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

@ -1,9 +1,6 @@
// Copyright (c) 2017 PSForever
package net.psforever.objects
import net.psforever.packet.game.PlanetSideGUID
import scala.annotation.tailrec
import scala.collection.concurrent.{Map, TrieMap}
/**
@ -12,157 +9,42 @@ import scala.collection.concurrent.{Map, TrieMap}
*/
private class LivePlayerList {
/** key - the session id; value - a `Player` object */
private val sessionMap : Map[Long, Player] = new TrieMap[Long, Player]
/** the index of the List corresponds to zone number 1-32 with 0 being "Nowhere" */
/** each mapping: key - the global unique identifier; value - the session id */
private val zoneMap : List[Map[Int, Long]] = List.fill(33)(new TrieMap[Int,Long])
private val sessionMap : Map[Long, Avatar] = new TrieMap[Long, Avatar]
def WorldPopulation(predicate : ((_, Player)) => Boolean) : List[Player] = {
def WorldPopulation(predicate : ((_, Avatar)) => Boolean) : List[Avatar] = {
sessionMap.filter(predicate).values.toList
}
def ZonePopulation(zone : Int, predicate : ((_, Player)) => Boolean) : List[Player] = {
zoneMap.lift(zone) match {
case Some(map) =>
val list = map.values.toList
sessionMap.filter({ case ((sess, _)) => list.contains(sess) }).filter(predicate).values.toList
def Add(sessionId : Long, avatar : Avatar) : Boolean = {
sessionMap.values.find(char => char.equals(avatar)) match {
case None =>
Nil
}
}
def Add(sessionId : Long, player : Player) : Boolean = {
sessionMap.values.find(char => char.equals(player)) match {
case None =>
sessionMap.putIfAbsent(sessionId, player).isEmpty
sessionMap.putIfAbsent(sessionId, avatar).isEmpty
case Some(_) =>
false
}
}
def Remove(sessionId : Long) : Option[Player] = {
sessionMap.remove(sessionId) match {
case Some(char) =>
zoneMap.foreach(zone => {
recursiveRemoveSession(zone.iterator, sessionId) match {
case Some(guid) =>
zone.remove(guid)
case None => ;
}
})
Some(char)
case None =>
None
}
def Remove(sessionId : Long) : Option[Avatar] = {
sessionMap.remove(sessionId)
}
@tailrec private def recursiveRemoveSession(iter : Iterator[(Int, Long)], sessionId : Long) : Option[Int] = {
if(!iter.hasNext) {
None
}
else {
val (guid : Int, sess : Long) = iter.next
if(sess == sessionId) {
Some(guid)
}
else {
recursiveRemoveSession(iter, sessionId)
}
}
}
def Get(zone : Int, guid : PlanetSideGUID) : Option[Player] = {
Get(zone, guid.guid)
}
def Get(zone : Int, guid : Int) : Option[Player] = {
zoneMap.lift(zone) match {
case Some(map) =>
map.get(guid) match {
case Some(sessionId) =>
sessionMap.get(sessionId)
case _ =>
None
}
case None =>
None
}
}
def Assign(zone: Int, sessionId : Long, guid : PlanetSideGUID) : Boolean = Assign(zone, sessionId, guid.guid)
def Assign(zone : Int, sessionId : Long, guid : Int) : Boolean = {
sessionMap.get(sessionId) match {
case Some(_) =>
zoneMap.lift(zone) match {
case Some(zn) =>
AssignToZone(zn, sessionId, guid)
case None =>
false
}
case None =>
false
}
}
private def AssignToZone(zone : Map[Int, Long], sessionId : Long, guid : Int) : Boolean = {
zone.get(guid) match {
case Some(_) =>
false
case None =>
zone(guid) = sessionId
true
}
}
def Drop(zone : Int, guid : PlanetSideGUID) : Option[Player] = Drop(zone, guid.guid)
def Drop(zone : Int, guid : Int) : Option[Player] = {
zoneMap.lift(zone) match {
case Some(map) =>
map.remove(guid) match {
case Some(sessionId) =>
sessionMap.get(sessionId)
case None =>
None
}
case None =>
None
}
}
def Shutdown : List[Player] = {
def Shutdown : List[Avatar] = {
val list = sessionMap.values.toList
sessionMap.clear
zoneMap.foreach(map => map.clear())
list
}
}
/**
* A class for storing `Player` mappings for users that are currently online.
* The mapping system is tightly coupled between the `Player` class and to an instance of `WorldSessionActor`.
* Looser couplings exist between the instance of `WorldSessionActor` and a given `Player`'s globally unique id.
* These looser couplings are zone-specific.
* Though the user may have local knowledge of the zone they inhabit on their `Player` object,
* it should not be trusted.<br>
* The mapping system is tightly coupled between the `Avatar` class and to an instance of `WorldSessionActor`.
* <br>
* Use:<br>
* 1) When a users logs in during `WorldSessionActor`, associate that user's session id and the character.<br>
* &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;`LivePlayerList.Add(session, player)`<br>
* 2) When that user's chosen character is declared his avatar using `SetCurrentAvatarMessage`,
* also associate the user's session with their current GUID.<br>
* &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;`LivePlayerList.Assign(zone, session, guid)`<br>
* 3) Repeat the previous step for as many times the user's GUID changes, especially during the aforementioned condition.<br>
* 4a) In between the previous two steps, a user's character may be referenced by their current GUID.<br>
* &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;`LivePlayerList.Get(zone, guid)`<br>
* 4b) Also in between those same previous steps, a range of characters may be queried based on provided statistics.<br>
* 1) When a users logs in during `WorldSessionActor`, associate that user's session id and their character (avatar).<br>
* &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;`LivePlayerList.Add(session, avatar)`<br>
* 2) In between the previous two steps, a range of characters may be queried based on provided statistics.<br>
* &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;`LivePlayerList.WorldPopulation(...)`<br>
