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/* |
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* This file is part of Araknemu. |
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* |
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* Araknemu is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU Lesser General Public License as published by |
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* the Free Software Foundation, either version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* Araknemu is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU Lesser General Public License for more details. |
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* |
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* You should have received a copy of the GNU Lesser General Public License |
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* along with Araknemu. If not, see <https://www.gnu.org/licenses/>. |
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* |
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* Copyright (c) 2017-2021 Vincent Quatrevieux |
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*/ |
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package fr.quatrevieux.araknemu.game; |
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import fr.quatrevieux.araknemu.core.event.Dispatcher; |
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import fr.quatrevieux.araknemu.core.event.EventsSubscriber; |
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import fr.quatrevieux.araknemu.core.event.Listener; |
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import fr.quatrevieux.araknemu.game.event.GameSaved; |
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import fr.quatrevieux.araknemu.game.event.GameStopped; |
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import fr.quatrevieux.araknemu.game.event.SavingGame; |
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import fr.quatrevieux.araknemu.game.player.GamePlayer; |
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import fr.quatrevieux.araknemu.game.player.PlayerService; |
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import fr.quatrevieux.araknemu.util.ExecutorFactory; |
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import org.apache.logging.log4j.Logger; |
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import java.time.Duration; |
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import java.util.concurrent.ScheduledExecutorService; |
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import java.util.concurrent.TimeUnit; |
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import java.util.concurrent.atomic.AtomicBoolean; |
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/** |
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* Handle world saving |
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*/ |
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public final class SavingService implements EventsSubscriber, PreloadableService { |
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private final PlayerService playerService; |
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private final GameConfiguration configuration; |
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private final Dispatcher dispatcher; |
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private final AtomicBoolean inProgress = new AtomicBoolean(false); |
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private final ScheduledExecutorService executor = ExecutorFactory.createSingleThread(); |
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public SavingService(PlayerService playerService, GameConfiguration configuration, Dispatcher dispatcher) { |
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this.playerService = playerService; |
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this.configuration = configuration; |
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this.dispatcher = dispatcher; |
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} |
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@Override |
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public void init(Logger logger) { |
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if (!configuration.autosaveEnabled()) { |
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return; |
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} |
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scheduleNextSave(); |
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} |
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@Override |
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public String name() { |
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return "saving"; |
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} |
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@Override |
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public Listener[] listeners() { |
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return new Listener[] { |
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new Listener<GameStopped>() { |
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@Override |
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public void on(GameStopped event) { |
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executor.shutdownNow(); |
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} |
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@Override |
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public Class<GameStopped> event() { |
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return GameStopped.class; |
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} |
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}, |
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}; |
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} |
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/** |
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* Execute the save |
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* Note: this method is non-blocking : the save process is launched in a thread |
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* |
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* @return true is the save is launched, or false if it's already in progress |
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*/ |
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public boolean execute() { |
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if (inProgress.getAndSet(true)) { |
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return false; |
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} |
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executor.execute(this::runSave); |
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return true; |
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} |
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/** |
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* Schedule the next autosave |
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* |
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* Note: do not use {@link ScheduledExecutorService#scheduleAtFixedRate(Runnable, long, long, TimeUnit)} |
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* to prevent conflicts on long run. Instead, it will reschedule a save after the previous one |
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*/ |
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private void scheduleNextSave() { |
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if (executor.isShutdown()) { |
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return; |
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} |
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final Duration interval = configuration.autosaveInterval(); |
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executor.schedule(() -> { |
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if (!inProgress.getAndSet(true)) { |
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runSave(); |
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} |
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scheduleNextSave(); |
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}, interval.toMillis(), TimeUnit.MILLISECONDS); |
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} |
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/** |
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* Run the save process |
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* Note: this method will not check the "inProgress" property : it must be checked before |
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*/ |
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private void runSave() { |
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dispatcher.dispatch(new SavingGame()); |
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try { |
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playerService.online().forEach(GamePlayer::save); |
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} finally { |
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inProgress.set(false); |
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dispatcher.dispatch(new GameSaved()); |
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} |
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} |
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} |
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