PSF-BotServer/src/main/scala/net/psforever/packet/GamePacketOpcode.scala

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// Copyright (c) 2017 PSForever
package net.psforever.packet
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import scodec.{Attempt, Codec, DecodeResult, Err}
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import scodec.bits.BitVector
import scodec.codecs._
import scala.annotation.switch
/**
* The master list of Game packet opcodes that have been discovered in the PlanetSide client.
*
* UnknownMessage* means that there, to the best of our knowledge, was no opcode of this value.
* This was double checked by extracting out the master case statement in PlanetsideComm::OnReceive
* and by parsing NetMessage RTTI.
*/
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object GamePacketOpcode extends Enumeration {
type Type = Value
val
// OPCODES 0x00-0f
Unknown0, // PPT_NULL in beta client
LoginMessage, //
LoginRespMessage, //
ConnectToWorldRequestMessage, // found by searching for 83 F8 03 89 in IDA
ConnectToWorldMessage, //
VNLWorldStatusMessage, //
UnknownMessage6, // PPT_TRANSFERTOWORLDREQUEST
UnknownMessage7, // PPT_TRANSFERTOWORLDRESPONSE
// 0x08
PlayerStateMessage, //
HitMessage, //
HitHint, //
DamageMessage, //
DestroyMessage, //
ReloadMessage, //
MountVehicleMsg, //
DismountVehicleMsg, //
// OPCODES 0x10-1f
UseItemMessage, //
MoveItemMessage, //
ChatMsg, //
CharacterNoRecordMessage, //
CharacterInfoMessage, //
UnknownMessage21, // PPT_DISCONNECT
BindPlayerMessage, //
ObjectCreateMessage_Duplicate, // PPT_OBJECTCREATE
// 0x18
ObjectCreateMessage, // PPT_OBJECTCREATEDETAILED
ObjectDeleteMessage, //
PingMsg, //
VehicleStateMessage, //
FrameVehicleStateMessage, //
GenericObjectStateMsg, //
ChildObjectStateMessage, //
ActionResultMessage, //
// OPCODES 0x20-2f
UnknownMessage32, // PPT_ACTIONBEGIN
ActionProgressMessage, //
ActionCancelMessage, //
ActionCancelAcknowledgeMessage, //
SetEmpireMessage, //
EmoteMsg, //
UnuseItemMessage, //
ObjectDetachMessage, //
// 0x28
CreateShortcutMessage, //
ChangeShortcutBankMessage, //
ObjectAttachMessage, //
UnknownMessage43, // PPT_OBJECTEMPTY
PlanetsideAttributeMessage, //
RequestDestroyMessage, //
UnknownMessage46, // PPT_EQUIPITEM
CharacterCreateRequestMessage, //
// OPCODES 0x30-3f
CharacterRequestMessage, //
LoadMapMessage, //
SetCurrentAvatarMessage, //
ObjectHeldMessage, //
WeaponFireMessage, //
AvatarJumpMessage, //
PickupItemMessage, //
DropItemMessage, //
// 0x38
InventoryStateMessage, //
ChangeFireStateMessage_Start, //
ChangeFireStateMessage_Stop, //
UnknownMessage59, //
GenericCollisionMsg, //
QuantityUpdateMessage, //
ArmorChangedMessage, //
ProjectileStateMessage, //
// OPCODES 0x40-4f
MountVehicleCargoMsg, //
DismountVehicleCargoMsg, //
CargoMountPointStatusMessage, //
BeginZoningMessage, //
ItemTransactionMessage, //
ItemTransactionResultMessage, //
ChangeFireModeMessage, //
ChangeAmmoMessage, //
// 0x48
TimeOfDayMessage, //
UnknownMessage73, // PPT_PROJECTILE_EVENT_BLOCK
SpawnRequestMessage, //
DeployRequestMessage, //
UnknownMessage76, // PPT_BUILDINGSTATECHANGED
RepairMessage, //
ServerVehicleOverrideMsg, //
LashMessage,
// OPCODES 0x50-5f
TargetingInfoMessage, //
TriggerEffectMessage, //
WeaponDryFireMessage, //
DroppodLaunchRequestMessage, //
HackMessage, //
DroppodLaunchResponseMessage, //
GenericObjectActionMessage, //
AvatarVehicleTimerMessage, //
// 0x58
AvatarImplantMessage, //
UnknownMessage89, // PPT_SEARCHMESSAGE
DelayedPathMountMsg, //
OrbitalShuttleTimeMsg, //
AIDamage, //
DeployObjectMessage, //
FavoritesRequest, //
FavoritesResponse, //
// OPCODES 0x60-6f
FavoritesMessage, //
ObjectDetectedMessage, //
SplashHitMessage, //
SetChatFilterMessage, //
AvatarSearchCriteriaMessage, //
AvatarSearchResponse, //
WeaponJammedMessage, //
LinkDeadAwarenessMsg, //
// 0x68
DroppodFreefallingMessage, //
AvatarFirstTimeEventMessage, //
AggravatedDamageMessage, //
TriggerSoundMessage, //
LootItemMessage, //
VehicleSubStateMessage, //
SquadMembershipRequest, //
SquadMembershipResponse, //
// OPCODES 0x70-7f
SquadMemberEvent, //
PlatoonEvent, //
FriendsRequest, //
FriendsResponse, //
TriggerEnvironmentalDamageMessage, //
TrainingZoneMessage, //
DeployableObjectsInfoMessage, //
SquadState,
// 0x78
OxygenStateMessage, //
TradeMessage, //
UnknownMessage122, //
DamageFeedbackMessage, //
DismountBuildingMsg, //
UnknownMessage125, // PPT_MOUNTBUILDING
UnknownMessage126, // PPT_INTENDEDDROPZONE
AvatarStatisticsMessage, //
// OPCODES 0x80-8f
GenericObjectAction2Message, //
DestroyDisplayMessage, //
