* planar classes to describe levels of water and other fluid parallel to the ground
* corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system
* drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first
* drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions
* added sea and pools for z4, z5, z8, and z10
* vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system
* added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession
* separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests
* players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long
* increased damage performed to vehicles by lava
The game uses a UDP-based protocol. Unlike TCP, UDP does not guarantee that
packets arrive, or that they arrive in the correct order. For this reason,
the game protocol implements those features using the following:
* All packets have a sequence number that is utilized for reordering
* Important packets are wrapped in a SlottedMetaPacket with a subslot number
* RelatedA packets ae used to request lost packets using the subslot number
* RelatedB packets are used to confirm received SlottedMetaPackets
All of these go both ways, server <-> client. We used to only partially
implement these features: Outgoing packet bundles used SMPs and could be
resent, but not all packets were bundled and there was no logic for requesting
lost packets from the client and there was no packet reordering, which resulted
in dire consequences in the case of packet loss (zoning failures, crashes and many
other odd bugs). This patch addresses all of these issues.
* Packet bundling: Packets are now automatically bundled and sent as
SlottedMetaPackets using a recurring timer. All manual bundling functionality
was removed.
* Packet reordering: Incoming packets, if received out of order, are stashed and
reordered. The maximum wait time for reordering is 20ms.
* Packet requesting: Missing SlottedMetaPackets are requested from the client.
* PacketCoding refactor: Dropped confusing packet container types. Fixes#5.
* Crypto rewrite: PSCrypto is based on a ancient buggy version of cryptopp.
Updating to a current version was not possible because it removed the
MD5-MAC algorithm. For more details, see Md5Mac.scala.
This patch replaces PSCrypto with native Scala code.
* Added two new actors:
* SocketActor: A simple typed UDP socket actor
* MiddlewareActor: The old session pipeline greatly simplified into a
typed actor that does most of the things mentioned above.
* Begun work on a headless client
* Fixed anniversary gun breaking stamina regen
* Resolved a few sentry errors