* just some tinkering and clean-up
* converted DeployItem from AvatarService to LocalService; attempt at resolving missing overwhip yellow ring is complicated; vehicle ownership packet wqorks on deployables that are mountable, but is less successful on normal simple deployables
* restoration of yellow ring of ownership around deployables; changes to variant of CommonFieldData transcorder used on certain deployable transcoders; static values are assigned parameter names and public variables are given types for completion
* initial packet for GenericObjectAction2Message and tests; repaired transcoders and tests for TRAP and small turrets
* force redraw of the whole boomer to assert reassignment of ownership; it's heavy-handed but it works
* deployable ownership should be asserted during both re-zoning and revival; refactoring of code in ZoningOperations
* preliminary functional implant hacking; am going to explore better hacking policies
* HackMessage now uses custom fields and a float value rather than integers (2, 32, 32); separate hack state and hack clear states; everything changes
* make character select screen characters look like the player that logged out last
* velocity does not matter
* adjusting comments; filling out param names
* correctly clear the hack state of terminals when unpowered; turrets will no longer act like they have AI control if jammed when mounted; restore passive implants
* reload opened and closed doors upon zoning changes; rework ntu silo and ant interaction start; clear hack on proximity terminals; facility turrets stop indicating towards jamming cause when mounted
* radiator is turned off due to potential for server crashes; cerebus -> cerberus; turret kills name owner only when they are in the same zone; fewer chances for turrets to fire when they should not
* incorporating structural changes to hacking for future expansion
* an attempt at fixing tests was made
* zone entity setup code has been moved from an instance method to a class function
* port address bind to socket and request to join game world address are different
* configuration for the game world server to connect to clients across a number of socket-port connections following a simple numerical load balancing policy
* combining port management into the sector pane
* mostly spelling issues
* fixed about half of the unworking tests, and commented out one
* stubborn tests that pass on their own but don't tend to pass in clusters; also, a certain test that terminates an actor when a mostly unrelated entity has its propertries changed from default, just weird
* reviewing logic and operations pairs to ensure that functionality should have been retained from parent structure; moving handling case from individual player modes to session actor, which makes it much closer to the pattern
* while it's still a dice roll, all tests currently implemented are capable of passing
* deployable vehicles should properly deploy again now that they don't have to fight with themselves for the ability to deploy
* boomers are no longer owned if the trigger is dropped (how long has this been not working?)
* redid DamageFeedbackMessage packet because I thought I could use it for something; didn't use it for anything; boomers are no longer responsive to explosive sympathy
* redid combat engineering explosive logic
* redid (cleaned-up) implant logic
* implant initialization timers now saved to the database; uninitialized implants will appear as uninitialized when the character loads; passive initialized implants will always start as activate
* renaming methods; progress bar calculations change
* accounting for implants that are in the act of being initialized
* restored experience awarded from mine kills; removed situations where mine damage no longer works
* Update ZoningOperations.scala
Rearranging order and priority of conditions
* cep from towers set to 10; reorganized an if...else
* replacing maxBy with maxByOption and then resolving maxBy the long way with appropriate fallback value
* basic interference fields; setting up operations for ce deployables
* applying corrected properties to object definitions and applying them to interference tests for deployable ce and for deploying vehicles; made two otherwise useles object definitions to store property data (if we ever need ziplines or teleport pads ...)