TriggerBotAction, //
SquadWaypointRequest, //
SquadWaypointEvent, //
OffshoreVehicleMessage, //
ObjectDeployedMessage, //
ObjectDeployedCountMessage, //
// 0x88
WeaponDelayFireMessage, //
BugReportMessage, //
PlayerStasisMessage, //
UnknownMessage139, //
OutfitMembershipRequest, //
OutfitMembershipResponse, //
OutfitRequest, //
OutfitEvent, //
// OPCODES 0x90-9f
OutfitMemberEvent, //
OutfitMemberUpdate, //
PlanetsideStringAttributeMessage, //
DataChallengeMessage, //
DataChallengeMessageResp, //
WeatherMessage, //
SimDataChallenge, //
SimDataChallengeResp, //
// 0x98
OutfitListEvent, //
EmpireIncentivesMessage, //
InvalidTerrainMessage, //
SyncMessage, //
DebugDrawMessage, //
SoulMarkMessage, //
UplinkPositionEvent, //
HotSpotUpdateMessage, //
// OPCODES 0xa0-af
BuildingInfoUpdateMessage, //
FireHintMessage, //
UplinkRequest, //
UplinkResponse, //
WarpgateRequest, //
WarpgateResponse, //
DamageWithPositionMessage, //
GenericActionMessage, //
// 0xa8
ContinentalLockUpdateMessage, //
AvatarGrenadeStateMessage, //
UnknownMessage170, //
UnknownMessage171, //
ReleaseAvatarRequestMessage, //
AvatarDeadStateMessage, //
CSAssistMessage, //
CSAssistCommentMessage, //
// OPCODES 0xb0-bf
VoiceHostRequest, //
VoiceHostKill, //
VoiceHostInfo, //
BattleplanMessage, //
BattleExperienceMessage, //
TargetingImplantRequest, //
ZonePopulationUpdateMessage, //
DisconnectMessage, //
// 0xb8
ExperienceAddedMessage, //
OrbitalStrikeWaypointMessage, //
KeepAliveMessage, //
MapObjectStateBlockMessage, //
SnoopMsg, //
PlayerStateMessageUpstream, //
PlayerStateShiftMessage, //
ZipLineMessage, //
// OPCODES 0xc0-cf
CaptureFlagUpdateMessage, //
VanuModuleUpdateMessage, //
FacilityBenefitShieldChargeRequestMessage, //
ProximityTerminalUseMessage, //
QuantityDeltaUpdateMessage, //
ChainLashMessage, //
ZoneInfoMessage, //
LongRangeProjectileInfoMessage, //
// 0xc8
WeaponLazeTargetPositionMessage, //
ModuleLimitsMessage, //
OutfitBenefitMessage, //
EmpireChangeTimeMessage, //
ClockCalibrationMessage, //
DensityLevelUpdateMessage, //
ActOfGodMessage, //
AvatarAwardMessage, //
// OPCODES 0xd0-df
UnknownMessage208, //
DisplayedAwardMessage, //
RespawnAMSInfoMessage, //
ComponentDamageMessage, //
GenericObjectActionAtPositionMessage, //
PropertyOverrideMessage, //
WarpgateLinkOverrideMessage, //
EmpireBenefitsMessage, //
// 0xd8
ForceEmpireMessage, //
BroadcastWarpgateUpdateMessage, //
UnknownMessage218, //
SquadMainTerminalMessage, //
SquadMainTerminalResponseMessage, //
SquadOrderMessage, //
SquadOrderResponse, //
ZoneLockInfoMessage, //
// OPCODES 0xe0-ef
SquadBindInfoMessage, //
AudioSequenceMessage, //
SquadFacilityBindInfoMessage, //
ZoneForcedCavernConnectionsMessage, //
MissionActionMessage, //
MissionKillTriggerMessage, //
ReplicationStreamMessage, //
SquadDefinitionActionMessage, //
// 0xe8
SquadDetailDefinitionUpdateMessage, //
TacticsMessage, //
RabbitUpdateMessage, //
SquadInvitationRequestMessage, //
CharacterKnowledgeMessage, //
GameScoreUpdateMessage, //
UnknownMessage238, //
OrderTerminalBugMessage, //
// OPCODES 0xf0-f3
QueueTimedHelpMessage, //
MailMessage, //
GameVarUpdate, //
ClientCheatedMessage // last known message type (243, 0xf3)
2016-02-05 03:19:13 -05:00
= Value
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
private def noDecoder(opcode: GamePacketOpcode.Type) =
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(bits: BitVector) => Attempt.failure(Err(s"Could not find a marshaller for game packet $opcode (${bits.toHex})"))
/// Mapping of packet IDs to decoders. Notice that we are using the @switch annotation which ensures that the Scala
/// compiler will be able to optimize this as a lookup table (switch statement). Microbenchmarks show a nearly 400x
/// speedup when using a switch (given the worst case of not finding a decoder)
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
def getPacketDecoder(opcode: GamePacketOpcode.Type): BitVector => Attempt[DecodeResult[PlanetSideGamePacket]] =
(opcode.id: @switch) match {
// OPCODES 0x00-0f
case 0x00 => noDecoder(Unknown0)
case 0x01 => game.LoginMessage.decode
case 0x02 => game.LoginRespMessage.decode
case 0x03 => game.ConnectToWorldRequestMessage.decode
case 0x04 => game.ConnectToWorldMessage.decode
case 0x05 => game.VNLWorldStatusMessage.decode
case 0x06 => noDecoder(UnknownMessage6)
case 0x07 => noDecoder(UnknownMessage7)
// 0x08
case 0x08 => game.PlayerStateMessage.decode
case 0x09 => game.HitMessage.decode
case 0x0a => game.HitHint.decode
case 0x0b => game.DamageMessage.decode
case 0x0c => game.DestroyMessage.decode
