# PSF-LoginServer - master - net.psforever.services.teamwork.SquadService
PSF - LoginServer - master - net.psforever.services.teamwork.SquadService
Keywords: PSF LoginServer master net.psforever.services.teamwork.SquadService

PSF-LoginServer - master < Back
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# Packages

-  package root
  Definition Classes
    root
-  package net
  Definition Classes
    root
-  package psforever
  Definition Classes
    net
-  package services
  Definition Classes
    psforever
-  package teamwork
  Definition Classes
    services
- SquadAction
- SquadResponse
- SquadService
- SquadServiceMessage
- SquadServiceResponse
- SquadSwitchboard

c

net.psforever.services.teamwork

# SquadService 

###
Companion object SquadService

#### class SquadService extends Actor

Source
  SquadService.scala

Linear Supertypes
Actor, AnyRef, Any
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Ordering

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2. By Inheritance

Inherited

1. SquadService
2. Actor
3. AnyRef
4. Any

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Visibility

1. Public
2. Protected

### Instance Constructors

1.  new SquadService()

### Type Members

1.  type Receive = PartialFunction[Any, Unit]
   Definition Classes
     Actor

### Value Members

1.  final def !=(arg0: Any): Boolean
   Definition Classes
     AnyRef → Any
2.  final def ##: Int
   Definition Classes
     AnyRef → Any
3.  final def ==(arg0: Any): Boolean
   Definition Classes
     AnyRef → Any
4.  def AddInvite(invitedPlayer: Long, invite: Invitation): Option[Invitation]

   Assign a provided invitation object to either the active or inactive position for a player.
   The determination for the active position is whether or not something is currently in the active position or whether some mechanism tried to shift invitation object into the active position but found nothing to shift.

   Assign a provided invitation object to either the active or inactive position for a player.
   The determination for the active position is whether or not something is currently in the active position or whether some mechanism tried to shift invitation object into the active position but found nothing to shift. If an invitation object originating from the reported player already exists, a new one is not appended to the inactive queue. This method should always be used as the entry point for the active and inactive invitation options or as a part of the entry point for the aforesaid options.

   invitedPlayer

     the unique character identifier for the player being invited; in actuality, represents the player who will address the invitation object

   invite

     the "new" invitation envelop object

   returns

     an optional invite; the invitation object in the active invite position; `None`, if it is not added to either the active option or inactive position

   See also

     `AddInviteAndRespond`

     `AltAddInviteAndRespond`

5.  def AddInviteAndRespond(invitedPlayer: Long, targetInvite: Invitation, invitingPlayer: Long, name: String): Unit

   Enqueue a newly-submitted invitation object either as the active position or into the inactive positions and dispatch a response for any invitation object that is discovered.

   Enqueue a newly-submitted invitation object either as the active position or into the inactive positions and dispatch a response for any invitation object that is discovered. Implementation of a workflow.

   invitedPlayer

     the unique character identifier for the player being invited; in actuality, represents the player who will address the invitation object

   targetInvite

     a comparison invitation object

   invitingPlayer

     the unique character identifier for the player who invited the former

   name

     a name to be used in message composition

   See also

     `AddInvite`

     `indirectInviteResp`

6.  def AddWaypoint(guid: PlanetSideGUID, waypointType: SquadWaypoint, info: WaypointInfo): Option[WaypointData]

   Display the indicated waypoint.
   Despite the name, no waypoints are actually "added." All of the waypoints constantly exist as long as the squad to which they are attached exists.

   Display the indicated waypoint.
   Despite the name, no waypoints are actually "added." All of the waypoints constantly exist as long as the squad to which they are attached exists. They are merely "activated" and "deactivated." No waypoint is ever remembered for the laze-indicated target.

   guid

     the squad's unique identifier

   waypointType

     the type of the waypoint

   info

     information about the waypoint, as was reported by the client's packet

   returns

     the waypoint data, if the waypoint type is changed

   See also

     `SquadWaypointRequest`

     `WaypointInfo`

7.  def AltAddInviteAndRespond(invitedPlayer: Long, targetInvite: Invitation, invitingPlayer: Long, name: String): Unit

   Enqueue a newly-submitted invitation object either as the active position or into the inactive positions and dispatch a response for any invitation object that is discovered.

   Enqueue a newly-submitted invitation object either as the active position or into the inactive positions and dispatch a response for any invitation object that is discovered. Implementation of a workflow.

   invitedPlayer

     the unique character identifier for the player being invited

   targetInvite

     a comparison invitation object

   invitingPlayer

     the unique character identifier for the player who invited the former

   name

     a name to be used in message composition

   See also

     `AddInvite`

     `altIndirectInviteResp`

8.  def CloseSquad(squad: Squad): Unit

   All players are made to leave the squad and the squad will stop existing.

   All players are made to leave the squad and the squad will stop existing. Any member of the squad missing an `ActorRef` object used to message the player's client will still leave the squad, but will not attempt to send feedback to the said unreachable client. If the player is in the process of unsubscribing from the service, the no-messaging pathway is useful to avoid accumulating dead letters.

   squad

     the squad

   See also

     `Publish`

     `RemoveAllInvitesToSquad`

     `SquadDetail`

     `TryResetSquadId`

     `UpdateSquadList`

9.  def DisbandSquad(squad: Squad): Unit

   All players are made to leave the squad and the squad will stop existing.

   All players are made to leave the squad and the squad will stop existing. Essentially, perform the same operations as `CloseSquad` but treat the process as if the squad is being disbanded in terms of messaging.

   squad

     the squad

   See also

     `PanicDisbandSquad`

     `Publish`

     `SquadResponse.Membership`

10.  def EnsureEmptySquad(charId: Long): Boolean

    Determine whether a player is sufficiently unemployed and has no grand delusions of being a squad leader.