* sent deployment requests to a centralized pipeline for interference testing; swapped out math.pow(a,2) for a * a
* temporary interference for vehicles that are going to transition to deployed eventually and block other deploying vehicles
* reversed the origin of the interference tests
* exception for non-interference resolves to wrong conclusion
* ramshackle merge conflict resolution; fixing interference for non-interference deploying vehicles
* reorganized files and methods for session actor in preparation for custom spectator implementation
* split existing code between data and functions, and entry points; parsing and logic management is now handled within the current game mode, which should reduce the need to ask explicits
* should fix players not performing damage after being broken for an unknown amount of time, maybe never working correctly
* functioning spectator mode logic swap; initial packets for UplinkRequest, UplinkResponse, and UplinkPositionEvent
* available chat prompts can now be different based on player mode without testing flags
* modified ChatActor to be replaced by a function-data logic pair, and modified ChatService to be able to accommodate the new chat channel; chat packet handling moved from general operations to the new chat operations
* resolved issues with spectator implants, at least enough that implants should be stable; created an exclusive permission for spectator mode; database changes to persist permissions for different modes
* command detonater is no longer allowed; spectators now hold a laze pointer
* for the purposes of testing, anyone can be a spectator
* spectator mode is important to confirm; removed deprecated chat actor; dismount quietly
* oops; allowed again
* restored commands setbr and setcr; deployables are erased from spectator map; projectiles destruction only just in case
* role only for those who are permitted
* defining all doors; moving around classes related to environment fields; separating global definitions into a main file and implementation files
* logic for declaring door occupants/users as inside or outside or within an open door using door declarations, geometry and environment fields, and math; divided the remaining object type definitions into their own files and removed those from the main global definitions file
* integrating inside/outside considerations into server-calculated damage; clarifying the sidedness comparison rules; extending inside outside considerations for deployables and vehicles
* projectiles that, by definition, are allowed to damage targets through walls (radiation_cloud, with DamageThroughWalls) regardless of sidedness; any unflagged radiation_cloud must be on the side as its target; fixed chat bang-commands not being executed
* added sidedness to different entities, both in general and depending on the zone where it matters
* removed three too-specific fields on the door's definition, resulting in nontrivial rewrites that resulted in all amenities being able to project an environment field onto the block map, to do with whatever it needs
* wrote WithEntrance interaction to be able to switch between normal / debug modes; telepad and router sidedness support; fixed bang-commands; fixed issue with proessing player mounted state; added zone entity discovery feature (unused)
* empty character literal is a digit somehow
* adding way to allow bang-commands that only a gm would have access to for everyone
* switched environment handling from the control agency side to the entity side to match other zone interactions
* reusing the existing sector data; better resets, negating an issue during mounting where the player does not switch back to recovery; disabling was bugged due to missed timer upgrade
* making lava no longer deadly; wait ...
* only one method of cancelling a lava interaction at a time
* zone interaction for turret discovery, players only so far; minor field value change for small turret data; automated turret target recognition; grammatical and linter fixes
* initial AIDamage packet and tests; wrote handling code for the AIDamage packet that transforms it into actionable projectile damage
* thoroughly reorganized code in behavior; added code for turret-specific interactions for deployable construction, deployable destruction, jamming, and for weaponfire retribution; killing is currently disable for testing turnaround
* introduced definition properties to configure auto fire; interspersed properties into relevant files; non-squared velocity check for isMoving
* separated overworld facility turrets from cavern facility turrets, called vanu sentry turrets; tightened functionality inheritance between turret deployables and facility turrets; corrected issue where recharging vehicle weapons didn't work
* adjust mounting code to betterhandle automation with the facility turrets; basic operation of automation has also been changed, adding a variety of ranges to test against, and cylindrical distance checks
* attempted cleanup of previous test fire condition; division of turret callbacks between generic targets and vehicle targets; facility turret stops automatic fire when being mounted and resumes automatic mode when being dismounted
* self-reported firing mode for targets that go stationary and then use a 'clever trick' to avoid taking damage while in full exposure to the automated turret; documentation on the automated turret operations (it needs it!)