case 0x0d => game.ReloadMessage.decode
case 0x0e => game.MountVehicleMsg.decode
case 0x0f => game.DismountVehicleMsg.decode
// OPCODES 0x10-1f
case 0x10 => game.UseItemMessage.decode
case 0x11 => game.MoveItemMessage.decode
case 0x12 => game.ChatMsg.decode
case 0x13 => game.CharacterNoRecordMessage.decode
case 0x14 => game.CharacterInfoMessage.decode
case 0x15 => noDecoder(UnknownMessage21)
case 0x16 => game.BindPlayerMessage.decode
case 0x17 => game.ObjectCreateMessage.decode
// 0x18
case 0x18 => game.ObjectCreateDetailedMessage.decode
case 0x19 => game.ObjectDeleteMessage.decode
case 0x1a => game.PingMsg.decode
case 0x1b => game.VehicleStateMessage.decode
Lump of Coal (#982) * preliminary elements needed to battle frame robotics; mostly from previous branch * introduction of FrameVehicleStateMessage and anticipated event system paths for BFR's; spawning amenities for BFR's are parsed and built from the zonemap files, but their coordinates are currently incorrect, and the resulting entity will not function atm * bfr's spawn correctly; default arm weapons will spawn correctly; bfr rearm terminal added but arm swap not working correctly; bfr shields charge if not full; proper separation of vehicle spawn pad types * arm weapon swapping in bfr's; swapped weapons switch, contextually, to either *_left or to *_right depending on the mounting; partial support for entities that do not have an OCDM packet form * crouching improves shield regeneration * some projectiles damage the bfr regardless of its shield * delay the final vehicle explosion; start of vehicle subsystems * handling for bfr shield ui updates; more of vehicle subsystems; corrections to TradeMessage packet; clarifications for FrameVehicleStateMessage package; report on flight status of bfr's * control agency support for vehicle subsystems for arm weapon fire control * vehicle capacitor, for what it's worth; shield and capacitor are influenced by recharge freeze and drain * initial packet and tests for AvatarAwardMessage; update the fields of FreindsResponse, DetailedCharacterData, and LoadoutType for FavoritesMessage; corrections to intiailization packets in SessionActor; players start as imprinted by default * support for GOAM and GAM integration into vehicle control agencies using a basic actor superclass; addition of vehicle subsystems; modifications to bfr control agency to allow for weapon handiness and subsystem control; fixed Fit mapping for vehicle override; made mountable seat transcoders independent * delayed explosions to accompany the delayed death for the bfr; bfr terminal window closes on successful purchase * the bfr armor siphon works * clarification for bfr inventory item manipulation; corrections to length of bfr transcoder for flight variants; everything else in in support of the various arm weapons that can be assigned to the bfr, including damage proxy support for causing/interacting with/cleaning up after radiation cloud projectiles * fixed the apc emp burst; fixed bfr arm weapon manipulation for activated subsystem; armor and ntu siphon support * battleframe loadouts available upon vehicle spawn (vs and tr only) * adb values for siphons; subsystem update message; some repairs * cargo vehicles are subject to radiation damage; damage for battleframes are different depending on shield evasion status; battleframe loadout deleting supported; bfr kill box; automatically wire bfr sheds, includeing the ones in sanctuary * proper bfr spawn angles; bfr vehicle timers; projectiles are no longer radiation clouds by default; better remote projectile cleanup; resolving incorrect weapon arm enabled states for bfrs * added tests for FrameVehicleState and GenericObjectActionAtPosition; pass around maximum sector for zone interactions * changed the triggers for the stamina regeneration timer * potential fix for issue related to finding arm weapon mounts * modifications to how vehicle subsystems are automated; jammer field updates; support and passing around custom block map ranges; does include activated dev tests for battleframe PAM, which will need to be stripped out later * commit while working on subsystems mk2 * subsystems fail when jammed; an unoccupied bfr does not have shields active; pulling a bfr of one variant should block the other variant too * fix distance check with radiation clouds; blocked bfr weaponry from anywhere but bfr arm mounts and cursor; ammunition depletion of aphelion laser; bfr shields deactivates when unoccupied * significant modifications to vehicle subsystem operations; disambiguation of weapon subsystems; debuffs to charge rate and use rate for the capacitor and shield of bfr; test for ComponentDamageMessage; somewhat proper jammering operations for bfr
