Working on the player listener slightly and trying to figure out how to handle the lastLoginMillis through Mixin instead of locally stored.
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2ddef9f499
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@ -353,7 +353,7 @@ public class FPlayer extends SenderEntity<FPlayer> implements EconomyParticipato
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public double getPower()
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public double getPower()
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{
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{
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this.updatePower();
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this.recalculatePower();
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return this.power;
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return this.power;
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}
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}
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@ -385,14 +385,13 @@ public class FPlayer extends SenderEntity<FPlayer> implements EconomyParticipato
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return ConfServer.powerMin + this.powerBoost;
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return ConfServer.powerMin + this.powerBoost;
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}
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}
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public void updatePower()
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public void recalculatePower()
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{
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{
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this.updatePower(this.isOnline());
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this.recalculatePower(this.isOnline());
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}
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}
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private static final transient long POWER_RECALCULATION_MINIMUM_WAIT_MILLIS = 10 * TimeUnit.MILLIS_PER_SECOND;
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private static final transient long POWER_RECALCULATION_MINIMUM_WAIT_MILLIS = 10 * TimeUnit.MILLIS_PER_SECOND;
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public void recalculatePower(boolean online)
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public void updatePower(boolean online)
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{
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{
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// Is the player really on this server?
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// Is the player really on this server?
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// We use the sender ps mixin to fetch the current player location.
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// We use the sender ps mixin to fetch the current player location.
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@ -498,10 +497,9 @@ public class FPlayer extends SenderEntity<FPlayer> implements EconomyParticipato
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// -------------------------------------------- //
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// -------------------------------------------- //
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// TODO
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// TODO
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@Deprecated
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public void setLastLoginTime(long lastLoginTime)
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public void setLastLoginTime(long lastLoginTime)
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{
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{
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losePowerFromBeingOffline();
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//this.lastLoginTime = lastLoginTime;
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this.lastPowerUpdateTime = lastLoginTime;
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this.lastPowerUpdateTime = lastLoginTime;
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if (ConfServer.noPVPDamageToOthersForXSecondsAfterLogin > 0)
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if (ConfServer.noPVPDamageToOthersForXSecondsAfterLogin > 0)
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{
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{
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@ -81,7 +81,7 @@ public class FactionsEntityListener implements Listener
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// Call player onDeath if the event is not cancelled
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// Call player onDeath if the event is not cancelled
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if ( ! powerLossEvent.isCancelled())
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if ( ! powerLossEvent.isCancelled())
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{
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{
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fplayer.onDeath();
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fplayer.setPower(fplayer.getPower() + ConfServer.powerPerDeath);
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}
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}
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// Send the message from the powerLossEvent
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// Send the message from the powerLossEvent
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@ -20,7 +20,6 @@ import org.bukkit.event.player.PlayerInteractEvent;
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import org.bukkit.event.player.PlayerJoinEvent;
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import org.bukkit.event.player.PlayerJoinEvent;
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import org.bukkit.event.player.PlayerKickEvent;
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import org.bukkit.event.player.PlayerKickEvent;
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import org.bukkit.event.player.PlayerMoveEvent;
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import org.bukkit.event.player.PlayerMoveEvent;
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import org.bukkit.event.player.PlayerQuitEvent;
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import org.bukkit.util.NumberConversions;
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import org.bukkit.util.NumberConversions;
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import com.massivecraft.factions.BoardColl;
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import com.massivecraft.factions.BoardColl;
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@ -34,7 +33,9 @@ import com.massivecraft.factions.Rel;
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import com.massivecraft.factions.TerritoryAccess;
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import com.massivecraft.factions.TerritoryAccess;
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import com.massivecraft.factions.integration.SpoutFeatures;
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import com.massivecraft.factions.integration.SpoutFeatures;
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import com.massivecraft.factions.util.VisualizeUtil;
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import com.massivecraft.factions.util.VisualizeUtil;
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import com.massivecraft.mcore.event.MCorePlayerLeaveEvent;
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import com.massivecraft.mcore.ps.PS;
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import com.massivecraft.mcore.ps.PS;
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import com.massivecraft.mcore.util.MUtil;
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public class FactionsPlayerListener implements Listener
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public class FactionsPlayerListener implements Listener
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@ -42,91 +43,89 @@ public class FactionsPlayerListener implements Listener
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@EventHandler(priority = EventPriority.NORMAL)
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@EventHandler(priority = EventPriority.NORMAL)
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public void onPlayerJoin(PlayerJoinEvent event)
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public void onPlayerJoin(PlayerJoinEvent event)
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{
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{
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// Make sure that all online players do have a fplayer.
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// If a player is joining the server ...
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final FPlayer me = FPlayerColl.get().get(event.getPlayer());
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Player player = event.getPlayer();
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FPlayer fplayer = FPlayerColl.get().get(player);
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// ... recalculate their power as if they were offline since last recalculation ...
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fplayer.recalculatePower(false);
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// ... update the current chunk ...
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fplayer.setCurrentChunk(PS.valueOf(event.getPlayer()));
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// ... notify the player about where they are ...
