PSF-LoginServer/pslogin/src/main/scala/WorldSessionActor.scala
FateJH 3aee0ab4e8 added and expanded tests in hopes of increasing code coverage score
added tests for AvatarService and PacketCodingActor; especially PCA tests
2017-12-06 19:51:43 -05:00

2195 lines
100 KiB
Scala

// Copyright (c) 2017 PSForever
import java.util.concurrent.atomic.AtomicInteger
import akka.actor.{Actor, ActorRef, Cancellable, MDCContextAware}
import net.psforever.packet._
import net.psforever.packet.control._
import net.psforever.packet.game._
import scodec.Attempt.{Failure, Successful}
import scodec.bits._
import org.log4s.MDC
import MDCContextAware.Implicits._
import services.ServiceManager.Lookup
import net.psforever.objects._
import net.psforever.objects.equipment._
import net.psforever.objects.guid.{GUIDTask, Task, TaskResolver}
import net.psforever.objects.inventory.{GridInventory, InventoryItem}
import net.psforever.objects.mount.Mountable
import net.psforever.objects.serverobject.{CommonMessages, PlanetSideServerObject}
import net.psforever.objects.serverobject.doors.Door
import net.psforever.objects.serverobject.implantmech.ImplantTerminalMech
import net.psforever.objects.serverobject.locks.IFFLock
import net.psforever.objects.serverobject.pad.VehicleSpawnPad
import net.psforever.objects.serverobject.terminals.Terminal
import net.psforever.objects.vehicles.{AccessPermissionGroup, VehicleLockState}
import net.psforever.objects.zones.{InterstellarCluster, Zone}
import net.psforever.packet.game.objectcreate.{DetailedCharacterData, _}
import net.psforever.types._
import services._
import services.avatar._
import services.local._
import services.vehicle.{VehicleAction, VehicleResponse, VehicleServiceMessage, VehicleServiceResponse}
import scala.annotation.tailrec
import scala.util.Success
class WorldSessionActor extends Actor with MDCContextAware {
import WorldSessionActor._
private[this] val log = org.log4s.getLogger
var sessionId : Long = 0
var leftRef : ActorRef = ActorRef.noSender
var rightRef : ActorRef = ActorRef.noSender
var avatarService : ActorRef = ActorRef.noSender
var localService : ActorRef = ActorRef.noSender
var vehicleService : ActorRef = ActorRef.noSender
var taskResolver : ActorRef = Actor.noSender
var galaxy : ActorRef = Actor.noSender
var continent : Zone = null
var progressBarValue : Option[Float] = None
var clientKeepAlive : Cancellable = DefaultCancellable.obj
var progressBarUpdate : Cancellable = DefaultCancellable.obj
override def postStop() = {
if(clientKeepAlive != null)
clientKeepAlive.cancel()
localService ! Service.Leave()
vehicleService ! Service.Leave()
avatarService ! Service.Leave()
LivePlayerList.Remove(sessionId) match {
case Some(tplayer) =>
tplayer.VehicleSeated match {
case Some(vehicle_guid) =>
vehicleService ! VehicleServiceMessage(continent.Id, VehicleAction.KickPassenger(tplayer.GUID, 0, true))
case None => ;
}
tplayer.VehicleOwned match {
case Some(vehicle_guid) =>
continent.GUID(vehicle_guid) match {
case Some(vehicle : Vehicle) =>
vehicle.Owner = None
//TODO temporary solution; to un-own, permit driver seat to Empire access level
vehicle.PermissionGroup(10, VehicleLockState.Empire.id)
vehicleService ! VehicleServiceMessage(continent.Id, VehicleAction.SeatPermissions(tplayer.GUID, vehicle_guid, 10, VehicleLockState.Empire.id))
case _ => ;
}
case None => ;
}
if(tplayer.HasGUID) {
val guid = tplayer.GUID
avatarService ! AvatarServiceMessage(tplayer.Continent, AvatarAction.ObjectDelete(guid, guid))
taskResolver ! GUIDTask.UnregisterAvatar(tplayer)(continent.GUID)
//TODO normally, the actual player avatar persists a minute or so after the user disconnects
}
case None => ;
}
}
def receive = Initializing
def Initializing : Receive = {
case HelloFriend(inSessionId, pipe) =>
this.sessionId = inSessionId
leftRef = sender()
if(pipe.hasNext) {
rightRef = pipe.next
rightRef !> HelloFriend(sessionId, pipe)
}
else {
rightRef = sender()
}
context.become(Started)
ServiceManager.serviceManager ! Lookup("avatar")
ServiceManager.serviceManager ! Lookup("local")
ServiceManager.serviceManager ! Lookup("vehicle")
ServiceManager.serviceManager ! Lookup("taskResolver")
ServiceManager.serviceManager ! Lookup("galaxy")
case _ =>
log.error("Unknown message")
context.stop(self)
}
def Started : Receive = {
case ServiceManager.LookupResult("avatar", endpoint) =>
avatarService = endpoint
log.info("ID: " + sessionId + " Got avatar service " + endpoint)
case ServiceManager.LookupResult("local", endpoint) =>
localService = endpoint
log.info("ID: " + sessionId + " Got local service " + endpoint)
case ServiceManager.LookupResult("vehicle", endpoint) =>
vehicleService = endpoint
log.info("ID: " + sessionId + " Got vehicle service " + endpoint)
case ServiceManager.LookupResult("taskResolver", endpoint) =>
taskResolver = endpoint
log.info("ID: " + sessionId + " Got task resolver service " + endpoint)
case ServiceManager.LookupResult("galaxy", endpoint) =>
galaxy = endpoint
log.info("ID: " + sessionId + " Got galaxy service " + endpoint)
case ctrl @ ControlPacket(_, _) =>
handlePktContainer(ctrl)
case game @ GamePacket(_, _, _) =>
handlePktContainer(game)
// temporary hack to keep the client from disconnecting
case PokeClient() =>
sendResponse(PacketCoding.CreateGamePacket(0, KeepAliveMessage()))
case AvatarServiceResponse(_, guid, reply) =>
reply match {
case AvatarResponse.ArmorChanged(suit, subtype) =>
if(player.GUID != guid) {
sendResponse(PacketCoding.CreateGamePacket(0, ArmorChangedMessage(guid, suit, subtype)))
}
case AvatarResponse.ConcealPlayer() =>
if(player.GUID != guid) {
sendResponse(PacketCoding.CreateGamePacket(0, GenericObjectActionMessage(guid, 36)))
}
case AvatarResponse.EquipmentInHand(slot, item) =>
if(player.GUID != guid) {
val definition = item.Definition
sendResponse(
PacketCoding.CreateGamePacket(0,
ObjectCreateMessage(
definition.ObjectId,
item.GUID,
ObjectCreateMessageParent(guid, slot),
definition.Packet.ConstructorData(item).get
)
)
)
}
case AvatarResponse.EquipmentOnGround(pos, orient, item) =>
if(player.GUID != guid) {
val definition = item.Definition
sendResponse(
PacketCoding.CreateGamePacket(0,
ObjectCreateMessage(
definition.ObjectId,
item.GUID,
DroppedItemData(PlacementData(pos, Vector3(0f, 0f, orient.z)), definition.Packet.ConstructorData(item).get)
)
)
)
}
case AvatarResponse.LoadPlayer(pdata) =>
if(player.GUID != guid) {
sendResponse(
PacketCoding.CreateGamePacket(
0,
ObjectCreateMessage(ObjectClass.avatar, guid, pdata)
)
)
}
case AvatarResponse.ObjectDelete(item_guid, unk) =>
if(player.GUID != guid) {
sendResponse(PacketCoding.CreateGamePacket(0, ObjectDeleteMessage(item_guid, unk)))
}
case AvatarResponse.ObjectHeld(slot) =>
if(player.GUID != guid) {
sendResponse(PacketCoding.CreateGamePacket(0, ObjectHeldMessage(guid, slot, true)))
}
case AvatarResponse.PlanetsideAttribute(attribute_type, attribute_value) =>
if(player.GUID != guid) {
sendResponse(PacketCoding.CreateGamePacket(0, PlanetsideAttributeMessage(guid, attribute_type, attribute_value)))
}
case AvatarResponse.PlayerState(msg, spectating, weaponInHand) =>
if(player.GUID != guid) {
val now = System.currentTimeMillis()
val (location, time, distanceSq) : (Vector3, Long, Float) = if(spectating) {
(Vector3(2, 2, 2), 0L, 0f)
}
else {
val before = player.lastSeenStreamMessage(guid.guid)
val dist = Vector3.DistanceSquared(player.Position, msg.pos)
(msg.pos, now - before, dist)
}
if(spectating ||
((distanceSq < 900 || weaponInHand) && time > 200) ||
(distanceSq < 10000 && time > 500) ||
(distanceSq < 160000 && (msg.is_jumping || time < 200)) ||
(distanceSq < 160000 && msg.vel.isEmpty && time > 2000) ||
(distanceSq < 160000 && time > 1000) ||
(distanceSq > 160000 && time > 5000))
{
sendResponse(
PacketCoding.CreateGamePacket(0,
PlayerStateMessage(
guid,
location,
msg.vel,
msg.facingYaw,
msg.facingPitch,
msg.facingYawUpper,
0,
msg.is_crouching,
msg.is_jumping,
msg.jump_thrust,
msg.is_cloaked
)
)
)
player.lastSeenStreamMessage(guid.guid) = now
}
}
case AvatarResponse.Reload(mag) =>
if(player.GUID != guid) {
sendResponse(PacketCoding.CreateGamePacket(0, ReloadMessage(guid, mag, 0)))
}
case _ => ;
}
case LocalServiceResponse(_, guid, reply) =>
reply match {
case LocalResponse.DoorOpens(door_guid) =>
if(player.GUID != guid) {
sendResponse(PacketCoding.CreateGamePacket(0, GenericObjectStateMsg(door_guid, 16)))
}
case LocalResponse.DoorCloses(door_guid) => //door closes for everyone
sendResponse(PacketCoding.CreateGamePacket(0, GenericObjectStateMsg(door_guid, 17)))
case LocalResponse.HackClear(target_guid, unk1, unk2) =>
sendResponse(PacketCoding.CreateGamePacket(0, HackMessage(0, target_guid, guid, 0, unk1, HackState.HackCleared, unk2)))
case LocalResponse.HackObject(target_guid, unk1, unk2) =>
if(player.GUID != guid) {
sendResponse(PacketCoding.CreateGamePacket(0, HackMessage(0, target_guid, guid, 100, unk1, HackState.Hacked, unk2)))
}
case LocalResponse.TriggerSound(sound, pos, unk, volume) =>
sendResponse(PacketCoding.CreateGamePacket(0, TriggerSoundMessage(sound, pos, unk, volume)))
case _ => ;
}
case VehicleServiceResponse(_, guid, reply) =>
reply match {
case VehicleResponse.Awareness(vehicle_guid) =>
//resets exclamation point fte marker (once)
sendResponse(PacketCoding.CreateGamePacket(0, PlanetsideAttributeMessage(guid, 21, vehicle_guid.guid.toLong)))
case VehicleResponse.ChildObjectState(object_guid, pitch, yaw) =>
if(player.GUID != guid) {
sendResponse(PacketCoding.CreateGamePacket(0, ChildObjectStateMessage(object_guid, pitch, yaw)))
}
case VehicleResponse.DismountVehicle(unk1, unk2) =>
if(player.GUID != guid) {
sendResponse(PacketCoding.CreateGamePacket(0, DismountVehicleMsg(guid, unk1, unk2)))
}
case VehicleResponse.KickPassenger(unk1, unk2) =>
sendResponse(PacketCoding.CreateGamePacket(0, DismountVehicleMsg(guid, unk1, unk2)))
case VehicleResponse.LoadVehicle(vehicle, vtype, vguid, vdata) =>
//this is not be suitable for vehicles with people who are seated in it before it spawns (if that is possible)
if(player.GUID != guid) {
sendResponse(PacketCoding.CreateGamePacket(0, ObjectCreateMessage(vtype, vguid, vdata)))
ReloadVehicleAccessPermissions(vehicle)
}
case VehicleResponse.MountVehicle(vehicle_guid, seat) =>
if(player.GUID != guid) {
sendResponse(PacketCoding.CreateGamePacket(0, ObjectAttachMessage(vehicle_guid, guid, seat)))
}
case VehicleResponse.SeatPermissions(vehicle_guid, seat_group, permission) =>
if(player.GUID != guid) {
sendResponse(PacketCoding.CreateGamePacket(0, PlanetsideAttributeMessage(vehicle_guid, seat_group, permission)))
