Public Repository for the Magicbane Shadowbane Emulator
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// Magicbane Emulator Project © 2013 - 2022
// www.magicbane.com
package engine.net;
import engine.Enum.DispatchChannel;
import engine.Enum.GameObjectType;
import engine.InterestManagement.WorldGrid;
import engine.gameManager.SessionManager;
import engine.math.Vector3fImmutable;
import engine.net.client.ClientConnection;
import engine.objects.AbstractWorldObject;
import engine.objects.Item;
import engine.objects.PlayerCharacter;
import engine.server.MBServerStatics;
import org.pmw.tinylog.Logger;
import java.util.HashSet;
import static engine.net.MessageDispatcher.dispatchCount;
import static engine.net.MessageDispatcher.maxRecipients;
/*
* Dispatch Message is the main interface to Magicbane's threaded
* asynch message delivery system.
*/
public class DispatchMessage {
public static void startMessagePump() {
Thread messageDispatcher;
messageDispatcher = new Thread(new MessageDispatcher());
messageDispatcher.setName("MessageDispatcher");
messageDispatcher.start();
}
public static void sendToAllInRange(AbstractWorldObject obj,
AbstractNetMsg msg){
if (obj == null)
return;
if (obj.getObjectType() == GameObjectType.PlayerCharacter || obj.getObjectType() == GameObjectType.Mob || obj.getObjectType() == GameObjectType.NPC || obj.getObjectType() == GameObjectType.Corpse)
dispatchMsgToInterestArea(obj, msg, DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);
else
dispatchMsgToInterestArea(obj ,msg, DispatchChannel.PRIMARY, MBServerStatics.STRUCTURE_LOAD_RANGE, false, false);
}
// Dispatches a message to a playercharacter's interest area
// Method includes handling of exclusion rules for visibility, self, etc.
public static void dispatchMsgToInterestArea(AbstractWorldObject sourceObject, AbstractNetMsg msg, DispatchChannel dispatchChannel, int interestRange, boolean sendToSelf, boolean useIgnore) {
Dispatch messageDispatch;
HashSet<AbstractWorldObject> gridList;
PlayerCharacter gridPlayer;
AbstractWorldObject dispatchSource;
PlayerCharacter sourcePlayer = null;
long recipientCount = 0;
if (sourceObject == null)
return;
// If the source of the message is a structure, item or player
// setup our method variables accordingly.
switch (sourceObject.getObjectType()) {
case Item:
dispatchSource = (AbstractWorldObject) ((Item) sourceObject).getOwner();
break;
case PlayerCharacter:
dispatchSource = sourceObject;
sourcePlayer = (PlayerCharacter)sourceObject;
if (sourcePlayer.getClientConnection() != null && sendToSelf){
Dispatch dispatch = Dispatch.borrow(sourcePlayer, msg);
DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.PRIMARY);
}
break;
default:
dispatchSource = sourceObject;
}
gridList = WorldGrid.getObjectsInRangePartial(dispatchSource.getLoc(), interestRange, MBServerStatics.MASK_PLAYER);
for (AbstractWorldObject gridObject : gridList) {
gridPlayer = (PlayerCharacter)gridObject;
// Apply filter options if source of dispatch is a player
if ((dispatchSource.getObjectType() == GameObjectType.PlayerCharacter) &&
(sourcePlayer != null)) {
if (gridPlayer.getObjectUUID() == sourcePlayer.getObjectUUID())
continue;
if ((useIgnore == true) && (gridPlayer.isIgnoringPlayer(sourcePlayer) == true))
continue;
if(gridPlayer.canSee(sourcePlayer) == false)
continue;
}
messageDispatch = Dispatch.borrow(gridPlayer, msg);
MessageDispatcher.send(messageDispatch, dispatchChannel);
recipientCount++;
}
// Update metrics
if (recipientCount > maxRecipients[dispatchChannel.getChannelID()])
maxRecipients[dispatchChannel.getChannelID()] = recipientCount;
dispatchCount[dispatchChannel.getChannelID()].increment();
}
public static void dispatchMsgToInterestArea(Vector3fImmutable targetLoc,AbstractWorldObject sourceObject, AbstractNetMsg msg, DispatchChannel dispatchChannel, int interestRange, boolean sendToSelf, boolean useIgnore) {
Dispatch messageDispatch;
HashSet<AbstractWorldObject> gridList;
PlayerCharacter gridPlayer;
AbstractWorldObject dispatchSource;
PlayerCharacter sourcePlayer = null;
long recipientCount = 0;
if (sourceObject == null)
return;
// If the source of the message is a structure, item or player
// setup our method variables accordingly.
