Commit graph

478 commits

Author SHA1 Message Date
FateJH
5c8331ed9b initial work and tests for AggravatedDamageMessage 2020-08-26 11:44:58 -04:00
Jakob Gillich
f4fd78fc5d Restructure repository
* Move /common/src to /src
* Move services to net.psforever package
* Move /pslogin to /server
2020-08-26 06:19:00 +02:00
Jakob Gillich
3bdc681c9d Avatar Persistence
* Add AvatarActor: Responsible for managing the session's avatar object
* Convert Avatar object to case class
* Add persistence for BEP, CEP, implants, certs and cosmetics
* Add cosmetic chat commands and handle UI packet
* Add /setbr, /setcr, /certadd, /addbep, /addcep GM commands
* Convert zone maps to JSON
* Update to Scala 2.13.3 and fix warnings
* Fix MAX cooldowns not being applied when purchased manually
* Normalize database table names to singular
* Add docker image build
2020-08-22 16:19:13 +02:00
Jakob Gillich
3345e56b38 Building persistence
Buildings will now persist their faction in the database. At least
that's what I want you to believe this change is.

What it actually is: A rework of InterstellarCluster and groundwork
for further reworks.

InterstellarClusterService: This is the old InterstellarCluster, but
as a service (it has always been one in secret). It was converted to
a typed actor and it now handles all spawn point requests.

ZoneActor: Basically ZoneControl, but as a typed actor. It's more of a
stub right now, the eventual goal is to have it own the `Zone` object
rather than the other way around.

BuildingActor: BuildingControl, but as a typed actor.

Also includes some minor improvements to ChatActor and sets
SupervisorStrategy.restart for all typed actors (which is the default
for classic actors, but not for typed actors - we may want to get more
sophisticated here in the future).
2020-08-22 16:19:13 +02:00
Fate-JH
144804139f
Maelstrom (#520)
* initial packet and tests for ChainLashMessage; changed Rounds to RoundPerShot for extra clarity; weapon fire and discharge refactor

* lash damage field for maelstrom; chain lashes on hit with damsage proxy

* mend

* must modify all tests that rely on ephemeral logic like this in the future

* adding modifiers to take the place of target-selected distance calculations performed on damage valuesd; simplying the damage model

* suppressor goes in the suppressor slot
2020-07-28 00:02:43 -04:00
Fate-JH
4cc8278f2f
Deployment and NTU (#510)
* moved deployment state management and ntu management into vehicle control agency; resource silos need coordinates

* compartmentalization of ntu behavior; end-of-life vehicle behavior; initial state of ntu behavior vehicle during zone loading

* warp gates now have specific ntu granting powers; resource silos have specific ntu acceptance powers; users are forced to process set current avatar at least once during the interim period

* compartmentalized the process of transferring ntu; the ant sends messages to the warp gate and the warp gate responds; the ant sends messages to the resource silo, the silo responds, and then the ant returns a second response; the matter of ntu transferrence was refactored for future accessibility for the bfr siphon

* refactor to single basic transfer behavior out from ant ntu transfer behavior; adding behavior to warp gates and silos

* rebase onto master merge

* correcting tests; eliminating redundancies in end of life of deployed vehicles by patching a match case

* ntu low moved to a function

* fixing test (order of messages)

* rebase merge resolutions
2020-07-14 14:13:18 -04:00
Jakob Gillich
e0defe8240
Persistence #1 featuring quill (#508)
* Add .scalafmt.conf

* Adopt quill for database access

* Removed postgresql-async
* Refactored all instances of database access
* Creating duplicate characters of the same account is no longer possible
* Rewrote large parts of LoginSessionActor

* Implement migrations

* Move overrides into subdirectory

* Make usernames case insensitive

* Use LOWER(?) comparison instead of storing lowercased username

* import scala.util.{Success, Failure}

* Add config and joda-time dependencies

* Add sbt-scalafmt

* Use defaultWithAlign scalafmt preset

* Format all

* Add scalafix

* Remove unused imports

* Don't lowercase username when inserting

* Update readme

* Listen on worldserver.Hostname address

* Remove database test on startup

It could fail when the global thread pool is busy loading zone
maps. Migrations run on the main thread and also serve the
purpose of verifying the database configuration so it's fine to
remove the test altogether.

* Refactor chat message handlers, zones

What started as a small change to how zones are stored turned
into a pretty big effort of refactoring the chat message handler.
The !hack command was removed, the /capturebase commandwas added.

