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-rw-r--r--src/server/game/DungeonFinding/LFGMgr.cpp403
-rw-r--r--src/server/game/DungeonFinding/LFGMgr.h42
2 files changed, 202 insertions, 243 deletions
diff --git a/src/server/game/DungeonFinding/LFGMgr.cpp b/src/server/game/DungeonFinding/LFGMgr.cpp
index fd4ab1bbe02..4232ec0fa76 100644
--- a/src/server/game/DungeonFinding/LFGMgr.cpp
+++ b/src/server/game/DungeonFinding/LFGMgr.cpp
@@ -24,123 +24,39 @@
#include "ObjectMgr.h"
#include "WorldPacket.h"
-/*********************************************************/
-/*** LFG QUEUES ***/
-/*********************************************************/
-
-LFGQueue::LFGQueue()
-{
- m_LfgQueue.clear();
- avgWaitTime = -1;
- waitTimeTanks = -1;
- waitTimeHealer = -1;
- waitTimeDps = -1;
-}
-
-LFGQueue::~LFGQueue()
-{
- m_LfgQueue.clear();
-}
-
-void LFGQueue::AddToQueue(uint64 guid, LfgQueueInfo* pqInfo)
-{
- delete m_LfgQueue[guid];
- m_LfgQueue[guid] = pqInfo;
- // ATM will only add it to the queue... No find group implementation... yet (on purpose)
-}
-
-bool LFGQueue::RemoveFromQueue(uint64 guid)
-{
- if (m_LfgQueue.empty())
- return false;
-
- LfgQueueInfoMap::iterator itr = m_LfgQueue.find(guid);
- if (itr == m_LfgQueue.end())
- return false;
-
- delete itr->second;
- m_LfgQueue.erase(itr);
- return true;
-}
-
-LfgQueueInfo* LFGQueue::GetQueueInfo(uint64 guid)
-{
- return m_LfgQueue[guid];
-}
-
-void LFGQueue::Update()
-{
- if (m_LfgQueue.empty())
- return;
-
- Player *plr;
- LfgQueueInfo *queue;
- time_t currTime = time(NULL);
- uint32 queuedTime;
- uint8 role = 0;
- int32 waitTime = -1;
- for (LfgQueueInfoMap::const_iterator itQueue = m_LfgQueue.begin(); itQueue != m_LfgQueue.end(); ++itQueue)
- {
- queue = itQueue->second;
- // Update queue status
- queuedTime = uint32(currTime - queue->joinTime);
- for (LfgRolesMap::const_iterator itPlayer = queue->roles.begin(); itPlayer != queue->roles.end(); ++itPlayer)
- {
- plr = sObjectMgr.GetPlayer(itPlayer->first);
- if (!plr)
- continue;
- role = itPlayer->second;
- if (role & ROLE_TANK)
- {
- if (role & ROLE_HEALER || role & ROLE_DAMAGE)
- waitTime = avgWaitTime;
- else
- waitTime = waitTimeTanks;
- }
- else if (role & ROLE_HEALER)
- {
- if (role & ROLE_DAMAGE)
- waitTime = avgWaitTime;
- else
- waitTime = waitTimeDps;
- }
- plr->GetSession()->SendLfgQueueStatus(queue->dungeonId, waitTime, avgWaitTime, waitTimeTanks, waitTimeHealer, waitTimeDps, queuedTime, queue->tanks, queue->healers, queue->dps);
- }
- }
-}
-
LFGMgr::LFGMgr()
{
m_QueueTimer = 0;
+ m_avgWaitTime = -1;
+ m_waitTimeTanks = -1;
+ m_waitTimeHealer = -1;
+ m_waitTimeDps = -1;
m_update = true;
}
LFGMgr::~LFGMgr()
{
- // RewardList to be removed -> query quest system
+ // FIXME: RewardList to be removed -> query quest system
for (LfgRewardList::iterator it = m_RewardList.begin(); it != m_RewardList.end(); ++it)
delete *it;
m_RewardList.clear();
- // RewardDoneList to be removed -> query quest system
+ // FIXME: RewardDoneList to be removed -> query quest system
for (LfgRewardList::iterator it = m_RewardDoneList.begin(); it != m_RewardDoneList.end(); ++it)
