Ejemplo n.º 1
0
/*
this method is called when group is inserted, or player / group is removed from BG Queue - there is only one player's status changed, so we don't use while (true) cycles to invite whole queue
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::BattlegroundQueueUpdate(uint32 /*diff*/, BattlegroundTypeId bgTypeId, BattlegroundBracketId bracket_id, uint8 arenaType, bool isRated, uint32 arenaRating)
{
    //if no players in queue - do nothing
    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 bracket_id
    BGFreeSlotQueueContainer& bgQueues = sBattlegroundMgr->GetBGFreeSlotQueueStore(bgTypeId);
    for (BGFreeSlotQueueContainer::iterator itr = bgQueues.begin(); itr != bgQueues.end();)
    {
        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)
        {
            // clear selection pools
            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[TEAM_ALLIANCE].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_ALLIANCE].SelectedGroups.end(); ++citr)
                InviteGroupToBG((*citr), bg, (*citr)->Team);

            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())
                bg->RemoveFromBGFreeSlotQueue();
        }
    }

    // finished iterating through the bgs with free slots, maybe we need to create a new bg

    Battleground* bg_template = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId);
    if (!bg_template)
    {
        sLog->outError(LOG_FILTER_BATTLEGROUND, "Battleground: Update: bg template not found for %u", bgTypeId);
        return;
    }

    PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketById(bg_template->GetMapId(), bracket_id);
    if (!bracketEntry)
    {
        sLog->outError(LOG_FILTER_BATTLEGROUND, "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();

    if (bg_template->isArena())
    {
        MaxPlayersPerTeam = arenaType;
        MinPlayersPerTeam = sBattlegroundMgr->isArenaTesting() ? 1 : arenaType;
    }
    else if (sBattlegroundMgr->isTesting())
        MinPlayersPerTeam = 1;

    m_SelectionPools[TEAM_ALLIANCE].Init();
    m_SelectionPools[TEAM_HORDE].Init();

    if (bg_template->isBattleground())
    {
        if (CheckPremadeMatch(bracket_id, MinPlayersPerTeam, MaxPlayersPerTeam))
        {
            // 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
            for (uint32 i = 0; i < BG_TEAMS_COUNT; i++)
                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);

            bg2->StartBattleground();
            //clear structures
            m_SelectionPools[TEAM_ALLIANCE].Init();
            m_SelectionPools[TEAM_HORDE].Init();
        }
    }

    // now check if there are in queues enough players to start new game of (normal battleground, or non-rated arena)
    if (!isRated)
    {
        // if there are enough players in pools, start new battleground or non rated arena
        if (CheckNormalMatch(bg_template, bracket_id, MinPlayersPerTeam, MaxPlayersPerTeam)
            || (bg_template->isArena() && CheckSkirmishForSameFaction(bracket_id, MinPlayersPerTeam)))
        {
            // we successfully created a pool
            Battleground* bg2 = sBattlegroundMgr->CreateNewBattleground(bgTypeId, bracketEntry, arenaType, false);
            if (!bg2)
            {
                sLog->outError(LOG_FILTER_BATTLEGROUND, "BattlegroundQueue::Update - Cannot create battleground: %u", bgTypeId);
                return;
            }

            // invite those selection pools
            for (uint32 i = 0; i < BG_TEAMS_COUNT; i++)
                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();
        }
    }
    else if (bg_template->isArena())
    {
        // found out the minimum and maximum ratings the newly added team should battle against
        // arenaRating is the rating of the latest joined team, or 0
        // 0 is on (automatic update call) and we must set it to team's with longest wait time
        if (!arenaRating)
        {
            GroupQueueInfo* front1 = NULL;
            GroupQueueInfo* front2 = NULL;
            if (!m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].empty())
            {
                front1 = m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].front();
                arenaRating = front1->ArenaMatchmakerRating;
            }
            if (!m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].empty())
            {
                front2 = m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].front();
                arenaRating = front2->ArenaMatchmakerRating;
            }
            if (front1 && front2)
            {
                if (front1->JoinTime < front2->JoinTime)
                    arenaRating = front1->ArenaMatchmakerRating;
            }
            else if (!front1 && !front2)
                return; //queues are empty
        }

