mob respawning handled in its own thread
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// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ .
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// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌·
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// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
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// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
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// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀
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// Magicbane Emulator Project © 2013 - 2022
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// www.magicbane.com
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// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ .
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// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌·
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// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
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// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
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// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀
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// Magicbane Emulator Project © 2013 - 2022
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// www.magicbane.com
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package engine.workthreads;
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import engine.Enum.DispatchChannel;
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import engine.gameManager.ZoneManager;
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import engine.net.Dispatch;
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import engine.objects.Mob;
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import engine.objects.Zone;
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import org.pmw.tinylog.Logger;
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import java.util.concurrent.ConcurrentLinkedQueue;
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/**
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* Thread blocks until MagicBane dispatch messages are
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* enqueued then processes them in FIFO order. The collection
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* is thread safe.
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* <p>
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* Any large messages not time sensitive such as load object
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* sent to more than a single individual should be spawned
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* individually on a DispatchMessageThread.
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*/
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public class MobRespawnThread implements Runnable {
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// Instance variables
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// Thread constructor
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public MobRespawnThread() {
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Logger.info(" MobRespawnThread thread has started!");
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}
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@Override
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public void run() {
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for (Zone zone : ZoneManager.getAllZones()) {
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if (zone.respawnQue.isEmpty() == false && zone.lastRespawn + 100 < System.currentTimeMillis()) {
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if (zone.respawnQue.iterator().next() != null) {
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Mob respawner = zone.respawnQue.iterator().next();
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respawner.respawn();
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zone.respawnQue.remove(respawner);
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zone.lastRespawn = System.currentTimeMillis();
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}
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}
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}
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}
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public static void startRespawnThread() {
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Thread respawnThread;
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respawnThread = new Thread(new PurgeOprhans());
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respawnThread.setName("respawnThread");
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respawnThread.start();
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}
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}
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