}
case VehicleResponse.UnloadVehicle(vehicle_guid) =>
sendResponse(PacketCoding.CreateGamePacket(0, ObjectDeleteMessage(vehicle_guid, 0)))
case VehicleResponse.VehicleState(vehicle_guid, unk1, pos, ang, vel, unk2, unk3, unk4, wheel_direction, unk5, unk6) =>
if(player.GUID != guid) {
sendResponse(PacketCoding.CreateGamePacket(0, VehicleStateMessage(vehicle_guid, unk1, pos, ang, vel, unk2, unk3, unk4, wheel_direction, unk5, unk6)))
}
case _ => ;
}
case Door.DoorMessage(tplayer, msg, order) =>
val door_guid = msg.object_guid
order match {
case Door.OpenEvent() =>
continent.GUID(door_guid) match {
case Some(door : Door) =>
sendResponse(PacketCoding.CreateGamePacket(0, GenericObjectStateMsg(door_guid, 16)))
localService ! LocalServiceMessage(continent.Id, LocalAction.DoorOpens (tplayer.GUID, continent, door) )
case _ =>
log.warn(s"door $door_guid wanted to be opened but could not be found")
}
case Door.CloseEvent() =>
sendResponse(PacketCoding.CreateGamePacket(0, GenericObjectStateMsg(door_guid, 17)))
localService ! LocalServiceMessage(continent.Id, LocalAction.DoorCloses(tplayer.GUID, door_guid))
case Door.NoEvent() => ;
}
case Mountable.MountMessages(tplayer, reply) =>
reply match {
case Mountable.CanMount(obj : ImplantTerminalMech, seat_num) =>
val player_guid : PlanetSideGUID = tplayer.GUID
val obj_guid : PlanetSideGUID = obj.GUID
log.info(s"MountVehicleMsg: $player_guid mounts $obj @ $seat_num")
tplayer.VehicleSeated = Some(obj_guid)
sendResponse(PacketCoding.CreateGamePacket(0, PlanetsideAttributeMessage(obj_guid, 0, 1000L))) //health of mech
sendResponse(PacketCoding.CreateGamePacket(0, ObjectAttachMessage(obj_guid, player_guid, seat_num)))
vehicleService ! VehicleServiceMessage(continent.Id, VehicleAction.MountVehicle(player_guid, obj_guid, seat_num))
case Mountable.CanMount(obj : Vehicle, seat_num) =>
val obj_guid : PlanetSideGUID = obj.GUID
val player_guid : PlanetSideGUID = tplayer.GUID
log.info(s"MountVehicleMsg: $player_guid mounts $obj_guid @ $seat_num")
vehicleService ! VehicleServiceMessage.UnscheduleDeconstruction(obj_guid) //clear all deconstruction timers
tplayer.VehicleSeated = Some(obj_guid)
if(seat_num == 0) { //simplistic vehicle ownership management
obj.Owner match {
case Some(owner_guid) =>
continent.GUID(owner_guid) match {
case Some(previous_owner : Player) =>
if(previous_owner.VehicleOwned.contains(obj_guid)) {
previous_owner.VehicleOwned = None //simplistic ownership management, player loses vehicle ownership
}
case _ => ;
}
case None => ;
}
tplayer.VehicleOwned = Some(obj_guid)
obj.Owner = Some(player_guid)
}
obj.WeaponControlledFromSeat(seat_num) match {
case Some(weapon : Tool) =>
//update mounted weapon belonging to seat
val magazine = weapon.AmmoSlots(weapon.FireModeIndex).Box //update the magazine in the weapon, specifically
sendResponse(PacketCoding.CreateGamePacket(0, InventoryStateMessage(magazine.GUID, 0, weapon.GUID, weapon.Magazine.toLong)))
//update all related ammunition objects in trunk
obj.Trunk.Items
.filter({ case ((_, item)) => item.obj.isInstanceOf[AmmoBox] && item.obj.asInstanceOf[AmmoBox].AmmoType == weapon.AmmoType })
.foreach({ case ((_, item)) =>
val box = item.obj.asInstanceOf[AmmoBox]
sendResponse(PacketCoding.CreateGamePacket(0, InventoryStateMessage(box.GUID, 0, obj_guid, box.Capacity.toLong)))
})
case _ => ; //no weapons to update
}
sendResponse(PacketCoding.CreateGamePacket(0, ObjectAttachMessage(obj_guid, player_guid, seat_num)))
vehicleService ! VehicleServiceMessage(continent.Id, VehicleAction.MountVehicle(player_guid, obj_guid, seat_num))
case Mountable.CanMount(obj : Mountable, seat_num) =>
log.warn(s"MountVehicleMsg: $obj is some generic mountable object and nothing will happen")
case Mountable.CanNotMount(obj, seat_num) =>
log.warn(s"MountVehicleMsg: $tplayer attempted to mount $obj's seat $seat_num, but was not allowed")
}
case Terminal.TerminalMessage(tplayer, msg, order) =>
order match {
case Terminal.BuyExosuit(exosuit, subtype) =>
if(tplayer.ExoSuit == exosuit) { //just refresh armor points
//we should never actually reach this point through conventional in-game methods
sendResponse(PacketCoding.CreateGamePacket(0, ItemTransactionResultMessage (msg.terminal_guid, TransactionType.Buy, true)))
tplayer.Armor = tplayer.MaxArmor
sendResponse(PacketCoding.CreateGamePacket(0, PlanetsideAttributeMessage(tplayer.GUID, 4, tplayer.Armor)))
avatarService ! AvatarServiceMessage(tplayer.Continent, AvatarAction.PlanetsideAttribute(tplayer.GUID, 4, tplayer.Armor))
}
else { //load a complete new exo-suit and shuffle the inventory around
//TODO if we're transitioning into a MAX suit, the subtype dictates the type of arm(s) if the holster list is empty
//save inventory before it gets cleared (empty holsters)
sendResponse(PacketCoding.CreateGamePacket(0, ItemTransactionResultMessage (msg.terminal_guid, TransactionType.Buy, true)))
val beforeHolsters = clearHolsters(tplayer.Holsters().iterator)
val beforeInventory = tplayer.Inventory.Clear()
//change suit (clear inventory and change holster sizes; note: holsters must be empty before this point)
Player.SuitSetup(tplayer, exosuit)
tplayer.Armor = tplayer.MaxArmor
//delete everything
(beforeHolsters ++ beforeInventory).foreach({ elem =>
sendResponse(PacketCoding.CreateGamePacket(0, ObjectDeleteMessage(elem.obj.GUID, 0)))
})
beforeHolsters.foreach({ elem =>
avatarService ! AvatarServiceMessage(tplayer.Continent, AvatarAction.ObjectDelete(tplayer.GUID, elem.obj.GUID))
})
//report change
sendResponse(PacketCoding.CreateGamePacket(0, ArmorChangedMessage(tplayer.GUID, exosuit, subtype)))
avatarService ! AvatarServiceMessage(player.Continent, AvatarAction.ArmorChanged(tplayer.GUID, exosuit, subtype))
sendResponse(PacketCoding.CreateGamePacket(0, PlanetsideAttributeMessage(tplayer.GUID, 4, tplayer.Armor)))
avatarService ! AvatarServiceMessage(player.Continent, AvatarAction.PlanetsideAttribute(tplayer.GUID, 4, tplayer.Armor))
//fill holsters
val (afterHolsters, toInventory) = beforeHolsters.partition(elem => elem.obj.Size == tplayer.Slot(elem.start).Size)
afterHolsters.foreach({elem => tplayer.Slot(elem.start).Equipment = elem.obj })
val finalInventory = fillEmptyHolsters(tplayer.Holsters().iterator, toInventory ++ beforeInventory)
//draw holsters
(0 until 5).foreach({index =>
tplayer.Slot(index).Equipment match {
case Some(obj) =>
val definition = obj.Definition
sendResponse(
PacketCoding.CreateGamePacket(0,
ObjectCreateDetailedMessage(
definition.ObjectId,
obj.GUID,
ObjectCreateMessageParent(tplayer.GUID, index),
definition.Packet.DetailedConstructorData(obj).get
)
)
)
avatarService ! AvatarServiceMessage(player.Continent, AvatarAction.EquipmentInHand(player.GUID, index, obj))
case None => ;
}
})
//re-draw equipment held in free hand
tplayer.FreeHand.Equipment match {
case Some(item) =>
val definition = item.Definition
sendResponse(
PacketCoding.CreateGamePacket(0,
ObjectCreateDetailedMessage(
definition.ObjectId,
item.GUID,
ObjectCreateMessageParent(tplayer.GUID, Player.FreeHandSlot),
definition.Packet.DetailedConstructorData(item).get
)
)
)
case None => ;
}
//put items back into inventory
val (stow, drop) = GridInventory.recoverInventory(finalInventory, tplayer.Inventory)
stow.foreach(elem => {
tplayer.Inventory.Insert(elem.start, elem.obj)
val obj = elem.obj
val definition = obj.Definition
sendResponse(
PacketCoding.CreateGamePacket(0,
ObjectCreateDetailedMessage(
definition.ObjectId,
obj.GUID,
ObjectCreateMessageParent(tplayer.GUID, elem.start),
definition.Packet.DetailedConstructorData(obj).get
)
)
)
})
//drop items on ground
val pos = tplayer.Position
val orient = tplayer.Orientation
drop.foreach(obj => {
obj.Position = pos
obj.Orientation = orient
val definition = obj.Definition
sendResponse(
PacketCoding.CreateGamePacket(0,
ObjectCreateMessage(
definition.ObjectId,
obj.GUID,
DroppedItemData(PlacementData(pos, Vector3(0f, 0f, orient.z)), definition.Packet.ConstructorData(obj).get)
)
)
)
avatarService ! AvatarServiceMessage(tplayer.Continent, AvatarAction.EquipmentOnGround(tplayer.GUID, pos, orient, obj))
})
}
sendResponse(PacketCoding.CreateGamePacket(0, ItemTransactionResultMessage (msg.terminal_guid, TransactionType.Buy, true)))
case Terminal.BuyEquipment(item) => ;
tplayer.Fit(item) match {
case Some(index) =>
sendResponse(PacketCoding.CreateGamePacket(0, ItemTransactionResultMessage (msg.terminal_guid, TransactionType.Buy, true)))
taskResolver ! PutEquipmentInSlot(tplayer, item, index)
case None =>
sendResponse(PacketCoding.CreateGamePacket(0, ItemTransactionResultMessage (msg.terminal_guid, TransactionType.Buy, false)))
}
case Terminal.SellEquipment() =>
tplayer.FreeHand.Equipment match {
case Some(item) =>
if(item.GUID == msg.item_guid) {
sendResponse(PacketCoding.CreateGamePacket(0, ItemTransactionResultMessage (msg.terminal_guid, TransactionType.Sell, true)))
taskResolver ! RemoveEquipmentFromSlot(tplayer, item, Player.FreeHandSlot)
}
case None =>
sendResponse(PacketCoding.CreateGamePacket(0, ItemTransactionResultMessage (msg.terminal_guid, TransactionType.Sell, false)))
}
case Terminal.InfantryLoadout(exosuit, subtype, holsters, inventory) =>
//TODO optimizations against replacing Equipment with the exact same Equipment and potentially for recycling existing Equipment
log.info(s"$tplayer wants to change equipment loadout to their option #${msg.unk1 + 1}")
sendResponse(PacketCoding.CreateGamePacket(0, ItemTransactionResultMessage (msg.terminal_guid, TransactionType.InfantryLoadout, true)))
val beforeHolsters = clearHolsters(tplayer.Holsters().iterator)
val beforeInventory = tplayer.Inventory.Clear()
val beforeFreeHand = tplayer.FreeHand.Equipment
//change suit (clear inventory and change holster sizes; note: holsters must be empty before this point)
Player.SuitSetup(tplayer, exosuit)
tplayer.Armor = tplayer.MaxArmor
//delete everything
beforeHolsters.foreach({ elem =>
avatarService ! AvatarServiceMessage(tplayer.Continent, AvatarAction.ObjectDelete(tplayer.GUID, elem.obj.GUID))
})
(beforeHolsters ++ beforeInventory).foreach({ elem =>
sendResponse(PacketCoding.CreateGamePacket(0, ObjectDeleteMessage(elem.obj.GUID, 0)))
taskResolver ! GUIDTask.UnregisterEquipment(elem.obj)(continent.GUID)
})
//report change
sendResponse(PacketCoding.CreateGamePacket(0, ArmorChangedMessage(tplayer.GUID, exosuit, 0)))
avatarService ! AvatarServiceMessage(tplayer.Continent, AvatarAction.ArmorChanged(tplayer.GUID, exosuit, subtype))
