diff --git a/common/src/main/scala/net/psforever/objects/teamwork/Member.scala b/common/src/main/scala/net/psforever/objects/teamwork/Member.scala
index 1ddfc46d..a2406a51 100644
--- a/common/src/main/scala/net/psforever/objects/teamwork/Member.scala
+++ b/common/src/main/scala/net/psforever/objects/teamwork/Member.scala
@@ -79,14 +79,11 @@ class Member {
Position
}
- def Close() : Unit = {
- role = ""
- requirements = Set()
- //about the individual filling the position
- name = ""
- health = 0
- armor = 0
- zoneId = 0
- position = Vector3.Zero
+ def isAvailable : Boolean = {
+ charId == 0
+ }
+
+ def isAvailable(certs : Set[CertificationType.Value]) : Boolean = {
+ isAvailable && certs.intersect(requirements) == requirements
}
}
diff --git a/common/src/main/scala/net/psforever/objects/teamwork/Squad.scala b/common/src/main/scala/net/psforever/objects/teamwork/Squad.scala
index 3ff63035..0ecd2e20 100644
--- a/common/src/main/scala/net/psforever/objects/teamwork/Squad.scala
+++ b/common/src/main/scala/net/psforever/objects/teamwork/Squad.scala
@@ -3,7 +3,7 @@ package net.psforever.objects.teamwork
import net.psforever.objects.entity.IdentifiableEntity
import net.psforever.packet.game.PlanetSideGUID
-import net.psforever.types.PlanetSideEmpire
+import net.psforever.types.{CertificationType, PlanetSideEmpire}
class Squad(squadId : PlanetSideGUID, alignment : PlanetSideEmpire.Value) extends IdentifiableEntity {
super.GUID_=(squadId)
@@ -53,6 +53,24 @@ class Squad(squadId : PlanetSideGUID, alignment : PlanetSideEmpire.Value) extend
def Size : Int = membership.count(member => member.CharId != 0)
def Capacity : Int = availability.count(open => open)
+
+ def isAvailable(role : Int) : Boolean = {
+ availability.lift(role) match {
+ case Some(true) =>
+ membership(role).isAvailable
+ case _ =>
+ false
+ }
+ }
+
+ def isAvailable(role : Int, certs : Set[CertificationType.Value]) : Boolean = {
+ availability.lift(role) match {
+ case Some(true) =>
+ membership(role).isAvailable(certs)
+ case _ =>
+ false
+ }
+ }
}
object Squad {
diff --git a/common/src/main/scala/net/psforever/packet/game/SquadDefinitionActionMessage.scala b/common/src/main/scala/net/psforever/packet/game/SquadDefinitionActionMessage.scala
index eab055a9..a0a02c7d 100644
--- a/common/src/main/scala/net/psforever/packet/game/SquadDefinitionActionMessage.scala
+++ b/common/src/main/scala/net/psforever/packet/game/SquadDefinitionActionMessage.scala
@@ -370,7 +370,7 @@ object SquadAction{
* `28` - Auto-approve Requests for Invitation
* `29` - UNKNOWN
* `30` - UNKNOWN
- * `31` - Location Follows Squad Lead
+ * `31` - Location Follows Squad Leader
* `Int`
* `10` - Select this Role for Yourself
* `11` - UNKNOWN
@@ -452,10 +452,9 @@ object SquadDefinitionActionMessage extends Marshallable[SquadDefinitionActionMe
case 39 => noSquadSearchResultsCodec
case 40 => findLfsSoldiersForRoleCodec
case 41 => cancelFindCodec
- case 2 | 6 | 11 |
- 12 | 13 | 14 |
- 18 | 29 | 30 | 32 | 33 |
- 36 | 37 | 42 | 43 => unknownCodec(code)
+ case 2 | 6 | 11 | 12 | 13 |
+ 14 | 18 | 29 | 30 | 32 |
+ 33 | 36 | 37 | 42 | 43 => unknownCodec(code)
case _ => failureCodec(code)
}).asInstanceOf[Codec[SquadAction]]
}
@@ -477,48 +476,3 @@ object SquadDefinitionActionMessage extends Marshallable[SquadDefinitionActionMe
}
)
}
-
-/*
-("change" specifically indicates the perspective is from the SL; "update" indicates squad members other than the oen who made the change
-("[#]" indicates the mode is detected but not properly parsed; the length of the combined fields may follow
-
-[0] - clicking on a squad listed in the "Find Squad" tab / cancel squad search (6 bits/pad?)