delete *it;
m_RewardDoneList.clear();
- for(LFGQueueMap::iterator it = m_Queues.begin(); it != m_Queues.end(); ++it)
- delete it->second;
- m_Queues.clear();
-
- for (LfgDungeonMap::iterator it = m_DungeonsMap.begin(); it != m_DungeonsMap.end(); ++it)
- {
- it->second->clear();
+ for (LfgQueueInfoMap::iterator it = m_QueueInfoMap.begin(); it != m_QueueInfoMap.end(); ++it)
delete it->second;
- }
- m_DungeonsMap.clear();
+ m_QueueInfoMap.clear();
for (LfgRoleCheckMap::iterator it = m_RoleChecks.begin(); it != m_RoleChecks.end(); ++it)
delete it->second;
m_RoleChecks.clear();
+
+ m_QueueInfoMap.clear();
+ m_currentQueue.clear();
+ m_newToQueue.clear();
}
void LFGMgr::Update(uint32 diff)
@@ -148,16 +64,7 @@ void LFGMgr::Update(uint32 diff)
if (!m_update)
return;
- // Update all players status queue info
- if (m_QueueTimer > LFG_QUEUEUPDATE_INTERVAL)
- {
- m_QueueTimer = 0;
- for (LFGQueueMap::iterator it = m_Queues.begin(); it != m_Queues.end(); ++it)
- it->second->Update();
- }
- else
- m_QueueTimer += diff;
-
+ m_update = false;
time_t currTime = time(NULL);
// Remove obsolete role checks
@@ -190,6 +97,60 @@ void LFGMgr::Update(uint32 diff)
delete pRoleCheck;
m_RoleChecks.erase(itRoleCheck);
}
+
+ // Update all players status queue info
+ if (m_QueueTimer > LFG_QUEUEUPDATE_INTERVAL)
+ {
+ m_QueueTimer = 0;
+ time_t currTime = time(NULL);
+ int32 waitTime;
+ LfgQueueInfo *queue;
+ uint32 dungeonId;
+ uint32 queuedTime;
+ uint8 role;
+ for (LfgQueueInfoMap::const_iterator itQueue = m_QueueInfoMap.begin(); itQueue != m_QueueInfoMap.end(); ++itQueue)
+ {
+ queue = itQueue->second;
+ if (!queue)
+ {
+ if (IS_GROUP(itQueue->first))
+ sLog.outError("LFGMgr::Update: group (lowguid: %u) queued with null queue info!", GUID_LOPART(itQueue->first));
+ else
+ sLog.outError("LFGMgr::Update: player (lowguid: %u) queued with null queue info!", GUID_LOPART(itQueue->first));
+ continue;
+ }
+ dungeonId = *queue->dungeons.begin();
+ queuedTime = uint32(currTime - queue->joinTime);
+ role = ROLE_NONE;
+ for (LfgRolesMap::const_iterator itPlayer = queue->roles.begin(); itPlayer != queue->roles.end(); ++itPlayer)
+ role |= itPlayer->second;
+
+ waitTime = -1;
+ if (role & ROLE_TANK)
+ {
+ if (role & ROLE_HEALER || role & ROLE_DAMAGE)
+ waitTime = m_avgWaitTime;
+ else
+ waitTime = m_waitTimeTanks;
+ }
+ else if (role & ROLE_HEALER)
+ {
+ if (role & ROLE_DAMAGE)
+ waitTime = m_avgWaitTime;
+ else
+ waitTime = m_waitTimeHealer;
+ }
+ else if (role & ROLE_DAMAGE)
+ waitTime = m_waitTimeDps;
+
+ for (LfgRolesMap::const_iterator itPlayer = queue->roles.begin(); itPlayer != queue->roles.end(); ++itPlayer)
+ if (Player * plr = sObjectMgr.GetPlayer(itPlayer->first))
+ plr->GetSession()->SendLfgQueueStatus(dungeonId, waitTime, m_avgWaitTime, m_waitTimeTanks, m_waitTimeHealer, m_waitTimeDps, queuedTime, queue->tanks, queue->healers, queue->dps);
+ }
+ }
+ else
+ m_QueueTimer += diff;
+ m_update = true;
}
/// <summary>
@@ -243,13 +204,23 @@ void LFGMgr::Join(Player *plr)
{
Group *grp = plr->GetGroup();
- // TODO - 2010-05-27 Anyone can init rolecheck when already in a LFD Group?
