfo, BattleGround * b ginfo->IsInvitedToBGInstanceGUID = bg->GetInstanceID(); BattleGroundTypeId bgTypeId = bg->GetTypeID(); BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, bg->GetArenaType()); - BGQueueIdBasedOnLevel queue_id = bg->GetQueueId(); + BattleGroundBracketId bracket_id = bg->GetBracketId(); // set ArenaTeamId for rated matches if (bg->isArena() && bg->isRated()) @@ -471,7 +470,7 @@ bool BattleGroundQueue::InviteGroupToBG(GroupQueueInfo * ginfo, BattleGround * b continue; // invite the player - PlayerInvitedToBGUpdateAverageWaitTime(ginfo, queue_id); + PlayerInvitedToBGUpdateAverageWaitTime(ginfo, bracket_id); //sBattleGroundMgr.InvitePlayer(plr, bg, ginfo->Team); // set invited player counters @@ -480,7 +479,7 @@ bool BattleGroundQueue::InviteGroupToBG(GroupQueueInfo * ginfo, BattleGround * b plr->SetInviteForBattleGroundQueueType(bgQueueTypeId, ginfo->IsInvitedToBGInstanceGUID); // create remind invite events - BGQueueInviteEvent* inviteEvent = new BGQueueInviteEvent(plr->GetGUID(), ginfo->IsInvitedToBGInstanceGUID, bgTypeId, ginfo->RemoveInviteTime); + BGQueueInviteEvent* inviteEvent = new BGQueueInviteEvent(plr->GetGUID(), ginfo->IsInvitedToBGInstanceGUID, bgTypeId, ginfo->ArenaType, ginfo->RemoveInviteTime); plr->m_Events.AddEvent(inviteEvent, plr->m_Events.CalculateTime(INVITATION_REMIND_TIME)); // create automatic remove events BGQueueRemoveEvent* removeEvent = new BGQueueRemoveEvent(plr->GetGUID(), ginfo->IsInvitedToBGInstanceGUID, bgTypeId, bgQueueTypeId, ginfo->RemoveInviteTime); @@ -507,22 +506,22 @@ This function is inviting players to already running battlegrounds Invitation type is based on config file large groups are disadvantageous, because they will be kicked first if invitation type = 1 */ -void BattleGroundQueue::FillPlayersToBG(BattleGround* bg, BGQueueIdBasedOnLevel queue_id) +void BattleGroundQueue::FillPlayersToBG(BattleGround* bg, BattleGroundBracketId bracket_id) { int32 hordeFree = bg->GetFreeSlotsForTeam(HORDE); int32 aliFree = bg->GetFreeSlotsForTeam(ALLIANCE); //iterator for iterating through bg queue - GroupsQueueType::const_iterator Ali_itr = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE].begin(); + GroupsQueueType::const_iterator Ali_itr = m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE].begin(); //count of groups in queue - used to stop cycles - uint32 aliCount = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE].size(); + uint32 aliCount = m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE].size(); //index to queue which group is current uint32 aliIndex = 0; for (; aliIndex < aliCount && m_SelectionPools[BG_TEAM_ALLIANCE].AddGroup((*Ali_itr), aliFree); aliIndex++) ++Ali_itr; //the same thing for horde - GroupsQueueType::const_iterator Horde_itr = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_HORDE].begin(); - uint32 hordeCount = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_HORDE].size(); + GroupsQueueType::const_iterator Horde_itr = m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_HORDE].begin(); + uint32 hordeCount = m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_HORDE].size(); uint32 hordeIndex = 0; for (; hordeIndex < hordeCount && m_SelectionPools[BG_TEAM_HORDE].AddGroup((*Horde_itr), hordeFree); hordeIndex++) ++Horde_itr; @@ -585,22 +584,22 @@ void BattleGroundQueue::FillPlayersToBG(BattleGround* bg, BGQueueIdBasedOnLevel // this method checks if premade versus premade battleground is possible // then after 30 mins (default) in queue it moves premade group to normal queue // it tries to invite as much players as it can - to MaxPlayersPerTeam, because premade groups have more than MinPlayersPerTeam players -bool BattleGroundQueue::CheckPremadeMatch(BGQueueIdBasedOnLevel queue_id, uint32 MinPlayersPerTeam, uint32 MaxPlayersPerTeam) +bool BattleGroundQueue::CheckPremadeMatch(BattleGroundBracketId bracket_id, uint32 MinPlayersPerTeam, uint32 MaxPlayersPerTeam) { //check match - if (!m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].empty() && !m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].empty()) + if (!m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].empty() && !m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].empty()) { //start premade match //if groups aren't invited GroupsQueueType::const_iterator ali_group, horde_group; - for (ali_group = m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].begin(); ali_group != m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].end(); ++ali_group) + for( ali_group = m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].begin(); ali_group != m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].end(); ++ali_group) if (!