* &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;`LivePlayerList.ZonePopulation(zone, ...)`<br>
* 5) When the user navigates away from a region completely, their entry is forgotten.<br>
* &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;`LivePlayerList.Drop(zone, guid)`<br>
* 6) When the user leaves the game entirely, his character's entries are removed from the mappings.<br>
* 3) When the user leaves the game entirely, his character's entry is removed from the mapping.<br>
* &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;`LivePlayerList.Remove(session)`
*/
object LivePlayerList {
@ -179,100 +61,28 @@ object LivePlayerList {
* @param predicate the conditions for filtering the live `Player`s
* @return a list of users's `Player`s that fit the criteria
*/
def WorldPopulation(predicate : ((_, Player)) => Boolean) : List[Player] = Instance.WorldPopulation(predicate)
/**
* Given some criteria, examine the mapping of user characters for a zone and find the ones that fulfill the requirements.<br>
* <br>
* Note the signature carefully.
* A two-element tuple is checked, but only the second element of that tuple - a `Player` - is eligible for being queried.
* The first element is ignored.
* Even a predicate as simple as `{ case ((x : Long, _)) => x > 0 }` will not work for that reason.
* @param zone the number of the zone
* @param predicate the conditions for filtering the live `Player`s
* @return a list of users's `Player`s that fit the criteria
*/
def ZonePopulation(zone : Int, predicate : ((_, Player)) => Boolean) : List[Player] = Instance.ZonePopulation(zone, predicate)
def WorldPopulation(predicate : ((_, Avatar)) => Boolean) : List[Avatar] = Instance.WorldPopulation(predicate)
/**
* Create a mapped entry between the user's session and a user's character.
* Neither the player nor the session may exist in the current mappings if this is to work.
* @param sessionId the session
* @param player the character
* @param avatar the character
* @return `true`, if the session was association was made; `false`, otherwise
*/
def Add(sessionId : Long, player : Player) : Boolean = Instance.Add(sessionId, player)
def Add(sessionId : Long, avatar : Avatar) : Boolean = Instance.Add(sessionId, avatar)
/**
* Remove all entries related to the given session identifier from the mappings.
* The player no longer counts as "online."
* This function cleans up __all__ associations - those created by `Add`, and those created by `Assign`.
* The character no longer counts as "online."
* @param sessionId the session
* @return any character that was afffected by the mapping removal
*/
def Remove(sessionId : Long) : Option[Player] = Instance.Remove(sessionId)
/**
* Get a user's character from the mappings.
* @param zone the number of the zone
* @param guid the current GUID of the character
* @return the character, if it can be found using the GUID
*/
def Get(zone : Int, guid : PlanetSideGUID) : Option[Player] = Instance.Get(zone, guid)
/**
* Get a user's character from the mappings.
* @param zone the number of the zone
* @param guid the current GUID of the character
* @return the character, if it can be found using the GUID
*/
def Get(zone : Int, guid : Int) : Option[Player] = Instance.Get(zone, guid)
/**
* Given a session that maps to a user's character, create a mapping between the character's current GUID and the session.
* If the user already has a GUID in the mappings, remove it and assert the new one.
* @param zone the number of the zone
* @param sessionId the session
* @param guid the GUID to associate with the character;
* technically, it has already been assigned and should be findable using `{character}.GUID.guid`
* @return `true`, if the mapping was created;
* `false`, if the session can not be found or if the character's GUID doesn't match the one provided
*/
def Assign(zone : Int, sessionId : Long, guid : PlanetSideGUID) : Boolean = Instance.Assign(zone, sessionId, guid)
/**
* Given a session that maps to a user's character, create a mapping between the character's current GUID and the session.
* If the user already has a GUID in the mappings, remove it and assert the new one.
* @param zone the number of the zone
* @param sessionId the session
* @param guid the GUID to associate with the character;
* technically, it has already been assigned and should be findable using `{character}.GUID.guid`
* @return `true`, if the mapping was created;
* `false`, if the session can not be found or if the character's GUID doesn't match the one provided
*/
def Assign(zone : Int, sessionId : Long, guid : Int) : Boolean = Instance.Assign(zone, sessionId, guid)
/**
* Given a GUID, remove any record of it.
* @param zone the number of the zone
* @param guid a GUID associated with the character;
* it does not have to be findable using `{character}.GUID.guid`
* @return any `Player` that may have been associated with this GUID
*/
def Drop(zone : Int, guid : PlanetSideGUID) : Option[Player] = Instance.Drop(zone, guid)
/**
* Given a GUID, remove any record of it.
* @param zone the number of the zone
* @param guid a GUID associated with the character;
* it does not have to be findable using `{character}.GUID.guid`
* @return any `Player` that may have been associated with this GUID
*/
def Drop(zone : Int, guid : Int) : Option[Player] = Instance.Drop(zone, guid)
def Remove(sessionId : Long) : Option[Avatar] = Instance.Remove(sessionId)
/**
* Hastily remove all mappings and ids.
* @return an unsorted list of the characters that were still online
*/
def Shutdown : List[Player] = Instance.Shutdown
def Shutdown : List[Avatar] = Instance.Shutdown
}

