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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.net;
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import engine.Enum.DispatchChannel;
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import engine.Enum.GameObjectType;
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import engine.InterestManagement.WorldGrid;
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import engine.gameManager.SessionManager;
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import engine.math.Vector3fImmutable;
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import engine.net.client.ClientConnection;
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import engine.objects.AbstractWorldObject;
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import engine.objects.Item;
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import engine.objects.PlayerCharacter;
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import engine.server.MBServerStatics;
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import org.pmw.tinylog.Logger;
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import java.util.HashSet;
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import static engine.net.MessageDispatcher.dispatchCount;
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import static engine.net.MessageDispatcher.maxRecipients;
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/*
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* Dispatch Message is the main interface to Magicbane's threaded
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* async message delivery system.
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*/
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public class DispatchMessage {
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public static void startMessagePump() {
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Thread messageDispatcher;
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messageDispatcher = new Thread(new MessageDispatcher());
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messageDispatcher.setName("MessageDispatcher");
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messageDispatcher.start();
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}
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public static void sendToAllInRange(AbstractWorldObject obj,
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AbstractNetMsg msg) {
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if (obj == null)
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return;
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if (obj.getObjectType() == GameObjectType.PlayerCharacter || obj.getObjectType() == GameObjectType.Mob || obj.getObjectType() == GameObjectType.NPC || obj.getObjectType() == GameObjectType.Corpse)
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dispatchMsgToInterestArea(obj, msg, DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false);
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else
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dispatchMsgToInterestArea(obj, msg, DispatchChannel.PRIMARY, MBServerStatics.STRUCTURE_LOAD_RANGE, false, false);
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}
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// Dispatches a message to a playercharacter's interest area
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// Method includes handling of exclusion rules for visibility, self, etc.
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public static void dispatchMsgToInterestArea(AbstractWorldObject sourceObject, AbstractNetMsg msg, DispatchChannel dispatchChannel, int interestRange, boolean sendToSelf, boolean useIgnore) {
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Dispatch messageDispatch;
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HashSet<AbstractWorldObject> gridList;
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PlayerCharacter gridPlayer;
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AbstractWorldObject dispatchSource;
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PlayerCharacter sourcePlayer = null;
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long recipientCount = 0;
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if (sourceObject == null)
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return;
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// If the source of the message is a structure, item or player
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// setup our method variables accordingly.
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switch (sourceObject.getObjectType()) {
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case Item:
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dispatchSource = (AbstractWorldObject) ((Item) sourceObject).getOwner();
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break;
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case PlayerCharacter:
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dispatchSource = sourceObject;
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sourcePlayer = (PlayerCharacter) sourceObject;
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if (sourcePlayer.getClientConnection() != null && sendToSelf) {
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Dispatch dispatch = Dispatch.borrow(sourcePlayer, msg);
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DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.PRIMARY);
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}
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break;
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default:
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dispatchSource = sourceObject;
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}
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gridList = WorldGrid.getObjectsInRangePartial(dispatchSource.getLoc(), interestRange, MBServerStatics.MASK_PLAYER);
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for (AbstractWorldObject gridObject : gridList) {
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gridPlayer = (PlayerCharacter) gridObject;
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// Apply filter options if source of dispatch is a player
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if ((dispatchSource.getObjectType() == GameObjectType.PlayerCharacter) &&
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(sourcePlayer != null)) {
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if (gridPlayer.getObjectUUID() == sourcePlayer.getObjectUUID())
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continue;
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if ((useIgnore == true) && (gridPlayer.isIgnoringPlayer(sourcePlayer) == true))
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continue;
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if (gridPlayer.canSee(sourcePlayer) == false)
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continue;
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}
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messageDispatch = Dispatch.borrow(gridPlayer, msg);
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MessageDispatcher.send(messageDispatch, dispatchChannel);
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recipientCount++;
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}
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// Update metrics
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if (recipientCount > maxRecipients[dispatchChannel.getChannelID()])
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maxRecipients[dispatchChannel.getChannelID()] = recipientCount;
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dispatchCount[dispatchChannel.getChannelID()].increment();
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}
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public static void dispatchMsgToInterestArea(Vector3fImmutable targetLoc, AbstractWorldObject sourceObject, AbstractNetMsg msg, DispatchChannel dispatchChannel, int interestRange, boolean sendToSelf, boolean useIgnore) {
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Dispatch messageDispatch;
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HashSet<AbstractWorldObject> gridList;
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PlayerCharacter gridPlayer;
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AbstractWorldObject dispatchSource;
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PlayerCharacter sourcePlayer = null;
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long recipientCount = 0;
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if (sourceObject == null)
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return;
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// If the source of the message is a structure, item or player
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// setup our method variables accordingly.
