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Token.lua
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Token.lua
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local _, FS = ...
local Token = FS:RegisterModule("Token", "AceTimer-3.0")
local Network, Console, Roster
-- Aliases
local GetTime, GetNetStats, GetServerTime = GetTime, GetNetStats, GetServerTime
local UnitIsGroupLeader, UnitIsGroupAssistant, IsInGroup = UnitIsGroupLeader, UnitIsGroupAssistant, IsInGroup
local UnitPosition, UnitGUID, UnitName = UnitPosition, UnitGUID, UnitName
local pairs, ipairs, wipe, select, setmetatable, type = pairs, ipairs, wipe, select, setmetatable, type
local tinsert, tsort, tremove = table.insert, table.sort, table.remove
local After = C_Timer.After
-- Player's GUID
local PLAYER_GUID
local PLAYER_NAME
local PLAYER_ZONE
-- Defined tokens
local tokens = {}
local enabled = {}
local enabled_count = 0
-- Broadcast messages buffer
local broadcast_buffer = {}
-- Whisper messages buffer
local whisper_buffers = {}
local whisper_buffers_empty = true
-- Player's node ID
local K_NETSTATUS = "p"
local K_DEV = "d"
local K_LOADTIME = "t"
local K_GUID = "g"
local id = {
[K_NETSTATUS] = true,
[K_DEV] = FS.version == "dev",
[K_LOADTIME] = 0,
[K_GUID] = "?"
}
-- Debug trace
local debug = false and id[K_DEV]
function trace(...)
if debug then
print("TKN2", ...)
end
end
-- States
local STATE_DISABLED = 1 -- Token is disabled and completely ignored
local STATE_UNAVAILABLE = 2 -- Same as disabled, but because we don't have promote, automatically transition to INIT if we are promoted
local STATE_INIT = 3 -- Init phase, sending search message and attempting to prevent causing a new election
local STATE_CLAIMING = 4 -- Claiming the token, starting an election
local STATE_CLAIMED = 5 -- Someone higher priority claimed the token
local STATE_ACQUIRED = 6 -- Election is done, someone broadcasted acquire message
local STATE_DISPOSED = 7 -- Token is disposed and should never be used again
-- Messages types
local MSG_PACKED = "P"
local MSG_QUERY = "Q"
local MSG_OWNER = "O"
local MSG_CLAIM = "C"
local MSG_ACQUIRE = "A"
local MSG_RELEASE = "R"
local MSG_HEARTBEAT = "H"
local MSG_SENDERID = "I"
-- Colored states names
local state_name = {
[STATE_DISABLED] = "|cffc41f3bDISABLED|r",
[STATE_UNAVAILABLE] = "|cffff7d0aUNAVAILABLE|r",
[STATE_INIT] = "|cfffff569INIT|r",
[STATE_CLAIMING] = "|cff69ccf0CLAIMING|r",
[STATE_CLAIMED] = "|cff69ccf0CLAIMED|r",
[STATE_ACQUIRED] = "|cffabd473ACQUIRED|r",
[STATE_DISPOSED] = "|cffc41f3bDISPOSED|r"
}
-- Track solo status
local is_solo = true
local acquirable_throttled = false
--------------------------------------------------------------------------------
local function compareNumber(a, b, key)
a, b = a[key], b[key]
if a == b then
return false
else
-- Lower is better
return (a < b) and 1 or -1
end
end
local function compareBoolean(a, b, key)
a, b = a[key], b[key]
if a == b then
return false
else
-- True is better than False
return a and 1 or -1
end
end
-- Compare players IDs to chose the most rightful one
local function compare(a, b)
if not a then return -1 end
if not b then return 1 end
return
compareBoolean(a, b, K_NETSTATUS) or -- Good network health wins
compareBoolean(a, b, K_DEV) or -- Dev wins
compareNumber(a, b, K_LOADTIME) or -- Lowest load time wins
compareNumber(a, b, K_GUID) or -- Lowest GUID wins
0
end
--------------------------------------------------------------------------------
local token_config = {
title = {
type = "description",
name = "|cff64b4ffService Token",
fontSize = "large",
order = 0
},
desc = {
type = "description",
name = "Distributed service coordinator election service.\n",
fontSize = "medium",
order = 1
},
