Stripped down LivePlayerList functionality, moving player lists onto the appropriate corresponding zones. Corpses are now created, stored, and deleted.

This commit is contained in:
FateJH 2018-03-21 08:50:42 -04:00
parent 8a21df429b
commit 20b7726653
10 changed files with 526 additions and 264 deletions

View file

@ -12,6 +12,7 @@ import MDCContextAware.Implicits._
import net.psforever.objects.GlobalDefinitions._
import services.ServiceManager.Lookup
import net.psforever.objects._
import net.psforever.objects.definition.converter.CorpseConverter
import net.psforever.objects.equipment._
import net.psforever.objects.guid.{GUIDTask, Task, TaskResolver}
import net.psforever.objects.inventory.{Container, GridInventory, InventoryItem}
@ -67,40 +68,37 @@ class WorldSessionActor extends Actor with MDCContextAware {
var progressBarUpdate : Cancellable = DefaultCancellable.obj
override def postStop() = {
if(clientKeepAlive != null)
clientKeepAlive.cancel()
localService ! Service.Leave()
vehicleService ! Service.Leave()
avatarService ! Service.Leave()
LivePlayerList.Remove(sessionId) match {
case Some(tplayer) =>
tplayer.VehicleSeated match {
case Some(vehicle_guid) =>
//TODO do this at some other time
vehicleService ! VehicleServiceMessage(continent.Id, VehicleAction.KickPassenger(tplayer.GUID, 0, true, vehicle_guid))
case None => ;
}
tplayer.VehicleOwned match {
case Some(vehicle_guid) =>
continent.GUID(vehicle_guid) match {
case Some(vehicle : Vehicle) =>
vehicle.Owner = None
//TODO temporary solution; to un-own, permit driver seat to Empire access level
vehicle.PermissionGroup(10, VehicleLockState.Empire.id)
vehicleService ! VehicleServiceMessage(continent.Id, VehicleAction.SeatPermissions(tplayer.GUID, vehicle_guid, 10, VehicleLockState.Empire.id))
case _ => ;
}
case None => ;
}
if(tplayer.HasGUID) {
val guid = tplayer.GUID
avatarService ! AvatarServiceMessage(tplayer.Continent, AvatarAction.ObjectDelete(guid, guid))
taskResolver ! GUIDTask.UnregisterAvatar(tplayer)(continent.GUID)
//TODO normally, the actual player avatar persists a minute or so after the user disconnects
}
clientKeepAlive.cancel()
localService ! Service.Leave()
vehicleService ! Service.Leave()
avatarService ! Service.Leave()
LivePlayerList.Remove(sessionId)
if(player != null && player.HasGUID) {
val player_guid = player.GUID
player.VehicleSeated match {
case Some(vehicle_guid) =>
//TODO do this at some other time
vehicleService ! VehicleServiceMessage(continent.Id, VehicleAction.KickPassenger(player_guid, 0, true, vehicle_guid))
case None => ;
}
player.VehicleOwned match {
case Some(vehicle_guid) =>
continent.GUID(vehicle_guid) match {
case Some(vehicle : Vehicle) =>
vehicle.Owner = None
//TODO temporary solution; to un-own, permit driver seat to Empire access level
vehicle.PermissionGroup(10, VehicleLockState.Empire.id)
vehicleService ! VehicleServiceMessage(continent.Id, VehicleAction.SeatPermissions(player_guid, vehicle_guid, 10, VehicleLockState.Empire.id))
case _ => ;
}
case None => ;
}
continent.Population ! Zone.Population.Release(avatar)
continent.Population ! Zone.Population.Leave(avatar)
avatarService ! AvatarServiceMessage(player.Continent, AvatarAction.ObjectDelete(player_guid, player_guid))
taskResolver ! GUIDTask.UnregisterAvatar(player)(continent.GUID)
//TODO normally, the actual player avatar persists a minute or so after the user disconnects
}
}
@ -151,6 +149,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
case game @ GamePacket(_, _, _) =>
handlePktContainer(game)
