示例#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(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();
        }
    }
}