Commit graph

20 commits

Author SHA1 Message Date
Jakob Gillich
f4fd78fc5d Restructure repository
* Move /common/src to /src
* Move services to net.psforever package
* Move /pslogin to /server
2020-08-26 06:19:00 +02:00
Jakob Gillich
3bdc681c9d Avatar Persistence
* 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
2020-08-22 16:19:13 +02:00
Jakob Gillich
e0defe8240
Persistence #1 featuring quill (#508)
* 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
2020-07-13 23:54:05 -04:00
FateJH
6f4eac9e43 changes to quiet the warnings since the 2.13.2 update 2020-05-26 19:50:54 -04:00
FateJH
03bc52f52d moved PlanetSideGUID from .packet.game to .types; project threw a hissy fit 2020-01-09 15:32:19 -05:00
Mazo
7b6063055a Basic lattice functionality (#296)
* Move isMoving check to outer block to fix scoping issues

* Initial basic lattice functionality

* Small tweaks to tests
2019-12-10 09:17:54 -05:00
Fate-JH
c38c619a23
Gating (#248)
* resolved merge of multi-PR-merge master branch supporting gating branch

* making adjustments to the distinctions between building map id and building GUID, where necessary, to assist with the loading process

* custom spawn tube definitions for the sanctuary VT_building's
2019-04-08 08:05:15 -04:00
Mazo
3738feec12 IFF/Door orientation - Building MapID/GUID changes - Ishundar full config (#244)
* Move door orientation logic from the door itself to the IFF lock, as the lock has the correct orientation in the UBR files, whereas the door does not.

* Remove ModelID from buildings (is now GUID) and change "ID" to be "MapId". A building can also be constructed with both a GUID and MapID.

* Update Maps.scala and Zones.scala to (for the moment) only have Ishundar configured with Sounours V3 playtest base ownership. Default starting zone is also moved to Ishundar for now.

* Fix oopsie with West Zaqar Tower

* Add proximity terminal positions to constructors

* Offset vehicle spawning by the correct amount from game_objects.adb.lst

* Orient players correctly when spawning at a respawn tube

* Apply a 90 degree offset to tech plant garage locks, as these are the only locks where the orientation does not match the orientation of the door

* Add missing spawn terminals, repair/rearm terminals for both ground and air.

* Additional documentation for GOAM / PAM packets
2019-04-04 14:32:28 -04:00
Fate-JH
337cfbe5d2
ObjectCreateMessage Alterations, Class Object Adjustments (#243)
* power outage failure resulting in the destruction of the original ocm-fixes branch; the git branch refs were corrupted during commit, but the up-to-date changed files remained intact

* eliminating the need for CommonFieldData2 and CommonFieldData2WithPlacement

* in the middle of integrating CommonFieldData into DetailedLockerContainerData (but not standard LockerContainerData); added field for final boolean in WeaponData

* adding faction affinity to Equipment (to match functionality; not becuase I know what ends ...)

* in the middle of integrating CommonFieldData into DetailedCommandDetonaterData

* applying faction affinity to objects at time of terminal production (but to what ends?); required BoomerTrigger and AmmoBox to always report as NEUTRAL internally

* completed the transition from using the old class-based order terminal system to the page-based order terminal system; unused terminal classes have been eliminated

* more closely aligned TelepadDeployableData and InternalTelepadDeployableData

* modifying TelepadDeployableData make it generic and eliminate the need for InternalTelepadDeployableData after fixing a packet converter to utilize DroppedItemData

* modified Terminal operation to branch further outwards from Terminal.Request to the TerminalDefinition's Request method; modified tests to reflect update

* loosening up matrix terminal definition limitations

* modified ProximityTerminal to support a custom defintition class

* rendered the message passing system for Terminals general (Any) in the full scale so it can be specific in instance cases

* refactored and moved both EquipmentSlot and ExoSuitDefinition

* (re)load Favorites each time player (re)spawns
2019-03-03 08:23:30 -05:00
Fate-JH
8b5073dcbc
accounted for collapsing cert trees, exclusive certifications, and a method of keeping track of certification costs (#227) 2018-07-30 10:20:23 -04:00
Fate-JH
b81ff2bbf4
Facility Turrets (#223)
* object class, actor class, and definitions for base turrets; untested

* wired base turrets into existence, with hoop jumping; created interface for objects with mounted weapons (vehicles and turrets); working example phalanx_sgl_hevgatcan in Anguta, Ceryshen

* re-wiring manned turrets so that the turreted weapon itself never changes externally but merely identifies different and changes internally; workflow for upgrading wall turrets in place (30s); clarifications and documentation for HackMessage and UseItemMessage; getting rid of orphaned packages from previous location of services

* added a simple task that reverts upgraded manned turrets to their None state after a certain amount of time has passed; it works but need improvement

