FateJH
8952ab86f6
events for future expansion; added custom projectile remote client data for OCM packet creation; initial projectile velocity calculation; (too many) details when it comes to Enumerations for projectiles; hooked up theoretical projectile creatiuon, management, and deletion
2019-10-30 22:54:45 -04:00
FateJH
f1c73688f7
removed fire mode override for the Phoenix; added events for loading and manipulation of remote projectiles to AvatarService; ProjectileStateMessage handles projectile data in a simple way; remote projectiles can now be registered and unregistered
2019-10-30 22:53:16 -04:00
FateJH
fa7365e8af
modified TrackedProjectileData codec and tests; changed Projectile into a game object; added comments and entries missing from the basic ObjectClass lists; projectile packet converter added but untested
2019-10-30 22:51:26 -04:00
FateJH
56c7c4544e
added flags to indicate the projectile must be handled using the server as an intermediary; eliminated obsolete enumeration data; added analysis for the oicw_little_buddy
2019-10-30 22:51:26 -04:00
Mazo
aec9c15bdd
Advanced medical + other bits ( #287 )
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* Allow medical applicator to revive players
* Allow dead players to be repaired
* Refactoring medapp + bank usage
* Make bank + medapp use charges from magazine
* Don't try to heal/repair other players with MaxHealth/MaxArmor <= 0
* Ignore tool use on SpawnTube objects (for example; don't deconstruct from using a medical applicator on a spawn tube)
2019-10-30 22:43:40 -04:00
Fate-JH
ad29bfe16a
Select Changes from My Original Securities Branch ( #286 )
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* select changes from my original securities branch
* nanoTime -> currentTimeMillis
2019-10-23 17:21:16 -04:00
Mazo
3e40a2f319
Initial merge of some PTS v3 changes ( #281 )
2019-10-22 12:15:46 -04:00
Chord
02ab92e537
Fix SquadDetailDefinitionUpdateMessageTest
2019-10-21 23:29:57 -04:00
pschord
ce99ea6ffc
Merge pull request #276 from Fate-JH/squad-work
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Teamwork
2019-10-21 21:58:20 -04:00
FateJH
5916fa68be
SquadAction and SquadResponse were worked into SquadServiceMessage and SquadServiceResponse, respectively, so that traits could be sealed; the continuous join request prompt has been exorcised from squad operations; switching to auto-approve for squads will now resolve all pending join requests; enumerated shared cases in SDAM
2019-10-21 19:41:29 -04:00
pschord
c3d19b5377
Create PSForever config framework ( #283 )
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We can now parse arbitrary INI configuration entries. This will allow
server customization and testing without recompiling the server.
2019-10-21 14:12:26 -04:00
FateJH
93f2264f61
added enumeration for squad waypoints and changed field datatypes where appriopriate; added assertions to squad detail packet; removed old logic from squad request and squad response enumerations; WSA lfs -> lfsm
2019-10-20 15:34:01 -04:00
FateJH
aa2e0089a4
stop player from inviting himself to own squad; periodic squad updates; fixed squad listing hangup; fixed damage calculation tests
2019-10-19 17:24:12 -04:00
FateJH
0c105f3826
repaired some broken tests; LoadoutManager respects length; squad ids attempt to reset only when no players are logged in
2019-10-17 16:27:19 -04:00
FateJH
35a8d87941
/kick support; fixing a bug with the supplemental squad id
2019-10-16 15:26:55 -04:00
FateJH
16afb63b34
removed redundant subscription; made sure to publish waypoint events properly
2019-10-14 16:20:51 -04:00
FateJH
7d9d5105f6
was going to try blocking characters who have been refused from squad from getting squad updates but forgot it wouldn't be safe to do this here
2019-10-08 20:01:52 -04:00
FateJH
5a1527ae10
small touch-up
2019-10-08 18:47:03 -04:00
FateJH
f7098618d7
Members and Squads now deal with their own inherent availabilities; code to transfer knowledge of character squad association by color; old code
2019-10-08 09:12:22 -04:00
FateJH
2a93e6a8be
too much to itemize; still getting squads working, more or less
2019-10-08 09:11:44 -04:00
FateJH
3e631657b8
significant refactoring in SquadService operations; properly force the player to leave any participating squad when WSA stops