    Determine whether a player is sufficiently unemployed and has no grand delusions of being a squad leader.

    charId

      the player

    returns

      `true`, if the target player possesses no squad or a squad that is suitably nonexistent; `false`, otherwise

    See also

      `CloseSquad`

11.  def GetLeadingSquad(charId: Long, opt: Option[Squad]): Option[Squad]

    If the player associated with this unique character identifier number is the leader of any squad, discover that squad.

    If the player associated with this unique character identifier number is the leader of any squad, discover that squad.

    charId

      the potential member identifier

    opt

      an optional squad to check; the expectation is that the provided squad is a known participating squad

    returns

      the discovered squad, or `None`

    See also

      `GetParticipatingSquad`

      `Squad->Leader`

12.  def GetLeadingSquad(player: Player, opt: Option[Squad]): Option[Squad]

    If this player is a member of any squad, discover that squad.

    If this player is a member of any squad, discover that squad.

    player

      the potential member

    opt

      an optional squad to check; the expectation is that the provided squad is a known participating squad

    returns

      the discovered squad, or `None`

    See also

      `GetParticipatingSquad`

      `Squad::Leader`

13.  def GetNextSquadId(): PlanetSideGUID

    Produce the next available unique squad identifier.

    Produce the next available unique squad identifier. The first number is always 1. The greatest possible identifier is 65535 (an unsigned 16-bit integer) before it wraps back around to 1.

    returns

      the current squad unique identifier number

14.  def GetOrCreateSquadOnlyIfLeader(player: Player, participatingSquadOpt: Option[Squad], leadingSquadOpt: Option[Squad]): Option[Squad]
15.  def GetParticipatingSquad(charId: Long): Option[Squad]

    If the player associated with this unique character identifier number is a member of any squad, discover that squad.

    If the player associated with this unique character identifier number is a member of any squad, discover that squad.

    charId

      the potential member identifier

    returns

      the discovered squad, or `None`

16.  def GetParticipatingSquad(player: Player): Option[Squad]

    If this player is a member of any squad, discover that squad.

    If this player is a member of any squad, discover that squad.

    player

      the potential member

    returns

      the discovered squad, or `None`

17.  def GetSquad(id: PlanetSideGUID): Option[Squad]

    If a squad exists for an identifier, return that squad.

    If a squad exists for an identifier, return that squad.

    id

      the squad unique identifier number

    returns

      the discovered squad, or `None`

18.  def HandleRequestRole(bid: Invitation, guid: PlanetSideGUID, player: Player): Boolean

    The functionality for handling indirection for handling one player requesting a specific squad role or when messaging the squad leader about an invite.
    At this point in the squad join process, the only consent required is that of the squad leader.

    The functionality for handling indirection for handling one player requesting a specific squad role or when messaging the squad leader about an invite.
    At this point in the squad join process, the only consent required is that of the squad leader. An automatic consent flag exists on the squad; but, if that is not set, then the squad leader must be asked whether or not to accept or to reject the recruit. If the squad leader changes in the middle or the latter half of the process, the invitation may still fail even if the old squad leader accepts. If the squad leader changes in the middle of the latter half of the process, the inquiry might be posed again of the new squad leader, of whether to accept or to reject the recruit.

    bid

      the `Invitation` object that was the target of this request

    guid

      the unique squad identifier number

    player

      the player who wants to join the squad

    returns

      `true`, if the player is not denied the possibility of joining the squad; `false`, otherwise, of it the squad does not exist

19.  def HandleRequestRole(bid: IndirectInvite, player: Player): Boolean

    An overloaded entry point to the functionality for handling indirection when messaging the squad leader about an invite.

    An overloaded entry point to the functionality for handling indirection when messaging the squad leader about an invite.

    bid

      a specific kind of `Invitation` object

    player

      the player who wants to join the squad

    returns

      `true`, if the player is not denied the possibility of joining the squad; `false`, otherwise, of it the squad does not exist

20.  def HandleRequestRole(bid: RequestRole, player: Player): Boolean

    An overloaded entry point to the functionality for handling one player requesting a specific squad role.

    An overloaded entry point to the functionality for handling one player requesting a specific squad role.

    bid

      a specific kind of `Invitation` object

    player

      the player who wants to join the squad

    returns

      `true`, if the player is not denied the possibility of joining the squad; `false`, otherwise, of it the squad does not exist

21.  def HandleVacancyInvite(squad: Squad, invitedPlayer: Long, invitingPlayer: Long, recruit: Player): Option[(Squad, Int)]

    Resolve an invitation to a general, not guaranteed, position in someone else's squad.
    Originally, the instigating type of invitation object was a "`VacancyInvite`" which indicated a type of undirected invitation extended from the squad leader to another player but the resolution is generalized enough to suffice for a number of invitation objects.

    Resolve an invitation to a general, not guaranteed, position in someone else's squad.
    Originally, the instigating type of invitation object was a "`VacancyInvite`" which indicated a type of undirected invitation extended from the squad leader to another player but the resolution is generalized enough to suffice for a number of invitation objects. First, an actual position is determined; then, the squad is tested for recruitment conditions, including whether the person who solicited the would-be member is still the squad leader. If the recruitment is manual and the squad leader is not the same as the recruiting player, then the real squad leader is sent an indirect query regarding the player's eligibility. These `IndirectInvite` invitation objects also are handled by calls to `HandleVacancyInvite`.

    squad

      the squad

    invitedPlayer

      the unique character identifier for the player being invited

    invitingPlayer

      the unique character identifier for the player who invited the former

    recruit

      the player being invited

    returns

      the squad object and a role position index, if properly invited; `None`, otherwise

    See also

      `AltAddInviteAndRespond`

      `IndirectInvite`

      `SquadFeatures::AutoApproveInvitationRequests`

      `VacancyInvite`

22.  def HandleVacancyInvite(squad_guid: PlanetSideGUID, invitedPlayer: Long, invitingPlayer: Long, recruit: Player): Option[(Squad, Int)]

    Resolve an invitation to a general, not guaranteed, position in someone else's squad.

