tests for a variety of objects and scripts (currently 810); minor changes to align with proper object behavior

This commit is contained in:
FateJH 2017-11-06 10:24:36 -05:00
parent 8f658aa688
commit f24911cde8
30 changed files with 945 additions and 104 deletions

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@ -12,7 +12,7 @@ import MDCContextAware.Implicits._
import services.ServiceManager.Lookup
import net.psforever.objects._
import net.psforever.objects.equipment._
import net.psforever.objects.guid.{Task, TaskResolver}
import net.psforever.objects.guid.{GUIDTask, Task, TaskResolver}
import net.psforever.objects.inventory.{GridInventory, InventoryItem}
import net.psforever.objects.serverobject.{CommonMessages, PlanetSideServerObject}
import net.psforever.objects.serverobject.doors.Door
@ -22,7 +22,6 @@ import net.psforever.objects.vehicles.{AccessPermissionGroup, Seat, VehicleLockS
import net.psforever.objects.zones.{InterstellarCluster, Zone}
import net.psforever.packet.game.objectcreate._
import net.psforever.types._
import scripts.GUIDTask
import services._
import services.avatar._
import services.local._
@ -552,7 +551,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
val box = item.obj.asInstanceOf[AmmoBox]
sendResponse(PacketCoding.CreateGamePacket(0, InventoryStateMessage(box.GUID, 0, vehicle_guid, box.Capacity.toLong)))
})
case None => ; //no weapons to update
case _ => ; //no weapons to update
}
val player_guid : PlanetSideGUID = tplayer.GUID
sendResponse(PacketCoding.CreateGamePacket(0, ObjectAttachMessage(vehicle_guid, player_guid, seat_num)))

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@ -1,282 +0,0 @@
// Copyright (c) 2017 PSForever
package scripts
/**
* The basic compiled tasks for assigning (registering) and revoking (unregistering) globally unique identifiers.<br>
* <br>
* Almost all of these functions will be invoked from `WorldSessionActor`.
* Some of the "unregistering" functions will invoke on delayed `Service` operations,
* indicating behavior that is not user/observer dependent.
* The object's (current) `Zone` must also be knowable since the GUID systems are tied to individual zones.
* For simplicity, all functions have the same format where the hook into the GUID system is an `implicit` parameter.
* It will get passed from the more complicated functions down into the less complicated functions,
* until it has found the basic number assignment functionality.<br>
* <br>
* All functions produce a `TaskResolver.GiveTask` container object that is expected to be used by a `TaskResolver`.
* These "task containers" can also be unpackaged into their tasks, sorted into other containers,
* and combined with other "task containers" to enact more complicated sequences of operations.
*/
object GUIDTask {
import akka.actor.ActorRef
import net.psforever.objects.entity.IdentifiableEntity
import net.psforever.objects.equipment.Equipment
import net.psforever.objects.guid.{Task, TaskResolver}
import net.psforever.objects.{EquipmentSlot, Player, Tool, Vehicle}
import scala.annotation.tailrec
/**
* Construct tasking that registers an object with a globally unique identifier selected from a pool of numbers.<br>
* <br>
* Regardless of the complexity of the object provided to this function, only the current depth will be assigned a GUID.
* This is the most basic operation that all objects that can be assigned a GUID must perform.
* @param obj the object being registered
* @param guid implicit reference to a unique number system
* @return a `TaskResolver.GiveTask` message
*/
def RegisterObjectTask(obj : IdentifiableEntity)(implicit guid : ActorRef) : TaskResolver.GiveTask = {
TaskResolver.GiveTask(
new Task() {
private val localObject = obj
private val localAccessor = guid
override def isComplete : Task.Resolution.Value = if(localObject.HasGUID) {
Task.Resolution.Success
}
else {
Task.Resolution.Incomplete
}
def Execute(resolver : ActorRef) : Unit = {
import net.psforever.objects.guid.actor.Register
localAccessor ! Register(localObject, "dynamic", resolver) //TODO pool should not be hardcoded
}
})
}
/**
* Construct tasking that registers an object with a globally unique identifier selected from a pool of numbers, as a `Tool`.<br>
* <br>
* `Tool` objects are complicated by an internal structure informally called a "magazine feed."