(*ali_group)->IsInvitedToBGInstanceGUID) break; - for (horde_group = m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].begin(); horde_group != m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].end(); ++horde_group) + for( horde_group = m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].begin(); horde_group != m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].end(); ++horde_group) if (!(*horde_group)->IsInvitedToBGInstanceGUID) break; - if (ali_group != m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].end() && horde_group != m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].end()) + if (ali_group != m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].end() && horde_group != m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].end()) { m_SelectionPools[BG_TEAM_ALLIANCE].AddGroup((*ali_group), MaxPlayersPerTeam); m_SelectionPools[BG_TEAM_HORDE].AddGroup((*horde_group), MaxPlayersPerTeam); @@ -609,7 +608,7 @@ bool BattleGroundQueue::CheckPremadeMatch(BGQueueIdBasedOnLevel queue_id, uint32 GroupsQueueType::const_iterator itr; for (uint32 i = 0; i < BG_TEAMS_COUNT; i++) { - for (itr = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + i].begin(); itr != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + i].end(); ++itr) + for(itr = m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + i].begin(); itr != m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + i].end(); ++itr) { //if itr can join BG and player count is less that maxPlayers, then add group to selectionpool if (!(*itr)->IsInvitedToBGInstanceGUID && !m_SelectionPools[i].AddGroup((*itr), maxPlayers)) @@ -627,14 +626,14 @@ bool BattleGroundQueue::CheckPremadeMatch(BGQueueIdBasedOnLevel queue_id, uint32 uint32 time_before = getMSTime() - sWorld.getConfig(CONFIG_BATTLEGROUND_PREMADE_GROUP_WAIT_FOR_MATCH); for (uint32 i = 0; i < BG_TEAMS_COUNT; i++) { - if (!m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE + i].empty()) + if (!m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE + i].empty()) { - GroupsQueueType::iterator itr = m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE + i].begin(); + GroupsQueueType::iterator itr = m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE + i].begin(); if (!(*itr)->IsInvitedToBGInstanceGUID && ((*itr)->JoinTime < time_before || (*itr)->Players.size() < MinPlayersPerTeam)) { //we must insert group to normal queue and erase pointer from premade queue - m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + i].push_front((*itr)); - m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE + i].erase(itr); + m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + i].push_front((*itr)); + m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE + i].erase(itr); } } } @@ -643,13 +642,13 @@ bool BattleGroundQueue::CheckPremadeMatch(BGQueueIdBasedOnLevel queue_id, uint32 } // this method tries to create battleground or arena with MinPlayersPerTeam against MinPlayersPerTeam -bool BattleGroundQueue::CheckNormalMatch(BattleGround* bg_template, BGQueueIdBasedOnLevel queue_id, uint32 minPlayers, uint32 maxPlayers) +bool BattleGroundQueue::CheckNormalMatch(BattleGround* bg_template, BattleGroundBracketId bracket_id, uint32 minPlayers, uint32 maxPlayers) { GroupsQueueType::const_iterator itr_team[BG_TEAMS_COUNT]; for (uint32 i = 0; i < BG_TEAMS_COUNT; i++) { - itr_team[i] = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + i].begin(); - for (; itr_team[i] != