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📄 multigroupmessagerouter.java

📁 Vyger offers a D & D and Rogue-like environment in a graphical online roleplay game.
💻 JAVA
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/*
 * Light And Shadow. A Persistent Universe based on Robert Jordan's Wheel of Time Books.
 * Copyright (C) 2001-2002 WOTLAS Team
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 */

package wotlas.server.router;

import wotlas.server.PlayerImpl;
import wotlas.server.message.chat.*;

import wotlas.common.*;
import wotlas.common.universe.*;
import wotlas.common.router.*;
import wotlas.common.chat.*;

import wotlas.common.message.description.*;
import wotlas.common.message.movement.*;
import wotlas.common.message.chat.*;

import wotlas.libs.net.NetMessage;
import wotlas.utils.Debug;

import java.util.Hashtable;
import java.util.HashMap;
import java.util.Iterator;

/** A message router for Rooms which follows a 1-near step policy.
 *
 * @author Aldiss
 */

public class MultiGroupMessageRouter extends MessageRouter {

 /* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/

   /** Our near Rooms (the list does not contain our Room).
    */
     protected Room nearRooms[];

   /** Our Room.
    */
     protected Room thisRoom;

 /* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/

   /** Constructor. Just creates internals.
    */
     public MultiGroupMessageRouter() {
         super();
     }

 /* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/

   /** Inititializes this MessageRouter.
    *
    * @param location location this MessageRouter is linked to.
    * @param wManager WorldManager of the application.
    */
     public void init( WotlasLocation location, WorldManager wManager ) {

         // 1 - We get our Room.
            if( !location.isRoom()) {
               Debug.signal(Debug.FAILURE, this, "Location is not a Room ! Can't init router !" );
               return;
            }

            thisRoom = wManager.getRoom( location );

            if( thisRoom==null ) {
               Debug.signal(Debug.FAILURE, this, "Room not found ! Can't init router !" );
               return;
            }

         // 2 - We create a list of the rooms near ours.
            if( thisRoom.getRoomLinks()==null || thisRoom.getRoomLinks().length==0 ) {
            	nearRooms = new Room[0]; // this way no need to test for nearRooms nullity...
            	return;
            }

            HashMap tempRoomList = new HashMap(10);

            for( int i=0; i<thisRoom.getRoomLinks().length; i++ ) {
                 Room otherRoom = thisRoom.getRoomLinks()[i].getRoom1();
  
                 if( otherRoom==thisRoom ) {
                     otherRoom = thisRoom.getRoomLinks()[i].getRoom2();
                     if( otherRoom==thisRoom ) continue;
                 }

                 if( otherRoom==null ) continue;

               // ok do we have this room in our list ?
                 if( !tempRoomList.containsKey(""+otherRoom.getRoomID()) )
                     tempRoomList.put( ""+otherRoom.getRoomID(), otherRoom );
            }

            nearRooms = new Room[tempRoomList.size()];

            Iterator it = tempRoomList.values().iterator();
            int counter = 0;

              while( it.hasNext() ) {
                  nearRooms[counter] = (Room) it.next();
                  counter++;
              }

            tempRoomList.clear(); // let's help the garbage collector...
     }

 /* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/

   /** To add a player to this group. We update its location.
    *
    *  Call this method when a player is added to the map. If the player is arriving from
    *  another room call movePlayer.
    *
    * @param player player to add
    * @return true if the player was added successfully, false if an error occured.
    */
     public boolean addPlayer( Player player ) {

       // 1 - We add this player to our list & don't care if it's already in there
          players.put( player.getPrimaryKey(), player );
          player.setLocation( thisRoom.getLocation() ); // update player location

          if(!player.isConnectedToGame())
             return true; // no need to advertise if the player is not connected

       // 2 - We advertise our presence to other players in the LOCAL room
          AddPlayerToRoomMessage aMsg = new AddPlayerToRoomMessage( null, player );

          synchronized( players ) {
              Iterator it = players.values().iterator();
              	 
              while( it.hasNext() ) {
                  Player p = (Player) it.next();

                  if(p!=player) {
                     aMsg.setOtherPlayer(p); // needed for the LieManager to know who is
                     p.sendMessage( aMsg );  // asking for the player's name....
                  }
             }
          }

       // 3 - We advertise our presence to other players of the 1 step-NEAR rooms
          for( int i=0; i<nearRooms.length; i++ ) {
              Hashtable otherPlayers = nearRooms[i].getMessageRouter().getPlayers();

              synchronized( otherPlayers ) {
                 Iterator it = otherPlayers.values().iterator();
              	 
                 while( it.hasNext() ) {
                     Player p = (Player) it.next();
                     aMsg.setOtherPlayer(p); // needed for the LieManager to know who is
                     p.sendMessage( aMsg );  // asking for the player's name....
              	 }
              }
          }

       // 4 - We send DOORS & PLAYERS data to the added player
          player.sendMessage( new RoomPlayerDataMessage( thisRoom, player ) );

          for( int i=0; i<nearRooms.length; i++ ) {
              player.sendMessage( new DoorsStateMessage( nearRooms[i] ) );
              player.sendMessage( new RoomPlayerDataMessage( nearRooms[i], player ) );
          }

       // 5 - We send CHAT DATA to the added player
          updateChatInformation( (PlayerImpl) player );
          
          return true;

        /*** END OF ADDPLAYER ***/
     }

 /* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/

   /** To update the local chat information for a player. We update the state of the
    *  player
    */
     protected void updateChatInformation( PlayerImpl player ) {

       // 1 - and signal our player to default chat room...
          sendMessage( new AddPlayerToChatRoomMessage( player.getPrimaryKey(), ChatRoom.DEFAULT_CHAT ),
                       player );

       // 2 - We send CHAT data to the added player
       //     ( list of the players of the default chat room )
          player.sendMessage( new SetCurrentChatRoomMessage( ChatRoom.DEFAULT_CHAT, players ) );

       // 3 - We seek for a valid chatList if any...
          synchronized( players ) {
             Iterator it = players.values().iterator();

             while( it.hasNext() ) {
             	 PlayerImpl p = (PlayerImpl) it.next();

                 if(p!=player && p.isConnectedToGame() ) {
                    ChatList chatList = p.getChatList();

                    if( chatList!=null ) {
                    	player.setChatList( chatList );
                    	break;
                    }
                 }
             }
          }

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