sendResponse(PacketCoding.CreateGamePacket(0, PlanetsideAttributeMessage(tplayer.GUID, 4, tplayer.Armor)))
avatarService ! AvatarServiceMessage(tplayer.Continent, AvatarAction.PlanetsideAttribute(tplayer.GUID, 4, tplayer.Armor))
//re-draw equipment held in free hand
beforeFreeHand match {
case Some(item) =>
tplayer.FreeHand.Equipment = beforeFreeHand
val definition = item.Definition
sendResponse(
PacketCoding.CreateGamePacket(0,
ObjectCreateDetailedMessage(
definition.ObjectId,
item.GUID,
ObjectCreateMessageParent(tplayer.GUID, Player.FreeHandSlot),
definition.Packet.DetailedConstructorData(item).get
)
)
)
case None => ;
}
//draw holsters
holsters.foreach(entry => {
taskResolver ! PutEquipmentInSlot(tplayer, entry.obj, entry.start)
})
//put items into inventory
inventory.foreach(entry => {
taskResolver ! PutEquipmentInSlot(tplayer, entry.obj, entry.start)
})
//TODO drop items on ground
sendResponse(PacketCoding.CreateGamePacket(0, ItemTransactionResultMessage (msg.terminal_guid, TransactionType.InfantryLoadout, true)))
case Terminal.LearnCertification(cert, cost) =>
if(!player.Certifications.contains(cert)) {
log.info(s"$tplayer is learning the $cert certification for $cost points")
tplayer.Certifications += cert
sendResponse(PacketCoding.CreateGamePacket(0, PlanetsideAttributeMessage(tplayer.GUID, 24, cert.id.toLong)))
sendResponse(PacketCoding.CreateGamePacket(0, ItemTransactionResultMessage(msg.terminal_guid, TransactionType.Learn, true)))
}
else {
log.warn(s"$tplayer already knows the $cert certification, so he can't learn it")
sendResponse(PacketCoding.CreateGamePacket(0, ItemTransactionResultMessage(msg.terminal_guid, TransactionType.Learn, false)))
}
case Terminal.SellCertification(cert, cost) =>
if(player.Certifications.contains(cert)) {
log.info(s"$tplayer is forgetting the $cert certification for $cost points")
tplayer.Certifications -= cert
sendResponse(PacketCoding.CreateGamePacket(0, PlanetsideAttributeMessage(tplayer.GUID, 25, cert.id.toLong)))
sendResponse(PacketCoding.CreateGamePacket(0, ItemTransactionResultMessage(msg.terminal_guid, TransactionType.Sell, true)))
}
else {
log.warn(s"$tplayer doesn't know what a $cert certification is, so he can't forget it")
sendResponse(PacketCoding.CreateGamePacket(0, ItemTransactionResultMessage(msg.terminal_guid, TransactionType.Learn, false)))
}
case Terminal.LearnImplant(implant) =>
val terminal_guid = msg.terminal_guid
val implant_type = implant.Type
val message = s"Implants: $tplayer wants to learn $implant_type"
val (interface, slotNumber) = tplayer.VehicleSeated match {
case Some(mech_guid) =>
(
continent.Map.TerminalToInterface.get(mech_guid.guid),
if(!tplayer.Implants.exists({slot => slot.Implant == implant_type})) { //no duplicates
tplayer.InstallImplant(implant)
}
else {
None
}
)
case _ =>
(None, None)
}
if(interface.contains(terminal_guid.guid) && slotNumber.isDefined) {
val slot = slotNumber.get
log.info(s"$message - put in slot $slot")
sendResponse(PacketCoding.CreateGamePacket(0, AvatarImplantMessage(tplayer.GUID, 0, slot, implant_type.id)))
sendResponse(PacketCoding.CreateGamePacket(0, ItemTransactionResultMessage(terminal_guid, TransactionType.Learn, true)))
}
else {
if(interface.isEmpty) {
log.warn(s"$message - not interacting with a terminal")
}
else if(!interface.contains(terminal_guid.guid)) {
log.warn(s"$message - interacting with the wrong terminal, ${interface.get}")
}
else if(slotNumber.isEmpty) {
log.warn(s"$message - already knows that implant")
}
else {
log.warn(s"$message - forgot to sit at a terminal")
}
sendResponse(PacketCoding.CreateGamePacket(0, ItemTransactionResultMessage(terminal_guid, TransactionType.Learn, false)))
}
case Terminal.SellImplant(implant) =>
val terminal_guid = msg.terminal_guid
val implant_type = implant.Type
val (interface, slotNumber) = tplayer.VehicleSeated match {
case Some(mech_guid) =>
(
continent.Map.TerminalToInterface.get(mech_guid.guid),
tplayer.UninstallImplant(implant_type)
)
case None =>
(None, None)
}
if(interface.contains(terminal_guid.guid) && slotNumber.isDefined) {
val slot = slotNumber.get
log.info(s"$tplayer is selling $implant_type - take from slot $slot")
sendResponse(PacketCoding.CreateGamePacket(0, AvatarImplantMessage(tplayer.GUID, 1, slot, 0)))
sendResponse(PacketCoding.CreateGamePacket(0, ItemTransactionResultMessage(terminal_guid, TransactionType.Sell, true)))
}
else {
val message = s"$tplayer can not sell $implant_type"
if(interface.isEmpty) {
log.warn(s"$message - not interacting with a terminal")
}
else if(!interface.contains(terminal_guid.guid)) {
log.warn(s"$message - interacting with the wrong terminal, ${interface.get}")
}
else if(slotNumber.isEmpty) {
log.warn(s"$message - does not know that implant")
}
else {
log.warn(s"$message - forgot to sit at a terminal")
}
sendResponse(PacketCoding.CreateGamePacket(0, ItemTransactionResultMessage(terminal_guid, TransactionType.Sell, false)))
}
case Terminal.BuyVehicle(vehicle, loadout) =>
continent.Map.TerminalToSpawnPad.get(msg.terminal_guid.guid) match {
case Some(pad_guid) =>
val pad = continent.GUID(pad_guid).get.asInstanceOf[VehicleSpawnPad]
vehicle.Faction = tplayer.Faction
vehicle.Position = pad.Position
vehicle.Orientation = pad.Orientation
taskResolver ! RegisterNewVehicle(vehicle, pad)
sendResponse(PacketCoding.CreateGamePacket(0, ItemTransactionResultMessage(msg.terminal_guid, TransactionType.Learn, true)))
case None =>
log.error(s"$tplayer wanted to spawn a vehicle, but there was no spawn pad associated with terminal ${msg.terminal_guid} to accept it")
}
case Terminal.NoDeal() =>
log.warn(s"$tplayer made a request but the terminal rejected the order $msg")
sendResponse(PacketCoding.CreateGamePacket(0, ItemTransactionResultMessage(msg.terminal_guid, msg.transaction_type, false)))
}
case VehicleSpawnPad.ConcealPlayer =>
sendResponse(PacketCoding.CreateGamePacket(0, GenericObjectActionMessage(player.GUID, 36)))
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.ConcealPlayer(player.GUID))
case VehicleSpawnPad.LoadVehicle(vehicle, _/*pad*/) =>
val player_guid = player.GUID
val definition = vehicle.Definition
val objedtId = definition.ObjectId
val vehicle_guid = vehicle.GUID
val vdata = definition.Packet.ConstructorData(vehicle).get
sendResponse(PacketCoding.CreateGamePacket(0, ObjectCreateMessage(objedtId, vehicle_guid, vdata)))
continent.Transport ! Zone.SpawnVehicle(vehicle)
vehicleService ! VehicleServiceMessage(continent.Id, VehicleAction.LoadVehicle(player_guid, vehicle, objedtId, vehicle_guid, vdata))
sendResponse(PacketCoding.CreateGamePacket(0, PlanetsideAttributeMessage(vehicle_guid, 22, 1L))) //mount points off?
//sendResponse(PacketCoding.CreateGamePacket(0, PlanetsideAttributeMessage(vehicle_guid, 21, player_guid.guid))) //fte and ownership?
//sendResponse(PacketCoding.CreateGamePacket(0, ObjectAttachMessage(vehicle_guid, player_guid, 0)))
vehicleService ! VehicleServiceMessage.UnscheduleDeconstruction(vehicle_guid) //cancel queue timeout delay
vehicleService ! VehicleServiceMessage.DelayedVehicleDeconstruction(vehicle, continent, 21L) //temporary drive away from pad delay
vehicle.Actor ! Mountable.TryMount(player, 0)
case VehicleSpawnPad.PlayerSeatedInVehicle(vehicle) =>
vehicleService ! VehicleServiceMessage.DelayedVehicleDeconstruction(vehicle, continent, 21L) //sitting in the vehicle clears the drive away delay
val vehicle_guid = vehicle.GUID
sendResponse(PacketCoding.CreateGamePacket(0, PlanetsideAttributeMessage(vehicle_guid, 22, 0L))) //mount points on?
//sendResponse(PacketCoding.CreateGamePacket(0, PlanetsideAttributeMessage(vehicle_guid, 0, vehicle.Definition.MaxHealth)))
sendResponse(PacketCoding.CreateGamePacket(0, PlanetsideAttributeMessage(vehicle_guid, 68, 0L))) //???
sendResponse(PacketCoding.CreateGamePacket(0, PlanetsideAttributeMessage(vehicle_guid, 113, 0L))) //???
ReloadVehicleAccessPermissions(vehicle)
case VehicleSpawnPad.SpawnPadBlockedWarning(vehicle, warning_count) =>
if(warning_count > 2) {
sendResponse(PacketCoding.CreateGamePacket(0, TriggerSoundMessage(TriggeredSound.Unknown14, vehicle.Position, 20, 1f)))
sendResponse(PacketCoding.CreateGamePacket(0,
ChatMsg(ChatMessageType.CMT_TELL, true, "", "\\#FYour vehicle is blocking the spawn pad, and will be deconstructed if not moved.", None))
)
}
case VehicleSpawnPad.SpawnPadUnblocked(vehicle_guid) =>
//vehicle has moved away from spawn pad after initial spawn
vehicleService ! VehicleServiceMessage.UnscheduleDeconstruction(vehicle_guid) //cancel temporary drive away from pad delay
case ListAccountCharacters =>
import net.psforever.objects.definition.converter.CharacterSelectConverter
val gen : AtomicInteger = new AtomicInteger(1)
val converter : CharacterSelectConverter = new CharacterSelectConverter
//load characters
SetCharacterSelectScreenGUID(player, gen)
val health = player.Health
val stamina = player.Stamina
val armor = player.Armor
player.Spawn
sendResponse(PacketCoding.CreateGamePacket(0,
ObjectCreateDetailedMessage(ObjectClass.avatar, player.GUID, converter.DetailedConstructorData(player).get)
))
if(health > 0) { //player can not be dead; stay spawned as alive
player.Health = health
player.Stamina = stamina
player.Armor = armor
}
sendResponse(PacketCoding.CreateGamePacket(0, CharacterInfoMessage(15,PlanetSideZoneID(10000), 41605313, player.GUID, false, 6404428)))
RemoveCharacterSelectScreenGUID(player)
sendResponse(PacketCoding.CreateGamePacket(0, CharacterInfoMessage(0, PlanetSideZoneID(1), 0, PlanetSideGUID(0), true, 0)))
case InterstellarCluster.GiveWorld(zoneId, zone) =>
log.info(s"Zone $zoneId has been loaded")
player.Continent = zoneId
continent = zone
taskResolver ! RegisterAvatar(player)
case PlayerLoaded(tplayer) =>
log.info(s"Player $tplayer has been loaded")
//init for whole server
galaxy ! InterstellarCluster.RequestClientInitialization(tplayer)
case PlayerFailedToLoad(tplayer) =>
player.Continent match {
case _ =>
failWithError(s"$tplayer failed to load anywhere")
}
case VehicleLoaded(_/*vehicle*/) => ;
//currently being handled by VehicleSpawnPad.LoadVehicle during testing phase
case Zone.ClientInitialization(/*initList*/_) =>
//TODO iterate over initList; for now, just do this
sendResponse(
PacketCoding.CreateGamePacket(0,
BuildingInfoUpdateMessage(
PlanetSideGUID(6), //Ceryshen
PlanetSideGUID(2), //Anguta
8, //80% NTU
true, //Base hacked
PlanetSideEmpire.NC, //Base hacked by NC
600000, //10 minutes remaining for hack
PlanetSideEmpire.VS, //Base owned by VS
0, //!! Field != 0 will cause malformed packet. See class def.
