Commit graph

780 commits

Author SHA1 Message Date
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 88b194fde2
Correctly show ANT capacitor on zoning (#504)
* Correctly show ANT capacitor on zoning

* Remove log

* Move vehicle shields / ntu capacitor packets to HandleSetCurrentAvatar
2020-07-02 20:16:56 -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
Fate-JH e91e282d3a
Disconnect (#499)
* better kicking; a quitting that eliminates persistence

* GenericActionMessage comments; integer delay time

* TeardownConnection corresponds to closing the client directly

* messaging path for CMT_QUIT immediate logout that intersects zoning logic for IA and Recall

* slightly improved kicking, and the posibility of longer kicking

* restoring a turn counter instance

* player character will now clean up like normal; immediately turns into corpse; kick delay exists only on the persistence monitor
2020-06-24 23:08:22 -04:00
Mazo a5403298e3
Add trunk position calculations, reduce trunk access range to ~3 units and add a check that the vehicle isn't moving a significant amount (#497) 2020-06-24 23:07:05 -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
Mazo c290dca16b
Merge pull request #491 from Fate-JH/rep-distance
Reviving Players at a Distance
2020-06-10 10:24:48 +01:00
FateJH 1d0d7500ec reviving players now has a distance check 2020-06-09 16:04:45 -04:00
Mazo 73f4c45f93
Merge pull request #481 from Mazo/property-overrides
Zone specific property override config files
2020-06-07 21:41:02 +01:00
Mazo 64ba54b34f Add missing ObjectClass entries for property overrides 2020-06-04 22:56:33 +01:00
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
Mazo 69e63827fa Added functionality to allow zone specific property override config files 2020-05-30 21:40:45 +01:00
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
Fate-JH 765816a4d2
original squad leader did not have health or armor properly scaled to the field; squad vehicle stats no longer override individual squad member stats in ui (#479) 2020-05-30 12:03:25 -04:00
Fate-JH 4da6f9d618
added away from keyboard field to player and ways to flag it (#480) 2020-05-30 12:02:46 -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
Mazo 210ce0605c
Add personal shield to damage resolution calculations (#465) 2020-05-26 16:17:39 -04:00
Mazo 11a01b038f
Add some logging for suspicious HitMessages (#459)
* Add some logging for suspicious HitMessages

* Add HitPositionDiscrepancyThreshold config settings

* Add hit position discrepancy check to LashMessage & SplashHitMessage

* Whitespace
2020-05-26 16:17:19 -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 1092e76348 Safeguard against trying to send messages to a vehicle actor that no longer exists 2020-05-17 22:04:26 +01:00
Mazo 896fa7bf07 Revert "Let's Move Item, Together (#429)"
This reverts commit 3f2240947b.
2020-05-16 19:10:06 +01:00
Mazo 49fc029c51
Replace mutable HashMap with concurrent TrieMap to hopefully improve thread safety for inventory item operations (#441) 2020-05-16 12:18:31 -04:00
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
Mazo fdb4836fdf
Merge pull request #433 from Fate-JH/unowned-vehicles
Unowned Vehicle Decay
2020-05-15 19:37:36 +01:00
Mazo 3b624ffdf4 Doors should no longer close if any alive player is still within range 2020-05-14 20:53:24 +01:00
FateJH d3c45a2ae1 clarification that the player has actually sat down 2020-05-14 12:16:09 -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
FateJH 6ef6d6834f vehicle ownership change on zone change and on logout 2020-05-13 21:53:55 -04:00
FateJH 2b8e879c2e restored vehicle decay upon a vehicle becoming unowned; PlayerSource should be much more simple 2020-05-13 21:24:46 -04:00
Mazo 42a2512aa0
Merge pull request #418 from Mazo/tower-painbox-fix
Ensure tower pain fields start up correctly
2020-05-12 20:43:04 +01:00
Mazo fbca774a37
Merge pull request #425 from pschord/remote-admin
Create PsAdmin framework
2020-05-11 14:45:57 +01:00
Chord 82e8840176 Create PsAdmin framework
PsAdmin uses a dedicated TCP port to allow for remote queries and
command to be sent to the running World/Login server. Commands are a
single command followed by zero or more arguments.

Commands may require access to the ActorSystem, so they will get their
own dedicated actors to be able to handle the different messages
required that can be sent in response to a query. The return line is in
JSON to allow for easy parsing by applications, such as web servers.
An interactive client is easy as being able to parse json and buffer
command input.

Some basic commands are implemented for now:

* shutdown - kills the actor system
* list_players - gets a list of players on the interstellar cluster
* dump_config - get the running config
* thread_dump - dumps all thread backtraces (useful for prod debugging)

More advanced commands like kick/ban will require additional testing.
2020-05-11 04:18:29 +02:00
FateJH bcf1d28f0c grouped first time event strings; gave Avatar and Player data structure supporting fte's; loaded basic fte's to suppress bangs 2020-05-09 17:41:57 -04:00
Mazo 223236877f
Add some extra checks to ensure velocity is set to zero for deployed or undriven vehicles, to allow repairing/jacking when deployed on a slope as the client reports the last known velocity before deployment in VehicleStateMessage (#420) 2020-05-08 19:49:02 -04:00
Mazo 58e64fd789 Merge some parts of PTSv3 2020-05-05 22:25:37 +01:00
Mazo 01a8ecd39e Ensure tower pain fields start up correctly 2020-05-04 13:23:10 +01:00
Mazo a7cfcd3af7
Painbox v2 (#417)
* Add rotation to building constructor and map files

* Change non-radius based painfields to use a bounding box check based on nearby amenities (disabled in caves)

* Reduce pain field damage to 5
2020-05-04 00:26:26 -04:00
Mazo 8046fbe0ba
Fix implant stamina draining permanently when the client tries to activate an already active implant (#415) 2020-05-03 23:45:45 -04:00
Mazo 70e59effec
Tweaks to !hack admin command to reduce the message storm it causes (#405) 2020-05-03 23:44:50 -04:00
Mazo 4c249bb358
Fix hacking speed returning an integer, not a float (#402) 2020-05-03 23:43:32 -04:00
Mazo 31440d341b Reduce the amount of actor message spam from vanu turrets recharging their ammo constantly 2020-04-29 22:31:07 +01:00
Fate-JH 4e5bb3a252
Spawn Pad Fix (#394)
* reset pad order queueing system if the player forces a system fix; blocking dismounting of vehicle in certain situations, such as the vehicle just being spawned

* test fixes
2020-04-27 21:31:53 -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
FateJH 03ecad38a6 the facility's generator is currently under attack 2020-04-22 13:22:50 -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 484fcbf56d
tying up some quirky cases where the the wrong tools elicited unexpected reactions from amenities (#385) 2020-04-19 20:19:39 -04:00