Core: SOme code cleanup, more to follow.

This commit is contained in:
hondacrx
2021-03-20 22:48:48 -04:00
parent 62f554f2e0
commit 62ec699ec6
318 changed files with 5080 additions and 5125 deletions
@@ -85,7 +85,7 @@ namespace Game.BattleGrounds
// update scheduled queues
if (!m_QueueUpdateScheduler.Empty())
{
List<ScheduledQueueUpdate> scheduled = new List<ScheduledQueueUpdate>();
List<ScheduledQueueUpdate> scheduled = new();
Extensions.Swap(ref scheduled, ref m_QueueUpdateScheduler);
for (byte i = 0; i < scheduled.Count; i++)
@@ -379,7 +379,7 @@ namespace Game.BattleGrounds
continue;
}
BattlegroundTemplate bgTemplate = new BattlegroundTemplate();
BattlegroundTemplate bgTemplate = new();
bgTemplate.Id = bgTypeId;
float dist = result.Read<float>(3);
bgTemplate.MaxStartDistSq = dist * dist;
@@ -439,7 +439,7 @@ namespace Game.BattleGrounds
if (bgTemplate == null)
return;
BattlefieldList battlefieldList = new BattlefieldList();
BattlefieldList battlefieldList = new();
battlefieldList.BattlemasterGuid = guid;
battlefieldList.BattlemasterListID = (int)bgTypeId;
battlefieldList.MinLevel = bgTemplate.GetMinLevel();
@@ -471,7 +471,7 @@ namespace Game.BattleGrounds
if (time == 0xFFFFFFFF)
time = 0;
AreaSpiritHealerTime areaSpiritHealerTime = new AreaSpiritHealerTime();
AreaSpiritHealerTime areaSpiritHealerTime = new();
areaSpiritHealerTime.HealerGuid = guid;
areaSpiritHealerTime.TimeLeft = time;
@@ -556,7 +556,7 @@ namespace Game.BattleGrounds
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 ScheduledQueueUpdate(arenaMatchmakerRating, bgQueueTypeId, bracket_id);
ScheduledQueueUpdate scheduleId = new(arenaMatchmakerRating, bgQueueTypeId, bracket_id);
if (!m_QueueUpdateScheduler.Contains(scheduleId))
m_QueueUpdateScheduler.Add(scheduleId);
}
@@ -700,7 +700,7 @@ namespace Game.BattleGrounds
BattlegroundTemplate bgTemplate = GetBattlegroundTemplateByTypeId(bgTypeId);
if (bgTemplate != null)
{
Dictionary<BattlegroundTypeId, float> selectionWeights = new Dictionary<BattlegroundTypeId, float>();
Dictionary<BattlegroundTypeId, float> selectionWeights = new();
foreach (var mapId in bgTemplate.BattlemasterEntry.MapId)
{
@@ -780,12 +780,12 @@ namespace Game.BattleGrounds
return _battlegroundMapTemplates.LookupByKey(mapId);
}
Dictionary<BattlegroundTypeId, BattlegroundData> bgDataStore = new Dictionary<BattlegroundTypeId, BattlegroundData>();
Dictionary<BattlegroundQueueTypeId, BattlegroundQueue> m_BattlegroundQueues = new Dictionary<BattlegroundQueueTypeId, BattlegroundQueue>();
MultiMap<BattlegroundQueueTypeId, Battleground> m_BGFreeSlotQueue = new MultiMap<BattlegroundQueueTypeId, Battleground>();
Dictionary<uint, BattlegroundTypeId> mBattleMastersMap = new Dictionary<uint, BattlegroundTypeId>();
Dictionary<BattlegroundTypeId, BattlegroundTemplate> _battlegroundTemplates = new Dictionary<BattlegroundTypeId, BattlegroundTemplate>();
Dictionary<uint, BattlegroundTemplate> _battlegroundMapTemplates = new Dictionary<uint, BattlegroundTemplate>();
Dictionary<BattlegroundTypeId, BattlegroundData> bgDataStore = new();
Dictionary<BattlegroundQueueTypeId, BattlegroundQueue> m_BattlegroundQueues = new();
MultiMap<BattlegroundQueueTypeId, Battleground> m_BGFreeSlotQueue = new();
Dictionary<uint, BattlegroundTypeId> mBattleMastersMap = new();
Dictionary<BattlegroundTypeId, BattlegroundTemplate> _battlegroundTemplates = new();
Dictionary<uint, BattlegroundTemplate> _battlegroundMapTemplates = new();
struct ScheduledQueueUpdate
{
@@ -820,7 +820,7 @@ namespace Game.BattleGrounds
return ArenaMatchmakerRating.GetHashCode() ^ QueueId.GetHashCode() ^ BracketId.GetHashCode();
}
}
List<ScheduledQueueUpdate> m_QueueUpdateScheduler = new List<ScheduledQueueUpdate>();
List<ScheduledQueueUpdate> m_QueueUpdateScheduler = new();
uint m_NextRatedArenaUpdate;
uint m_UpdateTimer;
bool m_ArenaTesting;
@@ -835,7 +835,7 @@ namespace Game.BattleGrounds
m_ClientBattlegroundIds[i] = new List<uint>();
}
public Dictionary<uint, Battleground> m_Battlegrounds = new Dictionary<uint, Battleground>();
public Dictionary<uint, Battleground> m_Battlegrounds = new();
public List<uint>[] m_ClientBattlegroundIds = new List<uint>[(int)BattlegroundBracketId.Max];
public Battleground Template;
}