* The objects in the magazine feed are called `AmmoBox` objects.
* Each `AmmoBox` object can be registered to a unique number system much like the `Tool` itself; and,
* each must be registered properly for the whole of the `Tool` to be communicated from the server to the client.
* While the matter has been abstracted for convenience, most `Tool` objects will have only one `AmmoBox` at a time
* and the common outlier will only be two.<br>
* <br>
* Do not invoke this function unless certain the object will be of type `Tool`,
* else use a more general function to differentiate between simple and complex objects.
* @param obj the `Tool` object being registered
* @param guid implicit reference to a unique number system
* @see `GUIDTask.RegisterEquipment`
* @return a `TaskResolver.GiveTask` message
*/
def RegisterTool(obj : Tool)(implicit guid : ActorRef) : TaskResolver.GiveTask = {
val ammoTasks : List[TaskResolver.GiveTask] = (0 until obj.MaxAmmoSlot).map(ammoIndex => RegisterObjectTask(obj.AmmoSlots(ammoIndex).Box)).toList
TaskResolver.GiveTask(RegisterObjectTask(obj).task, ammoTasks)
}
/**
* Construct tasking that registers an object with a globally unique identifier selected from a pool of numbers,
* after determining whether the object is complex (`Tool`) or simple.<br>
* <br>
* The objects in this case are specifically `Equipment`, a subclass of the basic register-able `IdentifiableEntity`.
* About five subclasses of `Equipment` exist, but they decompose into two groups - "complex objects" and "simple objects."
* "Simple objects" are most groups of `Equipment` and just their own GUID to be registered.
* "Complex objects" are just the `Tool` category of `Equipment`.
* They have internal objects that must also have their GUID's registered to function.<br>
* <br>
* Using this function when passing unknown `Equipment` is recommended.
* The type will be sorted and the object will be handled according to its complexity level.
* @param obj the `Equipment` object being registered
* @param guid implicit reference to a unique number system
* @return a `TaskResolver.GiveTask` message
*/
def RegisterEquipment(obj : Equipment)(implicit guid : ActorRef) : TaskResolver.GiveTask = {
obj match {
case tool : Tool =>
RegisterTool(tool)
case _ =>
RegisterObjectTask(obj)
}
}
/**
* Construct tasking that registers an object with a globally unique identifier selected from a pool of numbers, as a `Player`.<br>
* <br>
* `Player` objects are far more complicated than `Tools` (but they are not `Equipment`).
* A player has an inventory in which it can hold a countable number of `Equipment`; and,
* this inventory holds a sub-inventory with its own countable number of `Equipment`.
* Although a process of completing and inserting `Equipment` into the inventories that looks orderly can be written,
* this function assumes that the player is already fully composed.
* Use this function for an sudden introduction of the player into his environment
* (as defined by the scope of the unique number system).
* For working with processes concerning these "orderly insertions,"
* a task built of lesser registration tasks and supporting tasks should be written instead.
* @param tplayer the `Player` object being registered
* @param guid implicit reference to a unique number system
* @return a `TaskResolver.GiveTask` message
*/
def RegisterAvatar(tplayer : Player)(implicit guid : ActorRef) : TaskResolver.GiveTask = {
import net.psforever.objects.LockerContainer
import net.psforever.objects.inventory.InventoryItem
val holsterTasks = recursiveHolsterTaskBuilding(tplayer.Holsters().iterator, RegisterEquipment)
val fifthHolsterTask = tplayer.Slot(5).Equipment match {
case Some(locker) =>
RegisterObjectTask(locker) :: locker.asInstanceOf[LockerContainer].Inventory.Items.map({ case((_ : Int, entry : InventoryItem)) => RegisterEquipment(entry.obj)}).toList
case None =>
List.empty[TaskResolver.GiveTask];
}
val inventoryTasks = tplayer.Inventory.Items.map({ case((_ : Int, entry : InventoryItem)) => RegisterEquipment(entry.obj)})
TaskResolver.GiveTask(RegisterObjectTask(tplayer).task, holsterTasks ++ fifthHolsterTask ++ inventoryTasks)
}
/**
* Construct tasking that registers an object with a globally unique identifier selected from a pool of numbers, as a `Vehicle`.<br>
* <br>
* `Vehicle` objects are far more complicated than `Tools` (but they are not `Equipment`).