2019-10-08 09:10:56 -04:00
FateJH
ad4b259014
Looking For Squad player operations and interaction with squad services; evene more conditions to resolve joining/forming a squad
2019-10-08 09:10:56 -04:00
FateJH
60d65e22d3
added a refactored squad joining entrypoint; initial work and test on SquadWaypointEvent packet; initial work on SquadWaypointRequest packet; squad waypoints up to #5 (squad experience) should be working
2019-10-08 09:10:56 -04:00
FateJH
56d8748e99
modified squad user initialization messages to better focus on specific steps of the process; dealt with different methods of communicating squad information to users, though not yet ready to implement the switchboard protocol
2019-10-08 09:10:56 -04:00
FateJH
e5b2efd381
better support for the various ways to join a squad, and the various ways to leave a squad; squad-based messages; jury-rigged 'player wants to join' operations
2019-10-08 09:10:56 -04:00
FateJH
24691ec239
initial work on SquadInvitationRequestMessage packet, originally by aphedox; initial work on packet and tests for CharacterKnowledgeMessage; re-organization of SquadService workflow; prototyping for SquadSwitchboard
2019-10-08 09:10:56 -04:00
FateJH
f81c87ce22
split original aphedox SquadRequestType's into two different enumerations, one for Request and the other for Response; added functionality for more squad interactions; squad favorites, excepting the ability to actually load them onto one's client; extensive comments about SquadResponseMessage events
2019-10-08 09:10:56 -04:00
FateJH
640a96ae9c
wrote comments for SquadState, SquadMembershipRequest, and SquadMembershipResponse; messaging for players joining and leaving squads in WSA and SquadService; char_id is now a required field for Avatars
2019-10-08 09:10:06 -04:00
FateJH
60a11b8c52
sufficient functionality that allows the UI for squads to display properly on squad joining and on squad leaving; clarification for SquadMemberEvent fields; QoL support functionality intergrated into SDDUM streams
2019-10-08 09:10:06 -04:00
FateJH
2a1b051710
completed form of SquadDetailDefinitionUpdate
2019-10-08 09:09:33 -04:00
FateJH
d9619e4185
conversion of variable field SquadDetailDefinitionUpdateMessage mostly complete, handling more than 99% of cases in our captures; modifications to existing test-important SSDUM packet in WSA
2019-10-08 09:09:33 -04:00
FateJH
fd9a3a0216
commit before changes, and to switch gears momentarily; making charId somewhat native to Avatar and its converter, though not yet essential; protype for squad definition loadouts, even though no example of functionality exists; a lot of unimplemented work in preparation to convert SquadDetailDefinitionUpdateMessage from a static format to a variable-field format
2019-10-08 09:09:33 -04:00
FateJH
14bdcb7a7e
a lot of squad-relatd setup for little payoff; initial packet and test for SquadMemberEvent, originally by Aphedox; initial packet and tests for SquadState; new SquadDefinitionAction actions; a common initial SquadDetailDefinitionUpdate form
2019-10-08 09:09:33 -04:00
FateJH
9cf1cd92cc
communication of the details information for a squad and refactored messaging back to WSA; removed an unused description field from the squad and added two fields that were actually represented
2019-10-08 09:09:33 -04:00
FateJH
5c433204cf
initial work and dummy tests for SquadDetailDefinitionUpdateMessage packet; 46-bit certification encoding; indicating four previously unhandled SquadAction types; the squad leader is allowed to move around his squad
2019-10-08 09:09:33 -04:00
FateJH
ceb145d94f
introduced service-level squad management operations, specifically to read SquadDefinitionAction packets from WorldSessionActor and send ReplicationStreamMessage packets back to relevant WSA when necessary
2019-10-08 09:09:33 -04:00
FateJH
afb10f57c3
restored SquadDefinitionActionMessage to the past upgrade form that was lost; preliminary objects for squad infromation and squad member position information
2019-10-08 09:07:52 -04:00
FateJH
6fdc617a87
overhaul of ReplicationStreamMessage to make the object form of the packet less of a hassle to compose; updated tests for RSM
2019-10-08 09:07:52 -04:00
FateJH
e44d21520a
initial SquadMembershipResponse packet and tests; re-naming some SquadRequestType values
