Packages

class SessionActor extends Actor with MDCContextAware

Source
SessionActor.scala
Linear Supertypes
MDCContextAware, ActorLogging, Actor, AnyRef, Any
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  1. SessionActor
  2. MDCContextAware
  3. ActorLogging
  4. Actor
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Instance Constructors

  1. new SessionActor(middlewareActor: ActorRef[Command], connectionId: String, sessionId: Long)

Type Members

  1. type Receive = PartialFunction[Any, Unit]
    Definition Classes
    Actor

Value Members

  1. final def !=(arg0: Any): Boolean
    Definition Classes
    AnyRef → Any
  2. final def ##: Int
    Definition Classes
    AnyRef → Any
  3. final def ==(arg0: Any): Boolean
    Definition Classes
    AnyRef → Any
  4. def AccessContainer(container: Container): Unit
  5. def AccessContainerChannel(events: ActorRef, channel: String): Unit

    Join an entity-specific group for shared updates.

    Join an entity-specific group for shared updates.

    events

    the event system bus to which to subscribe

    channel

    the channel name

  6. def AccessCorpseContents(tplayer: Player): Unit

    Common preparation for interfacing with a corpse (former player's backpack).

    Common preparation for interfacing with a corpse (former player's backpack). Join a corpse-specific group for shared updates. Construct every object in the player's hands and inventory for shared manipulation updates.

    tplayer

    the corpse

    See also

    Container.Inventory

    GridInventory.Items

    Player.HolsterItems

  7. def AccessGenericContainer(container: PlanetSideServerObject with Container): Unit
  8. def AccessVehicleContents(vehicle: Vehicle): Unit

    Common preparation for interfacing with a vehicle trunk.

    Common preparation for interfacing with a vehicle trunk. Join a vehicle-specific group for shared updates. Construct every object in the vehicle's inventory for shared manipulation updates.

    vehicle

    the vehicle

    See also

    Container.Inventory

    GridInventory.Items

  9. def AdministrativeKick(tplayer: Player): Unit
  10. def ApplyPurchaseTimersBeforePackingLoadout(player: Player, target: PlanetSideServerObject with Container, slots: List[InventoryItem]): Unit

    Enforce constraints on bulk purchases as determined by a given player's previous purchase times and hard acquisition delays.

    Enforce constraints on bulk purchases as determined by a given player's previous purchase times and hard acquisition delays. Intended to assist in sanitizing loadout information from the perspective of the player, or target owner. The equipment is expected to be unregistered and already fitted to their ultimate slot in the target container.

    player

    the player whose purchasing constraints are to be tested

    target

    the location in which the equipment will be stowed

    slots

    the equipment, in the standard object-slot format container

  11. def ArmorRepairAction(tplayer: Player, repairValue: Int = 10): Boolean

    Restore, at most, a specific amount of personal armor points on a player.

    Restore, at most, a specific amount of personal armor points on a player. Send messages to connected client and to events system.

    tplayer

    the player

    repairValue

    the amount to repair; 10 by default

    returns

    whether the player can be repaired for any more armor points

  12. def AvatarCreate(): Unit

    A part of the process of spawning the player into the game world.

    A part of the process of spawning the player into the game world. The function should work regardless of whether the player is alive or dead - it will make them alive. It adds the WorldSessionActor-current Player to the current zone and sends out the expected packets.

    If that player is in a vehicle, it will construct that vehicle. If the player is the driver of the vehicle, they must temporarily be removed from the driver mount in order for the vehicle to be constructed properly. These two previous statements operate through similar though distinct mechanisms and imply different conditions. In reality, they produce the same output but enforce different relationships between the components. The vehicle without a rendered player will always be created if that vehicle exists. The vehicle should only be constructed once.

  13. def AvatarCreateInVehicle(tplayer: Player, vehicle: Vehicle, seat: Int): Unit

    Create an avatar character so that avatar's player is mounted in a vehicle's mount.

    Create an avatar character so that avatar's player is mounted in a vehicle's mount. A part of the process of spawning the player into the game world.