-[2] - ? (6 bits/pad?)
-[3] - save squad favorite (6 bits/pad?)
-[4] - load a squad definition favorite (6 bits/pad?)
-[6] - ? (6 bits/pad?)
-7 - ?
-[8] - list squad (6 bits/pad?)
-10 - select this role for yourself
-11 - ?
-12 - ?
-13 - ?
-14 - ?
-15 - ?
-[16] - ? (6 bits/pad?)
-[17] - ? (6 bits/pad?)
-[18] - ? (6 bits/pad?)
-19 - change purpose
-20 - change zone
-21 - change/close squad member position
-22 - change/add squad member position
-23 - change squad member req role
-24 - change squad member req detailed orders
-25 - change squad member req weapons
-[26] - reset all (6 bits/pad?)
-28 - auto-approve requests for invitation
-29 -
-30 -
-31 - location follows squad lead
-[32] - ? (6 bits/pad?)
-33 -
-34 - search for squads with a particular role
-36 -
-37 -
-38 -
-[39] - ? (?)
-40 - find LFS soldiers that meet the requirements for this role
-[41] - cancel search for LFS soldiers (6 bits)
-[42] - ? (6 bits/pad?)
-[43] - ? (6 bits/pad?)
-*/
diff --git a/common/src/main/scala/services/teamwork/SquadResponse.scala b/common/src/main/scala/services/teamwork/SquadResponse.scala
index 5860145c..3ad55b6c 100644
--- a/common/src/main/scala/services/teamwork/SquadResponse.scala
+++ b/common/src/main/scala/services/teamwork/SquadResponse.scala
@@ -16,7 +16,6 @@ object SquadResponse {
final case class AssociateWithSquad(squad_guid : PlanetSideGUID) extends Response
final case class SetListSquad(squad_guid : PlanetSideGUID) extends Response
- final case class Unknown17(squad : Squad, char_id : Long) extends Response
final case class Membership(request_type : SquadResponseType.Value, unk1 : Int, unk2 : Int, unk3 : Long, unk4 : Option[Long], player_name : String, unk5 : Boolean, unk6 : Option[Option[String]]) extends Response //see SquadMembershipResponse
final case class Invite(from_char_id : Long, to_char_id : Long, name : String) extends Response
diff --git a/common/src/main/scala/services/teamwork/SquadService.scala b/common/src/main/scala/services/teamwork/SquadService.scala
index b837e7a1..11f4eaa5 100644
--- a/common/src/main/scala/services/teamwork/SquadService.scala
+++ b/common/src/main/scala/services/teamwork/SquadService.scala
@@ -55,7 +55,7 @@ class SquadService extends Actor {
*/
private val queuedInvites : mutable.LongMap[List[Invitation]] = mutable.LongMap[List[Invitation]]()
/**
- * The gien player has refused participation into this other player's sqaud.
+ * The given player has refused participation into this other player's squad.
* key - a unique character identifier number; value - a list of unique character identifier numbers
*/
private val refused : mutable.LongMap[List[Long]] = mutable.LongMap[List[Long]]()
@@ -65,9 +65,10 @@ class SquadService extends Actor {
*/
private val continueToMonitorDetails : mutable.LongMap[PlanetSideGUID] = mutable.LongMap[PlanetSideGUID]()
/**
- * A placeholder for an absent active invite that has not (yet) been accepted or rejected, equal to the then-current active invite.
+ * A placeholder for an absent active invite that has not (yet) been accepted or rejected,
+ * equal to the then-current active invite.
* Created when removing an active invite.
- * Checked when trying to add a new invite (if found, the invite is queued).
+ * Checked when trying to add a new invite (if found, the new invite is queued).
* Cleared when the next queued invite becomes active.
* key - unique character identifier number; value, unique character identifier number
*/
@@ -91,10 +92,10 @@ class SquadService extends Actor {
*/
private val SquadEvents = new GenericEventBus[SquadServiceResponse]
/**
- * This collection contains the message-sending contact reference for individuals who may become squad members.
