changing continent id to normal data type in HotSpotUpdate; implementing token logic for HotSpotUpdate in WSA; updating tests

This commit is contained in:
FateJH 2018-03-06 15:27:17 -05:00
parent 4973e8df29
commit 2526f15406
3 changed files with 49 additions and 32 deletions

View file

@ -979,15 +979,15 @@ class WorldSessionActor extends Actor with MDCContextAware {
case VehicleLoaded(_/*vehicle*/) => ;
//currently being handled by VehicleSpawnPad.LoadVehicle during testing phase
case Zone.ClientInitialization(initZone) =>
val continentNumber = initZone.Number
case Zone.ClientInitialization(zone) =>
val continentNumber = zone.Number
val poplist = LivePlayerList.ZonePopulation(continentNumber, _ => true)
val popTR = poplist.count(_.Faction == PlanetSideEmpire.TR)
val popNC = poplist.count(_.Faction == PlanetSideEmpire.NC)
val popVS = poplist.count(_.Faction == PlanetSideEmpire.VS)
val popBO = poplist.size - popTR - popNC - popVS
initZone.Buildings.foreach({ case(id, building) => initBuilding(continentNumber, id, building) })
zone.Buildings.foreach({ case(id, building) => initBuilding(continentNumber, id, building) })
sendResponse(ZonePopulationUpdateMessage(continentNumber, 414, 138, popTR, 138, popNC, 138, popVS, 138, popBO))
sendResponse(ContinentalLockUpdateMessage(continentNumber, PlanetSideEmpire.NEUTRAL))
//CaptureFlagUpdateMessage()
@ -996,6 +996,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
sendResponse(ZoneInfoMessage(continentNumber, true, 0))
sendResponse(ZoneLockInfoMessage(continentNumber, false, true))
sendResponse(ZoneForcedCavernConnectionsMessage(continentNumber, 0))
sendResponse(HotSpotUpdateMessage(continentNumber, 1, Nil)) //normally set in bulk; should be fine doing per continent
case InterstellarCluster.ClientInitializationComplete(tplayer)=>
//custom