PSF-LoginServer/.codecov.yml

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2017-03-02 01:09:55 +00:00
# Too spammy for us
comment: off
coverage:
status:
project:
default:
target: auto
threshold: 0.25%
ignore:
Networking The game uses a UDP-based protocol. Unlike TCP, UDP does not guarantee that packets arrive, or that they arrive in the correct order. For this reason, the game protocol implements those features using the following: * All packets have a sequence number that is utilized for reordering * Important packets are wrapped in a SlottedMetaPacket with a subslot number * RelatedA packets ae used to request lost packets using the subslot number * RelatedB packets are used to confirm received SlottedMetaPackets All of these go both ways, server <-> client. We used to only partially implement these features: Outgoing packet bundles used SMPs and could be resent, but not all packets were bundled and there was no logic for requesting lost packets from the client and there was no packet reordering, which resulted in dire consequences in the case of packet loss (zoning failures, crashes and many other odd bugs). This patch addresses all of these issues. * Packet bundling: Packets are now automatically bundled and sent as SlottedMetaPackets using a recurring timer. All manual bundling functionality was removed. * Packet reordering: Incoming packets, if received out of order, are stashed and reordered. The maximum wait time for reordering is 20ms. * Packet requesting: Missing SlottedMetaPackets are requested from the client. * PacketCoding refactor: Dropped confusing packet container types. Fixes #5. * Crypto rewrite: PSCrypto is based on a ancient buggy version of cryptopp. Updating to a current version was not possible because it removed the MD5-MAC algorithm. For more details, see Md5Mac.scala. This patch replaces PSCrypto with native Scala code. * Added two new actors: * SocketActor: A simple typed UDP socket actor * MiddlewareActor: The old session pipeline greatly simplified into a typed actor that does most of the things mentioned above. * Begun work on a headless client * Fixed anniversary gun breaking stamina regen * Resolved a few sentry errors
2020-09-17 15:04:06 +00:00
- "src/main/scala/net/psforever/objects/ObjectType.scala"
- "src/main/scala/net/psforever/objects/avatar/Avatars.scala"
Damage Changes/Explosions (#644) * created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work * continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason * removed ResolvedProjectile from the project; adjusted remaining code paths to work around it * vitals.test became vital.base; no one liked this * lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did) * codecov file correction * master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change * code comments * DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected * adjusted Player.Die() to demonstrate a damage-based suicide approach * resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example * expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests * overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system * future development; normal vector from euler angles; custom proximity test * where 'innateDamage' should have not replaced 'explosion' * moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...) * spelling and private val
2020-12-08 19:32:42 +00:00
- "src/main/scala/net/psforever/objects/ballistics/DamageResolution.scala"
- "src/main/scala/net/psforever/objects/ballistics/Projectiles.Types.scala"
Networking The game uses a UDP-based protocol. Unlike TCP, UDP does not guarantee that packets arrive, or that they arrive in the correct order. For this reason, the game protocol implements those features using the following: * All packets have a sequence number that is utilized for reordering * Important packets are wrapped in a SlottedMetaPacket with a subslot number * RelatedA packets ae used to request lost packets using the subslot number * RelatedB packets are used to confirm received SlottedMetaPackets All of these go both ways, server <-> client. We used to only partially implement these features: Outgoing packet bundles used SMPs and could be resent, but not all packets were bundled and there was no logic for requesting lost packets from the client and there was no packet reordering, which resulted in dire consequences in the case of packet loss (zoning failures, crashes and many other odd bugs). This patch addresses all of these issues. * Packet bundling: Packets are now automatically bundled and sent as SlottedMetaPackets using a recurring timer. All manual bundling functionality was removed. * Packet reordering: Incoming packets, if received out of order, are stashed and reordered. The maximum wait time for reordering is 20ms. * Packet requesting: Missing SlottedMetaPackets are requested from the client. * PacketCoding refactor: Dropped confusing packet container types. Fixes #5. * Crypto rewrite: PSCrypto is based on a ancient buggy version of cryptopp. Updating to a current version was not possible because it removed the MD5-MAC algorithm. For more details, see Md5Mac.scala. This patch replaces PSCrypto with native Scala code. * Added two new actors: * SocketActor: A simple typed UDP socket actor * MiddlewareActor: The old session pipeline greatly simplified into a typed actor that does most of the things mentioned above. * Begun work on a headless client * Fixed anniversary gun breaking stamina regen * Resolved a few sentry errors