+ * This collection contains the message-sending contact reference for individuals.
* When the user joins the `SquadService` with a `Service.Join` message
* that includes their unique character identifier,
- * the origin `ActorRef` is added as a subscription.
+ * and the origin `ActorRef` is added as a subscription.
* It is maintained until they disconnect entirely.
* The subscription is anticipated to belong to an instance of `WorldSessionActor`.
* key - unique character identifier number; value - `ActorRef` reference for that character
@@ -688,7 +689,7 @@ class SquadService extends Actor {
if(squad.Size < squad.Capacity) {
val positions = (for {
(member, index) <- squad.Membership.zipWithIndex
- if ValidOpenSquadPosition(squad, index, member, tplayer.Certifications)
+ if squad.isAvailable(index, tplayer.Certifications)
} yield (index, member.Requirements.size))
.toList
.sortBy({ case (_, reqs) => reqs })
@@ -814,7 +815,7 @@ class SquadService extends Actor {
}
(None, None)
- case Some(RequestRole(candidate, guid, _))
+ case Some(RequestRole(_, guid, _))
if squadFeatures.get(guid).nonEmpty && squadFeatures(guid).Squad.Leader.CharId == rejectingPlayer =>
//rejectingPlayer is the squad leader; candidate is the would-be squad member who was rejected
val features = squadFeatures(guid)
@@ -1024,7 +1025,6 @@ class SquadService extends Actor {
if(memberPosition.CharId > 0) {
LeaveSquad(memberPosition.CharId, squad)
}
- memberPosition.Close()
UpdateSquadListWhenListed(squadFeatures(squad.GUID), SquadInfo().Capacity(squad.Capacity))
UpdateSquadDetail(
squad.GUID,
@@ -1232,11 +1232,11 @@ class SquadService extends Actor {
position.Requirements = Set()
})
val features = squadFeatures(squad.GUID)
- features.LocationFollowsSquadLead = false
- features.AutoApproveInvitationRequests = false
+ features.LocationFollowsSquadLead = true
+ features.AutoApproveInvitationRequests = true
UpdateSquadListWhenListed(features, SquadInfo().Task("").ZoneId(None).Capacity(squad.Capacity))
UpdateSquadDetail(squad)
- Publish(sender, SquadResponse.AssociateWithSquad(PlanetSideGUID(0)))
+ InitialAssociation(squad)
squadFeatures(guid).InitialAssociation = true
//do not unlist an already listed squad
case Some(squad) =>
@@ -1248,13 +1248,13 @@ class SquadService extends Actor {
case _ =>
(pSquadOpt, action) match {
//the following action can be performed by the squad leader and maybe an unaffiliated player
- case (Some(squad), SelectRoleForYourself(position)) =>
+ case (Some(_), SelectRoleForYourself(_)) =>
//TODO should be possible, but doesn't work correctly due to UI squad cards not updating as expected
// if(squad.Leader.CharId == tplayer.CharId) {
// //squad leader currently disallowed
// } else
// //the squad leader may swap to any open position; a normal member has to validate against requirements
-// if(squad.Leader.CharId == tplayer.CharId || ValidOpenSquadPosition(squad, position, tplayer.Certifications)) {
+// if(squad.Leader.CharId == tplayer.CharId || squad.isAvailable(position, tplayer.Certifications)) {
// squad.Membership.zipWithIndex.find { case (member, _) => member.CharId == tplayer.CharId } match {
// case Some((fromMember, fromIndex)) =>
// SwapMemberPosition(squad.Membership(position), fromMember)
@@ -1273,7 +1273,7 @@ class SquadService extends Actor {
//not a member of any squad, but we might become a member of this one
GetSquad(guid) match {
case Some(squad) =>
- if(ValidOpenSquadPosition(squad, position, tplayer.Certifications)) {
+ if(squad.isAvailable(position, tplayer.Certifications)) {
//we could join but we may need permission from the squad leader first
AddInviteAndRespond(
squad.Leader.CharId,
@@ -1940,7 +1940,7 @@ class SquadService extends Actor {
* @param list a list of players to squads with expected entry redundancy
*/