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + i].end(); ++(itr_team[i])) + itr_team[i] = m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + i].begin(); + for(; itr_team[i] != m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + i].end(); ++(itr_team[i])) { if (!(*(itr_team[i]))->IsInvitedToBGInstanceGUID) { @@ -668,7 +667,7 @@ bool BattleGroundQueue::CheckNormalMatch(BattleGround* bg_template, BGQueueIdBas { //we will try to invite more groups to team with less players indexed by j ++(itr_team[j]); //this will not cause a crash, because for cycle above reached break; - for (; itr_team[j] != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + j].end(); ++(itr_team[j])) + for(; itr_team[j] != m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + j].end(); ++(itr_team[j])) { if (!(*(itr_team[j]))->IsInvitedToBGInstanceGUID) if (!m_SelectionPools[j].AddGroup(*(itr_team[j]), m_SelectionPools[(j + 1) % BG_TEAMS_COUNT].GetPlayerCount())) @@ -686,7 +685,7 @@ bool BattleGroundQueue::CheckNormalMatch(BattleGround* bg_template, BGQueueIdBas } // this method will check if we can invite players to same faction skirmish match -bool BattleGroundQueue::CheckSkirmishForSameFaction(BGQueueIdBasedOnLevel queue_id, uint32 minPlayersPerTeam) +bool BattleGroundQueue::CheckSkirmishForSameFaction(BattleGroundBracketId bracket_id, uint32 minPlayersPerTeam) { if (m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() < minPlayersPerTeam && m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() < minPlayersPerTeam) return false; @@ -704,16 +703,16 @@ bool BattleGroundQueue::CheckSkirmishForSameFaction(BGQueueIdBasedOnLevel queue_ //store last ginfo pointer GroupQueueInfo* ginfo = m_SelectionPools[teamIndex].SelectedGroups.back(); //set itr_team to group that was added to selection pool latest - GroupsQueueType::iterator itr_team = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].begin(); - for (; itr_team != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end(); ++itr_team) + GroupsQueueType::iterator itr_team = m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].begin(); + for(; itr_team != m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end(); ++itr_team) if (ginfo == *itr_team) break; - if (itr_team == m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end()) + if (itr_team == m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end()) return false; GroupsQueueType::iterator itr_team2 = itr_team; ++itr_team2; //invite players to other selection pool - for (; itr_team2 != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end(); ++itr_team2) + for(; itr_team2 != m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end(); ++itr_team2) { //if selection pool is full then break; if (!(*itr_team2)->IsInvitedToBGInstanceGUID && !m_SelectionPools[otherTeam].AddGroup(*itr_team2, minPlayersPerTeam)) @@ -728,15 +727,15 @@ bool BattleGroundQueue::CheckSkirmishForSameFaction(BGQueueIdBasedOnLevel queue_ //set correct team (*itr)->Team = otherTeamId; //add team to other queue - m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + otherTeam].push_front(*itr); + m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + otherTeam].push_front(*itr); //remove team from old queue GroupsQueueType::iterator itr2 = itr_team; ++itr2; - for (; itr2 != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end(); ++itr2) + for(; itr2 != m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end(); ++itr2) { if (*itr2 == *itr) { - m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].erase(itr2); + m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].erase(itr2); break; } } @@ -749,24 +748,24 @@ this method is called when group is inserted, or player / group is removed from it must be called after fully adding the members of a group to ensure group joining should be called from BattleGround::RemovePlayer function in some cases */ -void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLevel queue_id, uint8 arenaType, bool isRated, uint32 arenaRating) +void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BattleGroundBracketId