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.
* 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
* 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
* 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
* 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
* 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
* 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
* 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
* 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