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@ -0,0 +1,124 @@
// Copyright (c) 2017 PSForever
package net.psforever.objects.definition.converter
import net.psforever.objects.{EquipmentSlot, Player}
import net.psforever.objects.equipment.Equipment
import net.psforever.packet.game.objectcreate.{BasicCharacterData, CharacterAppearanceData, CharacterData, DetailedCharacterData, DrawnSlot, InternalSlot, InventoryData, PlacementData, RibbonBars}
import net.psforever.types.{CharacterGender, GrenadeState}
import scala.annotation.tailrec
import scala.util.{Failure, Success, Try}
class CorpseConverter extends AvatarConverter {
override def ConstructorData(obj : Player) : Try[CharacterData] =
Failure(new Exception("CorpseConverter should not be used to generate CharacterData"))
override def DetailedConstructorData(obj : Player) : Try[DetailedCharacterData] = {
Success(
DetailedCharacterData(
MakeAppearanceData(obj),
0, 0, 0, 0, 0, 0, 0,
Nil, Nil, Nil, Nil,
None,
InventoryData((MakeHolsters(obj) ++ MakeInventory(obj)).sortBy(_.parentSlot)),
DrawnSlot.None
)
)
}
/**
* Compose some data from a `Player` into a representation common to both `CharacterData` and `DetailedCharacterData`.
* @param obj the `Player` game object
* @return the resulting `CharacterAppearanceData`
*/
private def MakeAppearanceData(obj : Player) : CharacterAppearanceData = {
CharacterAppearanceData(
PlacementData(obj.Position, obj.Orientation),
BasicCharacterData(obj.Name, obj.Faction, CharacterGender.Male, 0, 0),
0,
false,
false,
obj.ExoSuit,
"",
0,
true,
obj.Orientation.y, //TODO is this important?
0,
true,
GrenadeState.None,
false,
false,
false,
RibbonBars()
)
}
/**
* Given a player with an inventory, convert the contents of that inventory into converted-decoded packet data.
* The inventory is not represented in a `0x17` `Player`, so the conversion is only valid for `0x18` avatars.
* It will always be "`Detailed`".
* @param obj the `Player` game object
* @return a list of all items that were in the inventory in decoded packet form
*/
private def MakeInventory(obj : Player) : List[InternalSlot] = {
obj.Inventory.Items
.map({
case(_, item) =>
val equip : Equipment = item.obj
BuildEquipment(item.start, equip)
}).toList
}
/**
* Given a player with equipment holsters, convert the contents of those holsters into converted-decoded packet data.
* The decoded packet form is determined by the function in the parameters as both `0x17` and `0x18` conversions are available,
* with exception to the contents of the fifth slot.
* The fifth slot is only represented if the `Player` is an `0x18` type.
* @param obj the `Player` game object
* @return a list of all items that were in the holsters in decoded packet form
*/
private def MakeHolsters(obj : Player) : List[InternalSlot] = {
recursiveMakeHolsters(obj.Holsters().iterator)
}
/**
* Given some equipment holsters, convert the contents of those holsters into converted-decoded packet data.
* @param iter an `Iterator` of `EquipmentSlot` objects that are a part of the player's holsters
* @param list the current `List` of transformed data
* @param index which holster is currently being explored
* @return the `List` of inventory data created from the holsters
*/
@tailrec private def recursiveMakeHolsters(iter : Iterator[EquipmentSlot], list : List[InternalSlot] = Nil, index : Int = 0) : List[InternalSlot] = {
if(!iter.hasNext) {
list
}
else {
val slot : EquipmentSlot = iter.next
if(slot.Equipment.isDefined) {
val equip : Equipment = slot.Equipment.get
recursiveMakeHolsters(
iter,
list :+ BuildEquipment(index, equip),
index + 1
)
}
else {
recursiveMakeHolsters(iter, list, index + 1)
}
}
}
/**
* A builder method for turning an object into `0x17` decoded packet form.
* @param index the position of the object
* @param equip the game object
* @return the game object in decoded packet form
*/
private def BuildEquipment(index : Int, equip : Equipment) : InternalSlot = {
InternalSlot(equip.Definition.ObjectId, equip.GUID, index, equip.Definition.Packet.DetailedConstructorData(equip).get)
}
}
object CorpseConverter {
val converter = new CorpseConverter
}