    This is a very specific configuration of the player character that is not visited very often. The value of player.VehicleSeated should be set to accommodate Packet.DetailedConstructorData and, though not explicitly checked, should be the same as the globally unique identifier that is assigned to the vehicle parameter for the current zone. The priority of this function is consider "initial" so it introduces the avatar to the game world in this state and is permitted to introduce the avatar to the vehicle's internal settings in a similar way. Neither the player avatar nor the vehicle should be reconstructed before the next zone load operation to avoid damaging the critical setup of this function.

    tplayer

    the player avatar seated in the vehicle's mount

    vehicle

    the vehicle the player is riding

    seat

    the mount index

    See also

    AccessContainer

    UpdateWeaponAtSeatPosition

  14. def AvatarRejoin(): Unit

    A part of the process of spawning the player into the game world in the case of a restored game connection (relogging).

    A login protocol that substitutes the first call to avatarSetupFunc (replacing AvatarCreate) in consideration of a user re-logging into the game before the period of time where an avatar/player instance would decay and be cleaned-up.

    A part of the process of spawning the player into the game world in the case of a restored game connection (relogging).

    A login protocol that substitutes the first call to avatarSetupFunc (replacing AvatarCreate) in consideration of a user re-logging into the game before the period of time where an avatar/player instance would decay and be cleaned-up. Large portions of this function operate as a combination of the mechanics for normal AvatarCreate and for AvatarCreateInVehicle. Unlike either of the previous, this functionlality is disinterested in updating other clients as the target player and potential vehicle already exist as far as other clients are concerned.

    If that player is in a vehicle, it will construct that vehicle. If the player is the driver of the vehicle, they must temporarily be removed from the driver mount in order for the vehicle to be constructed properly. These two previous statements operate through similar though distinct mechanisms and imply different conditions. In reality, they produce the same output but enforce different relationships between the components. The vehicle without a rendered player will always be created if that vehicle exists.

    The value of player.VehicleSeated should be set to accommodate Packet.DetailedConstructorData and, though not explicitly checked, should be the same as the globally unique identifier that is assigned to the vehicle parameter for the current zone. The priority of this function is consider "initial" so it introduces the avatar to the game world in this state and is permitted to introduce the avatar to the vehicle's internal settings in a similar way. Neither the player avatar nor the vehicle should be reconstructed before the next zone load operation to avoid damaging the critical setup of this function.

  15. def CallBackForTask(task: GiveTask, sendTo: ActorRef, pass: Any): GiveTask
  16. def CanNotChangeDeployment(obj: PlanetSideServerObject with Deployment, state: types.DriveState.Value, reason: String): Unit

    Common reporting behavior when a Deployment object fails to properly transition between states.

    Common reporting behavior when a Deployment object fails to properly transition between states.

    obj

    the game object that could not

    state

    the DriveState that could not be promoted

    reason

    a string explaining why the state can not or will not change

  17. def CancelAllProximityUnits(): Unit

    Cease all current interactions with proximity-based units.

    Cease all current interactions with proximity-based units. Pair with PlayerActionsToCancel, except when logging out (stopping). This operations may invoke callback messages.

    See also

    postStop

  18. def CancelZoningProcess(): Unit

    The user no longer expects to perform a zoning event, or the process is merely resetting its internal state.

  19. def CancelZoningProcessWithDescriptiveReason(msg: String): Unit

    The user no longer expects to perform a zoning event for this reason.

    The user no longer expects to perform a zoning event for this reason.

    msg

    the message to the user

  20. def CancelZoningProcessWithReason(msg: String, msgType: Option[ChatMessageType] = None): Unit

    The user no longer expects to perform a zoning event for this reason.

    The user no longer expects to perform a zoning event for this reason.

    msg

    the message to the user

    msgType

    the type of message, influencing how it is presented to the user; normally, this message uses the same value as zoningChatMessageTypes defaults to None

  21. def CapacitorTick(jump_thrust: Boolean): Unit
  22. def CargoMountBehaviorForUs(carrier: Vehicle, cargo: Vehicle, mountPoint: Int): (ObjectAttachMessage, CargoMountPointStatusMessage)

    Dispatch an ObjectAttachMessage packet and a CargoMountPointStatusMessage packet only to this client.