* Expose db ports in docker-compose.yml

* Silence property override log

* Rework configuration

* Unify configuration using the typesafe.config library
* Add configuration option for public address
* Configuration is now loaded from application.conf rather than worldserver.ini
* Refactor PsLogin and remove unnecessary logging
* Move pslogin into net.psforever.pslogin namespace

* Fix coverage
2020-07-13 23:54:05 -04:00
Mazo
5437b3f068
Reviving a player will drain 25 rounds after revival is complete, instead of on each progress tick (#505) 2020-06-29 13:01:16 -04:00
Mazo
d1e7d8f8e0
Amenity positions + !hack refactor (#503)
* Add object positions for capture terminals and resource silos

* Small refactoring / renaming for !hack and capture terminals
2020-06-26 21:34:05 -04:00
FateJH
111fa1b574 initial packet work and tests for: DataChallengeMessage, DataChallengeMessageResp, SimDataChallenge, and SimDataChallengeResp 2020-06-12 00:18:35 -04:00
Fate-JH
181fdb9c84
Stamina / Implants (#485)
* removing stamina update business logic from the Player class

* I really need to sort this out

* implant changes: deactivate when changing armor or loadouts and when zoning; extra details for state management when being jammed or fatigued upon loading

* merge with master

* pull rebase on master; moved implant learning/forgetting to PlayerControl, but not yet completely tested

* unhandled case of no implant in a slot during avatar setup

* complete implant deactivation optional?

* moved reference to player control agency for matters concerning stamina updates on damage taken

* - > +

* crouching makes nothing better

* PlayerControl now handles stamina regeneration; handling a case where being fatigued because activation charge is too much leaves the drain timer running

* no more stamina drain message; moving functionality into the class (out of the object) for expediency; handling implant uninitialization differently upon death

* test repairs; redundant messages in player damage and player death logic

* no jumping; riders get a free pass

* making the code uglier
2020-06-10 09:27:12 -04:00
Fate-JH
3ea51d404e
Graverobbing (#490)
* added corpse control to manage (only) looting; swapping controls in ZonePopulationActor

* making test timing more forgiving; fixing case conditions for corpse addition
2020-06-10 09:23:52 -04:00
Fate-JH
bd82d332fa
Let's Move Item, Together, Again (#445)
* mix-in code for akka messaging move item, currently testing on infantry only

* adjusted structure of COntainable so callbacks are separate from message-producing functions, are separate from message-sending functionality; massaged LockerContainer until it could support control agency and created a wrapper for its Equipment interfacing; the control structure starts and stops when PlayerControl starts and stops, and it converts whenever necessary

* added failsafe conditions to Containable, such as blocking certain messages while completing a MoveItem call, or blocking all messages to reset disruptive MoveItem calls; depiction message callbacks for Player, Locker, and Vehicle, to properly depict the manipulation of items; eliminated the old code from WSA

* added useful comments to Containable; moved functionality for deployables, and for container'ing, and dropping logic out from WSA and distributed it appropriately

* handling terminal operations - buying an exosuit and selecting an infantry loadout; starting work on support for more persistent equipment timers local to the avatar (that were removed in this update; see wsa changes)

* linked terminal page/message with routing policy

* tuning vehicle loadout management and display

* separated use time from purchase time and applied a system that limits either if that same event would recur too soon; tuning exosuit and loadout changes

* some ask timeout handling and comments

* normalizing item on ground interactions

* rearranging the project structure

* merged with master; commas removed

* fixing tests

* added description strings to Tasks; adjusted the completion conditions for some Tasks

* a failed purchase will not block future purchases; increased timeout on move-item tasks

* corpses, even one's own, should have properly moveable inventories

* for better persistence, until GlobalDefinitions is renovated, moved the object id->name map onto the avatar object, for the purpose of timers; replaced a use of values in GridInventory for a map conversion

* max loadouts and max exosuit switch use same cooldown now; hopefully better clarifcation regarding held arm position

* manual merge-rebase of master with hand reconstruction of WorldSessionActor and PlayerControl, and variations for other files necessary to maintain both inventory operations and login reliability

* test fixes; MAX exo-suit cooldown is now five minutes again
2020-06-04 16:39:08 -04:00
Fate-JH
d6397d54a1
Interim 2 (#477)
* changed DefaultCancellable.obj with Default.Cancellable and deleted the former (as unnecessary)