        //set rating range
        uint32 arenaMinRating = (arenaRating <= sBattlegroundMgr->GetMaxRatingDifference()) ? 0 : arenaRating - sBattlegroundMgr->GetMaxRatingDifference();
        uint32 arenaMaxRating = arenaRating + sBattlegroundMgr->GetMaxRatingDifference();
        // if max rating difference is set and the time past since server startup is greater than the rating discard time
        // (after what time the ratings aren't taken into account when making teams) then
        // the discard time is current_time - time_to_discard, teams that joined after that, will have their ratings taken into account
        // else leave the discard time on 0, this way all ratings will be discarded
        uint32 discardTime = getMSTime() - sBattlegroundMgr->GetRatingDiscardTimer();

        // we need to find 2 teams which will play next game
        GroupsQueueType::iterator itr_teams[BG_TEAMS_COUNT];
        uint8 found = 0;
        uint8 team = 0;

        for (uint8 i = BG_QUEUE_PREMADE_ALLIANCE; i < BG_QUEUE_NORMAL_ALLIANCE; i++)
        {
            // take the group that joined first
            GroupsQueueType::iterator itr2 = m_QueuedGroups[bracket_id][i].begin();
            for (; itr2 != m_QueuedGroups[bracket_id][i].end(); ++itr2)
            {
                // if group match conditions, then add it to pool
                if (!(*itr2)->IsInvitedToBGInstanceGUID
                    && (((*itr2)->ArenaMatchmakerRating >= arenaMinRating && (*itr2)->ArenaMatchmakerRating <= arenaMaxRating)
                        || (*itr2)->JoinTime < discardTime))
                {
                    itr_teams[found++] = itr2;
                    team = i;
                    break;
                }
            }
        }

        if (!found)
            return;

        if (found == 1)
        {
            for (GroupsQueueType::iterator itr3 = itr_teams[0]; itr3 != m_QueuedGroups[bracket_id][team].end(); ++itr3)
            {
                if (!(*itr3)->IsInvitedToBGInstanceGUID
                    && (((*itr3)->ArenaMatchmakerRating >= arenaMinRating && (*itr3)->ArenaMatchmakerRating <= arenaMaxRating)
                        || (*itr3)->JoinTime < discardTime)
                    && (*itr_teams[0])->ArenaTeamId != (*itr3)->ArenaTeamId)
                {
                    itr_teams[found++] = itr3;
                    break;
                }
            }
        }

        //if we have 2 teams, then start new arena and invite players!
        if (found == 2)
        {
            GroupQueueInfo* aTeam = *itr_teams[TEAM_ALLIANCE];
            GroupQueueInfo* hTeam = *itr_teams[TEAM_HORDE];
            Battleground* arena = sBattlegroundMgr->CreateNewBattleground(bgTypeId, bracketEntry, arenaType, true);
            if (!arena)
            {
                sLog->outError(LOG_FILTER_BATTLEGROUND, "BattlegroundQueue::Update couldn't create arena instance for rated arena match!");
                return;
            }

            aTeam->OpponentsTeamRating = hTeam->ArenaTeamRating;
            hTeam->OpponentsTeamRating = aTeam->ArenaTeamRating;
            aTeam->OpponentsMatchmakerRating = hTeam->ArenaMatchmakerRating;
            hTeam->OpponentsMatchmakerRating = aTeam->ArenaMatchmakerRating;
            sLog->outDebug(LOG_FILTER_BATTLEGROUND, "setting oposite teamrating for team %u to %u", aTeam->ArenaTeamId, aTeam->OpponentsTeamRating);
            sLog->outDebug(LOG_FILTER_BATTLEGROUND, "setting oposite teamrating for team %u to %u", hTeam->ArenaTeamId, hTeam->OpponentsTeamRating);