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if ( ! SpoutFeatures.updateTerritoryDisplay(fplayer))
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{
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fplayer.sendFactionHereMessage();
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}
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// Update the lastLoginTime for this fplayer
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// Update the lastLoginTime for this fplayer
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me.setLastLoginTime(System.currentTimeMillis());
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fplayer.setLastLoginTime(System.currentTimeMillis());
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// Store player's current Chunk and notify them where they are
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me.setCurrentChunk(PS.valueOf(event.getPlayer()));
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if ( ! SpoutFeatures.updateTerritoryDisplay(me))
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{
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me.sendFactionHereMessage();
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}
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}
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}
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@EventHandler(priority = EventPriority.NORMAL)
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@EventHandler(priority = EventPriority.NORMAL)
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public void onPlayerQuit(PlayerQuitEvent event)
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public void onPlayerLeave(MCorePlayerLeaveEvent event)
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{
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{
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FPlayer me = FPlayerColl.get().get(event.getPlayer());
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Player player = event.getPlayer();
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FPlayer fplayer = FPlayerColl.get().get(player);
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// Recalculate the power before the player leaves.
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// This is required since we recalculate as if the player were offline when they log back in.
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// TODO: When I setup universes I must do this for all universe instance of the player that logs off!
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fplayer.recalculatePower(true);
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// Make sure player's power is up to date when they log off.
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me.getPower();
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// and update their last login time to point to when the logged off, for auto-remove routine
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// and update their last login time to point to when the logged off, for auto-remove routine
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me.setLastLoginTime(System.currentTimeMillis());
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fplayer.setLastLoginTime(System.currentTimeMillis());
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SpoutFeatures.playerDisconnect(me);
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SpoutFeatures.playerDisconnect(fplayer);
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}
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}
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@EventHandler(priority = EventPriority.MONITOR)
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@EventHandler(priority = EventPriority.MONITOR, ignoreCancelled = true)
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public void onPlayerMove(PlayerMoveEvent event)
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public void onPlayerMove(PlayerMoveEvent event)
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{
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{
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if (event.isCancelled()) return;
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// If the player is moving from one chunk to another ...
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if (MUtil.isSameChunk(event)) return;
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// quick check to make sure player is moving between chunks; good performance boost
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if
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(
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event.getFrom().getBlockX() >> 4 == event.getTo().getBlockX() >> 4
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&&
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event.getFrom().getBlockZ() >> 4 == event.getTo().getBlockZ() >> 4
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&&
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event.getFrom().getWorld() == event.getTo().getWorld()
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)
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return;
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// ... update the stored current chunk ...
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Player player = event.getPlayer();
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Player player = event.getPlayer();
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FPlayer me = FPlayerColl.get().get(player);
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FPlayer fplayer = FPlayerColl.get().get(player);
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// Did we change coord?
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PS chunkFrom = fplayer.getCurrentChunk();
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PS chunkFrom = me.getCurrentChunk();
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PS chunkTo = PS.valueOf(event.getTo()).getChunk(true);
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PS chunkTo = PS.valueOf(event.getTo()).getChunk(true);
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if (chunkFrom.equals(chunkTo)) return;
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fplayer.setCurrentChunk(chunkTo);
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// Yes we did change coord (:
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// ... TODO: assorted and uncleaned code below ...
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me.setCurrentChunk(chunkTo);
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TerritoryAccess access = BoardColl.get().getTerritoryAccessAt(chunkTo);
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TerritoryAccess access = BoardColl.get().getTerritoryAccessAt(chunkTo);
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// Did we change "host"(faction)?
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// Did we change "host"(faction)?
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boolean changedFaction = (BoardColl.get().getFactionAt(chunkFrom) != access.getHostFaction());
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boolean changedFaction = (BoardColl.get().getFactionAt(chunkFrom) != access.getHostFaction());
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// let Spout handle most of this if it's available
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// let Spout handle most of this if it's available
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boolean handledBySpout = changedFaction && SpoutFeatures.updateTerritoryDisplay(me);
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boolean handledBySpout = changedFaction && SpoutFeatures.updateTerritoryDisplay(fplayer);
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if (me.isMapAutoUpdating())
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if (fplayer.isMapAutoUpdating())
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{
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{
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me.sendMessage(BoardColl.get().getMap(me.getFaction(), chunkTo, player.getLocation().getYaw()));
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fplayer.sendMessage(BoardColl.get().getMap(fplayer.getFaction(), chunkTo, player.getLocation().getYaw()));
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}
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}
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else if (changedFaction && ! handledBySpout)
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else if (changedFaction && ! handledBySpout)
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{
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{
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me.sendFactionHereMessage();
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fplayer.sendFactionHereMessage();
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}
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}
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// show access info message if needed
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// show access info message if needed
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if ( ! handledBySpout && ! SpoutFeatures.updateAccessInfo(me) && ! access.isDefault())
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if ( ! handledBySpout && ! SpoutFeatures.updateAccessInfo(fplayer) && ! access.isDefault())
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{
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{
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if (access.subjectHasAccess(me))
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if (access.subjectHasAccess(fplayer))
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me.msg("<g>You have access to this area.");
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fplayer.msg("<g>You have access to this area.");
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else if (access.subjectAccessIsRestricted(me))
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else if (access.subjectAccessIsRestricted(fplayer))
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me.msg("<b>This area has restricted access.");
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fplayer.msg("<b>This area has restricted access.");
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}
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}
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if (me.getAutoClaimFor() != null)
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if (fplayer.getAutoClaimFor() != null)
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{
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{
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me.attemptClaim(me.getAutoClaimFor(), event.getTo(), true);
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fplayer.attemptClaim(fplayer.getAutoClaimFor(), event.getTo(), true);
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}
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}
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}
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}
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