* A vehicle has an inventory in which it can hold a countable number of `Equipment`; and,
* it may possess weapons (`Tools`, usually) that are firmly mounted on its outside.
* (This is similar to the holsters on a `Player` object but they can not be swapped out for other `Equipment` or for nothing.)
* Although a process of completing and inserting `Equipment` into the inventories that looks orderly can be written,
* this function assumes that the vehicle is already fully composed.
* Use this function for an sudden introduction of the vehicle into its environment
* (as defined by the scope of the unique number system).
* For working with processes concerning these "orderly insertions,"
* a task built of lesser registration tasks and supporting tasks should be written instead.
* @param vehicle the `Vehicle` object being registered
* @param guid implicit reference to a unique number system
* @return a `TaskResolver.GiveTask` message
*/
def RegisterVehicle(vehicle : Vehicle)(implicit guid : ActorRef) : TaskResolver.GiveTask = {
import net.psforever.objects.inventory.InventoryItem
val weaponTasks = vehicle.Weapons.map({ case(_ : Int, entry : EquipmentSlot) => RegisterEquipment(entry.Equipment.get)}).toList
val inventoryTasks = vehicle.Trunk.Items.map({ case((_ : Int, entry : InventoryItem)) => RegisterEquipment(entry.obj)})
TaskResolver.GiveTask(RegisterObjectTask(vehicle).task, weaponTasks ++ inventoryTasks)
}
/**
* Construct tasking that unregisters an object from a globally unique identifier system.<br>
* <br>
* This task performs an operation that reverses the effect of `RegisterObjectTask`.
* It is the most basic operation that all objects that can have their GUIDs revoked must perform.
* @param obj the object being unregistered
* @param guid implicit reference to a unique number system
* @see `GUIDTask.RegisterObjectTask`
* @return a `TaskResolver.GiveTask` message
*/
def UnregisterObjectTask(obj : IdentifiableEntity)(implicit guid : ActorRef) : TaskResolver.GiveTask = {
TaskResolver.GiveTask(
new Task() {
private val localObject = obj
private val localAccessor = guid
override def isComplete : Task.Resolution.Value = if(!localObject.HasGUID) {
Task.Resolution.Success
}
else {
Task.Resolution.Incomplete
}
def Execute(resolver : ActorRef) : Unit = {
import net.psforever.objects.guid.actor.Unregister
localAccessor ! Unregister(localObject, resolver)
}
}
)
}
/**
* Construct tasking that unregisters a `Tool` object from a globally unique identifier system.<br>
* <br>
* This task performs an operation that reverses the effect of `RegisterTool`.
* @param obj the `Tool` object being unregistered
* @param guid implicit reference to a unique number system
* @see `GUIDTask.RegisterTool`
* @return a `TaskResolver.GiveTask` message
*/
def UnregisterTool(obj : Tool)(implicit guid : ActorRef) : TaskResolver.GiveTask = {
val ammoTasks : List[TaskResolver.GiveTask] = (0 until obj.MaxAmmoSlot).map(ammoIndex => UnregisterObjectTask(obj.AmmoSlots(ammoIndex).Box)).toList
TaskResolver.GiveTask(UnregisterObjectTask(obj).task, ammoTasks)
}
/**
* Construct tasking that unregisters an object from a globally unique identifier system
* after determining whether the object is complex (`Tool`) or simple.<br>
* <br>
* This task performs an operation that reverses the effect of `RegisterEquipment`.
* @param obj the `Equipment` object being unregistered
* @param guid implicit reference to a unique number system
* @see `GUIDTask.RegisterEquipment`
* @return a `TaskResolver.GiveTask` message
*/
def UnregisterEquipment(obj : Equipment)(implicit guid : ActorRef) : TaskResolver.GiveTask = {
obj match {
case tool : Tool =>
UnregisterTool(tool)
case _ =>
UnregisterObjectTask(obj)
}
}
/**
* Construct tasking that unregisters a `Player` object from a globally unique identifier system.<br>
* <br>
* This task performs an operation that reverses the effect of `RegisterAvatar`.