    Resolve an invitation to a general, not guaranteed, position in someone else's squad. For the moment, just validate the provided parameters and confirm the eligibility of the user.

    squad_guid

      the unique squad identifier number

    invitedPlayer

      the unique character identifier for the player being invited

    invitingPlayer

      the unique character identifier for the player who invited the former

    recruit

      the player being invited

    returns

      the squad object and a role position index, if properly invited; `None`, otherwise

    See also

      `VacancyInvite`

23.  def InitSquadDetail(guid: PlanetSideGUID, to: Iterable[Long], squad: Squad): Unit

    Dispatch an intial message entailing the strategic information and the composition of this squad.

    Dispatch an intial message entailing the strategic information and the composition of this squad. The details of the squad will be updated in full and be sent to all indicated observers.

    guid

      the unique squad identifier to be used when composing the details for this message

    to

      the unique character identifier numbers of the players who will receive this message

    squad

      the squad from which the squad details shall be composed

    See also

      `SquadService.PublishFullDetails`

24.  def InitSquadDetail(squad: Squad): Unit

    Dispatch a message entailing the composition of this squad.

    Dispatch a message entailing the composition of this squad. This is considered the first time this information will be dispatched to any relevant observers so the details of the squad will be updated in full and be sent to all relevant observers, namely, all the occupants of the squad. External observers are ignored.

    squad

      the squad

    See also

      `InitSquadDetail(PlanetSideGUID, Iterable[Long], Squad)`

25.  def InitWaypoints(toCharId: Long, guid: PlanetSideGUID): Unit

    Dispatch all of the information about a given squad's waypoints to a user.

    Dispatch all of the information about a given squad's waypoints to a user.

    toCharId

      the player to whom the waypoint data will be dispatched

    guid

      the squad's unique identifier

26.  def InitialAssociation(squad: Squad): Unit

    Pertains to the original message of squad synchronicity sent to the squad leader by the server under specific conditions.

    Pertains to the original message of squad synchronicity sent to the squad leader by the server under specific conditions. The initial formation of a squad of two players is the most common expected situation. While the underlying flag is normally only set once, its state can be reset and triggered anew if necessary.

    squad

      the squad

    See also

      `Publish`

      ``ResetAll``

      `SquadResponse.AssociateWithSquad`

      `SquadResponse.Detail`

      `SquadService.PublishFullDetails`

27.  def InviteResponseTemplate(indirectVacancyFunc: (IndirectInvite, Player, Long, Long, String) => Boolean)(targetInvite: Invitation, actualInvite: Option[Invitation], invitedPlayer: Long, invitingPlayer: Long, name: String): Unit

    A branched response for processing (new) invitation objects that have been submitted to the system.
    A comparison is performed between the original invitation object and an invitation object that represents the potential modification or redirection of the current active invitation obect.

    A branched response for processing (new) invitation objects that have been submitted to the system.
    A comparison is performed between the original invitation object and an invitation object that represents the potential modification or redirection of the current active invitation obect. Any further action is only performed when an "is equal" comparison is `true`. When passing, the system publishes up to two messages to users that would anticipate being informed of squad join activity.

    indirectVacancyFunc

      the method that cans the respondign behavior should an `IndirectVacancy` object being consumed

    targetInvite

      a comparison invitation object; represents the unmodified, unadjusted invite

    actualInvite

      a comparaison invitation object; proper use of this field should be the output of another process upon the following `actualInvite`

    invitedPlayer

      the unique character identifier for the player being invited in actuality, represents the player who will address the invitation object

    invitingPlayer

      the unique character identifier for the player who invited the former

    name

      a name to be used in message composition

28.  def JoinByCharacterId(charId: String, sender: ActorRef): Unit
29.  def JoinByFaction(faction: String, sender: ActorRef): Unit
30.  def JoinSquad(player: Player, squad: Squad, position: Int): Boolean

    Behaviors and exchanges necessary to complete the fulfilled recruitment process for the squad role.
    This operation is fairly safe to call whenever a player is to be inducted into a squad.

    Behaviors and exchanges necessary to complete the fulfilled recruitment process for the squad role.
    This operation is fairly safe to call whenever a player is to be inducted into a squad. The aforementioned player must have a callback retained in `UserEvents` and conditions imposed by both the role and the player must be satisfied.

    player

      the new squad member; this player is NOT the squad leader

    squad

      the squad the player is joining

    position

      the squad member role that the player will be filling

    returns

      `true`, if the player joined the squad in some capacity; `false`, if the player did not join the squad or is already a squad member

    See also

      `InitialAssociation`

      `InitSquadDetail`

      `InitWaypoints`

      `Publish`

      `RemoveAllInvitesWithPlayer`

      `SquadDetail`

      `SquadInfo`

      `SquadPositionDetail`

      `SquadPositionEntry`

      `SquadResponse.Join`

      `StatConverter.Health`

      `UpdateSquadListWhenListed`

31.  def LeaveByCharacterId(charId: String, sender: ActorRef): Unit
32.  def LeaveByFaction(faction: String, sender: ActorRef): Unit
33.  def LeaveInGeneral(sender: ActorRef): Unit
34.  def LeaveService(charId: Long, sender: ActorRef): Unit

    na

    na

    charId

      the player's unique character identifier number

    sender

      the `ActorRef` associated with this character

35.  def LeaveService(charId: String, sender: ActorRef): Unit

    na

    na

    charId

      the player's unique character identifier number

    sender

      the `ActorRef` associated with this character

36.  def LeaveSquad(charId: Long, squad: Squad): Boolean

    Behaviors and exchanges necessary to undo the recruitment process for the squad role.

    Behaviors and exchanges necessary to undo the recruitment process for the squad role.

    charId

      the player

    squad

      the squad

    returns

      `true`, if the player, formerly a normal member of the squad, has been ejected from the squad; `false`, otherwise

    See also

      `PanicLeaveSquad`

      `Publish`

37.  def NextInvite(invitedPlayer: Long): Option[Invitation]

    Select the next invitation object to be shifted into the active position.
    The determination for the active position is whether or not something is currently in the active position or whether some mechanism tried to shift invitation object into the active position but found nothing to shift.