            // now we must move team if we changed its faction to another faction queue, because then we will spam log by errors in Queue::RemovePlayer
            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[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[TEAM_HORDE]);
            }

            arena->SetArenaMatchmakerRating(ALLIANCE, aTeam->ArenaMatchmakerRating);
            arena->SetArenaMatchmakerRating(   HORDE, hTeam->ArenaMatchmakerRating);
            InviteGroupToBG(aTeam, arena, ALLIANCE);
            InviteGroupToBG(hTeam, arena, HORDE);

            sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Starting rated arena match!");
            arena->StartBattleground();
        }
    }
}
void BattlegroundQueue::BattlegroundQueueUpdate(BattlegroundBracketId bracket_id, uint8 actionMask, bool isRated, uint32 arenaRatedTeamId)
{
    // if no players in queue - do nothing
    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* bg_template = sBattlegroundMgr->GetBattlegroundTemplate(m_bgTypeId);
    if (!bg_template)
        return;

    PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketById(bg_template->GetMapId(), bracket_id);
    if (!bracketEntry)
        return;

    // battlegrounds with free slots should be populated first using players in queue
    if ((actionMask & 0x01) && !BattlegroundMgr::IsArenaType(m_bgTypeId))
    {
        const BattlegroundContainer& bgList = sBattlegroundMgr->GetBattlegroundList();
        BattlegroundNeedSet bgsToCheck;

        // sort from most needing (most empty) to least needing using a std::set with functor
        for (BattlegroundContainer::const_iterator itr = bgList.begin(); itr != bgList.end(); ++itr)
        {
            Battleground* bg = itr->second;
            if (!BattlegroundMgr::IsArenaType(bg->GetBgTypeID()) && (bg->GetBgTypeID() == m_bgTypeId || m_bgTypeId == BATTLEGROUND_RB) && 
                bg->HasFreeSlots() && bg->GetMinLevel() <= bracketEntry->minLevel && bg->GetMaxLevel() >= bracketEntry->maxLevel)
                bgsToCheck.insert(bg);
        }

        // now iterate needing battlegrounds
        for (BattlegroundNeedSet::iterator itr = bgsToCheck.begin(); itr != bgsToCheck.end(); ++itr)
        {
            Battleground* bg = *itr;

            // call a function that fills whatever we can from normal queues
            FillPlayersToBG(bg->GetFreeSlotsForTeam(TEAM_ALLIANCE), bg->GetFreeSlotsForTeam(TEAM_HORDE), bracket_id);

            // invite players
            for (uint32 i = 0; i < BG_TEAMS_COUNT; i++)
                for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.end(); ++citr)
                    BattlegroundMgr::InviteGroupToBG((*citr), bg, (*citr)->teamId);
        }
    }

    // finished iterating through battlegrounds with free slots, maybe we need to create a new bg

    if ((actionMask & 0x02) == 0)
        return;

    // get min and max players per team
    uint32 MinPlayersPerTeam = bg_template->GetMinPlayersPerTeam();
    uint32 MaxPlayersPerTeam = bg_template->GetMaxPlayersPerTeam();
    if (bg_template->isArena())
    {
        MinPlayersPerTeam = sBattlegroundMgr->isArenaTesting() ? 1 : m_arenaType;
        MaxPlayersPerTeam = m_arenaType;
    }

    // check if can start new premade battleground
    if (bg_template->isBattleground() && m_bgTypeId != BATTLEGROUND_RB)
        if (CheckPremadeMatch(bracket_id, MinPlayersPerTeam, MaxPlayersPerTeam))
        {
            // create new battleground
            Battleground* bg = sBattlegroundMgr->CreateNewBattleground(m_bgTypeId, bracketEntry->minLevel, bracketEntry->maxLevel, 0, false);
            if (!bg)
                return;

