mirror of
https://github.com/Rogiel/l2jserver2
synced 2025-12-06 07:32:46 +00:00
241 lines
7.7 KiB
Java
241 lines
7.7 KiB
Java
/*
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* This file is part of l2jserver <l2jserver.com>.
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*
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* l2jserver is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* l2jserver is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with l2jserver. If not, see <http://www.gnu.org/licenses/>.
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*/
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package com.l2jserver.service.game.spawn;
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import java.util.concurrent.Callable;
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import java.util.concurrent.TimeUnit;
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import com.google.common.base.Preconditions;
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import com.google.inject.Inject;
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import com.l2jserver.game.net.Lineage2Client;
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import com.l2jserver.game.net.packet.server.SM_CHAR_INFO;
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import com.l2jserver.game.net.packet.server.SM_CHAR_INFO_EXTRA;
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import com.l2jserver.game.net.packet.server.SM_TELEPORT;
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import com.l2jserver.model.id.object.CharacterID;
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import com.l2jserver.model.world.Actor;
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import com.l2jserver.model.world.Actor.ActorState;
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import com.l2jserver.model.world.L2Character;
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import com.l2jserver.model.world.NPC;
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import com.l2jserver.model.world.Player;
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import com.l2jserver.model.world.PositionableObject;
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import com.l2jserver.model.world.event.SpawnEvent;
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import com.l2jserver.model.world.event.UnspawnEvent;
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import com.l2jserver.model.world.npc.event.NPCSpawnEvent;
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import com.l2jserver.model.world.npc.event.NPCUnspawnEvent;
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import com.l2jserver.model.world.player.event.PlayerTeleportedEvent;
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import com.l2jserver.model.world.player.event.PlayerTeleportingEvent;
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import com.l2jserver.service.AbstractService;
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import com.l2jserver.service.AbstractService.Depends;
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import com.l2jserver.service.core.threading.AsyncFuture;
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import com.l2jserver.service.core.threading.ThreadService;
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import com.l2jserver.service.game.world.WorldService;
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import com.l2jserver.service.game.world.event.WorldEventDispatcher;
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import com.l2jserver.service.network.NetworkService;
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import com.l2jserver.util.geometry.Coordinate;
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import com.l2jserver.util.geometry.Point3D;
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/**
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* Default implementation for {@link SpawnService}
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*
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* @author <a href="http://www.rogiel.com">Rogiel</a>
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*/
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@Depends({ WorldService.class, NetworkService.class, ThreadService.class })
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public class SpawnServiceImpl extends AbstractService implements SpawnService {
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/**
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* The {@link WorldService}
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*/
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private final WorldService worldService;
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/**
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* The {@link WorldService} event dispatcher
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*/
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private final WorldEventDispatcher eventDispatcher;
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/**
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* The {@link NetworkService}
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*/
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private final NetworkService networkService;
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/**
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* The {@link ThreadService}
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*/
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private final ThreadService threadService;
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@Inject
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public SpawnServiceImpl(WorldService worldService,
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WorldEventDispatcher eventDispatcher,
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NetworkService networkService, ThreadService threadService) {
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this.worldService = worldService;
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this.eventDispatcher = eventDispatcher;
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this.networkService = networkService;
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this.threadService = threadService;
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}
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@Override
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public void spawn(PositionableObject object, Point3D point)
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throws SpawnPointNotFoundServiceException,
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AlreadySpawnedServiceException {
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Preconditions.checkNotNull(object, "object");
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// only set the new position if needed, this could cause a lot of
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// database updates if update is done unnecessarily
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boolean updatePoint = true;
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// sanitize
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if (point == null) {
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// retrieving stored point
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point = object.getPoint();
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updatePoint = false;
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}
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if (point == null) {
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// not point in argument and no point stored, aborting
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throw new SpawnPointNotFoundServiceException();
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}
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// set the spawning point
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if (updatePoint)
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object.setPoint(point);
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// reset actor state
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if (object instanceof Actor) {
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((Actor) object).setState(null);
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}
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// register object in the world
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if (!worldService.add(object))
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throw new AlreadySpawnedServiceException();
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// create the SpawnEvent
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SpawnEvent event = null;
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if (object instanceof NPC) {
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final NPC npc = (NPC) object;
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event = new NPCSpawnEvent(npc, point);
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} else if (object instanceof L2Character) {
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// TODO character spawn event
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event = null;
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}
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// TODO throw an exception if event is null
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if (event != null)
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// dispatch spawn event
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eventDispatcher.dispatch(event);
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// remember: broadcasting is done through events!