    Select the next invitation object to be shifted into the active position.
    The determination for the active position is whether or not something is currently in the active position or whether some mechanism tried to shift invitation object into the active position but found nothing to shift. After handling of the previous invitation object has completed or finished, the temporary block on adding new invitations is removed and any queued inactive invitation on the head of the inactive queue is shifted into the active position.

    invitedPlayer

      the unique character identifier for the player being invited; in actuality, represents the player who will address the invitation object

    returns

      an optional invite; the invitation object in the active invite position; `None`, if not shifted into the active position

    See also

      `NextInviteAndRespond`

38.  def NextInviteAndRespond(invitedPlayer: Long): Unit

    Select the next invitation object to be shifted into the active position and dispatch a response for any invitation object that is discovered.

    Select the next invitation object to be shifted into the active position and dispatch a response for any invitation object that is discovered.

    invitedPlayer

      the unique character identifier for the player being invited; in actuality, represents the player who will address the invitation object

    returns

      an optional invite; the invitation object in the active invite position; `None`, if not shifted into the active position

    See also

      `InviteResponseTemplate`

      `NextInvite`

39.  def PanicDisbandSquad(squad: Squad, membership: Iterable[Long]): Unit

    All players are made to leave the squad and the squad will stop existing.
    The complement of the prior `DisbandSquad` method.

    All players are made to leave the squad and the squad will stop existing.
    The complement of the prior `DisbandSquad` method. This method deals entirely with other squad members observing the squad become abandoned. The distinction is useful when unsubscribing from this service, as the `ActorRef` object used to message the player's client is no longer reliable and has probably ceased to exist.

    squad

      the squad

    membership

      the unique character identifier numbers of the other squad members

    returns

      if a role/index pair is provided

    See also

      `CloseSquad`

      `DisbandSquad`

      `Publish`

      `SquadResponse.Membership`

40.  def PanicLeaveSquad(charId: Long, squad: Squad, entry: Option[(Member, Int)]): Boolean

    Behaviors and exchanges necessary to undo the recruitment process for the squad role.
    The complement of the prior `LeaveSquad` method.

    Behaviors and exchanges necessary to undo the recruitment process for the squad role.
    The complement of the prior `LeaveSquad` method. This method deals entirely with other squad members observing the given squad member leaving the squad while the other method handles messaging only for the squad member who is leaving. The distinction is useful when unsubscribing from this service, as the `ActorRef` object used to message the player's client is no longer reliable and has probably ceased to exist.

    charId

      the player

    squad

      the squad

    entry

      a paired membership role with its index in the squad

    returns

      if a role/index pair is provided

    See also

      `LeaveSquad`

      `Publish`

      `SquadDetail`

      `SquadInfo`

      `SquadPositionDetail`

      `SquadPositionEntry`

      `SquadResponse.Leave`

      `UpdateSquadDetail`

      `UpdateSquadListWhenListed`

41.  def Publish[ANY >: Any](to: ANY, msg: Response, excluded: Iterable[Long]): Unit

    Overloaded message-sending operation.

    Overloaded message-sending operation. No message can be sent using this distinction. Log a warning.

    to

      something that was expected to be used as the channel for the message but is not handled as such

    msg

      a message that can be stored in a `SquadServiceResponse` object

    excluded

      a group of character identifier numbers who should not receive the message

42.  def Publish[ANY >: Any](to: ANY, msg: Response): Unit

    Overloaded message-sending operation.

    Overloaded message-sending operation. No message can be sent using this distinction. Log a warning.

    to

      something that was expected to be used as the channel for the message but is not handled as such

    msg

      a message that can be stored in a `SquadServiceResponse` object

43.  def Publish(to: Long, msg: Response, excluded: Iterable[Long]): Unit

    Overloaded message-sending operation.

    Overloaded message-sending operation. Always publishes on the `ActorRef` objects retained by the `UserEvents` object.

    to

      a unique character identifier used as the channel for the message

    msg

      a message that can be stored in a `SquadServiceResponse` object

    excluded

      a group of character identifier numbers who should not receive the message

44.  def Publish(to: Long, msg: Response): Unit

    Overloaded message-sending operation.

    Overloaded message-sending operation. Always publishes on the `ActorRef` objects retained by the `UserEvents` object.

    to

      a unique character identifier used as the channel for the message

    msg

      a message that can be stored in a `SquadServiceResponse` object

45.  def Publish(to: String, msg: Response, excluded: Iterable[Long]): Unit

    Overloaded message-sending operation.

    Overloaded message-sending operation. Strings come in three accepted patterns. The first resolves into a faction name, as determined by `PlanetSideEmpire` when transformed into a string. The second resolves into a squad's dedicated channel, a name that is formulaic. The third resolves as a unique character identifier number.

    to

      a string used as the channel for the message

    msg

      a message that can be stored in a `SquadServiceResponse` object

    excluded

      a group of character identifier numbers who should not receive the message (resolved at destination, usually)

46.  def Publish(to: String, msg: Response): Unit

    Overloaded message-sending operation.

    Overloaded message-sending operation. Strings come in three accepted patterns. The first resolves into a faction name, as determined by `PlanetSideEmpire` when transformed into a string. The second resolves into a squad's dedicated channel, a name that is formulaic. The third resolves as a unique character identifier number.

    to

      a string used as the channel for the message

    msg

      a message that can be stored in a `SquadServiceResponse` object

47.  def Publish(to: Type, msg: Response, excluded: Iterable[Long]): Unit

    Overloaded message-sending operation.

    Overloaded message-sending operation. Always publishes on the `SquadEvents` object.

    to

      a faction affiliation used as the channel for the message

    msg

      a message that can be stored in a `SquadServiceResponse` object

    excluded

      a group of character identifier numbers who should not receive the message (resolved at destination)

48.  def Publish(to: Type, msg: Response): Unit

    Overloaded message-sending operation.

