Commit graph

748 commits

Author SHA1 Message Date
FateJH 2b8e879c2e restored vehicle decay upon a vehicle becoming unowned; PlayerSource should be much more simple 2020-05-13 21:24:46 -04:00
Mazo 42a2512aa0
Merge pull request #418 from Mazo/tower-painbox-fix
Ensure tower pain fields start up correctly
2020-05-12 20:43:04 +01:00
Mazo fbca774a37
Merge pull request #425 from pschord/remote-admin
Create PsAdmin framework
2020-05-11 14:45:57 +01:00
Chord 82e8840176 Create PsAdmin framework
PsAdmin uses a dedicated TCP port to allow for remote queries and
command to be sent to the running World/Login server. Commands are a
single command followed by zero or more arguments.

Commands may require access to the ActorSystem, so they will get their
own dedicated actors to be able to handle the different messages
required that can be sent in response to a query. The return line is in
JSON to allow for easy parsing by applications, such as web servers.
An interactive client is easy as being able to parse json and buffer
command input.

Some basic commands are implemented for now:

* shutdown - kills the actor system
* list_players - gets a list of players on the interstellar cluster
* dump_config - get the running config
* thread_dump - dumps all thread backtraces (useful for prod debugging)

More advanced commands like kick/ban will require additional testing.
2020-05-11 04:18:29 +02:00
FateJH bcf1d28f0c grouped first time event strings; gave Avatar and Player data structure supporting fte's; loaded basic fte's to suppress bangs 2020-05-09 17:41:57 -04:00
Mazo 223236877f
Add some extra checks to ensure velocity is set to zero for deployed or undriven vehicles, to allow repairing/jacking when deployed on a slope as the client reports the last known velocity before deployment in VehicleStateMessage (#420) 2020-05-08 19:49:02 -04:00
Mazo 58e64fd789 Merge some parts of PTSv3 2020-05-05 22:25:37 +01:00
Mazo 01a8ecd39e Ensure tower pain fields start up correctly 2020-05-04 13:23:10 +01:00
Mazo a7cfcd3af7
Painbox v2 (#417)
* Add rotation to building constructor and map files

* Change non-radius based painfields to use a bounding box check based on nearby amenities (disabled in caves)

* Reduce pain field damage to 5
2020-05-04 00:26:26 -04:00
Mazo 8046fbe0ba
Fix implant stamina draining permanently when the client tries to activate an already active implant (#415) 2020-05-03 23:45:45 -04:00
Mazo 70e59effec
Tweaks to !hack admin command to reduce the message storm it causes (#405) 2020-05-03 23:44:50 -04:00
Mazo 4c249bb358
Fix hacking speed returning an integer, not a float (#402) 2020-05-03 23:43:32 -04:00
Mazo 31440d341b Reduce the amount of actor message spam from vanu turrets recharging their ammo constantly 2020-04-29 22:31:07 +01:00
Fate-JH 4e5bb3a252
Spawn Pad Fix (#394)
* reset pad order queueing system if the player forces a system fix; blocking dismounting of vehicle in certain situations, such as the vehicle just being spawned

* test fixes
2020-04-27 21:31:53 -04:00
Fate-JH 9f12cfa625
Vehicles Must Be Destroyed (#390)
* internalized the actions of the VehicleRemover into the vehicle control agency; this required modifications to vehicle deconstruction messaging, but also had implications for the vehicle spawn pad

* fixed tests; created a with-context ActorTest environment; hacked away the unnecessary aspects of VehicleRemover

* changes to tests; simplifications to terminated cargoing abilities

* removing unnecessary indirection from cargo handling at the end of a vehicle's life
2020-04-27 21:22:59 -04:00
FateJH 03ecad38a6 the facility's generator is currently under attack 2020-04-22 13:22:50 -04:00
Mazo 140c2ccbc3
Milestone fixes (#376)
* Fix resource silos not showing the correct charge levels after server startup

* Make all continents have broadcast warpgates, disable geowarps, common initialization functions for zones

* Make instant action respect spawn point overrides e.g. z offset

* /warp and /zone restrictions from PTSv3

* Allow players hit by EMPs to disable implants correctly to prevent infinite stamina drain

* Quick fix to stop VehicleRemover from crashing if the target vehicle has no Actor assigned
2020-04-20 18:19:50 -04:00
Fate-JH 484fcbf56d
tying up some quirky cases where the the wrong tools elicited unexpected reactions from amenities (#385) 2020-04-19 20:19:39 -04:00
Fate-JH 39ae77d6f4
medkits, and med apps, and respawn tubes, oh my (#368) 2020-04-17 18:57:09 -04:00
Fate-JH a23643b240
Instant Action / Recall to Sanctuary (#348)
* refactored ZoneActor for external calls; earliest code for calculating Instant Action placement

* created a building definition so that SOI is no longer indeterminate; gave hot spots projector a longer-lasting backup for purposes of activity retention; instant action ramp-up works

* filled out instant action messages; refactored main method

* packet and initial tests for DroppodFreefallingMessage; drop pod definition, packet converter, and consideration in WSA and InterstellarCluster instant action functionality; droppods now work

