force respawn after 10 minutes of unreleased corpse
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@@ -672,6 +672,8 @@ public class ClientMessagePump implements NetMsgHandler {
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JobScheduler.getInstance().scheduleJob(new RefreshGroupJob(sourcePlayer), MBServerStatics.LOAD_OBJECT_DELAY);
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JobScheduler.getInstance().scheduleJob(new RefreshGroupJob(sourcePlayer), MBServerStatics.LOAD_OBJECT_DELAY);
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}
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}
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private static void lootWindowRequest(LootWindowRequestMsg msg, ClientConnection origin) throws MsgSendException {
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private static void lootWindowRequest(LootWindowRequestMsg msg, ClientConnection origin) throws MsgSendException {
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PlayerCharacter pc = SessionManager.getPlayerCharacter(origin);
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PlayerCharacter pc = SessionManager.getPlayerCharacter(origin);
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@@ -26,6 +26,7 @@ import engine.job.JobScheduler;
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import engine.jobs.DeferredPowerJob;
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import engine.jobs.DeferredPowerJob;
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import engine.jobs.FinishSpireEffectJob;
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import engine.jobs.FinishSpireEffectJob;
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import engine.jobs.NoTimeJob;
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import engine.jobs.NoTimeJob;
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import engine.jobs.RefreshGroupJob;
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import engine.math.Bounds;
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import engine.math.Bounds;
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import engine.math.FastMath;
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import engine.math.FastMath;
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import engine.math.Vector3fImmutable;
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import engine.math.Vector3fImmutable;
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@@ -4809,15 +4810,61 @@ public class PlayerCharacter extends AbstractCharacter {
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return false;
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return false;
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}
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}
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private static void forceRespawn(PlayerCharacter sourcePlayer) throws MsgSendException {
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if (sourcePlayer == null)
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return;
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if (sourcePlayer.isAlive()) {
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Logger.error("Player " + sourcePlayer.getObjectUUID() + " respawning while alive");
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return;
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}
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// ResetAfterDeath player
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sourcePlayer.respawnLock.writeLock().lock();
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try {
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sourcePlayer.respawn(true, false, true);
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} catch (Exception e) {
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Logger.error(e);
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} finally {
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sourcePlayer.respawnLock.writeLock().unlock();
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}
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RespawnMsg msg = new RespawnMsg();
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// Echo ResetAfterDeath message back
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msg.setPlayerHealth(sourcePlayer.getHealth());
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// TODO calculate any experience loss before this point
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msg.setPlayerExp(sourcePlayer.getExp() + sourcePlayer.getOverFlowEXP());
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Dispatch dispatch = Dispatch.borrow(sourcePlayer, msg);
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DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.PRIMARY);
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MoveToPointMsg moveMsg = new MoveToPointMsg();
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moveMsg.setPlayer(sourcePlayer);
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moveMsg.setStartCoord(sourcePlayer.getLoc());
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moveMsg.setEndCoord(sourcePlayer.getLoc());
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moveMsg.setInBuilding(-1);
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moveMsg.setUnknown01(-1);
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dispatch = Dispatch.borrow(sourcePlayer, moveMsg);
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DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.PRIMARY);
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MovementManager.sendRWSSMsg(sourcePlayer);
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// refresh the whole group with what just happened
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JobScheduler.getInstance().scheduleJob(new RefreshGroupJob(sourcePlayer), MBServerStatics.LOAD_OBJECT_DELAY);
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}
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@Override
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@Override
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public void update() {
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public void update() {
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if (this.updateLock.writeLock().tryLock()) {
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if (this.updateLock.writeLock().tryLock()) {
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try {
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try {
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if (!this.isAlive())
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if (!this.isAlive()) {
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if((System.currentTimeMillis() - this.timestamps.get("DeathTime")) > 600000)
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forceRespawn(this);
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return;
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return;
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}
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updateLocation();
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updateLocation();
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updateMovementState();
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updateMovementState();
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updateRegen();
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updateRegen();
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