* @param tplayer the `Player` object being unregistered
* @param guid implicit reference to a unique number system
* @see `GUIDTask.RegisterAvatar`
* @return a `TaskResolver.GiveTask` message
*/
def UnregisterAvatar(tplayer : Player)(implicit guid : ActorRef) : TaskResolver.GiveTask = {
import net.psforever.objects.LockerContainer
import net.psforever.objects.inventory.InventoryItem
val holsterTasks = recursiveHolsterTaskBuilding(tplayer.Holsters().iterator, UnregisterEquipment)
val inventoryTasks = tplayer.Inventory.Items.map({ case((_ : Int, entry : InventoryItem)) => UnregisterEquipment(entry.obj)})
val fifthHolsterTask = tplayer.Slot(5).Equipment match {
case Some(locker) =>
UnregisterObjectTask(locker) :: locker.asInstanceOf[LockerContainer].Inventory.Items.map({ case((_ : Int, entry : InventoryItem)) => UnregisterEquipment(entry.obj)}).toList
case None =>
List.empty[TaskResolver.GiveTask];
}
TaskResolver.GiveTask(UnregisterObjectTask(tplayer).task, holsterTasks ++ fifthHolsterTask ++ inventoryTasks)
}
/**
* Construct tasking that unregisters a `Vehicle` object from a globally unique identifier system.<br>
* <br>
* This task performs an operation that reverses the effect of `RegisterVehicle`.
* @param vehicle the `Vehicle` object being unregistered
* @param guid implicit reference to a unique number system
* @see `GUIDTask.RegisterVehicle`
* @return a `TaskResolver.GiveTask` message
*/
def UnregisterVehicle(vehicle : Vehicle)(implicit guid : ActorRef) : TaskResolver.GiveTask = {
import net.psforever.objects.inventory.InventoryItem
val weaponTasks = vehicle.Weapons.map({ case(_ : Int, entry : EquipmentSlot) => UnregisterTool(entry.Equipment.get.asInstanceOf[Tool]) }).toList
val inventoryTasks = vehicle.Trunk.Items.map({ case((_ : Int, entry : InventoryItem)) => UnregisterEquipment(entry.obj)})
TaskResolver.GiveTask(UnregisterObjectTask(vehicle).task, weaponTasks ++ inventoryTasks)
}
/**
* Iterate over a group of `EquipmentSlot`s, some of which may be occupied with an item.
* Use `func` on any discovered `Equipment` to transform items into tasking, and add the tasking to a `List`.
* @param iter the `Iterator` of `EquipmentSlot`s
* @param func the function used to build tasking from any discovered `Equipment`;
* strictly either `RegisterEquipment` or `UnregisterEquipment`
* @param list a persistent `List` of `Equipment` tasking
* @return a `List` of `Equipment` tasking
*/
@tailrec private def recursiveHolsterTaskBuilding(iter : Iterator[EquipmentSlot], func : ((Equipment)=>TaskResolver.GiveTask), list : List[TaskResolver.GiveTask] = Nil)(implicit guid : ActorRef) : List[TaskResolver.GiveTask] = {
if(!iter.hasNext) {
list
}
else {
iter.next.Equipment match {
case Some(item) =>
recursiveHolsterTaskBuilding(iter, func, list :+ func(item))
case None =>
recursiveHolsterTaskBuilding(iter, func, list)
}
}
}
}

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@ -8,4 +8,3 @@ final case class VehicleServiceResponse(toChannel : String,
avatar_guid : PlanetSideGUID,
replyMessage : VehicleResponse.Response
) extends GenericEventBusMsg

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@ -3,10 +3,10 @@ package services.vehicle.support
import akka.actor.{Actor, ActorRef, Cancellable}
import net.psforever.objects.Vehicle
import net.psforever.objects.guid.GUIDTask
import net.psforever.objects.vehicles.Seat
import net.psforever.objects.zones.Zone
import net.psforever.packet.game.PlanetSideGUID
import scripts.GUIDTask
import services.ServiceManager
import services.ServiceManager.Lookup
import services.vehicle.{VehicleAction, VehicleServiceMessage}