Commit graph

47 commits

Author SHA1 Message Date
Fate-JH
d00fa6a6bf
Restoring Proxy Damage (#1323)
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* adjusted target selection to account for volumetric geometry, hopefully collecting more targets than before; additionally, utilize previously allocated local sector to reduce the target scope; combined mappings to reduce passing over those same results

* reactivating maelstrom availability; restore damage dealing potential to the maelstrom grenades; changing damage profile to 'no radial degrade'

* reactivating oicw availability; no more discrepancy checks on secondary projectiles; code for maelstrom chain lashing

* might have actually fixed oicw little buddies
2025-12-02 20:14:54 -05:00
ScrawnyRonnie
15cf5c61a3 isolate chatmsg, disable bfr, fix cc hack logic 2025-11-23 21:13:42 -05:00
ScrawnyRonnie
919e06f72f swap iffs, disable nonfunctional items 2025-10-28 18:55:45 -04:00
Resaec
18dd426d13 fix outfit rank names not representing DB values
add MOTD handling
renaming OMR packet types with known uses
handling outfit promotions (setrank)
handle outfit owner changes
changing the migration to change to unique index. allows concurrent refresh of MV
2025-08-30 01:35:51 +02:00
Resaec
57b3fd69ab add Outfit DB structures 2025-08-28 00:16:53 +02:00
Fate-JH
a00a95d152
allowing scaled back bfr accessibility (#1280) 2025-07-31 01:12:16 -04:00
ScrawnyRonnie
95b8b34594 cud emp and os 2025-07-17 15:35:10 -04:00
ScrawnyRonnie
bc978f177b normal minus bfr 2025-05-26 07:17:26 -04:00
ScrawnyRonnie
9590ac4721 all weapons and vehicles on Deso 2025-05-21 16:10:54 -04:00
Fate-JH
d1dbbcb08f
Bug Fixes 20240712 (#1212)
* 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
2024-07-29 02:17:42 -04:00
Fate-JH
92063ba3a2
Fixing Tests (#1204)
* 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
2024-06-22 01:42:25 -04:00
Fate-JH
426ab84f0a
Spectator Role (#1200)
* 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
2024-05-10 22:30:20 -04:00
Fate-JH
e9daae5802
More Experience Fixes (#1163)
* 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
2024-01-17 23:32:54 -05:00
Fate-JH
d3392ecab2 QoL changes; event chat messages for exp when in debt; different calculations for sep; timestamps for progress system start and clear; hopefully proper cleanup for progress system 2023-10-30 23:53:43 -04:00
Fate-JH
e9dbd5f259 importing controlled implementation changes from original exp-for-kda branch; assist kill experience rewarded
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
2023-10-17 14:06:21 -04:00
Fate-JH
90c507eaca before this, changed table on trigger without fixing function called by trigger 2023-10-11 17:50:08 -04:00
Fate-JH
5b806f8912 i am blind sometimes maybe 2023-10-08 13:34:31 -04:00
Fate-JH
6582e90499 no WHERE clause in trigger; moved that into called function body 2023-10-08 12:52:19 -04:00
Fate-JH
8d0b8648a2 removing the OF statement in a trigger 2023-10-08 12:20:20 -04:00
Fate-JH
0b0b23d99c
PostgreSGL 10 Standards (#1127)
* attempting to resolve pg14->pg10 issues

* unidon't

* rev 1

* rev 2

* rev 3

* rev 4
2023-10-08 11:52:50 -04:00
Fate-JH
c9a14527ea
Merge pull request #1123 from Resaec/add_launcher_and_token_functionality
Add support for launcher login via tokens and file verification
2023-08-01 01:37:13 -04:00
Resaec
7f792d63d4 Add support for launcher login via tokens and file verification
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.
2023-08-01 00:33:14 +02:00
Fate-JH
dc89fa6b3f plsql tables for a future kda update 2023-07-31 16:21:15 -04:00
Jakob Gillich
1b367c455f
formatting 2023-04-15 19:02:46 +00:00
Fate-JH
630c2809cb
Shortcut to Grenade (#1010)
* 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
2022-10-24 18:16:08 -04:00
Fate-JH
1369da22f0
Login Location Persistence (#1009)
* 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
2022-10-11 11:16:12 -04:00
Fate-JH
190a897dd5
Enemies (No Friends) (#1008)
* 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
2022-09-20 13:05:05 -04:00
Fate-JH
7c64b23e1f
Persistent Vehicle Loadouts (#863)
* persisting vehicle loadouts in between sessions, saving to db and loading from db

* reusing refactored code for clob; initial loadout without empty entries; reverting method of stopping session child actors
2021-06-15 18:32:12 -04:00
NickPSF
830ce27551
Update game_objects0.adb.lst 2021-05-31 09:56:51 -05:00
NickPSF
6e23f560bc
Update game_objects0.adb.lst 2021-04-25 18:54:20 -05:00
NickPSF
2c54e8013e
Update game_objects0.adb.lst 2021-04-25 15:41:33 -05:00
NickPSF
12c988912e
Update game_objects0.adb.lst 2021-04-22 21:17:19 -05:00
NickPSF
a2231d70d3
Update game_objects0.adb.lst 2021-04-21 17:35:52 -05:00
NickPSF
f66ed5015d
Update game_objects0.adb.lst 2021-04-21 14:46:41 -05:00
NickPSF
ba1c4ce957
Update game_objects32.adb.lst 2021-04-12 01:54:07 -05:00
NickPSF
edfdf0f7e6
Update game_objects32.adb.lst 2021-04-12 01:49:56 -05:00
NickPSF
546f6b75a0
Update game_objects31.adb.lst 2021-04-12 01:34:35 -05:00
NickPSF
1245e6ffc4
Update game_objects31.adb.lst 2021-04-12 01:19:23 -05:00
NickPSF
3321d630b7
Update game_objects30.adb.lst 2021-04-12 01:12:09 -05:00
NickPSF
b05f9ae3f2
Update game_objects32.adb.lst 2021-04-12 00:20:25 -05:00
NickPSF
08d0d29886
Update game_objects31.adb.lst 2021-04-12 00:14:28 -05:00
NickPSF
e7b1b17279
Update game_objects30.adb.lst 2021-04-12 00:00:38 -05:00
NickPSF
bb6bc4b2a5
Update game_objects29.adb.lst 2021-04-11 23:51:41 -05:00
Jason_DiDonato@yahoo.com
f557ecc13d using the boomer trigger now causes boomers to explode and harm targets 2021-01-12 23:01:08 -05:00
Jakob Gillich
407429ee21 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
2020-09-26 23:58:09 +02:00
Jakob Gillich
fd1fe134f4 Remove AMS certification requirement 2020-09-08 08:00:17 +02:00
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