if (grp && grp->GetLeaderGUID() != plr->GetGUID())
return;
- // Previous checks before joining
+ uint64 guid = grp ? grp->GetGUID() : plr->GetGUID();
+
+
LfgJoinResult result = LFG_JOIN_OK;
- if (plr->InBattleground() || plr->InArena())
+ // Previous checks before joining
+ if (m_QueueInfoMap[guid])
+ {
+ result = LFG_JOIN_INTERNAL_ERROR;
+ if (grp)
+ sLog.outError("LFGMgr::Join: group (lowguid: %u) trying to join but is already in queue!", grp->GetLowGUID());
+ else
+ sLog.outError("LFGMgr::Join: Player (lowguid: %u) trying to join but is already in queue!", plr->GetGUIDLow());
+ }
+ else if (plr->InBattleground() || plr->InArena())
result = LFG_JOIN_USING_BG_SYSTEM;
else if (plr->HasAura(LFG_SPELL_DESERTER))
result = LFG_JOIN_DESERTER;
@@ -260,7 +231,7 @@ void LFGMgr::Join(Player *plr)
// Check if all dungeons are valid
for (LfgDungeonSet::const_iterator it = plr->GetLfgDungeons()->begin(); it != plr->GetLfgDungeons()->end(); ++it)
{
- if ((m_DungeonsMap[LFG_ALL_DUNGEONS])->find(*it) == (m_DungeonsMap[LFG_ALL_DUNGEONS])->end())
+ if (!GetDungeonGroupType(*it))
{
result = LFG_JOIN_DUNGEON_INVALID;
break;
@@ -268,34 +239,38 @@ void LFGMgr::Join(Player *plr)
}
}
+ // Group checks
if (grp && result == LFG_JOIN_OK)
{
if (grp->GetMembersCount() > MAXGROUPSIZE)
result = LFG_JOIN_TOO_MUCH_MEMBERS;
- else if(grp->isRaidGroup())
- result = LFG_JOIN_MIXED_RAID_DUNGEON;
else
{
+ Player *plrg;
+ uint8 memberCount = 0;
for (GroupReference *itr = grp->GetFirstMember(); itr != NULL && result == LFG_JOIN_OK; itr = itr->next())
{
- if (Player *plrg = itr->getSource())
+ plrg = itr->getSource();
+ if (plrg)
{
if (plrg->HasAura(LFG_SPELL_DESERTER))
result = LFG_JOIN_PARTY_DESERTER;
else if (plrg->HasAura(LFG_SPELL_COOLDOWN))
result = LFG_JOIN_PARTY_RANDOM_COOLDOWN;
+ ++memberCount;
}
- else
- result = LFG_JOIN_DISCONNECTED;
}
+ if (memberCount != grp->GetMembersCount())
+ result = LFG_JOIN_DISCONNECTED;
}
}
- if (result != LFG_JOIN_OK)
+ if (result != LFG_JOIN_OK) // Someone can't join. Clear all stuf
{
plr->GetLfgDungeons()->clear();
plr->SetLfgRoles(ROLE_NONE);
plr->GetSession()->SendLfgJoinResult(result, 0);
+ plr->GetSession()->SendLfgUpdateParty(LFG_UPDATETYPE_ROLECHECK_FAILED);
return;
}
@@ -317,56 +292,27 @@ void LFGMgr::Join(Player *plr)
{
plr->GetSession()->SendLfgJoinResult(LFG_JOIN_OK, 0);
plr->GetSession()->SendLfgUpdatePlayer(LFG_UPDATETYPE_JOIN_PROPOSAL);
-
- // Add player to queue
- LfgQueueInfo *pqInfo;
- uint8 groupType = 0;
- uint8 tanks = LFG_TANKS_NEEDED;
- uint8 healers = LFG_HEALERS_NEEDED;
- uint8 dps = LFG_DPS_NEEDED;
- if (plr->GetLfgRoles() & ROLE_TANK)
- --tanks;
- else if (plr->GetLfgRoles() & ROLE_HEALER)
- --healers;
- else
- --dps;
- m_update = false;
- for (LfgDungeonSet::const_iterator it = plr->GetLfgDungeons()->begin(); it != plr->GetLfgDungeons()->end(); ++it)
- {
- groupType = GetDungeonGroupType(*it);
- pqInfo = m_Queues[groupType] ? m_Queues[groupType]->GetQueueInfo(plr->GetGUID()) : NULL;
- // if exist we have already added the player with another dungeon sharing same GroupType
- if (pqInfo)
- continue;
- pqInfo = new LfgQueueInfo();
- pqInfo->dungeonId = *it;
- pqInfo->joinTime = time_t(time(NULL));
- pqInfo->tanks = tanks;
- pqInfo->healers = healers;
- pqInfo->dps = dps;
- pqInfo->roles[plr->GetGUID()] = plr->GetLfgRoles();
- if (!m_Queues[groupType])
