diff --git a/common/src/main/scala/net/psforever/objects/zones/Zone.scala b/common/src/main/scala/net/psforever/objects/zones/Zone.scala
index 37254fb7..5104c7dc 100644
--- a/common/src/main/scala/net/psforever/objects/zones/Zone.scala
+++ b/common/src/main/scala/net/psforever/objects/zones/Zone.scala
@@ -359,7 +359,7 @@ object Zone {
* Message that acts in reply to `Spawn(avatar, player)`, but the avatar already has a player.
* @param player the `Player` object
*/
- final case class PlayerAlreadySpawned(player : Player)
+ final case class PlayerAlreadySpawned(zone : Zone, player : Player)
/**
* Message that acts in reply to `Spawn(avatar, player)`, but the avatar did not initially `Join` this zone.
* @param zone the `Zone` object
diff --git a/common/src/main/scala/net/psforever/objects/zones/ZonePopulationActor.scala b/common/src/main/scala/net/psforever/objects/zones/ZonePopulationActor.scala
index 76840df8..a22e9b43 100644
--- a/common/src/main/scala/net/psforever/objects/zones/ZonePopulationActor.scala
+++ b/common/src/main/scala/net/psforever/objects/zones/ZonePopulationActor.scala
@@ -35,7 +35,7 @@ class ZonePopulationActor(zone : Zone, playerMap : TrieMap[Avatar, Option[Player
PopulationSpawn(avatar, player, playerMap) match {
case Some(tplayer) =>
if(tplayer ne player) {
- sender ! Zone.Population.PlayerAlreadySpawned(player)
+ sender ! Zone.Population.PlayerAlreadySpawned(zone, player)
}
case None =>
sender ! Zone.Population.PlayerCanNotSpawn(zone, player)
diff --git a/common/src/main/scala/net/psforever/packet/game/AvatarDeadStateMessage.scala b/common/src/main/scala/net/psforever/packet/game/AvatarDeadStateMessage.scala
index 4b7ad326..5e17f544 100644
--- a/common/src/main/scala/net/psforever/packet/game/AvatarDeadStateMessage.scala
+++ b/common/src/main/scala/net/psforever/packet/game/AvatarDeadStateMessage.scala
@@ -2,15 +2,19 @@
package net.psforever.packet.game
import net.psforever.packet.{GamePacketOpcode, Marshallable, PacketHelpers, PlanetSideGamePacket}
-import net.psforever.types.Vector3
-import scodec.Codec
+import net.psforever.types.{PlanetSideEmpire, Vector3}
+import scodec.Attempt.{Failure, Successful}
+import scodec.{Codec, Err}
import scodec.codecs._
+/**
+ * An `Enumeration` of the various states a `Player` may possess in the cycle of nanite life and death.
+ */
object DeadState extends Enumeration {
type Type = Value
val
- Nothing,
+ Alive,
Dead,
Release,
RespawnTime
@@ -20,19 +24,41 @@ object DeadState extends Enumeration {
}
/**
- * na
- * @param state avatar's relationship with the world
+ * Dispatched by the server to manipulate the client's management of the `Player` object owned by the user as his "avatar."
+ *
+ * The cycle of a player is generally `Alive` to `Dead` and `Dead` to `Release` and `Release` to `RespawnTimer` to `Alive`.
+ * When deconstructing oneself, the user makes a jump between `Alive` and `Release`;
+ * and, he may make a further jump from `Release` to `Alive` depending on spawning choices.
+ * Being `Alive` is the most common state.
+ * (Despite what anyone says.)
+ * Being `Dead` is just a technical requirement to initialize the revive timer.
+ * The player should be sufficiently "dead" by having his health points decreased to zero.
+ * If the timer is reduced to zero, the player is sent back to their faction-appropriate sanctuary continent.
+ *
+ * `Release` causes a "dead" player to have its character model converted into a backpack or a form of pastry.
+ * This cancels the revival timer - the player may no longer be revived - and brings the user to the deployment map.
+ * From the deployment map, the user may select a place where they may respawn a new character.
+ * The options available form this spawn are not only related to the faction affinity of the bases compared to the user's player(s)
+ * but also to the field `faction` as is provided in the packet.
+ * If the player is converted to a state of `Release` while being alive, the deployment map is still displayed.
+ * Their character model is not replaced by a backpack or pastry.
+ *
+ * `RespawnTimer` is like `Dead` as it is just a formal distinction to cause the client to display a timer.
+ * The state indicates that the player is being resurrected at a previously-selected location in the state `Alive`.
