* Add .scalafmt.conf
* Adopt quill for database access
* Removed postgresql-async
* Refactored all instances of database access
* Creating duplicate characters of the same account is no longer possible
* Rewrote large parts of LoginSessionActor
* Implement migrations
* Move overrides into subdirectory
* Make usernames case insensitive
* Use LOWER(?) comparison instead of storing lowercased username
* import scala.util.{Success, Failure}
* Add config and joda-time dependencies
* Add sbt-scalafmt
* Use defaultWithAlign scalafmt preset
* Format all
* Add scalafix
* Remove unused imports
* Don't lowercase username when inserting
* Update readme
* Listen on worldserver.Hostname address
* Remove database test on startup
It could fail when the global thread pool is busy loading zone
maps. Migrations run on the main thread and also serve the
purpose of verifying the database configuration so it's fine to
remove the test altogether.
* Refactor chat message handlers, zones
What started as a small change to how zones are stored turned
into a pretty big effort of refactoring the chat message handler.
The !hack command was removed, the /capturebase commandwas added.
* Expose db ports in docker-compose.yml
* Silence property override log
* Rework configuration
* Unify configuration using the typesafe.config library
* Add configuration option for public address
* Configuration is now loaded from application.conf rather than worldserver.ini
* Refactor PsLogin and remove unnecessary logging
* Move pslogin into net.psforever.pslogin namespace
* Fix coverage
* better kicking; a quitting that eliminates persistence
* GenericActionMessage comments; integer delay time
* TeardownConnection corresponds to closing the client directly
* messaging path for CMT_QUIT immediate logout that intersects zoning logic for IA and Recall
* slightly improved kicking, and the posibility of longer kicking
* restoring a turn counter instance
* player character will now clean up like normal; immediately turns into corpse; kick delay exists only on the persistence monitor
* removing stamina update business logic from the Player class
* I really need to sort this out
* implant changes: deactivate when changing armor or loadouts and when zoning; extra details for state management when being jammed or fatigued upon loading
* merge with master
* pull rebase on master; moved implant learning/forgetting to PlayerControl, but not yet completely tested
* unhandled case of no implant in a slot during avatar setup
* complete implant deactivation optional?
* moved reference to player control agency for matters concerning stamina updates on damage taken
* - > +
* crouching makes nothing better
* PlayerControl now handles stamina regeneration; handling a case where being fatigued because activation charge is too much leaves the drain timer running
* no more stamina drain message; moving functionality into the class (out of the object) for expediency; handling implant uninitialization differently upon death
* test repairs; redundant messages in player damage and player death logic
* no jumping; riders get a free pass
* making the code uglier
* added corpse control to manage (only) looting; swapping controls in ZonePopulationActor
* making test timing more forgiving; fixing case conditions for corpse addition
* Use command line interface instead of hard-coded paths
* Takes in both .gcap and parsed gcapy files
* Add pack config to allow system-wide installation
* Slightly change output format from [C|S] -> [C|s] to C [<<<|>>>] S
* Add some documentation to README
* mix-in code for akka messaging move item, currently testing on infantry only
* adjusted structure of COntainable so callbacks are separate from message-producing functions, are separate from message-sending functionality; massaged LockerContainer until it could support control agency and created a wrapper for its Equipment interfacing; the control structure starts and stops when PlayerControl starts and stops, and it converts whenever necessary
* added failsafe conditions to Containable, such as blocking certain messages while completing a MoveItem call, or blocking all messages to reset disruptive MoveItem calls; depiction message callbacks for Player, Locker, and Vehicle, to properly depict the manipulation of items; eliminated the old code from WSA
* added useful comments to Containable; moved functionality for deployables, and for container'ing, and dropping logic out from WSA and distributed it appropriately
* handling terminal operations - buying an exosuit and selecting an infantry loadout; starting work on support for more persistent equipment timers local to the avatar (that were removed in this update; see wsa changes)
* linked terminal page/message with routing policy
* tuning vehicle loadout management and display
* separated use time from purchase time and applied a system that limits either if that same event would recur too soon; tuning exosuit and loadout changes
* some ask timeout handling and comments
* normalizing item on ground interactions
* rearranging the project structure
* merged with master; commas removed
* fixing tests
* added description strings to Tasks; adjusted the completion conditions for some Tasks
* a failed purchase will not block future purchases; increased timeout on move-item tasks
* corpses, even one's own, should have properly moveable inventories
* for better persistence, until GlobalDefinitions is renovated, moved the object id->name map onto the avatar object, for the purpose of timers; replaced a use of values in GridInventory for a map conversion
* max loadouts and max exosuit switch use same cooldown now; hopefully better clarifcation regarding held arm position
* manual merge-rebase of master with hand reconstruction of WorldSessionActor and PlayerControl, and variations for other files necessary to maintain both inventory operations and login reliability
* test fixes; MAX exo-suit cooldown is now five minutes again
* changed DefaultCancellable.obj with Default.Cancellable and deleted the former (as unnecessary)
* changed ActorRef.noSender with Default.Actor for PlanetSideServerObject entities
* Actor.noSender -> ActorRef.noSender, for consistency
* player name in log messages; zoneLoaded and zoneReload flags; upstream message count
* Default object tests; expanded the set current avatar loop
* fallback cases for unsuccessful zone/avatar load process
* completing the trials of the god Travis
* forgot to reactivate kamon