* Add AvatarActor: Responsible for managing the session's avatar object
* Convert Avatar object to case class
* Add persistence for BEP, CEP, implants, certs and cosmetics
* Add cosmetic chat commands and handle UI packet
* Add /setbr, /setcr, /certadd, /addbep, /addcep GM commands
* Convert zone maps to JSON
* Update to Scala 2.13.3 and fix warnings
* Fix MAX cooldowns not being applied when purchased manually
* Normalize database table names to singular
* Add docker image build
Buildings will now persist their faction in the database. At least
that's what I want you to believe this change is.
What it actually is: A rework of InterstellarCluster and groundwork
for further reworks.
InterstellarClusterService: This is the old InterstellarCluster, but
as a service (it has always been one in secret). It was converted to
a typed actor and it now handles all spawn point requests.
ZoneActor: Basically ZoneControl, but as a typed actor. It's more of a
stub right now, the eventual goal is to have it own the `Zone` object
rather than the other way around.
BuildingActor: BuildingControl, but as a typed actor.
Also includes some minor improvements to ChatActor and sets
SupervisorStrategy.restart for all typed actors (which is the default
for classic actors, but not for typed actors - we may want to get more
sophisticated here in the future).
This removes roughly 1k LOC from WorldSessionActor and moves
them to a new ChatActor. That was the initial goal anyway, but it
wasn't that simple. There was no clear location to put this new actor,
I didn't want to put it in pslogin since it isn't part of the "login server"
(and neither is WSA). But since the new actor would have to talk to
WSA and common does not depend on pslogin, I had a choice of
putting more actors in pslogin or putting everything in common. I
chose the latter.
ChatActor and SessionActor (formerly WorldSessionActor) now live
in `common/actors/session`. Since WSA also depends on other
actors in pslogin, most of the pslogin code was moved to either
common/login or common/util. PsLogin as the main entry point
remains in pslogin since having the main code compile to a library
has some advantages, and it will allow us to produce binaries
for distinct login/world servers in the future if desired. For a second
take, I'd suggest moving common to /src in the root directory.
This change is enabled by a new immutable `Zone` object that is
passed from SessionActor to ChatActor. Most of its members are
still mutable references, and the code at the moment does depend
on this being the case. Changes to the session object in
SessionActor are forwarded through a SetZone message to
ChatActor. As we split out more code into actors, we could
use EventBus or typed Topic's instead.
Also included is a reworked ChatService that was converted to a
typed actor and uses the built-in Receptionist facility for service
discovery. By receiving the session object from ChatActor, it can
be much smarter about who to send messages to, rather than
sending all messages to everyone and having them figure it out.
But as this session object is not updated, it can only use static
properties like player name and faction and not fluid properties
like position.
The following chat commands were added:
command, note, gmbroadcast, [nc|tr|vs|broadcast, gmtell, gmpopup
and !whitetext
* initial packet and tests for ChainLashMessage; changed Rounds to RoundPerShot for extra clarity; weapon fire and discharge refactor
* lash damage field for maelstrom; chain lashes on hit with damsage proxy
* mend
* must modify all tests that rely on ephemeral logic like this in the future
* adding modifiers to take the place of target-selected distance calculations performed on damage valuesd; simplying the damage model
* suppressor goes in the suppressor slot
**AMS Changes:**
- Max health increased from 3000 to 5000
- Max shields increased from 600 + 1 to 1000 + 1
- Expert Hacker jacking time increased from 15 to 30 seconds
- Advanced Hacker jacking time increased from 20 to 40 seconds
**Galaxy Gunship Changes:**
- Max health increased from 6000 to 9500 while it lacks its damage reduction mechanic.
* moved deployment state management and ntu management into vehicle control agency; resource silos need coordinates
* compartmentalization of ntu behavior; end-of-life vehicle behavior; initial state of ntu behavior vehicle during zone loading
* warp gates now have specific ntu granting powers; resource silos have specific ntu acceptance powers; users are forced to process set current avatar at least once during the interim period
* compartmentalized the process of transferring ntu; the ant sends messages to the warp gate and the warp gate responds; the ant sends messages to the resource silo, the silo responds, and then the ant returns a second response; the matter of ntu transferrence was refactored for future accessibility for the bfr siphon
* refactor to single basic transfer behavior out from ant ntu transfer behavior; adding behavior to warp gates and silos
* rebase onto master merge
* correcting tests; eliminating redundancies in end of life of deployed vehicles by patching a match case
* ntu low moved to a function
* fixing test (order of messages)
* rebase merge resolutions
* 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