2022-01-27 09:57:51 -05:00
case 0x1c => game.FrameVehicleStateMessage.decode
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case 0x1d => game.GenericObjectStateMsg.decode
case 0x1e => game.ChildObjectStateMessage.decode
case 0x1f => game.ActionResultMessage.decode
// OPCODES 0x20-2f
case 0x20 => noDecoder(UnknownMessage32)
case 0x21 => game.ActionProgressMessage.decode
case 0x22 => game.ActionCancelMessage.decode
case 0x23 => noDecoder(ActionCancelAcknowledgeMessage)
case 0x24 => game.SetEmpireMessage.decode
case 0x25 => game.EmoteMsg.decode
case 0x26 => game.UnuseItemMessage.decode
case 0x27 => game.ObjectDetachMessage.decode
// 0x28
case 0x28 => game.CreateShortcutMessage.decode
case 0x29 => game.ChangeShortcutBankMessage.decode
case 0x2a => game.ObjectAttachMessage.decode
case 0x2b => noDecoder(UnknownMessage43)
case 0x2c => game.PlanetsideAttributeMessage.decode
case 0x2d => game.RequestDestroyMessage.decode
case 0x2e => noDecoder(UnknownMessage46)
case 0x2f => game.CharacterCreateRequestMessage.decode
// OPCODES 0x30-3f
case 0x30 => game.CharacterRequestMessage.decode
case 0x31 => game.LoadMapMessage.decode
case 0x32 => game.SetCurrentAvatarMessage.decode
case 0x33 => game.ObjectHeldMessage.decode
case 0x34 => game.WeaponFireMessage.decode
case 0x35 => game.AvatarJumpMessage.decode
case 0x36 => game.PickupItemMessage.decode
case 0x37 => game.DropItemMessage.decode
// 0x38
case 0x38 => game.InventoryStateMessage.decode
case 0x39 => game.ChangeFireStateMessage_Start.decode
case 0x3a => game.ChangeFireStateMessage_Stop.decode
case 0x3b => noDecoder(UnknownMessage59)
case 0x3c => game.GenericCollisionMsg.decode
case 0x3d => game.QuantityUpdateMessage.decode
case 0x3e => game.ArmorChangedMessage.decode
case 0x3f => game.ProjectileStateMessage.decode
// OPCODES 0x40-4f
case 0x40 => game.MountVehicleCargoMsg.decode
case 0x41 => game.DismountVehicleCargoMsg.decode
case 0x42 => game.CargoMountPointStatusMessage.decode
case 0x43 => game.BeginZoningMessage.decode
case 0x44 => game.ItemTransactionMessage.decode
case 0x45 => game.ItemTransactionResultMessage.decode
case 0x46 => game.ChangeFireModeMessage.decode
case 0x47 => game.ChangeAmmoMessage.decode
// 0x48
case 0x48 => game.TimeOfDayMessage.decode
case 0x49 => noDecoder(UnknownMessage73)
case 0x4a => game.SpawnRequestMessage.decode
case 0x4b => game.DeployRequestMessage.decode
case 0x4c => noDecoder(UnknownMessage76)
case 0x4d => game.RepairMessage.decode
case 0x4e => game.ServerVehicleOverrideMsg.decode
case 0x4f => game.LashMessage.decode
// OPCODES 0x50-5f
case 0x50 => game.TargetingInfoMessage.decode
case 0x51 => game.TriggerEffectMessage.decode
case 0x52 => game.WeaponDryFireMessage.decode
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
case 0x53 => game.DroppodLaunchRequestMessage.decode
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case 0x54 => game.HackMessage.decode
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
case 0x55 => game.DroppodLaunchResponseMessage.decode
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case 0x56 => game.GenericObjectActionMessage.decode
case 0x57 => game.AvatarVehicleTimerMessage.decode
// 0x58
case 0x58 => game.AvatarImplantMessage.decode
case 0x59 => noDecoder(UnknownMessage89)
case 0x5a => game.DelayedPathMountMsg.decode
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
case 0x5b => game.OrbitalShuttleTimeMsg.decode
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case 0x5c => noDecoder(AIDamage)
case 0x5d => game.DeployObjectMessage.decode
case 0x5e => game.FavoritesRequest.decode
case 0x5f => noDecoder(FavoritesResponse)
// OPCODES 0x60-6f
case 0x60 => game.FavoritesMessage.decode
case 0x61 => game.ObjectDetectedMessage.decode
case 0x62 => game.SplashHitMessage.decode
case 0x63 => game.SetChatFilterMessage.decode
case 0x64 => game.AvatarSearchCriteriaMessage.decode
case 0x65 => noDecoder(AvatarSearchResponse)
case 0x66 => game.WeaponJammedMessage.decode
case 0x67 => noDecoder(LinkDeadAwarenessMsg)
// 0x68
case 0x68 => game.DroppodFreefallingMessage.decode
case 0x69 => game.AvatarFirstTimeEventMessage.decode
case 0x6a => game.AggravatedDamageMessage.decode
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case 0x6b => game.TriggerSoundMessage.decode
case 0x6c => game.LootItemMessage.decode
case 0x6d => game.VehicleSubStateMessage.decode
case 0x6e => game.SquadMembershipRequest.decode
