* 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
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).
* 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
* added corpse control to manage (only) looting; swapping controls in ZonePopulationActor
* making test timing more forgiving; fixing case conditions for corpse addition
* 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
* 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>
* 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
* 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
* resolved merge of multi-PR-merge master branch supporting gating branch
* making adjustments to the distinctions between building map id and building GUID, where necessary, to assist with the loading process
* custom spawn tube definitions for the sanctuary VT_building's
* Move door orientation logic from the door itself to the IFF lock, as the lock has the correct orientation in the UBR files, whereas the door does not.
* Remove ModelID from buildings (is now GUID) and change "ID" to be "MapId". A building can also be constructed with both a GUID and MapID.
* Update Maps.scala and Zones.scala to (for the moment) only have Ishundar configured with Sounours V3 playtest base ownership. Default starting zone is also moved to Ishundar for now.
* Fix oopsie with West Zaqar Tower
* Add proximity terminal positions to constructors
* Offset vehicle spawning by the correct amount from game_objects.adb.lst
* Orient players correctly when spawning at a respawn tube
* Apply a 90 degree offset to tech plant garage locks, as these are the only locks where the orientation does not match the orientation of the door
* Add missing spawn terminals, repair/rearm terminals for both ground and air.
* Additional documentation for GOAM / PAM packets
* Add extra arguments to building LocalObjects to make it a bit more DRY and reduce line count for map files
* Split maps configuration into separate files and add every above ground map (including battle islands and oshur prime)
* Fix ZoneTest typo
* Update vehicle spawn pads to use the correct object types, Z offsets and Z orient offsets
* Update ZoneMaps with the new vehicle spawn pad definitions and fix a few issues with sanctuary GUIDs (special thanks to the one person that used capitals in the .lst files when no other object uses them)
* Comment out duplicate instance of ObjectDetachMessage being sent
* Apparently TR sanc has an extra 6 repair silos, now accounted for.
* Move door orientation logic from the door itself to the IFF lock, as the lock has the correct orientation in the UBR files, whereas the door does not.
* Remove ModelID from buildings (is now GUID) and change "ID" to be "MapId". A building can also be constructed with both a GUID and MapID.
* Update Maps.scala and Zones.scala to (for the moment) only have Ishundar configured with Sounours V3 playtest base ownership. Default starting zone is also moved to Ishundar for now.
* Fix oopsie with West Zaqar Tower
* Add proximity terminal positions to constructors
* Offset vehicle spawning by the correct amount from game_objects.adb.lst
* Orient players correctly when spawning at a respawn tube
* Apply a 90 degree offset to tech plant garage locks, as these are the only locks where the orientation does not match the orientation of the door
* Add missing spawn terminals, repair/rearm terminals for both ground and air.
* Additional documentation for GOAM / PAM packets
* 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
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.
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.