Public Repository for the Magicbane Shadowbane Emulator
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// Magicbane Emulator Project © 2013 - 2022
// www.magicbane.com
package engine.gameManager;
import engine.Enum;
import engine.Enum.GameObjectType;
import engine.objects.AbstractGameObject;
import engine.objects.City;
import engine.objects.PlayerCharacter;
import engine.objects.Runegate;
import org.pmw.tinylog.Logger;
import java.util.Collection;
/*
* This class contains all methods necessary to drive periodic
* updates of the game simulation from the main _exec loop.
*/
public enum SimulationManager {
SERVERHEARTBEAT;
private static SimulationManager instance = null;
private static final long CITY_PULSE = 2000;
private static final long RUNEGATE_PULSE = 3000;
private static final long UPDATE_PULSE = 1000;
private static final long FlIGHT_PULSE = 100;
private long _cityPulseTime = System.currentTimeMillis() + CITY_PULSE;
private long _runegatePulseTime = System.currentTimeMillis()
+ RUNEGATE_PULSE;
private long _updatePulseTime = System.currentTimeMillis() + UPDATE_PULSE;
private long _flightPulseTime = System.currentTimeMillis() + FlIGHT_PULSE;
public static long HeartbeatDelta = 0;
public static long currentHeartBeatDelta = 0;
private SimulationManager() {
// don't allow instantiation.
}
public static String getPopulationString() {
String outString;
String newLine = System.getProperty("line.separator");
outString = "[LUA_POPULATION()]" + newLine;
outString += DbManager.CSSessionQueries.GET_POPULATION_STRING();
return outString;
}
/*
* Update the simulation. *** Important: Whatever you do in here, do it damn
* quick!
*/
public void tick() {
/*
* As we're on the main thread we must be sure to catch any possible
* errors.
*
* IF something does occur, disable that particular heartbeat. Better
* runegates stop working than the game itself!
*/
long start = System.currentTimeMillis();
try {
if ((_flightPulseTime != 0)
&& (System.currentTimeMillis() > _flightPulseTime))
pulseFlight();
} catch (Exception e) {
Logger.error(
"Fatal error in City Pulse: DISABLED. Error Message : "
+ e.getMessage());
}
try {
if ((_updatePulseTime != 0)
&& (System.currentTimeMillis() > _updatePulseTime))
pulseUpdate();
} catch (Exception e) {
Logger.error(
"Fatal error in Update Pulse: DISABLED");
// _runegatePulseTime = 0;
}
try {
if ((_runegatePulseTime != 0)
&& (System.currentTimeMillis() > _runegatePulseTime))
pulseRunegates();
} catch (Exception e) {
Logger.error(
"Fatal error in Runegate Pulse: DISABLED");
_runegatePulseTime = 0;
}
try {
if ((_cityPulseTime != 0)
&& (System.currentTimeMillis() > _cityPulseTime))
pulseCities();
} catch (Exception e) {
Logger.error(
"Fatal error in City Pulse: DISABLED. Error Message : "
+ e.getMessage());
e.printStackTrace();
}
long end = System.currentTimeMillis();
long delta = end - start;
if (delta > SimulationManager.HeartbeatDelta)
SimulationManager.HeartbeatDelta = delta;
SimulationManager.currentHeartBeatDelta = delta;
}
/*
* Mainline simulation update method: handles movement and regen for all
* player characters
*/
private void pulseUpdate() {
Collection<AbstractGameObject> playerList;
playerList = DbManager.getList(GameObjectType.PlayerCharacter);
// Call update() on each player in game
if (playerList == null)
return;
for (AbstractGameObject ago : playerList) {
PlayerCharacter player = (PlayerCharacter)ago;
if (player == null)
continue;
player.update();
}
_updatePulseTime = System.currentTimeMillis() + 500;
}
private void pulseFlight() {
Collection<AbstractGameObject> playerList;
playerList = DbManager.getList(GameObjectType.PlayerCharacter);
// Call update() on each player in game
if (playerList == null)
return;
for (AbstractGameObject ago : playerList) {
PlayerCharacter player = (PlayerCharacter)ago;
if (player == null)
continue;
player.updateFlight();
}
_flightPulseTime = System.currentTimeMillis() + FlIGHT_PULSE;
}
private void pulseCities() {
City city;
// *** Refactor: Need a list cached somewhere as it doesn't change very
// often at all. Have a cityListIsDirty boolean that gets set if it
// needs an update. Will speed up this method a great deal.
Collection<AbstractGameObject> cityList = DbManager.getList(Enum.GameObjectType.City);
if (cityList == null) {
Logger.info( "City List null");
return;
}
for (AbstractGameObject cityObject : cityList) {
city = (City) cityObject;
city.onEnter();
}
_cityPulseTime = System.currentTimeMillis() + CITY_PULSE;
}
/*
* Method runs proximity collision detection for all active portals on the
* game's Runegates
*/
private void pulseRunegates() {
for (Runegate runegate : Runegate._runegates.values()) {
runegate.collidePortals();
}
_runegatePulseTime = System.currentTimeMillis() + RUNEGATE_PULSE;
}
}