* making specific target validation conditions for different auto turrets, also target blanking, and clarification of how the self-reporting mode cleansup after itself; wrote function documentation to make it all make sense (it doesn't)
* secondary queue that keeps track of the previous test shot subjects when none have been tested, allowing for a packet to be skipped during subsequent test shots
* reactivating turret deployable destruction; clarifying the validation and clearing conditions for different kinds of auto turrets; extending self-reporting auto turret behavior to other auto-turrets
* overhaul of the auto turret target selection process; conditions for MAX detection; rewired self-reporting to address the its issue a bit more specifically; ATDispatch is no longer useless as differences between facility turrets and deployable turrets have been identified, shifting the method to implementing and overriding in subclass control agencies
* turret detection methods accounting for specific targets and considerations such as silent running; various turret interactions with other turrets and radiation clouds; proper management of retaliation and jamming; facility turrets have play in the lifecycle in the power structure and capture mechanics of the facility
* uniqueness can be generated without having to having to go through source entries; made certain turret upgrading cooperates with turret automation; other targets for turret misaimed aggression; turrets sychronize better on zone load; target validation and blankinghas changed again
* starting the target validation timer when dealing with retaliation if it should come from beyond the maximum detection range
* stop assuming mountable turrets have places to mount; AMS and AEGIS blocking detection of vehicles; deployable sensors and small robotics turrets are allergic to vehicles
* AEGIS and AMS cloak bubbles more proactive
* alias the internal facility names to their continental map names (battle islands)
* capturebase, but easier to follow
* sraosha(whitespace) is no longer with (whitespace)
* issue where contents of inventory did not match loadout specifications of the exo-suit to which the player was switching
* accidentally using the loadout change set armor in exo-suit change set armor; reverted
* revenge experience now rate down and capped; fixed issue with the tail of an empty list
* fixed column name difference between database and persistence objects
* tighened up the iterative processing aspects of kill assist calculations; wrong database query for assists; assumption of flag being acquired when it really wasn't; assumption of facility capture start when no longer represented
* mainly, the spacing
* augmented the calculations for bep
* adjustment to calculations for the long life bonus experience and to the lifespan experience limits
* fixing issue where the iterator of a closed stream produces no output; added option to include an entire directory of input files; streamlined workflow between gcapy and preprocessed files
* added documentation; restored functionality of the source's iterator; tidied code
* restored functionlaity/reliability of skip-existing and management of duplicate files and file cleanup; added exclusive log for decode error messages
* collects all literal decode errors falling through the logging cracks
* finally eliminating log spam; tidying up the decoded log files's format
* better subclassing and management of the decoy OutStream
* tightening of the noose
* fixing the readme to account for the -f flag
importing controlled implementation changes from original exp-for-kda branch; code for contributions from prior activity, but will be adjusting to new contribution methods
kill contributions should work; even if they don't, need to put this away for now
extensivwe changes to the way OwnableByPlayer manages owner user information due to uniqueness, that changes a lot of vehicle and deployable code; fleshing out experience calculation procedure for future testing
events for mounting and dismounting of both passenger and cargo; id'ing the installation of an amenity (vehicle or facility); separation of kill/assist experience and support experience calculations; retention of kill record which allows for the calculation of menace
support experience accumulates and is given to the user in gradual provisions
rewarding facility capture through cep; not fully tested yet; math sucks
sort of cep to bep consditions for squad facility capture; bep deposit for ntu silo activity
early reivision for v010; recording ongoing shots fired and landed
restored bep from ntu deposits into resource silos; updating statistics in the database regarding kills and related stats including weapons; updated history management; basic experience calculation changes
all rewarded support events are accounted for
command experience calculations upon facility capture or resecure
corrected database migrations
most of the code for the play or progress system
statistics window updates for exosuits to report kills; killing an llu runner gives cep; moving play or progress functionality to a bang command rather than piggybacking setbr; bep is no longer too high by error
Added code to LoginActor to handle client authentication via login token
Added code to LoginActor to generate the password used by the launcher to authenticate with the API
Changed code in LoginActor to replace deprecated bcrypt functions
Changed code in Account to add the field password, token and tokenCreated
Added database migration V009 containing table changes on account, new tables launcher and filehash and a trigger/function combo to update the tokenCreated column.
* make the timer for outbound packet bundling a fallback option rather than a primary control for outbound timing
* better emergency timer determination
* eh
* master merge and light changes
* recalcalating name offsets for later; primary test is this player-driven AMS (see PSMU for details)
* found fields in the ConnectToWorldRequest packet; clarifying field names in a variety of places; enough modifications to make an old packet transcode properly
* it works?