// temporary hack to keep the client from disconnecting
//it's been a "temporary hack" since 2016 :P
case PokeClient() =>
sendResponse(KeepAliveMessage())
@ -281,6 +280,11 @@ class WorldSessionActor extends Actor with MDCContextAware {
}
}
case AvatarResponse.Release(tplayer) =>
if(tplayer_guid != guid) {
turnPlayerIntoCorpse(tplayer)
}
case AvatarResponse.Reload(item_guid) =>
if(tplayer_guid != guid) {
sendResponse(ReloadMessage(item_guid, 1, 0))
@ -973,11 +977,11 @@ class WorldSessionActor extends Actor with MDCContextAware {
case Zone.ClientInitialization(zone) =>
val continentNumber = zone.Number
val poplist = LivePlayerList.ZonePopulation(continentNumber, _ => true)
val poplist = zone.Players
val popBO = 0 //TODO black ops test (partition)
val popTR = poplist.count(_.Faction == PlanetSideEmpire.TR)
val popNC = poplist.count(_.Faction == PlanetSideEmpire.NC)
val popVS = poplist.count(_.Faction == PlanetSideEmpire.VS)
val popTR = poplist.count(_.faction == PlanetSideEmpire.TR)
val popNC = poplist.count(_.faction == PlanetSideEmpire.NC)
val popVS = poplist.count(_.faction == PlanetSideEmpire.VS)
zone.Buildings.foreach({ case(id, building) => initBuilding(continentNumber, id, building) })
sendResponse(ZonePopulationUpdateMessage(continentNumber, 414, 138, popTR, 138, popNC, 138, popVS, 138, popBO))
@ -990,7 +994,16 @@ class WorldSessionActor extends Actor with MDCContextAware {
sendResponse(ZoneForcedCavernConnectionsMessage(continentNumber, 0))
sendResponse(HotSpotUpdateMessage(continentNumber, 1, Nil)) //normally set in bulk; should be fine doing per continent
case Zone.Population.PlayerHasLeft(zone, None) =>
log.info(s"$avatar does not have a body on ${zone.Id}")
case Zone.Population.PlayerHasLeft(zone, Some(tplayer)) =>
if(tplayer.isAlive) {
log.info(s"$tplayer has left zone ${zone.Id}")
}
case InterstellarCluster.ClientInitializationComplete() =>
LivePlayerList.Add(sessionId, avatar)
//PropertyOverrideMessage
sendResponse(PlanetsideAttributeMessage(PlanetSideGUID(0), 112, 1))
sendResponse(ReplicationStreamMessage(5, Some(6), Vector(SquadListing()))) //clear squad list
@ -1002,6 +1015,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
log.info(s"Zone $zoneId has been loaded")
player.Continent = zoneId
continent = zone
continent.Population ! Zone.Population.Join(avatar)
taskResolver ! RegisterNewAvatar(player)
case NewPlayerLoaded(tplayer) =>
@ -1009,7 +1023,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
player = tplayer
//LoadMapMessage will cause the client to send back a BeginZoningMessage packet (see below)
sendResponse(LoadMapMessage(continent.Map.Name, continent.Id, 40100,25,true,3770441820L))
AvatarCreate()
AvatarCreate() //important! the LoadMapMessage must be processed by the client before the avatar is created
case PlayerLoaded(tplayer) =>
log.info(s"Player $tplayer has been loaded")
@ -1026,7 +1040,6 @@ class WorldSessionActor extends Actor with MDCContextAware {
case SetCurrentAvatar(tplayer) =>
player = tplayer
val guid = tplayer.GUID
LivePlayerList.Assign(continent.Number, sessionId, guid)
sendResponse(SetCurrentAvatarMessage(guid,0,0))
(0 until DetailedCharacterData.numberOfImplantSlots(tplayer.BEP)).foreach(slot => {
@ -1256,7 +1269,6 @@ class WorldSessionActor extends Actor with MDCContextAware {
case CharacterRequestAction.Delete =>
sendResponse(ActionResultMessage(false, Some(1)))
case CharacterRequestAction.Select =>
LivePlayerList.Add(sessionId, player)
//TODO check if can spawn on last continent/location from player?
