/*
* $Header: Broadcast.java, 18/11/2005 15:33:35 luisantonioa Exp $
*
* $Author: luisantonioa $
* $Date: 18/11/2005 15:33:35 $
* $Revision: 1 $
* $Log: Broadcast.java,v $
* Revision 1 18/11/2005 15:33:35 luisantonioa
* Added copyright notice
*
*
* 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 3 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, see .
*/
package com.l2jserver.gameserver.util;
import gnu.trove.TObjectProcedure;
import java.util.Collection;
import java.util.logging.Level;
import java.util.logging.Logger;
import com.l2jserver.Config;
import com.l2jserver.gameserver.model.L2World;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.network.clientpackets.Say2;
import com.l2jserver.gameserver.network.serverpackets.CharInfo;
import com.l2jserver.gameserver.network.serverpackets.CreatureSay;
import com.l2jserver.gameserver.network.serverpackets.L2GameServerPacket;
import com.l2jserver.gameserver.network.serverpackets.RelationChanged;
/**
* This class ...
*
* @version $Revision: 1.2 $ $Date: 2004/06/27 08:12:59 $
*/
public final class Broadcast
{
private static Logger _log = Logger.getLogger(Broadcast.class.getName());
/**
* Send a packet to all L2PcInstance in the _KnownPlayers of the L2Character that have the Character targetted.
*
* Concept :
* L2PcInstance in the detection area of the L2Character are identified in _knownPlayers.
* In order to inform other players of state modification on the L2Character, server just need to go through _knownPlayers to send Server->Client Packet
*
* Caution : This method DOESN'T SEND Server->Client packet to this L2Character (to do this use method toSelfAndKnownPlayers)
*
*/
public static void toPlayersTargettingMyself(L2Character character, L2GameServerPacket mov)
{
if (Config.DEBUG)
_log.fine("players to notify:" + character.getKnownList().getKnownPlayers().size() + " packet:" + mov.getType());
Collection plrs = character.getKnownList().getKnownPlayers().values();
// synchronized (character.getKnownList().getKnownPlayers())
{
for (L2PcInstance player : plrs)
{
if (player.getTarget() != character)
continue;
player.sendPacket(mov);
}
}
}
/**
* Send a packet to all L2PcInstance in the _KnownPlayers of the
* L2Character.
*
*
* Concept :
* L2PcInstance in the detection area of the L2Character are identified in
* _knownPlayers.
* In order to inform other players of state modification on the
* L2Character, server just need to go through _knownPlayers to send
* Server->Client Packet
*
*
* Caution : This method DOESN'T SEND
* Server->Client packet to this L2Character (to do this use method
* toSelfAndKnownPlayers)
*
*
*/
public static void toKnownPlayers(L2Character character, L2GameServerPacket mov)
{
if (Config.DEBUG)
_log.fine("players to notify:" + character.getKnownList().getKnownPlayers().size() + " packet:" + mov.getType());
Collection plrs = character.getKnownList().getKnownPlayers().values();
//synchronized (character.getKnownList().getKnownPlayers())
{
for (L2PcInstance player : plrs)
{
if (player == null)
continue;
try
{
player.sendPacket(mov);
if (mov instanceof CharInfo && character instanceof L2PcInstance)
{
int relation = ((L2PcInstance) character).getRelation(player);
Integer oldrelation = character.getKnownList().getKnownRelations().get(player.getObjectId());
if (oldrelation != null && oldrelation != relation)
{
player.sendPacket(new RelationChanged((L2PcInstance) character, relation, character.isAutoAttackable(player)));
if (((L2PcInstance) character).getPet() != null)
player.sendPacket(new RelationChanged(((L2PcInstance) character).getPet(), relation, character.isAutoAttackable(player)));
}
}
}
catch (NullPointerException e)
{
_log.log(Level.WARNING, e.getMessage(),e);
}
}
}
}
/**
* Send a packet to all L2PcInstance in the _KnownPlayers (in the specified
* radius) of the L2Character.
