mirror of
https://github.com/Melledy/Grasscutter.git
synced 2024-12-04 09:50:08 +00:00
287 lines
8.6 KiB
Java
287 lines
8.6 KiB
Java
package emu.grasscutter.game;
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import java.util.ArrayList;
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import java.util.Collection;
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import java.util.Collections;
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import java.util.Iterator;
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import java.util.LinkedList;
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import java.util.List;
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import java.util.stream.Collectors;
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import emu.grasscutter.game.entity.GenshinEntity;
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import emu.grasscutter.game.props.ClimateType;
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import emu.grasscutter.game.props.EnterReason;
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import emu.grasscutter.game.props.EntityIdType;
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import emu.grasscutter.game.props.FightProperty;
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import emu.grasscutter.game.props.LifeState;
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import emu.grasscutter.data.GenshinData;
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import emu.grasscutter.data.def.SceneData;
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import emu.grasscutter.game.GenshinPlayer.SceneLoadState;
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import emu.grasscutter.game.entity.EntityAvatar;
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import emu.grasscutter.game.entity.EntityClientGadget;
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import emu.grasscutter.game.entity.EntityGadget;
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import emu.grasscutter.net.packet.GenshinPacket;
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import emu.grasscutter.net.proto.AttackResultOuterClass.AttackResult;
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import emu.grasscutter.net.proto.EnterTypeOuterClass.EnterType;
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import emu.grasscutter.net.proto.VisionTypeOuterClass.VisionType;
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import emu.grasscutter.server.packet.send.PacketDelTeamEntityNotify;
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import emu.grasscutter.server.packet.send.PacketEntityFightPropUpdateNotify;
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import emu.grasscutter.server.packet.send.PacketLifeStateChangeNotify;
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import emu.grasscutter.server.packet.send.PacketPlayerEnterSceneNotify;
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import emu.grasscutter.server.packet.send.PacketSceneEntityAppearNotify;
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import emu.grasscutter.server.packet.send.PacketSceneEntityDisappearNotify;
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import emu.grasscutter.server.packet.send.PacketScenePlayerInfoNotify;
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import emu.grasscutter.server.packet.send.PacketSyncScenePlayTeamEntityNotify;
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import emu.grasscutter.server.packet.send.PacketSyncTeamEntityNotify;
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import emu.grasscutter.server.packet.send.PacketWorldPlayerInfoNotify;
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import emu.grasscutter.server.packet.send.PacketWorldPlayerRTTNotify;
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import emu.grasscutter.utils.Position;
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import it.unimi.dsi.fastutil.ints.Int2ObjectMap;
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import it.unimi.dsi.fastutil.ints.Int2ObjectOpenHashMap;
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public class World implements Iterable<GenshinPlayer> {
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private final GenshinPlayer owner;
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private final List<GenshinPlayer> players;
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private final Int2ObjectMap<GenshinScene> scenes;
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private int levelEntityId;
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private int nextEntityId = 0;
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private int nextPeerId = 0;
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private int worldLevel;
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private boolean isMultiplayer;
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public World(GenshinPlayer player) {
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this(player, false);
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}
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public World(GenshinPlayer player, boolean isMultiplayer) {
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this.owner = player;
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this.players = Collections.synchronizedList(new ArrayList<>());
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this.scenes = new Int2ObjectOpenHashMap<>();
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this.levelEntityId = getNextEntityId(EntityIdType.MPLEVEL);
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this.worldLevel = player.getWorldLevel();
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this.isMultiplayer = isMultiplayer;
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}
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public GenshinPlayer getHost() {
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return owner;
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}
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public int getLevelEntityId() {
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return levelEntityId;
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}
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public int getHostPeerId() {
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if (this.getHost() == null) {
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return 0;
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}
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return this.getHost().getPeerId();
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}
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public int getNextPeerId() {
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return ++this.nextPeerId;
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}
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public int getWorldLevel() {
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return worldLevel;
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}
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public void setWorldLevel(int worldLevel) {
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this.worldLevel = worldLevel;
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}
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public List<GenshinPlayer> getPlayers() {
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return players;
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}
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public Int2ObjectMap<GenshinScene> getScenes() {
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return this.scenes;
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}
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public GenshinScene getSceneById(int sceneId) {
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// Get scene normally
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GenshinScene scene = getScenes().get(sceneId);
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if (scene != null) {
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return scene;
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}
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// Create scene from scene data if it doesnt exist
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SceneData sceneData = GenshinData.getSceneDataMap().get(sceneId);
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if (sceneData != null) {
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scene = new GenshinScene(this, sceneData);
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this.registerScene(scene);
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return scene;
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}
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return null;
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}
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public int getPlayerCount() {
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return getPlayers().size();
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}
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public boolean isMultiplayer() {
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return isMultiplayer;
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}
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public int getNextEntityId(EntityIdType idType) {
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return (idType.getId() << 24) + ++this.nextEntityId;
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}
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public synchronized void addPlayer(GenshinPlayer player) {
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// Check if player already in
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if (getPlayers().contains(player)) {
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return;
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}
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// Remove player from prev world
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if (player.getWorld() != null) {
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player.getWorld().removePlayer(player);
