* 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).
* 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
* reset pad order queueing system if the player forces a system fix; blocking dismounting of vehicle in certain situations, such as the vehicle just being spawned
* test fixes
* internalized the actions of the VehicleRemover into the vehicle control agency; this required modifications to vehicle deconstruction messaging, but also had implications for the vehicle spawn pad
* fixed tests; created a with-context ActorTest environment; hacked away the unnecessary aspects of VehicleRemover
* changes to tests; simplifications to terminated cargoing abilities
* removing unnecessary indirection from cargo handling at the end of a vehicle's life
* building guid fixes for zone tests; spawn pad control allocates messaging targets more carefully; additional check for building registration in ZoneActor
* the nature of the amenity/zone interaction changed