* changed ActorRef.noSender with Default.Actor for PlanetSideServerObject entities

* Actor.noSender -> ActorRef.noSender, for consistency

* player name in log messages; zoneLoaded and zoneReload flags; upstream message count

* Default object tests; expanded the set current avatar loop

* fallback cases for unsuccessful zone/avatar load process

* completing the trials of the god Travis

* forgot to reactivate kamon
2020-05-30 12:28:10 -04:00
FateJH
6f4eac9e43 changes to quiet the warnings since the 2.13.2 update 2020-05-26 19:50:54 -04:00
Jakob Gillich
222697aee8
Refactor MultiPacketCollector#Bundle (#467)
Bundle was never called in any place other than BundleOption.
This refactors BundleOption into Bundle and removes BundleOption.
Besides being more efficient, it no longer has the possibility of
swallowing unrelated exceptions.
2020-05-26 16:21:49 -04:00
Jakob Gillich
e51e970e51
Update to Scala 2.13 & Akka 2.6.5 (#461)
* update scala to 2.13 & update dependencies

* fix test

* import scodec-akka

* scala 2.13 fixes

* Work around futures not completing when awaited within object constructor

Co-authored-by: Mazo <mazo2@hotmail.com>
2020-05-26 16:16:22 -04:00
Mazo
896fa7bf07 Revert "Let's Move Item, Together (#429)"
This reverts commit 3f2240947b.
2020-05-16 19:10:06 +01:00
Fate-JH
3f2240947b
Let's Move Item, Together (#429)
* mix-in code for akka messaging move item, currently testing on infantry only

* adjusted structure of COntainable so callbacks are separate from message-producing functions, are separate from message-sending functionality; massaged LockerContainer until it could support control agency and created a wrapper for its Equipment interfacing; the control structure starts and stops when PlayerControl starts and stops, and it converts whenever necessary

* added failsafe conditions to Containable, such as blocking certain messages while completing a MoveItem call, or blocking all messages to reset disruptive MoveItem calls; depiction message callbacks for Player, Locker, and Vehicle, to properly depict the manipulation of items; eliminated the old code from WSA

* added useful comments to Containable; moved functionality for deployables, and for container'ing, and dropping logic out from WSA and distributed it appropriately

* handling terminal operations - buying an exosuit and selecting an infantry loadout; starting work on support for more persistent equipment timers local to the avatar (that were removed in this update; see wsa changes)

* linked terminal page/message with routing policy

* tuning vehicle loadout management and display

* separated use time from purchase time and applied a system that limits either if that same event would recur too soon; tuning exosuit and loadout changes

* some ask timeout handling and comments

* normalizing item on ground interactions

* rearranging the project structure

* merged with master; commas removed

* fixing tests

* added description strings to Tasks; adjusted the completion conditions for some Tasks

* a failed purchase will not block future purchases; increased timeout on move-item tasks

* corpses, even one's own, should have properly moveable inventories

* for better persistence, until GlobalDefinitions is renovated, moved the object id->name map onto the avatar object, for the purpose of timers; replaced a use of values in GridInventory for a map conversion

* max loadouts and max exosuit switch use same cooldown now; hopefully better clarifcation regarding held arm position
2020-05-16 12:18:08 -04:00
FateJH
8f339801cf max exo-suits did not look like one another; revert to Standard upon final clean-up 2020-05-13 22:59:01 -04:00
Fate-JH
9f12cfa625
Vehicles Must Be Destroyed (#390)
* internalized the actions of the VehicleRemover into the vehicle control agency; this required modifications to vehicle deconstruction messaging, but also had implications for the vehicle spawn pad

* fixed tests; created a with-context ActorTest environment; hacked away the unnecessary aspects of VehicleRemover

* changes to tests; simplifications to terminated cargoing abilities

* removing unnecessary indirection from cargo handling at the end of a vehicle's life
2020-04-27 21:22:59 -04:00
Mazo
140c2ccbc3
Milestone fixes (#376)
* Fix resource silos not showing the correct charge levels after server startup

* Make all continents have broadcast warpgates, disable geowarps, common initialization functions for zones

* Make instant action respect spawn point overrides e.g. z offset

* /warp and /zone restrictions from PTSv3

* Allow players hit by EMPs to disable implants correctly to prevent infinite stamina drain