None,
PlanetSideGeneratorState.Critical, //Generator critical
true, //Respawn tubes destroyed
true, //Force dome active
16, //Tech plant lattice benefit
0,
Nil, //!! Field > 0 will cause malformed packet. See class def.
0,
false,
8, //!! Field != 8 will cause malformed packet. See class def.
None,
true, //Boosted spawn room pain field
true //Boosted generator room pain field
)
)
)
sendResponse(PacketCoding.CreateGamePacket(0, ContinentalLockUpdateMessage(PlanetSideGUID(13), PlanetSideEmpire.VS))) // "The VS have captured the VS Sanctuary."
sendResponse(PacketCoding.CreateGamePacket(0, BroadcastWarpgateUpdateMessage(PlanetSideGUID(13), PlanetSideGUID(1), false, false, true))) // VS Sanctuary: Inactive Warpgate -> Broadcast Warpgate
sendResponse(PacketCoding.CreateGamePacket(0, ZonePopulationUpdateMessage(PlanetSideGUID(13), 414, 138, 0, 138, 0, 138, 0, 138, 0)))
case InterstellarCluster.ClientInitializationComplete(tplayer)=>
//this will cause the client to send back a BeginZoningMessage packet (see below)
sendResponse(PacketCoding.CreateGamePacket(0, LoadMapMessage(continent.Map.Name, continent.Id, 40100,25,true,3770441820L))) //VS Sanctuary
log.info("Load the now-registered player")
//load the now-registered player
tplayer.Spawn
sendResponse(PacketCoding.CreateGamePacket(0,
ObjectCreateDetailedMessage(ObjectClass.avatar, tplayer.GUID, tplayer.Definition.Packet.DetailedConstructorData(tplayer).get)
))
avatarService ! AvatarServiceMessage(tplayer.Continent, AvatarAction.LoadPlayer(tplayer.GUID, tplayer.Definition.Packet.ConstructorData(tplayer).get))
log.debug(s"ObjectCreateDetailedMessage: ${tplayer.Definition.Packet.DetailedConstructorData(tplayer).get}")
case SetCurrentAvatar(tplayer) =>
val guid = tplayer.GUID
LivePlayerList.Assign(continent.Number, sessionId, guid)
sendResponse(PacketCoding.CreateGamePacket(0, SetCurrentAvatarMessage(guid,0,0)))
sendResponse(PacketCoding.CreateGamePacket(0, CreateShortcutMessage(guid, 1, 0, true, Shortcut.MEDKIT)))
sendResponse(PacketCoding.CreateGamePacket(0, ChatMsg(ChatMessageType.CMT_EXPANSIONS, true, "", "1 on", None))) //CC on
case Zone.ItemFromGround(tplayer, item) =>
val obj_guid = item.GUID
val player_guid = tplayer.GUID
tplayer.Fit(item) match {
case Some(slot) =>
tplayer.Slot(slot).Equipment = item
avatarService ! AvatarServiceMessage(tplayer.Continent, AvatarAction.ObjectDelete(player_guid, obj_guid))
val definition = item.Definition
sendResponse(
PacketCoding.CreateGamePacket(0,
ObjectCreateDetailedMessage(
definition.ObjectId,
obj_guid,
ObjectCreateMessageParent(player_guid, slot),
definition.Packet.DetailedConstructorData(item).get
)
)
)
if(-1 < slot && slot < 5) {
avatarService ! AvatarServiceMessage(tplayer.Continent, AvatarAction.EquipmentInHand(player_guid, slot, item))
}
case None =>
continent.Ground ! Zone.DropItemOnGround(item, item.Position, item.Orientation) //restore
}
case ItemHacking(tplayer, target, tool_guid, delta, completeAction, tickAction) =>
progressBarUpdate.cancel
if(progressBarValue.isDefined) {
val progressBarVal : Float = progressBarValue.get + delta
val vis = if(progressBarVal == 0L) { //hack state for progress bar visibility
HackState.Start
}
else if(progressBarVal > 100L) {
HackState.Finished
}
else {
HackState.Ongoing
}
sendResponse(PacketCoding.CreateGamePacket(0, HackMessage(1, target.GUID, player.GUID, progressBarVal.toInt, 0L, vis, 8L)))
if(progressBarVal > 100) { //done
progressBarValue = None
log.info(s"Hacked a $target")
sendResponse(PacketCoding.CreateGamePacket(0, HackMessage(0, target.GUID, player.GUID, 100, 1114636288L, HackState.Hacked, 8L)))
completeAction()
}
else { //continue next tick
tickAction.getOrElse(() => Unit)()
progressBarValue = Some(progressBarVal)
import scala.concurrent.duration._
import scala.concurrent.ExecutionContext.Implicits.global
progressBarUpdate = context.system.scheduler.scheduleOnce(250 milliseconds, self, ItemHacking(tplayer, target, tool_guid, delta, completeAction))
}
}
case ResponseToSelf(pkt) =>
log.info(s"Received a direct message: $pkt")
sendResponse(pkt)
case default =>
log.warn(s"Invalid packet class received: $default")
}
def handlePkt(pkt : PlanetSidePacket) : Unit = pkt match {
case ctrl : PlanetSideControlPacket =>
handleControlPkt(ctrl)
case game : PlanetSideGamePacket =>
handleGamePkt(game)
case default => log.error(s"Invalid packet class received: $default")
}
def handlePktContainer(pkt : PlanetSidePacketContainer) : Unit = pkt match {
case ctrl @ ControlPacket(opcode, ctrlPkt) =>
handleControlPkt(ctrlPkt)
case game @ GamePacket(opcode, seq, gamePkt) =>
handleGamePkt(gamePkt)
case default => log.warn(s"Invalid packet container class received: $default")
}
def handleControlPkt(pkt : PlanetSideControlPacket) = {
pkt match {
case SlottedMetaPacket(slot, subslot, innerPacket) =>
sendResponse(PacketCoding.CreateControlPacket(SlottedMetaAck(slot, subslot)))
PacketCoding.DecodePacket(innerPacket) match {
case Failure(e) =>
log.error(s"Failed to decode inner packet of SlottedMetaPacket: $e")
case Successful(v) =>
handlePkt(v)
}
case sync @ ControlSync(diff, unk, f1, f2, f3, f4, fa, fb) =>
log.debug(s"SYNC: $sync")
val serverTick = Math.abs(System.nanoTime().toInt) // limit the size to prevent encoding error
sendResponse(PacketCoding.CreateControlPacket(ControlSyncResp(diff, serverTick,
fa, fb, fb, fa)))
case MultiPacket(packets) =>
packets.foreach { pkt =>
PacketCoding.DecodePacket(pkt) match {
case Failure(e) =>
log.error(s"Failed to decode inner packet of MultiPacket: $e")
case Successful(v) =>
handlePkt(v)
}
}
case MultiPacketEx(packets) =>
packets.foreach { pkt =>
PacketCoding.DecodePacket(pkt) match {
case Failure(e) =>
log.error(s"Failed to decode inner packet of MultiPacketEx: $e")
case Successful(v) =>
handlePkt(v)
}
}
case RelatedA0(subslot) =>
log.error(s"Client not ready for last control packet with subslot $subslot; potential system disarray")
case RelatedB0(subslot) =>
log.trace(s"Good control packet received $subslot")
case TeardownConnection(_) =>
log.info("Good bye")
case default =>
log.warn(s"Unhandled ControlPacket $default")
}
}
var player : Player = null
def handleGamePkt(pkt : PlanetSideGamePacket) = pkt match {
case ConnectToWorldRequestMessage(server, token, majorVersion, minorVersion, revision, buildDate, unk) =>
val clientVersion = s"Client Version: $majorVersion.$minorVersion.$revision, $buildDate"
log.info(s"New world login to $server with Token:$token. $clientVersion")
//TODO begin temp player character auto-loading; remove later
import net.psforever.objects.GlobalDefinitions._
player = Player("TestCharacter"+sessionId.toString, PlanetSideEmpire.VS, CharacterGender.Female, 41, 1)
//player.Position = Vector3(3674.8438f, 2726.789f, 91.15625f)
player.Position = Vector3(3523.039f, 2855.5078f, 90.859375f)
player.Orientation = Vector3(0f, 0f, 90f)
player.Certifications += CertificationType.StandardAssault
player.Certifications += CertificationType.MediumAssault
player.Certifications += CertificationType.StandardExoSuit
player.Certifications += CertificationType.AgileExoSuit
player.Certifications += CertificationType.ReinforcedExoSuit
player.Certifications += CertificationType.ATV
player.Certifications += CertificationType.Harasser
//
player.Certifications += CertificationType.GroundSupport
player.Certifications += CertificationType.GroundTransport
player.Certifications += CertificationType.Flail
player.Certifications += CertificationType.Switchblade
player.Certifications += CertificationType.AssaultBuggy
player.Certifications += CertificationType.ArmoredAssault1
player.Certifications += CertificationType.ArmoredAssault2
player.Certifications += CertificationType.AirCavalryScout
player.Certifications += CertificationType.AirCavalryAssault
player.Certifications += CertificationType.AirCavalryInterceptor
player.Certifications += CertificationType.AirSupport
player.Certifications += CertificationType.GalaxyGunship
player.Certifications += CertificationType.Phantasm
AwardBattleExperiencePoints(player, 1000000L)
// player.ExoSuit = ExoSuitType.MAX //TODO strange issue; divide number above by 10 when uncommenting
player.Slot(0).Equipment = Tool(beamer)
player.Slot(2).Equipment = Tool(suppressor)
player.Slot(4).Equipment = Tool(forceblade)
player.Slot(6).Equipment = AmmoBox(bullet_9mm)
player.Slot(9).Equipment = AmmoBox(bullet_9mm)
player.Slot(12).Equipment = AmmoBox(bullet_9mm)
player.Slot(33).Equipment = AmmoBox(bullet_9mm_AP)
player.Slot(36).Equipment = AmmoBox(energy_cell)
player.Slot(39).Equipment = SimpleItem(remote_electronics_kit)
player.Slot(5).Equipment.get.asInstanceOf[LockerContainer].Inventory += 0 -> SimpleItem(remote_electronics_kit)
//TODO end temp player character auto-loading
self ! ListAccountCharacters
import scala.concurrent.duration._
import scala.concurrent.ExecutionContext.Implicits.global
clientKeepAlive.cancel
clientKeepAlive = context.system.scheduler.schedule(0 seconds, 500 milliseconds, self, PokeClient())
case msg @ CharacterCreateRequestMessage(name, head, voice, gender, empire) =>
log.info("Handling " + msg)
sendResponse(PacketCoding.CreateGamePacket(0, ActionResultMessage(true, None)))
self ! ListAccountCharacters
case msg @ CharacterRequestMessage(charId, action) =>
log.info("Handling " + msg)
action match {
case CharacterRequestAction.Delete =>
sendResponse(PacketCoding.CreateGamePacket(0, ActionResultMessage(false, Some(1))))
case CharacterRequestAction.Select =>
LivePlayerList.Add(sessionId, player)
//TODO check if can spawn on last continent/location from player?
