forked from MagicBane/Server
Handler created for RespawnMsg
This commit is contained in:
@@ -13,8 +13,6 @@ import engine.Enum.DispatchChannel;
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import engine.Enum.GameObjectType;
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import engine.exception.MsgSendException;
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import engine.gameManager.*;
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import engine.job.JobScheduler;
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import engine.jobs.RefreshGroupJob;
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import engine.net.Dispatch;
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import engine.net.DispatchMessage;
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import engine.net.NetMsgHandler;
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@@ -25,7 +23,6 @@ import engine.objects.AbstractCharacter;
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import engine.objects.Mob;
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import engine.objects.NPC;
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import engine.objects.PlayerCharacter;
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import engine.server.MBServerStatics;
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import engine.server.world.WorldServer;
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import engine.session.Session;
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import engine.util.StringUtils;
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@@ -48,58 +45,6 @@ public class ClientMessagePump implements NetMsgHandler {
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this.server = server;
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}
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// called when player clicks respawn button
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private static void respawn(RespawnMsg msg, ClientConnection origin) throws MsgSendException {
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PlayerCharacter sourcePlayer = SessionManager.getPlayerCharacter(origin);
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if (sourcePlayer == null)
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return;
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if (msg.getObjectType() != sourcePlayer.getObjectType().ordinal() || msg.getObjectID() != sourcePlayer.getObjectUUID()) {
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Logger.error("Player " + sourcePlayer.getObjectUUID() + " respawning character of id " + msg.getObjectType() + ' '
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+ msg.getObjectID());
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return;
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}
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if (sourcePlayer.isAlive()) {
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Logger.error("Player " + sourcePlayer.getObjectUUID() + " respawning while alive");
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return;
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}
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// ResetAfterDeath player
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sourcePlayer.respawnLock.writeLock().lock();
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try {
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sourcePlayer.respawn(true, false, true);
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} catch (Exception e) {
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Logger.error(e);
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} finally {
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sourcePlayer.respawnLock.writeLock().unlock();
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}
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// Echo ResetAfterDeath message back
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msg.setPlayerHealth(sourcePlayer.getHealth());
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// TODO calculate any experience loss before this point
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msg.setPlayerExp(sourcePlayer.getExp() + sourcePlayer.getOverFlowEXP());
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Dispatch dispatch = Dispatch.borrow(sourcePlayer, msg);
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DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.PRIMARY);
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MoveToPointMsg moveMsg = new MoveToPointMsg();
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moveMsg.setPlayer(sourcePlayer);
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moveMsg.setStartCoord(sourcePlayer.getLoc());
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moveMsg.setEndCoord(sourcePlayer.getLoc());
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moveMsg.setInBuilding(-1);
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moveMsg.setInBuildingFloor(-1);
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dispatch = Dispatch.borrow(sourcePlayer, moveMsg);
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DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.PRIMARY);
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MovementManager.sendRWSSMsg(sourcePlayer);
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// refresh the whole group with what just happened
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JobScheduler.getInstance().scheduleJob(new RefreshGroupJob(sourcePlayer), MBServerStatics.LOAD_OBJECT_DELAY);
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}
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// called when player types /show
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private static void show(ShowMsg msg, ClientConnection origin) throws MsgSendException {
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@@ -229,9 +174,6 @@ public class ClientMessagePump implements NetMsgHandler {
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break;
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case OPENVAULT:
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break;
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case RESETAFTERDEATH:
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respawn((RespawnMsg) msg, origin);
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break;
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case SHOWCOMBATINFO:
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show((ShowMsg) msg, origin);
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break;
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@@ -180,7 +180,7 @@ public enum Protocol {
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REQUESTTOTRADE(0x4D84259B, TradeRequestMsg.class, null), // Trade Request
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REQUESTTRADECANCEL(0xCB0C5735, RejectTradeRequestMsg.class, null), // Reject RequestToTrade
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REQUESTTRADEOK(0xFFD29841, AcceptTradeRequestMsg.class, null), // Accept Trade Request
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RESETAFTERDEATH(0xFDCBB98F, RespawnMsg.class, null), //Respawn Request/Response
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RESETAFTERDEATH(0xFDCBB98F, RespawnMsg.class, RespawnMsgHandler.class), //Respawn Request/Response
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ROTATEMSG(0x57F2088E, RotateObjectMsg.class, null),
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SAFEMODE(0x9CF3922A, SafeModeMsg.class, null), //Tell client they're in safe mode
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SCALEOBJECT(0xE2B392D9, null, null), // Adjust scale of object
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@@ -0,0 +1,95 @@
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// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ .
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// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌·
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// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
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// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
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// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀
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// Magicbane Emulator Project © 2013 - 2022
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// www.magicbane.com
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package engine.net.client.handlers;
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import engine.Enum.DispatchChannel;
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import engine.exception.MsgSendException;
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import engine.gameManager.MovementManager;
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import engine.job.JobScheduler;
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import engine.jobs.RefreshGroupJob;
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import engine.net.Dispatch;
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import engine.net.DispatchMessage;
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import engine.net.client.ClientConnection;
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import engine.net.client.msg.ClientNetMsg;
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import engine.net.client.msg.MoveToPointMsg;
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import engine.net.client.msg.RespawnMsg;
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import engine.objects.PlayerCharacter;
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import engine.server.MBServerStatics;
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import org.pmw.tinylog.Logger;
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public class RespawnMsgHandler extends AbstractClientMsgHandler {
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public RespawnMsgHandler() {
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super(RespawnMsg.class);
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}
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@Override
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protected boolean _handleNetMsg(ClientNetMsg baseMsg, ClientConnection origin) throws MsgSendException {
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PlayerCharacter playerCharacter = origin.getPlayerCharacter();
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// Member variable declaration
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RespawnMsg msg;
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// Member variable assignment
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msg = (RespawnMsg) baseMsg;
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if (playerCharacter == null)
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return true;
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if (msg.getObjectType() != playerCharacter.getObjectType().ordinal() || msg.getObjectID() != playerCharacter.getObjectUUID()) {
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Logger.error("Player " + playerCharacter.getObjectUUID() + " respawning character of id " + msg.getObjectType() + ' '
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+ msg.getObjectID());
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return true;
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}
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if (playerCharacter.isAlive()) {
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Logger.error("Player " + playerCharacter.getObjectUUID() + " respawning while alive");
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return true;
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}
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// ResetAfterDeath player
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playerCharacter.respawnLock.writeLock().lock();
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try {
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playerCharacter.respawn(true, false, true);
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} catch (Exception e) {
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Logger.error(e);
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} finally {
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playerCharacter.respawnLock.writeLock().unlock();
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}
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// Echo ResetAfterDeath message back
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msg.setPlayerHealth(playerCharacter.getHealth());
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// TODO calculate any experience loss before this point
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msg.setPlayerExp(playerCharacter.getExp() + playerCharacter.getOverFlowEXP());
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Dispatch dispatch = Dispatch.borrow(playerCharacter, msg);
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DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.PRIMARY);
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MoveToPointMsg moveMsg = new MoveToPointMsg();
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moveMsg.setPlayer(playerCharacter);
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moveMsg.setStartCoord(playerCharacter.getLoc());
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moveMsg.setEndCoord(playerCharacter.getLoc());
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moveMsg.setInBuilding(-1);
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moveMsg.setInBuildingFloor(-1);
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dispatch = Dispatch.borrow(playerCharacter, moveMsg);
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DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.PRIMARY);
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MovementManager.sendRWSSMsg(playerCharacter);
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// refresh the whole group with what just happened
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JobScheduler.getInstance().scheduleJob(new RefreshGroupJob(playerCharacter), MBServerStatics.LOAD_OBJECT_DELAY);
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return true;
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}
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}
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