ref = {
type = "header",
name = "Module reference",
order = 1000
},
cmds = FS.Config:MakeDoc("Available chat commands", 1900, {
{"token", "List active tokens state and owner."},
}, "/fs "),
docs = FS.Config:MakeDoc("Public API", 2000, {
{":Create ( name , default ) -> token", "Creates a new service token with the given name. At any given time, only one player in the group can hold a token with a given name."},
}, "FS.Token"),
token = FS.Config:MakeDoc("Token API", 3000, {
{":Enable ( )", "Enable this token and participate in the holder election process."},
{":Disable ( )", "Disable this token. The player will no longer participate in the holder election process and will release the token if currently owning the token."},
{":IsMine ( ) -> boolean", "Returns true if the player is currently the token holder."},
{":Owner ( ) -> guid , name", "Returns the GUID and name of the current token holder."},
}, "token"),
events = FS.Config:MakeDoc("Emitted events", 4000, {
{"_ACQUIRED ( name , token )", "Emitted when a new holder is elected for the token."},
{"_WON ( name , token )", "Emitted when the player is now the holder of a token."},
{"_LOST ( name , token )", "Emitted when the player is no longer the holder of a token."},
}, "FS_TOKEN")
}
--------------------------------------------------------------------------------
function Token:OnInitialize()
Network = FS.Network
Roster = FS.Roster
Console = FS.Console
Console:RegisterCommand("token", self)
FS.Config:Register("Service token", token_config)
end
function Token:OnEnable()
-- Fetch player's GUID
PLAYER_GUID = UnitGUID("player"):sub(8)
PLAYER_NAME = UnitName("player")
-- Update ID table
id[K_GUID] = PLAYER_GUID
id[K_LOADTIME] = GetServerTime()
-- Bind token network messages
self:RegisterMessage("FS_MSG_TKN2")
-- Check group composition change
self:RegisterEvent("GROUP_ROSTER_UPDATE", "UpdateAcquirable")
-- Check entering / exiting instances
self:RegisterEvent("ZONE_CHANGED", "UpdateAcquirable")
self:RegisterEvent("ZONE_CHANGED_NEW_AREA", "UpdateAcquirable")
-- Force an initial check
self:UpdateNetworkHealth()
self:UpdateAcquirable()
end
function Token:EnableToken(token)
if enabled[token.name] then return end
enabled[token.name] = token
enabled_count = enabled_count + 1
if enabled_count == 1 then
self:ScheduleRepeatingTimer("UpdateNetworkHealth", 10)
self:ScheduleRepeatingTimer("BroadcastHeartbeat", 2)
self:ScheduleRepeatingTimer("CheckTimeouts", 2)
end
end
function Token:DisableToken(token)
if not enabled[token.name] then return end
enabled[token.name] = nil
enabled_count = enabled_count - 1
if enabled_count == 0 then
self:CancelAllTimers()
self:FlushBuffers()
end
end
--------------------------------------------------------------------------------
-- Broadcast a message to every players in the group
function Token:Broadcast(msg, callback)
if type(callback) == "function" then
msg._callback = callback
end
tinsert(broadcast_buffer, msg)
self:ScheduleFlushBuffers()
return msg
end
-- Cancel a message sent by Token:Broadcast if this is still possible
-- Must be called before Token:FlushBuffers is called.
function Token:CancelBroadcast(msg)
if #broadcast_buffer < 1 then return end
for i, m in ipairs(broadcast_buffer) do
if m == msg then
tremove(broadcast_buffer, i)
return
end
end
end
-- Send a message to a specific player
function Token:Whisper(msg, target, callback)
local target_buffer = whisper_buffers[target]
if not target_buffer then
target_buffer = {}
whisper_buffers[target] = target_buffer
whisper_buffers_empty = false
end
if type(callback) == "function" then
msg._callback = callback
end
tinsert(target_buffer, msg)
self:ScheduleFlushBuffers()
return msg
end
do
-- Is an output buffer flush scheduled?