2020-09-17 15:04:06 +00:00
- "src/main/scala/net/psforever/objects/equipment/Ammo.scala"
- "src/main/scala/net/psforever/objects/equipment/CItem.scala"
- "src/main/scala/net/psforever/objects/equipment/EquipmentSize.scala"
- "src/main/scala/net/psforever/objects/equipment/Kits.scala"
- "src/main/scala/net/psforever/objects/equipment/SItem.scala"
- "src/main/scala/net/psforever/objects/guid/AvailabilityPolicy.scala"
- "src/main/scala/net/psforever/objects/serverobject/pad/AutoDriveControls.scala"
- "src/main/scala/net/psforever/objects/serverobject/structures/StructureType.scala"
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 13:44:10 +00:00
- "src/main/scala/net/psforever/objects/serverobject/shuttle/ShuttleAmenity.scala"
Networking The game uses a UDP-based protocol. Unlike TCP, UDP does not guarantee that packets arrive, or that they arrive in the correct order. For this reason, the game protocol implements those features using the following: * All packets have a sequence number that is utilized for reordering * Important packets are wrapped in a SlottedMetaPacket with a subslot number * RelatedA packets ae used to request lost packets using the subslot number * RelatedB packets are used to confirm received SlottedMetaPackets All of these go both ways, server <-> client. We used to only partially implement these features: Outgoing packet bundles used SMPs and could be resent, but not all packets were bundled and there was no logic for requesting lost packets from the client and there was no packet reordering, which resulted in dire consequences in the case of packet loss (zoning failures, crashes and many other odd bugs). This patch addresses all of these issues. * Packet bundling: Packets are now automatically bundled and sent as SlottedMetaPackets using a recurring timer. All manual bundling functionality was removed. * Packet reordering: Incoming packets, if received out of order, are stashed and reordered. The maximum wait time for reordering is 20ms. * Packet requesting: Missing SlottedMetaPackets are requested from the client. * PacketCoding refactor: Dropped confusing packet container types. Fixes #5. * Crypto rewrite: PSCrypto is based on a ancient buggy version of cryptopp. Updating to a current version was not possible because it removed the MD5-MAC algorithm. For more details, see Md5Mac.scala. This patch replaces PSCrypto with native Scala code. * Added two new actors: * SocketActor: A simple typed UDP socket actor * MiddlewareActor: The old session pipeline greatly simplified into a typed actor that does most of the things mentioned above. * Begun work on a headless client * Fixed anniversary gun breaking stamina regen * Resolved a few sentry errors
2020-09-17 15:04:06 +00:00
- "src/main/scala/net/psforever/objects/serverobject/turret/TurretUpgrade.scala"
- "src/main/scala/net/psforever/objects/serverobject/CommonMessages.scala"
- "src/main/scala/net/psforever/objects/vehicles/AccessPermissionGroup.scala"
- "src/main/scala/net/psforever/objects/vehicles/CargoVehicleRestiction.scala"
- "src/main/scala/net/psforever/objects/vehicles/DestroyedVehicle.scala"
- "src/main/scala/net/psforever/objects/vehicles/SeatArmoRestriction.scala"
- "src/main/scala/net/psforever/objects/vehicles/Turrets.scala"
- "src/main/scala/net/psforever/objects/vehicles/VehicleLockState.scala"
Damage Changes/Explosions (#644) * created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work * continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason * removed ResolvedProjectile from the project; adjusted remaining code paths to work around it * vitals.test became vital.base; no one liked this * lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did) * codecov file correction * master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change * code comments * DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected * adjusted Player.Die() to demonstrate a damage-based suicide approach * resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example * expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests * overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system * future development; normal vector from euler angles; custom proximity test * where 'innateDamage' should have not replaced 'explosion' * moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...) * spelling and private val
2020-12-08 19:32:42 +00:00
- "src/main/scala/net/psforever/objects/vital/base"
- "src/main/scala/net/psforever/objects/vital/collision"