* duplicated soi information; modified priority of instant action; assigned cavern status; added reset for instant action failure; implant interrupt condition; wrote comments

* no instant action droppods; added messages for cancelling instant action when certain conditions occur; wilderness instant action request

* made generic the entire instant action process to shoehorn the whole of the sanctuary recall process into it; I hope you're happy

* test fix; vehicle hacking fix; no more artificial NTU drain

* escape case for zoning last chance; descriptive mesages condense similar calls

* something of a merge repair
2020-04-16 21:21:33 -04:00
Fate-JH c80bb2836f
created generic progress messages and moved their creation into the specific control agencies that would utilize them; this moves code out from WSA and restores the original purpose of CommonMessages.Hack (#349) 2020-04-16 18:52:31 -04:00
Mazo a479305e77
Allow EMPs to disable implants & force reinitialization, and fix a load of silly cases of packets going to the wrong clients. (#356) 2020-04-16 18:35:46 -04:00
Fate-JH 7f402ac171
Resource silo test fix (#354)
* isolated test fix from the inst-act branch

* getting rid of the hack for implant terminal mech coordinates
2020-04-16 17:46:00 -04:00
Mazo 886f5b3787 Add missing match case 2020-04-16 22:25:38 +01:00
Mazo 632419dbc3 Revert "Retrigger CI pipeline"
This reverts commit a05cf09c2e.
2020-04-16 17:48:54 +01:00
Mazo a05cf09c2e Retrigger CI pipeline 2020-04-16 17:48:48 +01:00
Mazo d768b3d62c Restore stamina drain on taking health damage via ResolutionCalculations 2020-04-15 21:14:43 +01:00
Mazo a50612dd99 Merge master 2020-04-14 21:54:22 +01:00
Fate-JH c2f6baf551
Destroy and repair (#346)
* bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept

* restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint

* changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code

* all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic

* deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits

* player bank repair and medapp heal has been moved out from WSA into PlayerControl

* overhaul of Progress callback system and the inclusion of player revival as a Progress activity

* begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate

* integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization

* establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive)

* ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting

* generators are destroyed and repaired properly, and even explode, killing a radius-worth of players

* destroy and repair pass on deployables, except for explosive types

* Damageable pass; client synchronization pass

* helpful comments

* some tests for damageable and repairable; refined output and repaired existing tests

* enabled friendly fire check and recovery

* handled friendly fire against allied mines; moved jammer code to common damageable behavior

* tweaks to damageability, infantry heal and repair, and sensor and explosive animations

* animations; framework for future vitals events; closing database connections

* adding some deployable tests; fixing a bunch of other tests; History is back

* testing for basic Damageable functions; removing a log message

* finicky animation stuff

* event messages to the Generator to represent health changes

* damage against BFR's is now only used against mythical creatures

* test fix
2020-04-14 15:17:32 -04:00
Mazo 95bd865d67 Stop implant activation/deactivation from affecting other players. 2020-03-31 17:33:57 +01:00
Mazo 9d3a163545 Overwrite shortcut slots 2/3/4 with installed implants, and allow active implants to be reactivated 2020-03-29 23:14:16 +01:00
Mazo 4b25205c32 Fixes after rebasing on master - changed implant initialization from milliseconds to seconds and removed now unneeded implant initialization 2020-03-28 17:49:23 +00:00
Mazo e4902a317c Stamina drain on health damage 2020-03-22 15:38:54 +00:00
Mazo 404e2579ef Implant definitions, stamina audit and initialization 2020-03-22 15:38:54 +00:00
Fate-JH 610f0b092f
Test Fixes (#344)
* building guid fixes for zone tests; spawn pad control allocates messaging targets more carefully; additional check for building registration in ZoneActor

* the nature of the amenity/zone interaction changed
2020-02-14 21:11:40 -05:00
Fate-JH 53ecee566a
Persistence (#337)
* constructed service actor to handle persistence of player on server beyond the reaches of WSA from one login to the next; created in PSLogin, interfaced with and updated in WSA

* for what it's worth, players can be completely logged out of the world after 60s of inactivity, alive Infantry only right now;  some code was removed from WSA to make it accessible to other classes but it's incomparable to the new code; broke, fixed, compromised on the code that handles loadouts, server login time, etc.