local flush_scheduled = false
-- Execute every registered callbacks
local function execute_callback(msgs)
for _, msg in ipairs(msgs) do
if msg._callback then
msg._callback()
msg._callback = nil
end
end
end
-- Flush output messages buffers
-- Buffers are used to group messages related to independant tokens in the same common message
function Token:FlushBuffers()
if #broadcast_buffer > 0 then
execute_callback(broadcast_buffer)
if IsInGroup() then
Network:Send("TKN2", {
[MSG_PACKED] = broadcast_buffer,
[MSG_SENDERID] = id
}, "RAID")
end
wipe(broadcast_buffer)
end
if not whisper_buffers_empty then
for target, buffer in pairs(whisper_buffers) do
execute_callback(buffer)
Network:Send("TKN2", {
[MSG_PACKED] = buffer,
[MSG_SENDERID] = id
}, target)
end
wipe(whisper_buffers)
whisper_buffers_empty = true
end
end
function Token:ScheduleFlushBuffers()
if flush_scheduled then return end
flush_scheduled = true
After(0.5, function()
flush_scheduled = false
Token:FlushBuffers()
end)
end
end
-- Broadcast player heartbeats
function Token:BroadcastHeartbeat()
for name, token in pairs(enabled) do
if token:IsMine() then
self:Broadcast({ [MSG_HEARTBEAT] = true })
return
end
end
end
-- Check token owner liveness
function Token:CheckTimeouts()
-- Do not check timeouts if we have more than 500 ms latency
if not id[K_NETSTATUS] then return end
local now = GetTime()
for name, token in pairs(enabled) do
if (token.state == STATE_ACQUIRED and not token:IsMine()) or
token.state == STATE_CLAIMED then
-- Token stuck in CLAIMED or no heartbeats from owner
if now - token.ping > 5 then
trace("#", token.name, "timed out", state_name[token.state])
token:Claim()
end
end
end
end
function Token:UpdateAcquirable()
if not acquirable_throttled then
self:ScheduleTimer("DoUpdateAcquirable", 1)
acquirable_throttled = true
end
end
function Token:DoUpdateAcquirable()
acquirable_throttled = false
PLAYER_ZONE = select(4, UnitPosition("player"))
local in_group = IsInGroup()
local entering_group = is_solo and in_group
is_solo = not in_group
for name, token in pairs(tokens) do
local acquirable = token:IsAcquirable()
if token:IsEnabled() and not acquirable then
trace("#", token.name, "is no longer acquirable")
token:Disable(true, entering_group)
elseif token.state == STATE_UNAVAILABLE and acquirable then
trace("#", token.name, "is now acquirable")
token:Enable()
end
end
end
function Token:UpdateNetworkHealth()
local _, _, latencyHome, latencyWorld = GetNetStats()
id[K_NETSTATUS] = latencyHome < 500 and latencyWorld < 500
end
--------------------------------------------------------------------------------
-- Received a token-related network message
function Token:FS_MSG_TKN2(_, data, channel, sender)
local senderid = data[MSG_SENDERID]
if not senderid then return end
-- Packed messages
if data[MSG_PACKED] then
-- Ignore our own messages
if senderid[K_GUID] == PLAYER_GUID then return end
-- Iterate for each message
for _, item in ipairs(data[MSG_PACKED]) do
item[MSG_SENDERID] = senderid
self:FS_MSG_TKN2(nil, item, channel, sender)
end
-- Search request on token init
elseif data[MSG_QUERY] then
local token = enabled[data[MSG_QUERY]]
if token then
trace("<", "QUERY", data[MSG_QUERY], sender)
if token:IsMine() then
trace(">", "OWNER", token.name, sender)
self:Whisper({ [MSG_OWNER] = token.name }, sender)
end
end
-- Current token owner response
elseif data[MSG_OWNER] then
local token = enabled[data[MSG_OWNER]]
if token then
trace("<", "OWNER", data[MSG_OWNER], sender)
if token.state == STATE_INIT then
if id[K_DEV] and compare(id, senderid) > 0 then
-- Only devs bullies when system is stable
