attempting to solve issue of corpses with no guid; catching vehicles with no guid as well

This commit is contained in:
FateJH 2018-05-06 16:09:30 -04:00
parent dd4b586bef
commit 3a9058bee9
3 changed files with 105 additions and 29 deletions

View file

@ -127,9 +127,9 @@ class WorldSessionActor extends Actor with MDCContextAware {
continent.Population ! Zone.Population.Release(avatar) continent.Population ! Zone.Population.Release(avatar)
player.VehicleSeated match { player.VehicleSeated match {
case None => case None =>
continent.Population ! Zone.Corpse.Add(player)
FriskCorpse(player) //TODO eliminate dead letters FriskCorpse(player) //TODO eliminate dead letters
if(!WellLootedCorpse(player)) { if(!WellLootedCorpse(player)) {
continent.Population ! Zone.Corpse.Add(player)
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.Release(player, continent)) avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.Release(player, continent))
taskResolver ! GUIDTask.UnregisterLocker(player.Locker)(continent.GUID) //rest of player will be cleaned up with corpses taskResolver ! GUIDTask.UnregisterLocker(player.Locker)(continent.GUID) //rest of player will be cleaned up with corpses
} }
@ -304,6 +304,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
case AvatarResponse.ObjectDelete(item_guid, unk) => case AvatarResponse.ObjectDelete(item_guid, unk) =>
if(tplayer_guid != guid) { if(tplayer_guid != guid) {
log.info(s"Made to delete item $item_guid")
sendResponse(ObjectDeleteMessage(item_guid, unk)) sendResponse(ObjectDeleteMessage(item_guid, unk))
} }
@ -1601,10 +1602,10 @@ class WorldSessionActor extends Actor with MDCContextAware {
continent.Population ! Zone.Population.Release(avatar) continent.Population ! Zone.Population.Release(avatar)
player.VehicleSeated match { player.VehicleSeated match {
case None => case None =>
continent.Population ! Zone.Corpse.Add(player) //TODO move back out of this match case when changing below issue
FriskCorpse(player) FriskCorpse(player)
if(!WellLootedCorpse(player)) { if(!WellLootedCorpse(player)) {
TurnPlayerIntoCorpse(player) TurnPlayerIntoCorpse(player)
continent.Population ! Zone.Corpse.Add(player) //TODO move back out of this match case when changing below issue
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.Release(player, continent)) avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.Release(player, continent))
} }
else { //no items in inventory; leave no corpse else { //no items in inventory; leave no corpse

