Commit graph

1027 commits

Author SHA1 Message Date
Chord f6939098ec Unbreak build 2019-10-11 11:10:06 -04:00
pschord 3c4d1ff2d7
TravisCI: add SBT dependency caching 2019-10-11 10:34:18 -04:00
pschord 1f744f5a5f
TravisCI: Compile everything before testing
This should allow TravisCI builds to fail-fast on any compilation errors instead of wasting time testing on an already failed build (see https://travis-ci.org/psforever/PSF-LoginServer/builds/596611848)
2019-10-11 10:00:37 -04:00
pschord 833b7b1f0a
Pin TravisCI dist to Trusty for Java 8 support
We should migrate to a modern JDK for a supported release of Ubuntu, but for now this should unbreak the initial steps of the build.
2019-10-11 09:47:14 -04:00
FateJH 7d9d5105f6 was going to try blocking characters who have been refused from squad from getting squad updates but forgot it wouldn't be safe to do this here 2019-10-08 20:01:52 -04:00
FateJH 5a1527ae10 small touch-up 2019-10-08 18:47:03 -04:00
FateJH f7098618d7 Members and Squads now deal with their own inherent availabilities; code to transfer knowledge of character squad association by color; old code 2019-10-08 09:12:22 -04:00
FateJH 2a93e6a8be too much to itemize; still getting squads working, more or less 2019-10-08 09:11:44 -04:00
FateJH 3e631657b8 significant refactoring in SquadService operations; properly force the player to leave any participating squad when WSA stops 2019-10-08 09:10:56 -04:00
FateJH ad4b259014 Looking For Squad player operations and interaction with squad services; evene more conditions to resolve joining/forming a squad 2019-10-08 09:10:56 -04:00
FateJH 60d65e22d3 added a refactored squad joining entrypoint; initial work and test on SquadWaypointEvent packet; initial work on SquadWaypointRequest packet; squad waypoints up to #5 (squad experience) should be working 2019-10-08 09:10:56 -04:00
FateJH 56d8748e99 modified squad user initialization messages to better focus on specific steps of the process; dealt with different methods of communicating squad information to users, though not yet ready to implement the switchboard protocol 2019-10-08 09:10:56 -04:00
FateJH e5b2efd381 better support for the various ways to join a squad, and the various ways to leave a squad; squad-based messages; jury-rigged 'player wants to join' operations 2019-10-08 09:10:56 -04:00
FateJH 24691ec239 initial work on SquadInvitationRequestMessage packet, originally by aphedox; initial work on packet and tests for CharacterKnowledgeMessage; re-organization of SquadService workflow; prototyping for SquadSwitchboard 2019-10-08 09:10:56 -04:00
FateJH f81c87ce22 split original aphedox SquadRequestType's into two different enumerations, one for Request and the other for Response; added functionality for more squad interactions; squad favorites, excepting the ability to actually load them onto one's client; extensive comments about SquadResponseMessage events 2019-10-08 09:10:56 -04:00
FateJH 640a96ae9c wrote comments for SquadState, SquadMembershipRequest, and SquadMembershipResponse; messaging for players joining and leaving squads in WSA and SquadService; char_id is now a required field for Avatars 2019-10-08 09:10:06 -04:00
FateJH 60a11b8c52 sufficient functionality that allows the UI for squads to display properly on squad joining and on squad leaving; clarification for SquadMemberEvent fields; QoL support functionality intergrated into SDDUM streams 2019-10-08 09:10:06 -04:00
FateJH 2a1b051710 completed form of SquadDetailDefinitionUpdate 2019-10-08 09:09:33 -04:00
FateJH d9619e4185 conversion of variable field SquadDetailDefinitionUpdateMessage mostly complete, handling more than 99% of cases in our captures; modifications to existing test-important SSDUM packet in WSA 2019-10-08 09:09:33 -04:00
FateJH fd9a3a0216 commit before changes, and to switch gears momentarily; making charId somewhat native to Avatar and its converter, though not yet essential; protype for squad definition loadouts, even though no example of functionality exists; a lot of unimplemented work in preparation to convert SquadDetailDefinitionUpdateMessage from a static format to a variable-field format 2019-10-08 09:09:33 -04:00
FateJH 14bdcb7a7e a lot of squad-relatd setup for little payoff; initial packet and test for SquadMemberEvent, originally by Aphedox; initial packet and tests for SquadState; new SquadDefinitionAction actions; a common initial SquadDetailDefinitionUpdate form 2019-10-08 09:09:33 -04:00
FateJH 9cf1cd92cc communication of the details information for a squad and refactored messaging back to WSA; removed an unused description field from the squad and added two fields that were actually represented 2019-10-08 09:09:33 -04:00
FateJH 5c433204cf initial work and dummy tests for SquadDetailDefinitionUpdateMessage packet; 46-bit certification encoding; indicating four previously unhandled SquadAction types; the squad leader is allowed to move around his squad 2019-10-08 09:09:33 -04:00
FateJH ceb145d94f introduced service-level squad management operations, specifically to read SquadDefinitionAction packets from WorldSessionActor and send ReplicationStreamMessage packets back to relevant WSA when necessary 2019-10-08 09:09:33 -04:00
FateJH afb10f57c3 restored SquadDefinitionActionMessage to the past upgrade form that was lost; preliminary objects for squad infromation and squad member position information 2019-10-08 09:07:52 -04:00
FateJH 6fdc617a87 overhaul of ReplicationStreamMessage to make the object form of the packet less of a hassle to compose; updated tests for RSM 2019-10-08 09:07:52 -04:00
FateJH e44d21520a initial SquadMembershipResponse packet and tests; re-naming some SquadRequestType values 2019-10-08 09:06:57 -04:00
FateJH f45420b511 ; moved from brnach squad-req, due to branch incompatibilities 2019-10-08 09:06:57 -04:00
Mazo 9ea78e2801 Rudimentary SOI & Pain field functionality (#274)
* Rudimentary SOI & Pain field functionality