    Overloaded message-sending operation. Always publishes on the `SquadEvents` object.

    to

      a faction affiliation used as the channel for the message

    msg

      a message that can be stored in a `SquadServiceResponse` object

49.  def Publish(to: ActorRef, msg: Response, excluded: Iterable[Long]): Unit

    Overloaded message-sending operation.

    Overloaded message-sending operation. The `Actor` version wraps around the expected `!` functionality.

    to

      an `ActorRef` which to send the message

    msg

      a message that can be stored in a `SquadServiceResponse` object

    excluded

      a group of character identifier numbers who should not receive the message (resolved at destination)

50.  def Publish(to: ActorRef, msg: Response): Unit

    Overloaded message-sending operation.

    Overloaded message-sending operation. The `Actor` version wraps around the expected `!` functionality.

    to

      an `ActorRef` which to send the message

    msg

      a message that can be stored in a `SquadServiceResponse` object

51.  def PublishedLists(guids: Iterable[PlanetSideGUID]): Vector[SquadInfo]

    Transform a list of squad unique identifiers into a list of `SquadInfo` objects for updating the squad list window.

    Transform a list of squad unique identifiers into a list of `SquadInfo` objects for updating the squad list window.

    guids

      the list of squad unique identifier numbers

    returns

      a `Vector` of transformed squad data

52.  def PublishedLists(faction: Type): Vector[SquadInfo]

    Transform a list of squad unique identifiers into a list of `SquadInfo` objects for updating the squad list window.

    Transform a list of squad unique identifiers into a list of `SquadInfo` objects for updating the squad list window.

    faction

      the faction to which the squads belong

    returns

      a `Vector` of transformed squad data

53.  def Refused(charId: Long, list: List[Long]): List[Long]

    This player has refused to join squad leader's squads or some other players's offers to form a squad.

    This player has refused to join squad leader's squads or some other players's offers to form a squad.

    charId

      the player who is doing the refusal

    list

      the players who are refused

    returns

      the list of other players who have been refused

54.  def Refused(charId: Long, refusedCharId: Long): List[Long]

    This player has refused to join squad leader's squads or some other players's offers to form a squad.

    This player has refused to join squad leader's squads or some other players's offers to form a squad.

    charId

      the player who is doing the refusal

    refusedCharId

      the player who is refused

    returns

      the list of other players who have been refused

55.  def Refused(charId: Long): List[Long]

    This player has refused to join squad leader's squads or some other players's offers to form a squad.

    This player has refused to join squad leader's squads or some other players's offers to form a squad.

    charId

      the player who refused other players

    returns

      the list of other players who have been refused

56.  def RemoveAllInvitesToSquad(sguid: PlanetSideGUID): Unit

    Remove all active and inactive invitation objects that are related to the particular squad.

    Remove all active and inactive invitation objects that are related to the particular squad. Specifically used to safely disarm obsolete invitation objects by specific criteria. Affects all invitation object types and all data structures that deal with the squad.

    sguid

      the squad identifier

    See also

      `RequestRole`

      `IndirectInvite`

      `LookingForSquadRoleInvite`

      `ProximityInvite`

      `RemoveInvite`

      `VacancyInvite`

57.  def RemoveAllInvitesWithPlayer(charId: Long): Unit

    Remove all active and inactive invitation objects that are related to the particular player.

    Remove all active and inactive invitation objects that are related to the particular player. Specifically used to safely disarm obsolete invitation objects by specific criteria. Affects all invitation object types and all data structures that deal with the player.

    charId

      the player's unique identifier number

    See also

      `RequestRole`

      `IndirectInvite`

      `LookingForSquadRoleInvite`

      `RemoveInvite`

      `RemoveProximityInvites`

      `VacancyInvite`

58.  def RemoveInvite(invitedPlayer: Long): Option[Invitation]

    Remove any invitation object from the active position.

    Remove any invitation object from the active position. Flag the temporary field to indicate that the active position, while technically available, should not yet have a new invitation object shifted into it yet. This is the "proper" way to demote invitation objects from the active position whether or not they are to be handled.

    invitedPlayer

      the unique character identifier for the player being invited; in actuality, represents the player who will address the invitation object

    returns

      an optional invite; the invitation object formerly in the active invite position; `None`, if no invitation was in the active position

    See also

      `NextInvite`

      `NextInviteAndRespond`

59.  def RemoveInvitesForSquadAndPosition(guid: PlanetSideGUID, position: Int): Unit

    Remove all active invitation objects that are related to the particular squad and the particular role in the squad.

    Remove all active invitation objects that are related to the particular squad and the particular role in the squad. Specifically used to safely disarm obsolete invitation objects related to the specific criteria. Affects only certain invitation object types.

    guid

      the squad identifier

    position

      the role position index

    See also

      `RequestRole`

      `LookingForSquadRoleInvite`

      `RemoveInvite`

      `RemoveQueuedInvitesForSquadAndPosition`

60.  def RemoveProximityInvites(guid: PlanetSideGUID): Iterable[(Long, String)]

    Remove all active and inactive proximity squad invites for a specific squad.

    Remove all active and inactive proximity squad invites for a specific squad.

    guid

      the squad

    returns

      a list of all players (unique character identifier number and name) who had active proximity invitations

61.  def RemoveProximityInvites(list: Iterable[(Long, PlanetSideGUID)]): Unit

    Remove all queued proximity squad invite information retained by the squad object.

    Remove all queued proximity squad invite information retained by the squad object.

    list

      a list of players to squads with expected entry redundancy

    See also

      `RemoveProximityInvites(Long)`

      `SquadFeatures.ProxyInvites`

      `SquadFeatures.SearchForRole`

62.  def RemoveProximityInvites(invitingPlayer: Long): Iterable[(Long, String)]

    Remove all active and inactive proximity squad invites related to the recruiter.