bracket_id, uint8 arenaType, bool isRated, uint32 arenaRating) { //if no players in queue - do nothing - if( m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].empty() && - m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].empty() && - m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE].empty() && - m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_HORDE].empty() ) + if( m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].empty() && + m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].empty() && + m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE].empty() && + m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_HORDE].empty() ) return; //battleground with free slot for player should be always in the beggining of the queue - // maybe it would be better to create bgfreeslotqueue for each queue_id_based_on_level + // maybe it would be better to create bgfreeslotqueue for each bracket_id BGFreeSlotQueueType::iterator itr, next; for (itr = sBattleGroundMgr.BGFreeSlotQueue[bgTypeId].begin(); itr != sBattleGroundMgr.BGFreeSlotQueue[bgTypeId].end(); itr = next) { next = itr; ++next; // DO NOT allow queue manager to invite new player to arena - if( (*itr)->isBattleGround() && (*itr)->GetTypeID() == bgTypeId && (*itr)->GetQueueId() == queue_id && + if( (*itr)->isBattleGround() && (*itr)->GetTypeID() == bgTypeId && (*itr)->GetBracketId() == bracket_id && (*itr)->GetStatus() > STATUS_WAIT_QUEUE && (*itr)->GetStatus() < STATUS_WAIT_LEAVE ) { BattleGround* bg = *itr; //we have to store battleground pointer here, because when battleground is full, it is removed from free queue (not yet implemented!!) @@ -777,7 +776,7 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLeve m_SelectionPools[BG_TEAM_HORDE].Init(); // call a function that does the job for us - FillPlayersToBG(bg, queue_id); + FillPlayersToBG(bg, bracket_id); // now everything is set, invite players for (GroupsQueueType::const_iterator citr = m_SelectionPools[BG_TEAM_ALLIANCE].SelectedGroups.begin(); citr != m_SelectionPools[BG_TEAM_ALLIANCE].SelectedGroups.end(); ++citr) @@ -801,6 +800,14 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLeve sLog.outError("Battleground: Update: bg template not found for %u", bgTypeId); return; } + + PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketById(bg_template->GetMapId(),bracket_id); + if (!bracketEntry) + { + sLog.outError("Battleground: Update: bg bracket entry not found for map %u bracket id %u", bg_template->GetMapId(), bracket_id); + return; + } + // get the min. players per team, properly for larger arenas as well. (must have full teams for arena matches!) uint32 MinPlayersPerTeam = bg_template->GetMinPlayersPerTeam(); uint32 MaxPlayersPerTeam = bg_template->GetMaxPlayersPerTeam(); @@ -842,11 +849,11 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLeve if (bg_template->isBattleGround()) { //check if there is premade against premade match - if (CheckPremadeMatch(queue_id, MinPlayersPerTeam, MaxPlayersPerTeam)) + if (CheckPremadeMatch(bracket_id, MinPlayersPerTeam, MaxPlayersPerTeam)) { //create new battleground - BattleGround * bg2 = NULL; - if (!(bg2 = sBattleGroundMgr.CreateNewBattleGround(bgTypeId, queue_id, 0, false))) + BattleGround * bg2 = sBattleGroundMgr.CreateNewBattleGround(bgTypeId, bracketEntry, 0, false); + if (!bg2) { sLog.outError("BattleGroundQueue::Update - Cannot create battleground: %u", bgTypeId); return; @@ -867,12 +874,12 @@ 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, MaxPlayersPerTeam) - || (bg_template->isArena() && CheckSkirmishForSameFaction(queue_id, MinPlayersPerTeam)) ) + if (CheckNormalMatch(bg_template, bracket_id, MinPlayersPerTeam, MaxPlayersPerTeam) + || (bg_template->isArena() && CheckSkirmishForSameFaction(bracket_id, MinPlayersPerTeam)) ) { // we successfully created a pool - BattleGround * bg2 = NULL; - if (!