    Dispatch an ObjectAttachMessage packet and a CargoMountPointStatusMessage packet only to this client.

    carrier

    the ferrying vehicle

    cargo

    the ferried vehicle

    mountPoint

    the point on the ferryoing vehicle where the ferried vehicle is attached

    returns

    a tuple composed of an ObjectAttachMessage packet and a CargoMountPointStatusMessage packet

    See also

    CargoMountPointStatusMessage

    ObjectAttachMessage

  23. def CargoMountMessagesForUs(attachMessage: ObjectAttachMessage, mountPointStatusMessage: CargoMountPointStatusMessage): Unit

    Dispatch an ObjectAttachMessage packet and a CargoMountPointStatusMessage packet only to this client.

    Dispatch an ObjectAttachMessage packet and a CargoMountPointStatusMessage packet only to this client.

    attachMessage

    an ObjectAttachMessage packet suitable for initializing cargo operations

    mountPointStatusMessage

    a CargoMountPointStatusMessage packet suitable for initializing cargo operations

    See also

    CargoMountPointStatusMessage

    ObjectAttachMessage

  24. def CheckForHitPositionDiscrepancy(projectile_guid: PlanetSideGUID, hitPos: Vector3, target: PlanetSideGameObject with FactionAffinity with Vitality): Unit
  25. def CleanUpRemoteProjectile(projectile_guid: PlanetSideGUID, projectile: Projectile, local_index: Int): Unit

    For a given registered remote projectile, perform all the actions necessary to properly dispose of it.

    For a given registered remote projectile, perform all the actions necessary to properly dispose of it. Those actions involve: informing that the projectile should explode, unregistering the projectile's globally unique identifier, and managing the projectiles's local status information.

    projectile_guid

    the globally unique identifier of the projectile

    projectile

    the projectile

    local_index

    an index of the absolute sequence of the projectile, for internal lists

  26. def CleanUpRemoteProjectile(projectile_guid: PlanetSideGUID, projectile: Projectile): Unit

    For a given registered remote projectile, perform all the actions necessary to properly dispose of it.

    For a given registered remote projectile, perform all the actions necessary to properly dispose of it. Those actions involve: informing that the projectile should explode, unregistering the projectile's globally unique identifier, and managing the projectiles's local status information.

    projectile_guid

    the globally unique identifier of the projectile

    projectile

    the projectile

    See also

    CleanUpRemoteProjectile(PlanetSideGUID, Projectile, Int)

  27. def CommonDestroyConstructionItem(tool: ConstructionItem, index: Int): Unit

    Destroy a ConstructionItem object that can be found in the indexed slot.

    Destroy a ConstructionItem object that can be found in the indexed slot.

    tool

    the ConstructionItem object currently in the slot (checked)

    index

    the slot index

    See also

    Player.Find

  28. def CountSpawnDelay(toZoneId: String, toSpawnPoint: SpawnPoint, fromZoneId: String): FiniteDuration

    Given an origin and a destination, determine how long the process of traveling should take in reconstruction time.

    Given an origin and a destination, determine how long the process of traveling should take in reconstruction time. For most destinations, the unit of receiving ("spawn point") determines the reconstruction time. In a special consideration, travel to any sanctuary or sanctuary-special zone should be as immediate as zone loading.

    toZoneId

    the zone where the target is headed

    toSpawnPoint

    the unit the target is using as a destination

    fromZoneId

    the zone where the target current is located

    returns

    how long the spawning process will take

  29. def CreateRouterInternalTelepad(router: Vehicle, internalTelepad: PlanetSideGameObject with TelepadLike): Unit

    Create the mechanism that serves as one endpoint of the linked router teleportation system.

    Technically, the mechanism - an InternalTelepad object - is always made to exist due to how the Router vehicle object is encoded into an ObjectCreateMessage packet.

    Create the mechanism that serves as one endpoint of the linked router teleportation system.

