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https://github.com/2revoemag/PSF-BotServer.git
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attempting to solve issue of corpses with no guid; catching vehicles with no guid as well
This commit is contained in:
parent
dd4b586bef
commit
3a9058bee9
3 changed files with 105 additions and 29 deletions
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@ -127,9 +127,9 @@ class WorldSessionActor extends Actor with MDCContextAware {
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continent.Population ! Zone.Population.Release(avatar)
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continent.Population ! Zone.Population.Release(avatar)
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player.VehicleSeated match {
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player.VehicleSeated match {
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case None =>
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case None =>
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continent.Population ! Zone.Corpse.Add(player)
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FriskCorpse(player) //TODO eliminate dead letters
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FriskCorpse(player) //TODO eliminate dead letters
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if(!WellLootedCorpse(player)) {
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if(!WellLootedCorpse(player)) {
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continent.Population ! Zone.Corpse.Add(player)
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avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.Release(player, continent))
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avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.Release(player, continent))
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taskResolver ! GUIDTask.UnregisterLocker(player.Locker)(continent.GUID) //rest of player will be cleaned up with corpses
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taskResolver ! GUIDTask.UnregisterLocker(player.Locker)(continent.GUID) //rest of player will be cleaned up with corpses
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}
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}
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@ -304,6 +304,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
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case AvatarResponse.ObjectDelete(item_guid, unk) =>
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case AvatarResponse.ObjectDelete(item_guid, unk) =>
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if(tplayer_guid != guid) {
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if(tplayer_guid != guid) {
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log.info(s"Made to delete item $item_guid")
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sendResponse(ObjectDeleteMessage(item_guid, unk))
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sendResponse(ObjectDeleteMessage(item_guid, unk))
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}
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}
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@ -1601,10 +1602,10 @@ class WorldSessionActor extends Actor with MDCContextAware {
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continent.Population ! Zone.Population.Release(avatar)
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continent.Population ! Zone.Population.Release(avatar)
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player.VehicleSeated match {
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player.VehicleSeated match {
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case None =>
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case None =>
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continent.Population ! Zone.Corpse.Add(player) //TODO move back out of this match case when changing below issue
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FriskCorpse(player)
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FriskCorpse(player)
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if(!WellLootedCorpse(player)) {
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if(!WellLootedCorpse(player)) {
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TurnPlayerIntoCorpse(player)
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TurnPlayerIntoCorpse(player)
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continent.Population ! Zone.Corpse.Add(player) //TODO move back out of this match case when changing below issue
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avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.Release(player, continent))
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avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.Release(player, continent))
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}
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}
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else { //no items in inventory; leave no corpse
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else { //no items in inventory; leave no corpse
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@ -15,17 +15,25 @@ import scala.concurrent.duration._
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class CorpseRemovalActor extends Actor {
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class CorpseRemovalActor extends Actor {
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private var burial : Cancellable = DefaultCancellable.obj
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private var burial : Cancellable = DefaultCancellable.obj
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private var corpses : List[CorpseRemovalActor.Entry] = List()
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private var corpses : List[CorpseRemovalActor.Entry] = List()
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private var decomposition : Cancellable = DefaultCancellable.obj
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private var buriedCorpses : List[CorpseRemovalActor.Entry] = List()
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private var taskResolver : ActorRef = Actor.noSender
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private var taskResolver : ActorRef = Actor.noSender
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private[this] val log = org.log4s.getLogger
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private[this] val log = org.log4s.getLogger
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override def postStop() = {
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override def postStop() = {
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//Cart Master: See you on Thursday.
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//Cart Master: See you on Thursday.