            // invite players
            for (uint32 i = 0; i < BG_TEAMS_COUNT; i++)
                for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.end(); ++citr)
                    BattlegroundMgr::InviteGroupToBG((*citr), bg, (*citr)->teamId);

            bg->StartBattleground();

            // now fill the premade bg if possible (only one team for each side has been invited yet)
            if (bg->HasFreeSlots())
            {
                // call a function that fills whatever we can from normal queues
                FillPlayersToBG(bg->GetFreeSlotsForTeam(TEAM_ALLIANCE), bg->GetFreeSlotsForTeam(TEAM_HORDE), bracket_id);

                // invite players
                for (uint32 i = 0; i < BG_TEAMS_COUNT; i++)
                    for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.end(); ++citr)
                        BattlegroundMgr::InviteGroupToBG((*citr), bg, (*citr)->teamId);
            }
        }

    // check if can start new normal battleground or non-rated arena
    if (!isRated)
    {
        if (CheckNormalMatch(bg_template, bracket_id, MinPlayersPerTeam, MaxPlayersPerTeam) ||
            (bg_template->isArena() && CheckSkirmishForSameFaction(bracket_id, MinPlayersPerTeam)))
        {
            BattlegroundTypeId newBgTypeId = m_bgTypeId;
            uint32 minLvl = bracketEntry->minLevel;
            uint32 maxLvl = bracketEntry->maxLevel;

            // for random bg use values from specific
            if (m_bgTypeId == BATTLEGROUND_RB)
            {
                newBgTypeId = sBattlegroundMgr->RandomSystem.GetCurrentRandomBg();
                Battleground* specificTemplate = sBattlegroundMgr->GetBattlegroundTemplate(newBgTypeId);
                if (!specificTemplate)
                    return;
                PvPDifficultyEntry const* specificBracket = GetBattlegroundBracketByLevel(specificTemplate->GetMapId(), sBattlegroundMgr->randomBgDifficultyEntry.minLevel);
                if (!specificBracket)
                    return;
                minLvl = specificBracket->minLevel;
                maxLvl = specificBracket->maxLevel;

                sBattlegroundMgr->RandomSystem.BattlegroundCreated(newBgTypeId);
            }

            // create new battleground
            Battleground* bg = sBattlegroundMgr->CreateNewBattleground(newBgTypeId, minLvl, maxLvl, m_arenaType, false);
            if (!bg)
                return;

            // invite players
            for (uint32 i = 0; i < BG_TEAMS_COUNT; i++)
                for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.end(); ++citr)
                    BattlegroundMgr::InviteGroupToBG((*citr), bg, (*citr)->teamId);

            bg->StartBattleground();
        }
    }
    // check if can start new rated arenas (can create many in single queue update)
    else if (bg_template->isArena())
    {
        // pussywizard: everything inside this section is mine, do NOT destroy!

        const uint32 currMSTime = World::GetGameTimeMS();
        const uint32 discardTime = sBattlegroundMgr->GetRatingDiscardTimer();
        const uint32 maxDefaultRatingDifference = (MaxPlayersPerTeam > 2 ? 300 : 200);
        const uint32 maxCountedMMR = 2500;

        // we need to find 2 teams which will play next game
        GroupsQueueType::iterator itr_teams[BG_TEAMS_COUNT];

        bool increaseItr = true;
        bool reverse1 = urand(0,1) ? true : false;
        for (uint8 ii = BG_QUEUE_PREMADE_ALLIANCE; ii <= BG_QUEUE_PREMADE_HORDE; ii++)
        {
            uint8 i = reverse1 ? (BG_QUEUE_PREMADE_HORDE-ii) : ii;
            for (GroupsQueueType::iterator itr = m_QueuedGroups[bracket_id][i].begin(); itr != m_QueuedGroups[bracket_id][i].end(); (increaseItr ? ++itr : itr))
            {
                increaseItr = true;