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@ -22,7 +22,7 @@ class VehicleConverter extends ObjectCreateConverter[Vehicle]() {
PlanetSideGUID(0) //if(obj.Owner.isDefined) { obj.Owner.get } else { PlanetSideGUID(0) } //TODO is this really Owner?
),
0,
obj.Health / obj.MaxHealth * 255, //TODO not precise
255 * obj.Health / obj.MaxHealth, //TODO not precise
false, false,
obj.DeploymentState,
false,

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@ -3,7 +3,7 @@ package net.psforever.objects.zones
import akka.actor.{ActorContext, ActorRef, Props}
import akka.routing.RandomPool
import net.psforever.objects.{PlanetSideGameObject, Player, Vehicle}
import net.psforever.objects.{Avatar, PlanetSideGameObject, Player, Vehicle}
import net.psforever.objects.equipment.Equipment
import net.psforever.objects.guid.NumberPoolHub
import net.psforever.objects.guid.actor.UniqueNumberSystem
@ -14,6 +14,7 @@ import net.psforever.packet.game.PlanetSideGUID
import net.psforever.types.Vector3
import scala.annotation.tailrec
import scala.collection.concurrent.TrieMap
import scala.collection.mutable.ListBuffer
import scala.collection.immutable.{Map => PairMap}
@ -54,6 +55,12 @@ class Zone(private val zoneId : String, zoneMap : ZoneMap, zoneNumber : Int) {
private var vehicles : List[Vehicle] = List[Vehicle]()
/** */
private var transport : ActorRef = ActorRef.noSender
/** */
private val players : TrieMap[Avatar, Option[Player]] = TrieMap[Avatar, Option[Player]]()
/** */
private var corpses : List[Player] = List[Player]()
/** */
private var population : ActorRef = ActorRef.noSender
private var buildings : PairMap[Int, Building] = PairMap.empty[Int, Building]
@ -80,6 +87,7 @@ class Zone(private val zoneId : String, zoneMap : ZoneMap, zoneNumber : Int) {
accessor = context.actorOf(RandomPool(25).props(Props(classOf[UniqueNumberSystem], guid, UniqueNumberSystem.AllocateNumberPoolActors(guid))), s"$Id-uns")
ground = context.actorOf(Props(classOf[ZoneGroundActor], equipmentOnGround), s"$Id-ground")
transport = context.actorOf(Props(classOf[ZoneVehicleActor], this), s"$Id-vehicles")
population = context.actorOf(Props(classOf[ZonePopulationActor], this), s"$Id-players")
Map.LocalObjects.foreach({ builderObject => builderObject.Build })
MakeBuildings(context)
@ -179,6 +187,12 @@ class Zone(private val zoneId : String, zoneMap : ZoneMap, zoneNumber : Int) {
def Vehicles : List[Vehicle] = vehicles
def Players : List[Avatar] = players.keys.toList
def LivePlayers : List[Player] = players.values.collect( { case Some(tplayer) => tplayer }).toList
def Corpses : List[Player] = corpses
def AddVehicle(vehicle : Vehicle) : List[Vehicle] = {
vehicles = vehicles :+ vehicle
Vehicles
@ -208,6 +222,78 @@ class Zone(private val zoneId : String, zoneMap : ZoneMap, zoneNumber : Int) {
}
}
def PopulationJoin(avatar : Avatar) : Boolean = {
players.get(avatar) match {
case Some(_) =>
false
case None =>
players += avatar -> None
true
}
}
def PopulationLeave(avatar : Avatar) : Option[Player] = {
players.remove(avatar) match {
case None =>
None
case Some(tplayer) =>
tplayer
}
}
def PopulationSpawn(avatar : Avatar, player : Player) : Option[Player] = {
players.get(avatar) match {
case None =>
None
case Some(tplayer) =>
tplayer match {
case Some(aplayer) =>
Some(aplayer)
case None =>
players(avatar) = Some(player)
Some(player)
}
}
}
