Commit graph

10 commits

Author SHA1 Message Date
FateJH
59569f1a7d added params for all CharacterAppearanceData codec regions; added a param for the three bits of CharacterData not previously supported; repaired CharacterData tests; over-all: padding calculations are not yet adequate 2018-10-17 12:39:57 -04:00
FateJH
bf72d553e1 enhancing the three primary character codecs thanks to new analysis 2018-10-17 12:39:57 -04:00
Fate-JH
9340777c00
Router and Telepad (#232)
* added short and detailed codecs for Telepad, and converter for switching between Telepad and packets; modified Utility to construct a formal TeleportPadTerminal that associates the Telepad with a Router; can now pull telepad Equipment from Router terminal utilities

* this code supports operation of the deployable-side telepad

* basic teleportation between the Router and the remote telepad is functional; an ever-present internal telepad utility was added to the Router to facilitate this teleportation

* breakdown of Router teleportation code for the purposes of client synchronization; supports Router being set up first or Telepad being set up first, either order; background timer for eventual activation of Router

* refactored the router telepad system to remove unecessary function diversions; telepads now are properly linked where appropriate and links are properly broken in appropriate situations; message passing has been simplified

* fixed inventory size of the telepad; transferred router telepad activation systems from VehicleService to LocalService, and from the Ruoter to the TelepadDeployable; cleaned up code that handled the TelepadDeployable the Router relationship in WSA

* tests, mostly; no-router conditions for certain telepad-related converters

* adjusted (made constant) quantities for owned telepads

* resolved issue with router and telepad crashes; properly handles deployment states of AMS and Router upon zone entry; changed ownership/decon requirements to ownerless only
2018-10-17 12:36:43 -04:00
Fate-JH
5f3e7e5df8
Deployables (#230)
* functions for certifcation ui updates (that don't work)

* initialization of combat engineering deployables ui on load and certification change

* representation classes for ACE and FDU; ability to pull ACE and FDU from equipment terminals

* ammo change functionality and fire mode change functionality for ConstructionItems refactored from Tool operations and supported properly (switch between deployable options)

* zone-specific structure for keeping track of deployables; abaility to dismiss deployables from the map screen (previous functionality); local client creation of explosive-type deployables

* refactored MannedTurret into FacilityTurret and lesser traits to be used in the deployable spitfires and the OMFT's; all ACE deployables are available for placement; partial management of the construction items after the deployable is placed; boomers create boomer triggers

* Avatar-specific storage for deployables and for updating UI elements

* refactored quite a bit of code in WSA for the benefit of deployable management; refinements to deployable creation; server messages about deployable quantities; corrected the FDU encoding pattern; lots of work dedicated just to synchronizing BoomerTrigger objects

* added RemoverActor for deployables and redistributed deconstruction functionality away from WSA to new DeployableRemover; added events to facilitate activities not inheritable with this model

* refactored and distributed Deployables classes; copious amounts of testing and document-writing

* boomers now explode from trigger; support for deployables being destroyed by weapon discharge, including individual health, soure identification, and damage model; shuffled deployable classes to build different hierarchy

* sensor_shield was skipped by accident

* identified stray object in Hanish, Ishundar, and added Irkalla, Ishundar's capture console; fixed issue with Warp command and 'Irkalla'; modified building amenity setup and setup testing in Zone; players load and die properly when seated in an omft; reserve ammunition in omft properly registered

* added local service channel, capture consoles, fixed tests as much as posible

* fixed LocalService tests by booting the ServiceManager; added avatar and local tests

* a simple attempt to refactor Actor messages in a way that is acceptable to Travis CI

* making the explosive deployables vanish upon explosion; sensor health bars are now supported
2018-09-23 08:00:58 -04:00
FateJH
a20e75d07c added an enumeration for character voices, which prompoted a massive file update; separated BasicCharacterData from CharacterAppearanceData; added some yet unimplemented support to WSA and VehicleData; completely commented out RemoveActorTests for later repairs so they do not break in Travis CI 2018-06-08 21:07:47 -04:00
FateJH
292a9bad23 attached version of the OCM for avatars works; known encoding issues with OCDM encoding for avatars, specifically the calculated bit length 2018-06-04 08:03:03 -04:00
FateJH
caf56c4e72 added a door in home3 HART C that I missed; modified AvatarConverter and VehicleConverter to correctly handle multiple players in vehicles at world join time; began implementation of this procedure in WSA, but independent creation of players in implant terminals is giving trouble; fixed a ludicrous oversight with the bitsize of players without outfits 2018-06-04 08:03:03 -04:00
FateJH
389d0b4d82 added documentation and refined comments; corrected stream length calculation issues where padding lengths were not being properly retained or updated; working tests 2018-06-04 08:03:03 -04:00
FateJH
052a318285 Refactored CharacterData and DetailedCharacterData to be a component of PlayerData and DetailedPlayerData, respectively. Position information is now optional; inventory data and exposed hand data are also removed into PlayerData and DetailedPlayerData. String padding management has been preserved. Tests and packet converters have been repaired. 2018-06-04 08:03:03 -04:00
FateJH
3aee0ab4e8 added and expanded tests in hopes of increasing code coverage score
added tests for AvatarService and PacketCodingActor; especially PCA tests
2017-12-06 19:51:43 -05:00