                // if arenaRatedTeamId is set - look for oponents only for one team, if not - pair every possible team
                if (arenaRatedTeamId != 0 && arenaRatedTeamId != (*itr)->ArenaTeamId)
                    continue;
                if ((*itr)->IsInvitedToBGInstanceGUID)
                    continue;

                uint32 MMR1 = std::min((*itr)->ArenaMatchmakerRating, maxCountedMMR);

                GroupsQueueType::iterator oponentItr;
                uint8 oponentQueue = BG_QUEUE_GROUP_TYPES_COUNT;
                uint32 minOponentMMRDiff = 0xffffffff;
                uint8 oponentValid = 0;

                bool reverse2 = urand(0,1) ? true : false;
                for (uint8 jj = BG_QUEUE_PREMADE_ALLIANCE; jj <= BG_QUEUE_PREMADE_HORDE; jj++)
                {
                    uint8 j = reverse2 ? (BG_QUEUE_PREMADE_HORDE-jj) : jj;
                    bool brk = false;
                    for (GroupsQueueType::iterator itr2 = m_QueuedGroups[bracket_id][j].begin(); itr2 != m_QueuedGroups[bracket_id][j].end(); ++itr2)
                    {
                        if ((*itr)->ArenaTeamId == (*itr2)->ArenaTeamId)
                            continue;
                        if ((*itr2)->IsInvitedToBGInstanceGUID)
                            continue;
                        uint32 MMR2 = std::min((*itr2)->ArenaMatchmakerRating, maxCountedMMR);
                        uint32 MMRDiff = (MMR2>=MMR1 ? MMR2-MMR1 : MMR1-MMR2);

                        uint32 maxAllowedDiff = maxDefaultRatingDifference;
                        uint32 shorterWaitTime, longerWaitTime;
                        if (currMSTime-(*itr)->JoinTime <= currMSTime-(*itr2)->JoinTime)
                        {
                            shorterWaitTime = currMSTime-(*itr)->JoinTime;
                            longerWaitTime = currMSTime-(*itr2)->JoinTime;
                        }
                        else
                        {
                            shorterWaitTime = currMSTime-(*itr2)->JoinTime;
                            longerWaitTime = currMSTime-(*itr)->JoinTime;
                        }
                        if (longerWaitTime >= discardTime)
                            maxAllowedDiff += 150;
                        maxAllowedDiff += shorterWaitTime/600; // increased by 100 for each minute

                        // now check if this team is more appropriate than previous ones:

                        if (currMSTime-(*itr)->JoinTime >= 20*MINUTE*IN_MILLISECONDS && (oponentValid < 3 || MMRDiff < minOponentMMRDiff)) // after 20 minutes of waiting, pair with closest mmr, regardless the difference
                        {
                            oponentValid = 3;
                            minOponentMMRDiff = MMRDiff; oponentItr = itr2; oponentQueue = j;
                        }
                        else if (MMR1 >= 2000 && MMR2 >= 2000 && longerWaitTime >= 2*discardTime && (oponentValid < 2 || MMRDiff < minOponentMMRDiff)) // after 6 minutes of waiting, pair any 2000+ vs 2000+
                        {
                            oponentValid = 2;
                            minOponentMMRDiff = MMRDiff; oponentItr = itr2; oponentQueue = j;
                        }
                        else if (oponentValid < 2 && MMRDiff < minOponentMMRDiff)
                        {
                            if (!oponentValid)
                            {
                                minOponentMMRDiff = MMRDiff; oponentItr = itr2; oponentQueue = j;
                                if (MMRDiff <= maxAllowedDiff)
                                    oponentValid = 1;
                            }
                            if ((MMR1 < 1800 || MMR2 < 1800) && MaxPlayersPerTeam == 2 && MMRDiff <= maxDefaultRatingDifference) // in 2v2 below 1800 mmr - priority for default allowed difference
                            {
                                minOponentMMRDiff = MMRDiff; oponentItr = itr2; oponentQueue = j;
                                brk = true;
                                break;
                            }
                        }
                    }
                    if (brk)
                        break;
                }

                if (oponentQueue != BG_QUEUE_GROUP_TYPES_COUNT)
                {
                    if (oponentValid)
                    {
                        itr_teams[i] = itr;
                        itr_teams[i == 0 ? 1 : 0] = oponentItr;