def RemoveProximityInvites(list : Iterable[(Long, PlanetSideGUID)]) : Unit = {
- val (ids, squads) = list.unzip
+ val (_, squads) = list.unzip
squads.toSeq.distinct.foreach { squad =>
squadFeatures.get(squad) match {
case Some(features) =>
@@ -2039,7 +2039,6 @@ class SquadService extends Actor {
* @see `IndirectInvite`
* @see `SquadFeatures::AutoApproveInvitationRequests`
* @see `VacancyInvite`
- * @see `ValidOpenSquadPosition`
* @param squad the squad
* @param invitedPlayer the unique character identifier for the player being invited
* @param invitingPlayer the unique character identifier for the player who invited the former
@@ -2049,8 +2048,8 @@ class SquadService extends Actor {
*/
def HandleVacancyInvite(squad : Squad, invitedPlayer : Long, invitingPlayer : Long, recruit : Player) : Option[(Squad, Int)] = {
//accepted an invitation to join an existing squad
- squad.Membership.zipWithIndex.find({ case (member, index) =>
- ValidOpenSquadPosition(squad, index, member, recruit.Certifications)
+ squad.Membership.zipWithIndex.find({ case (_, index) =>
+ squad.isAvailable(index, recruit.Certifications)
}) match {
case Some((_, line)) =>
//position in squad found
@@ -2206,7 +2205,6 @@ class SquadService extends Actor {
* @see `SquadResponse.Join`
* @see `StatConverter.Health`
* @see `UpdateSquadListWhenListed`
- * @see `ValidOpenSquadPosition`
* @param player the new squad member;
* this player is NOT the squad leader
* @param squad the squad the player is joining
@@ -2217,7 +2215,7 @@ class SquadService extends Actor {
def JoinSquad(player : Player, squad : Squad, position : Int) : Boolean = {
val charId = player.CharId
val role = squad.Membership(position)
- if(UserEvents.get(charId).nonEmpty && squad.Leader.CharId != charId && ValidOpenSquadPosition(squad, position, role, player.Certifications)) {
+ if(UserEvents.get(charId).nonEmpty && squad.Leader.CharId != charId && squad.isAvailable(position, player.Certifications)) {
role.Name = player.Name
role.CharId = charId
role.Health = StatConverter.Health(player.Health, player.MaxHealth, min=1, max=64)
@@ -2616,19 +2614,6 @@ class SquadService extends Actor {
SquadEvents.unsubscribe(sender) //just to make certain
}
- /**
- * Dispatch a message entailing the composition of this squad
- * and focus on any specific aspects of it, purported as being changed recently.
- * @see `SquadInfo`
- * @see `UpdateSquadList(Squad, Option[SquadInfo])`
- * @param squad the squad
- * @param changes the highlighted aspects of the squad;
- * these "changes" do not have to reflect the actual squad but are related to the contents of the message
- */
- private def UpdateSquadList(squad : Squad, changes : SquadInfo) : Unit = {
- UpdateSquadList(squad, Some(changes))
- }
-
/**
* Dispatch a message entailing the composition of this squad when that squad is publicly available
* and focus on any specific aspects of it, purported as being changed recently.
@@ -2989,63 +2974,4 @@ object SquadService {
member.Requirements = position.requirements
}
}
-
- /**
- * Determine if the indicated squad role can be used for a player trying to join the squad.
- * @see `ValidOpenSquadPosition`
- * @param squad the squad
- * @param position the position of the squad role being tested
- * @param certs the certifications being offered for comparison testing
- * @return `true`, if the squad role may accept the player with the given certification permissions;
- * `false`, otherwise
- */
- def ValidOpenSquadPosition(squad : Squad, position : Int, certs : Set[CertificationType.Value]) : Boolean = {
- squad.Membership.lift(position) match {
- case Some(member) =>
- ValidOpenSquadPosition(squad, position, member, certs)
- case None =>
- false
- }
- }
-
- /**
- * Determine if the indicated squad role can be used for a player trying to join the squad.