    Technically, the mechanism - an InternalTelepad object - is always made to exist due to how the Router vehicle object is encoded into an ObjectCreateMessage packet. Regardless, that internal mechanism is created anew each time the system links a new remote telepad.

    router

    the vehicle that houses one end of the teleportation system (the internalTelepad)

    internalTelepad

    the endpoint of the teleportation system housed by the router

  30. def DeconstructDeployable(obj: PlanetSideGameObject with Deployable, guid: PlanetSideGUID, pos: Vector3, orient: Vector3, deletionType: Int): Unit

    Common behavior for deconstructing deployables in the game environment.

    Common behavior for deconstructing deployables in the game environment.

    obj

    the deployable

    guid

    the globally unique identifier for the deployable

    pos

    the previous position of the deployable

    orient

    the previous orientation of the deployable

    deletionType

    the value passed to ObjectDeleteMessage concerning the deconstruction animation

  31. def DeconstructDeployable(obj: PlanetSideGameObject with Deployable, guid: PlanetSideGUID, pos: Vector3): Unit

    Common behavior for deconstructing expended explosive deployables in the game environment.

    Common behavior for deconstructing expended explosive deployables in the game environment.

    obj

    the deployable

    guid

    the globally unique identifier for the deployable

    pos

    the previous position of the deployable

  32. def DepictPlayerAsCorpse(tplayer: Player): Unit

    Creates a player that has the characteristics of a corpse.

    Creates a player that has the characteristics of a corpse. To the game, that is a backpack (or some pastry, festive graphical modification allowing).

    tplayer

    the player

    See also

    CorpseConverter.converter

  33. def DeployableBuildActivity(obj: PlanetSideGameObject with Deployable): Unit

    Common actions related to constructing a new Deployable object in the game environment.

    Besides the standard ObjectCreateMessage packet that produces the model and game object on the client, two messages are dispatched in accordance with enforced deployable limits.

    Common actions related to constructing a new Deployable object in the game environment.

    Besides the standard ObjectCreateMessage packet that produces the model and game object on the client, two messages are dispatched in accordance with enforced deployable limits. The first limit of note is the actual number of a specific type of deployable can be placed. The second limit of note is the actual number of a specific group (category) of deployables that can be placed. For example, the player can place 25 mines but that count adds up all types of mines; specific mines have individual limits such as 25 and 5 and only that many of that type can be placed at once. Depending on which limit is encountered, an "oldest entry" is struck from the list to make space. This generates the first message - "@*OldestDestroyed." The other message is generated if the number of that specific type of deployable or the number of deployables available in its category matches against the maximum count allowed. This generates the second message - "@*LimitReached." These messages are mutually exclusive, with "@*OldestDestroyed" taking priority over "@*LimitReached."

    The map icon for the deployable just introduced is also created on the clients of all faction-affiliated players. This icon is important as, short of destroying it, the owner has no other means of controlling the created object that it is associated with.

    obj

    the Deployable object to be built

  34. def DestroyDisplayMessage(killer: SourceEntry, victim: SourceEntry, method: Int, unk: Int = 121): DestroyDisplayMessage

    Properly format a DestroyDisplayMessage packet given sufficient information about a target (victim) and an actor (killer).

    Properly format a DestroyDisplayMessage packet given sufficient information about a target (victim) and an actor (killer). For the packet, the charId field is important for determining distinction between players.

    killer

    the killer's entry

    victim

    the victim's entry

    method

    the manner of death

    unk

    na; defaults to 121, the object id of avatar

    returns

    a DestroyDisplayMessage packet that is properly formatted

  35. def DismountAction(tplayer: Player, obj: PlanetSideGameObject with Mountable, seatNum: Int): Unit

    Common activities/procedure when a player dismounts a valid object.

    Common activities/procedure when a player dismounts a valid object.

    tplayer

    the player

    obj

    the mountable object

    seatNum

    the mount out of which which the player is disembarking

  36. def DisplayContainerContents(containerId: PlanetSideGUID, items: Iterable[InventoryItem]): Unit

    Depict the contents of a container by building them in the local client in their container as a group of detailed entities.