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corpses.foreach { BurialTask }
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burial.cancel
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corpses = Nil
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decomposition.cancel
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corpses.foreach(corpse => {
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BurialTask(corpse)
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LastRitesTask(corpse)
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})
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buriedCorpses.foreach { LastRitesTask }
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}
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}
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def receive : Receive = {
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def receive : Receive = {
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@ -72,23 +80,33 @@ class CorpseRemovalActor extends Actor {
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CorpseRemovalActor.recursiveFindCorpse(corpses.iterator, targets.head) match {
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CorpseRemovalActor.recursiveFindCorpse(corpses.iterator, targets.head) match {
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case None => ;
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case None => ;
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case Some(index) =>
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case Some(index) =>
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BurialTask(corpses(index))
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if(index == 0) {
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burial.cancel
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}
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decomposition.cancel
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buriedCorpses = buriedCorpses :+ corpses(index)
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corpses = corpses.take(index) ++ corpses.drop(index+1)
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corpses = corpses.take(index) ++ corpses.drop(index+1)
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if(index == 0) {
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RetimeFirstTask()
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}
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import scala.concurrent.ExecutionContext.Implicits.global
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decomposition = context.system.scheduler.scheduleOnce(500 milliseconds, self, CorpseRemovalActor.TryDelete())
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}
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}
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}
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}
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else {
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else {
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log.debug(s"multiple target corpses submitted for early cleanup: $targets")
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log.debug(s"multiple target corpses submitted for early cleanup: $targets")
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burial.cancel
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decomposition.cancel
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//cumbersome partition
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//cumbersome partition
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//a - find targets from corpses
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//a - find targets from corpses
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(for {
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buriedCorpses = buriedCorpses ++ (for {
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a <- targets
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a <- targets
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b <- corpses
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b <- corpses
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if b.corpse == a &&
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if b.corpse == a &&
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b.corpse.Continent.equals(a.Continent) &&
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b.corpse.Continent.equals(a.Continent) &&
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b.corpse.HasGUID && a.HasGUID && b.corpse.GUID == a.GUID
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b.corpse.HasGUID && a.HasGUID && b.corpse.GUID == a.GUID
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} yield b).foreach { BurialTask }
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} yield b)
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//b - corpses after the found targets are
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//b - corpses after the found targets are removed (note: cull any non-GUID entries while at it)
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//removed (note: cull any non-GUID entries while at it)
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corpses = (for {
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corpses = (for {
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a <- targets
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a <- targets
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b <- corpses
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b <- corpses
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@ -99,15 +117,33 @@ class CorpseRemovalActor extends Actor {
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} yield b).sortBy(_.timeAlive)
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} yield b).sortBy(_.timeAlive)
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}
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}
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RetimeFirstTask()
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RetimeFirstTask()
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import scala.concurrent.ExecutionContext.Implicits.global
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decomposition = context.system.scheduler.scheduleOnce(500 milliseconds, self, CorpseRemovalActor.TryDelete())
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}
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}
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case CorpseRemovalActor.Dispose() =>
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case CorpseRemovalActor.StartDelete() =>
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burial.cancel
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burial.cancel
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decomposition.cancel
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val now : Long = System.nanoTime
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val now : Long = System.nanoTime
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val (buried, rotting) = corpses.partition(entry => { now - entry.time >= entry.timeAlive })
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val (buried, rotting) = corpses.partition(entry => { now - entry.time >= entry.timeAlive })
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corpses = rotting
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corpses = rotting
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buriedCorpses = buriedCorpses ++ buried
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buried.foreach { BurialTask }
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buried.foreach { BurialTask }
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RetimeFirstTask()
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RetimeFirstTask()
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if(buriedCorpses.nonEmpty) {
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import scala.concurrent.ExecutionContext.Implicits.global
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burial = context.system.scheduler.scheduleOnce(500 milliseconds, self, CorpseRemovalActor.TryDelete())
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}
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case CorpseRemovalActor.TryDelete() =>
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decomposition.cancel
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val (decomposed, rotting) = buriedCorpses.partition(entry => { !entry.zone.Corpses.contains(entry.corpse) })
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buriedCorpses = rotting
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decomposed.foreach { LastRitesTask }
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if(rotting.nonEmpty) {
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import scala.concurrent.ExecutionContext.Implicits.global
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decomposition = context.system.scheduler.scheduleOnce(500 milliseconds, self, CorpseRemovalActor.TryDelete())
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}
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case CorpseRemovalActor.FailureToWork(target, zone, ex) =>
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case CorpseRemovalActor.FailureToWork(target, zone, ex) =>
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//Cart Master: Oh, I can't take him like that. It's against regulations.
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//Cart Master: Oh, I can't take him like that. It's against regulations.
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@ -122,21 +158,24 @@ class CorpseRemovalActor extends Actor {
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if(corpses.nonEmpty) {
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if(corpses.nonEmpty) {
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val short_timeout : FiniteDuration = math.max(1, corpses.head.timeAlive - (now - corpses.head.time)) nanoseconds
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val short_timeout : FiniteDuration = math.max(1, corpses.head.timeAlive - (now - corpses.head.time)) nanoseconds
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import scala.concurrent.ExecutionContext.Implicits.global
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import scala.concurrent.ExecutionContext.Implicits.global
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burial = context.system.scheduler.scheduleOnce(short_timeout, self, CorpseRemovalActor.Dispose())
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burial = context.system.scheduler.scheduleOnce(short_timeout, self, CorpseRemovalActor.StartDelete())
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}
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}
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}
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}
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def BurialTask(entry : CorpseRemovalActor.Entry) : Unit = {
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def BurialTask(entry : CorpseRemovalActor.Entry) : Unit = {
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//Cart master: Nine pence.