- * @see `AvailableSquadPosition`
- * @param squad the squad
- * @param position the position of the squad role being tested
- * @param member the squad role being tested
- * @param certs the certifications being offered for comparison testing
- * @return `true`, if the squad role may accept the player with the given certification permissions;
- * `false`, otherwise
- */
- def ValidOpenSquadPosition(squad : Squad, position : Int, member : Member, certs : Set[CertificationType.Value]) : Boolean = {
- AvailableSquadPosition(squad, position, member) && certs.intersect(member.Requirements) == member.Requirements
- }
-
- /**
- * Determine if the indicated squad role is unoccupied but is also capable of being occupied.
- * @see `AvailableSquadPosition(Squad, Int, Member)`
- * @param squad the squad
- * @param position the position of the squad role being tested
- * @return `true`, if the squad role is unoccupied;
- * `false`, otherwise
- */
- def AvailableSquadPosition(squad : Squad, position : Int) : Boolean = squad.Membership.lift(position) match {
- case Some(member) =>
- AvailableSquadPosition(squad, position, member)
- case None =>
- false
- }
-
- /**
- * Determine if the indicated squad role is unoccupied but is also capable of being occupied.
- * @param squad the squad
- * @param position the position of the squad role being tested
- * @param member the squad role being tested
- * @return `true`, if the squad role is unoccupied;
- * `false`, otherwise
- */
- def AvailableSquadPosition(squad : Squad, position : Int, member : Member) : Boolean = {
- squad.Availability(position) && member.CharId == 0
- }
}
diff --git a/pslogin/src/main/scala/WorldSessionActor.scala b/pslogin/src/main/scala/WorldSessionActor.scala
index 2f5a03a8..b19f72bd 100644
--- a/pslogin/src/main/scala/WorldSessionActor.scala
+++ b/pslogin/src/main/scala/WorldSessionActor.scala
@@ -119,7 +119,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
*/
var interstellarFerryTopLevelGUID : Option[PlanetSideGUID] = None
val squadUI : LongMap[SquadUIElement] = new LongMap[SquadUIElement]()
- val squad_supplement_id : Int = 11
+ var squad_supplement_id : Int = 0
/**
* `AvatarConverter` can only rely on the `Avatar`-local Looking For Squad variable.
* When joining or creating a squad, the original state of the avatar's local LFS variable is blanked.
@@ -396,11 +396,6 @@ class WorldSessionActor extends Actor with MDCContextAware {
case SquadResponse.SetListSquad(squad_guid) =>
sendResponse(SquadDefinitionActionMessage(squad_guid, 0, SquadAction.SetListSquad()))
- case SquadResponse.Unknown17(squad, char_id) =>
- sendResponse(
- SquadDefinitionActionMessage(squad.GUID, 0, SquadAction.Unknown(33))
- )
-
case SquadResponse.Membership(request_type, unk1, unk2, char_id, opt_char_id, player_name, unk5, unk6) =>
val name = request_type match {
case SquadResponseType.Invite if unk5 =>
@@ -433,27 +428,31 @@ class WorldSessionActor extends Actor with MDCContextAware {
val membershipPositions = squad.Membership
.zipWithIndex
.filter { case (_, index ) => positionsToUpdate.contains(index) }
+ StartBundlingPackets()
membershipPositions.find({ case(member, _) => member.CharId == avatar.CharId }) match {
case Some((ourMember, ourIndex)) =>
//we are joining the squad
//load each member's entry (our own too)
+ squad_supplement_id = squad.GUID.guid + 1
membershipPositions.foreach { case(member, index) =>
sendResponse(SquadMemberEvent.Add(squad_supplement_id, member.CharId, index, member.Name, member.ZoneId, unk7 = 0))
squadUI(member.CharId) = SquadUIElement(member.Name, index, member.ZoneId, member.Health, member.Armor, member.Position)
}
//repeat our entry
sendResponse(SquadMemberEvent.Add(squad_supplement_id, ourMember.CharId, ourIndex, ourMember.Name, ourMember.ZoneId, unk7 = 0)) //repeat of our entry
+ val playerGuid = player.GUID
//turn lfs off
val factionOnContinentChannel = s"${continent.Id}/${player.Faction}"
if(avatar.LFS) {
avatar.LFS = false
- sendResponse(PlanetsideAttributeMessage(player.GUID, 53, 0))
- avatarService ! AvatarServiceMessage(factionOnContinentChannel, AvatarAction.PlanetsideAttribute(player.GUID, 53, 0))
+ sendResponse(PlanetsideAttributeMessage(playerGuid, 53, 0))
+ avatarService ! AvatarServiceMessage(factionOnContinentChannel, AvatarAction.PlanetsideAttribute(playerGuid, 53, 0))
}
//squad colors
- sendResponse(PlanetsideAttributeMessage(player.GUID, 31, squad_supplement_id))
- avatarService ! AvatarServiceMessage(factionOnContinentChannel, AvatarAction.PlanetsideAttribute(player.GUID, 31, squad_supplement_id))
- sendResponse(PlanetsideAttributeMessage(player.GUID, 32, ourIndex)) //associate with member position in squad
+ GiveSquadColorsInZone()
+ avatarService ! AvatarServiceMessage(factionOnContinentChannel, AvatarAction.PlanetsideAttribute(playerGuid, 31, squad_supplement_id))
+ //associate with member position in squad
+ sendResponse(PlanetsideAttributeMessage(playerGuid, 32, ourIndex))
//a finalization? what does this do?
