diff options
Diffstat (limited to 'src/server/game/Battlegrounds/BattlegroundQueue.cpp')
-rwxr-xr-x | src/server/game/Battlegrounds/BattlegroundQueue.cpp | 233 |
1 files changed, 106 insertions, 127 deletions
diff --git a/src/server/game/Battlegrounds/BattlegroundQueue.cpp b/src/server/game/Battlegrounds/BattlegroundQueue.cpp index f36b4d49a35..aa4177eaf51 100755 --- a/src/server/game/Battlegrounds/BattlegroundQueue.cpp +++ b/src/server/game/Battlegrounds/BattlegroundQueue.cpp @@ -167,31 +167,31 @@ GroupQueueInfo* BattlegroundQueue::AddGroup(Player* leader, Group* grp, Battlegr } //add players from group to ginfo + if (grp) { - //ACE_Guard<ACE_Recursive_Thread_Mutex> guard(m_Lock); - if (grp) + for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { - 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()]; + 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; - ginfo->Players[leader->GetGUID()] = &pl_info; + // 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 + //add GroupInfo to m_QueuedGroups + { + //ACE_Guard<ACE_Recursive_Thread_Mutex> guard(m_Lock); m_QueuedGroups[bracketId][index].push_back(ginfo); //announce to world, this code needs mutex @@ -236,16 +236,16 @@ GroupQueueInfo* BattlegroundQueue::AddGroup(Player* leader, Group* grp, Battlegr 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! + uint8 team_index = TEAM_ALLIANCE; //default set to TEAM_ALLIANCE - or non rated arenas! if (!ginfo->ArenaType) { if (ginfo->Team == HORDE) - team_index = BG_TEAM_HORDE; + team_index = TEAM_HORDE; } else { if (ginfo->IsRated) - team_index = BG_TEAM_HORDE; //for rated arenas use BG_TEAM_HORDE + team_index = TEAM_HORDE; //for rated arenas use TEAM_HORDE } //store pointer to arrayindex of player that was added first @@ -263,16 +263,16 @@ void BattlegroundQueue::PlayerInvitedToBGUpdateAverageWaitTime(GroupQueueInfo* g uint32 BattlegroundQueue::GetAverageQueueWaitTime(GroupQueueInfo* ginfo, BattlegroundBracketId bracket_id) const { - uint8 team_index = BG_TEAM_ALLIANCE; //default set to BG_TEAM_ALLIANCE - or non rated arenas! + uint8 team_index = TEAM_ALLIANCE; //default set to TEAM_ALLIANCE - or non rated arenas! if (!ginfo->ArenaType) { if (ginfo->Team == HORDE) - team_index = BG_TEAM_HORDE; + team_index = TEAM_HORDE; } else { if (ginfo->IsRated) - team_index = BG_TEAM_HORDE; //for rated arenas use BG_TEAM_HORDE + team_index = TEAM_HORDE; //for rated arenas use TEAM_HORDE } //check if there is enought values(we always add values > 0) if (m_WaitTimes[team_index][bracket_id][COUNT_OF_PLAYERS_TO_AVERAGE_WAIT_TIME - 1]) @@ -299,11 +299,11 @@ void BattlegroundQueue::RemovePlayer(uint64 guid, bool decreaseInvitedCount) } GroupQueueInfo* group = itr->second.GroupInfo; - GroupsQueueType::iterator group_itr, group_itr_tmp; + GroupsQueueType::iterator group_itr; // mostly people with the highest levels are in battlegrounds, thats why // we count from MAX_BATTLEGROUND_QUEUES - 1 to 0 - // variable index removes useless searching in other team's queue - uint32 index = (group->Team == HORDE) ? BG_TEAM_HORDE : BG_TEAM_ALLIANCE; + + uint32 index = (group->Team == HORDE) ? BG_QUEUE_PREMADE_HORDE : BG_QUEUE_PREMADE_ALLIANCE; for (int32 bracket_id_tmp = MAX_BATTLEGROUND_BRACKETS - 1; bracket_id_tmp >= 0 && bracket_id == -1; --bracket_id_tmp) { @@ -311,12 +311,13 @@ void BattlegroundQueue::RemovePlayer(uint64 guid, bool decreaseInvitedCount) //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_TEAMS_COUNT) { - for (group_itr_tmp = m_QueuedGroups[bracket_id_tmp][j].begin(); group_itr_tmp != m_QueuedGroups[bracket_id_tmp][j].end(); ++group_itr_tmp) + GroupsQueueType::iterator k = m_QueuedGroups[bracket_id_tmp][j].begin(); + for (; k != m_QueuedGroups[bracket_id_tmp][j].end(); ++k) { - if ((*group_itr_tmp) == group) + if ((*k) == group) { bracket_id = bracket_id_tmp; - group_itr = group_itr_tmp; + group_itr = k; //we must store index to be able to erase iterator index = j; break; @@ -345,7 +346,7 @@ void BattlegroundQueue::RemovePlayer(uint64 guid, bool decreaseInvitedCount) // if invited to bg, and should decrease invited count, then do it if (decreaseInvitedCount && group->IsInvitedToBGInstanceGUID) - if (Battleground* bg = sBattlegroundMgr->GetBattleground(group->IsInvitedToBGInstanceGUID, group->BgTypeId == BATTLEGROUND_AA ? BATTLEGROUND_TYPE_NONE : group->BgTypeId)) + if (Battleground* bg = sBattlegroundMgr->GetBattleground(group->IsInvitedToBGInstanceGUID, group->BgTypeId)) bg->DecreaseInvitedCount(group->Team); // remove player queue info @@ -375,11 +376,13 @@ void BattlegroundQueue::RemovePlayer(uint64 guid, bool decreaseInvitedCount) { m_QueuedGroups[bracket_id][index].erase(group_itr); delete group; + return; } + // if group wasn't empty, so it wasn't deleted, and player have left a rated // queue -> everyone from the group should leave too // don't remove recursively if already invited to bg! - else if (!group->IsInvitedToBGInstanceGUID && group->IsRated) + if (!group->IsInvitedToBGInstanceGUID && group->IsRated) { // remove next player, this is recursive // first send removal information @@ -417,6 +420,11 @@ bool BattlegroundQueue::GetPlayerGroupInfoData(uint64 guid, GroupQueueInfo* ginf return true; } +uint32 BattlegroundQueue::GetPlayersInQueue(TeamId id) +{ + return m_SelectionPools[id].GetPlayerCount(); +} + bool BattlegroundQueue::InviteGroupToBG(GroupQueueInfo* ginfo, Battleground* bg, uint32 side) { // set side if needed @@ -467,7 +475,8 @@ bool BattlegroundQueue::InviteGroupToBG(GroupQueueInfo* ginfo, Battleground* bg, uint32 queueSlot = player->GetBattlegroundQueueIndex(bgQueueTypeId); - sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: invited player %s (%u) to BG instance %u queueindex %u bgtype %u, I can't help it if they don't press the enter battle button.", player->GetName(), player->GetGUIDLow(), bg->GetInstanceID(), queueSlot, bg->GetTypeID()); + sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: invited player %s (%u) to BG instance %u queueindex %u bgtype %u, I can't help it if they don't press the enter battle button.", + player->GetName(), player->GetGUIDLow(), bg->GetInstanceID(), queueSlot, bg->GetTypeID()); // send status packet sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_JOIN, INVITE_ACCEPT_WAIT_TIME, 0, ginfo->ArenaType); @@ -495,13 +504,13 @@ void BattlegroundQueue::FillPlayersToBG(Battleground* bg, BattlegroundBracketId 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++) + for (; aliIndex < aliCount && m_SelectionPools[TEAM_ALLIANCE].AddGroup((*Ali_itr), aliFree); aliIndex++) ++Ali_itr; //the same thing for horde 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++) + for (; hordeIndex < hordeCount && m_SelectionPools[TEAM_HORDE].AddGroup((*Horde_itr), hordeFree); hordeIndex++) ++Horde_itr; //if ofc like BG queue invitation is set in config, then we are happy @@ -517,45 +526,45 @@ void BattlegroundQueue::FillPlayersToBG(Battleground* bg, BattlegroundBracketId */ // At first we need to compare free space in bg and our selection