                        {
                            GroupQueueInfo* aTeam = *itr_teams[TEAM_ALLIANCE];
                            GroupQueueInfo* hTeam = *itr_teams[TEAM_HORDE];
                            Battleground* arena = sBattlegroundMgr->CreateNewBattleground(m_bgTypeId, bracketEntry->minLevel, bracketEntry->maxLevel, m_arenaType, true);
                            if (!arena)
                                return;

                            aTeam->OpponentsTeamRating = hTeam->ArenaTeamRating;
                            hTeam->OpponentsTeamRating = aTeam->ArenaTeamRating;
                            aTeam->OpponentsMatchmakerRating = hTeam->ArenaMatchmakerRating;
                            hTeam->OpponentsMatchmakerRating = aTeam->ArenaMatchmakerRating;

                            // now we must move team if we changed its faction to another faction queue, because then we will spam log by errors in Queue::RemovePlayer
                            if (aTeam->teamId != TEAM_ALLIANCE)
                            {
                                aTeam->_groupType = BG_QUEUE_PREMADE_ALLIANCE;
                                m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].push_front(aTeam);
                                m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].erase(itr_teams[TEAM_ALLIANCE]);
                                increaseItr = false;
                                itr = m_QueuedGroups[bracket_id][i].begin();
                            }
                            if (hTeam->teamId != TEAM_HORDE)
                            {
                                hTeam->_groupType = BG_QUEUE_PREMADE_HORDE;
                                m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].push_front(hTeam);
                                m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].erase(itr_teams[TEAM_HORDE]);
                                increaseItr = false;
                                itr = m_QueuedGroups[bracket_id][i].begin();
                            }

                            arena->SetArenaMatchmakerRating(TEAM_ALLIANCE, aTeam->ArenaMatchmakerRating);
                            arena->SetArenaMatchmakerRating(TEAM_HORDE, hTeam->ArenaMatchmakerRating);
                            BattlegroundMgr::InviteGroupToBG(aTeam, arena, TEAM_ALLIANCE);
                            BattlegroundMgr::InviteGroupToBG(hTeam, arena, TEAM_HORDE);

                            arena->StartBattleground();
                        }

                        if (arenaRatedTeamId)
                            return;
                        else
                            continue;
                    }
                    else if (arenaRatedTeamId)
                        return;
                }
            }
        }
    }
}
Ejemplo n.º 3
0
/*
this method is called when group is inserted, or player / group is removed from BG Queue - there is only one player's status changed, so we don't use while(true) cycles to invite whole queue
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::BattleGroundQueueUpdate(BattleGroundTypeId bgTypeId, BattleGroundBracketId bracket_id, ArenaType arenaType, bool isRated, uint32 arenaRating)
{
    // std::lock_guard<std::recursive_mutex> guard(m_Lock);
    // if no players in queue - do nothing
    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 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)->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!!)
                                     // and iterator is invalid

                                     // clear selection pools
            m_SelectionPools[TEAM_INDEX_ALLIANCE].Init();
            m_SelectionPools[TEAM_INDEX_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[TEAM_INDEX_ALLIANCE].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_INDEX_ALLIANCE].SelectedGroups.end(); ++citr)
                InviteGroupToBG((*citr), bg, (*citr)->GroupTeam);

            for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_INDEX_HORDE].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_INDEX_HORDE].SelectedGroups.end(); ++citr)
                InviteGroupToBG((*citr), bg, (*citr)->GroupTeam);

            if (!bg->HasFreeSlots())
                bg->RemoveFromBGFreeSlotQueue();
        }
    }

    // finished iterating through the bgs with free slots, maybe we need to create a new bg

