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