def PopulationRelease(avatar : Avatar) : Option[Player] = {
players.get(avatar) match {
case None =>
None
case Some(tplayer) =>
players(avatar) = None
tplayer
}
}
def CorpseAdd(player : Player) : Unit = {
if(player.isBackpack && recursiveFindCorpse(players.values.filter(_.nonEmpty).map(_.get).iterator, player.GUID).isEmpty) {
corpses = corpses :+ player
}
}
def CorpseRemove(player : Player) : Unit = {
recursiveFindCorpse(corpses.iterator, player.GUID) match {
case Some(index) =>
corpses = corpses.take(index-1) ++ corpses.drop(index)
case None => ;
}
}
@tailrec final def recursiveFindCorpse(iter : Iterator[Player], guid : PlanetSideGUID, index : Int = 0) : Option[Int] = {
if(!iter.hasNext) {
None
}
else {
if(iter.next.GUID == guid) {
Some(index)
}
else {
recursiveFindCorpse(iter, guid, index + 1)
}
}
}
/**
* Coordinate `Equipment` that has been dropped on the ground or to-be-dropped on the ground.
* @return synchronized reference to the ground
@ -220,6 +306,8 @@ class Zone(private val zoneId : String, zoneMap : ZoneMap, zoneNumber : Int) {
def Transport : ActorRef = transport
def Population : ActorRef = population
def Buildings : Map[Int, Building] = buildings
def Building(id : Int) : Option[Building] = {
@ -266,6 +354,21 @@ object Zone {
*/
final case class Init()
object Population {
final case class Join(avatar : Avatar)
final case class Leave(avatar : Avatar)
final case class Spawn(avatar : Avatar, player : Player)
final case class Release(avatar : Avatar)
final case class PlayerHasLeft(zone : Zone, player : Option[Player]) //Leave(avatar), but still has a player
final case class PlayerAlreadySpawned(player : Player) //Spawn(avatar, player), but avatar already has a player
final case class PlayerCanNotSpawn(zone : Zone, player : Player) //Spawn(avatar, player), but avatar did not initially Join(avatar)
}
object Corpse {
final case class Add(player : Player)
final case class Remove(player : Player)
}
/**
* Message to relinguish an item and place in on the ground.
* @param item the piece of `Equipment`

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@ -0,0 +1,43 @@
// Copyright (c) 2017 PSForever
package net.psforever.objects.zones
import akka.actor.Actor
class ZonePopulationActor(zone : Zone) extends Actor {
def receive : Receive = {
case Zone.Population.Join(avatar) =>
zone.PopulationJoin(avatar)
case Zone.Population.Leave(avatar) =>
zone.PopulationLeave(avatar) match {
case None => ;
case player @ Some(_) =>
sender ! Zone.Population.PlayerHasLeft(zone, player)
}
case Zone.Population.Spawn(avatar, player) =>
zone.PopulationSpawn(avatar, player) match {
case Some(tplayer) =>
if(tplayer != player) {
sender ! Zone.Population.PlayerCanNotSpawn(zone, player)
}
case None =>
sender ! Zone.Population.PlayerCanNotSpawn(zone, player)
}
case Zone.Population.Release(avatar) =>
zone.PopulationRelease(avatar) match {
case Some(_) => ;
case None =>
sender ! Zone.Population.PlayerHasLeft(zone, None)
}
case Zone.Corpse.Add(player) =>
zone.CorpseAdd(player)
case Zone.Corpse.Remove(player) =>
zone.CorpseRemove(player)
case _ => ;
}
}

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@ -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

View file

@ -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

View file

@ -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))

View file

@ -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
}