fix(Core/Battleground): fix queue issue (#3116)

* Remove useless code that was only causing issue to the BG queue

* Prevent new Battlegrounds to start if there are already other Battlegrounds that have free slots

Co-authored-by Yehonal <yehonal.azeroth@gmail.com>
This commit is contained in:
Francesco Borzì
2020-06-14 23:12:24 +02:00
committed by GitHub
parent cccdb0a692
commit ebec48e6fd
3 changed files with 8 additions and 12 deletions

View File

@@ -106,7 +106,7 @@ void BattlegroundMgr::Update(uint32 diff)
uint32 arenaRatedTeamId = scheduled[i] >> 32;
BattlegroundQueueTypeId bgQueueTypeId = BattlegroundQueueTypeId(scheduled[i] >> 16 & 255);
BattlegroundBracketId bracket_id = BattlegroundBracketId(scheduled[i] & 255);
m_BattlegroundQueues[bgQueueTypeId].BattlegroundQueueUpdate(bracket_id, 0x03, true, arenaRatedTeamId); // pussywizard: looking for opponents only for this team
m_BattlegroundQueues[bgQueueTypeId].BattlegroundQueueUpdate(bracket_id, true, arenaRatedTeamId); // pussywizard: looking for opponents only for this team
}
}
@@ -116,14 +116,13 @@ void BattlegroundMgr::Update(uint32 diff)
// for rated arenas
for (uint32 qtype = BATTLEGROUND_QUEUE_2v2; qtype < MAX_BATTLEGROUND_QUEUE_TYPES; ++qtype)
for (uint32 bracket = BG_BRACKET_ID_FIRST; bracket < MAX_BATTLEGROUND_BRACKETS; ++bracket)
m_BattlegroundQueues[qtype].BattlegroundQueueUpdate(BattlegroundBracketId(bracket), 0x03, true, 0); // pussywizard: 0 for rated means looking for opponents for every team
m_BattlegroundQueues[qtype].BattlegroundQueueUpdate(BattlegroundBracketId(bracket), true, 0); // pussywizard: 0 for rated means looking for opponents for every team
// for battlegrounds and not rated arenas
// in first loop try to fill already running battlegrounds, then in a second loop try to create new battlegrounds
for (uint8 action = 1; action <= 2; ++action)
for (uint32 qtype = BATTLEGROUND_QUEUE_AV; qtype < MAX_BATTLEGROUND_QUEUE_TYPES; ++qtype)
for (uint32 bracket = BG_BRACKET_ID_FIRST; bracket < MAX_BATTLEGROUND_BRACKETS; ++bracket)
m_BattlegroundQueues[qtype].BattlegroundQueueUpdate(BattlegroundBracketId(bracket), action, false, 0);
for (uint32 qtype = BATTLEGROUND_QUEUE_AV; qtype < MAX_BATTLEGROUND_QUEUE_TYPES; ++qtype)
for (uint32 bracket = BG_BRACKET_ID_FIRST; bracket < MAX_BATTLEGROUND_BRACKETS; ++bracket)
m_BattlegroundQueues[qtype].BattlegroundQueueUpdate(BattlegroundBracketId(bracket), false, 0);
m_NextPeriodicQueueUpdateTime = 5*IN_MILLISECONDS;
}