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}
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// Register
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player.setWorld(this);
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getPlayers().add(player);
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// Set player variables
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player.setPeerId(this.getNextPeerId());
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player.getTeamManager().setEntityId(getNextEntityId(EntityIdType.TEAM));
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// Copy main team to mp team
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if (this.isMultiplayer()) {
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player.getTeamManager().getMpTeam().copyFrom(player.getTeamManager().getCurrentSinglePlayerTeamInfo(), player.getTeamManager().getMaxTeamSize());
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player.getTeamManager().setCurrentCharacterIndex(0);
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}
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// Add to scene
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GenshinScene scene = this.getSceneById(player.getSceneId());
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scene.addPlayer(player);
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// Info packet for other players
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if (this.getPlayers().size() > 1) {
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this.updatePlayerInfos(player);
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}
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}
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public synchronized void removePlayer(GenshinPlayer player) {
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// Remove team entities
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player.sendPacket(
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new PacketDelTeamEntityNotify(
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player.getSceneId(),
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getPlayers().stream().map(p -> p.getTeamManager().getEntityId()).collect(Collectors.toList())
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)
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);
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// Deregister
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getPlayers().remove(player);
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player.setWorld(null);
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// Remove from scene
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GenshinScene scene = this.getSceneById(player.getSceneId());
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scene.removePlayer(player);
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// Info packet for other players
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if (this.getPlayers().size() > 0) {
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this.updatePlayerInfos(player);
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}
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// Disband world if host leaves
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if (getHost() == player) {
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List<GenshinPlayer> kicked = new ArrayList<>(this.getPlayers());
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for (GenshinPlayer victim : kicked) {
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World world = new World(victim);
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world.addPlayer(victim);
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victim.sendPacket(new PacketPlayerEnterSceneNotify(victim, EnterType.EnterSelf, EnterReason.TeamKick, victim.getSceneId(), victim.getPos()));
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}
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}
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}
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public void registerScene(GenshinScene scene) {
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this.getScenes().put(scene.getId(), scene);
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}
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public void deregisterScene(GenshinScene scene) {
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this.getScenes().remove(scene.getId());
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}
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public boolean forceTransferPlayerToScene(GenshinPlayer player, int sceneId, Position pos) {
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// Forces the client to reload the scene map to prevent the player from falling off the map.
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if (GenshinData.getSceneDataMap().get(sceneId) == null) {
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return false;
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}
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if (player.getScene() != null) {
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player.getScene().removePlayer(player);
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}
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GenshinScene scene = this.getSceneById(sceneId);
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scene.addPlayer(player);
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player.getPos().set(pos);
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// Teleport packet
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player.sendPacket(new PacketPlayerEnterSceneNotify(player, EnterType.EnterSelf, EnterReason.TransPoint, sceneId, pos));
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return true;
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}
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public boolean transferPlayerToScene(GenshinPlayer player, int sceneId, Position pos) {
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if (player.getScene().getId() == sceneId || GenshinData.getSceneDataMap().get(sceneId) == null) {
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return false;
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}
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if (player.getScene() != null) {
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player.getScene().removePlayer(player);
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}
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GenshinScene scene = this.getSceneById(sceneId);
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scene.addPlayer(player);
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player.getPos().set(pos);
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// Teleport packet
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player.sendPacket(new PacketPlayerEnterSceneNotify(player, EnterType.EnterSelf, EnterReason.TransPoint, sceneId, pos));
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return true;
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}
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private void updatePlayerInfos(GenshinPlayer paramPlayer) {
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for (GenshinPlayer player : getPlayers()) {
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// Dont send packets if player is loading in and filter out joining player
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if (!player.hasSentAvatarDataNotify() || player.getSceneLoadState().getValue() < SceneLoadState.INIT.getValue() || player == paramPlayer) {
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continue;
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}
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// Update team of all players since max players has been changed - Probably not the best way to do it
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if (this.isMultiplayer()) {
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player.getTeamManager().getMpTeam().copyFrom(player.getTeamManager().getMpTeam(), player.getTeamManager().getMaxTeamSize());
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player.getTeamManager().updateTeamEntities(null);
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}
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// World player info packets
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player.getSession().send(new PacketWorldPlayerInfoNotify(this));
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player.getSession().send(new PacketScenePlayerInfoNotify(this));
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player.getSession().send(new PacketWorldPlayerRTTNotify(this));
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// Team packets
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player.getSession().send(new PacketSyncTeamEntityNotify(player));
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player.getSession().send(new PacketSyncScenePlayTeamEntityNotify(player));
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}
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}
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public void broadcastPacket(GenshinPacket packet) {
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// Send to all players - might have to check if player has been sent data packets
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for (GenshinPlayer player : this.getPlayers()) {
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player.getSession().send(packet);
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}
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}
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public void close() {
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}
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@Override
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public Iterator<GenshinPlayer> iterator() {
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return getPlayers().iterator();
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}
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}
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