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    [3.3.5a] Solo Instance Queues?

    Hey Ownedcore!

    So I am trying to make my server a solo server, and I want players to be able to queue for a dungeon, and get teleported to that dungeon instantly when they queue, meaning no tank, healer, and 2 other dps. So far, I have edited the core header files so that there are 0 tanks, 0 healers, and 1 dps needed to queue. I run into this problem however, its just a never ending loop where it says 1 dps is needed, and the other spots are filled



    This is what my LFG.h code looks like:

    Code:
    /*
     * Copyright (C) 2008-2014 TrinityCore <http://www.trinitycore.org/>
     *
     * This program is free software; you can redistribute it and/or modify it
     * under the terms of the GNU General Public License as published by the
     * Free Software Foundation; either version 2 of the License, or (at your
     * option) any later version.
     *
     * This program is distributed in the hope that it will be useful, but WITHOUT
     * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
     * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
     * more details.
     *
     * You should have received a copy of the GNU General Public License along
     * with this program. If not, see <http://www.gnu.org/licenses/>.
     */
    
    #ifndef _LFG_H
    #define _LFG_H
    
    #include "Common.h"
    
    namespace lfg
    {
    
    enum LFGEnum
    {
        LFG_TANKS_NEEDED                             = 0,
        LFG_HEALERS_NEEDED                           = 0,
        LFG_DPS_NEEDED                               = 1
    };
    
    enum LfgRoles
    {
        PLAYER_ROLE_NONE                             = 0x00,
        PLAYER_ROLE_LEADER                           = 0x01,
        PLAYER_ROLE_TANK                             = 0x02,
        PLAYER_ROLE_HEALER                           = 0x04,
        PLAYER_ROLE_DAMAGE                           = 0x08
    };
    
    enum LfgUpdateType
    {
        LFG_UPDATETYPE_DEFAULT                       = 0,      // Internal Use
        LFG_UPDATETYPE_LEADER_UNK1                   = 1,      // FIXME: At group leave
        LFG_UPDATETYPE_ROLECHECK_ABORTED             = 4,
        LFG_UPDATETYPE_JOIN_QUEUE                    = 5,
        LFG_UPDATETYPE_ROLECHECK_FAILED              = 6,
        LFG_UPDATETYPE_REMOVED_FROM_QUEUE            = 7,
        LFG_UPDATETYPE_PROPOSAL_FAILED               = 8,
        LFG_UPDATETYPE_PROPOSAL_DECLINED             = 9,
        LFG_UPDATETYPE_GROUP_FOUND                   = 10,
        LFG_UPDATETYPE_ADDED_TO_QUEUE                = 12,
        LFG_UPDATETYPE_PROPOSAL_BEGIN                = 13,
        LFG_UPDATETYPE_UPDATE_STATUS                 = 14,
        LFG_UPDATETYPE_GROUP_MEMBER_OFFLINE          = 15,
        LFG_UPDATETYPE_GROUP_DISBAND_UNK16           = 16,     // FIXME: Sometimes at group disband
    };
    
    enum LfgState
    {
        LFG_STATE_NONE,                                        // Not using LFG / LFR
        LFG_STATE_ROLECHECK,                                   // Rolecheck active
        LFG_STATE_QUEUED,                                      // Queued
        LFG_STATE_PROPOSAL,                                    // Proposal active
        LFG_STATE_BOOT,                                        // Vote kick active
        LFG_STATE_DUNGEON,                                     // In LFG Group, in a Dungeon
        LFG_STATE_FINISHED_DUNGEON,                            // In LFG Group, in a finished Dungeon
        LFG_STATE_RAIDBROWSER                                  // Using Raid finder
    };
    
    /// Instance lock types
    enum LfgLockStatusType
    {
        LFG_LOCKSTATUS_INSUFFICIENT_EXPANSION        = 1,
        LFG_LOCKSTATUS_TOO_LOW_LEVEL                 = 2,
        LFG_LOCKSTATUS_TOO_HIGH_LEVEL                = 3,
        LFG_LOCKSTATUS_TOO_LOW_GEAR_SCORE            = 4,
        LFG_LOCKSTATUS_TOO_HIGH_GEAR_SCORE           = 5,
        LFG_LOCKSTATUS_RAID_LOCKED                   = 6,
        LFG_LOCKSTATUS_ATTUNEMENT_TOO_LOW_LEVEL      = 1001,
        LFG_LOCKSTATUS_ATTUNEMENT_TOO_HIGH_LEVEL     = 1002,
        LFG_LOCKSTATUS_QUEST_NOT_COMPLETED           = 1022,
        LFG_LOCKSTATUS_MISSING_ITEM                  = 1025,
        LFG_LOCKSTATUS_NOT_IN_SEASON                 = 1031,
        LFG_LOCKSTATUS_MISSING_ACHIEVEMENT           = 1034
    };
    
    /// Answer state (Also used to check compatibilites)
    enum LfgAnswer
    {
        LFG_ANSWER_PENDING                           = -1,
        LFG_ANSWER_DENY                              = 0,
        LFG_ANSWER_AGREE                             = 1
    };
    
    typedef std::set<uint32> LfgDungeonSet;
    typedef std::map<uint32, uint32> LfgLockMap;
    typedef std::map<uint64, LfgLockMap> LfgLockPartyMap;
    typedef std::set<uint64> LfgGuidSet;
    typedef std::list<uint64> LfgGuidList;
    typedef std::map<uint64, uint8> LfgRolesMap;
    typedef std::map<uint64, uint64> LfgGroupsMap;
    
    std::string ConcatenateDungeons(LfgDungeonSet const& dungeons);
    std::string GetRolesString(uint8 roles);
    std::string GetStateString(LfgState state);
    
    } // namespace lfg
    
    #endif
    Am I missing something important, or do I set every roll to 0? Ive looked in the .cpp and didnt see anything that would need to be changed.

    Thank you!
    My Exploration Channel: Teryaki's Channel
    Teryaki#1806

    [3.3.5a] Solo Instance Queues?

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