2019-10-08 09:06:57 -04:00
FateJH
f45420b511
; moved from brnach squad-req, due to branch incompatibilities
2019-10-08 09:06:57 -04:00
Mazo
9ea78e2801
Rudimentary SOI & Pain field functionality ( #274 )
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* Rudimentary SOI & Pain field functionality
* Tweaks to painbox positioning and size
2019-10-06 14:09:25 -04:00
Fate-JH
242cc4f7c2
Turret Fix ( #267 )
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* created a transitional period within facility turret upgrades structured around a completion boolean; the turret upgrader responds properly to this boolean and also possesses a new task flow for GUID registration; facility turrets now have variable weapon rendering, a custom mounting function, and a back door in case they get stuck upgrading
* moving the code to reset the turret upgrade process from the case for RequestDestory to ChatMsg, alongside the vehicle terminal reset
2019-10-06 14:05:17 -04:00
Fate-JH
4c77c2788b
Cloak Fix ( #269 )
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* player maintains cloaked state during continent transfers; cloak state is properly communicated to any vehicle the player spawns that can cloak
* cloaking/mounting excpetion for the Wraith
2019-10-06 14:03:31 -04:00
Fate-JH
612bceb440
re-initialized vehicle utility actors properly depending in regards to what zone the vehicle belongs; this affects pretty much every utility (initially observed in AMS terminals specifically); touch-up on pickup and drop item ops ( #271 )
2019-10-06 14:02:44 -04:00
Fate-JH
4fe871455d
issue where MAXes that have traversed a warp gate can not fire their arm weapon; in theory, should also have affected a few more instances ( #270 )
2019-10-06 14:02:11 -04:00
Mazo
6cc6a663f5
Fix for implants causing map loading hang ( #275 )
2019-10-06 14:00:28 -04:00
Mazo
c4706134cc
Fix "The data on your client does not match the data on the server" error on zoning ( #272 )
2019-10-06 14:00:00 -04:00
Fate-JH
1fb35bacd1
Hotspots ( #260 )
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* basic information processing actor for projecting hotspot information back to the clients
* added measurements to the continents to keep track of their coordinate-sizes; corrected an old regex issue affecting some (few) CSR zone names
* started on zone storage for active hot spots
* moved (Zone)HotSpotProjector onto the top of each of the zones and adjusting the GalaxyService workflow; added a map blanking routine for outdated hotspots; different damage targets cause different amounts of hotpot lifespan (test)
* separated hotspots by the faction that should have those specific hotspots depicted; hard cap on the number of entries that can be added to the packet HotSpotUpdateMessage to correspond to the capacity of the size field; increased hotspot sector mapping (64 -> 80) and lowered the blanking period delay (30 -> 15)
* adding comments to the majority of classes involved in hotspot management; moved hotspot coordination mapping and duration selection functions into the zone itself rather than the projector (though calls will still be made to perform updates to the existing projectiles through the projector); the formal continents have been assigned some default hotspot functionality
* rebase, plus 'galaxy' channel name
* capped the amount of heat a hotspot can accumulate to avoid overflow; vehicles being damaged now generate hotspots; corrected a long-standing issue involving cargo vehicles when the ferrying vehicle is destroyed
* from > to <
2019-08-21 10:40:29 -04:00
Mazo
2048fa19cb
Vehicle jacking ( #264 )
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* Jacking changes
* GOAM documentation
* Don't disable a deployed router's internal telepad when cleaning up remote telepads (i.e. when router is hacked)
* Reduce some log spam
2019-08-21 10:39:44 -04:00
Mazo
0730c0deb6
Playtest crash fixes ( #265 )
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* Fix BIUM getting hack time in nanoseconds instead of milliseconds
* Remove blocking call to calculate remaining hack time on CC
* Fix HackClearActor crash when trying to schedule next check when no hacked objects are left
* Potential fix for client disconnect when looting a corpse that gets removed
2019-08-21 10:38:49 -04:00