pool - int32 diffAli = aliFree - int32(m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount()); - int32 diffHorde = hordeFree - int32(m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount()); - while (abs(diffAli - diffHorde) > 1 && (m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() > 0 || m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() > 0)) + int32 diffAli = aliFree - int32(m_SelectionPools[TEAM_ALLIANCE].GetPlayerCount()); + int32 diffHorde = hordeFree - int32(m_SelectionPools[TEAM_HORDE].GetPlayerCount()); + while (abs(diffAli - diffHorde) > 1 && (m_SelectionPools[TEAM_HORDE].GetPlayerCount() > 0 || m_SelectionPools[TEAM_ALLIANCE].GetPlayerCount() > 0)) { //each cycle execution we need to kick at least 1 group if (diffAli < diffHorde) { //kick alliance group, add to pool new group if needed - if (m_SelectionPools[BG_TEAM_ALLIANCE].KickGroup(diffHorde - diffAli)) + if (m_SelectionPools[TEAM_ALLIANCE].KickGroup(diffHorde - diffAli)) { - for (; aliIndex < aliCount && m_SelectionPools[BG_TEAM_ALLIANCE].AddGroup((*Ali_itr), (aliFree >= diffHorde) ? aliFree - diffHorde : 0); aliIndex++) + for (; aliIndex < aliCount && m_SelectionPools[TEAM_ALLIANCE].AddGroup((*Ali_itr), (aliFree >= diffHorde) ? aliFree - diffHorde : 0); aliIndex++) ++Ali_itr; } //if ali selection is already empty, then kick horde group, but if there are less horde than ali in bg - break; - if (!m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount()) + if (!m_SelectionPools[TEAM_ALLIANCE].GetPlayerCount()) { if (aliFree <= diffHorde + 1) break; - m_SelectionPools[BG_TEAM_HORDE].KickGroup(diffHorde - diffAli); + m_SelectionPools[TEAM_HORDE].KickGroup(diffHorde - diffAli); } } else { //kick horde group, add to pool new group if needed - if (m_SelectionPools[BG_TEAM_HORDE].KickGroup(diffAli - diffHorde)) + if (m_SelectionPools[TEAM_HORDE].KickGroup(diffAli - diffHorde)) { - for (; hordeIndex < hordeCount && m_SelectionPools[BG_TEAM_HORDE].AddGroup((*Horde_itr), (hordeFree >= diffAli) ? hordeFree - diffAli : 0); hordeIndex++) + for (; hordeIndex < hordeCount && m_SelectionPools[TEAM_HORDE].AddGroup((*Horde_itr), (hordeFree >= diffAli) ? hordeFree - diffAli : 0); hordeIndex++) ++Horde_itr; } - if (!m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount()) + if (!m_SelectionPools[TEAM_HORDE].GetPlayerCount()) { if (hordeFree <= diffAli + 1) break; - m_SelectionPools[BG_TEAM_ALLIANCE].KickGroup(diffAli - diffHorde); + m_SelectionPools[TEAM_ALLIANCE].KickGroup(diffAli - diffHorde); } } //count diffs after small update - diffAli = aliFree - int32(m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount()); - diffHorde = hordeFree - int32(m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount()); + diffAli = aliFree - int32(m_SelectionPools[TEAM_ALLIANCE].GetPlayerCount()); + diffHorde = hordeFree - int32(m_SelectionPools[TEAM_HORDE].GetPlayerCount()); } } @@ -579,10 +588,10 @@ bool BattlegroundQueue::CheckPremadeMatch(BattlegroundBracketId bracket_id, uint 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); + m_SelectionPools[TEAM_ALLIANCE].AddGroup((*ali_group), MaxPlayersPerTeam); + m_SelectionPools[TEAM_HORDE].AddGroup((*horde_group), MaxPlayersPerTeam); //add groups/players from normal queue to size of bigger group - uint32 maxPlayers = std::min(m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount(), m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount()); + uint32 maxPlayers = std::min(m_SelectionPools[TEAM_ALLIANCE].GetPlayerCount(), m_SelectionPools[TEAM_HORDE].GetPlayerCount()); GroupsQueueType::const_iterator itr; for (uint32 i = 0; i < BG_TEAMS_COUNT; i++) { @@ -637,11 +646,11 @@ bool BattlegroundQueue::CheckNormalMatch(Battleground* bg_template, Battleground } } //try to invite same number of players - this cycle may cause longer wait time even if there are enough players in queue, but we want ballanced bg - uint32 j = BG_TEAM_ALLIANCE; - if (m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() < m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount()) - j = BG_TEAM_HORDE; + uint32 j = TEAM_ALLIANCE; + if (m_SelectionPools[TEAM_HORDE].GetPlayerCount() < m_SelectionPools[TEAM_ALLIANCE].GetPlayerCount()) + j = TEAM_HORDE; if (sWorld->getIntConfig(CONFIG_BATTLEGROUND_INVITATION_TYPE) != 0 - && m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() >= minPlayers && m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() >= minPlayers) + && m_SelectionPools[TEAM_HORDE].GetPlayerCount() >= minPlayers && m_SelectionPools[TEAM_ALLIANCE].GetPlayerCount() >= minPlayers) { //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; @@ -652,28 +661,28 @@ bool BattlegroundQueue::CheckNormalMatch(Battleground* bg_template, Battleground break; } // do not allow to start bg with more than 2 players more on 1 faction - if (abs((int32)(m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() - m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount())) > 2) + if (abs((int32)(m_SelectionPools[TEAM_HORDE].GetPlayerCount() - m_SelectionPools[TEAM_ALLIANCE].GetPlayerCount())) > 2) return false; } //allow 1v0 if debug bg - if (sBattlegroundMgr->isTesting() && bg_template->isBattleground() && (m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() || m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount())) + if (sBattlegroundMgr->isTesting() && bg_template->isBattleground() && (m_SelectionPools[TEAM_ALLIANCE].GetPlayerCount() || m_SelectionPools[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() >= minPlayers && m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() >= minPlayers; + return m_SelectionPools[TEAM_ALLIANCE].GetPlayerCount() >= minPlayers && m_SelectionPools[TEAM_HORDE].GetPlayerCount() >= minPlayers; } // this method will check if we can invite players to same faction skirmish match bool BattlegroundQueue::CheckSkirmishForSameFaction(BattlegroundBracketId bracket_id, uint32 minPlayersPerTeam) { - if (m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() < minPlayersPerTeam && m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() < minPlayersPerTeam) + if (m_SelectionPools[TEAM_ALLIANCE].GetPlayerCount() < minPlayersPerTeam && m_SelectionPools[TEAM_HORDE].GetPlayerCount() < minPlayersPerTeam) return false; - uint32 teamIndex = BG_TEAM_ALLIANCE; - uint32 otherTeam = BG_TEAM_HORDE; + uint32 teamIndex = TEAM_ALLIANCE; + uint32 otherTeam = TEAM_HORDE; uint32 otherTeamId = HORDE; - if (m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() == minPlayersPerTeam) + if (m_SelectionPools[TEAM_HORDE].GetPlayerCount() == minPlayersPerTeam) { - teamIndex = BG_TEAM_HORDE; - otherTeam = BG_TEAM_ALLIANCE; + teamIndex = TEAM_HORDE; + otherTeam = TEAM_ALLIANCE; otherTeamId = ALLIANCE; } //clear other team's selection @@ -740,38 +749,32 @@ void BattlegroundQueue::BattlegroundQueueUpdate(uint32 /*diff*/, BattlegroundTyp 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 + // 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 bracket_id - BGFreeSlotQueueType::iterator itr, next; - for (itr = sBattlegroundMgr->BGFreeSlotQueue[bgTypeId].begin(); itr != sBattlegroundMgr->BGFreeSlotQueue[bgTypeId].end(); itr = next) + BGFreeSlotQueueContainer& bgQueues = sBattlegroundMgr->GetBGFreeSlotQueueStore(bgTypeId); + for (BGFreeSlotQueueContainer::iterator itr = bgQueues.begin(); itr != bgQueues.end();) { - next = itr; - ++next; - // DO NOT allow queue manager to invite new player to arena - if ((*itr)->isBattleground() && (*itr)->GetTypeID() == bgTypeId && (*itr)->GetBracketId() == bracket_id && - (*itr)->GetStatus() > STATUS_WAIT_QUEUE && (*itr)->GetStatus() < STATUS_WAIT_LEAVE) + Battleground* bg = *itr; ++itr; + // DO NOT allow queue manager to invite new player to rated games + if (!bg->isRated() && bg->GetTypeID() == bgTypeId && bg->GetBracketId() == bracket_id && + bg->GetStatus() > STATUS_WAIT_QUEUE && bg->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!!) - // and iterator is invalid - // clear selection pools - m_SelectionPools[BG_TEAM_ALLIANCE].Init(); - m_SelectionPools[BG_TEAM_HORDE].Init(); + m_SelectionPools[TEAM_ALLIANCE].Init(); + m_SelectionPools[TEAM_HORDE].Init(); // call a function that does the job for us 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) + for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_ALLIANCE].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_ALLIANCE].SelectedGroups.end(); ++citr) InviteGroupToBG((*citr), bg, (*citr)->Team); - for (GroupsQueueType::const_iterator citr = m_SelectionPools[BG_TEAM_HORDE].SelectedGroups.begin(); citr != m_SelectionPools[BG_TEAM_HORDE].SelectedGroups.end(); ++citr) + + for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_HORDE].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_HORDE].SelectedGroups.end(); ++citr) InviteGroupToBG((*citr), bg, (*citr)->Team); if (!bg->HasFreeSlots()) - { - // remove BG from BGFreeSlotQueue bg->RemoveFromBGFreeSlotQueue(); - } } } @@ -794,62 +797,38 @@ void BattlegroundQueue::BattlegroundQueueUpdate(uint32 /*diff*/, BattlegroundTyp // 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(); - if (sBattlegroundMgr->isTesting()) - MinPlayersPerTeam = 1; + if (bg_template->isArena()) { - if (sBattlegroundMgr->isArenaTesting()) - { - MaxPlayersPerTeam = 1; - MinPlayersPerTeam = 1; - } - else - { - //this switch can be much shorter - MaxPlayersPerTeam = arenaType; - MinPlayersPerTeam = arenaType; - /*switch (arenaType) - { - case ARENA_TYPE_2v2: - MaxPlayersPerTeam = 2; - MinPlayersPerTeam = 2; - break; - case ARENA_TYPE_3v3: - MaxPlayersPerTeam = 3; - MinPlayersPerTeam = 3; - break; - case ARENA_TYPE_5v5: - MaxPlayersPerTeam = 5; - MinPlayersPerTeam = 5; - break; - }*/ - } + MaxPlayersPerTeam = arenaType; + MinPlayersPerTeam = sBattlegroundMgr->isArenaTesting() ? 1 : arenaType; } + else if (sBattlegroundMgr->isTesting()) + MinPlayersPerTeam = 1; - m_SelectionPools[BG_TEAM_ALLIANCE].Init(); - m_SelectionPools[BG_TEAM_HORDE].Init(); + m_SelectionPools[TEAM_ALLIANCE].Init(); + m_SelectionPools[TEAM_HORDE].Init(); if (bg_template->isBattleground()) { - //check if there is premade against premade match if (CheckPremadeMatch(bracket_id, MinPlayersPerTeam, MaxPlayersPerTeam)) { - //create new battleground + // create new battleground Battleground* bg2 = sBattlegroundMgr->CreateNewBattleground(bgTypeId, bracketEntry, 0, false); if (!bg2) { sLog->outError(LOG_FILTER_BATTLEGROUND, "BattlegroundQueue::Update - Cannot create battleground: %u", bgTypeId); return; } - //invite