Networking The game uses a UDP-based protocol. Unlike TCP, UDP does not guarantee that packets arrive, or that they arrive in the correct order. For this reason, the game protocol implements those features using the following: * All packets have a sequence number that is utilized for reordering * Important packets are wrapped in a SlottedMetaPacket with a subslot number * RelatedA packets ae used to request lost packets using the subslot number * RelatedB packets are used to confirm received SlottedMetaPackets All of these go both ways, server <-> client. We used to only partially implement these features: Outgoing packet bundles used SMPs and could be resent, but not all packets were bundled and there was no logic for requesting lost packets from the client and there was no packet reordering, which resulted in dire consequences in the case of packet loss (zoning failures, crashes and many other odd bugs). This patch addresses all of these issues. * Packet bundling: Packets are now automatically bundled and sent as SlottedMetaPackets using a recurring timer. All manual bundling functionality was removed. * Packet reordering: Incoming packets, if received out of order, are stashed and reordered. The maximum wait time for reordering is 20ms. * Packet requesting: Missing SlottedMetaPackets are requested from the client. * PacketCoding refactor: Dropped confusing packet container types. Fixes #5. * Crypto rewrite: PSCrypto is based on a ancient buggy version of cryptopp. Updating to a current version was not possible because it removed the MD5-MAC algorithm. For more details, see Md5Mac.scala. This patch replaces PSCrypto with native Scala code. * Added two new actors: * SocketActor: A simple typed UDP socket actor * MiddlewareActor: The old session pipeline greatly simplified into a typed actor that does most of the things mentioned above. * Begun work on a headless client * Fixed anniversary gun breaking stamina regen * Resolved a few sentry errors
2020-09-17 15:04:06 +00:00
- "src/main/scala/net/psforever/objects/vital/damage/DamageProfile.scala"
Damage Changes/Explosions (#644) * created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work * continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason * removed ResolvedProjectile from the project; adjusted remaining code paths to work around it * vitals.test became vital.base; no one liked this * lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did) * codecov file correction * master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change * code comments * DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected * adjusted Player.Die() to demonstrate a damage-based suicide approach * resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example * expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests * overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system * future development; normal vector from euler angles; custom proximity test * where 'innateDamage' should have not replaced 'explosion' * moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...) * spelling and private val
2020-12-08 19:32:42 +00:00
- "src/main/scala/net/psforever/objects/vital/damage/SpecificDamageProfile.scala"
- "src/main/scala/net/psforever/objects/vital/etc"
- "src/main/scala/net/psforever/objects/vital/interaction"
- "src/main/scala/net/psforever/objects/vital/projectile/ProjectileReason.scala"
- "src/main/scala/net/psforever/objects/vital/projectile/ProjectileDamageModifiers.scala"
- "src/main/scala/net/psforever/objects/vital/prop"
Networking The game uses a UDP-based protocol. Unlike TCP, UDP does not guarantee that packets arrive, or that they arrive in the correct order. For this reason, the game protocol implements those features using the following: * All packets have a sequence number that is utilized for reordering * Important packets are wrapped in a SlottedMetaPacket with a subslot number * RelatedA packets ae used to request lost packets using the subslot number * RelatedB packets are used to confirm received SlottedMetaPackets All of these go both ways, server <-> client. We used to only partially implement these features: Outgoing packet bundles used SMPs and could be resent, but not all packets were bundled and there was no logic for requesting lost packets from the client and there was no packet reordering, which resulted in dire consequences in the case of packet loss (zoning failures, crashes and many other odd bugs). This patch addresses all of these issues. * Packet bundling: Packets are now automatically bundled and sent as SlottedMetaPackets using a recurring timer. All manual bundling functionality was removed. * Packet reordering: Incoming packets, if received out of order, are stashed and reordered. The maximum wait time for reordering is 20ms. * Packet requesting: Missing SlottedMetaPackets are requested from the client. * PacketCoding refactor: Dropped confusing packet container types. Fixes #5. * Crypto rewrite: PSCrypto is based on a ancient buggy version of cryptopp. Updating to a current version was not possible because it removed the MD5-MAC algorithm. For more details, see Md5Mac.scala. This patch replaces PSCrypto with native Scala code. * Added two new actors: * SocketActor: A simple typed UDP socket actor * MiddlewareActor: The old session pipeline greatly simplified into a typed actor that does most of the things mentioned above. * Begun work on a headless client * Fixed anniversary gun breaking stamina regen * Resolved a few sentry errors
2020-09-17 15:04:06 +00:00
- "src/main/scala/net/psforever/objects/vital/resistance/ResistanceProfile.scala"