- m_Queues[groupType] = new LFGQueue();
- m_Queues[groupType]->AddToQueue(plr->GetGUID(), pqInfo);
- }
- m_update = true;
+ LfgRolesMap roles;
+ roles[plr->GetGUIDLow()] = plr->GetLfgRoles();
+ AddToQueue(plr->GetGUID(), &roles, plr->GetLfgDungeons());
+ roles.clear();
}
}
/// <summary>
/// Leave the lfg queue
/// </summary>
-/// <param name="plr">Player (could be NULL)</param>
-/// <param name="grp">Group (could be NULL)</param>
+/// <param name="Player *">Player (could be NULL)</param>
+/// <param name="Group *">Group (could be NULL)</param>
void LFGMgr::Leave(Player *plr, Group *grp /* = NULL*/)
{
uint64 guid = grp ? grp->GetGUID() : plr ? plr->GetGUID() : 0;
ASSERT(guid);
- // Check if player was in a rolecheck
+ // Remove from Role Checks
if (grp)
{
- LfgRoleCheckMap::iterator itRoleCheck = m_RoleChecks.find(GUID_LOPART(grp->GetGUID()));
+ LfgRoleCheckMap::const_iterator itRoleCheck = m_RoleChecks.find(GUID_LOPART(guid));
if (itRoleCheck != m_RoleChecks.end())
{
UpdateRoleCheck(grp); // No player to update role = LFG_ROLECHECK_ABORTED
@@ -374,14 +320,8 @@ void LFGMgr::Leave(Player *plr, Group *grp /* = NULL*/)
}
}
- // Check if player/group was in the queue
- bool inQueue = false;
- for (LFGQueueMap::iterator it = m_Queues.begin(); it != m_Queues.end(); ++it)
- inQueue |= it->second->RemoveFromQueue(guid);
-
- // Not in queue
- if (!inQueue)
- return;
+ // Remove from queue
+ RemoveFromQueue(guid);
if (grp)
{
@@ -402,32 +342,88 @@ void LFGMgr::Leave(Player *plr, Group *grp /* = NULL*/)
}
/// <summary>
+/// Creates a QueueInfo and adds it to the queue. Tries to match a group before joining.
+/// </summary>
+/// <param name="uint64">Player or group guid</param>
+/// <param name="LfgRolesMap *">Player roles</param>
+/// <param name="LfgDungeonSet *">Selected dungeons</param>
+void LFGMgr::AddToQueue(uint64 guid, LfgRolesMap *roles, LfgDungeonSet *dungeons)
+{
+ ASSERT(roles);
+ ASSERT(dungeons);
+
+ LfgQueueInfo *pqInfo = new LfgQueueInfo();
+ pqInfo->joinTime = time_t(time(NULL));
+ for (LfgRolesMap::const_iterator it = roles->begin(); it != roles->end(); ++it)
+ {
+ if (pqInfo->tanks && it->second & ROLE_TANK)
+ --pqInfo->tanks;
+ else if (pqInfo->healers && it->second & ROLE_HEALER)
+ --pqInfo->healers;
+ else
+ --pqInfo->dps;
+ }
+ for (LfgRolesMap::const_iterator itRoles = roles->begin(); itRoles != roles->end(); ++itRoles)
+ pqInfo->roles[itRoles->first] = itRoles->second;
+
+ // Expand random dungeons
+ LfgDungeonSet *expandedDungeons = dungeons;
+ if (isRandomDungeon(*dungeons->begin()))
+ expandedDungeons = GetDungeonsByRandom(*dungeons->begin());
+
+ for (LfgDungeonSet::const_iterator it = expandedDungeons->begin(); it != expandedDungeons->end(); ++it)
+ pqInfo->dungeons.insert(*it);
+
+ m_QueueInfoMap[guid] = pqInfo;
+ m_newToQueue.push_back(guid);
+}
+
+/// <summary>
+/// Removes the player/group from all queues
+/// </summary>
+/// <param name="uint64">Player or group guid</param>
+/// <returns>bool</returns>
+bool LFGMgr::RemoveFromQueue(uint64 guid)
+{
+ m_currentQueue.remove(guid);
+ m_newToQueue.remove(guid);
+ LfgQueueInfoMap::iterator it = m_QueueInfoMap.find(guid);
+ if (it != m_QueueInfoMap.end())
+ {
+ delete it->second;
+ m_QueueInfoMap.erase(it);
+ return true;
+ }
+ return false;
+}
+
+/// <summary>
/// Update the Role check info with the player selected role.