case 0x6f => game.SquadMembershipResponse.decode
// OPCODES 0x70-7f
case 0x70 => game.SquadMemberEvent.decode
case 0x71 => noDecoder(PlatoonEvent)
case 0x72 => game.FriendsRequest.decode
case 0x73 => game.FriendsResponse.decode
case 0x74 => game.TriggerEnvironmentalDamageMessage.decode
case 0x75 => game.TrainingZoneMessage.decode
case 0x76 => game.DeployableObjectsInfoMessage.decode
case 0x77 => game.SquadState.decode
// 0x78
case 0x78 => game.OxygenStateMessage.decode
2021-08-03 19:56:15 -04:00
case 0x79 => game.TradeMessage.decode
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case 0x7a => noDecoder(UnknownMessage122)
case 0x7b => game.DamageFeedbackMessage.decode
case 0x7c => game.DismountBuildingMsg.decode
case 0x7d => noDecoder(UnknownMessage125)
case 0x7e => noDecoder(UnknownMessage126)
case 0x7f => game.AvatarStatisticsMessage.decode
// OPCODES 0x80-8f
case 0x80 => noDecoder(GenericObjectAction2Message)
case 0x81 => game.DestroyDisplayMessage.decode
case 0x82 => noDecoder(TriggerBotAction)
case 0x83 => game.SquadWaypointRequest.decode
case 0x84 => game.SquadWaypointEvent.decode
case 0x85 => game.OffshoreVehicleMessage.decode
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case 0x86 => game.ObjectDeployedMessage.decode
case 0x87 => noDecoder(ObjectDeployedCountMessage)
// 0x88
case 0x88 => game.WeaponDelayFireMessage.decode
case 0x89 => game.BugReportMessage.decode
case 0x8a => game.PlayerStasisMessage.decode
case 0x8b => noDecoder(UnknownMessage139)
2023-12-27 06:25:40 +01:00
case 0x8c => game.OutfitMembershipRequest.decode
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case 0x8d => noDecoder(OutfitMembershipResponse)
case 0x8e => game.OutfitRequest.decode
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case 0x8f => noDecoder(OutfitEvent)
// OPCODES 0x90-9f
case 0x90 => noDecoder(OutfitMemberEvent)
case 0x91 => noDecoder(OutfitMemberUpdate)
case 0x92 => game.PlanetsideStringAttributeMessage.decode
case 0x93 => game.DataChallengeMessage.decode
case 0x94 => game.DataChallengeMessageResp.decode
case 0x95 => game.WeatherMessage.decode
case 0x96 => game.SimDataChallenge.decode
case 0x97 => game.SimDataChallengeResp.decode
// 0x98
case 0x98 => noDecoder(OutfitListEvent)
case 0x99 => noDecoder(EmpireIncentivesMessage)
case 0x9a => game.InvalidTerrainMessage.decode
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case 0x9b => noDecoder(SyncMessage)
case 0x9c => game.DebugDrawMessage.decode
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case 0x9d => noDecoder(SoulMarkMessage)
case 0x9e => noDecoder(UplinkPositionEvent)
case 0x9f => game.HotSpotUpdateMessage.decode
// OPCODES 0xa0-af
case 0xa0 => game.BuildingInfoUpdateMessage.decode
case 0xa1 => game.FireHintMessage.decode
case 0xa2 => noDecoder(UplinkRequest)
case 0xa3 => noDecoder(UplinkResponse)
case 0xa4 => game.WarpgateRequest.decode
case 0xa5 => noDecoder(WarpgateResponse)
case 0xa6 => game.DamageWithPositionMessage.decode
case 0xa7 => game.GenericActionMessage.decode
// 0xa8
case 0xa8 => game.ContinentalLockUpdateMessage.decode
case 0xa9 => game.AvatarGrenadeStateMessage.decode
case 0xaa => noDecoder(UnknownMessage170)
case 0xab => noDecoder(UnknownMessage171)
case 0xac => game.ReleaseAvatarRequestMessage.decode
case 0xad => game.AvatarDeadStateMessage.decode
case 0xae => noDecoder(CSAssistMessage)
case 0xaf => noDecoder(CSAssistCommentMessage)
// OPCODES 0xb0-bf
case 0xb0 => game.VoiceHostRequest.decode
case 0xb1 => game.VoiceHostKill.decode
case 0xb2 => game.VoiceHostInfo.decode
case 0xb3 => game.BattleplanMessage.decode
case 0xb4 => game.BattleExperienceMessage.decode
case 0xb5 => game.TargetingImplantRequest.decode
case 0xb6 => game.ZonePopulationUpdateMessage.decode
case 0xb7 => game.DisconnectMessage.decode
// 0xb8
case 0xb8 => game.ExperienceAddedMessage.decode
case 0xb9 => game.OrbitalStrikeWaypointMessage.decode
case 0xba => game.KeepAliveMessage.decode
case 0xbb => noDecoder(MapObjectStateBlockMessage)
case 0xbc => noDecoder(SnoopMsg)
case 0xbd => game.PlayerStateMessageUpstream.decode
case 0xbe => game.PlayerStateShiftMessage.decode
case 0xbf => game.ZipLineMessage.decode
// OPCODES 0xc0-cf
case 0xc0 => game.CaptureFlagUpdateMessage.decode
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case 0xc1 => noDecoder(VanuModuleUpdateMessage)
case 0xc2 => game.FacilityBenefitShieldChargeRequestMessage.decode
case 0xc3 => game.ProximityTerminalUseMessage.decode
case 0xc4 => game.QuantityDeltaUpdateMessage.decode
case 0xc5 => game.ChainLashMessage.decode