Damage Changes/Explosions (#644) * created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work * continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason * removed ResolvedProjectile from the project; adjusted remaining code paths to work around it * vitals.test became vital.base; no one liked this * lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did) * codecov file correction * master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change * code comments * DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected * adjusted Player.Die() to demonstrate a damage-based suicide approach * resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example * expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests * overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system * future development; normal vector from euler angles; custom proximity test * where 'innateDamage' should have not replaced 'explosion' * moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...) * spelling and private val
2020-12-08 19:32:42 +00:00
- "src/main/scala/net/psforever/objects/vital/resistance/ResistanceSelection.scala"
- "src/main/scala/net/psforever/objects/vital/resolution/DamageResistanceCalculations.scala"
- "src/main/scala/net/psforever/objects/vital/resolution/DamageResistanceModel.scala"
Networking The game uses a UDP-based protocol. Unlike TCP, UDP does not guarantee that packets arrive, or that they arrive in the correct order. For this reason, the game protocol implements those features using the following: * All packets have a sequence number that is utilized for reordering * Important packets are wrapped in a SlottedMetaPacket with a subslot number * RelatedA packets ae used to request lost packets using the subslot number * RelatedB packets are used to confirm received SlottedMetaPackets All of these go both ways, server <-> client. We used to only partially implement these features: Outgoing packet bundles used SMPs and could be resent, but not all packets were bundled and there was no logic for requesting lost packets from the client and there was no packet reordering, which resulted in dire consequences in the case of packet loss (zoning failures, crashes and many other odd bugs). This patch addresses all of these issues. * Packet bundling: Packets are now automatically bundled and sent as SlottedMetaPackets using a recurring timer. All manual bundling functionality was removed. * Packet reordering: Incoming packets, if received out of order, are stashed and reordered. The maximum wait time for reordering is 20ms. * Packet requesting: Missing SlottedMetaPackets are requested from the client. * PacketCoding refactor: Dropped confusing packet container types. Fixes #5. * Crypto rewrite: PSCrypto is based on a ancient buggy version of cryptopp. Updating to a current version was not possible because it removed the MD5-MAC algorithm. For more details, see Md5Mac.scala. This patch replaces PSCrypto with native Scala code. * Added two new actors: * SocketActor: A simple typed UDP socket actor * MiddlewareActor: The old session pipeline greatly simplified into a typed actor that does most of the things mentioned above. * Begun work on a headless client * Fixed anniversary gun breaking stamina regen * Resolved a few sentry errors
2020-09-17 15:04:06 +00:00
- "src/main/scala/net/psforever/objects/vital/DamageResistanceModel.scala"
- "src/main/scala/net/psforever/objects/vital/StandardResistances.scala"
- "src/main/scala/net/psforever/objects/vital/StandardResolutions.scala"
Damage Changes/Explosions (#644) * created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work * continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason * removed ResolvedProjectile from the project; adjusted remaining code paths to work around it * vitals.test became vital.base; no one liked this * lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did) * codecov file correction * master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change * code comments * DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected * adjusted Player.Die() to demonstrate a damage-based suicide approach * resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example * expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests * overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system * future development; normal vector from euler angles; custom proximity test * where 'innateDamage' should have not replaced 'explosion' * moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...) * spelling and private val
2020-12-08 19:32:42 +00:00
- "src/main/scala/net/psforever/objects/vital/VitalityDefinition.scala"