*
*
* Concept :
* L2PcInstance in the detection area of the L2Character are identified in
* _knownPlayers.
* In order to inform other players of state modification on the
* L2Character, server just needs to go through _knownPlayers to send
* Server->Client Packet and check the distance between the targets.
*
*
* Caution : This method DOESN'T SEND
* Server->Client packet to this L2Character (to do this use method
* toSelfAndKnownPlayers)
*
*
*/
public static void toKnownPlayersInRadius(L2Character character, L2GameServerPacket mov, int radius)
{
if (radius < 0)
radius = 1500;
Collection plrs = character.getKnownList().getKnownPlayers().values();
//synchronized (character.getKnownList().getKnownPlayers())
{
for (L2PcInstance player : plrs)
{
if (character.isInsideRadius(player, radius, false, false))
player.sendPacket(mov);
}
}
}
/**
* Send a packet to all L2PcInstance in the _KnownPlayers of the L2Character and to the specified character.
*
* Concept :
* L2PcInstance in the detection area of the L2Character are identified in _knownPlayers.
* In order to inform other players of state modification on the L2Character, server just need to go through _knownPlayers to send Server->Client Packet
*
*/
public static void toSelfAndKnownPlayers(L2Character character, L2GameServerPacket mov)
{
if (character instanceof L2PcInstance)
{
character.sendPacket(mov);
}
toKnownPlayers(character, mov);
}
// To improve performance we are comparing values of radius^2 instead of calculating sqrt all the time
public static void toSelfAndKnownPlayersInRadius(L2Character character, L2GameServerPacket mov, long radiusSq)
{
if (radiusSq < 0)
radiusSq = 360000;
if (character instanceof L2PcInstance)
character.sendPacket(mov);
Collection plrs = character.getKnownList().getKnownPlayers().values();
//synchronized (character.getKnownList().getKnownPlayers())
{
for (L2PcInstance player : plrs)
{
if (player != null && character.getDistanceSq(player) <= radiusSq)
player.sendPacket(mov);
}
}
}
/**
* Send a packet to all L2PcInstance present in the world.
*
* Concept :
* In order to inform other players of state modification on the L2Character, server just need to go through _allPlayers to send Server->Client Packet
*
* Caution : This method DOESN'T SEND Server->Client packet to this L2Character (to do this use method toSelfAndKnownPlayers)
*
*/
public static void toAllOnlinePlayers(L2GameServerPacket mov)
{
if (Config.DEBUG)
_log.fine("Players to notify: " + L2World.getInstance().getAllPlayersCount() + " (with packet " + mov.getType() + ")");
L2World.getInstance().forEachPlayer(new ForEachPlayerBroadcast(mov));
}
public static void announceToOnlinePlayers(String text)
{
CreatureSay cs = new CreatureSay(0, Say2.ANNOUNCEMENT, "", text);
toAllOnlinePlayers(cs);
}
public static void toPlayersInInstance(L2GameServerPacket mov, int instanceId)
{
L2World.getInstance().forEachPlayer(new ForEachPlayerInInstanceBroadcast(mov, instanceId));
}
private static final class ForEachPlayerBroadcast implements TObjectProcedure
{
L2GameServerPacket _packet;
private ForEachPlayerBroadcast(L2GameServerPacket packet)
{
_packet = packet;
}
@Override
public final boolean execute(final L2PcInstance onlinePlayer)
{
if (onlinePlayer != null && onlinePlayer.isOnline())
onlinePlayer.sendPacket(_packet);
return true;
}
}
private static final class ForEachPlayerInInstanceBroadcast implements TObjectProcedure
{
L2GameServerPacket _packet;
int _instanceId;
private ForEachPlayerInInstanceBroadcast(L2GameServerPacket packet, int instanceId)
{
_packet = packet;
_instanceId = instanceId;
}
@Override
public final boolean execute(final L2PcInstance onlinePlayer)
{
if (onlinePlayer != null && onlinePlayer.isOnline() && onlinePlayer.getInstanceId() == _instanceId)
onlinePlayer.sendPacket(_packet);
return true;
}
}
}