sendResponse(SquadDefinitionActionMessage(squad.GUID, 0, SquadAction.Unknown(18)))
updateSquad = UpdatesWhenEnrolledInSquad
@@ -461,11 +460,16 @@ class WorldSessionActor extends Actor with MDCContextAware {
case _ =>
//other player is joining our squad
//load each member's entry
- membershipPositions.foreach { case(member, index) =>
- sendResponse(SquadMemberEvent.Add(squad_supplement_id, member.CharId, index, member.Name, member.ZoneId, unk7 = 0))
- squadUI(member.CharId) = SquadUIElement(member.Name, index, member.ZoneId, member.Health, member.Armor, member.Position)
- }
+ GiveSquadColorsInZone(
+ membershipPositions.map { case(member, index) =>
+ val charId = member.CharId
+ sendResponse(SquadMemberEvent.Add(squad_supplement_id, charId, index, member.Name, member.ZoneId, unk7 = 0))
+ squadUI(charId) = SquadUIElement(member.Name, index, member.ZoneId, member.Health, member.Armor, member.Position)
+ charId
+ }
+ )
}
+ StopBundlingPackets()
//send an initial dummy update for map icon(s)
sendResponse(SquadState(PlanetSideGUID(squad_supplement_id),
membershipPositions
@@ -475,6 +479,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
))
case SquadResponse.Leave(squad, positionsToUpdate) =>
+ StartBundlingPackets()
positionsToUpdate.find({ case(member, _) => member == avatar.CharId }) match {
case Some((ourMember, ourIndex)) =>
//we are leaving the squad
@@ -484,10 +489,12 @@ class WorldSessionActor extends Actor with MDCContextAware {
squadUI.remove(member)
}
//uninitialize
+ val playerGuid = player.GUID
sendResponse(SquadMemberEvent.Remove(squad_supplement_id, ourMember, ourIndex)) //repeat of our entry
- sendResponse(PlanetsideAttributeMessage(player.GUID, 31, 0)) //disassociate with squad?
- sendResponse(PlanetsideAttributeMessage(player.GUID, 32, 0)) //disassociate with member position in squad?
- sendResponse(PlanetsideAttributeMessage(player.GUID, 34, 4294967295L)) //unknown, perhaps unrelated?
+ sendResponse(PlanetsideAttributeMessage(playerGuid, 31, 0)) //disassociate with squad?
+ avatarService ! AvatarServiceMessage(s"${continent.Id}/${player.Faction}", AvatarAction.PlanetsideAttribute(playerGuid, 31, 0))
+ sendResponse(PlanetsideAttributeMessage(playerGuid, 32, 0)) //disassociate with member position in squad?