    Remove all active and inactive proximity squad invites related to the recruiter.

    invitingPlayer

      the player who did the recruiting

    returns

      a list of all players (unique character identifier number and name) who had active proximity invitations

    See also

      `RemoveProximityInvites(Iterable[(Long, PlanetSideGUID)])`

63.  def RemoveQueuedInvites(invitedPlayer: Long): List[Invitation]

    Remove all inactive invites.

    Remove all inactive invites.

    invitedPlayer

      the unique character identifier for the player being invited; in actuality, represents the player who will address the invitation object

    returns

      a list of the removed inactive invitation objects

64.  def RemoveQueuedInvitesForSquadAndPosition(guid: PlanetSideGUID, position: Int): Unit

    Remove all inactive invitation objects that are related to the particular squad and the particular role in the squad.

    Remove all inactive invitation objects that are related to the particular squad and the particular role in the squad. Specifically used to safely disarm obsolete invitation objects by specific criteria. Affects only certain invitation object types.

    guid

      the squad identifier

    position

      the role position index

    See also

      `RequestRole`

      `LookingForSquadRoleInvite`

      `RemoveInvitesForSquadAndPosition`

65.  def RemoveWaypoint(guid: PlanetSideGUID, waypointType: SquadWaypoint): Unit

    Hide the indicated waypoint.

    Hide the indicated waypoint. Unused waypoints are marked by having a non-zero z-coordinate.
    Despite the name, no waypoints are actually "removed." All of the waypoints constantly exist as long as the squad to which they are attached exists. They are merely "activated" and "deactivated."

    guid

      the squad's unique identifier

    waypointType

      the type of the waypoint

66.  def SquadActionDefinition(tplayer: Player, zone: Zone, guid: PlanetSideGUID, line: Int, action: packet.game.SquadAction, sendTo: ActorRef): Unit
67.  def SquadActionDefinitionAddSquadMemberPosition(tplayer: Player, pSquadOpt: Option[Squad], lSquadOpt: Option[Squad], position: Int): Unit
68.  def SquadActionDefinitionAssignSquadMemberToRole(squad: Squad, guid: PlanetSideGUID, char_id: Long, position: Int): Unit

    the following action can be performed by ???

69.  def SquadActionDefinitionAutoApproveInvitationRequests(tplayer: Player, pSquadOpt: Option[Squad], lSquadOpt: Option[Squad], state: Boolean): Unit
70.  def SquadActionDefinitionCancelFind(lSquadOpt: Option[Squad]): Unit
71.  def SquadActionDefinitionCancelSelectRoleForYourself(tplayer: Player, guid: PlanetSideGUID): Unit

    the following action can be performed by anyone who has tried to join a squad

72.  def SquadActionDefinitionChangeSquadMemberRequirementsCertifications(tplayer: Player, pSquadOpt: Option[Squad], lSquadOpt: Option[Squad], position: Int, certs: Set[Certification]): Unit
73.  def SquadActionDefinitionChangeSquadMemberRequirementsDetailedOrders(tplayer: Player, pSquadOpt: Option[Squad], lSquadOpt: Option[Squad], position: Int, orders: String): Unit
74.  def SquadActionDefinitionChangeSquadMemberRequirementsRole(tplayer: Player, pSquadOpt: Option[Squad], lSquadOpt: Option[Squad], position: Int, role: String): Unit
75.  def SquadActionDefinitionChangeSquadPurpose(tplayer: Player, pSquadOpt: Option[Squad], lSquadOpt: Option[Squad], purpose: String): Unit
76.  def SquadActionDefinitionChangeSquadZone(tplayer: Player, pSquadOpt: Option[Squad], lSquadOpt: Option[Squad], zone_id: PlanetSideZoneID, sendTo: ActorRef): Unit
77.  def SquadActionDefinitionCloseSquadMemberPosition(tplayer: Player, pSquadOpt: Option[Squad], lSquadOpt: Option[Squad], position: Int): Unit
78.  def SquadActionDefinitionDeleteSquadFavorite(tplayer: Player, line: Int, sendTo: ActorRef): Unit
79.  def SquadActionDefinitionDisplaySquad(tplayer: Player, guid: PlanetSideGUID, sendTo: ActorRef): Unit

    the following action can be performed by anyone

80.  def SquadActionDefinitionFindLfsSoldiersForRole(tplayer: Player, zone: Zone, lSquadOpt: Option[Squad], position: Int): Unit
81.  def SquadActionDefinitionLoadSquadFavorite(tplayer: Player, line: Int, pSquadOpt: Option[Squad], lSquadOpt: Option[Squad], sendTo: ActorRef): Unit
82.  def SquadActionDefinitionLocationFollowsSquadLead(tplayer: Player, pSquadOpt: Option[Squad], lSquadOpt: Option[Squad], state: Boolean): Unit
83.  def SquadActionDefinitionRequestListSquad(tplayer: Player, pSquadOpt: Option[Squad], lSquadOpt: Option[Squad], sendTo: ActorRef): Unit
84.  def SquadActionDefinitionResetAll(lSquadOpt: Option[Squad]): Unit
85.  def SquadActionDefinitionSaveSquadFavorite(tplayer: Player, line: Int, lSquadOpt: Option[Squad], sendTo: ActorRef): Unit
86.  def SquadActionDefinitionSelectRoleForYourself(tplayer: Player, guid: PlanetSideGUID, position: Int): Unit