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}
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@Override
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public <T extends PositionableObject> AsyncFuture<T> spawn(final T object,
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final Point3D point, long time, TimeUnit unit) {
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Preconditions.checkNotNull(object, "object");
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Preconditions.checkArgument(time > 0, "time < 0");
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Preconditions.checkNotNull(unit, "unit");
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return threadService.async(time, unit, new Callable<T>() {
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@Override
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public T call() throws Exception {
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spawn(object, point);
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return object;
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}
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});
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}
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@Override
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public void unspawn(PositionableObject object)
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throws NotSpawnedServiceException {
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Preconditions.checkNotNull(object, "object");
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if (object.getPoint() == null)
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throw new NotSpawnedServiceException();
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// unregister object in the world
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if (!worldService.remove(object))
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throw new NotSpawnedServiceException();
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final Point3D point = object.getPoint();
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// create the SpawnEvent
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UnspawnEvent event = null;
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if (object instanceof NPC) {
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final NPC npc = (NPC) object;
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event = new NPCUnspawnEvent(npc, point);
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} else if (object instanceof L2Character) {
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// TODO character unspawn event
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event = null;
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}
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// TODO throw an exception if event is null
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if (event != null)
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// dispatch unspawn event
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eventDispatcher.dispatch(event);
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}
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@Override
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public <T extends PositionableObject> AsyncFuture<T> unspawn(
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final T object, long time, TimeUnit unit) {
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Preconditions.checkNotNull(object, "object");
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Preconditions.checkArgument(time > 0, "time <= 0");
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Preconditions.checkNotNull(unit, "unit");
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return threadService.async(time, unit, new Callable<T>() {
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@Override
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public T call() throws Exception {
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unspawn(object);
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return object;
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}
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});
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}
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@Override
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public void teleport(Player player, Coordinate coordinate)
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throws CharacterAlreadyTeleportingServiceException {
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Preconditions.checkNotNull(player, "player");
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Preconditions.checkNotNull(coordinate, "coordinate");
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if (player instanceof L2Character) {
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if (((L2Character) player).isTeleporting())
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throw new CharacterAlreadyTeleportingServiceException();
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final Lineage2Client conn = networkService
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.discover((CharacterID) player.getID());
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if (conn == null)
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// TODO throw an exception here
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return;
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conn.write(new SM_TELEPORT(conn.getCharacter(), coordinate
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.toPoint()));
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((L2Character) player).setState(ActorState.TELEPORTING);
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((L2Character) player).setTargetLocation(coordinate.toPoint());
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} else {
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player.setPosition(coordinate);
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}
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// dispatch teleport event
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eventDispatcher.dispatch(new PlayerTeleportingEvent(player, coordinate
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.toPoint()));
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// remember: broadcasting is done through events!
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}
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@Override
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public void finishTeleport(L2Character character)
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throws CharacterNotTeleportingServiceException {
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Preconditions.checkNotNull(character, "character");
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final CharacterID id = character.getID();
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final Lineage2Client conn = networkService.discover(id);
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if (!character.isTeleporting())
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throw new CharacterNotTeleportingServiceException();
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character.setState(null);
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character.setPoint(character.getTargetLocation());
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eventDispatcher.dispatch(new PlayerTeleportedEvent(character, character
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.getTargetLocation()));
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character.setTargetLocation(null);
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conn.write(new SM_CHAR_INFO(character));
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conn.write(new SM_CHAR_INFO_EXTRA(character));
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}
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}
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