+ sendResponse(PlanetsideAttributeMessage(playerGuid, 34, 4294967295L)) //unknown, perhaps unrelated?
lfs = false
//a finalization? what does this do?
sendResponse(SquadDefinitionActionMessage(PlanetSideGUID(0), 0, SquadAction.Unknown(18)))
@@ -495,11 +502,17 @@ class WorldSessionActor extends Actor with MDCContextAware {
squadChannel = None
case _ =>
//remove each member's entry
- positionsToUpdate.foreach { case(member, index) =>
- sendResponse(SquadMemberEvent.Remove(squad_supplement_id, member, index))
- squadUI.remove(member)
- }
+ GiveSquadColorsInZone(
+ positionsToUpdate.map { case(member, index) =>
+ sendResponse(SquadMemberEvent.Remove(squad_supplement_id, member, index))
+ squadUI.remove(member)
+ member
+ },
+ value = 0
+ )
}
+ StopBundlingPackets()
+ squad_supplement_id = 0
case SquadResponse.AssignMember(squad, from_index, to_index) =>
//we've already swapped position internally; now we swap the cards
@@ -3045,10 +3058,6 @@ class WorldSessionActor extends Actor with MDCContextAware {
deadState = DeadState.Alive
sendResponse(AvatarDeadStateMessage(DeadState.Alive, 0, 0, tplayer.Position, player.Faction, true))
//looking for squad (members)
- if(squadUI.nonEmpty && squadUI(avatar.CharId).index == 0) {
- sendResponse(PlanetsideAttributeMessage(guid, 31, 1))
- avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.PlanetsideAttribute(guid, 31, 1))
- }
if(tplayer.LFS || lfs) {
sendResponse(PlanetsideAttributeMessage(guid, 53, 1))
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.PlanetsideAttribute(guid, 53, 1))
@@ -3103,30 +3112,97 @@ class WorldSessionActor extends Actor with MDCContextAware {
}
}
+ /**
+ * These messages are dispatched when first starting up the client and connecting to the server for the first time.
+ * While many of thee messages will be reused for other situations, they appear in this order only during startup.
+ */
def FirstTimeSquadSetup() : Unit = {
sendResponse(SquadDetailDefinitionUpdateMessage.Init)
+ sendResponse(ReplicationStreamMessage(5, Some(6), Vector.empty)) //clear squad list
sendResponse(SquadDefinitionActionMessage(PlanetSideGUID(0), 0, SquadAction.Unknown(6)))
- //only need to load these once
+ //only need to load these once - they persist between zone transfers and respawns
avatar.SquadLoadouts.Loadouts.foreach {
case (index, loadout : SquadLoadout) =>
sendResponse(SquadDefinitionActionMessage(PlanetSideGUID(0), index, SquadAction.ListSquadFavorite(loadout.task)))
}
+ //non-squad GUID-0 counts as the settings when not joined with a squad
sendResponse(SquadDefinitionActionMessage(PlanetSideGUID(0), 0, SquadAction.AssociateWithSquad()))
sendResponse(SquadDefinitionActionMessage(PlanetSideGUID(0), 0, SquadAction.SetListSquad()))
sendResponse(SquadDefinitionActionMessage(PlanetSideGUID(0), 0, SquadAction.Unknown(18)))
squadService ! SquadServiceMessage(player, continent, SquadServiceAction.InitSquadList())
squadService ! SquadServiceMessage(player, continent, SquadServiceAction.InitCharId())
- squadSetup = SubsequentSpawnSquadSetup
+ squadSetup = RespawnSquadSetup
}
- def SubsequentSpawnSquadSetup() : Unit = {
+ /**
+ * These messages are used during each subsequent respawn to reset the squad colors on player nameplates and marquees.
+ * By using `squadUI` to maintain relevant information about squad members,
+ * especially the unique character identifier number,
+ * only the zone-specific squad members will receive the important messages about their squad member's spawn.
+ */
+ def RespawnSquadSetup() : Unit = {
if(squadUI.nonEmpty) {
- //sendResponse(PlanetsideAttributeMessage(player.GUID, 31, squad_supplement_id))
- val (_, ourCard) = squadUI.find { case (id, card) => id == player.CharId }.get
- sendResponse(PlanetsideAttributeMessage(player.GUID, 32, ourCard.index))
+ sendResponse(PlanetsideAttributeMessage(player.GUID, 31, squad_supplement_id))
+ avatarService ! AvatarServiceMessage(s"${continent.Id}/${player.Faction}", AvatarAction.PlanetsideAttribute(player.GUID, 31, squad_supplement_id))
+ sendResponse(PlanetsideAttributeMessage(player.GUID, 32, squadUI(player.CharId).index))
}
}
+ /**
+ * These messages are used during each subsequent respawn to reset the squad colors on player nameplates and marquees.