(bg2 = sBattleGroundMgr.CreateNewBattleGround(bgTypeId, queue_id, arenaType, false))) + BattleGround * bg2 = sBattleGroundMgr.CreateNewBattleGround(bgTypeId, bracketEntry, arenaType, false); + if (!bg2) { sLog.outError("BattleGroundQueue::Update - Cannot create battleground: %u", bgTypeId); return; @@ -895,14 +902,14 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLeve { GroupQueueInfo* front1 = NULL; GroupQueueInfo* front2 = NULL; - if (!m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].empty()) + if (!m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].empty()) { - front1 = m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].front(); + front1 = m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].front(); arenaRating = front1->ArenaTeamRating; } - if (!m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].empty()) + if (!m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].empty()) { - front2 = m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].front(); + front2 = m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].front(); arenaRating = front2->ArenaTeamRating; } if (front1 && front2) @@ -932,8 +939,8 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLeve for (uint32 i = BG_QUEUE_PREMADE_ALLIANCE; i < BG_QUEUE_NORMAL_ALLIANCE; i++) { // take the group that joined first - itr_team[i] = m_QueuedGroups[queue_id][i].begin(); - for (; itr_team[i] != m_QueuedGroups[queue_id][i].end(); ++(itr_team[i])) + itr_team[i] = m_QueuedGroups[bracket_id][i].begin(); + for(; itr_team[i] != m_QueuedGroups[bracket_id][i].end(); ++(itr_team[i])) { // if group match conditions, then add it to pool if( !(*itr_team[i])->IsInvitedToBGInstanceGUID @@ -954,7 +961,7 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLeve { itr_team[BG_TEAM_ALLIANCE] = itr_team[BG_TEAM_HORDE]; ++itr_team[BG_TEAM_ALLIANCE]; - for (; itr_team[BG_TEAM_ALLIANCE] != m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].end(); ++(itr_team[BG_TEAM_ALLIANCE])) + for(; itr_team[BG_TEAM_ALLIANCE] != m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].end(); ++(itr_team[BG_TEAM_ALLIANCE])) { if( !(*itr_team[BG_TEAM_ALLIANCE])->IsInvitedToBGInstanceGUID && (((*itr_team[BG_TEAM_ALLIANCE])->ArenaTeamRating >= arenaMinRating && (*itr_team[BG_TEAM_ALLIANCE])->ArenaTeamRating <= arenaMaxRating) @@ -970,7 +977,7 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLeve { itr_team[BG_TEAM_HORDE] = itr_team[BG_TEAM_ALLIANCE]; ++itr_team[BG_TEAM_HORDE]; - for (; itr_team[BG_TEAM_HORDE] != m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].end(); ++(itr_team[BG_TEAM_HORDE])) + for(; itr_team[BG_TEAM_HORDE] != m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].end(); ++(itr_team[BG_TEAM_HORDE])) { if( !(*itr_team[BG_TEAM_HORDE])->IsInvitedToBGInstanceGUID && (((*itr_team[BG_TEAM_HORDE])->ArenaTeamRating >= arenaMinRating && (*itr_team[BG_TEAM_HORDE])->ArenaTeamRating <= arenaMaxRating) @@ -985,8 +992,8 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLeve //if we have 2 teams, then start new arena and invite players! if (m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() && m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount()) { - BattleGround* arena = NULL; - if (!(arena = sBattleGroundMgr.CreateNewBattleGround(bgTypeId, queue_id, arenaType, true))) + BattleGround* arena = sBattleGroundMgr.CreateNewBattleGround(bgTypeId, bracketEntry, arenaType, true); + if (!arena) { sLog.outError("BattlegroundQueue::Update couldn't create arena instance for rated arena match!"); return; @@ -1000,16 +1007,16 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLeve if ((*(itr_team[BG_TEAM_ALLIANCE]))->Team != ALLIANCE) { // add to alliance queue - m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].push_front(*(itr_team[BG_TEAM_ALLIANCE])); + m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].push_front(*(itr_team[BG_TEAM_ALLIANCE])); // erase from horde queue - m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].erase(itr_team[BG_TEAM_ALLIANCE]); - itr_team[BG_TEAM_ALLIANCE] = m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].begin(); + m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].erase(itr_team[BG_TEAM_ALLIANCE]); + itr_team[BG_TEAM_ALLIANCE] = m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].begin(); } if ((*(itr_team[BG_TEAM_HORDE]))->Team != HORDE) { - m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].push_front(*(itr_team[BG_TEAM_HORDE])); - m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].erase(itr_team[BG_TEAM_HORDE]); - itr_team[BG_TEAM_HORDE] = m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].begin(); + m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].push_front(*(itr_team[BG_TEAM_HORDE])); + m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].erase(itr_team[BG_TEAM_HORDE]); + itr_team[BG_TEAM_HORDE] = m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].begin(); } InviteGroupToBG(*(itr_team[BG_TEAM_ALLIANCE]), arena, ALLIANCE); @@ -1040,17 +1047,15 @@ bool BGQueueInviteEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/) BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType()); uint32 queueSlot = plr->GetBattleGroundQueueIndex(bgQueueTypeId); - if( queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES ) // player is in queue or in battleground + if (queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES) // player is in queue or in battleground { // check if player is invited to this bg - BattleGroundQueue::QueuedPlayersMap const& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers; - BattleGroundQueue::QueuedPlayersMap::const_iterator qItr = qpMap.find(m_PlayerGuid); - if( qItr != qpMap.end() && qItr->second.GroupInfo->IsInvitedToBGInstanceGUID == m_BgInstanceGUID - && qItr->second.GroupInfo->RemoveInviteTime == m_RemoveTime ) + BattleGroundQueue &bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId]; + if (bgQueue.IsPlayerInvited(m_PlayerGuid, m_BgInstanceGUID, m_RemoveTime)) { WorldPacket data; //we must send remaining time in queue - sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_JOIN, INVITE_ACCEPT_WAIT_TIME - INVITATION_REMIND_TIME, 0, qItr->second.GroupInfo->ArenaType); + sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_JOIN, INVITE_ACCEPT_WAIT_TIME - INVITATION_REMIND_TIME, 0, m_ArenaType); plr->GetSession()->SendPacket(&data); } } @@ -1083,22 +1088,19 @@ bool BGQueueRemoveEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/) //bg pointer can be NULL! so use it carefully! uint32 queueSlot = plr->GetBattleGroundQueueIndex(m_BgQueueTypeId); - if( queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES ) // player is in queue, or in Battleground + if (queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES) // player is in queue, or in Battleground { // check if player is in queue for this BG and if we are removing his invite event - BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[m_BgQueueTypeId].m_QueuedPlayers; - BattleGroundQueue::QueuedPlayersMap::iterator qMapItr = qpMap.find(m_PlayerGuid); - if( qMapItr != qpMap.end() && qMapItr->second.GroupInfo - && qMapItr->second.GroupInfo->IsInvitedToBGInstanceGUID == m_BgInstanceGUID - && qMapItr->second.GroupInfo->RemoveInviteTime == m_RemoveTime ) + BattleGroundQueue &bgQueue = sBattleGroundMgr.m_BattleGroundQueues[m_BgQueueTypeId]; + if (bgQueue.IsPlayerInvited(m_PlayerGuid, m_BgInstanceGUID, m_RemoveTime)) { sLog.outDebug("Battleground: removing player %u from bg queue for instance %u because of not pressing enter battle in time.",plr->GetGUIDLow(),m_BgInstanceGUID); plr->RemoveBattleGroundQueueId(m_BgQueueTypeId); - sBattleGroundMgr.m_BattleGroundQueues[m_BgQueueTypeId].RemovePlayer(m_PlayerGuid, true); + bgQueue.RemovePlayer(m_PlayerGuid, true); //update queues if battleground isn't ended - if (bg) - sBattleGroundMgr.ScheduleQueueUpdate(m_BgQueueTypeId, m_BgTypeId, bg->GetQueueId()); + if (bg && bg->isBattleGround() && bg->GetStatus() != STATUS_WAIT_LEAVE) + sBattleGroundMgr.ScheduleQueueUpdate(0, 0, m_BgQueueTypeId, m_BgTypeId, bg->GetBracketId()); WorldPacket data; sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_NONE, 0, 0, 0); @@ -1140,8 +1142,8 @@ void BattleGroundMgr::DeleteAllBattleGrounds() { BattleGround * bg = itr->second; m_BattleGrounds[i].erase(itr++); - if (!m_ClientBattleGroundIds[i][bg->GetQueueId()].empty()) - m_ClientBattleGroundIds[i][bg->GetQueueId()].erase(bg->GetClientInstanceID()); + if (!m_ClientBattleGroundIds[i][bg->GetBracketId()].empty()) + m_ClientBattleGroundIds[i][bg->GetBracketId()].erase(bg->GetClientInstanceID()); delete bg; } } @@ -1176,8 +1178,8 @@ void BattleGroundMgr::Update(uint32 diff) { BattleGround * bg = itr->second; m_BattleGrounds[i].erase(itr); - if (!m_ClientBattleGroundIds[i][bg->GetQueueId()].empty()) - m_ClientBattleGroundIds[i][bg->GetQueueId()].erase(bg->GetClientInstanceID()); + if (!m_ClientBattleGroundIds[i][bg->GetBracketId()].empty()) + m_ClientBattleGroundIds[i][bg->GetBracketId()].erase(bg->GetClientInstanceID()); delete bg; } } @@ -1186,18 +1188,22 @@ void BattleGroundMgr::Update(uint32 diff) // update scheduled queues if (!m_QueueUpdateScheduler.empty()) { - //copy vector and clear the other - // TODO add lock - // TODO maybe std::list would be better and then unlock after end of cycle - std::vector<uint32> scheduled(m_QueueUpdateScheduler); - m_QueueUpdateScheduler.clear(); - // TODO drop lock + std::vector<uint64> scheduled; + { + //copy vector and clear the other + scheduled = std::vector<uint64>(m_QueueUpdateScheduler); + m_QueueUpdateScheduler.clear(); + //release lock + } + for (uint8 i = 0; i < scheduled.size(); i++) { - BattleGroundQueueTypeId bgQueueTypeId = BattleGroundQueueTypeId(scheduled[i] >> 16); + uint32 arenaRating = scheduled[i] >> 32; + uint8 arenaType = scheduled[i] >> 24 & 255; + BattleGroundQueueTypeId bgQueueTypeId = BattleGroundQueueTypeId(scheduled[i] >> 16 & 255); BattleGroundTypeId bgTypeId = BattleGroundTypeId((scheduled[i] >> 8) & 255); - BGQueueIdBasedOnLevel queue_id = BGQueueIdBasedOnLevel(scheduled[i] & 255); - m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, queue_id); + BattleGroundBracketId bracket_id = BattleGroundBracketId(scheduled[i] & 255); + m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, bracket_id, arenaType, arenaRating > 0, arenaRating); } } @@ -1207,14 +1213,14 @@ void BattleGroundMgr::Update(uint32 diff) // it's time to force update if (m_NextRatingDiscardUpdate < diff) { - // forced update for level 70 rated arenas + // forced update for rated arenas (scan all, but skipped non rated) sLog.outDebug("BattleGroundMgr: UPDATING ARENA QUEUES"); - m_BattleGroundQueues[BATTLEGROUND_QUEUE_2v2].Update(BATTLEGROUND_AA, QUEUE_ID_MAX_LEVEL_79, ARENA_TYPE_2v2, true, 0); - m_BattleGroundQueues[BATTLEGROUND_QUEUE_2v2].Update(BATTLEGROUND_AA, QUEUE_ID_MAX_LEVEL_80, ARENA_TYPE_2v2, true, 0); - m_BattleGroundQueues[BATTLEGROUND_QUEUE_3v3].Update(BATTLEGROUND_AA, QUEUE_ID_MAX_LEVEL_79, ARENA_TYPE_3v3, true, 0); - m_BattleGroundQueues[BATTLEGROUND_QUEUE_3v3].Update(BATTLEGROUND_AA, QUEUE_ID_MAX_LEVEL_80, ARENA_TYPE_3v3, true, 0); - m_BattleGroundQueues[BATTLEGROUND_QUEUE_5v5].Update(BATTLEGROUND_AA, QUEUE_ID_MAX_LEVEL_79, ARENA_TYPE_5v5, true, 0); - m_BattleGroundQueues[BATTLEGROUND_QUEUE_5v5].Update(BATTLEGROUND_AA, QUEUE_ID_MAX_LEVEL_80, ARENA_TYPE_5v5, true, 0); + for(int qtype = BATTLEGROUND_QUEUE_2v2; qtype <= BATTLEGROUND_QUEUE_5v5; ++qtype) + for(int bracket = BG_BRACKET_ID_FIRST; bracket < MAX_BATTLEGROUND_BRACKETS; ++bracket) + m_BattleGroundQueues[qtype].Update( + BATTLEGROUND_AA, BattleGroundBracketId(bracket), + BattleGroundMgr::BGArenaType(BattleGroundQueueTypeId(qtype)), true, 0); + m_NextRatingDiscardUpdate = sWorld.getConfig(CONFIG_ARENA_RATING_DISCARD_TIMER); } else @@ -1484,7 +1490,7 @@ BattleGround * BattleGroundMgr::GetBattleGroundTemplate(BattleGroundTypeId bgTyp return m_BattleGrounds[bgTypeId].empty() ? NULL : m_BattleGrounds[bgTypeId].begin()->second; } -uint32 BattleGroundMgr::CreateClientVisibleInstanceId(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLevel queue_id) +uint32 BattleGroundMgr::CreateClientVisibleInstanceId(BattleGroundTypeId bgTypeId, BattleGroundBracketId bracket_id) { if (IsArenaType(bgTypeId)) return 0; //arenas don't have client-instanceids @@ -1496,18 +1502,18 @@ uint32 BattleGroundMgr::CreateClientVisibleInstanceId(BattleGroundTypeId bgTypeI // the