+ * @param state avatar's mortal relationship with the world;
+ * the following timers are applicable during `Death` and `RespawnTimer`;
+ * `faction` is applicable mainly during `Release`
* @param timer_max total length of respawn countdown, in milliseconds
* @param timer initial length of the respawn timer, in milliseconds
- * @param pos last position
- * @param unk4 na
+ * @param pos player's last position
+ * @param faction spawn points available for this faction on redeployment map
* @param unk5 na
*/
final case class AvatarDeadStateMessage(state : DeadState.Value,
timer_max : Long,
timer : Long,
pos : Vector3,
- unk4 : Long,
+ faction : PlanetSideEmpire.Value,
unk5 : Boolean)
extends PlanetSideGamePacket {
type Packet = AvatarDeadStateMessage
@@ -41,12 +67,32 @@ final case class AvatarDeadStateMessage(state : DeadState.Value,
}
object AvatarDeadStateMessage extends Marshallable[AvatarDeadStateMessage] {
+ /**
+ * allocate all values from the `PlanetSideEmpire` `Enumeration`
+ */
+ private val factionLongValues = PlanetSideEmpire.values map { _.id.toLong }
+
+ /**
+ * `Codec` for converting between the limited `PlanetSideEmpire` `Enumeration` and a `Long` value.
+ */
+ private val factionLongCodec = uint32L.exmap[PlanetSideEmpire.Value] (
+ fv =>
+ if(factionLongValues.contains(fv)) {
+ Successful(PlanetSideEmpire(fv.toInt))
+ }
+ else {
+ Failure(Err(s"$fv is not mapped to a PlanetSideEmpire value"))
+ },
+ f =>
+ Successful(f.id.toLong)
+ )
+
implicit val codec : Codec[AvatarDeadStateMessage] = (
("state" | DeadState.codec) ::
("timer_max" | uint32L) ::
("timer" | uint32L) ::
("pos" | Vector3.codec_pos) ::
- ("unk4" | uint32L) ::
+ ("unk4" | factionLongCodec) ::
("unk5" | bool)
).as[AvatarDeadStateMessage]
}
diff --git a/common/src/test/scala/game/AvatarDeadStateMessageTest.scala b/common/src/test/scala/game/AvatarDeadStateMessageTest.scala
index ef874727..f1db1008 100644
--- a/common/src/test/scala/game/AvatarDeadStateMessageTest.scala
+++ b/common/src/test/scala/game/AvatarDeadStateMessageTest.scala
@@ -4,11 +4,12 @@ package game
import org.specs2.mutable._
import net.psforever.packet._
import net.psforever.packet.game._
-import net.psforever.types.Vector3
+import net.psforever.types.{PlanetSideEmpire, Vector3}
import scodec.bits._
class AvatarDeadStateMessageTest extends Specification {
val string = hex"ad3c1260801c12608009f99861fb0741e040000010"
+ val string_invalid = hex"ad3c1260801c12608009f99861fb0741e0400000F0"
"decode" in {
PacketCoding.DecodePacket(string).require match {
@@ -17,15 +18,19 @@ class AvatarDeadStateMessageTest extends Specification {
unk2 mustEqual 300000
unk3 mustEqual 300000
pos mustEqual Vector3(6552.617f,4602.375f,60.90625f)
- unk4 mustEqual 2
+ unk4 mustEqual PlanetSideEmpire.VS
unk5 mustEqual true
case _ =>
ko
}
}
+ "decode (failure)" in {
+ PacketCoding.DecodePacket(string_invalid).isFailure mustEqual true
+ }
+
"encode" in {
- val msg = AvatarDeadStateMessage(DeadState.Dead, 300000, 300000, Vector3(6552.617f,4602.375f,60.90625f), 2, true)
+ val msg = AvatarDeadStateMessage(DeadState.Dead, 300000, 300000, Vector3(6552.617f,4602.375f,60.90625f), PlanetSideEmpire.VS, true)
val pkt = PacketCoding.EncodePacket(msg).require.toByteVector
pkt mustEqual string
diff --git a/pslogin/src/main/scala/WorldSessionActor.scala b/pslogin/src/main/scala/WorldSessionActor.scala
index ddf16df9..28a66dd8 100644
--- a/pslogin/src/main/scala/WorldSessionActor.scala
+++ b/pslogin/src/main/scala/WorldSessionActor.scala
@@ -56,7 +56,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
var vehicleService : ActorRef = ActorRef.noSender