    BattleGround* bg_template = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
    if (!bg_template)
    {
        sLog.outError("Battleground: Update: bg template not found for %u", bgTypeId);
        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();
    
    if (bg_template->isArena())
    {
        MaxPlayersPerTeam = arenaType;
        MinPlayersPerTeam = sBattleGroundMgr.isArenaTesting() ? 1 : arenaType;
    }
    else if (sBattleGroundMgr.isTesting())
        MinPlayersPerTeam = 1;

    m_SelectionPools[TEAM_INDEX_ALLIANCE].Init();
    m_SelectionPools[TEAM_INDEX_HORDE].Init();

    if (bg_template->isBattleGround())
    {
        // check if there is premade against premade match
        if (CheckPremadeMatch(bracket_id, MinPlayersPerTeam, MaxPlayersPerTeam))
        {
            // create new battleground
            BattleGround* bg2 = sBattleGroundMgr.CreateNewBattleGround(bgTypeId, bracket_id, ARENA_TYPE_NONE, false);
            if (!bg2)
            {
                sLog.outError("BattleGroundQueue::Update - Cannot create battleground: %u", bgTypeId);
                return;
            }
            // invite those selection pools
            for (uint8 i = 0; i < PVP_TEAM_COUNT; ++i)
                for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_INDEX_ALLIANCE + i].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_INDEX_ALLIANCE + i].SelectedGroups.end(); ++citr)
                    InviteGroupToBG((*citr), bg2, (*citr)->GroupTeam);

            // start bg
            bg2->StartBattleGround();
            // clear structures
            m_SelectionPools[TEAM_INDEX_ALLIANCE].Init();
            m_SelectionPools[TEAM_INDEX_HORDE].Init();
        }
    }

    // now check if there are in queues enough players to start new game of (normal battleground, or non-rated arena)
    if (!isRated)
    {
        // if there are enough players in pools, start new battleground or non rated arena
        if (CheckNormalMatch(bg_template, bracket_id, MinPlayersPerTeam, MaxPlayersPerTeam)
            || (bg_template->isArena() && CheckSkirmishForSameFaction(bracket_id, MinPlayersPerTeam)))
        {
            // we successfully created a pool
            BattleGround* bg2 = sBattleGroundMgr.CreateNewBattleGround(bgTypeId, bracket_id, arenaType, false);
            if (!bg2)
            {
                sLog.outError("BattleGroundQueue::Update - Cannot create battleground: %u", bgTypeId);
                return;
            }

            // invite those selection pools
            for (uint8 i = 0; i < PVP_TEAM_COUNT; ++i)
                for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_INDEX_ALLIANCE + i].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_INDEX_ALLIANCE + i].SelectedGroups.end(); ++citr)
                    InviteGroupToBG((*citr), bg2, (*citr)->GroupTeam);

            // start bg
            bg2->StartBattleGround();
        }
    }
    else if (bg_template->isArena())
    {
        // found out the minimum and maximum ratings the newly added team should battle against
        // arenaRating is the rating of the latest joined team, or 0
        // 0 is on (automatic update call) and we must set it to team's with longest wait time
        if (!arenaRating)
        {
            GroupQueueInfo* front1 = nullptr;
            GroupQueueInfo* front2 = nullptr;
            if (!m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].empty())
            {
                front1 = m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].front();
                arenaRating = front1->ArenaTeamRating;
            }
            if (!m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].empty())
            {
                front2 = m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].front();
                arenaRating = front2->ArenaTeamRating;
            }
            if (front1 && front2)
            {
                if (front1->JoinTime < front2->JoinTime)
                    arenaRating = front1->ArenaTeamRating;
            }
            else if (!front1 && !front2)
                return; // queues are empty
        }