/// </summary>
-/// <param name="grp">Group</param>
-/// <param name="plr">Player</param>
+/// <param name="Group *">Group</param>
+/// <param name="Player *">Player (optional, default NULL)</param>
void LFGMgr::UpdateRoleCheck(Group *grp, Player *plr /* = NULL*/)
{
ASSERT(grp);
- uint32 rolecheckId = GUID_LOPART(grp->GetGUID());
+ uint32 rolecheckId = grp->GetLowGUID();
LfgRoleCheck *pRoleCheck = NULL;
LfgRolesMap check_roles;
LfgRoleCheckMap::iterator itRoleCheck = m_RoleChecks.find(rolecheckId);
bool newRoleCheck = itRoleCheck == m_RoleChecks.end();
if (newRoleCheck)
{
- if (!grp->IsLeader(plr->GetGUID()))
+ if (grp->GetLeaderGUID() != plr->GetGUID())
return;
pRoleCheck = new LfgRoleCheck();
pRoleCheck->cancelTime = time_t(time(NULL)) + LFG_TIME_ROLECHECK;
pRoleCheck->result = LFG_ROLECHECK_INITIALITING;
- pRoleCheck->leader = plr->GetGUID();
+ pRoleCheck->leader = plr->GetGUIDLow();
for (GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
if (Player *plrg = itr->getSource())
- pRoleCheck->roles[plrg->GetGUID()] = 0;
+ pRoleCheck->roles[plrg->GetGUIDLow()] = 0;
for (LfgDungeonSet::const_iterator itDungeon = plr->GetLfgDungeons()->begin(); itDungeon != plr->GetLfgDungeons()->end(); ++itDungeon)
pRoleCheck->dungeons.insert(*itDungeon);
@@ -444,7 +440,7 @@ void LFGMgr::UpdateRoleCheck(Group *grp, Player *plr /* = NULL*/)
else
{
// Check if all players have selected a role
- pRoleCheck->roles[plr->GetGUID()] = plr->GetLfgRoles();
+ pRoleCheck->roles[plr->GetGUIDLow()] = plr->GetLfgRoles();
uint8 size = 0;
for (LfgRolesMap::const_iterator itRoles = pRoleCheck->roles.begin(); itRoles != pRoleCheck->roles.end() && itRoles->second != ROLE_NONE; ++itRoles)
++size;
@@ -452,9 +448,7 @@ void LFGMgr::UpdateRoleCheck(Group *grp, Player *plr /* = NULL*/)
if (pRoleCheck->roles.size() == size)
{
// use temporal var to check roles, CheckGroupRoles modifies the roles
- for (LfgRolesMap::const_iterator itRoles = pRoleCheck->roles.begin(); itRoles != pRoleCheck->roles.end(); ++itRoles)
- check_roles[itRoles->first] = itRoles->second;
-
+ check_roles = pRoleCheck->roles;
if (!CheckGroupRoles(check_roles)) // Group is not posible
pRoleCheck->result = LFG_ROLECHECK_WRONG_ROLES;
else
@@ -468,7 +462,7 @@ void LFGMgr::UpdateRoleCheck(Group *grp, Player *plr /* = NULL*/)
LfgDungeonSet::const_iterator it = pRoleCheck->dungeons.begin();
LFGDungeonEntry const *dungeon = sLFGDungeonStore.LookupEntry(*it);
if (dungeon && dungeon->type == LFG_TYPE_RANDOM)
- playersLockMap = GetPartyLockStatusDungeons(plr, m_DungeonsMap[*it]);
+ playersLockMap = GetPartyLockStatusDungeons(plr, GetDungeonsByRandom(*it));
else
playersLockMap = GetPartyLockStatusDungeons(plr, &pRoleCheck->dungeons);
}
@@ -502,12 +496,10 @@ void LFGMgr::UpdateRoleCheck(Group *grp, Player *plr /* = NULL*/)
continue;
case LFG_ROLECHECK_FINISHED:
if (!playersLockMap)
- {
