Core/Dungeon Finder: Multiple changes
- Code Style - Explicit removal of the proposal if player leaves the queue (do not waits to ::Update) - Force to leave LFG system if group/player is joining and its already in - Change some debug msgs and fix some typos (error --> debug) - Offer to continue: Remove duplicate checks - Move body functions from .h to .cpp - Revert 11e39d620d and check if group recently joined by comparing joinTimes --HG-- branch : trunk
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File diff suppressed because it is too large
Load Diff
@@ -31,6 +31,7 @@ enum LFGenum
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LFG_TIME_ROLECHECK = 2*MINUTE,
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LFG_TIME_BOOT = 2*MINUTE,
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LFG_TIME_PROPOSAL = 2*MINUTE,
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LFG_TIME_JOIN_WARNING = 1*IN_MILLISECONDS,
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LFG_TANKS_NEEDED = 1,
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LFG_HEALERS_NEEDED = 1,
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LFG_DPS_NEEDED = 3,
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@@ -235,7 +236,7 @@ typedef std::map<uint32, LfgProposal*> LfgProposalMap;
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typedef std::map<uint32, LfgPlayerBoot*> LfgPlayerBootMap;
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typedef std::multimap<uint32, LfgReward const*> LfgRewardMap;
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typedef std::pair<LfgRewardMap::const_iterator, LfgRewardMap::const_iterator> LfgRewardMapBounds;
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typedef std::list<Player *> LfgPlayerList;
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typedef std::list<Player*> LfgPlayerList;
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typedef std::set<uint64> LfgGuidSet;
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typedef std::map<std::string, LfgAnswer> LfgCompatibleMap;
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@@ -247,72 +248,51 @@ class LFGMgr
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LFGMgr();
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~LFGMgr();
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void Join(Player *plr);
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void Leave(Player *plr, Group *grp = NULL);
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void OfferContinue(Group *grp);
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void TeleportPlayer(Player *plr, bool out);
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void Join(Player* plr);
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void Leave(Player* plr, Group* grp = NULL);
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void OfferContinue(Group* grp);
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void TeleportPlayer(Player* plr, bool out);
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void UpdateProposal(uint32 proposalId, uint32 lowGuid, bool accept);
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void UpdateBoot(Player *plr, bool accept);
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void UpdateRoleCheck(Group *grp, Player *plr = NULL);
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void UpdateBoot(Player* plr, bool accept);
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void UpdateRoleCheck(Group* grp, Player* plr = NULL);
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void Update(uint32 diff);
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bool isRandomDungeon(uint32 dungeonId);
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void InitBoot(Group *grp, uint32 plowGuid, uint32 vlowGuid, std::string reason);
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void InitBoot(Group* grp, uint32 plowGuid, uint32 vlowGuid, std::string reason);
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void LoadDungeonEncounters();
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void LoadRewards();
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void RewardDungeonDoneFor(const uint32 dungeonId, Player* player);
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uint32 GetDungeonIdForAchievement(uint32 achievementId)
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{
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std::map<uint32, uint32>::iterator itr = m_EncountersByAchievement.find(achievementId);
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if (itr != m_EncountersByAchievement.end())
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return itr->second;
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uint32 GetDungeonIdForAchievement(uint32 achievementId);
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return 0;
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};
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LfgLockStatusMap* GetPartyLockStatusDungeons(Player *plr, LfgDungeonSet *dungeons = NULL);
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LfgLockStatusMap* GetPartyLockStatusDungeons(Player* plr, LfgDungeonSet* dungeons = NULL);
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LfgDungeonSet* GetRandomDungeons(uint8 level, uint8 expansion);
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LfgLockStatusSet* GetPlayerLockStatusDungeons(Player *plr, LfgDungeonSet *dungeons = NULL, bool useEntry = true);
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LfgLockStatusSet* GetPlayerLockStatusDungeons(Player* plr, LfgDungeonSet* dungeons = NULL, bool useEntry = true);
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LfgReward const* GetRandomDungeonReward(uint32 dungeon, uint8 level);
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bool isJoining(uint64 guid)
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{
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return m_JoinQueue.find(guid) != m_JoinQueue.end();
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};
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void SetJoining(uint64 guid, bool add)
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{
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if (add)
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m_JoinQueue.insert(guid);
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else
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{
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LfgGuidSet::const_iterator it = m_JoinQueue.find(guid);
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if (it != m_JoinQueue.end())
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m_JoinQueue.erase(it);
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}
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};
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bool isJoining(uint64 guid);
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private:
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void Cleaner();
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void AddGuidToNewQueue(uint64 guid);
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void AddToQueue(uint64 guid, LfgRolesMap *roles, LfgDungeonSet *dungeons);
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void AddToQueue(uint64 guid, LfgRolesMap* roles, LfgDungeonSet* dungeons);
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bool RemoveFromQueue(uint64 guid);
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void RemoveProposal(LfgProposalMap::iterator itProposal, LfgUpdateType type);
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void FindNewGroups(LfgGuidList &check, LfgGuidList all, LfgProposalList *proposals);
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void FindNewGroups(LfgGuidList &check, LfgGuidList all, LfgProposalList* proposals);
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bool CheckGroupRoles(LfgRolesMap &groles, bool removeLeaderFlag = true);
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bool CheckCompatibility(LfgGuidList check, LfgProposalList *proposals);
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LfgDungeonSet* CheckCompatibleDungeons(LfgDungeonMap *dungeonsMap, PlayerSet *players);
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LfgLockStatusMap *CheckCompatibleDungeons(LfgDungeonSet *dungeons, PlayerSet *players, bool returnLockMap = true);
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bool CheckCompatibility(LfgGuidList check, LfgProposalList* proposals);
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LfgDungeonSet* CheckCompatibleDungeons(LfgDungeonMap* dungeonsMap, PlayerSet* players);
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LfgLockStatusMap* CheckCompatibleDungeons(LfgDungeonSet* dungeons, PlayerSet* players, bool returnLockMap = true);
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void SetCompatibles(std::string concatenatedGuids, bool compatibles);
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LfgAnswer GetCompatibles(std::string concatenatedGuids);
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void RemoveFromCompatibles(uint64 guid);
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std::string ConcatenateGuids(LfgGuidList check);
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std::string ConcatenateDungeons(LfgDungeonSet* dungeons);
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LfgLockStatusMap* GetGroupLockStatusDungeons(PlayerSet *pPlayers, LfgDungeonSet *dungeons, bool useEntry = true);
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LfgLockStatusMap* GetGroupLockStatusDungeons(PlayerSet* pPlayers, LfgDungeonSet* dungeons, bool useEntry = true);
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LfgDungeonSet* GetDungeonsByRandom(uint32 randomdungeon);
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LfgDungeonSet* GetAllDungeons();
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uint8 GetDungeonGroupType(uint32 dungeon);
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@@ -323,7 +303,6 @@ class LFGMgr
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LfgQueueInfoMap m_QueueInfoMap; // Queued groups
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LfgGuidList m_currentQueue; // Ordered list. Used to find groups
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LfgGuidList m_newToQueue; // New groups to add to queue
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LfgGuidSet m_JoinQueue; // Stores guids being joined (to avoid duplicate tries to join)
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LfgCompatibleMap m_CompatibleMap; // Compatible dungeons
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LfgProposalMap m_Proposals; // Current Proposals
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LfgPlayerBootMap m_Boots; // Current player kicks
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