+ * During a zone change,
+ * on top of other squad mates in the zone needing to have their knowledge of this player's squad colors changed,
+ * the player must also set squad colors for each other squad members.
+ * Default respawn functionality may resume afterwards.
+ */
+ def ZoneChangeSquadSetup() : Unit = {
+ RespawnSquadSetup()
+ GiveSquadColorsInZone()
+ squadSetup = RespawnSquadSetup
+ }
+
+ /**
+ * Allocate all squad members in zone and give their nameplates and their marquees the appropriate squad color.
+ */
+ def GiveSquadColorsInZone() : Unit = {
+ GiveSquadColorsInZone(squadUI.keys, squad_supplement_id)
+ }
+
+ /**
+ * Allocate the listed squad members in zone and give their nameplates and their marquees the appropriate squad color.
+ * @param members members of the squad to target
+ */
+ def GiveSquadColorsInZone(members : Iterable[Long]) : Unit = {
+ GiveSquadColorsInZone(members, squad_supplement_id)
+ }
+
+ /**
+ * Allocate the listed squad members in zone and give their nameplates and their marquees the appropriate squad color.
+ * @see `PlanetsideAttributeMessage`
+ * @param members members of the squad to target
+ * @param value the assignment value
+ */
+ def GiveSquadColorsInZone(members : Iterable[Long], value : Long) : Unit = {
+ SquadMembersInZone(members).foreach {
+ members => sendResponse(PlanetsideAttributeMessage(members.GUID, 31, value))
+ }
+ }
+
+ /**
+ * For the listed squad member unique character identifier numbers,
+ * find and return all squad members in the current zone.
+ * @param members members of the squad to target
+ * @return a list of `Player` objects
+ */
+ def SquadMembersInZone(members : Iterable[Long]) : Iterable[Player] = {
+ val players = continent.LivePlayers
+ for {
+ charId <- members
+ player = players.find { _.CharId == charId }
+ if player.nonEmpty
+ } yield player.get
+ }
+
def handleControlPkt(pkt : PlanetSideControlPacket) = {
pkt match {
case sync @ ControlSync(diff, _, _, _, _, _, fa, fb) =>
@@ -4729,24 +4805,24 @@ class WorldSessionActor extends Actor with MDCContextAware {
if(squadUI.nonEmpty) {
if(!lfs && squadUI(player.CharId).index == 0) {
lfs = true
- avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.PlanetsideAttribute(player.GUID, 53, 1))
+ avatarService ! AvatarServiceMessage(s"${continent.Id}/${player.Faction}", AvatarAction.PlanetsideAttribute(player.GUID, 53, 1))
}
}
else if(!avatar.LFS) {
avatar.LFS = true
- avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.PlanetsideAttribute(player.GUID, 53, 1))
+ avatarService ! AvatarServiceMessage(s"${continent.Id}/${player.Faction}", AvatarAction.PlanetsideAttribute(player.GUID, 53, 1))
}
}
else if(action == 37) { //Looking For Squad OFF
if(squadUI.nonEmpty) {
if(lfs && squadUI(player.CharId).index == 0) {
lfs = false
- avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.PlanetsideAttribute(player.GUID, 53, 0))
+ avatarService ! AvatarServiceMessage(s"${continent.Id}/${player.Faction}", AvatarAction.PlanetsideAttribute(player.GUID, 53, 0))
}
}
else if(avatar.LFS) {
avatar.LFS = false
- avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.PlanetsideAttribute(player.GUID, 53, 0))
+ avatarService ! AvatarServiceMessage(s"${continent.Id}/${player.Faction}", AvatarAction.PlanetsideAttribute(player.GUID, 53, 0))
}
}
@@ -8739,6 +8815,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
})
DisownDeployables()
drawDeloyableIcon = RedrawDeployableIcons //important for when SetCurrentAvatar initializes the UI next zone
+ squadSetup = ZoneChangeSquadSetup
continent.Population ! Zone.Population.Leave(avatar)
}