session->SendLfgUpdateParty(LFG_UPDATETYPE_ADDED_TO_QUEUE);
- }
else
{
- if (grp->IsLeader(plrg->GetGUID()))
+ if (grp->GetLeaderGUID() == plrg->GetGUID())
{
uint32 size = 0;
for (LfgLockStatusMap::const_iterator it = playersLockMap->begin(); it != playersLockMap->end(); ++it)
@@ -525,7 +517,7 @@ void LFGMgr::UpdateRoleCheck(Group *grp, Player *plr /* = NULL*/)
}
break;
default:
- if (grp->IsLeader(plrg->GetGUID()))
+ if (grp->GetLeaderGUID() == plrg->GetGUID())
session->SendLfgJoinResult(LFG_JOIN_FAILED, pRoleCheck->result);
session->SendLfgUpdateParty(LFG_UPDATETYPE_ROLECHECK_FAILED);
plrg->GetLfgDungeons()->clear();
@@ -535,51 +527,12 @@ void LFGMgr::UpdateRoleCheck(Group *grp, Player *plr /* = NULL*/)
}
if (pRoleCheck->result == LFG_ROLECHECK_FINISHED)
- {
- // Add qroup to queue
- LfgQueueInfo *pqInfo;
- uint8 groupType = 0;
- uint8 tanks = LFG_TANKS_NEEDED;
- uint8 healers = LFG_HEALERS_NEEDED;
- uint8 dps = LFG_DPS_NEEDED;
- for (LfgRolesMap::const_iterator it = check_roles.begin(); it != check_roles.end(); ++it)
- {
- if (it->second & ROLE_TANK)
- --tanks;
- else if (it->second & ROLE_HEALER)
- --healers;
- else
- --dps;
- }
- uint64 guid = grp->GetGUID();
- m_update = false;
- for (LfgDungeonSet::const_iterator it = pRoleCheck->dungeons.begin(); it != pRoleCheck->dungeons.end(); ++it)
- {
- groupType = GetDungeonGroupType(*it);
- pqInfo = m_Queues[groupType] ? m_Queues[groupType]->GetQueueInfo(guid) : NULL;
- // if exist we have already added the player with another dungeon sharing same GroupType
- if (pqInfo)
- continue;
- pqInfo = new LfgQueueInfo();
- pqInfo->dungeonId = *it;
- pqInfo->joinTime = time_t(time(NULL));
- pqInfo->tanks = tanks;
- pqInfo->healers = healers;
- pqInfo->dps = dps;
- for (GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
- {
- if (Player *plrg = itr->getSource())
- pqInfo->roles[plrg->GetGUID()] = plrg->GetLfgRoles();
- }
- if (!m_Queues[groupType])
- m_Queues[groupType] = new LFGQueue();
- m_Queues[groupType]->AddToQueue(guid, pqInfo);
- }
- m_update = true;
- }
+ AddToQueue(grp->GetGUID(), &pRoleCheck->roles, &pRoleCheck->dungeons);
if (pRoleCheck->result != LFG_ROLECHECK_INITIALITING)
{
+ pRoleCheck->dungeons.clear();
+ pRoleCheck->roles.clear();
delete pRoleCheck;
if (!newRoleCheck)
m_RoleChecks.erase(itRoleCheck);
@@ -1079,3 +1032,17 @@ uint8 LFGMgr::GetDungeonGroupType(uint32 dungeonId)
return dungeon->grouptype;
}
+
+/// <summary>
+/// Given a Dungeon id returns if it's random
+/// </summary>
+/// <param name="uint32">Dungeon id</param>
+/// <returns>bool</returns>
+bool LFGMgr::isRandomDungeon(uint32 dungeonId)
+{
+ LFGDungeonEntry const *dungeon = sLFGDungeonStore.LookupEntry(dungeonId);
+ if (!dungeon)
+ return false;
+
+ return dungeon->type == LFG_TYPE_RANDOM;
+} \ No newline at end of file
diff --git a/src/server/game/DungeonFinding/LFGMgr.h b/src/server/game/DungeonFinding/LFGMgr.h