* turret weapon upgrades now last for a duration of 30 minutes before reverting; created a service support actor base actor that underlies all current support actors; nano-dispenser now properly loads 1 unit of upgrade canister, rather than 100 units; all canister types have appropriate 2x3 inventory size

* forgot to hurry; moved over the Services tests from main/test folder into the common/test folder and needed to change the location of ActorTest to accommodate it; test and documentation for MannedTurret; codecov ignore update

* wired facility turrets in Anguta, Ceryshen; Akna tower, Ceryshen; and S.Villa tower, home3 (Anguta tower is a watchtower); attempted workaround for Travis CI issues with receiveN; re-introduced RemoveActorTest, at least the first test; expanded how ZoneActor performs tests on MannedTurret setup

* getting rid of useless commented-out code; making common operations for mounting and dismounting

* removed outdated comment; added ResourceSilo tests; added extra test for Zone
2018-07-14 21:25:44 -04:00
FateJH
a20e75d07c added an enumeration for character voices, which prompoted a massive file update; separated BasicCharacterData from CharacterAppearanceData; added some yet unimplemented support to WSA and VehicleData; completely commented out RemoveActorTests for later repairs so they do not break in Travis CI 2018-06-08 21:07:47 -04:00
FateJH
a513f4996e working vehicle loadouts from repair/rearm silos; code documentation and expanded tests 2018-05-16 00:27:25 -04:00
FateJH
ddc2450541 Buildings now have simple type distinctions to work using the known output of a SpawnRequestMessage packet. Support for cross-continental respawning (actually a failure case for being unable to spawn). Corpse tuning and testing. 2018-03-31 19:59:11 -04:00
FateJH
8a21df429b The former Player class (former-former PlaterAvatar class) has been split into a persisting Avatar class and a transitory Player class. 2018-03-31 19:54:37 -04:00
FateJH
eefe4d2e20 Building:
Replaces class object/serverobject/door/Base.scala.  It performs nearly the exact same purpose but now has a list of owned objects called Amenities.  Buildings are now a PlanetSideServerObject (PSSO), which allows them to have accept a *Control Actor and possess FactionAffinity.

FoundationBuilder:
FoundationBuilder : Building :: ServerObjectBuilder : [T <: PlanetSideServerObject]

Amenity:
Most PSSO's now accept Amenity as their parent in class hierarchy.  Flagged PSSO's like Building and Vehicle are, on the other hand, capable of becoming the owner for these Amenity PSSOs, which allows them to inherit the same FactionAffinity.

FactionAffinity:
A trait that connects objects that are intended to communicate PlanetSideEmpire values.

MountableBhevaior:
Split between Mount and Dismount behavior.  Passes appropriate messages to ensure coherent workflows.

Control Actors:
FactionAffinityBehavior and MountableBehavior are PartialFunctions that get processed in series.

VehicleControl:
Distinguished behavior allowed between an operational vehicle and a deactivated one.

WSA:
Tightened up DismountVehicleMsg handling code, since MountableBehavior has been enhanced.

Minor:
Shotgun shell stacking goes from 32 to 16.  Various PSSO classes now have reliable Definition objects.

Tests:
We now have 1012 tests, some of them useful.
2018-02-08 14:22:05 -05:00
FateJH
8fbbd31967 modified how subscriptions can subscribe and unsubscribe from specific channels (works now); vehicles now come with default loadouts at time of spawn; MoveItem is now a much more generic process that handles all Container objects; alternate fire modes now have correct ammunition values, but still do not change ammunition type properly; terminals are now distinctively split a bit more; LootItemMessage packet 2017-12-23 01:29:48 -05:00
FateJH
3aee0ab4e8 added and expanded tests in hopes of increasing code coverage score
added tests for AvatarService and PacketCodingActor; especially PCA tests
2017-12-06 19:51:43 -05:00
FateJH
5428bbbfbf Operational vehicle terminals:
Vehicles can now be pulled from assigned and initialized terminals.  The vehicle's chosen spawn pad controls (or paces) all aspects of the spawning process.  Support Actors ensure that a fully-realized Vehicle will be unloaded and unregistered if left alone, either right after spawning on the pad or after an extended period of time.  The latter half of the procedure used for spawning vehicles is a temporary workaround until future analysis and functionality of the server vehicle override packet is incorporated.

Weapons:

Weapons will now construct their own default magazines thanks to a switch from Ammo.Value to AmmoBoxDefinition in the ToolDefinition.

GenericObjectActionMessage :

The only thing this packet does, at the moment, is obscure the player when he is being promoted into the owner of a vehicle.
2017-11-25 20:55:12 -05:00
FateJH
f24911cde8 tests for a variety of objects and scripts (currently 810); minor changes to align with proper object behavior 2017-11-06 10:24:36 -05:00