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val target = entry.corpse
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val target = entry.corpse
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val zone = entry.zone
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target.Position = Vector3.Zero //somewhere it will not disturb anything
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entry.zone.Population ! Zone.Corpse.Remove(target)
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entry.zone.Population ! Zone.Corpse.Remove(target)
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context.parent ! AvatarServiceMessage(zone.Id, AvatarAction.ObjectDelete(Service.defaultPlayerGUID, target.GUID))
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context.parent ! AvatarServiceMessage(entry.zone.Id, AvatarAction.ObjectDelete(Service.defaultPlayerGUID, target.GUID))
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taskResolver ! BurialTask(target, zone)
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}
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}
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def BurialTask(corpse : Player, zone : Zone) : TaskResolver.GiveTask = {
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def LastRitesTask(entry : CorpseRemovalActor.Entry) : Unit = {
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//Cart master: Nine pence.
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val target = entry.corpse
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target.Position = Vector3.Zero //somewhere it will not disturb anything
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taskResolver ! LastRitesTask(target, entry.zone)
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}
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def LastRitesTask(corpse : Player, zone : Zone) : TaskResolver.GiveTask = {
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import net.psforever.objects.guid.{GUIDTask, Task}
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import net.psforever.objects.guid.{GUIDTask, Task}
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TaskResolver.GiveTask (
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TaskResolver.GiveTask (
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new Task() {
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new Task() {
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@ -170,9 +209,11 @@ object CorpseRemovalActor {
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final case class Entry(corpse : Player, zone : Zone, timeAlive : Long = CorpseRemovalActor.time, time : Long = System.nanoTime())
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final case class Entry(corpse : Player, zone : Zone, timeAlive : Long = CorpseRemovalActor.time, time : Long = System.nanoTime())
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final case class FailureToWork(corpse : Player, zone : Zone, ex : Throwable)
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private final case class FailureToWork(corpse : Player, zone : Zone, ex : Throwable)
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final case class Dispose()
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private final case class StartDelete()
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private final case class TryDelete()
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/**
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/**
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* A recursive function that finds and removes a specific player from a list of players.
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* A recursive function that finds and removes a specific player from a list of players.
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@ -30,10 +30,19 @@ class DeconstructionActor extends Actor {
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private var scrappingProcess : Cancellable = DefaultCancellable.obj
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private var scrappingProcess : Cancellable = DefaultCancellable.obj
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/** A `List` of currently doomed vehicles */
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/** A `List` of currently doomed vehicles */
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private var vehicles : List[DeconstructionActor.VehicleEntry] = Nil
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private var vehicles : List[DeconstructionActor.VehicleEntry] = Nil
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/** The periodic `Executor` that cleans up the next vehicle on the list */
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private var heapEmptyProcess : Cancellable = DefaultCancellable.obj
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/** A `List` of vehicles that have been removed from the game world and are awaiting deconstruction. */
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private var vehicleScrapHeap : List[DeconstructionActor.VehicleEntry] = Nil
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/** The manager that helps unregister the vehicle from its current GUID scope */
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/** The manager that helps unregister the vehicle from its current GUID scope */
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private var taskResolver : ActorRef = Actor.noSender
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private var taskResolver : ActorRef = Actor.noSender
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//private[this] val log = org.log4s.getLogger
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//private[this] val log = org.log4s.getLogger
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override def postStop() : Unit = {
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super.postStop()
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scrappingProcess.cancel
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heapEmptyProcess.cancel
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}
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def receive : Receive = {
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def receive : Receive = {
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/*
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/*
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@ -70,27 +79,46 @@ class DeconstructionActor extends Actor {
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})
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})
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if(vehicles.size == 1) { //we were the only entry so the event must be started from scratch
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if(vehicles.size == 1) { //we were the only entry so the event must be started from scratch
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import scala.concurrent.ExecutionContext.Implicits.global
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import scala.concurrent.ExecutionContext.Implicits.global
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scrappingProcess = context.system.scheduler.scheduleOnce(DeconstructionActor.timeout, self, DeconstructionActor.TryDeleteVehicle())
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scrappingProcess = context.system.scheduler.scheduleOnce(DeconstructionActor.timeout, self, DeconstructionActor.StartDeleteVehicle())
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}