View file

@ -15,17 +15,25 @@ import scala.concurrent.duration._
class CorpseRemovalActor extends Actor { class CorpseRemovalActor extends Actor {
private var burial : Cancellable = DefaultCancellable.obj private var burial : Cancellable = DefaultCancellable.obj
private var corpses : List[CorpseRemovalActor.Entry] = List() private var corpses : List[CorpseRemovalActor.Entry] = List()
private var decomposition : Cancellable = DefaultCancellable.obj
private var buriedCorpses : List[CorpseRemovalActor.Entry] = List()
private var taskResolver : ActorRef = Actor.noSender private var taskResolver : ActorRef = Actor.noSender
private[this] val log = org.log4s.getLogger private[this] val log = org.log4s.getLogger
override def postStop() = { override def postStop() = {
//Cart Master: See you on Thursday. //Cart Master: See you on Thursday.
corpses.foreach { BurialTask } burial.cancel
corpses = Nil decomposition.cancel
corpses.foreach(corpse => {
BurialTask(corpse)
LastRitesTask(corpse)
})
buriedCorpses.foreach { LastRitesTask }
} }
def receive : Receive = { def receive : Receive = {
@ -72,23 +80,33 @@ class CorpseRemovalActor extends Actor {
CorpseRemovalActor.recursiveFindCorpse(corpses.iterator, targets.head) match { CorpseRemovalActor.recursiveFindCorpse(corpses.iterator, targets.head) match {
case None => ; case None => ;
case Some(index) => case Some(index) =>
BurialTask(corpses(index)) if(index == 0) {
burial.cancel
}
decomposition.cancel
buriedCorpses = buriedCorpses :+ corpses(index)
corpses = corpses.take(index) ++ corpses.drop(index+1) corpses = corpses.take(index) ++ corpses.drop(index+1)
if(index == 0) {
RetimeFirstTask()
}
import scala.concurrent.ExecutionContext.Implicits.global
decomposition = context.system.scheduler.scheduleOnce(500 milliseconds, self, CorpseRemovalActor.TryDelete())
} }
} }
else { else {
log.debug(s"multiple target corpses submitted for early cleanup: $targets") log.debug(s"multiple target corpses submitted for early cleanup: $targets")
burial.cancel
decomposition.cancel
//cumbersome partition //cumbersome partition
//a - find targets from corpses //a - find targets from corpses
(for { buriedCorpses = buriedCorpses ++ (for {
a <- targets a <- targets
b <- corpses b <- corpses
if b.corpse == a && if b.corpse == a &&
b.corpse.Continent.equals(a.Continent) && b.corpse.Continent.equals(a.Continent) &&
b.corpse.HasGUID && a.HasGUID && b.corpse.GUID == a.GUID b.corpse.HasGUID && a.HasGUID && b.corpse.GUID == a.GUID
} yield b).foreach { BurialTask } } yield b)
//b - corpses after the found targets are //b - corpses after the found targets are removed (note: cull any non-GUID entries while at it)
//removed (note: cull any non-GUID entries while at it)
corpses = (for { corpses = (for {
a <- targets a <- targets
b <- corpses b <- corpses
@ -99,15 +117,33 @@ class CorpseRemovalActor extends Actor {
} yield b).sortBy(_.timeAlive) } yield b).sortBy(_.timeAlive)
} }
RetimeFirstTask() RetimeFirstTask()
import scala.concurrent.ExecutionContext.Implicits.global
decomposition = context.system.scheduler.scheduleOnce(500 milliseconds, self, CorpseRemovalActor.TryDelete())
} }
case CorpseRemovalActor.Dispose() => case CorpseRemovalActor.StartDelete() =>
burial.cancel burial.cancel
decomposition.cancel
val now : Long = System.nanoTime val now : Long = System.nanoTime
val (buried, rotting) = corpses.partition(entry => { now - entry.time >= entry.timeAlive }) val (buried, rotting) = corpses.partition(entry => { now - entry.time >= entry.timeAlive })
corpses = rotting corpses = rotting
buriedCorpses = buriedCorpses ++ buried