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case 0xc6 => game.ZoneInfoMessage.decode
case 0xc7 => game.LongRangeProjectileInfoMessage.decode
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
// 0xc8
case 0xc8 => game.WeaponLazeTargetPositionMessage.decode
case 0xc9 => noDecoder(ModuleLimitsMessage)
case 0xca => noDecoder(OutfitBenefitMessage)
case 0xcb => noDecoder(EmpireChangeTimeMessage)
case 0xcc => noDecoder(ClockCalibrationMessage)
case 0xcd => game.DensityLevelUpdateMessage.decode
case 0xce => noDecoder(ActOfGodMessage)
Lump of Coal (#982) * preliminary elements needed to battle frame robotics; mostly from previous branch * introduction of FrameVehicleStateMessage and anticipated event system paths for BFR's; spawning amenities for BFR's are parsed and built from the zonemap files, but their coordinates are currently incorrect, and the resulting entity will not function atm * bfr's spawn correctly; default arm weapons will spawn correctly; bfr rearm terminal added but arm swap not working correctly; bfr shields charge if not full; proper separation of vehicle spawn pad types * arm weapon swapping in bfr's; swapped weapons switch, contextually, to either *_left or to *_right depending on the mounting; partial support for entities that do not have an OCDM packet form * crouching improves shield regeneration * some projectiles damage the bfr regardless of its shield * delay the final vehicle explosion; start of vehicle subsystems * handling for bfr shield ui updates; more of vehicle subsystems; corrections to TradeMessage packet; clarifications for FrameVehicleStateMessage package; report on flight status of bfr's * control agency support for vehicle subsystems for arm weapon fire control * vehicle capacitor, for what it's worth; shield and capacitor are influenced by recharge freeze and drain * initial packet and tests for AvatarAwardMessage; update the fields of FreindsResponse, DetailedCharacterData, and LoadoutType for FavoritesMessage; corrections to intiailization packets in SessionActor; players start as imprinted by default * support for GOAM and GAM integration into vehicle control agencies using a basic actor superclass; addition of vehicle subsystems; modifications to bfr control agency to allow for weapon handiness and subsystem control; fixed Fit mapping for vehicle override; made mountable seat transcoders independent * delayed explosions to accompany the delayed death for the bfr; bfr terminal window closes on successful purchase * the bfr armor siphon works * clarification for bfr inventory item manipulation; corrections to length of bfr transcoder for flight variants; everything else in in support of the various arm weapons that can be assigned to the bfr, including damage proxy support for causing/interacting with/cleaning up after radiation cloud projectiles * fixed the apc emp burst; fixed bfr arm weapon manipulation for activated subsystem; armor and ntu siphon support * battleframe loadouts available upon vehicle spawn (vs and tr only) * adb values for siphons; subsystem update message; some repairs * cargo vehicles are subject to radiation damage; damage for battleframes are different depending on shield evasion status; battleframe loadout deleting supported; bfr kill box; automatically wire bfr sheds, includeing the ones in sanctuary * proper bfr spawn angles; bfr vehicle timers; projectiles are no longer radiation clouds by default; better remote projectile cleanup; resolving incorrect weapon arm enabled states for bfrs * added tests for FrameVehicleState and GenericObjectActionAtPosition; pass around maximum sector for zone interactions * changed the triggers for the stamina regeneration timer * potential fix for issue related to finding arm weapon mounts * modifications to how vehicle subsystems are automated; jammer field updates; support and passing around custom block map ranges; does include activated dev tests for battleframe PAM, which will need to be stripped out later * commit while working on subsystems mk2 * subsystems fail when jammed; an unoccupied bfr does not have shields active; pulling a bfr of one variant should block the other variant too * fix distance check with radiation clouds; blocked bfr weaponry from anywhere but bfr arm mounts and cursor; ammunition depletion of aphelion laser; bfr shields deactivates when unoccupied * significant modifications to vehicle subsystem operations; disambiguation of weapon subsystems; debuffs to charge rate and use rate for the capacitor and shield of bfr; test for ComponentDamageMessage; somewhat proper jammering operations for bfr