    Depict the contents of a container by building them in the local client in their container as a group of detailed entities.

    containerId

    the container's unique identifier

    items

    a list of the entities to be depicted

    See also

    ObjectCreateDetailedMessage

    ObjectCreateMessageParent

    PacketConverter.DetailedConstructorData

  37. def DontRedrawIcons(obj: PlanetSideGameObject with Deployable): Unit

    Do not draw any icon for this deployable object.

    When a client first joins a zone, all deployables are drawn on the continent map once.

    Do not draw any icon for this deployable object.

    When a client first joins a zone, all deployables are drawn on the continent map once. Should the player place any deployables, those deployables belong to that player. Ownership causes icon to be drawn in yellow to the player (as opposed to a white icon) and that signifies a certain level of control over the deployable, at least the ability to quietly deconstruct it. Under normal death/respawn cycles while the player is in a given zone, the map icons for owned deployables remain manipulable by that given user. They do not have to be redrawn to stay accurate. Upon leaving a zone, where the icons are erased, and returning back to the zone, where they are drawn again, the deployables that a player owned should be restored in terms of their map icon visibility. This control can not be recovered, however, until they are updated with the player's globally unique identifier. Since the player does not need to redraw his own deployable icons each time he respawns, but will not possess a valid GUID for that zone until he spawns in it at least once, this function swaps out with another after the first spawn in any given zone. It stays swapped in until the player changes zones.

    obj

    a Deployable object

    See also

    RedrawDeployableIcons

    SetCurrentAvatar

  38. def DrawCurrentAmsSpawnPoint(): Unit

    In the background, a list of advanced mobile spawn vehicles that are deployed in the zone is being updated constantly.

    In the background, a list of advanced mobile spawn vehicles that are deployed in the zone is being updated constantly. Select, from this list, the AMS that is closest to the player's current or last position and draw its spawn selection icon onto the deployment map.

    See also

    BindPlayerMessage

    DeadState.Release

  39. def DriverVehicleControl(vehicle: Vehicle, speed: Int = 0, flight: Int = 0): Unit

    Place the current vehicle under the control of the driver's commands, but leave it in a cancellable auto-drive.

    Place the current vehicle under the control of the driver's commands, but leave it in a cancellable auto-drive.

    vehicle

    the vehicle

    speed

    how fast the vehicle is moving forward

    flight

    whether the vehicle is ascending or not, if the vehicle is an applicable type

  40. def DropSpecialSlotItem(): Unit
  41. def EmptyMagazine(weapon_guid: PlanetSideGUID, tool: Tool): Unit

    For a certain weapon that can load ammunition, enforce that its magazine is empty.

    For a certain weapon that can load ammunition, enforce that its magazine is empty. Punctuate that emptiness with a ceasation of weapons fire and a dry fire sound effect.

    weapon_guid

    the weapon (GUID)

    tool

    the weapon (object)

  42. def EmptyMagazine(weapon_guid: PlanetSideGUID): Unit

    For a certain weapon that cna load ammunition, enforce that its magazine is empty.

    For a certain weapon that cna load ammunition, enforce that its magazine is empty.

    weapon_guid

    the weapon

  43. def FindContainedEquipment: (Option[PlanetSideGameObject with Container], Option[Equipment])

    Check two locations for a controlled piece of equipment that is associated with the player.

    The first location is dependent on whether the avatar is in a vehicle.

    Check two locations for a controlled piece of equipment that is associated with the player.

    The first location is dependent on whether the avatar is in a vehicle. Some vehicle seats may have a "controlled weapon" which counts as the first location to be checked. The second location is dependent on whether the avatar has a raised hand. That is only possible if the player has something in their hand at the moment, hence the second location. Players do have a concept called a "last drawn slot" (hand) but that former location is not eligible.

    Along with any discovered item, a containing object such that the statement:
    container.Find(object) = Some(slot)
    ... will return a proper result. For a mount controlled weapon, the vehicle is returned. For the player's hand, the player is returned.

    returns

    a Tuple of the returned values; the first value is a Container object; the second value is an Equipment object in the former

  44. def FindContainedWeapon: (Option[PlanetSideGameObject with Container], Option[Tool])

    Check two locations for a controlled piece of equipment that is associated with the player.