//TODO if yes, get continent guid accessors
//TODO if no, get sanctuary guid accessors and reset the player's expectations
@ -1296,20 +1308,18 @@ class WorldSessionActor extends Actor with MDCContextAware {
)
})
//load active players in zone
LivePlayerList.ZonePopulation(continent.Number, _ => true).foreach(char => {
continent.LivePlayers.filterNot(_.GUID == player.GUID).foreach(char => {
sendResponse(
ObjectCreateMessage(ObjectClass.avatar, char.GUID, char.Definition.Packet.ConstructorData(char).get)
)
})
//load corpses in zone
continent.Corpses.foreach( turnPlayerIntoCorpse(_) )
//load active vehicles in zone
continent.Vehicles.foreach(vehicle => {
val definition = vehicle.Definition
sendResponse(
ObjectCreateMessage(
definition.ObjectId,
vehicle.GUID,
definition.Packet.ConstructorData(vehicle).get
)
ObjectCreateMessage(definition.ObjectId, vehicle.GUID, definition.Packet.ConstructorData(vehicle).get)
)
//seat vehicle occupants
vehicle.Definition.MountPoints.values.foreach(seat_num => {
@ -1362,7 +1372,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
self ! SetCurrentAvatar(player)
case msg @ PlayerStateMessageUpstream(avatar_guid, pos, vel, yaw, pitch, yaw_upper, seq_time, unk3, is_crouching, is_jumping, unk4, is_cloaking, unk5, unk6) =>
if(!player.isAlive) {
if(player.isAlive) {
player.Position = pos
player.Velocity = vel
player.Orientation = Vector3(player.Orientation.x, pitch, yaw)
@ -1434,10 +1444,14 @@ class WorldSessionActor extends Actor with MDCContextAware {
case msg @ ReleaseAvatarRequestMessage() =>
log.info(s"ReleaseAvatarRequest: ${player.GUID} on ${continent.Id} has released")
//TODO is it easier to delete the player, then re-create them as a corpse?
player.Release
continent.Population ! Zone.Population.Release(avatar)
continent.Population ! Zone.Corpse.Add(player)
val knife = player.Slot(4).Equipment.get
taskResolver ! RemoveEquipmentFromSlot(player, knife, 4)
sendResponse(PlanetsideAttributeMessage(player.GUID, 6, 1))
turnPlayerIntoCorpse(player)
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.Release(player, continent))
sendResponse(AvatarDeadStateMessage(DeadState.Release, 0, 0, player.Position, 2, true))
case msg @ SpawnRequestMessage(u1, u2, u3, u4, u5) =>
@ -1449,7 +1463,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
val tplayer = SpawnRequest(player) //new player
tplayer.Position = tube.Position
tplayer.Orientation = tube.Orientation
log.info(s"SpawnRequestMessage: new player will spawn in ${building.Id} @ tube ${tube.GUID.guid}")
log.info(s"SpawnRequestMessage: new player will spawn in ${building.Id} @ ${tube.GUID.guid}")
sendResponse(AvatarDeadStateMessage(DeadState.RespawnTime, 10000, 10000, Vector3.Zero, 2, true))
import scala.concurrent.duration._
import scala.concurrent.ExecutionContext.Implicits.global
@ -1507,7 +1521,9 @@ class WorldSessionActor extends Actor with MDCContextAware {
player.Die
sendResponse(PlanetsideAttributeMessage(player_guid, 0, 0))
sendResponse(PlanetsideAttributeMessage(player_guid, 2, 0))
sendResponse(DestroyMessage(player_guid, player_guid, PlanetSideGUID(0), pos))
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.PlanetsideAttribute(player_guid, 0, 0))
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.PlanetsideAttribute(player_guid, 2, 0))
sendResponse(DestroyMessage(player_guid, player_guid, PlanetSideGUID(0), pos)) //how many players get this message?
sendResponse(AvatarDeadStateMessage(DeadState.Dead, 300000, 300000, pos, 2, true))
}
@ -1521,8 +1537,8 @@ class WorldSessionActor extends Actor with MDCContextAware {
sendResponse(DropSession(sessionId, "user quit"))
}
if(contents.trim.equals("!loc")) { //dev hack; consider bang-commands to complement slash-commands
echoContents = s"pos=${player.Position.x}, ${player.Position.y}, ${player.Position.z}; ori=${player.Orientation.x}, ${player.Orientation.y}, ${player.Orientation.z}"
if(contents.trim.equals("!loc")) { //dev hack; consider bang-commands to complement slash-commands in future
echoContents = s"zone=${continent.Id} pos=${player.Position.x},${player.Position.y},${player.Position.z}; ori=${player.Orientation.x},${player.Orientation.y},${player.Orientation.z}"
log.info(echoContents)
}
@ -3315,6 +3331,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
val dcdata = packet.DetailedConstructorData(player).get
sendResponse(ObjectCreateDetailedMessage(ObjectClass.avatar, player.GUID, dcdata))