those selection pools + // invite those selection pools for (uint32 i = 0; i < BG_TEAMS_COUNT; i++) - for (GroupsQueueType::const_iterator citr = m_SelectionPools[BG_TEAM_ALLIANCE + i].SelectedGroups.begin(); citr != m_SelectionPools[BG_TEAM_ALLIANCE + i].SelectedGroups.end(); ++citr) + for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.end(); ++citr) InviteGroupToBG((*citr), bg2, (*citr)->Team); - //start bg + bg2->StartBattleground(); //clear structures - m_SelectionPools[BG_TEAM_ALLIANCE].Init(); - m_SelectionPools[BG_TEAM_HORDE].Init(); + m_SelectionPools[TEAM_ALLIANCE].Init(); + m_SelectionPools[TEAM_HORDE].Init(); } } @@ -870,7 +849,7 @@ void BattlegroundQueue::BattlegroundQueueUpdate(uint32 /*diff*/, BattlegroundTyp // invite those selection pools for (uint32 i = 0; i < BG_TEAMS_COUNT; i++) - for (GroupsQueueType::const_iterator citr = m_SelectionPools[BG_TEAM_ALLIANCE + i].SelectedGroups.begin(); citr != m_SelectionPools[BG_TEAM_ALLIANCE + i].SelectedGroups.end(); ++citr) + for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.end(); ++citr) InviteGroupToBG((*citr), bg2, (*citr)->Team); // start bg bg2->StartBattleground(); @@ -957,8 +936,8 @@ void BattlegroundQueue::BattlegroundQueueUpdate(uint32 /*diff*/, BattlegroundTyp //if we have 2 teams, then start new arena and invite players! if (found == 2) { - GroupQueueInfo* aTeam = *itr_teams[BG_TEAM_ALLIANCE]; - GroupQueueInfo* hTeam = *itr_teams[BG_TEAM_HORDE]; + GroupQueueInfo* aTeam = *itr_teams[TEAM_ALLIANCE]; + GroupQueueInfo* hTeam = *itr_teams[TEAM_HORDE]; Battleground* arena = sBattlegroundMgr->CreateNewBattleground(bgTypeId, bracketEntry, arenaType, true); if (!arena) { @@ -977,12 +956,12 @@ void BattlegroundQueue::BattlegroundQueueUpdate(uint32 /*diff*/, BattlegroundTyp if (aTeam->Team != ALLIANCE) { m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].push_front(aTeam); - m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].erase(itr_teams[BG_TEAM_ALLIANCE]); + m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].erase(itr_teams[TEAM_ALLIANCE]); } if (hTeam->Team != HORDE) { m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].push_front(hTeam); - m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].erase(itr_teams[BG_TEAM_HORDE]); + m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].erase(itr_teams[TEAM_HORDE]); } arena->SetArenaMatchmakerRating(ALLIANCE, aTeam->ArenaMatchmakerRating); @@ -1017,7 +996,7 @@ bool BGQueueInviteEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/) if (queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES) // player is in queue or in battleground { // check if player is invited to this bg - BattlegroundQueue &bgQueue = sBattlegroundMgr->m_BattlegroundQueues[bgQueueTypeId]; + BattlegroundQueue &bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId); if (bgQueue.IsPlayerInvited(m_PlayerGuid, m_BgInstanceGUID, m_RemoveTime)) { WorldPacket data; @@ -1058,7 +1037,7 @@ bool BGQueueRemoveEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/) 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 &bgQueue = sBattlegroundMgr->m_BattlegroundQueues[m_BgQueueTypeId]; + BattlegroundQueue &bgQueue = sBattlegroundMgr->GetBattlegroundQueue(m_BgQueueTypeId); if (bgQueue.IsPlayerInvited(m_PlayerGuid, m_BgInstanceGUID, m_RemoveTime)) { sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: removing player %u from bg queue for instance %u because of not pressing enter battle in time.", player->GetGUIDLow(), m_BgInstanceGUID); |