//TODO if yes, get continent guid accessors
//TODO if no, get sanctuary guid accessors and reset the player's expectations
galaxy ! InterstellarCluster.GetWorld("home3")
case default =>
log.error("Unsupported " + default + " in " + msg)
}
case KeepAliveMessage(code) =>
sendResponse(PacketCoding.CreateGamePacket(0, KeepAliveMessage()))
case msg @ BeginZoningMessage() =>
log.info("Reticulating splines ...")
//map-specific initializations
//TODO continent.ClientConfiguration()
sendResponse(PacketCoding.CreateGamePacket(0, SetEmpireMessage(PlanetSideGUID(2), PlanetSideEmpire.VS))) //HART building C
sendResponse(PacketCoding.CreateGamePacket(0, SetEmpireMessage(PlanetSideGUID(29), PlanetSideEmpire.NC))) //South Villa Gun Tower
sendResponse(PacketCoding.CreateGamePacket(0, TimeOfDayMessage(1191182336)))
sendResponse(PacketCoding.CreateGamePacket(0, ReplicationStreamMessage(5, Some(6), Vector(SquadListing())))) //clear squad list
//render Equipment that was dropped into zone before the player arrived
continent.EquipmentOnGround.foreach(item => {
val definition = item.Definition
sendResponse(
PacketCoding.CreateGamePacket(0,
ObjectCreateMessage(
definition.ObjectId,
item.GUID,
DroppedItemData(PlacementData(item.Position, item.Orientation), definition.Packet.ConstructorData(item).get)
)
)
)
})
//load active players in zone
LivePlayerList.ZonePopulation(continent.Number, _ => true).foreach(char => {
sendResponse(
PacketCoding.CreateGamePacket(0,
ObjectCreateMessage(ObjectClass.avatar, char.GUID, char.Definition.Packet.ConstructorData(char).get)
)
)
})
//load active vehicles in zone
continent.Vehicles.foreach(vehicle => {
val definition = vehicle.Definition
sendResponse(PacketCoding.CreateGamePacket(0,
ObjectCreateMessage(
definition.ObjectId,
vehicle.GUID,
definition.Packet.ConstructorData(vehicle).get
)
))
//seat vehicle occupants
vehicle.Definition.MountPoints.values.foreach(seat_num => {
vehicle.Seat(seat_num).get.Occupant match {
case Some(tplayer) =>
if(tplayer.HasGUID) {
sendResponse(PacketCoding.CreateGamePacket(0, ObjectAttachMessage(vehicle.GUID, tplayer.GUID, seat_num)))
}
case None => ;
}
})
ReloadVehicleAccessPermissions(vehicle)
})
//implant terminals
continent.Map.TerminalToInterface.foreach({ case((terminal_guid, interface_guid)) =>
val parent_guid = PlanetSideGUID(terminal_guid)
continent.GUID(interface_guid) match {
case Some(obj : Terminal) =>
val obj_def = obj.Definition
val obj_uid = obj_def.ObjectId
val obj_data = obj_def.Packet.ConstructorData(obj).get
sendResponse(PacketCoding.CreateGamePacket(0,
ObjectCreateMessage(
obj_uid,
PlanetSideGUID(interface_guid),
ObjectCreateMessageParent(parent_guid, 1),
obj_data
)
))
case _ => ;
}
//seat terminal occupants
continent.GUID(terminal_guid) match {
case Some(obj : Mountable) =>
obj.MountPoints.foreach({ case((_, seat_num)) =>
obj.Seat(seat_num).get.Occupant match {
case Some(tplayer) =>
if(tplayer.HasGUID) {
sendResponse(PacketCoding.CreateGamePacket(0, ObjectAttachMessage(parent_guid, tplayer.GUID, seat_num)))
}
case None => ;
}
})
case _ => ;
}
})
avatarService ! Service.Join(player.Continent)
localService ! Service.Join(player.Continent)
vehicleService ! Service.Join(player.Continent)
self ! SetCurrentAvatar(player)
case msg @ PlayerStateMessageUpstream(avatar_guid, pos, vel, yaw, pitch, yaw_upper, seq_time, unk3, is_crouching, is_jumping, unk4, is_cloaking, unk5, unk6) =>
player.Position = pos
player.Velocity = vel
player.Orientation = Vector3(player.Orientation.x, pitch, yaw)
player.FacingYawUpper = yaw_upper
player.Crouching = is_crouching
player.Jumping = is_jumping
val wepInHand : Boolean = player.Slot(player.DrawnSlot).Equipment match {
case Some(item) => item.Definition == GlobalDefinitions.bolt_driver
case None => false
}
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.PlayerState(avatar_guid, msg, player.Spectator, wepInHand))
case msg @ ChildObjectStateMessage(object_guid, pitch, yaw) =>
//the majority of the following check retrieves information to determine if we are in control of the child
player.VehicleSeated match {
case Some(vehicle_guid) =>
continent.GUID(vehicle_guid) match {
case Some(obj : Vehicle) =>
obj.PassengerInSeat(player) match {
case Some(seat_num) =>
obj.WeaponControlledFromSeat(seat_num) match {
case Some(tool) =>
if(tool.GUID == object_guid) {
//TODO set tool orientation?
vehicleService ! VehicleServiceMessage(continent.Id, VehicleAction.ChildObjectState(player.GUID, object_guid, pitch, yaw))
}
case None =>
log.warn(s"ChildObjectState: player $player is not using stated controllable agent")
}
case None =>
log.warn(s"ChildObjectState: player ${player.GUID} is not in a position to use controllable agent")
}
case _ =>
log.warn(s"ChildObjectState: player $player's controllable agent not available in scope")
}
case None =>
//TODO status condition of "playing getting out of vehicle to allow for late packets without warning
//log.warn(s"ChildObjectState: player $player not related to anything with a controllable agent")
}
//log.info("ChildObjectState: " + msg)
case msg @ VehicleStateMessage(vehicle_guid, unk1, pos, ang, vel, unk5, unk6, unk7, wheels, unk9, unkA) =>
continent.GUID(vehicle_guid) match {
case Some(obj : Vehicle) =>
if(obj.Seat(0).get.Occupant.contains(player)) { //we're driving the vehicle
obj.Position = pos
obj.Orientation = ang
obj.Velocity = vel
vehicleService ! VehicleServiceMessage(continent.Id, VehicleAction.VehicleState(player.GUID, vehicle_guid, unk1, pos, ang, vel, unk5, unk6, unk7, wheels, unk9, unkA))
}
//TODO placing a "not driving" warning here may trigger as we are disembarking the vehicle
case _ =>
log.warn(s"VehicleState: no vehicle $vehicle_guid found in zone")
}
//log.info("VehicleState: " + msg)
case msg @ ProjectileStateMessage(projectile_guid, shot_pos, shot_vector, unk1, unk2, unk3, unk4, time_alive) =>
//log.info("ProjectileState: " + msg)
case msg @ ChatMsg(messagetype, has_wide_contents, recipient, contents, note_contents) =>
// TODO: Prevents log spam, but should be handled correctly
if (messagetype != ChatMessageType.CMT_TOGGLE_GM) {
log.info("Chat: " + msg)
}
if (messagetype == ChatMessageType.CMT_VOICE) {
sendResponse(PacketCoding.CreateGamePacket(0, ChatMsg(ChatMessageType.CMT_VOICE, false, "IlllIIIlllIlIllIlllIllI", contents, None)))
}
// TODO: handle this appropriately
if(messagetype == ChatMessageType.CMT_QUIT) {
sendResponse(DropCryptoSession())
sendResponse(DropSession(sessionId, "user quit"))
}
// TODO: Depending on messagetype, may need to prepend sender's name to contents with proper spacing
// TODO: Just replays the packet straight back to sender; actually needs to be routed to recipients!
sendResponse(PacketCoding.CreateGamePacket(0, ChatMsg(messagetype, has_wide_contents, recipient, contents, note_contents)))
case msg @ VoiceHostRequest(unk, PlanetSideGUID(player_guid), data) =>
log.info("Player "+player_guid+" requested in-game voice chat.")
sendResponse(PacketCoding.CreateGamePacket(0, VoiceHostKill()))
case msg @ VoiceHostInfo(player_guid, data) =>
sendResponse(PacketCoding.CreateGamePacket(0, VoiceHostKill()))
case msg @ ChangeFireModeMessage(item_guid, fire_mode) =>
log.info("ChangeFireMode: " + msg)
case msg @ ChangeFireStateMessage_Start(item_guid) =>
log.info("ChangeFireState_Start: " + msg)
case msg @ ChangeFireStateMessage_Stop(item_guid) =>
log.info("ChangeFireState_Stop: " + msg)
progressBarUpdate.cancel
case msg @ EmoteMsg(avatar_guid, emote) =>
log.info("Emote: " + msg)
sendResponse(PacketCoding.CreateGamePacket(0, EmoteMsg(avatar_guid, emote)))
case msg @ DropItemMessage(item_guid) =>
log.info("DropItem: " + msg)
player.FreeHand.Equipment match {
case Some(item) =>
if(item.GUID == item_guid) {
val orient : Vector3 = Vector3(0f, 0f, player.Orientation.z)
player.FreeHand.Equipment = None
continent.Ground ! Zone.DropItemOnGround(item, player.Position, orient)
sendResponse(PacketCoding.CreateGamePacket(0, ObjectDetachMessage(player.GUID, item.GUID, player.Position, 0f, 0f, player.Orientation.z)))
avatarService ! AvatarServiceMessage(player.Continent, AvatarAction.EquipmentOnGround(player.GUID, player.Position, orient, item))
}
else {
log.warn(s"item in hand was ${item.GUID} but trying to drop $item_guid; nothing will be dropped")
}
case None =>
log.error(s"$player wanted to drop an item, but it was not in hand")
}
case msg @ PickupItemMessage(item_guid, player_guid, unk1, unk2) =>
log.info("PickupItem: " + msg)
continent.Ground ! Zone.GetItemOnGround(player, item_guid)
case msg @ ReloadMessage(item_guid, ammo_clip, unk1) =>
log.info("Reload: " + msg)
val reloadValue : Int = player.VehicleSeated match {
case Some(vehicle_guid) => //weapon is vehicle turret?
continent.GUID(vehicle_guid) match {
case Some(vehicle : Vehicle) =>
vehicle.PassengerInSeat(player) match {
case Some(seat_num) =>
vehicle.WeaponControlledFromSeat(seat_num) match {
case Some(item : Tool) =>
item.FireMode.Magazine
case _ => ;
0
}
case None => ;
0
}
case _ => ;
0
}
case None => //not in vehicle; weapon in hand?
player.Slot(player.DrawnSlot).Equipment match { //TODO check that item in hand is item_guid?
case Some(item : Tool) =>
item.FireMode.Magazine
case Some(_) | None => ;
0
}
}
if(reloadValue > 0) {
//TODO hunt for ammunition in backpack/trunk
sendResponse(PacketCoding.CreateGamePacket(0, ReloadMessage(item_guid, reloadValue, unk1)))
}
case msg @ ObjectHeldMessage(avatar_guid, held_holsters, unk1) =>
val before = player.DrawnSlot
val after = player.DrawnSlot = held_holsters
if(before != after) {
val slot = if(after == Player.HandsDownSlot) { before } else { after }
avatarService ! AvatarServiceMessage(player.Continent, AvatarAction.ObjectHeld(player.GUID, slot))
}
log.info("ObjectHeld: " + msg)
case msg @ AvatarJumpMessage(state) =>
//log.info("AvatarJump: " + msg)
case msg @ ZipLineMessage(player_guid,origin_side,action,id,pos) =>
log.info("ZipLineMessage: " + msg)
if (!origin_side && action == 0) {
//doing this lets you use the zip line in one direction, cant come back
sendResponse(PacketCoding.CreateGamePacket(0, ZipLineMessage(player_guid, origin_side, action, id, pos)))
}
else if (!origin_side && action == 1) {
//disembark from zipline at destination !