buried.foreach { BurialTask } buried.foreach { BurialTask }
RetimeFirstTask() RetimeFirstTask()
if(buriedCorpses.nonEmpty) {
import scala.concurrent.ExecutionContext.Implicits.global
burial = context.system.scheduler.scheduleOnce(500 milliseconds, self, CorpseRemovalActor.TryDelete())
}
case CorpseRemovalActor.TryDelete() =>
decomposition.cancel
val (decomposed, rotting) = buriedCorpses.partition(entry => { !entry.zone.Corpses.contains(entry.corpse) })
buriedCorpses = rotting
decomposed.foreach { LastRitesTask }
if(rotting.nonEmpty) {
import scala.concurrent.ExecutionContext.Implicits.global
decomposition = context.system.scheduler.scheduleOnce(500 milliseconds, self, CorpseRemovalActor.TryDelete())
}
case CorpseRemovalActor.FailureToWork(target, zone, ex) => case CorpseRemovalActor.FailureToWork(target, zone, ex) =>
//Cart Master: Oh, I can't take him like that. It's against regulations. //Cart Master: Oh, I can't take him like that. It's against regulations.
@ -122,21 +158,24 @@ class CorpseRemovalActor extends Actor {
if(corpses.nonEmpty) { if(corpses.nonEmpty) {
val short_timeout : FiniteDuration = math.max(1, corpses.head.timeAlive - (now - corpses.head.time)) nanoseconds val short_timeout : FiniteDuration = math.max(1, corpses.head.timeAlive - (now - corpses.head.time)) nanoseconds
import scala.concurrent.ExecutionContext.Implicits.global import scala.concurrent.ExecutionContext.Implicits.global
burial = context.system.scheduler.scheduleOnce(short_timeout, self, CorpseRemovalActor.Dispose()) burial = context.system.scheduler.scheduleOnce(short_timeout, self, CorpseRemovalActor.StartDelete())
} }
} }
def BurialTask(entry : CorpseRemovalActor.Entry) : Unit = { def BurialTask(entry : CorpseRemovalActor.Entry) : Unit = {
//Cart master: Nine pence.
val target = entry.corpse val target = entry.corpse
val zone = entry.zone
target.Position = Vector3.Zero //somewhere it will not disturb anything
entry.zone.Population ! Zone.Corpse.Remove(target) entry.zone.Population ! Zone.Corpse.Remove(target)
context.parent ! AvatarServiceMessage(zone.Id, AvatarAction.ObjectDelete(Service.defaultPlayerGUID, target.GUID)) context.parent ! AvatarServiceMessage(entry.zone.Id, AvatarAction.ObjectDelete(Service.defaultPlayerGUID, target.GUID))
taskResolver ! BurialTask(target, zone)
} }
def BurialTask(corpse : Player, zone : Zone) : TaskResolver.GiveTask = { def LastRitesTask(entry : CorpseRemovalActor.Entry) : Unit = {
//Cart master: Nine pence.
val target = entry.corpse
target.Position = Vector3.Zero //somewhere it will not disturb anything
taskResolver ! LastRitesTask(target, entry.zone)
}
def LastRitesTask(corpse : Player, zone : Zone) : TaskResolver.GiveTask = {
import net.psforever.objects.guid.{GUIDTask, Task} import net.psforever.objects.guid.{GUIDTask, Task}
TaskResolver.GiveTask ( TaskResolver.GiveTask (
new Task() { new Task() {
@ -170,9 +209,11 @@ object CorpseRemovalActor {
final case class Entry(corpse : Player, zone : Zone, timeAlive : Long = CorpseRemovalActor.time, time : Long = System.nanoTime()) final case class Entry(corpse : Player, zone : Zone, timeAlive : Long = CorpseRemovalActor.time, time : Long = System.nanoTime())
final case class FailureToWork(corpse : Player, zone : Zone, ex : Throwable) private final case class FailureToWork(corpse : Player, zone : Zone, ex : Throwable)
final case class Dispose() private final case class StartDelete()
private final case class TryDelete()
/** /**
* A recursive function that finds and removes a specific player from a list of players. * A recursive function that finds and removes a specific player from a list of players.