switch (sourceObject.getObjectType()) {
case Item:
dispatchSource = (AbstractWorldObject) ((Item) sourceObject).getOwner();
break;
case PlayerCharacter:
dispatchSource = sourceObject;
sourcePlayer = (PlayerCharacter)sourceObject;
if (sourcePlayer.getClientConnection() != null && sendToSelf){
Dispatch dispatch = Dispatch.borrow(sourcePlayer, msg);
DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.PRIMARY);
}
break;
default:
dispatchSource = sourceObject;
}
gridList = WorldGrid.getObjectsInRangePartial(targetLoc, interestRange, MBServerStatics.MASK_PLAYER);
for (AbstractWorldObject gridObject : gridList) {
gridPlayer = (PlayerCharacter)gridObject;
// Apply filter options if source of dispatch is a player
if ((dispatchSource.getObjectType() == GameObjectType.PlayerCharacter) &&
(sourcePlayer != null)) {
if (gridPlayer.getObjectUUID() == sourcePlayer.getObjectUUID())
continue;
if ((useIgnore == true) && (gridPlayer.isIgnoringPlayer(sourcePlayer) == true))
continue;
if(gridPlayer.canSee(sourcePlayer) == false)
continue;
}
messageDispatch = Dispatch.borrow(gridPlayer, msg);
MessageDispatcher.send(messageDispatch, dispatchChannel);
recipientCount++;
}
// Update metrics
if (recipientCount > maxRecipients[dispatchChannel.getChannelID()])
maxRecipients[dispatchChannel.getChannelID()] = recipientCount;
dispatchCount[dispatchChannel.getChannelID()].increment();
}
// Sends a message to all players in the game
public static void dispatchMsgToAll(AbstractNetMsg msg) {
Dispatch messageDispatch;
long recipientCount = 0;
// Send message to nobody? No thanks!
if (SessionManager.getAllActivePlayerCharacters().isEmpty())
return;
// Messages to all we will default to the secondary dispatch
// delivery channel. They are generally large, or inconsequential.
for (PlayerCharacter player : SessionManager.getAllActivePlayerCharacters()) {
messageDispatch = Dispatch.borrow(player, msg);
MessageDispatcher.send(messageDispatch, DispatchChannel.SECONDARY);
recipientCount++;
}
// Update metrics
if (recipientCount > maxRecipients[DispatchChannel.SECONDARY.getChannelID()])
maxRecipients[DispatchChannel.SECONDARY.getChannelID()] = recipientCount;
dispatchCount[DispatchChannel.SECONDARY.getChannelID()].increment();
}
public static void dispatchMsgToAll(PlayerCharacter source, AbstractNetMsg msg, boolean ignore) {
Dispatch messageDispatch;
long recipientCount = 0;
// Send message to nobody? No thanks!
if (SessionManager.getAllActivePlayerCharacters().isEmpty())
return;
// Messages to all we will default to the secondary dispatch
// delivery channel. They are generally large, or inconsequential.
for (PlayerCharacter player : SessionManager.getAllActivePlayerCharacters()) {
if (ignore && player.isIgnoringPlayer(source))
continue;
messageDispatch = Dispatch.borrow(player, msg);
MessageDispatcher.send(messageDispatch, DispatchChannel.SECONDARY);
recipientCount++;
}
// Update metrics
if (recipientCount > maxRecipients[DispatchChannel.SECONDARY.getChannelID()])
maxRecipients[DispatchChannel.SECONDARY.getChannelID()] = recipientCount;
dispatchCount[DispatchChannel.SECONDARY.getChannelID()].increment();
}
// Sends a message to an arbitrary distribution list
public static void dispatchMsgDispatch(Dispatch messageDispatch, DispatchChannel dispatchChannel) {
if (messageDispatch == null){
Logger.info("DISPATCH Null for DispatchMessage!");
return;
}
// No need to serialize an empty list
if (messageDispatch.player == null){
Logger.info("Player Null for Dispatch!");
messageDispatch.release();
return;
}
MessageDispatcher.send(messageDispatch, dispatchChannel);
dispatchCount[dispatchChannel.getChannelID()].increment();
}
protected static void serializeDispatch(Dispatch messageDispatch) {
ClientConnection connection;
if (messageDispatch.player == null){
Logger.info("Player null in serializeDispatch");
messageDispatch.release();
return;
}
connection = messageDispatch.player.getClientConnection();
if ((connection == null) || (connection.isConnected() == false)) {
messageDispatch.release();
return;
}
if (messageDispatch.msg == null) {
Logger.error("null message sent to " + messageDispatch.player.getName());
messageDispatch.release();
return;
}
if (!connection.sendMsg(messageDispatch.msg))
Logger.error(messageDispatch.msg.getProtocolMsg() + " failed sending to " + messageDispatch.player.getName());
messageDispatch.release();
}
}