following works, because std::set is default ordered with "<" // the optimalization would be to use as bitmask std::vector<uint32> - but that would only make code unreadable uint32 lastId = 0; - for (std::set<uint32>::iterator itr = m_ClientBattleGroundIds[bgTypeId][queue_id].begin(); itr != m_ClientBattleGroundIds[bgTypeId][queue_id].end();) + for(std::set<uint32>::iterator itr = m_ClientBattleGroundIds[bgTypeId][bracket_id].begin(); itr != m_ClientBattleGroundIds[bgTypeId][bracket_id].end();) { if( (++lastId) != *itr) //if there is a gap between the ids, we will break.. break; lastId = *itr; } - m_ClientBattleGroundIds[bgTypeId][queue_id].insert(lastId + 1); + m_ClientBattleGroundIds[bgTypeId][bracket_id].insert(lastId + 1); return lastId + 1; } // create a new battleground that will really be used to play -BattleGround * BattleGroundMgr::CreateNewBattleGround(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLevel queue_id, uint8 arenaType, bool isRated) +BattleGround * BattleGroundMgr::CreateNewBattleGround(BattleGroundTypeId bgTypeId, PvPDifficultyEntry const* bracketEntry, uint8 arenaType, bool isRated) { // get the template BG BattleGround *bg_template = GetBattleGroundTemplate(bgTypeId); @@ -1589,14 +1595,14 @@ BattleGround * BattleGroundMgr::CreateNewBattleGround(BattleGroundTypeId bgTypeI // generate a new instance id bg->SetInstanceID(MapManager::Instance().GenerateInstanceId()); // set instance id - bg->SetClientInstanceID(CreateClientVisibleInstanceId(bgTypeId, queue_id)); + bg->SetClientInstanceID(CreateClientVisibleInstanceId(bgTypeId, bracketEntry->GetBracketId())); // reset the new bg (set status to status_wait_queue from status_none) bg->Reset(); // start the joining of the bg bg->SetStatus(STATUS_WAIT_JOIN); - bg->SetQueueId(queue_id); + bg->SetBracket(bracketEntry); bg->SetArenaType(arenaType); bg->SetRated(isRated); @@ -1843,9 +1849,6 @@ void BattleGroundMgr::BuildBattleGroundListPacket(WorldPacket *data, const uint6 if (!plr) return; - uint32 PlayerLevel = 10; - PlayerLevel = plr->getLevel(); - data->Initialize(SMSG_BATTLEFIELD_LIST); *data << uint64(guid); // battlemaster guid *data << uint8(fromWhere); // from where you joined @@ -1865,13 +1868,20 @@ void BattleGroundMgr::BuildBattleGroundListPacket(WorldPacket *data, const uint6 uint32 count = 0; *data << uint32(0); // number of bg instances - uint32 queue_id = plr->GetBattleGroundQueueIdFromLevel(bgTypeId); - for (std::set<uint32>::iterator itr = m_ClientBattleGroundIds[bgTypeId][queue_id].begin(); itr != m_ClientBattleGroundIds[bgTypeId][queue_id].end(); ++itr) + if(BattleGround* bgTemplate = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId)) { - *data << uint32(*itr); - ++count; + // expected bracket entry + if(PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bgTemplate->GetMapId(),plr->getLevel())) + { + BattleGroundBracketId bracketId = bracketEntry->GetBracketId(); + for(std::set<uint32>::iterator itr = m_ClientBattleGroundIds[bgTypeId][bracketId].begin(); itr != m_ClientBattleGroundIds[bgTypeId][bracketId].end();++itr) + { + *data << uint32(*itr); + ++count; + } + data->put<uint32>( count_pos , count); + } } - data->put<uint32>( count_pos , count); } } @@ -2026,11 +2036,11 @@ void BattleGroundMgr::SetHolidayWeekends(uint32 mask) } } -void BattleGroundMgr::ScheduleQueueUpdate(BattleGroundQueueTypeId bgQueueTypeId, BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLevel queue_id) +void BattleGroundMgr::ScheduleQueueUpdate(uint32 arenaRating, uint8 arenaType, BattleGroundQueueTypeId bgQueueTypeId, BattleGroundTypeId bgTypeId, BattleGroundBracketId bracket_id) { //This method must be atomic, TODO add mutex - //we will use only 1 number created of bgTypeId and queue_id - uint32 schedule_id = (bgQueueTypeId << 16) | (bgTypeId << 8) | queue_id; + //we will use only 1 number created of bgTypeId and bracket_id + uint64 schedule_id = ((uint64)arenaRating << 32) | (arenaType << 24) | (bgQueueTypeId << 16) | (bgTypeId << 8) | bracket_id; bool found = false; for (uint8 i = 0; i < m_QueueUpdateScheduler.size(); i++) { |