* Tweaks to painbox positioning and size
2019-10-06 14:09:25 -04:00
Fate-JH 242cc4f7c2
Turret Fix (#267)
* created a transitional period within facility turret upgrades structured around a completion boolean; the turret upgrader responds properly to this boolean and also possesses a new task flow for GUID registration; facility turrets now have variable weapon rendering, a custom mounting function, and a back door in case they get stuck upgrading

* moving the code to reset the turret upgrade process from the case for RequestDestory to ChatMsg, alongside the vehicle terminal reset
2019-10-06 14:05:17 -04:00
Mazo d7a950a16f Fix resecuring CC (#268) 2019-10-06 14:03:58 -04:00
Fate-JH 4c77c2788b
Cloak Fix (#269)
* player maintains cloaked state during continent transfers; cloak state is properly communicated to any vehicle the player spawns that can cloak

* cloaking/mounting excpetion for the Wraith
2019-10-06 14:03:31 -04:00
Fate-JH 612bceb440
re-initialized vehicle utility actors properly depending in regards to what zone the vehicle belongs; this affects pretty much every utility (initially observed in AMS terminals specifically); touch-up on pickup and drop item ops (#271) 2019-10-06 14:02:44 -04:00
Fate-JH 4fe871455d
issue where MAXes that have traversed a warp gate can not fire their arm weapon; in theory, should also have affected a few more instances (#270) 2019-10-06 14:02:11 -04:00
Mazo 6cc6a663f5 Fix for implants causing map loading hang (#275) 2019-10-06 14:00:28 -04:00
Mazo c4706134cc Fix "The data on your client does not match the data on the server" error on zoning (#272) 2019-10-06 14:00:00 -04:00
Mazo 9e42171ca5 Fix vehicle ownership bug (#273) 2019-10-06 13:58:06 -04:00
Fate-JH 1fb35bacd1
Hotspots (#260)
* basic information processing actor for projecting hotspot information back to the clients

* added measurements to the continents to keep track of their coordinate-sizes; corrected an old regex issue affecting some (few) CSR zone names

* started on zone storage for active hot spots

* moved (Zone)HotSpotProjector onto the top of each of the zones and adjusting the GalaxyService workflow; added a map blanking routine for outdated hotspots; different damage targets cause different amounts of hotpot lifespan (test)

* separated hotspots by the faction that should have those specific hotspots depicted; hard cap on the number of entries that can be added to the packet HotSpotUpdateMessage to correspond to the capacity of the size field; increased hotspot sector mapping (64 -> 80) and lowered the blanking period delay (30 -> 15)

* adding comments to the majority of classes involved in hotspot management; moved hotspot coordination mapping and duration selection functions into the zone itself rather than the projector (though calls will still be made to perform updates to the existing projectiles through the projector); the formal continents have been assigned some default hotspot functionality

* rebase, plus 'galaxy' channel name

* capped the amount of heat a hotspot can accumulate to avoid overflow; vehicles being damaged now generate hotspots; corrected a long-standing issue involving cargo vehicles when the ferrying vehicle is destroyed