token:Claim()
else
-- Righteous answer to MSG_QUERY
token:SetOwner(senderid, sender)
end
end
end
-- Token claim
elseif data[MSG_CLAIM] then
local token = enabled[data[MSG_CLAIM]]
if token then
trace("<", "CLAIM", data[MSG_CLAIM], sender)
local now = GetTime()
-- Claimer ID is lower priority than me, bully
if compare(id, senderid) > 0 then
if now - token.ping > 2 then
token:Claim()
end
elseif (GetTime() - token.ping > 3) or
(compare(senderid, token.owner) > 0) then
if token.state == STATE_CLAIMING then
token:CancelClaim()
end
token.state = STATE_CLAIMED
token.owner = senderid
token.owner_name = sender
token.ping = GetTime()
end
end
-- Token acquire announce
elseif data[MSG_ACQUIRE] then
local token = enabled[data[MSG_ACQUIRE]]
if token then
trace("<", "ACQUIRE", data[MSG_ACQUIRE], sender)
-- Not the rightful owner
if compare(id, senderid) > 0 then
token:Claim()
else
token:SetOwner(senderid, sender)
end
end
-- Token released
elseif data[MSG_RELEASE] then
local token = enabled[data[MSG_RELEASE]]
if token then
trace("<", "RELEASE", data[MSG_RELEASE], sender)
token:Claim()
end
-- Player heartbeat
elseif data[MSG_HEARTBEAT] then
local now = GetTime()
for name, token in pairs(enabled) do
-- Uptime ping for each token belonging to the player
if token.state == STATE_ACQUIRED and compare(token.owner, senderid) == 0 then
token.ping = now
end
end
end
end
--------------------------------------------------------------------------------
local TokenObj = {}
TokenObj.__index = TokenObj
-- Creates a new Token object
function TokenObj:New(name)
return setmetatable({
name = name,
promote = false,
zone = false,
state = STATE_DISABLED,
owner = nil,
owner_name = nil,
last_owner = nil,
ping = 0
}, TokenObj)
end
function TokenObj:RequirePromote(flag)
self.promote = flag
return self
end
function TokenObj:RequireZone(zoneid)
self.zone = zoneid
return self
end
-- Enable the token, attempting to claim it
function TokenObj:Enable()
if self.state > STATE_UNAVAILABLE then
-- Token is already enabled
elseif not self:IsAcquirable() then
-- Token is not acquireable, wait
self.state = STATE_UNAVAILABLE
else
-- Enable the token
self.state = STATE_INIT
Token:EnableToken(self)
trace("#", self.name, "is now enabled")
trace(">", "QUERY", self.name)
-- Search the current owner
Token:Broadcast({ [MSG_QUERY] = self.name }, function()
-- If no answers after 3 sec, claim it
After(3, function()
if self.state == STATE_INIT then
trace("#", self.name, "no responses to QUERY")
self:Claim()
end
end)
end)
end
end
-- Disable the token, releasing it if we own it
function TokenObj:Disable(unavailable, no_release)
if self.state ~= STATE_DISABLED and self.state ~= STATE_DISPOSED then
-- Release the token if we own it
if self:IsMine() and not no_release then
trace(">", "RELEASE", self.name)
Token:Broadcast({ [MSG_RELEASE] = self.name })
end
-- Disable the token if previously enabled
if self.state > STATE_UNAVAILABLE then
Token:DisableToken(self)
end
if self:IsMine() then
Token:SendMessage("FS_TOKEN_LOST", self.name, self)
end
-- Update state
self.state = unavailable and STATE_UNAVAILABLE or STATE_DISABLED
-- Erase owner information
self.owner = nil
self.owner_name = nil
self.last_owner = nil
trace("#", self.name, "is now disabled")
end
end
function TokenObj:IsEnabled()
return self.state > STATE_UNAVAILABLE and self.state ~= STATE_DISPOSED
end
function TokenObj:SetEnabled(enabled)
if enabled and self.state == STATE_DISABLED then
self:Enable()
elseif not enabled and self.state > STATE_DISABLED and self.state ~= STATE_DISPOSED then
self:Disable()
end
end
-- Check if the token is acquirable (require raid promote and we have it)