    the following action can be performed by an unaffiliated player

87.  def SquadActionDefinitionStopListSquad(tplayer: Player, lSquadOpt: Option[Squad], sendTo: ActorRef): Unit
88.  def SquadActionInitCharId(tplayer: Player): Unit
89.  def SquadActionMembershipAccept(tplayer: Player, invitedPlayer: Long): Unit
90.  def SquadActionMembershipCancel(cancellingPlayer: Long): Unit
91.  def SquadActionMembershipDisband(charId: Long): Unit
92.  def SquadActionMembershipInvite(tplayer: Player, invitingPlayer: Long, _invitedPlayer: Long, invitedName: String): Unit
93.  def SquadActionMembershipLeave(tplayer: Player, actingPlayer: Long, _leavingPlayer: Option[Long], name: String): Unit
94.  def SquadActionMembershipPromote(promotingPlayer: Long, _promotedPlayer: Long, promotedName: String): Unit
95.  def SquadActionMembershipProximityInvite(tplayer: Player, zone: Zone, invitingPlayer: Long): Unit
96.  def SquadActionMembershipReject(tplayer: Player, rejectingPlayer: Long): Unit
97.  def SquadActionUpdate(charId: Long, health: Int, maxHealth: Int, armor: Int, maxArmor: Int, pos: Vector3, zoneNumber: Int, sendTo: ActorRef): Unit
98.  def SquadActionWaypoint(tplayer: Player, waypointType: SquadWaypoint, info: Option[WaypointInfo]): Unit
99.  def StartSquad(player: Player): Squad

    Establish a new squad.

    Establish a new squad. Create all of the support structures for the squad and link into them. At a minimum, by default, the squad needs a squad leader and a stronger, more exposed connection between the squad and leader needs to be recognized.
    Usually, a squad is created by modifying some aspect of its necessary fields. The primary necessary fields required for a squad include the squad's task and the squad's zone of operation.

    player

      the player who would become the squad leader

    returns

      the squad that has been created

    See also

      `GetNextSquadId`

      `Squad`

      `SquadFeatures`

      `SquadFeatures::Start`

100.  def SwapMemberPosition(toMember: Member, fromMember: Member): Unit

     Move one player into one squad role and, if encountering a player already recruited to the destination role, swap that other player into the first player's position.

     Move one player into one squad role and, if encountering a player already recruited to the destination role, swap that other player into the first player's position. If no encounter, just blank the original role.

     toMember

       the squad role where the player is being placed

     fromMember

       the squad role where the player is being encountered; if a conflicting player is discovered, swap that player into `fromMember`

     See also

       `AssignSquadMemberToRole`

       `SelectRoleForYourself`

101.  def TerminatedBy(requestee: ActorRef): Unit
102.  def TryResetSquadId(): Boolean

     Set the unique squad identifier back to the start (1) if no squads are active and no players are logged on.

     Set the unique squad identifier back to the start (1) if no squads are active and no players are logged on.

     returns

       `true`, if the identifier is reset; `false`, otherwise

103.  def UpdateSquadDetail(guid: PlanetSideGUID, toGuid: PlanetSideGUID, excluding: Iterable[Long], details: SquadDetail): Unit

     Send a message entailing some of the strategic information and the composition to the existing members of the squad.

     Send a message entailing some of the strategic information and the composition to the existing members of the squad. Also send the same information to any users who are watching the squad, potentially for want to join it. The squad-specific message is contingent on finding the squad's features using the unique identifier number and, from that, reporting to the specific squad's messaging channel. Anyone watching the squad will always be updated the given details.

     guid

       the unique squad identifier number to be used for the squad detail message

     toGuid

       the unique squad identifier number indicating the squad broadcast channel name

     excluding

       the explicit unique character identifier numbers of individuals who should not receive the message

     details

       the squad details to be included in the message

     See also

       `DisplaySquad`

       `Publish`

       `SquadDetail`

       `SquadResponse.Detail`

104.  def UpdateSquadDetail(guid: PlanetSideGUID, details: SquadDetail): Unit

     Send a message entailing some of the strategic information and the composition to the existing members of the squad.

     Send a message entailing some of the strategic information and the composition to the existing members of the squad.

     guid

       the unique identifier number of the squad

     details

       the squad details to be included in the message

     See also

       `SquadResponse.Detail`

       `UpdateSquadDetail(PlanetSideGUID, PlanetSideGUID, List[Long], SquadDetail)`

105.  def UpdateSquadDetail(guid: PlanetSideGUID, squad: Squad): Unit

     Send a message entailing the strategic information and the composition of the squad to the existing members of the squad.

     Send a message entailing the strategic information and the composition of the squad to the existing members of the squad. Rather than using the squad's existing unique identifier number, a meaningful substitute identifier will be employed in the message. The "meaningful substitute" is usually `PlanetSideGUID(0)` which indicates the local non-squad squad data on the client of a squad leader.

     squad

       the squad

     See also

       `SquadService.PublishFullDetails`

       `UpdateSquadDetail(PlanetSideGUID, PlanetSideGUID, List[Long], SquadDetail)`

106.  def UpdateSquadDetail(squad: Squad): Unit

     Send a message entailing the strategic information and the composition of the squad to the existing members of the squad.

     Send a message entailing the strategic information and the composition of the squad to the existing members of the squad.

     squad

       the squad

     See also

       `SquadService.PublishFullDetails`

       `UpdateSquadDetail(PlanetSideGUID, PlanetSideGUID, List[Long], SquadDetail)`

107.  def UpdateSquadList(squad: Squad, changes: Option[SquadInfo]): Unit

     Dispatch a message entailing the composition of this squad and focus on any specific aspects of it, purported as being changed recently.
     What sort of message is dispatched is not only based on the input parameters but also on the state of previously listed squad information.