* from > to <
2019-08-21 10:40:29 -04:00
Mazo 2048fa19cb Vehicle jacking (#264)
* Jacking changes

* GOAM documentation

* Don't disable a deployed router's internal telepad when cleaning up remote telepads (i.e. when router is hacked)

* Reduce some log spam
2019-08-21 10:39:44 -04:00
Mazo 0730c0deb6 Playtest crash fixes (#265)
* Fix BIUM getting hack time in nanoseconds instead of milliseconds

* Remove blocking call to calculate remaining hack time on CC

* Fix HackClearActor crash when trying to schedule next check when no hacked objects are left

* Potential fix for client disconnect when looting a corpse that gets removed
2019-08-21 10:38:49 -04:00
Fate-JH ef65c91740
fixed encodings on DetailedCharacterData, DetailedConstructionToolData, DroppodData, HandheldData, OMFTData, and REKData patterns; added a deprecated pattern for weapon data that permits no ammunition fields; adjusted relevant tests (#263) 2019-08-21 10:36:56 -04:00
Mazo ad60b443e1 Few small tweaks to silo / vehicle capacitor displays suggested by Sounours that I forgot about (#266) 2019-08-21 10:33:26 -04:00
Mazo 58d5f1c0fc Fix some GUIDs being assigned incorrectly when first two decimal places of X coordinate are the same (#261) 2019-08-21 10:32:43 -04:00
Mazo 6454042037 Turn off "festive" backpacks (#262) 2019-08-21 10:32:16 -04:00
Mazo f424fa637e Extra information gleaned from beta client (#256) 2019-05-06 09:17:25 -04:00
Fate-JH a467a79c71
Cargo Bail (#258)
* deconstructing a vehicle that has cargo will eject the cargo before despawning the vehicle

* cargo that dismounts without a driver is scheduled for deconstruction; any player that disconnects while in a vehicle that is flying has the vehicle scheduled for immediate deconstruction instead of the standard deconstruction time

* modified routine for disowning vehicles outside of the conventional 'driver is owner' system

* standardized player-driven ownership fields; adjusted how vehicles transfer and announce ownership on zone join events (SetCurrentAvatar)

* stop /zone and /warp if in a cargo vehicle (even if driver)

* fix for landed-dismount cargo logic not starting distance checking loop

* concatenated Owner and OwnerName assignment to a singular object method, and the vehicle use of assignment to a singular WSA function
2019-05-06 09:10:39 -04:00
Fate-JH fca14e6b1b
Degraded Lash Damage (#257)
* formulas to calculate consistent distance between origin and impact; lash damage degrades as a function of distance

* clamped the degrade value for lashing damage; clamped the distance value; implemented a rudimentary and unsophisticated shot origin to shot owner distance validation test; fixed a mounting bug

* lashing damage is primarily targeted at exo-suit armor; lashing calculates damage starting at the same distance at which it starts being detected

* clarifying the weapon fired in the warning message
2019-05-06 08:48:11 -04:00
Mazo 78eb7906c9 Door closing modifications (#255)
* Increase the distance on the door close check to stop doors bouncing open/closed and add a check to make sure the player is alive when holding the door open

* Dead players hold doors open, zone is now checked if the player is a backpack instead of the player object itself
2019-05-06 08:46:55 -04:00
Fate-JH 5209f9ec21
Gating Fixes (#254)
* rescheduling of passenger gating summons to increase chances of detecting passengers joining same zone; short-circuit new spawn requests and new warp gate requests while a previous request is already being processed

* changing respawn delays for warp gate spawn points

* adjusting how warp gates store broadcast data and how broadcast gates are declared in packets; activating TR sanctuary warp gates and making Solsar warp gates broadcast for the TR

* changes to vehicle disowning and what happens to an AMS when it is unloaded
2019-04-21 08:23:12 -04:00
Fate-JH 6399963e68
Exclude Equipment from Loadouts (#249)
* routines for eliminating equipment and configurations from loadout availability depending on the terminal type

* fix to FavoritesMessage use of exo-suit type and subtype causing entries to identify incorrectly; standard is the fallback exo-suit type should a player try to load a suit type they no longer have certed

* factored subtype value into exo-suit fallback selection

* when in a vehicle, and accessing a terminal, the item purchased will attempt to be placed in the vehicle's trunk before testing the player's free hand; the item will not go into the player's backpack
2019-04-21 08:22:14 -04:00