uint CreateClientVisibleInstanceId(BattlegroundTypeId bgTypeId, BattlegroundBracketId bracket_id)
        {
            if (IsArenaType(bgTypeId))
            {
                return(0);                                           //arenas don't have client-instanceids
            }
            // we create here an instanceid, which is just for
            // displaying this to the client and without any other use..
            // the client-instanceIds are unique for each Battleground-type
            // the instance-id just needs to be as low as possible, beginning with 1
            // the following works, because std.set is default ordered with "<"
            // the optimalization would be to use as bitmask std.vector<uint32> - but that would only make code unreadable

            var  clientIds = bgDataStore[bgTypeId].m_ClientBattlegroundIds[(int)bracket_id];
            uint lastId    = 0;

            foreach (var id in clientIds)
            {
                if (++lastId != id)                             //if there is a gap between the ids, we will break..
                {
                    break;
                }
                lastId = id;
            }

            clientIds.Add(++lastId);
            return(lastId);
        }
        public void ScheduleQueueUpdate(uint arenaMatchmakerRating, ArenaTypes arenaType, BattlegroundQueueTypeId bgQueueTypeId, BattlegroundTypeId bgTypeId, BattlegroundBracketId bracket_id)
        {
            //we will use only 1 number created of bgTypeId and bracket_id
            ulong scheduleId = ((ulong)arenaMatchmakerRating << 32) | ((uint)arenaType << 24) | ((uint)bgQueueTypeId << 16) | ((uint)bgTypeId << 8) | (uint)bracket_id;

            if (!m_QueueUpdateScheduler.Contains(scheduleId))
            {
                m_QueueUpdateScheduler.Add(scheduleId);
            }
        }
        public void Update(uint diff)
        {
            m_UpdateTimer += diff;
            if (m_UpdateTimer > 1000)
            {
                foreach (var data in bgDataStore.Values)
                {
                    var bgs = data.m_Battlegrounds;

                    // first one is template and should not be deleted
                    foreach (var pair in bgs.ToList())
                    {
                        Battleground bg = pair.Value;
                        bg.Update(m_UpdateTimer);

                        if (bg.ToBeDeleted())
                        {
                            bgs.Remove(pair.Key);
                            var clients = data.m_ClientBattlegroundIds[(int)bg.GetBracketId()];
                            if (!clients.Empty())
                            {
                                clients.Remove(bg.GetClientInstanceID());
                            }

                            bg.Dispose();
                        }
                    }
                }

                m_UpdateTimer = 0;
            }
            // update events timer
            for (var qtype = BattlegroundQueueTypeId.None; qtype < BattlegroundQueueTypeId.Max; ++qtype)
            {
                m_BattlegroundQueues[(int)qtype].UpdateEvents(diff);
            }

            // update scheduled queues
            if (!m_QueueUpdateScheduler.Empty())
            {
                List <ulong> scheduled = new List <ulong>();
                Extensions.Swap(ref scheduled, ref m_QueueUpdateScheduler);

                for (byte i = 0; i < scheduled.Count; i++)
                {
                    uint arenaMMRating = (uint)(scheduled[i] >> 32);
                    byte arenaType     = (byte)(scheduled[i] >> 24 & 255);
                    BattlegroundQueueTypeId bgQueueTypeId = (BattlegroundQueueTypeId)(scheduled[i] >> 16 & 255);
                    BattlegroundTypeId      bgTypeId      = (BattlegroundTypeId)((scheduled[i] >> 8) & 255);
                    BattlegroundBracketId   bracket_id    = (BattlegroundBracketId)(scheduled[i] & 255);
                    m_BattlegroundQueues[(int)bgQueueTypeId].BattlegroundQueueUpdate(diff, bgTypeId, bracket_id, arenaType, arenaMMRating > 0, arenaMMRating);
                }
            }

            // if rating difference counts, maybe force-update queues
            if (WorldConfig.GetIntValue(WorldCfg.ArenaMaxRatingDifference) != 0 && WorldConfig.GetIntValue(WorldCfg.ArenaRatedUpdateTimer) != 0)
            {
                // it's time to force update
                if (m_NextRatedArenaUpdate < diff)
                {
                    // forced update for rated arenas (scan all, but skipped non rated)
                    Log.outDebug(LogFilter.Arena, "BattlegroundMgr: UPDATING ARENA QUEUES");
                    for (var qtype = BattlegroundQueueTypeId.Arena2v2; qtype <= BattlegroundQueueTypeId.Arena5v5; ++qtype)
                    {
                        for (int bracket = (int)BattlegroundBracketId.First; bracket < (int)BattlegroundBracketId.Max; ++bracket)
                        {
                            m_BattlegroundQueues[(int)qtype].BattlegroundQueueUpdate(diff,
                                                                                     BattlegroundTypeId.AA, (BattlegroundBracketId)bracket,
                                                                                     (byte)BGArenaType(qtype), true, 0);
                        }
                    }