* Quick fix to stop VehicleRemover from crashing if the target vehicle has no Actor assigned
2020-04-20 18:19:50 -04:00
Fate-JH
a23643b240
Instant Action / Recall to Sanctuary (#348)
* refactored ZoneActor for external calls; earliest code for calculating Instant Action placement

* created a building definition so that SOI is no longer indeterminate; gave hot spots projector a longer-lasting backup for purposes of activity retention; instant action ramp-up works

* filled out instant action messages; refactored main method

* packet and initial tests for DroppodFreefallingMessage; drop pod definition, packet converter, and consideration in WSA and InterstellarCluster instant action functionality; droppods now work

* duplicated soi information; modified priority of instant action; assigned cavern status; added reset for instant action failure; implant interrupt condition; wrote comments

* no instant action droppods; added messages for cancelling instant action when certain conditions occur; wilderness instant action request

* made generic the entire instant action process to shoehorn the whole of the sanctuary recall process into it; I hope you're happy

* test fix; vehicle hacking fix; no more artificial NTU drain

* escape case for zoning last chance; descriptive mesages condense similar calls

* something of a merge repair
2020-04-16 21:21:33 -04:00
Fate-JH
7f402ac171
Resource silo test fix (#354)
* isolated test fix from the inst-act branch

* getting rid of the hack for implant terminal mech coordinates
2020-04-16 17:46:00 -04:00
Mazo
a50612dd99 Merge master 2020-04-14 21:54:22 +01:00
Fate-JH
c2f6baf551
Destroy and repair (#346)
* bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept

* restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint

* changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code

* all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic

* deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits

* player bank repair and medapp heal has been moved out from WSA into PlayerControl

* overhaul of Progress callback system and the inclusion of player revival as a Progress activity

* begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate

* integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization

* establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive)

* ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting

* generators are destroyed and repaired properly, and even explode, killing a radius-worth of players

* destroy and repair pass on deployables, except for explosive types

* Damageable pass; client synchronization pass

* helpful comments

* some tests for damageable and repairable; refined output and repaired existing tests

* enabled friendly fire check and recovery

* handled friendly fire against allied mines; moved jammer code to common damageable behavior

* tweaks to damageability, infantry heal and repair, and sensor and explosive animations

* animations; framework for future vitals events; closing database connections

* adding some deployable tests; fixing a bunch of other tests; History is back

* testing for basic Damageable functions; removing a log message

* finicky animation stuff

* event messages to the Generator to represent health changes

* damage against BFR's is now only used against mythical creatures

* test fix
2020-04-14 15:17:32 -04:00
Mazo
4b25205c32 Fixes after rebasing on master - changed implant initialization from milliseconds to seconds and removed now unneeded implant initialization 2020-03-28 17:49:23 +00:00
Mazo
404e2579ef Implant definitions, stamina audit and initialization 2020-03-22 15:38:54 +00:00
Fate-JH
610f0b092f
Test Fixes (#344)
* building guid fixes for zone tests; spawn pad control allocates messaging targets more carefully; additional check for building registration in ZoneActor

* the nature of the amenity/zone interaction changed
2020-02-14 21:11:40 -05:00
Fate-JH
53ecee566a
Persistence (#337)
* constructed service actor to handle persistence of player on server beyond the reaches of WSA from one login to the next; created in PSLogin, interfaced with and updated in WSA

* for what it's worth, players can be completely logged out of the world after 60s of inactivity, alive Infantry only right now;  some code was removed from WSA to make it accessible to other classes but it's incomparable to the new code; broke, fixed, compromised on the code that handles loadouts, server login time, etc.

* moved another common vehicle function into global space; persistence object for players in vehicles during log-out or relogging in a vehicle

* support for relogging when dead/released/unfound; silenced implant slot setup during character select screen

* tested and commented code for managing player avatar persistence

* clarificaion of WSA postStop

* test fixed

* postStop change to account for WSA being cut short during initialization

* clarification of SquadService logout

* player died during setup; probably a relog

* kill the doppelganger WSA; die when you are actually dead

* created manifest to assist with vehicle gating; vehicle gating now accomodates the persistence model much better

* fixed the test

* fixed initial vehicle seat access permissions; moved a subscription to AvatarService to support persistence

* bug fixes: safer GridInventory collision checks, plus specific exceptions; SessionRouter waits for the account intermediary before allowing itself to be started; WSA - match error colution, and MAX without arm now creates the arm it expects

