Esempio n. 1
0
        private static void doTeamMatchmake()
        {
            Random rnd = new Random();

            Matchmake[] mmArray;

            //we can't lock the whole thing, will make scale a pain
            lock (inTeamMatchmaking)
                mmArray = inTeamMatchmaking.ToArray();

            foreach (var match in mmArray)
            {
                lock (match)
                {
                    //we do this cause the matchFound is still in the array. So we prevent matching it again
                    if (match.Status == MatchmakeStatus.AlreadyMatched)
                    {
                        continue;
                    }

                    // Find match with a similar rating (search margin increases every try) and a common mod
                    var matchFound = mmArray.FirstOrDefault(x => match.IsMatch(x, true));
                    if (matchFound != null)
                    {
                        //give priority to localized matches
                        var region = ServerRegion.UNKNOWN;
                        if (match.Region != ServerRegion.UNKNOWN)
                        {
                            region = match.Region;
                        }
                        else if (matchFound.Region != ServerRegion.UNKNOWN)
                        {
                            region = matchFound.Region;
                        }

                        //get available mods by rating
                        var mods = match.GetMatchedMods(matchFound);
                        //create a lobby with one of the mods
                        var lobby = LobbyManager.CreateMatchedLobby(match, matchFound, mods[rnd.Next(0, mods.Length)], region);
                        //remove the matchmake from the browsers and set the lobby
                        foreach (var browser in Browsers.Find(b => b.user != null && b.matchmake != null && (b.matchmake.id == match.id || b.matchmake.id == matchFound.id)))
                        {
                            browser.matchmake = null;
                            browser.lobby     = lobby;
                            browser.AsyncSend(BrowserController.LobbySnapshot(lobby), res => { });
                        }

                        //prevent matches from matching again
                        matchFound.Status = MatchmakeStatus.AlreadyMatched;
                        match.Status      = MatchmakeStatus.AlreadyMatched;

                        //remove the matches from the queue
                        lock (inTeamMatchmaking)
                        {
                            inTeamMatchmaking.Remove(match);
                            inTeamMatchmaking.Remove(matchFound);
                        }
                    }
                    else
                    {
                        match.TryCount++;
                    }
                }
            }
        }