        // set rating range
        uint32 arenaMinRating = (arenaRating <= sBattleGroundMgr.GetMaxRatingDifference()) ? 0 : arenaRating - sBattleGroundMgr.GetMaxRatingDifference();
        uint32 arenaMaxRating = arenaRating + sBattleGroundMgr.GetMaxRatingDifference();
        // if max rating difference is set and the time past since server startup is greater than the rating discard time
        // (after what time the ratings aren't taken into account when making teams) then
        // the discard time is current_time - time_to_discard, teams that joined after that, will have their ratings taken into account
        // else leave the discard time on 0, this way all ratings will be discarded
        uint32 discardTime = WorldTimer::getMSTime() - sBattleGroundMgr.GetRatingDiscardTimer();

        // we need to find 2 teams which will play next game

        GroupsQueueType::iterator itr_teams[PVP_TEAM_COUNT];
        uint8 found = 0;
        uint8 team = 0;

        // optimalization : --- we dont need to use selection_pools - each update we select max 2 groups

        for (uint8 i = BG_QUEUE_PREMADE_ALLIANCE; i < BG_QUEUE_NORMAL_ALLIANCE; ++i)
        {
            // take the group that joined first
            GroupsQueueType::iterator itr2 = m_QueuedGroups[bracket_id][i].begin();
            for (; itr2 != m_QueuedGroups[bracket_id][i].end(); ++itr2)
            {
                // if group match conditions, then add it to pool
                if (!(*itr2)->IsInvitedToBGInstanceGUID
                    && (((*itr2)->ArenaTeamRating >= arenaMinRating && (*itr2)->ArenaTeamRating <= arenaMaxRating)
                        || (*itr2)->JoinTime < discardTime))
                {
                    itr_teams[found++] = itr2;
                    team = i;
                    break;
                }
            }
        }

        if (!found)
            return;

        if (found == 1)
        {
            for (GroupsQueueType::iterator itr3 = itr_teams[0]; itr3 != m_QueuedGroups[bracket_id][team].end(); ++itr3)
            {
                if (!(*itr3)->IsInvitedToBGInstanceGUID
                    && (((*itr3)->ArenaTeamRating >= arenaMinRating && (*itr3)->ArenaTeamRating <= arenaMaxRating)
                        || (*itr3)->JoinTime < discardTime)
                    && (*itr_teams[0])->ArenaTeamId != (*itr3)->ArenaTeamId)
                {
                    itr_teams[found++] = itr3;
                    break;
                }
            }
        }

        if (found == 2)
        {
            GroupQueueInfo* aTeam = *itr_teams[TEAM_INDEX_ALLIANCE];
            GroupQueueInfo* hTeam = *itr_teams[TEAM_INDEX_HORDE];
            BattleGround* arena = sBattleGroundMgr.CreateNewBattleGround(bgTypeId, bracket_id, arenaType, true);
            if (!arena)
            {
                sLog.outError("BattlegroundQueue::Update couldn't create arena instance for rated arena match!");
                return;
            }

            aTeam->OpponentsTeamRating = hTeam->ArenaTeamRating;
            hTeam->OpponentsTeamRating = aTeam->ArenaTeamRating;
            DEBUG_LOG("setting oposite teamrating for team %u to %u", aTeam->ArenaTeamId, aTeam->OpponentsTeamRating);
            DEBUG_LOG("setting oposite teamrating for team %u to %u", hTeam->ArenaTeamId, hTeam->OpponentsTeamRating);

            // now we must move team if we changed its faction to another faction queue, because then we will spam log by errors in Queue::RemovePlayer
            if (aTeam->GroupTeam != ALLIANCE)
            {
                m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].push_front(aTeam);
                m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].erase(itr_teams[TEAM_INDEX_ALLIANCE]);
            }
            if (hTeam->GroupTeam != HORDE)
            {
                m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].push_front(hTeam);
                m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].erase(itr_teams[TEAM_INDEX_HORDE]);
            }

            InviteGroupToBG(aTeam, arena, ALLIANCE);
            InviteGroupToBG(hTeam, arena, HORDE);

            DEBUG_LOG("Starting rated arena match!");
            arena->StartBattleGround();
        }
    }
}