                    m_NextRatedArenaUpdate = WorldConfig.GetUIntValue(WorldCfg.ArenaRatedUpdateTimer);
                }
                else
                {
                    m_NextRatedArenaUpdate -= diff;
                }
            }
        }
 public ScheduledQueueUpdate(uint arenaMatchmakerRating, BattlegroundQueueTypeId queueId, BattlegroundBracketId bracketId)
 {
     ArenaMatchmakerRating = arenaMatchmakerRating;
     QueueId   = queueId;
     BracketId = bracketId;
 }
        public void ScheduleQueueUpdate(uint arenaMatchmakerRating, BattlegroundQueueTypeId bgQueueTypeId, BattlegroundBracketId bracket_id)
        {
            //we will use only 1 number created of bgTypeId and bracket_id
            ScheduledQueueUpdate scheduleId = new(arenaMatchmakerRating, bgQueueTypeId, bracket_id);

            if (!m_QueueUpdateScheduler.Contains(scheduleId))
            {
                m_QueueUpdateScheduler.Add(scheduleId);
            }
        }
        public void Update(uint diff)
        {
            m_UpdateTimer += diff;
            if (m_UpdateTimer > 1000)
            {
                foreach (var data in bgDataStore.Values)
                {
                    var bgs = data.m_Battlegrounds;

                    // first one is template and should not be deleted
                    foreach (var pair in bgs.ToList())
                    {
                        Battleground bg = pair.Value;
                        bg.Update(m_UpdateTimer);

                        if (bg.ToBeDeleted())
                        {
                            bgs.Remove(pair.Key);
                            var clients = data.m_ClientBattlegroundIds[(int)bg.GetBracketId()];
                            if (!clients.Empty())
                            {
                                clients.Remove(bg.GetClientInstanceID());
                            }

                            bg.Dispose();
                        }
                    }
                }

                m_UpdateTimer = 0;
            }
            // update events timer
            foreach (var pair in m_BattlegroundQueues)
            {
                pair.Value.UpdateEvents(diff);
            }

            // update scheduled queues
            if (!m_QueueUpdateScheduler.Empty())
            {
                List <ScheduledQueueUpdate> scheduled = new();
                Extensions.Swap(ref scheduled, ref m_QueueUpdateScheduler);

                for (byte i = 0; i < scheduled.Count; i++)
                {
                    uint arenaMMRating = scheduled[i].ArenaMatchmakerRating;
                    BattlegroundQueueTypeId bgQueueTypeId = scheduled[i].QueueId;
                    BattlegroundBracketId   bracket_id    = scheduled[i].BracketId;
                    GetBattlegroundQueue(bgQueueTypeId).BattlegroundQueueUpdate(diff, bracket_id, arenaMMRating);
                }
            }

            // if rating difference counts, maybe force-update queues
            if (WorldConfig.GetIntValue(WorldCfg.ArenaMaxRatingDifference) != 0 && WorldConfig.GetIntValue(WorldCfg.ArenaRatedUpdateTimer) != 0)
            {
                // it's time to force update
                if (m_NextRatedArenaUpdate < diff)
                {
                    // forced update for rated arenas (scan all, but skipped non rated)
                    Log.outDebug(LogFilter.Arena, "BattlegroundMgr: UPDATING ARENA QUEUES");
                    foreach (ArenaTypes teamSize in new[] { ArenaTypes.Team2v2, ArenaTypes.Team3v3, ArenaTypes.Team5v5 })
                    {
                        BattlegroundQueueTypeId ratedArenaQueueId = BGQueueTypeId((ushort)BattlegroundTypeId.AA, BattlegroundQueueIdType.Arena, true, teamSize);
                        for (var bracket = BattlegroundBracketId.First; bracket < BattlegroundBracketId.Max; ++bracket)
                        {
                            GetBattlegroundQueue(ratedArenaQueueId).BattlegroundQueueUpdate(diff, bracket, 0);
                        }
                    }

                    m_NextRatedArenaUpdate = WorldConfig.GetUIntValue(WorldCfg.ArenaRatedUpdateTimer);
                }
                else
                {
                    m_NextRatedArenaUpdate -= diff;
                }
            }
        }