avatarService ! AvatarServiceMessage(player.Continent, AvatarAction.LoadPlayer(player.GUID, packet.ConstructorData(player).get))
continent.Population ! Zone.Population.Spawn(avatar, player)
log.debug(s"ObjectCreateDetailedMessage: $dcdata")
}
@ -3335,6 +3352,13 @@ class WorldSessionActor extends Actor with MDCContextAware {
obj
}
def turnPlayerIntoCorpse(tplayer : Player) : Unit = {
//sendResponse(PlanetsideAttributeMessage(tplayer.GUID, 6, 1))
sendResponse(
ObjectCreateDetailedMessage(ObjectClass.avatar, tplayer.GUID, CorpseConverter.converter.DetailedConstructorData(tplayer).get)
)
}
def failWithError(error : String) = {
log.error(error)
sendResponse(ConnectionClose())

View file

@ -1,7 +1,9 @@
// Copyright (c) 2017 PSForever
package services.avatar
import net.psforever.objects.Player
import net.psforever.objects.equipment.Equipment
import net.psforever.objects.zones.Zone
import net.psforever.packet.game.{PlanetSideGUID, PlayerStateMessageUpstream}
import net.psforever.packet.game.objectcreate.ConstructorData
import net.psforever.types.{ExoSuitType, Vector3}
@ -24,6 +26,7 @@ object AvatarAction {
final case class ObjectHeld(player_guid : PlanetSideGUID, slot : Int) extends Action
final case class PlanetsideAttribute(player_guid : PlanetSideGUID, attribute_type : Int, attribute_value : Long) extends Action
final case class PlayerState(player_guid : PlanetSideGUID, msg : PlayerStateMessageUpstream, spectator : Boolean, weaponInHand : Boolean) extends Action
final case class Release(player : Player, zone : Zone) extends Action
final case class Reload(player_guid : PlanetSideGUID, weapon_guid : PlanetSideGUID) extends Action
final case class WeaponDryFire(player_guid : PlanetSideGUID, weapon_guid : PlanetSideGUID) extends Action
// final case class PlayerStateShift(killer : PlanetSideGUID, victim : PlanetSideGUID) extends Action

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@ -1,6 +1,7 @@
// Copyright (c) 2017 PSForever
package services.avatar
import net.psforever.objects.Player
import net.psforever.objects.equipment.Equipment
import net.psforever.packet.game.{PlanetSideGUID, PlayerStateMessageUpstream}
import net.psforever.packet.game.objectcreate.ConstructorData
@ -24,6 +25,7 @@ object AvatarResponse {
final case class ObjectHeld(slot : Int) extends Response
final case class PlanetsideAttribute(attribute_type : Int, attribute_value : Long) extends Response
final case class PlayerState(msg : PlayerStateMessageUpstream, spectator : Boolean, weaponInHand : Boolean) extends Response
final case class Release(player : Player) extends Response
final case class Reload(weapon_guid : PlanetSideGUID) extends Response
final case class WeaponDryFire(weapon_guid : PlanetSideGUID) extends Response
// final case class PlayerStateShift(itemID : PlanetSideGUID) extends Response

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@ -1,11 +1,14 @@
// Copyright (c) 2017 PSForever
package services.avatar
import akka.actor.Actor
import akka.actor.{Actor, ActorRef, Props}
import services.avatar.support.UndertakerActor
import services.{GenericEventBus, Service}
class AvatarService extends Actor {
//import AvatarServiceResponse._
private val undertaker : ActorRef = context.actorOf(Props[UndertakerActor], "corpse-removal-agent")
undertaker ! "startup"
private [this] val log = org.log4s.getLogger
override def preStart = {
@ -87,6 +90,11 @@ class AvatarService extends Actor {
AvatarEvents.publish(
AvatarServiceResponse(s"/$forChannel/Avatar", guid, AvatarResponse.PlayerState(msg, spectator, weapon))
)
case AvatarAction.Release(player, zone) =>
undertaker ! UndertakerActor.AddCorpse(player, zone)
AvatarEvents.publish(
AvatarServiceResponse(s"/$forChannel/Avatar", player.GUID, AvatarResponse.Release(player))
)
case AvatarAction.Reload(player_guid, weapon_guid) =>
AvatarEvents.publish(
AvatarServiceResponse(s"/$forChannel/Avatar", player_guid, AvatarResponse.Reload(weapon_guid))

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@ -0,0 +1,145 @@
// Copyright (c) 2017 PSForever
package services.avatar.support
import akka.actor.{Actor, ActorRef, Cancellable}
import net.psforever.objects.guid.TaskResolver
import net.psforever.objects.{DefaultCancellable, Player}
import net.psforever.objects.zones.Zone
import services.{Service, ServiceManager}
import services.ServiceManager.Lookup