     Dispatch a message entailing the composition of this squad and focus on any specific aspects of it, purported as being changed recently.
     What sort of message is dispatched is not only based on the input parameters but also on the state of previously listed squad information. Listed squad information is queued when it is first published, organized first by faction affinity, then by chronology. The output is first determinate on whether the squad had previously been listed as available. If so, it will either update its data to all valid faction associated entities with the provided changed data; or, it will be removed from the list of available squads, if there is no provided change data. If the squad can not be found, the change data, whatever it is, is unimportant, and the squad will be listed in full for the first time.
     When a squad is first introduced to the aforementioned list, thus first being published to all faction-associated parties, the entirety of the squad list for that faction will be updated in one go. It is not necessary to do this, but doing so saves index and unique squad identifier management at the cost of the size of the packet to be dispatched. When a squad is removed to the aforementioned list, the same process occurs where the full list for that faction affiliation is sent as an update. The procedure for updating individual squad fields is precise and targeted, and has been or should be prepared in advance by the caller to this method. As a consequence, when updating the entry for that squad, the information used as the update does not necessarily reflect the actual information currently in the squad.

     squad

       the squad

     changes

       the optional highlighted aspects of the squad; these "changes" do not have to reflect the actual squad but are related to the contents of the message

     See also

       `SquadResponse.InitList`

       `SquadResponse.UpdateList`

       `SquadService.SquadList.Publish`

108.  def altIndirectInviteResp(invite: IndirectInvite, player: Player, invitedPlayer: Long, invitingPlayer: Long, name: String): Boolean

     Component method used for the response behavior for processing the invitation object as an `IndirectInvite` object.

     Component method used for the response behavior for processing the invitation object as an `IndirectInvite` object.

     invite

       the original invitation object that started this process

     player

       the target of the response and invitation

     invitedPlayer

       the unique character identifier for the player being invited in actuality, represents the player who will address the invitation object

     invitingPlayer

       the unique character identifier for the player who invited the former

     name

       a name to be used in message composition

     returns

       na

     See also

       `HandleRequestRole`

109.  def aroundPostRestart(reason: Throwable): Unit
     Attributes
       protected[akka]
     Definition Classes
       Actor
     Annotations
       @InternalApi()
110.  def aroundPostStop(): Unit
     Attributes
       protected[akka]
     Definition Classes
       Actor
     Annotations
       @InternalApi()
111.  def aroundPreRestart(reason: Throwable, message: Option[Any]): Unit
     Attributes
       protected[akka]
     Definition Classes
       Actor
     Annotations
       @InternalApi()
112.  def aroundPreStart(): Unit
     Attributes
       protected[akka]
     Definition Classes
       Actor
     Annotations
       @InternalApi()
113.  def aroundReceive(receive: akka.actor.Actor.Receive, msg: Any): Unit
     Attributes
       protected[akka]
     Definition Classes
       Actor
     Annotations
       @InternalApi()
114.  final def asInstanceOf[T0]: T0
     Definition Classes
       Any
115.  def clone(): AnyRef
     Attributes
       protected[lang]
     Definition Classes
       AnyRef
     Annotations
       @throws(classOf[java.lang.CloneNotSupportedException]) @native()
116.  implicit val context: ActorContext
     Definition Classes
       Actor
117.  final def eq(arg0: AnyRef): Boolean
     Definition Classes
       AnyRef
118.  def equals(arg0: AnyRef): Boolean
     Definition Classes
       AnyRef → Any
119.  def finalize(): Unit
     Attributes
       protected[lang]
     Definition Classes
       AnyRef
     Annotations
       @throws(classOf[java.lang.Throwable])
120.  final def getClass(): Class[_ <: AnyRef]
     Definition Classes
       AnyRef → Any
     Annotations
       @native()
121.  def hashCode(): Int
     Definition Classes
       AnyRef → Any
     Annotations
       @native()
122.  def indirectInviteResp(invite: IndirectInvite, player: Player, invitedPlayer: Long, invitingPlayer: Long, name: String): Boolean

     Component method used for the response behavior for processing the invitation object as an `IndirectInvite` object.

     Component method used for the response behavior for processing the invitation object as an `IndirectInvite` object.

     invite

       the original invitation object that started this process

     player

       the target of the response and invitation

     invitedPlayer

       the unique character identifier for the player being invited; in actuality, represents the player who will address the invitation object; not useful here

     invitingPlayer

       the unique character identifier for the player who invited the former; not useful here

     name

       a name to be used in message composition; not useful here

     returns

       na

     See also

       `HandleRequestRole`

123.  final def isInstanceOf[T0]: Boolean
     Definition Classes
       Any
124.  final def ne(arg0: AnyRef): Boolean
     Definition Classes
       AnyRef
125.  final def notify(): Unit
     Definition Classes
       AnyRef
     Annotations
       @native()
126.  final def notifyAll(): Unit
     Definition Classes
       AnyRef
     Annotations
       @native()
127.  def postRestart(reason: Throwable): Unit
     Definition Classes
       Actor
     Annotations
       @throws(classOf[java.lang.Exception])
128.  def postStop(): Unit
     Definition Classes
       SquadService → Actor
129.  def preRestart(reason: Throwable, message: Option[Any]): Unit
     Definition Classes
       Actor
     Annotations
       @throws(classOf[java.lang.Exception])
130.  def preStart(): Unit
     Definition Classes
       Actor
     Annotations
       @throws(classOf[java.lang.Exception])
131.  def receive: Receive
     Definition Classes
       SquadService → Actor
132.  implicit final val self: ActorRef
     Definition Classes
       Actor
133.  final def sender(): ActorRef
     Definition Classes
       Actor
134.  def supervisorStrategy: SupervisorStrategy
     Definition Classes
       Actor
135.  final def synchronized[T0](arg0: => T0): T0
     Definition Classes
       AnyRef
136.  def toString(): String
     Definition Classes
       AnyRef → Any
137.  def unhandled(message: Any): Unit
     Definition Classes
       Actor
138.  final def wait(): Unit
     Definition Classes
       AnyRef
     Annotations
       @throws(classOf[java.lang.InterruptedException])
139.  final def wait(arg0: Long, arg1: Int): Unit
     Definition Classes
       AnyRef
     Annotations
       @throws(classOf[java.lang.InterruptedException])
140.  final def wait(arg0: Long): Unit
     Definition Classes
       AnyRef
     Annotations
       @throws(classOf[java.lang.InterruptedException]) @native()

### Inherited from Actor

### Inherited from AnyRef

### Inherited from Any

### Ungrouped