2022-01-27 09:57:51 -05:00
case 0xcf => game.AvatarAwardMessage.decode
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
// OPCODES 0xd0-df
case 0xd0 => noDecoder(UnknownMessage208)
case 0xd1 => game.DisplayedAwardMessage.decode
case 0xd2 => game.RespawnAMSInfoMessage.decode
Lump of Coal (#982) * preliminary elements needed to battle frame robotics; mostly from previous branch * introduction of FrameVehicleStateMessage and anticipated event system paths for BFR's; spawning amenities for BFR's are parsed and built from the zonemap files, but their coordinates are currently incorrect, and the resulting entity will not function atm * bfr's spawn correctly; default arm weapons will spawn correctly; bfr rearm terminal added but arm swap not working correctly; bfr shields charge if not full; proper separation of vehicle spawn pad types * arm weapon swapping in bfr's; swapped weapons switch, contextually, to either *_left or to *_right depending on the mounting; partial support for entities that do not have an OCDM packet form * crouching improves shield regeneration * some projectiles damage the bfr regardless of its shield * delay the final vehicle explosion; start of vehicle subsystems * handling for bfr shield ui updates; more of vehicle subsystems; corrections to TradeMessage packet; clarifications for FrameVehicleStateMessage package; report on flight status of bfr's * control agency support for vehicle subsystems for arm weapon fire control * vehicle capacitor, for what it's worth; shield and capacitor are influenced by recharge freeze and drain * initial packet and tests for AvatarAwardMessage; update the fields of FreindsResponse, DetailedCharacterData, and LoadoutType for FavoritesMessage; corrections to intiailization packets in SessionActor; players start as imprinted by default * support for GOAM and GAM integration into vehicle control agencies using a basic actor superclass; addition of vehicle subsystems; modifications to bfr control agency to allow for weapon handiness and subsystem control; fixed Fit mapping for vehicle override; made mountable seat transcoders independent * delayed explosions to accompany the delayed death for the bfr; bfr terminal window closes on successful purchase * the bfr armor siphon works * clarification for bfr inventory item manipulation; corrections to length of bfr transcoder for flight variants; everything else in in support of the various arm weapons that can be assigned to the bfr, including damage proxy support for causing/interacting with/cleaning up after radiation cloud projectiles * fixed the apc emp burst; fixed bfr arm weapon manipulation for activated subsystem; armor and ntu siphon support * battleframe loadouts available upon vehicle spawn (vs and tr only) * adb values for siphons; subsystem update message; some repairs * cargo vehicles are subject to radiation damage; damage for battleframes are different depending on shield evasion status; battleframe loadout deleting supported; bfr kill box; automatically wire bfr sheds, includeing the ones in sanctuary * proper bfr spawn angles; bfr vehicle timers; projectiles are no longer radiation clouds by default; better remote projectile cleanup; resolving incorrect weapon arm enabled states for bfrs * added tests for FrameVehicleState and GenericObjectActionAtPosition; pass around maximum sector for zone interactions * changed the triggers for the stamina regeneration timer * potential fix for issue related to finding arm weapon mounts * modifications to how vehicle subsystems are automated; jammer field updates; support and passing around custom block map ranges; does include activated dev tests for battleframe PAM, which will need to be stripped out later * commit while working on subsystems mk2 * subsystems fail when jammed; an unoccupied bfr does not have shields active; pulling a bfr of one variant should block the other variant too * fix distance check with radiation clouds; blocked bfr weaponry from anywhere but bfr arm mounts and cursor; ammunition depletion of aphelion laser; bfr shields deactivates when unoccupied * significant modifications to vehicle subsystem operations; disambiguation of weapon subsystems; debuffs to charge rate and use rate for the capacitor and shield of bfr; test for ComponentDamageMessage; somewhat proper jammering operations for bfr
2022-01-27 09:57:51 -05:00
case 0xd3 => game.ComponentDamageMessage.decode
case 0xd4 => game.GenericObjectActionAtPositionMessage.decode