index 88d33743fa9..f4b98d9be98 100644
--- a/src/server/game/DungeonFinding/LFGMgr.h
+++ b/src/server/game/DungeonFinding/LFGMgr.h
@@ -188,18 +188,20 @@ typedef std::map<uint64, LfgLockStatusSet*> LfgLockStatusMap;
typedef std::map<uint32, LfgDungeonSet*> LfgDungeonMap;
typedef std::map<uint64, int8> LfgAnswerMap;
+typedef std::list<uint64> LfgGuidList;
typedef std::map<uint64, uint8> LfgRolesMap;
typedef std::set<uint64> LfgGuidSet;
// Stores player or group queue info
struct LfgQueueInfo
{
+ LfgQueueInfo(): tanks(LFG_TANKS_NEEDED), healers(LFG_HEALERS_NEEDED), dps(LFG_DPS_NEEDED) {};
time_t joinTime; // Player queue join time (to calculate wait times)
- uint32 dungeonId; // Selected Player/Group Dungeon
- LfgRolesMap roles; // Selected Player Role/s
uint8 tanks; // Tanks needed
uint8 healers; // Healers needed
uint8 dps; // Dps needed
+ LfgDungeonSet dungeons; // Selected Player/Group Dungeon/s
+ LfgRolesMap roles; // Selected Player Role/s
};
// Stores all rolecheck info of a group that wants to join LFG
@@ -215,26 +217,6 @@ struct LfgRoleCheck
typedef std::map<uint64, LfgQueueInfo*> LfgQueueInfoMap;
typedef std::map<uint32, LfgRoleCheck*> LfgRoleCheckMap;
-class LFGQueue
-{
- public:
- LFGQueue();
- ~LFGQueue();
-
- void Update();
- void AddToQueue(uint64 guid, LfgQueueInfo *pqInfo);
- bool RemoveFromQueue(uint64 guid);
- LfgQueueInfo* GetQueueInfo(uint64 guid);
- private:
- LfgQueueInfoMap m_LfgQueue;
- int32 avgWaitTime;
- int32 waitTimeTanks;
- int32 waitTimeHealer;
- int32 waitTimeDps;
-};
-
-typedef std::map<uint8, LFGQueue *> LFGQueueMap;
-
class LFGMgr
{
friend class ACE_Singleton<LFGMgr, ACE_Null_Mutex>;
@@ -258,6 +240,10 @@ class LFGMgr
void BuildPartyLockDungeonBlock(WorldPacket &data, LfgLockStatusMap *lockMap);
bool CheckGroupRoles(LfgRolesMap &groles, bool removeLeaderFlag = true);
+ void AddToQueue(uint64 guid, LfgRolesMap *roles, LfgDungeonSet *dungeons);
+ bool RemoveFromQueue(uint64 guid);
+ bool isRandomDungeon(uint32 dungeonId);
+
LfgLockStatusMap* GetPartyLockStatusDungeons(Player *plr, LfgDungeonSet *dungeons);
LfgLockStatusSet* GetPlayerLockStatusDungeons(Player *plr, LfgDungeonSet *dungeons);
LfgDungeonSet* GetRandomDungeons(uint8 level, uint8 expansion);
@@ -269,10 +255,16 @@ class LFGMgr
LfgRewardList m_RewardList;
LfgRewardList m_RewardDoneList;
LfgDungeonMap m_DungeonsMap;
+ LfgQueueInfoMap m_QueueInfoMap; // Queued groups
+ LfgGuidList m_currentQueue; // Ordered list. Used to find groups
+ LfgGuidList m_newToQueue; // New groups to add to queue;
- LFGQueueMap m_Queues;
- LfgRoleCheckMap m_RoleChecks;
- uint32 m_QueueTimer;
+ LfgRoleCheckMap m_RoleChecks; // Current Role checks
+ uint32 m_QueueTimer; // used to check interval of update
+ int32 m_avgWaitTime;
+ int32 m_waitTimeTanks;
+ int32 m_waitTimeHealer;
+ int32 m_waitTimeDps;
bool m_update;
};