// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ . // ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌· // ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀ // ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌ // ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀ // 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 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 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(); } }