* adjusted insertion and removal code to make inventory management less prone to partoial insertions of removals; inventory integrity checking code writen, but no plans on implementing it yet
2020-02-14 10:54:52 -05:00
Mazo
06ef3a08c5
More caverns work (#335)
* Add functionality for cavern sentry turrets

* Add missing LastDischarge on Tool

* Fix BuildingControl GUID errors on server startup

* Fix instant REK access to terminals in a cavern facility with a hacked CC

* Simplify CC Amenity matching

* Modify warning to match disabled functionality
2020-02-14 10:52:57 -05:00
Fate-JH
e8fd09aad8
Test fix (#332)
* fix AvatarService tests

* updated README section in regards to PSCrypto

* better wording, imho

* modifying the construction of Building entities so to properly register them with the zone GUID system

* fixed tests
2020-01-19 21:32:14 -05:00
Fate-JH
3869785591
Destruction (#330)
* perform no damage if the target is already destroyed; correct destruction timer override on sensor-type deployables

* framing vehicle remover tasks differently; screening for valid objects at some places in WSA; fixed router's internal telepad utility

* corrected issue with unique control agent Actor names for Players; propagated change to all dynamic objects (not those instantiated at server time)

* test fix

* another test fix; this time, Travis is having trouble with it
2020-01-17 13:25:35 -05:00
Mazo
d0bd823e9e Few more small vehicle related tweaks (#320)
* Revert back to using vehicle GUID for target gone check when jacking, as GUIDs are now retained when an object is removed from the world

* Don't allow dead vehicles to be repaired

* Don't show repair bar on dead vehicles

* Add IsDead flag to Vehicle
2020-01-17 13:20:33 -05:00
FateJH
ae768e1e42 test fixes 2020-01-09 15:32:19 -05:00
FateJH
ad2acc13c4 expanded NoGUIDException to include an assignment exception and a base to both exceptions; tests modified 2020-01-09 15:32:19 -05:00
FateJH
d43d94377b fixed awkward types.PlanetSideGUID references 2020-01-09 15:32:19 -05:00
FateJH
0c1486dbcc revamped IdentifiableEntity to work with a revamped PlanetSideGUID; GUID's now have a characteristic that they can be valid or stale (this is a container-level distinction, now a value-level distinction); all appropriate behaviors should be roughly the same as before the changes 2020-01-09 15:32:19 -05:00
FateJH
03bc52f52d moved PlanetSideGUID from .packet.game to .types; project threw a hissy fit 2020-01-09 15:32:19 -05:00
FateJH
f9414a6798 registered object retain their GUID after being unregistered 2020-01-09 15:32:19 -05:00
FateJH
6c76997675 adjusted CommonFieldData to support jammering effect flag; fixed tests; made jammering sound and status contingent on state, but made cancelling sound and status always call up 2020-01-01 09:21:17 -05:00
FateJH
fee001596f correcting the inheritance of turrets (FacilityTurret and TurretDeployable) by untangling their definition structures; damage and jammering code for ComplexDeployable objects moved onto that object's control actor; setting up SimpleDeployable objects for jammering status; correcting an oversight with FacilityTurret jammering 2020-01-01 09:20:20 -05:00
FateJH
686676f9b9 jammering criteria selection and determination added; applying calculations to damage target (for projectiles) exposes the underlying cause of the damage 2020-01-01 09:19:05 -05:00
FateJH
515de6c507 transforming an 8u field into a 6u field; modifying all other values in code 2019-12-31 23:38:20 -05:00
Mazo
4d742e9fee Transfer base benefits via lattice (#307)
* Fix missing ObjectType on LocalBuildings, causing pain fields to stop working due to no SOI radius being set

* Fix damage logic for pain fields that don't rely on the nearest door

* Transfer base benefits via lattice

* Missed two Building.SendMapUpdate -> Building.TriggerZoneMapUpdate

* Fix Building tests
2019-12-27 11:50:34 -05:00
Chord
d2732550e8 Add additional VNL worlds to test 2019-12-18 13:39:02 -05:00
Chord
a54ee2f0b7 Refine VNL multi-world with new vector codec 2019-12-18 13:39:02 -05:00
Chord
37ad423820 Packet: Fix VNL packet to support multiple servers 2019-12-18 13:39:02 -05:00
Fate-JH
e4d607533f
moving ActorTest-style tests from common to pslogin (#300) 2019-12-13 03:00:55 -05:00
FateJH
c4bb0a77f6 resolutions 2; tests 2019-12-11 08:34:29 -05:00