Networking The game uses a UDP-based protocol. Unlike TCP, UDP does not guarantee that packets arrive, or that they arrive in the correct order. For this reason, the game protocol implements those features using the following: * All packets have a sequence number that is utilized for reordering * Important packets are wrapped in a SlottedMetaPacket with a subslot number * RelatedA packets ae used to request lost packets using the subslot number * RelatedB packets are used to confirm received SlottedMetaPackets All of these go both ways, server <-> client. We used to only partially implement these features: Outgoing packet bundles used SMPs and could be resent, but not all packets were bundled and there was no logic for requesting lost packets from the client and there was no packet reordering, which resulted in dire consequences in the case of packet loss (zoning failures, crashes and many other odd bugs). This patch addresses all of these issues. * Packet bundling: Packets are now automatically bundled and sent as SlottedMetaPackets using a recurring timer. All manual bundling functionality was removed. * Packet reordering: Incoming packets, if received out of order, are stashed and reordered. The maximum wait time for reordering is 20ms. * Packet requesting: Missing SlottedMetaPackets are requested from the client. * PacketCoding refactor: Dropped confusing packet container types. Fixes #5. * Crypto rewrite: PSCrypto is based on a ancient buggy version of cryptopp. Updating to a current version was not possible because it removed the MD5-MAC algorithm. For more details, see Md5Mac.scala. This patch replaces PSCrypto with native Scala code. * Added two new actors: * SocketActor: A simple typed UDP socket actor * MiddlewareActor: The old session pipeline greatly simplified into a typed actor that does most of the things mentioned above. * Begun work on a headless client * Fixed anniversary gun breaking stamina regen * Resolved a few sentry errors
2020-09-17 15:04:06 +00:00
- "src/main/scala/net/psforever/packet/crypto"
- "src/main/scala/net/psforever/packet/game/objectcreate/DrawnSlot.scala"
- "src/main/scala/net/psforever/packet/game/objectcreate/DriveState.scala"
- "src/main/scala/net/psforever/packet/game/objectcreate/MountItem.scala"
- "src/main/scala/net/psforever/packet/game/objectcreate/ObjectClass.scala"
- "src/main/scala/net/psforever/packet/game/objectcreate/Prefab.scala"
- "src/main/scala/net/psforever/packet/ControlPacketOpcode.scala"
- "src/main/scala/net/psforever/packet/CryptoPacketOpcode.scala"
- "src/main/scala/net/psforever/packet/GamePacketOpcode.scala"
- "src/main/scala/net/psforever/types/Angular.scala"
- "src/main/scala/net/psforever/types/CertificationType.scala"
- "src/main/scala/net/psforever/types/ChatMessageType.scala"
- "src/main/scala/net/psforever/types/DriveState.scala"
- "src/main/scala/net/psforever/types/EmoteType.scala"
- "src/main/scala/net/psforever/types/ExoSuitType.scala"
- "src/main/scala/net/psforever/types/GrenadeState.scala"
- "src/main/scala/net/psforever/types/ImplantType.scala"
- "src/main/scala/net/psforever/types/MeritCommendation.scala"
- "src/main/scala/net/psforever/types/PlanetSideEmpire.scala"
- "src/main/scala/net/psforever/types/TransactionType.scala"
- "src/main/scala/net/psforever/services/avatar/AvatarAction.scala"
- "src/main/scala/net/psforever/services/avatar/AvatarResponse.scala"
- "src/main/scala/net/psforever/services/galaxy/GalaxyAction.scala"
- "src/main/scala/net/psforever/services/galaxy/GalaxyResponse.scala"
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 13:44:10 +00:00
- "src/main/scala/net/psforever/services/hart/HartEvent.scala"
- "src/main/scala/net/psforever/services/hart/HartTimerActions.scala"
Networking The game uses a UDP-based protocol. Unlike TCP, UDP does not guarantee that packets arrive, or that they arrive in the correct order. For this reason, the game protocol implements those features using the following: * All packets have a sequence number that is utilized for reordering * Important packets are wrapped in a SlottedMetaPacket with a subslot number * RelatedA packets ae used to request lost packets using the subslot number * RelatedB packets are used to confirm received SlottedMetaPackets All of these go both ways, server <-> client. We used to only partially implement these features: Outgoing packet bundles used SMPs and could be resent, but not all packets were bundled and there was no logic for requesting lost packets from the client and there was no packet reordering, which resulted in dire consequences in the case of packet loss (zoning failures, crashes and many other odd bugs). This patch addresses all of these issues. * Packet bundling: Packets are now automatically bundled and sent as SlottedMetaPackets using a recurring timer. All manual bundling functionality was removed. * Packet reordering: Incoming packets, if received out of order, are stashed and reordered. The maximum wait time for reordering is 20ms. * Packet requesting: Missing SlottedMetaPackets are requested from the client. * PacketCoding refactor: Dropped confusing packet container types. Fixes #5. * Crypto rewrite: PSCrypto is based on a ancient buggy version of cryptopp. Updating to a current version was not possible because it removed the MD5-MAC algorithm. For more details, see Md5Mac.scala. This patch replaces PSCrypto with native Scala code. * Added two new actors: * SocketActor: A simple typed UDP socket actor * MiddlewareActor: The old session pipeline greatly simplified into a typed actor that does most of the things mentioned above. * Begun work on a headless client * Fixed anniversary gun breaking stamina regen * Resolved a few sentry errors
2020-09-17 15:04:06 +00:00
- "src/main/scala/net/psforever/services/local/LocalAction.scala"
- "src/main/scala/net/psforever/services/local/LocalResponse.scala"
- "src/main/scala/net/psforever/services/vehicle/VehicleAction.scala"
2023-04-15 19:02:46 +00:00
- "src/main/scala/net/psforever/services/vehicle/VehicleResponse.scala"