* giving VehicleFormat its own file; fixing imports
* new paradigm for character creation detection of old characters by name; vehicle channel when seated in vehicle (ant); second wind activates as long as non-fatal damage n>=25; coordinated sequence of deployables whose UI is being updated
* the max timer will assert itself through death and respawn
* in theory, the tests are fixed; that may change from execution to execution, as is usual
* adjusted how the mechanized exo-suit timer asserts itself when in conjunction with prior exo-suit purchase orders
* players in seats have their mounted information shortened in a more straightforward, less fault-prone way; stamina recharge command shortened
* fixed vehicles not loading when player has no GUID; deactivated squad features (may cause trouble for the Router, but we'll manage); removed lingering, unnecessary radiation tick
* even if the player seems to be standing completely still, send an update packet once in a while (1500ms)
* removing an active router will always clean up an active router telepad with which it is paired
* better timing for refresh of the character select screen; potential to stop moving vehicles from anothers's perspectives
* block mounting while vehicle in motion, or in control; if ejected early, end control early
* block mounting while vehicle in motion, or in control (2)
* guarding against match errors in various places; increased frequency of psm array purge; fixed issues with seated passengers after vehicle gating
* due to increased frequency of clearing psm data, changed from Array to LongMap
* when deconstructing at a spawn tube, eliminate damage by hiding the player character from rendering through psm manipulation; adjusts the psm load balancing algorithm; add conditions for checking for cancelling the deconstruction flag when certain actions are taken
* condition for avoiding server-size (all) damage during deconstruction period
* mutually assured discetion
* an attempt to space out the player upstream
* some data sterilizing
* when a player is respawning, other players do not send their own update PSM's
* always display players in their proper locations when nearing their view, even if they have been stationary this whole time
* fixing configuration file and warnings
* modified the instant action algorithm; added configuration flags for ams instant actioning and crashing third party activity
* experimental droppod feature that was abandoned as too complicated
new in 2.13.10:
[error] /home/runner/work/PSF-LoginServer/PSF-LoginServer/src/main/scala/net/psforever/actors/net/LoginActor.scala:48:21: weaker access privileges in overriding
[error] def log: akka.event.LoggingAdapter (defined in trait ActorLogging)
[error] override should not be private
[error] private[this] val log = org.log4s.getLogger
[error] ^
* restored emergency drop/passenger dump from galaxy when pilot bails
* extend bail protection during emergency drop
* another bail protect case covered
* changes to the session actor handler classes
* further changes to session actor handler classes
* extending the range of voice emote penetration
* rollback of changes to SessionGalaxyHandlers to preserve passenger zoning behavior
* added extra checks to eliminate cosmetics from the packet transcoder where having them defined would be considered harmful to the data
* new uniform options; moved cosmetics class file
* assurance that the cosmetics settings are accurate during transitory points
* weaponry on login has accurate ammuniton counts
* armor value on login has accurate damage value
* capacity value on login has accurate ammunition count
* capacity for items in lockers on login have accurate ammunition count
* fixing locker inventories
* forgot change to initialize new locker database entry; and why did I write this subclass?
* correction to scorpion sub-projectile death message
* redirected the definition fields
* output method of demise to chat; chat will answer us the mystery
* finally attributes the scorpion as the method of demise
* dropping the medical applicator on rejoin logins; not actually a bug fix, but a bug mitigation
* narrowing the scope of the guard boolean; correcting an issue with purchase timers
* players will properly be blamed for being killed in vehicles
* vehicle occupants should stay in their seats until told to die
* wall turrets are now recognized as something else
* extensive modifications to source entry shorthand
* moving 11 files changes 55 other files
* added score card classes; upgraded packet classes
* I decided to import over everything
* proliferation of in-game activity messages, especially for spawning activity; removed defaults for activities; fixed (most?) building tests
* upkeep on the LLU's managing service, as well as the facility hack management service, in response to a potential bug
* a facility that changes faction affiliation while it is the destination of an LLU delivery will cancel that LLU delivery
* fixed crash due to boomer trigger overriding position of ace, without the ace being properly cleaned up on the client of the bomber; fixed issue with the boomer trigger going missing
* flipped the first two FDU deployable settings so they match the correct fire modes; corrected a stack overflow situation with the sourcing entities
* action, but no response
* condensed parameters on avatar class
* as always, fixing tests
* quickly, loose ends tied
* code style improvements for SessionData file
* refactored and simplified methods; added GenericAction case enum for smoother GenericActionMessage behavior; fixed timers for MAX unit
* 10 -> 11; suffixes for actions that are 'received' from the client
* chat trying to consume a bang-command when it should not have; hack clear is executed properly again
* finally managed to break down SessionActor into something that can be considered 'small files'
* the server will start and can be connected to; further testing required
* the refactor works correctly; spawn ops moved inot a nested class in zone ops due to sharing; all vaiables should be assigned a scope