function TokenObj:IsAcquirable()
local solo = not IsInGroup()
local promoted = UnitIsGroupLeader("player") or UnitIsGroupAssistant("player")
return (solo or (not self.promote or promoted)) and (not self.zone or self.zone == PLAYER_ZONE)
end
-- Attempts to claim and acquire the token
function TokenObj:Claim()
-- Token is not claimable
if self.state < STATE_INIT or self.state > STATE_ACQUIRED then
return
end
-- Claiming the token
-- When claiming as bullying, do not change the state flag
-- This ensure that the token is not lost until after the election is completed
if not self:IsMine() then
self.state = STATE_CLAIMING
self.owner = id
self.owner_name = PLAYER_NAME
self.ping = GetTime()
trace("#", self.name, "claim started")
else
trace("#", self.name, "bullying")
end
trace(">", "CLAIM", self.name)
self.claim_msg = Token:Broadcast({ [MSG_CLAIM] = self.name }, function()
self.claim_msg = nil
-- If we get no answers after 3 sec, consider we have acquired the token
After(3, function()
if (self.state == STATE_CLAIMING or self.state == STATE_ACQUIRED) and
self.owner[K_GUID] == PLAYER_GUID then
trace("#", self.name, "no responses to CLAIM")
self:SetOwner(id, PLAYER_NAME)
Token:Broadcast({ [MSG_ACQUIRE] = self.name })
trace(">", "ACQUIRE", self.name)
end
end)
end)
end
-- Cancels the claim if we received another better one before effectively sending our claim
function TokenObj:CancelClaim()
local claim = self.claim_msg
if claim then
Token:CancelBroadcast(claim)
self.claim_msg = nil
trace("#", self.name, "claim canceled")
end
end
-- Sets the token owner and state to ACQUIRED
function TokenObj:SetOwner(ownerid, name)
-- Checks if we previsouly were the token owner
local was_mine = self.last_owner == PLAYER_GUID
local is_mine = ownerid[K_GUID] == PLAYER_GUID
-- Update state
self.state = STATE_ACQUIRED
self.owner = ownerid
self.owner_name = name
self.ping = GetTime()
if ownerid[K_GUID] ~= self.last_owner then
if was_mine then Token:SendMessage("FS_TOKEN_LOST", self.name, self) end
Token:SendMessage("FS_TOKEN_ACQUIRED", self.name, self)
if is_mine then Token:SendMessage("FS_TOKEN_WON", self.name, self) end
end
trace("#", self.name, "owner set to", name)
self.last_owner = ownerid[K_GUID]
end
-- Returns the token owner GUID and name
function TokenObj:Owner()
if self.state == STATE_ACQUIRED then
return self.owner[K_GUID], self.owner_name
else
return nil, nil
end
end
-- Checks if we are the current owner of the token
function TokenObj:IsMine()
return self.state == STATE_ACQUIRED and self.owner[K_GUID] == PLAYER_GUID
end
-- Dispose of the token, never doing anything with it again
function TokenObj:Dispose(upgrade)
self:Disable(false, upgrade)
self.state = STATE_DISPOSED
end
--------------------------------------------------------------------------------
-- Create a new token object
function Token:Create(name, default)
local old = tokens[name]
if old then old:Dispose(false, true) end
local token = TokenObj:New(name)
tokens[name] = token
if default ~= false then
After(0, function()
token:Enable()
end)
end
return token
end
--------------------------------------------------------------------------------
function Token:OnSlash(arg, ...)
local lines = {}
for _, token in pairs(arg == "all" and tokens or enabled) do
local owner_name = token.state >= STATE_CLAIMING and token.owner_name or ""
local line = (" |cffc79c6e%s |cff999999%s %s"):format(token.name, state_name[token.state], owner_name)
tinsert(lines, line)
end
self:Printf("Listing %s |4token:tokens;", #lines)
tsort(lines)
for _, line in ipairs(lines) do
print(line)
end
end