Commit graph

10 commits

Author SHA1 Message Date
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
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
FateJH
03bc52f52d moved PlanetSideGUID from .packet.game to .types; project threw a hissy fit 2020-01-09 15:32:19 -05:00
Fate-JH
b81ff2bbf4
Facility Turrets (#223)
* object class, actor class, and definitions for base turrets; untested

* wired base turrets into existence, with hoop jumping; created interface for objects with mounted weapons (vehicles and turrets); working example phalanx_sgl_hevgatcan in Anguta, Ceryshen

* re-wiring manned turrets so that the turreted weapon itself never changes externally but merely identifies different and changes internally; workflow for upgrading wall turrets in place (30s); clarifications and documentation for HackMessage and UseItemMessage; getting rid of orphaned packages from previous location of services

* added a simple task that reverts upgraded manned turrets to their None state after a certain amount of time has passed; it works but need improvement

* turret weapon upgrades now last for a duration of 30 minutes before reverting; created a service support actor base actor that underlies all current support actors; nano-dispenser now properly loads 1 unit of upgrade canister, rather than 100 units; all canister types have appropriate 2x3 inventory size

* forgot to hurry; moved over the Services tests from main/test folder into the common/test folder and needed to change the location of ActorTest to accommodate it; test and documentation for MannedTurret; codecov ignore update

* wired facility turrets in Anguta, Ceryshen; Akna tower, Ceryshen; and S.Villa tower, home3 (Anguta tower is a watchtower); attempted workaround for Travis CI issues with receiveN; re-introduced RemoveActorTest, at least the first test; expanded how ZoneActor performs tests on MannedTurret setup

* getting rid of useless commented-out code; making common operations for mounting and dismounting

* removed outdated comment; added ResourceSilo tests; added extra test for Zone
2018-07-14 21:25:44 -04:00
FateJH
a20e75d07c added an enumeration for character voices, which prompoted a massive file update; separated BasicCharacterData from CharacterAppearanceData; added some yet unimplemented support to WSA and VehicleData; completely commented out RemoveActorTests for later repairs so they do not break in Travis CI 2018-06-08 21:07:47 -04:00
FateJH
8a21df429b The former Player class (former-former PlaterAvatar class) has been split into a persisting Avatar class and a transitory Player class. 2018-03-31 19:54:37 -04:00
FateJH
eefe4d2e20 Building:
Replaces class object/serverobject/door/Base.scala.  It performs nearly the exact same purpose but now has a list of owned objects called Amenities.  Buildings are now a PlanetSideServerObject (PSSO), which allows them to have accept a *Control Actor and possess FactionAffinity.

FoundationBuilder:
FoundationBuilder : Building :: ServerObjectBuilder : [T <: PlanetSideServerObject]

Amenity:
Most PSSO's now accept Amenity as their parent in class hierarchy.  Flagged PSSO's like Building and Vehicle are, on the other hand, capable of becoming the owner for these Amenity PSSOs, which allows them to inherit the same FactionAffinity.

FactionAffinity:
A trait that connects objects that are intended to communicate PlanetSideEmpire values.

MountableBhevaior:
Split between Mount and Dismount behavior.  Passes appropriate messages to ensure coherent workflows.

Control Actors:
FactionAffinityBehavior and MountableBehavior are PartialFunctions that get processed in series.

VehicleControl:
Distinguished behavior allowed between an operational vehicle and a deactivated one.

WSA:
Tightened up DismountVehicleMsg handling code, since MountableBehavior has been enhanced.

Minor:
Shotgun shell stacking goes from 32 to 16.  Various PSSO classes now have reliable Definition objects.

Tests:
We now have 1012 tests, some of them useful.
2018-02-08 14:22:05 -05:00
FateJH
8fbbd31967 modified how subscriptions can subscribe and unsubscribe from specific channels (works now); vehicles now come with default loadouts at time of spawn; MoveItem is now a much more generic process that handles all Container objects; alternate fire modes now have correct ammunition values, but still do not change ammunition type properly; terminals are now distinctively split a bit more; LootItemMessage packet 2017-12-23 01:29:48 -05:00
FateJH
f9beb47073 Implant Terminals:
Implant terminals (mech) are now properly mountable and implant terminals (interface) are also properly interactive.  Player can select to equip or to remove implants properly.

Mountable:

Vehicles and implant terminal mechs now use common Mountable logic.

home3 Hart C:

All doors, save for those to the shuttle, and all implant terminals in this building are now rigged to operate.
2017-12-03 21:00:58 -05:00