* 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
* 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
* 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
* 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
* 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
Renamed from common/src/test/scala/objects/guidtask/GUIDTaskUnregister6Test.scala (Browse further)