* removed a layer of pattern matching obfuscating all packet handling methods
* moved ownership assignment hopefully corrects issue of player avatar randomly un-owning vehicle
* one line changes everything, or nothing, I dunno
* if...else to guard booleans during setup
* forgot line to avoid MatchError
* nesting cases and placing accessors onto a trait's methods
* Squad -> SquadFeatures from a common lookup
* refactor to SquadService, etc.; clarification of fields related to outfit ids
* thorough pass over squad functionality in regards to joining a squad or rejecting a squad invitation
* decorating squads in the squad list to indicate availability based on size/capacity or role requirements
* squad list decoration; rudimentary squad list searching
* renovations to squad joining, promotion, and certain invitation/cleanup procedures
* further renovations to squad joining, promotion, and certain invitation/cleanup procedures
* overhaul of squad joining and squad promotion
* separated the invitation system from the squad publishing and manipulating system
* separating stages of client interaction with the session's avatar; connection closing is caught to avoid unnecessary log messages; changed how ActionResultMessage views its parsing format
* fixed issue with relogging while persisting as dead (thanks Scrawny)
* almost forgot to turn this back on after I finished testing
* routine that finds, equips, and draws a grenade if the user has it; moved handling of ObjectHeldMessage from SessionActor to PlayerControl; placed a arm movement restriction condition
* loading of, and adding and removing of shortcuts to/from both the database and the client hotbar
* player-driven sanity tests to reload otherwise unavailable hotbar shortcuts; revamp to CreateShortcutMessage
* database tables and persistence entities; attempt to retrieve values from database and apply them to the player avatar character; resolve spawn options in sanctuary in different manner
* minor database table field adjustments; saving to database when account persistence ends; properly loading from and initializing with data queried from the database; suicide better supported
* converting the zoning method/status tokens; better support of zoning handling of persistent locations; messages that explain the consequences of login-spawning into an invalid location
* adding triggers for the 'saved char' message, both those prompted by game activity and a 'reassurance' message; also, actually save the char data sometimes
* intervals for timing charsaved message set by configuration file now
* corrections to spawn tests and tables
* random sanctuary spawn in more places than one
* database, transfer objects and storage objects for lists of good friends, and of friends that you want to ignore
* friends and ignored players get added to lists, to the database, load in appropriate states, and update at basic appropriate times
* ignoring players and being ignored by players cuases loss of communication avenues, especially tells, and visibility
* modified the [friend list, ignored player list] x avatar query for better performance as the sizes of the results increases using joins and using targeted column selection
* obligatory fixes to tests that come with every update
* changes to spawn point selection for warp gates; updating coordinates for a few /warp destinations; just block map things
* additional securities against wrong blockmap domain
* diversified building management by injecting behavior; allocated entries for the intercontinental lattice and have begun connecting warp gate entities along the intercontinental lattice; beginnings of warp gate broadcast operations; disabled free merit commendations
* allow transit across a predetermined warp gate path, i.e., proper zone-to-zone gating
* game variables for modifying warp gate behaviors; moved choice of building game logic into overloaded constructor; only handle the capitol fore dome in more realistic conditions; warp gate state restored primarily b y internal game logic; changes to which and how gates are declared inactive or broadcast at startup
* initial work on WarpgateLinkOverrideMessage, even if the packet doesn't seem to do anything; added basic service for rotating cavern zone locks via the galaxy messaging service; moved error checking for lattice connectedness
* cavern closing warning messages queued
* starting to set up ChatActor for /zlock command, and added /setbaseresources; conditions for correcting broadcast conditions of a locking warp gate pair; system for rotating through locking and unlocking cavern zones only uses two timers now and has an advance command that speeds to the next closing warning or cavern opening
* expedited cavern rotations available via '/zonerotate' and '!zonerotate [-list]'; '/zonelock' should work for caverns, though distorting the rotation order to accommodate the cavern being unlocked; configuration arguments exist for the setup of cavern rotations and for the rotation itself
* populated cavern lattice connections for a specific rotation order; warp gates will properly activate and deactivate and modify their neighborhood information based on which stage of the rotation; fed up with the blockmap going wrong; added a sanity test for the cavern lattice; Spiker damage calculation changes
* adjusted local variable requirements of BuildingActor to integrate retained actors more closely with the Behavior; on the other hand, another value is passed around the logic
* bug fixes observed from issues found in logs since 20220520; halved the spawn height when gating to a cavern warpgate
* cavern benefits are now represented by enumeration classes rather than additive binary numbers; when facilities change state, benefits are evaluated; when caverns rotate, benefits are evaluated; cavern facility logic added; attempted handling for inventory disarray conditions (untested)
* broke down tabs for easier navigation; added test to stop spawning of cavern equipment when not otherwise permitted
* code comments, everywhere; correcting issues with cavern rotation timing reports
* but is it flying?