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switch (sourceObject.getObjectType()) {
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case Item:
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dispatchSource = (AbstractWorldObject) ((Item) sourceObject).getOwner();
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break;
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case PlayerCharacter:
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dispatchSource = sourceObject;
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sourcePlayer = (PlayerCharacter) sourceObject;
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if (sourcePlayer.getClientConnection() != null && sendToSelf) {
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Dispatch dispatch = Dispatch.borrow(sourcePlayer, msg);
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DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.PRIMARY);
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}
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break;
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default:
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dispatchSource = sourceObject;
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}
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gridList = WorldGrid.getObjectsInRangePartial(targetLoc, interestRange, MBServerStatics.MASK_PLAYER);
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for (AbstractWorldObject gridObject : gridList) {
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gridPlayer = (PlayerCharacter) gridObject;
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// Apply filter options if source of dispatch is a player
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if ((dispatchSource.getObjectType() == GameObjectType.PlayerCharacter) &&
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(sourcePlayer != null)) {
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if (gridPlayer.getObjectUUID() == sourcePlayer.getObjectUUID())
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continue;
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if ((useIgnore == true) && (gridPlayer.isIgnoringPlayer(sourcePlayer) == true))
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continue;
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if (gridPlayer.canSee(sourcePlayer) == false)
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continue;
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}
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messageDispatch = Dispatch.borrow(gridPlayer, msg);
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MessageDispatcher.send(messageDispatch, dispatchChannel);
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recipientCount++;
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}
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// Update metrics
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if (recipientCount > maxRecipients[dispatchChannel.getChannelID()])
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maxRecipients[dispatchChannel.getChannelID()] = recipientCount;
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dispatchCount[dispatchChannel.getChannelID()].increment();
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}
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// Sends a message to all players in the game
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public static void dispatchMsgToAll(AbstractNetMsg msg) {
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Dispatch messageDispatch;
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long recipientCount = 0;
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// Send message to nobody? No thanks!
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if (SessionManager.getAllActivePlayerCharacters().isEmpty())
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return;
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// Messages to all we will default to the secondary dispatch
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// delivery channel. They are generally large, or inconsequential.
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for (PlayerCharacter player : SessionManager.getAllActivePlayerCharacters()) {
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messageDispatch = Dispatch.borrow(player, msg);
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MessageDispatcher.send(messageDispatch, DispatchChannel.SECONDARY);
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recipientCount++;
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}
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// Update metrics
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if (recipientCount > maxRecipients[DispatchChannel.SECONDARY.getChannelID()])
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maxRecipients[DispatchChannel.SECONDARY.getChannelID()] = recipientCount;
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dispatchCount[DispatchChannel.SECONDARY.getChannelID()].increment();
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}
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public static void dispatchMsgToAll(PlayerCharacter source, AbstractNetMsg msg, boolean ignore) {
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Dispatch messageDispatch;
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long recipientCount = 0;
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// Send message to nobody? No thanks!
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if (SessionManager.getAllActivePlayerCharacters().isEmpty())
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return;
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// Messages to all we will default to the secondary dispatch
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// delivery channel. They are generally large, or inconsequential.
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for (PlayerCharacter player : SessionManager.getAllActivePlayerCharacters()) {
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if (ignore && player.isIgnoringPlayer(source))
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continue;
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messageDispatch = Dispatch.borrow(player, msg);
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MessageDispatcher.send(messageDispatch, DispatchChannel.SECONDARY);
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recipientCount++;
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}
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// Update metrics
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if (recipientCount > maxRecipients[DispatchChannel.SECONDARY.getChannelID()])
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maxRecipients[DispatchChannel.SECONDARY.getChannelID()] = recipientCount;
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dispatchCount[DispatchChannel.SECONDARY.getChannelID()].increment();
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}
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// Sends a message to an arbitrary distribution list
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public static void dispatchMsgDispatch(Dispatch messageDispatch, DispatchChannel dispatchChannel) {
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if (messageDispatch == null) {
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Logger.info("DISPATCH Null for DispatchMessage!");
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return;
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}
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// No need to serialize an empty list
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if (messageDispatch.player == null) {
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Logger.info("Player Null for Dispatch!");
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messageDispatch.release();
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return;
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}
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MessageDispatcher.send(messageDispatch, dispatchChannel);
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dispatchCount[dispatchChannel.getChannelID()].increment();
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}
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protected static void serializeDispatch(Dispatch messageDispatch) {
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ClientConnection connection;
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if (messageDispatch.player == null) {
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Logger.info("Player null in serializeDispatch");
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messageDispatch.release();
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return;
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}
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connection = messageDispatch.player.getClientConnection();
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if ((connection == null) || (connection.isConnected() == false)) {
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messageDispatch.release();
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return;
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}
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if (messageDispatch.msg == null) {
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Logger.error("null message sent to " + messageDispatch.player.getName());
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messageDispatch.release();
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return;
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}
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if (!connection.sendMsg(messageDispatch.msg))
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Logger.error(messageDispatch.msg.getProtocolMsg() + " failed sending to " + messageDispatch.player.getName());
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messageDispatch.release();
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}
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}
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