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case 0xd5 => game.PropertyOverrideMessage.decode
Intercontinental Gaslighting (#998) * diversified building management by injecting behavior; allocated entries for the intercontinental lattice and have begun connecting warp gate entities along the intercontinental lattice; beginnings of warp gate broadcast operations; disabled free merit commendations * allow transit across a predetermined warp gate path, i.e., proper zone-to-zone gating * game variables for modifying warp gate behaviors; moved choice of building game logic into overloaded constructor; only handle the capitol fore dome in more realistic conditions; warp gate state restored primarily b y internal game logic; changes to which and how gates are declared inactive or broadcast at startup * initial work on WarpgateLinkOverrideMessage, even if the packet doesn't seem to do anything; added basic service for rotating cavern zone locks via the galaxy messaging service; moved error checking for lattice connectedness * cavern closing warning messages queued * starting to set up ChatActor for /zlock command, and added /setbaseresources; conditions for correcting broadcast conditions of a locking warp gate pair; system for rotating through locking and unlocking cavern zones only uses two timers now and has an advance command that speeds to the next closing warning or cavern opening * expedited cavern rotations available via '/zonerotate' and '!zonerotate [-list]'; '/zonelock' should work for caverns, though distorting the rotation order to accommodate the cavern being unlocked; configuration arguments exist for the setup of cavern rotations and for the rotation itself * populated cavern lattice connections for a specific rotation order; warp gates will properly activate and deactivate and modify their neighborhood information based on which stage of the rotation; fed up with the blockmap going wrong; added a sanity test for the cavern lattice; Spiker damage calculation changes * adjusted local variable requirements of BuildingActor to integrate retained actors more closely with the Behavior; on the other hand, another value is passed around the logic * bug fixes observed from issues found in logs since 20220520; halved the spawn height when gating to a cavern warpgate * cavern benefits are now represented by enumeration classes rather than additive binary numbers; when facilities change state, benefits are evaluated; when caverns rotate, benefits are evaluated; cavern facility logic added; attempted handling for inventory disarray conditions (untested) * broke down tabs for easier navigation; added test to stop spawning of cavern equipment when not otherwise permitted * code comments, everywhere; correcting issues with cavern rotation timing reports * but is it flying?
2022-06-14 02:21:24 -04:00
case 0xd6 => game.WarpgateLinkOverrideMessage.decode
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case 0xd7 => noDecoder(EmpireBenefitsMessage)
// 0xd8
case 0xd8 => noDecoder(ForceEmpireMessage)
case 0xd9 => game.BroadcastWarpgateUpdateMessage.decode
case 0xda => noDecoder(UnknownMessage218)
case 0xdb => noDecoder(SquadMainTerminalMessage)
case 0xdc => noDecoder(SquadMainTerminalResponseMessage)
case 0xdd => noDecoder(SquadOrderMessage)
case 0xde => noDecoder(SquadOrderResponse)
case 0xdf => game.ZoneLockInfoMessage.decode
// OPCODES 0xe0-ef
case 0xe0 => noDecoder(SquadBindInfoMessage)
case 0xe1 => noDecoder(AudioSequenceMessage)
case 0xe2 => noDecoder(SquadFacilityBindInfoMessage)
case 0xe3 => game.ZoneForcedCavernConnectionsMessage.decode
case 0xe4 => noDecoder(MissionActionMessage)
case 0xe5 => noDecoder(MissionKillTriggerMessage)
case 0xe6 => game.ReplicationStreamMessage.decode
case 0xe7 => game.SquadDefinitionActionMessage.decode
// 0xe8
case 0xe8 => game.SquadDetailDefinitionUpdateMessage.decode
case 0xe9 => noDecoder(TacticsMessage)
case 0xea => noDecoder(RabbitUpdateMessage)
case 0xeb => game.SquadInvitationRequestMessage.decode
case 0xec => game.CharacterKnowledgeMessage.decode
case 0xed => noDecoder(GameScoreUpdateMessage)
case 0xee => noDecoder(UnknownMessage238)
case 0xef => noDecoder(OrderTerminalBugMessage)
// OPCODES 0xf0-f3
case 0xf0 => noDecoder(QueueTimedHelpMessage)
case 0xf1 => game.MailMessage.decode
case 0xf2 => noDecoder(GameVarUpdate)
case 0xf3 => noDecoder(ClientCheatedMessage)
case _ => noDecoder(opcode)
}
2016-02-05 03:19:13 -05:00
implicit val codec: Codec[this.Value] = PacketHelpers.createEnumerationCodec(this, uint8L)
2016-02-05 03:19:13 -05:00
}