sendResponse(PacketCoding.CreateGamePacket(0, ZipLineMessage(player_guid, origin_side, action, 0, pos)))
}
else if (!origin_side && action == 2) {
//get off by force
sendResponse(PacketCoding.CreateGamePacket(0, ZipLineMessage(player_guid, origin_side, action, 0, pos)))
}
else if (origin_side && action == 0) {
// for teleporters & the other zipline direction
}
case msg @ RequestDestroyMessage(object_guid) =>
// TODO: Make sure this is the correct response for all cases
continent.GUID(object_guid) match {
case Some(vehicle : Vehicle) =>
if(player.VehicleOwned.contains(object_guid) && vehicle.Owner.contains(player.GUID)) {
vehicleService ! VehicleServiceMessage.UnscheduleDeconstruction(object_guid)
vehicleService ! VehicleServiceMessage.RequestDeleteVehicle(vehicle, continent)
log.info(s"RequestDestroy: vehicle $object_guid")
}
else {
log.info(s"RequestDestroy: must own vehicle $object_guid in order to deconstruct it")
}
case Some(obj : Equipment) =>
player.Find(object_guid) match { //player should be holding it
case Some(slot) =>
taskResolver ! RemoveEquipmentFromSlot(player, player.Slot(slot).Equipment.get, slot)
log.info(s"RequestDestroy: equipment $object_guid")
case None =>
sendResponse(PacketCoding.CreateGamePacket(0, ObjectDeleteMessage(object_guid, 0)))
log.warn(s"RequestDestroy: object $object_guid not found in player hands")
}
case None =>
log.warn(s"RequestDestroy: object $object_guid not found")
case _ =>
log.warn(s"RequestDestroy: not allowed to delete object $object_guid")
}
case msg @ ObjectDeleteMessage(object_guid, unk1) =>
sendResponse(PacketCoding.CreateGamePacket(0, ObjectDeleteMessage(object_guid, 0)))
log.info("ObjectDelete: " + msg)
case msg @ MoveItemMessage(item_guid, source_guid, destination_guid, dest, unk1) =>
player.Find(item_guid) match {
case Some(index) =>
val indexSlot = player.Slot(index)
var itemOpt : Option[Equipment] = indexSlot.Equipment
//use this to short circuit
val item = itemOpt.get
val destSlot = player.Slot(dest)
val destItem = if((-1 < dest && dest < 5) || dest == Player.FreeHandSlot) {
destSlot.Equipment match {
case Some(found) =>
Some(InventoryItem(found, dest))
case None =>
None
}
}
else {
val tile = item.Definition.Tile
player.Inventory.CheckCollisionsVar(dest, tile.Width, tile.Height) match {
case Success(Nil) => None //no item swap
case Success(entry :: Nil) => Some(entry) //one item to swap
case Success(_) | scala.util.Failure(_) => itemOpt = None; None //abort item move altogether
}
}
if(itemOpt.isDefined) {
log.info(s"MoveItem: $item_guid moved from $source_guid @ $index to $source_guid @ $dest")
indexSlot.Equipment = None
destItem match {
//do we have a swap item?
case Some(entry) => //yes, swap
val item2 = entry.obj
player.Slot(entry.start).Equipment = None //remove item2 to make room for item
destSlot.Equipment = item //in case dest and index could block each other
(indexSlot.Equipment = entry.obj) match {
case Some(_) => //item and item2 swapped places successfully
log.info(s"MoveItem: ${item2.GUID} swapped to $source_guid @ $index")
//we must shuffle items around cleanly to avoid causing icons to "disappear"
if(index == Player.FreeHandSlot) {
//temporarily put in safe location, A -> C
sendResponse(PacketCoding.CreateGamePacket(0, ObjectDetachMessage(player.GUID, item.GUID, Vector3(0f, 0f, 0f), 0f, 0f, 0f))) //ground
}
else {
sendResponse(PacketCoding.CreateGamePacket(0, ObjectAttachMessage(player.GUID, item.GUID, Player.FreeHandSlot))) //free hand
}
sendResponse(PacketCoding.CreateGamePacket(0, ObjectAttachMessage(player.GUID, item2.GUID, index))) //B -> A
if(0 <= index && index < 5) {
avatarService ! AvatarServiceMessage(player.Continent, AvatarAction.EquipmentInHand(player.GUID, index, item2))
}
case None => //item2 does not fit; drop on ground
val pos = player.Position
val playerOrient = player.Orientation
val orient : Vector3 = Vector3(0f, 0f, playerOrient.z)
continent.Actor ! Zone.DropItemOnGround(item2, pos, orient)
sendResponse(PacketCoding.CreateGamePacket(0, ObjectDetachMessage(player.GUID, item2.GUID, pos, 0f, 0f, playerOrient.z))) //ground
avatarService ! AvatarServiceMessage(player.Continent, AvatarAction.EquipmentOnGround(player.GUID, pos, orient, item2))
}
case None => //just move item over
destSlot.Equipment = item
}
sendResponse(PacketCoding.CreateGamePacket(0, ObjectAttachMessage(source_guid, item_guid, dest)))
if(0 <= dest && dest < 5) {
avatarService ! AvatarServiceMessage(player.Continent, AvatarAction.EquipmentInHand(player.GUID, dest, item))
}
}
case None =>
log.info(s"MoveItem: $source_guid wanted to move the item $item_guid but could not find it")
}
case msg @ ChangeAmmoMessage(item_guid, unk1) =>
log.info("ChangeAmmo: " + msg)
case msg @ AvatarImplantMessage(_, _, _, _) => //(player_guid, unk1, unk2, implant) =>
log.info("AvatarImplantMessage: " + msg)
case msg @ UseItemMessage(avatar_guid, unk1, object_guid, unk2, unk3, unk4, unk5, unk6, unk7, unk8, itemType) =>
log.info("UseItem: " + msg)
// TODO: Not all fields in the response are identical to source in real packet logs (but seems to be ok)
// TODO: Not all incoming UseItemMessage's respond with another UseItemMessage (i.e. doors only send out GenericObjectStateMsg)
continent.GUID(object_guid) match {
case Some(door : Door) =>
continent.Map.DoorToLock.get(object_guid.guid) match { //check for IFF Lock
case Some(lock_guid) =>
val lock_hacked = continent.GUID(lock_guid).get.asInstanceOf[IFFLock].HackedBy match {
case Some((tplayer, _, _)) =>
tplayer.Faction == player.Faction
case None =>
false
}
continent.Map.ObjectToBase.get(lock_guid) match { //check for associated base
case Some(base_id) =>
if(continent.Base(base_id).get.Faction == player.Faction || lock_hacked) { //either base allegiance aligns or locks is hacked
door.Actor ! Door.Use(player, msg)
}
case None =>
if(lock_hacked) { //is lock hacked? this may be a weird case
door.Actor ! Door.Use(player, msg)
}
}
case None =>
door.Actor ! Door.Use(player, msg) //let door open freely
}
case Some(panel : IFFLock) =>
player.Slot(player.DrawnSlot).Equipment match {
case Some(tool : SimpleItem) =>
if(tool.Definition == GlobalDefinitions.remote_electronics_kit) {
//TODO get player hack level (for now, presume 15s in intervals of 4/s)
progressBarValue = Some(-2.66f)
self ! WorldSessionActor.ItemHacking(player, panel, tool.GUID, 2.66f, FinishHackingDoor(panel, 1114636288L))
log.info("Hacking a door~")
}
case _ => ;
}
case Some(obj : Vehicle) =>
if(obj.Faction == player.Faction) {
player.Slot(player.DrawnSlot).Equipment match {
case Some(tool : Tool) =>
if(tool.Definition == GlobalDefinitions.nano_dispenser) {
//TODO repairing behavior
}
case Some(_) | None =>
//TODO trunk access
sendResponse(PacketCoding.CreateGamePacket(0, UseItemMessage(avatar_guid, unk1, object_guid, unk2, unk3, unk4, unk5, unk6, unk7, unk8, itemType)))
}
}
case Some(obj : PlanetSideGameObject) =>
if(itemType != 121) {
sendResponse(PacketCoding.CreateGamePacket(0, UseItemMessage(avatar_guid, unk1, object_guid, unk2, unk3, unk4, unk5, unk6, unk7, unk8, itemType)))
}
else if(itemType == 121 && !unk3) { // TODO : medkit use ?!
sendResponse(PacketCoding.CreateGamePacket(0, UseItemMessage(avatar_guid, unk1, object_guid, 0, unk3, unk4, unk5, unk6, unk7, unk8, itemType)))
sendResponse(PacketCoding.CreateGamePacket(0, PlanetsideAttributeMessage(avatar_guid, 0, 100))) // avatar with 100 hp
sendResponse(PacketCoding.CreateGamePacket(0, ObjectDeleteMessage(PlanetSideGUID(unk1), 2)))
}
case None => ;
}
case msg @ UnuseItemMessage(player_guid, item) =>
log.info("UnuseItem: " + msg)
case msg @ DeployObjectMessage(guid, unk1, pos, roll, pitch, yaw, unk2) =>
log.info("DeployObject: " + msg)
case msg @ GenericObjectStateMsg(object_guid, unk1) =>
log.info("GenericObjectState: " + msg)
case msg @ ItemTransactionMessage(terminal_guid, _, _, _, _, _) =>
log.info("ItemTransaction: " + msg)
continent.GUID(terminal_guid) match {
case Some(term : Terminal) =>
term.Actor ! Terminal.Request(player, msg)
case Some(obj : PlanetSideGameObject) => ;
case None => ;
}
case msg @ FavoritesRequest(player_guid, unk, action, line, label) =>
if(player.GUID == player_guid) {
val name = label.getOrElse("missing_loadout_name")
action match {
case FavoritesAction.Unknown => ;
case FavoritesAction.Save =>
player.SaveLoadout(name, line)
sendResponse(PacketCoding.CreateGamePacket(0, FavoritesMessage(0, player_guid, line, name)))
case FavoritesAction.Delete =>
player.DeleteLoadout(line)
sendResponse(PacketCoding.CreateGamePacket(0, FavoritesMessage(0, player_guid, line, "")))
}
}
log.info("FavoritesRequest: " + msg)
case msg @ WeaponDelayFireMessage(seq_time, weapon_guid) =>
log.info("WeaponDelayFire: " + msg)
case msg @ WeaponFireMessage(seq_time, weapon_guid, projectile_guid, shot_origin, unk1, unk2, unk3, unk4, unk5, unk6, unk7) =>
log.info("WeaponFire: " + msg)
case msg @ WeaponLazeTargetPositionMessage(weapon, pos1, pos2) =>
log.info("Lazing position: " + pos2.toString)
case msg @ HitMessage(seq_time, projectile_guid, unk1, hit_info, unk2, unk3, unk4) =>
log.info("Hit: " + msg)
case msg @ SplashHitMessage(unk1, unk2, unk3, unk4, unk5, unk6, unk7, unk8) =>
log.info("SplashHitMessage: " + msg)
case msg @ AvatarFirstTimeEventMessage(avatar_guid, object_guid, unk1, event_name) =>
log.info("AvatarFirstTimeEvent: " + msg)
case msg @ WarpgateRequest(continent_guid, building_guid, dest_building_guid, dest_continent_guid, unk1, unk2) =>
log.info("WarpgateRequest: " + msg)
case msg @ MountVehicleMsg(player_guid, mountable_guid, unk) =>
log.info("MountVehicleMsg: "+msg)
continent.GUID(mountable_guid) match {
case Some(obj : Mountable) =>
obj.GetSeatFromMountPoint(unk) match {
case Some(seat_num) =>
obj.Actor ! Mountable.TryMount(player, seat_num)
case None =>
log.warn(s"MountVehicleMsg: attempted to board mountable $mountable_guid's seat $unk, but no seat exists there")
}
case None | Some(_) =>
log.warn(s"MountVehicleMsg: not a mountable thing")
}
case msg @ DismountVehicleMsg(player_guid, unk1, unk2) =>
//TODO optimize this later
log.info(s"DismountVehicleMsg: $msg")
if(player.GUID == player_guid) {
//common warning for this section
def dismountWarning(msg : String) : Unit = {
log.warn(s"$msg; some vehicle might not know that a player is no longer sitting in it")
}
//normally disembarking from a seat
player.VehicleSeated match {
case Some(obj_guid) =>
continent.GUID(obj_guid) match {
case Some(obj : Mountable) =>
val seats = obj.Seats.values
seats.find(seat => seat.Occupant.contains(player)) match {
case Some(seat) =>