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case DeconstructionActor.StartDeleteVehicle() =>
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scrappingProcess.cancel
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heapEmptyProcess.cancel
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val now : Long = System.nanoTime
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val (vehiclesToScrap, vehiclesRemain) = PartitionEntries(vehicles, now)
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vehicles = vehiclesRemain //entries from original list before partition
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vehicleScrapHeap = vehicleScrapHeap ++ vehiclesToScrap //may include existing entries
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vehiclesToScrap.foreach(entry => {
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val vehicle = entry.vehicle
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val zone = entry.zone
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zone.Transport ! Zone.Vehicle.Despawn(vehicle)
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context.parent ! DeconstructionActor.DeleteVehicle(vehicle.GUID, zone.Id) //call up to the main event system
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})
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if(vehiclesRemain.nonEmpty) {
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val short_timeout : FiniteDuration = math.max(1, DeconstructionActor.timeout_time - (now - vehiclesRemain.head.time)) nanoseconds
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import scala.concurrent.ExecutionContext.Implicits.global
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scrappingProcess = context.system.scheduler.scheduleOnce(short_timeout, self, DeconstructionActor.StartDeleteVehicle())
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}
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if(vehicleScrapHeap.nonEmpty) {
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import scala.concurrent.ExecutionContext.Implicits.global
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heapEmptyProcess = context.system.scheduler.scheduleOnce(500 milliseconds, self, DeconstructionActor.TryDeleteVehicle())
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}
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}
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case DeconstructionActor.TryDeleteVehicle() =>
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case DeconstructionActor.TryDeleteVehicle() =>
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scrappingProcess.cancel
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heapEmptyProcess.cancel
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val now : Long = System.nanoTime
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val (vehiclesToScrap, vehiclesRemain) = vehicleScrapHeap.partition(entry => !entry.zone.Vehicles.contains(entry.vehicle))
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val (vehiclesToScrap, vehiclesRemain) = PartitionEntries(vehicles, now)
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vehicleScrapHeap = vehiclesRemain
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vehicles = vehiclesRemain
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vehiclesToScrap.foreach(entry => {
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vehiclesToScrap.foreach(entry => {
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val vehicle = entry.vehicle
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val vehicle = entry.vehicle
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val zone = entry.zone
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val zone = entry.zone
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vehicle.Position = Vector3.Zero //somewhere it will not disturb anything
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vehicle.Position = Vector3.Zero //somewhere it will not disturb anything
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entry.zone.Transport ! Zone.Vehicle.Despawn(vehicle)
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context.parent ! DeconstructionActor.DeleteVehicle(vehicle.GUID, zone.Id) //call up to the main event system
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taskResolver ! DeconstructionTask(vehicle, zone)
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taskResolver ! DeconstructionTask(vehicle, zone)
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})
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})
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if(vehiclesRemain.nonEmpty) {
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if(vehiclesRemain.nonEmpty) {
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val short_timeout : FiniteDuration = math.max(1, DeconstructionActor.timeout_time - (now - vehiclesRemain.head.time)) nanoseconds
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import scala.concurrent.ExecutionContext.Implicits.global
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import scala.concurrent.ExecutionContext.Implicits.global
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scrappingProcess = context.system.scheduler.scheduleOnce(short_timeout, self, DeconstructionActor.TryDeleteVehicle())
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heapEmptyProcess = context.system.scheduler.scheduleOnce(500 milliseconds, self, DeconstructionActor.TryDeleteVehicle())
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}
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}
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case DeconstructionActor.FailureToDeleteVehicle(localVehicle, localZone, ex) =>
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case DeconstructionActor.FailureToDeleteVehicle(localVehicle, localZone, ex) =>
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@ -195,6 +223,12 @@ object DeconstructionActor {
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final case class DeleteVehicle(vehicle_guid : PlanetSideGUID, zone_id : String)
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final case class DeleteVehicle(vehicle_guid : PlanetSideGUID, zone_id : String)
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/**
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/**
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* Internal message used to signal a test of the queued vehicle information.
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* Internal message used to signal a test of the queued vehicle information.
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* Remove all deconstructing vehicles from the game world.
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*/
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private final case class StartDeleteVehicle()
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/**
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* Internal message used to signal a test of the queued vehicle information.
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* Remove all deconstructing vehicles from the zone's globally unique identifier system.
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*/
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*/
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private final case class TryDeleteVehicle()
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private final case class TryDeleteVehicle()
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