import services.avatar.{AvatarAction, AvatarServiceMessage}
import scala.annotation.tailrec
import scala.concurrent.duration._
class UndertakerActor extends Actor {
private var burial : Cancellable = DefaultCancellable.obj
private var corpses : List[UndertakerActor.Entry] = List()
private var taskResolver : ActorRef = Actor.noSender
private[this] val log = org.log4s.getLogger("Cart Master")
override def postStop() = {
corpses.foreach { BurialTask }
}
def receive : Receive = {
case "startup" =>
ServiceManager.serviceManager ! Lookup("taskResolver") //ask for a resolver to deal with the GUID system
case ServiceManager.LookupResult("taskResolver", endpoint) =>
taskResolver = endpoint
context.become(Processing)
case _ => ;
}
def Processing : Receive = {
case UndertakerActor.AddCorpse(corpse, zone, time) =>
if(corpse.isBackpack) {
corpses = corpses :+ UndertakerActor.Entry(corpse, zone, time)
if(corpses.size == 1) { //we were the only entry so the event must be started from scratch
import scala.concurrent.ExecutionContext.Implicits.global
burial = context.system.scheduler.scheduleOnce(UndertakerActor.timeout, self, UndertakerActor.Dispose())
}
}
else {
log.warn(s"he's not dead yet - $corpse")
}
case UndertakerActor.Dispose() =>
burial.cancel
val now : Long = System.nanoTime
val (buried, rotting) = PartitionEntries(corpses, now)
corpses = rotting
buried.foreach { BurialTask }
if(rotting.nonEmpty) {
val short_timeout : FiniteDuration = math.max(1, UndertakerActor.timeout_time - (now - rotting.head.time)) nanoseconds
import scala.concurrent.ExecutionContext.Implicits.global
burial = context.system.scheduler.scheduleOnce(short_timeout, self, UndertakerActor.Dispose())
}
case UndertakerActor.FailureToWork(target, zone, ex) =>
log.error(s"$target failed to be properly cleaned up from $zone - $ex")
case _ => ;
}
def BurialTask(entry : UndertakerActor.Entry) : Unit = {
val target = entry.corpse
val zone = entry.zone
entry.zone.Population ! Zone.Corpse.Remove(target)
context.parent ! AvatarServiceMessage(zone.Id, AvatarAction.ObjectDelete(Service.defaultPlayerGUID, target.GUID)) //call up to the main event system
taskResolver ! BurialTask(target, zone)
}
def BurialTask(corpse : Player, zone : Zone) : TaskResolver.GiveTask = {
import net.psforever.objects.guid.{GUIDTask, Task}
TaskResolver.GiveTask (
new Task() {
private val localCorpse = corpse
private val localZone = zone
private val localAnnounce = self
override def isComplete : Task.Resolution.Value = Task.Resolution.Success
def Execute(resolver : ActorRef) : Unit = {
resolver ! scala.util.Success(this)
}
override def onFailure(ex : Throwable): Unit = {
localAnnounce ! UndertakerActor.FailureToWork(localCorpse, localZone, ex)
}
}, List(GUIDTask.UnregisterAvatar(corpse)(zone.GUID))
)
}
private def PartitionEntries(list : List[UndertakerActor.Entry], now : Long) : (List[UndertakerActor.Entry], List[UndertakerActor.Entry]) = {
val n : Int = recursivePartitionEntries(list.iterator, now, UndertakerActor.timeout_time)
(list.take(n), list.drop(n)) //take and drop so to always return new lists
}
/**
* Mark the index where the `List` of elements can be divided into two:
* a `List` of elements that have exceeded the time limit,
* and a `List` of elements that still satisfy the time limit.
* @param iter the `Iterator` of entries to divide
* @param now the time right now (in nanoseconds)
* @param index a persistent record of the index where list division should occur;
* defaults to 0
* @return the index where division will occur
*/
@tailrec private def recursivePartitionEntries(iter : Iterator[UndertakerActor.Entry], now : Long, duration : Long, index : Int = 0) : Int = {
if(!iter.hasNext) {
index
}
else {
val entry = iter.next()
if(now - entry.time >= duration) {
recursivePartitionEntries(iter, now, duration, index + 1)
}
else {
index
}
}
}
}
object UndertakerActor {
/** A `Long` for calculation simplicity */
private final val timeout_time : Long = 180000000000L //3 min (180s)
/** A `FiniteDuration` for `Executor` simplicity */
private final val timeout : FiniteDuration = timeout_time nanoseconds
final case class AddCorpse(corpse : Player, zone : Zone, time : Long = System.nanoTime())
final case class Entry(corpse : Player, zone : Zone, time : Long = System.nanoTime())
final case class FailureToWork(corpse : Player, zone : Zone, ex : Throwable)
final case class Dispose()
//TODO design mass disposal cases
}