val vel = obj.Velocity.getOrElse(Vector3(0f, 0f, 0f))
val has_vel : Int = math.abs(vel.x * vel.y * vel.z).toInt
if(seat.Bailable || obj.Velocity.isEmpty || has_vel == 0) { //ugh, float comparison
seat.Occupant = None
//special actions
obj match {
case (veh : Vehicle) =>
if(seats.count(seat => seat.isOccupied) == 0) {
vehicleService ! VehicleServiceMessage.DelayedVehicleDeconstruction(veh, continent, 600L) //start vehicle decay (10m)
}
case _ => ;
}
}
case None =>
dismountWarning(s"DismountVehicleMsg: can not find where player $player_guid is seated in mountable $obj_guid")
}
case _ =>
dismountWarning(s"DismountVehicleMsg: can not find mountable entity $obj_guid")
}
case None =>
dismountWarning(s"DismountVehicleMsg: player $player_guid not considered seated in a mountable entity")
}
//should be safe
player.VehicleSeated = None
sendResponse(PacketCoding.CreateGamePacket(0, DismountVehicleMsg(player_guid, unk1, unk2)))
vehicleService ! VehicleServiceMessage(continent.Id, VehicleAction.DismountVehicle(player_guid, unk1, unk2))
}
else {
//kicking someone else out of a seat; need to own that seat
player.VehicleOwned match {
case Some(vehicle_guid) =>
continent.GUID(player_guid) match {
case Some(tplayer : Player) =>
if(tplayer.VehicleSeated.contains(vehicle_guid)) {
continent.GUID(vehicle_guid) match {
case Some(obj : Vehicle) =>
val seats = obj.Seats.values
seats.find(seat => seat.Occupant.contains(tplayer)) match {
case Some(seat) =>
seat.Occupant = None
tplayer.VehicleSeated = None
vehicleService ! VehicleServiceMessage(continent.Id, VehicleAction.KickPassenger(player_guid, unk1, unk2))
if(seats.count(seat => seat.isOccupied) == 0) {
vehicleService ! VehicleServiceMessage.DelayedVehicleDeconstruction(obj, continent, 600L) //start vehicle decay (10m)
}
case None =>
log.warn(s"DismountVehicleMsg: can not find where player $player_guid is seated in vehicle $vehicle_guid")
}
case _ =>
log.warn(s"DismountVehicleMsg: can not find vehicle $vehicle_guid")
}
}
else {
log.warn(s"DismountVehicleMsg: non-owner player $player trying to kick player $tplayer out of his seat")
}
case _ =>
log.warn(s"DismountVehicleMsg: player $player_guid could not be found to kick")
}
case None =>
log.warn(s"DismountVehicleMsg: $player does not own a vehicle")
}
}
case msg @ DeployRequestMessage(player_guid, entity, unk1, unk2, unk3, pos) =>
//if you try to deploy, can not undeploy
log.info("DeployRequest: " + msg)
case msg @ AvatarGrenadeStateMessage(player_guid, state) =>
log.info("AvatarGrenadeStateMessage: " + msg)
case msg @ SquadDefinitionActionMessage(a, b, c, d, e, f, g, h, i) =>
log.info("SquadDefinitionAction: " + msg)
case msg @ GenericCollisionMsg(u1, p, t, php, thp, pv, tv, ppos, tpos, u2, u3, u4) =>
log.info("Ouch! " + msg)
case msg @ BugReportMessage(version_major,version_minor,version_date,bug_type,repeatable,location,zone,pos,summary,desc) =>
log.info("BugReportMessage: " + msg)
case msg @ BindPlayerMessage(action, bindDesc, unk1, logging, unk2, unk3, unk4, pos) =>
log.info("BindPlayerMessage: " + msg)
case msg @ PlanetsideAttributeMessage(object_guid, attribute_type, attribute_value) =>
log.info("PlanetsideAttributeMessage: "+msg)
continent.GUID(object_guid) match {
case Some(vehicle : Vehicle) =>
if(player.VehicleOwned.contains(vehicle.GUID)) {
if(9 < attribute_type && attribute_type < 14) {
vehicle.PermissionGroup(attribute_type, attribute_value) match {
case Some(allow) =>
val group = AccessPermissionGroup(attribute_type - 10)
log.info(s"Vehicle attributes: vehicle ${vehicle.GUID} access permission $group changed to $allow")
vehicleService ! VehicleServiceMessage(continent.Id, VehicleAction.SeatPermissions(player.GUID, vehicle.GUID, attribute_type, attribute_value))
//kick players who should not be seated in the vehicle due to permission changes
if(allow == VehicleLockState.Locked) { //TODO only important permission atm
vehicle.Definition.MountPoints.values.foreach(seat_num => {
val seat = vehicle.Seat(seat_num).get
seat.Occupant match {
case Some(tplayer) =>
if(vehicle.SeatPermissionGroup(seat_num).contains(group) && tplayer != player) {
seat.Occupant = None
tplayer.VehicleSeated = None
vehicleService ! VehicleServiceMessage(continent.Id, VehicleAction.KickPassenger(tplayer.GUID, 4, false))
}
case None => ;
}
})
}
case None => ;
}
}
else {
log.warn(s"Vehicle attributes: unsupported change on vehicle $object_guid - $attribute_type")
}
}
else {
log.warn(s"Vehicle attributes: $player does not own vehicle ${vehicle.GUID} and can not change it")
}
case _ =>
log.warn(s"echo unknown attributes behavior")
sendResponse(PacketCoding.CreateGamePacket(0,PlanetsideAttributeMessage(object_guid, attribute_type, attribute_value)))
}
case msg @ BattleplanMessage(char_id, player_name, zonr_id, diagrams) =>
log.info("Battleplan: "+msg)
case msg @ CreateShortcutMessage(player_guid, slot, unk, add, shortcut) =>
log.info("CreateShortcutMessage: "+msg)
case msg @ FriendsRequest(action, friend) =>
log.info("FriendsRequest: "+msg)
case msg @ HitHint(source, player_guid) =>
log.info("HitHint: "+msg)
case msg @ WeaponDryFireMessage(weapon) =>
log.info("WeaponDryFireMessage: "+msg)
case msg @ TargetingImplantRequest(list) =>
log.info("TargetingImplantRequest: "+msg)
case msg @ ActionCancelMessage(u1, u2, u3) =>
log.info("Cancelled: "+msg)
case default => log.error(s"Unhandled GamePacket $pkt")
}
/**
* Iterate over a group of `EquipmentSlot`s, some of which may be occupied with an item.
* Remove any encountered items and add them to an output `List`.
* @param iter the `Iterator` of `EquipmentSlot`s
* @param index a number that equals the "current" holster slot (`EquipmentSlot`)
* @param list a persistent `List` of `Equipment` in the holster slots
* @return a `List` of `Equipment` in the holster slots
*/
@tailrec private def clearHolsters(iter : Iterator[EquipmentSlot], index : Int = 0, list : List[InventoryItem] = Nil) : List[InventoryItem] = {
if(!iter.hasNext) {
list
}
else {
val slot = iter.next
slot.Equipment match {
case Some(equipment) =>
slot.Equipment = None
clearHolsters(iter, index + 1, InventoryItem(equipment, index) +: list)
case None =>
clearHolsters(iter, index + 1, list)
}
}
}
/**
* Iterate over a group of `EquipmentSlot`s, some of which may be occupied with an item.
* For any slots that are not yet occupied by an item, search through the `List` and find an item that fits in that slot.
* Add that item to the slot and remove it from the list.
* @param iter the `Iterator` of `EquipmentSlot`s
* @param list a `List` of all `Equipment` that is not yet assigned to a holster slot or an inventory slot
* @return the `List` of all `Equipment` not yet assigned to a holster slot or an inventory slot
*/
@tailrec private def fillEmptyHolsters(iter : Iterator[EquipmentSlot], list : List[InventoryItem]) : List[InventoryItem] = {
if(!iter.hasNext) {
list
}
else {
val slot = iter.next
if(slot.Equipment.isEmpty) {
list.find(item => item.obj.Size == slot.Size) match {
case Some(obj) =>
val index = list.indexOf(obj)
slot.Equipment = obj.obj
fillEmptyHolsters(iter, list.take(index) ++ list.drop(index + 1))
case None =>
fillEmptyHolsters(iter, list)
}
}
else {
fillEmptyHolsters(iter, list)
}
}
}
/**
* Construct tasking that coordinates the following:<br>
* 1) Accept a new piece of `Equipment` and register it with a globally unique identifier.<br>
* 2) Once it is registered, give the `Equipment` to `target`.
* @param target what object will accept the new `Equipment`
* @param obj the new `Equipment`
* @param index the slot where the new `Equipment` will be placed
* @see `GUIDTask.RegisterEquipment`
* @see `PutInSlot`
* @return a `TaskResolver.GiveTask` message
*/
private def PutEquipmentInSlot(target : Player, obj : Equipment, index : Int) : TaskResolver.GiveTask = {
val regTask = GUIDTask.RegisterEquipment(obj)(continent.GUID)
obj match {
case tool : Tool =>
val linearToolTask = TaskResolver.GiveTask(regTask.task) +: regTask.subs
TaskResolver.GiveTask(PutInSlot(target, tool, index).task, linearToolTask)
case _ =>
TaskResolver.GiveTask(PutInSlot(target, obj, index).task, List(regTask))
}
}
/**
* Construct tasking that coordinates the following:<br>
* 1) Remove a new piece of `Equipment` from where it is currently stored.<br>
* 2) Once it is removed, un-register the `Equipment`'s globally unique identifier.
* @param target the object that currently possesses the `Equipment`
* @param obj the `Equipment`
* @param index the slot from where the `Equipment` will be removed
* @see `GUIDTask.UnregisterEquipment`
* @see `RemoveFromSlot`
* @return a `TaskResolver.GiveTask` message
*/
private def RemoveEquipmentFromSlot(target : Player, obj : Equipment, index : Int) : TaskResolver.GiveTask = {
val regTask = GUIDTask.UnregisterEquipment(obj)(continent.GUID)
//to avoid an error from a GUID-less object from being searchable, it is removed from the inventory first
obj match {
case _ : Tool =>
TaskResolver.GiveTask(regTask.task, RemoveFromSlot(target, obj, index) +: regTask.subs)
case _ =>
TaskResolver.GiveTask(regTask.task, List(RemoveFromSlot(target, obj, index)))
}
}
/**
* Construct tasking that gives the `Equipment` to `target`.
* @param target what object will accept the new `Equipment`
* @param obj the new `Equipment`
* @param index the slot where the new `Equipment` will be placed
* @return a `TaskResolver.GiveTask` message
*/
private def PutInSlot(target : Player, obj : Equipment, index : Int) : TaskResolver.GiveTask = {
TaskResolver.GiveTask(
new Task() {
private val localTarget = target
private val localIndex = index
private val localObject = obj
private val localAnnounce = self
private val localService = avatarService
override def isComplete : Task.Resolution.Value = {
if(localTarget.Slot(localIndex).Equipment.contains(localObject)) {
Task.Resolution.Success
}
else {
Task.Resolution.Incomplete
}
}
def Execute(resolver : ActorRef) : Unit = {
localTarget.Slot(localIndex).Equipment = localObject
resolver ! scala.util.Success(this)
}
override def onSuccess() : Unit = {
val definition = localObject.Definition
localAnnounce ! ResponseToSelf(
PacketCoding.CreateGamePacket(0,
ObjectCreateDetailedMessage(
definition.ObjectId,
localObject.GUID,
ObjectCreateMessageParent(localTarget.GUID, localIndex),
definition.Packet.DetailedConstructorData(localObject).get
)
)
)
if(0 <= localIndex && localIndex < 5) {
localService ! AvatarServiceMessage(localTarget.Continent, AvatarAction.EquipmentInHand(localTarget.GUID, localIndex, localObject))
}
}
})
}
/**
* Construct tasking that registers all aspects of a `Player` avatar.