View file

@ -30,10 +30,19 @@ class DeconstructionActor extends Actor {
private var scrappingProcess : Cancellable = DefaultCancellable.obj private var scrappingProcess : Cancellable = DefaultCancellable.obj
/** A `List` of currently doomed vehicles */ /** A `List` of currently doomed vehicles */
private var vehicles : List[DeconstructionActor.VehicleEntry] = Nil private var vehicles : List[DeconstructionActor.VehicleEntry] = Nil
/** The periodic `Executor` that cleans up the next vehicle on the list */
private var heapEmptyProcess : Cancellable = DefaultCancellable.obj
/** A `List` of vehicles that have been removed from the game world and are awaiting deconstruction. */
private var vehicleScrapHeap : List[DeconstructionActor.VehicleEntry] = Nil
/** The manager that helps unregister the vehicle from its current GUID scope */ /** The manager that helps unregister the vehicle from its current GUID scope */
private var taskResolver : ActorRef = Actor.noSender private var taskResolver : ActorRef = Actor.noSender
//private[this] val log = org.log4s.getLogger //private[this] val log = org.log4s.getLogger
override def postStop() : Unit = {
super.postStop()
scrappingProcess.cancel
heapEmptyProcess.cancel
}
def receive : Receive = { def receive : Receive = {
/* /*
@ -70,27 +79,46 @@ class DeconstructionActor extends Actor {
}) })
if(vehicles.size == 1) { //we were the only entry so the event must be started from scratch if(vehicles.size == 1) { //we were the only entry so the event must be started from scratch
import scala.concurrent.ExecutionContext.Implicits.global import scala.concurrent.ExecutionContext.Implicits.global
scrappingProcess = context.system.scheduler.scheduleOnce(DeconstructionActor.timeout, self, DeconstructionActor.TryDeleteVehicle()) scrappingProcess = context.system.scheduler.scheduleOnce(DeconstructionActor.timeout, self, DeconstructionActor.StartDeleteVehicle())
}
case DeconstructionActor.StartDeleteVehicle() =>
scrappingProcess.cancel
heapEmptyProcess.cancel
val now : Long = System.nanoTime
val (vehiclesToScrap, vehiclesRemain) = PartitionEntries(vehicles, now)
vehicles = vehiclesRemain //entries from original list before partition
vehicleScrapHeap = vehicleScrapHeap ++ vehiclesToScrap //may include existing entries
vehiclesToScrap.foreach(entry => {
val vehicle = entry.vehicle
val zone = entry.zone
zone.Transport ! Zone.Vehicle.Despawn(vehicle)
context.parent ! DeconstructionActor.DeleteVehicle(vehicle.GUID, zone.Id) //call up to the main event system
})
if(vehiclesRemain.nonEmpty) {
val short_timeout : FiniteDuration = math.max(1, DeconstructionActor.timeout_time - (now - vehiclesRemain.head.time)) nanoseconds
import scala.concurrent.ExecutionContext.Implicits.global
scrappingProcess = context.system.scheduler.scheduleOnce(short_timeout, self, DeconstructionActor.StartDeleteVehicle())
}
if(vehicleScrapHeap.nonEmpty) {
import scala.concurrent.ExecutionContext.Implicits.global
heapEmptyProcess = context.system.scheduler.scheduleOnce(500 milliseconds, self, DeconstructionActor.TryDeleteVehicle())
} }
case DeconstructionActor.TryDeleteVehicle() => case DeconstructionActor.TryDeleteVehicle() =>
scrappingProcess.cancel heapEmptyProcess.cancel
val now : Long = System.nanoTime val (vehiclesToScrap, vehiclesRemain) = vehicleScrapHeap.partition(entry => !entry.zone.Vehicles.contains(entry.vehicle))
val (vehiclesToScrap, vehiclesRemain) = PartitionEntries(vehicles, now) vehicleScrapHeap = vehiclesRemain
vehicles = vehiclesRemain
vehiclesToScrap.foreach(entry => { vehiclesToScrap.foreach(entry => {
val vehicle = entry.vehicle val vehicle = entry.vehicle
val zone = entry.zone val zone = entry.zone
vehicle.Position = Vector3.Zero //somewhere it will not disturb anything vehicle.Position = Vector3.Zero //somewhere it will not disturb anything
entry.zone.Transport ! Zone.Vehicle.Despawn(vehicle)
context.parent ! DeconstructionActor.DeleteVehicle(vehicle.GUID, zone.Id) //call up to the main event system
taskResolver ! DeconstructionTask(vehicle, zone) taskResolver ! DeconstructionTask(vehicle, zone)
}) })
if(vehiclesRemain.nonEmpty) { if(vehiclesRemain.nonEmpty) {
val short_timeout : FiniteDuration = math.max(1, DeconstructionActor.timeout_time - (now - vehiclesRemain.head.time)) nanoseconds
import scala.concurrent.ExecutionContext.Implicits.global import scala.concurrent.ExecutionContext.Implicits.global
scrappingProcess = context.system.scheduler.scheduleOnce(short_timeout, self, DeconstructionActor.TryDeleteVehicle()) heapEmptyProcess = context.system.scheduler.scheduleOnce(500 milliseconds, self, DeconstructionActor.TryDeleteVehicle())
} }
case DeconstructionActor.FailureToDeleteVehicle(localVehicle, localZone, ex) => case DeconstructionActor.FailureToDeleteVehicle(localVehicle, localZone, ex) =>
@ -195,6 +223,12 @@ object DeconstructionActor {
final case class DeleteVehicle(vehicle_guid : PlanetSideGUID, zone_id : String) final case class DeleteVehicle(vehicle_guid : PlanetSideGUID, zone_id : String)
/** /**
* Internal message used to signal a test of the queued vehicle information. * Internal message used to signal a test of the queued vehicle information.
* Remove all deconstructing vehicles from the game world.
*/
private final case class StartDeleteVehicle()
/**
* Internal message used to signal a test of the queued vehicle information.
* Remove all deconstructing vehicles from the zone's globally unique identifier system.
*/ */
private final case class TryDeleteVehicle() private final case class TryDeleteVehicle()