* moved another common vehicle function into global space; persistence object for players in vehicles during log-out or relogging in a vehicle

* support for relogging when dead/released/unfound; silenced implant slot setup during character select screen

* tested and commented code for managing player avatar persistence

* clarificaion of WSA postStop

* test fixed

* postStop change to account for WSA being cut short during initialization

* clarification of SquadService logout

* player died during setup; probably a relog

* kill the doppelganger WSA; die when you are actually dead

* created manifest to assist with vehicle gating; vehicle gating now accomodates the persistence model much better

* fixed the test

* fixed initial vehicle seat access permissions; moved a subscription to AvatarService to support persistence

* bug fixes: safer GridInventory collision checks, plus specific exceptions; SessionRouter waits for the account intermediary before allowing itself to be started; WSA - match error colution, and MAX without arm now creates the arm it expects

* adjusted insertion and removal code to make inventory management less prone to partoial insertions of removals; inventory integrity checking code writen, but no plans on implementing it yet
2020-02-14 10:54:52 -05:00
Mazo 06ef3a08c5
More caverns work (#335)
* Add functionality for cavern sentry turrets

* Add missing LastDischarge on Tool

* Fix BuildingControl GUID errors on server startup

* Fix instant REK access to terminals in a cavern facility with a hacked CC

* Simplify CC Amenity matching

* Modify warning to match disabled functionality
2020-02-14 10:52:57 -05:00
Mazo 9d67029238 Feature/caverns (#331)
* Typo fix

* Expand building hack info match to include vanu_control_console

* Fix cavern crystal animations by allowing Amenities without an Owner to be ZoneAware, allowing them to direct to the correct Zone's LocalEvents

* Add logging for when an invalid object reference gets deleted from a client

* Show zipline teleporter animation (locally, at least)

Co-authored-by: Fate-JH <Jason_DiDonato@yahoo.com>
2020-01-19 21:55:55 -05:00
Fate-JH e8fd09aad8
Test fix (#332)
* fix AvatarService tests

* updated README section in regards to PSCrypto

* better wording, imho

* modifying the construction of Building entities so to properly register them with the zone GUID system

* fixed tests
2020-01-19 21:32:14 -05:00
Mazo 80af2e84a9 Ziplines, teleporters and caverns (#323)
* GlobalDefinitions for cave objects and a few fixes for cave functionality

* Fixes for Ziplines, and by extension new functionality to allow for zipline teleporters

* Generated map files for caves

* Add SOI radius for cavern facilities

* Make ziplines bi-directional

* Fix useradius on crystals_health_b

* Reduce cavern CC hack time from 15m to 10m

* Fix /fly /speed and /spectator for GM accounts

* GOSM / PSAM Documentation

* Allow players to be in multiple overlapping SOIs

* Add some extra logging to startup procedure

* Fix orders from zone-owned terminals (non-facility buildings in caverns)

* Fix Extinction map checksum

* Add checksums for cave maps (Special thanks to Chord)

* Initialize ZoneMaps in parallel to reduce server startup delay

* Update SphereOfInfluenceActor.scala

Just line breaks spacing the update `foreach`.  That mistake was on me.

Co-authored-by: Fate-JH <Jason_DiDonato@yahoo.com>
2020-01-17 13:36:15 -05:00
Fate-JH 3869785591
Destruction (#330)
* perform no damage if the target is already destroyed; correct destruction timer override on sensor-type deployables

* framing vehicle remover tasks differently; screening for valid objects at some places in WSA; fixed router's internal telepad utility

* corrected issue with unique control agent Actor names for Players; propagated change to all dynamic objects (not those instantiated at server time)

* test fix

* another test fix; this time, Travis is having trouble with it
2020-01-17 13:25:35 -05:00
Fate-JH eebd5174a0
Player Control (#329)
* basic non-mounted avatar damage and death on the control actor

* deferred passenger death to hand off control from mountable control to player control; removed event-focused messaging path from vehicle control to avatar-appropraiet WSA

* extending manipulation of jammering secondary effects, such as stamina and implants
2020-01-17 13:22:14 -05:00
Mazo d0bd823e9e Few more small vehicle related tweaks (#320)
* Revert back to using vehicle GUID for target gone check when jacking, as GUIDs are now retained when an object is removed from the world

* Don't allow dead vehicles to be repaired

* Don't show repair bar on dead vehicles

* Add IsDead flag to Vehicle
2020-01-17 13:20:33 -05:00
Fate-JH db82b9f01f
Generator (#328)
* established foundations for generator object

* established foundations for generator terminal

* sparse comments added
2020-01-17 13:19:07 -05:00
pschord d08911d07c Account and Character Database and Config Improvements (#317)
* Create Account/DB abstraction

* Fix crash when removing boomers from deconstructed player

* Extend config to include database and worldserver info

* Improve ConfigParser tests

* Add database setup documentation

* Add xTriad to THANKS file

**

* Increase bcrypt rounds and fix readme link
2020-01-10 11:13:37 -05:00
FateJH ae768e1e42 test fixes 2020-01-09 15:32:19 -05:00
FateJH ad2acc13c4 expanded NoGUIDException to include an assignment exception and a base to both exceptions; tests modified 2020-01-09 15:32:19 -05:00
FateJH d43d94377b fixed awkward types.PlanetSideGUID references 2020-01-09 15:32:19 -05:00
FateJH 0c1486dbcc revamped IdentifiableEntity to work with a revamped PlanetSideGUID; GUID's now have a characteristic that they can be valid or stale (this is a container-level distinction, now a value-level distinction); all appropriate behaviors should be roughly the same as before the changes 2020-01-09 15:32:19 -05:00
FateJH 03bc52f52d moved PlanetSideGUID from .packet.game to .types; project threw a hissy fit 2020-01-09 15:32:19 -05:00