* `Players` are complex objects that contain a variety of other register-able objects and each of these objects much be handled.
* @param tplayer the avatar `Player`
* @return a `TaskResolver.GiveTask` message
*/
private def RegisterAvatar(tplayer : Player) : TaskResolver.GiveTask = {
TaskResolver.GiveTask(
new Task() {
private val localPlayer = tplayer
private val localAnnounce = self
override def isComplete : Task.Resolution.Value = {
if(localPlayer.HasGUID) {
Task.Resolution.Success
}
else {
Task.Resolution.Incomplete
}
}
def Execute(resolver : ActorRef) : Unit = {
log.info(s"Player $localPlayer is registered")
resolver ! scala.util.Success(this)
localAnnounce ! PlayerLoaded(localPlayer) //alerts WSA
}
override def onFailure(ex : Throwable) : Unit = {
localAnnounce ! PlayerFailedToLoad(localPlayer) //alerts WSA
}
}, List(GUIDTask.RegisterAvatar(tplayer)(continent.GUID))
)
}
/**
* Construct tasking that adds a completed and registered vehicle into the scene.
* Use this function to renew the globally unique identifiers on a vehicle that has already been added to the scene once.
* @param vehicle the `Vehicle` object
* @see `RegisterNewVehicle`
* @return a `TaskResolver.GiveTask` message
*/
def RegisterVehicle(vehicle : Vehicle) : TaskResolver.GiveTask = {
TaskResolver.GiveTask(
new Task() {
private val localVehicle = vehicle
private val localAnnounce = self
override def isComplete : Task.Resolution.Value = {
if(localVehicle.HasGUID) {
Task.Resolution.Success
}
else {
Task.Resolution.Incomplete
}
}
def Execute(resolver : ActorRef) : Unit = {
log.info(s"Vehicle $localVehicle is registered")
resolver ! scala.util.Success(this)
localAnnounce ! VehicleLoaded(localVehicle) //alerts WSA
}
}, List(GUIDTask.RegisterVehicle(vehicle)(continent.GUID))
)
}
/**
* Construct tasking that adds a completed and registered vehicle into the scene.
* The major difference between `RegisterVehicle` and `RegisterNewVehicle` is the assumption that this vehicle lacks an internal `Actor`.
* Before being finished, that vehicle is supplied an `Actor` such that it may function properly.
* This function wraps around `RegisterVehicle` and is used in case, prior to this event,
* the vehicle is being brought into existence from scratch and was never a member of any `Zone`.
* @param obj the `Vehicle` object
* @see `RegisterVehicle`
* @return a `TaskResolver.GiveTask` message
*/
def RegisterNewVehicle(obj : Vehicle, pad : VehicleSpawnPad) : TaskResolver.GiveTask = {
TaskResolver.GiveTask(
new Task() {
private val localVehicle = obj
private val localAnnounce = vehicleService
private val localSession : String = sessionId.toString
private val localPad = pad.Actor
private val localPlayer = player
private val localVehicleService = vehicleService
private val localZone = continent
override def isComplete : Task.Resolution.Value = {
if(localVehicle.Actor != ActorRef.noSender) {
Task.Resolution.Success
}
else {
Task.Resolution.Incomplete
}
}
def Execute(resolver : ActorRef) : Unit = {
localAnnounce ! VehicleServiceMessage.GiveActorControl(obj, localSession)
localPad ! VehicleSpawnPad.VehicleOrder(localPlayer, localVehicle)
localVehicleService ! VehicleServiceMessage.DelayedVehicleDeconstruction(localVehicle, localZone, 60L)
resolver ! scala.util.Success(this)
}
}, List(RegisterVehicle(obj)))
}
/**
* Construct tasking that removes the `Equipment` to `target`.
* @param target what object that contains the `Equipment`
* @param obj the `Equipment`
* @param index the slot where the `Equipment` is stored
* @return a `TaskResolver.GiveTask` message
*/
private def RemoveFromSlot(target : Player, obj : Equipment, index : Int) : TaskResolver.GiveTask = {
TaskResolver.GiveTask(
new Task() {
private val localTarget = target
private val localIndex = index
private val localObject = obj
private val localObjectGUID = obj.GUID
private val localAnnounce = self //self may not be the same when it executes
private val localService = avatarService
override def isComplete : Task.Resolution.Value = {
if(localTarget.Slot(localIndex).Equipment.contains(localObject)) {
Task.Resolution.Incomplete
}
else {
Task.Resolution.Success
}
}
def Execute(resolver : ActorRef) : Unit = {
localTarget.Slot(localIndex).Equipment = None
resolver ! scala.util.Success(this)
}
override def onSuccess() : Unit = {
localAnnounce ! ResponseToSelf(PacketCoding.CreateGamePacket(0, ObjectDeleteMessage(localObjectGUID, 0)))
if(0 <= localIndex && localIndex < 5) {
localService ! AvatarServiceMessage(localTarget.Continent, AvatarAction.ObjectDelete(localTarget.GUID, localObjectGUID))
}
}
}
)
}
/**
* After a client has connected to the server, their account is used to generate a list of characters.
* On the character selection screen, each of these characters is made to exist temporarily when one is selected.
* This "character select screen" is an isolated portion of the client, so it does not have any external constraints.
* Temporary global unique identifiers are assigned to the underlying `Player` objects so that they can be turned into packets.
* @param tplayer the `Player` object
* @param gen a constant source of incremental unique numbers
*/
private def SetCharacterSelectScreenGUID(tplayer : Player, gen : AtomicInteger) : Unit = {
tplayer.Holsters().foreach(holster => {
SetCharacterSelectScreenGUID_SelectEquipment(holster.Equipment, gen)
})
tplayer.GUID = PlanetSideGUID(gen.getAndIncrement)
}
/**
* Assists in assigning temporary global unique identifiers.
* If the item is a `Tool`, handle the embedded `AmmoBox` objects in each ammunition slot.
* Whether or not, give the object itself a GUID as well.
* @param item the piece of `Equipment`
* @param gen a constant source of incremental unique numbers
*/
private def SetCharacterSelectScreenGUID_SelectEquipment(item : Option[Equipment], gen : AtomicInteger) : Unit = {
item match {
case Some(tool : Tool) =>
tool.AmmoSlots.foreach(slot => { slot.Box.GUID = PlanetSideGUID(gen.getAndIncrement) })
tool.GUID = PlanetSideGUID(gen.getAndIncrement)
case Some(item : Equipment) =>
item.GUID = PlanetSideGUID(gen.getAndIncrement)
case None => ;
}
}
/**
* After the user has selected a character to load from the "character select screen,"
* the temporary global unique identifiers used for that screen are stripped from the underlying `Player` object that was selected.
* Characters that were not selected may be destroyed along with their temporary GUIDs.
* @param tplayer the `Player` object
*/
private def RemoveCharacterSelectScreenGUID(tplayer : Player) : Unit = {
tplayer.Holsters().foreach(holster => {
RemoveCharacterSelectScreenGUID_SelectEquipment(holster.Equipment)
})
tplayer.Invalidate()
}
/**
* Assists in stripping temporary global unique identifiers.
* If the item is a `Tool`, handle the embedded `AmmoBox` objects in each ammunition slot.
* Whether or not, remove the GUID from the object itself.
* @param item the piece of `Equipment`
*/
private def RemoveCharacterSelectScreenGUID_SelectEquipment(item : Option[Equipment]) : Unit = {
item match {
case Some(item : Tool) =>
item.AmmoSlots.foreach(slot => { slot.Box.Invalidate() })
item.Invalidate()
case Some(item : Equipment) =>
item.Invalidate()
case None => ;
}
}
/**
* The process of hacking the `Door` `IFFLock` is completed.
* Pass the message onto the lock and onto the local events system.
* @param target the `IFFLock` belonging to the door that is being hacked
* @param unk na;
* used by `HackingMessage` as `unk5`
* @see `HackMessage`
*/
//TODO add params here depending on which params in HackMessage are important
//TODO sound should be centered on IFFLock, not on player
private def FinishHackingDoor(target : IFFLock, unk : Long)() : Unit = {
target.Actor ! CommonMessages.Hack(player)
localService ! LocalServiceMessage(continent.Id, LocalAction.TriggerSound(player.GUID, TriggeredSound.HackDoor, player.Position, 30, 0.49803925f))
localService ! LocalServiceMessage(continent.Id, LocalAction.HackTemporarily(player.GUID, continent, target, unk))
}
/**
* Temporary function that iterates over vehicle permissions and turns them into `PlanetsideAttributeMessage` packets.<br>
* <br>
* 2 November 2017
* Unexpected behavior causes seat mount points to become blocked when a new driver claims the vehicle.
* For the purposes of ensuring that other players are always aware of the proper permission state of the trunk and seats,
* packets are intentionally dispatched to the current client to update the states.
* Perform this action just after any instance where the client would initially gain awareness of the vehicle.
* The most important examples include either the player or the vehicle itself spawning in for the first time.
* @param vehicle the `Vehicle`
*/
def ReloadVehicleAccessPermissions(vehicle : Vehicle) : Unit = {
val vehicle_guid = vehicle.GUID
(0 to 3).foreach(group => {
sendResponse(PacketCoding.CreateGamePacket(0,
PlanetsideAttributeMessage(vehicle_guid, group + 10, vehicle.PermissionGroup(group).get.id.toLong)
))
})
}
/**
* Gives a target player positive battle experience points only.
* If the player has access to more implant slots as a result of changing battle experience points, unlock those slots.
* @param tplayer the player
* @param bep the change in experience points, positive by assertion
* @return the player's current battle experience points
*/
def AwardBattleExperiencePoints(tplayer : Player, bep : Long) : Long = {
val oldBep = tplayer.BEP
if(bep <= 0) {
log.error(s"trying to set $bep battle experience points on $tplayer; value can not be negative")
oldBep
}
else {
val oldSlots = DetailedCharacterData.numberOfImplantSlots(oldBep)
val newBep = oldBep + bep
val newSlots = DetailedCharacterData.numberOfImplantSlots(newBep)
tplayer.BEP = newBep
if(newSlots > oldSlots) {
(oldSlots until newSlots).foreach(slotNumber => {
tplayer.Implants(slotNumber).Unlocked = true
log.info(s"unlocking implant slot $slotNumber for $tplayer")
})
}
newBep
}
}
def failWithError(error : String) = {
log.error(error)
sendResponse(PacketCoding.CreateControlPacket(ConnectionClose()))
}
def sendResponse(cont : PlanetSidePacketContainer) : Unit = {
log.trace("WORLD SEND: " + cont)
sendResponse(cont.asInstanceOf[Any])
}
def sendResponse(msg : Any) : Unit = {
MDC("sessionId") = sessionId.toString
rightRef !> msg
}
def sendRawResponse(pkt : ByteVector) = {
log.trace("WORLD SEND RAW: " + pkt)
sendResponse(RawPacket(pkt))
}
}
object WorldSessionActor {
final case class ResponseToSelf(pkt : GamePacket)
private final case class PokeClient()
private final case class ServerLoaded()
private final case class PlayerLoaded(tplayer : Player)
private final case class PlayerFailedToLoad(tplayer : Player)
private final case class ListAccountCharacters()
private final case class SetCurrentAvatar(tplayer : Player)
private final case class VehicleLoaded(vehicle : Vehicle)
/**
* A message that indicates the user is using a remote electronics kit to hack some server object.
* Each time this message is sent for a given hack attempt counts as a single "tick" of progress.
* The process of "making progress" with a hack involves sending this message repeatedly until the progress is 100 or more.
* @param tplayer the player
* @param target the object being hacked
* @param tool_guid the REK
* @param delta how much the progress bar value changes each tick
* @param completeAction a custom action performed once the hack is completed
* @param tickAction an optional action is is performed for each tick of progress
*/
private final case class ItemHacking(tplayer : Player,
target : PlanetSideServerObject,
tool_guid : PlanetSideGUID,
delta : Float,
completeAction : () => Unit,
tickAction : Option[() => Unit] = None)
}