Core/LFG: Change InstanceScript::UpdateLfgEncounterState to only pass valid dungeon encounter ids to LFGMgr

Port From (https://github.com/TrinityCore/TrinityCore/commit/db4af7ca4cd105b5a1dd1493fb1740cdd27329bb)
This commit is contained in:
Hondacrx
2025-08-18 20:52:49 -04:00
parent 61f3ae2885
commit 8b82e1c494
2 changed files with 9 additions and 9 deletions
+3 -3
View File
@@ -1339,9 +1339,9 @@ namespace Game.DungeonFinding
/// Check if dungeon can be rewarded, if any.
/// </summary>
/// <param name="gguid">Group guid</param>
/// <param name="dungeonEncounterIds">DungeonEncounter that was just completed</param>
/// <param name="dungeonEncounters">DungeonEncounter that was just completed</param>
/// <param name="currMap">Map of the instance where encounter was completed</param>
public void OnDungeonEncounterDone(ObjectGuid gguid, uint[] dungeonEncounterIds, Map currMap)
public void OnDungeonEncounterDone(ObjectGuid gguid, uint[] dungeonEncounters, Map currMap)
{
if (GetState(gguid) == LfgState.FinishedDungeon) // Shouldn't happen. Do not reward multiple times
{
@@ -1352,7 +1352,7 @@ namespace Game.DungeonFinding
uint gDungeonId = GetDungeon(gguid);
LFGDungeonData dungeonDone = GetLFGDungeon(gDungeonId);
// LFGDungeons can point to a DungeonEncounter from any difficulty so we need this kind of lenient check
if (dungeonDone.finalDungeonEncounterId == 0 || !dungeonEncounterIds.Contains(dungeonDone.finalDungeonEncounterId))
if (dungeonDone.finalDungeonEncounterId == 0 || !dungeonEncounters.Contains(dungeonDone.finalDungeonEncounterId))
return;
FinishDungeon(gguid, gDungeonId, currMap);