var taskResolver : ActorRef = Actor.noSender
var galaxy : ActorRef = Actor.noSender
- var continent : Zone = null
+ var continent : Zone = Zone.Nowhere
var player : Player = null
var avatar : Avatar = null
var progressBarValue : Option[Float] = None
@@ -74,7 +74,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
override def postStop() = {
clientKeepAlive.cancel
reviveTimer.cancel
- PlayerActionsToCancel() //progressBarUpdate.cancel
+ PlayerActionsToCancel()
localService ! Service.Leave()
vehicleService ! Service.Leave()
avatarService ! Service.Leave()
@@ -82,12 +82,49 @@ class WorldSessionActor extends Actor with MDCContextAware {
LivePlayerList.Remove(sessionId)
if(player != null && player.HasGUID) {
val player_guid = player.GUID
- player.VehicleSeated match {
- case Some(vehicle_guid) =>
- //TODO do this at some other time
- vehicleService ! VehicleServiceMessage(continent.Id, VehicleAction.KickPassenger(player_guid, 0, true, vehicle_guid))
- case None => ;
+ if(player.isAlive) {
+ //actually being alive or manually deconstructing
+ player.VehicleSeated match {
+ case Some(vehicle_guid) =>
+ DismountVehicleOnLogOut(vehicle_guid, player_guid)
+ case None => ;
+ }
+
+ continent.Population ! Zone.Population.Release(avatar)
+ player.Position = Vector3.Zero //save character before doing this
+ avatarService ! AvatarServiceMessage(player.Continent, AvatarAction.ObjectDelete(player_guid, player_guid))
+ taskResolver ! GUIDTask.UnregisterAvatar(player)(continent.GUID)
+ //TODO normally, the actual player avatar persists a minute or so after the user disconnects
}
+ else if(continent.LivePlayers.contains(player) && !continent.Corpses.contains(player)) {
+ //player disconnected while waiting for a revive
+ //similar to handling ReleaseAvatarRequestMessage
+ player.Release
+ continent.Population ! Zone.Population.Release(avatar)
+ player.VehicleSeated match {
+ case None =>
+ continent.Population ! Zone.Corpse.Add(player)
+ FriskCorpse(player) //TODO eliminate dead letters
+ if(!WellLootedCorpse(player)) {
+ avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.Release(player, continent))
+ taskResolver ! GUIDTask.UnregisterLocker(player.Locker)(continent.GUID) //rest of player will be cleaned up with corpses
+ }
+ else { //no items in inventory; leave no corpse
+ val player_guid = player.GUID
+ player.Position = Vector3.Zero //save character before doing this
+ avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.ObjectDelete(player_guid, player_guid, 0))
+ taskResolver ! GUIDTask.UnregisterAvatar(player)(continent.GUID)
+ }
+
+ case Some(vehicle_guid) =>
+ val player_guid = player.GUID
+ player.Position = Vector3.Zero //save character before doing this
+ avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.ObjectDelete(player_guid, player_guid, 0))
+ taskResolver ! GUIDTask.UnregisterAvatar(player)(continent.GUID)
+ DismountVehicleOnLogOut(vehicle_guid, player_guid)
+ }
+ }
+
player.VehicleOwned match {
case Some(vehicle_guid) =>
continent.GUID(vehicle_guid) match {
@@ -100,15 +137,25 @@ class WorldSessionActor extends Actor with MDCContextAware {
}
case None => ;
}
- continent.Population ! Zone.Population.Release(avatar)
continent.Population ! Zone.Population.Leave(avatar)
- player.Position = Vector3.Zero //save character before doing this
- avatarService ! AvatarServiceMessage(player.Continent, AvatarAction.ObjectDelete(player_guid, player_guid))
- taskResolver ! GUIDTask.UnregisterAvatar(player)(continent.GUID)
- //TODO normally, the actual player avatar persists a minute or so after the user disconnects
}
}
+ /**
+ * Vehicle cleanup that is specific to log out behavior.
+ * @param vehicle_guid the vehicle being occupied
+ * @param player_guid the player
+ */
+ def DismountVehicleOnLogOut(vehicle_guid : PlanetSideGUID, player_guid : PlanetSideGUID) : Unit = {
+ val vehicle = continent.GUID(vehicle_guid).get.asInstanceOf[Vehicle]
+ vehicle.Seat(vehicle.PassengerInSeat(player).get).get.Occupant = None
+ if(vehicle.Seats.values.count(_.isOccupied) == 0) {
+ vehicleService ! VehicleServiceMessage.DelayedVehicleDeconstruction(vehicle, continent, 600L) //start vehicle decay (10m)
+ }
+ vehicleService ! Service.Leave(Some(s"${vehicle.Actor}"))
+ vehicleService ! VehicleServiceMessage(continent.Id, VehicleAction.KickPassenger(player_guid, 0, true, vehicle_guid))
+ }
+
def receive = Initializing
def Initializing : Receive = {
@@ -554,7 +601,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
else {
vehicleService ! VehicleServiceMessage(continent.Id, VehicleAction.KickPassenger(player_guid, seat_num, true, obj.GUID))
}
- if(obj.Seats.values.count(seat => seat.isOccupied) == 0) {
+ if(obj.Seats.values.count(_.isOccupied) == 0) {
vehicleService ! VehicleServiceMessage.DelayedVehicleDeconstruction(obj, continent, 600L) //start vehicle decay (10m)
}
@@ -1008,6 +1055,12 @@ class WorldSessionActor extends Actor with MDCContextAware {
log.info(s"$tplayer has left zone ${zone.Id}")
}
+ case Zone.Population.PlayerCanNotSpawn(zone, tplayer) =>
+ log.warn(s"$tplayer can not spawn in zone ${zone.Id}; why?")
+
+ case Zone.Population.PlayerAlreadySpawned(zone, tplayer) =>
+ log.warn(s"$tplayer is already spawned on zone ${zone.Id}; a clerical error?")
+
case Zone.Lattice.SpawnPoint(zone_id, building, spawn_tube) =>
log.info(s"Zone.Lattice.SpawnPoint: spawn point on $zone_id in ${building.Id} @ ${spawn_tube.GUID.guid} selected")
reviveTimer.cancel
@@ -1015,7 +1068,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
val backpack = player.isBackpack
val respawnTime : Long = if(sameZone) { 10 } else { 0 } //s
val respawnTimeMillis = respawnTime * 1000 //ms
- sendResponse(AvatarDeadStateMessage(DeadState.RespawnTime, respawnTimeMillis, respawnTimeMillis, Vector3.Zero, 2, true))
+ sendResponse(AvatarDeadStateMessage(DeadState.RespawnTime, respawnTimeMillis, respawnTimeMillis, Vector3.Zero, player.Faction, true))
val tplayer = if(backpack) {
RespawnClone(player) //new player
}
@@ -1122,7 +1175,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
sendResponse(ChangeShortcutBankMessage(guid, 0))
//FavoritesMessage
sendResponse(SetChatFilterMessage(ChatChannel.Local, false, ChatChannel.values.toList)) //TODO will not always be "on" like this
- sendResponse(AvatarDeadStateMessage(DeadState.Nothing, 0,0, tplayer.Position, 0, true))
+ sendResponse(AvatarDeadStateMessage(DeadState.Alive, 0,0, tplayer.Position, player.Faction, true))
sendResponse(PlanetsideAttributeMessage(guid, 53, 1))
sendResponse(AvatarSearchCriteriaMessage(guid, List(0,0,0,0,0,0)))
(1 to 73).foreach(i => {
@@ -1500,7 +1553,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
log.info(s"ReleaseAvatarRequest: ${player.GUID} on ${continent.Id} has released")
reviveTimer.cancel
player.Release
- sendResponse(AvatarDeadStateMessage(DeadState.Release, 0, 0, player.Position, 2, true))
+ sendResponse(AvatarDeadStateMessage(DeadState.Release, 0, 0, player.Position, player.Faction, true))
continent.Population ! Zone.Population.Release(avatar)
player.VehicleSeated match {
case None =>
@@ -2153,7 +2206,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
//deconstruction
PlayerActionsToCancel()
player.Release
- sendResponse(AvatarDeadStateMessage(DeadState.Release, 0, 0, player.Position, 2, true))
+ sendResponse(AvatarDeadStateMessage(DeadState.Release, 0, 0, player.Position, player.Faction, true))
continent.Population ! Zone.Population.Release(avatar)
case Some(obj : PlanetSideGameObject) =>
@@ -3418,7 +3471,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
sendResponse(PlanetsideAttributeMessage(player_guid, 2, 0))
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.PlanetsideAttribute(player_guid, 0, 0))
sendResponse(DestroyMessage(player_guid, player_guid, PlanetSideGUID(0), pos)) //how many players get this message?
- sendResponse(AvatarDeadStateMessage(DeadState.Dead, respawnTimer, respawnTimer, pos, 2, true))
+ sendResponse(AvatarDeadStateMessage(DeadState.Dead, respawnTimer, respawnTimer, pos, player.Faction, true))
if(tplayer.VehicleSeated.nonEmpty) {
//make player invisible (if not, the cadaver sticks out the side in a seated position)
sendResponse(PlanetsideAttributeMessage(player_guid, 29, 1))