    Check two locations for a controlled piece of equipment that is associated with the player. Filter for discovered Tool-type Equipment.

    returns

    a Tuple of the returned values; the first value is a Container object; the second value is an Tool object in the former

  45. def FindDetectedProjectileTargets(targets: Iterable[PlanetSideGUID]): Iterable[String]

    The main purpose of this method is to determine which targets will receive "locked on" warnings from remote projectiles.

    The main purpose of this method is to determine which targets will receive "locked on" warnings from remote projectiles. For a given series of globally unique identifiers, indicating targets, and that may include mounted elements (players), estimate a series of channel names for communication with the vulnerable targets.

    targets

    the globally unique identifiers of the immediate detected targets

    returns

    channels names that allow direct communication to specific realized targets

  46. def FindEquipment: Option[Equipment]

    Runs FindContainedEquipment but ignores the Container object output.

    Runs FindContainedEquipment but ignores the Container object output.

    returns

    an Equipment object

  47. def FindEquipmentToDelete(object_guid: PlanetSideGUID, obj: Equipment): Boolean

    A simple object searching algorithm that is limited to containers currently known and accessible by the player.

    A simple object searching algorithm that is limited to containers currently known and accessible by the player. If all relatively local containers are checked and the object is not found, the player's locker inventory will be checked, and then the game environment (items on the ground) will be checked too. If the target object is discovered, it is removed from its current location and is completely destroyed.

    object_guid

    the target object's globally unique identifier; it is not expected that the object will be unregistered, but it is also not gauranteed

    obj

    the target object

    returns

    true, if the target object was discovered and removed; false, otherwise

    See also

    RequestDestroyMessage
    Zone.ItemIs.Where

  48. def FindInLocalContainer(object_guid: PlanetSideGUID)(parent: PlanetSideServerObject with Container): Option[(PlanetSideServerObject with Container, Option[Int])]

    Given an object globally unique identifier, search in a given location for it.

    Given an object globally unique identifier, search in a given location for it.

    object_guid

    the object

    parent

    a Container object wherein to search

    returns

    an optional tuple that contains two values; the first value is the container that matched correctly with the object's GUID; the second value is the slot position of the object

  49. def FindLocalVehicle: Option[Vehicle]

    Get the current Vehicle object that the player is riding/driving.

    Get the current Vehicle object that the player is riding/driving. The vehicle must be found solely through use of player.VehicleSeated.

    returns

    the vehicle

  50. def FindProjectileEntry(projectile_guid: PlanetSideGUID): Option[Projectile]

    Given a globally unique identifier in the 40100 to 40124 range (with an optional 25 as buffer), find a projectile.

    Given a globally unique identifier in the 40100 to 40124 range (with an optional 25 as buffer), find a projectile.

    projectile_guid

    the projectile's GUID

    returns

    the discovered projectile

  51. def FindProximityUnitTargetsInScope(terminal: Terminal with ProximityUnit): Seq[PlanetSideGameObject]

    na

    na

    terminal

    na

    returns

    na

  52. def FindReplacementConstructionItem(tool: ConstructionItem, index: Int): Unit

    Find a ConstructionItem object in player's inventory that is the same type as a target ConstructionItem object and transfer it into the designated slot index, usually a holster.

    Find a ConstructionItem object in player's inventory that is the same type as a target ConstructionItem object and transfer it into the designated slot index, usually a holster. Draw that holster. After being transferred, the replacement should be reconfigured to match the fire mode of the original. The primary use of this operation is following the successful manifestation of a deployable in the game world.

    As this function should be used in response to some other action such as actually placing a deployable, do not instigate bundling from within the function's scope.

    tool

    the ConstructionItem object to match

    index

    where to put the discovered replacement

    See also

    WorldSessionActor.FinalizeDeployable
    FindEquipmentStock

  53. def FindWeapon: Option[Tool]

    Runs FindContainedWeapon but ignores the Container object output.

    Runs FindContainedWeapon but ignores the Container object output.

    returns

    a Tool object

  54. def FireCycleCleanup(tool: Tool): Unit

    After a weapon has finished shooting, determine if it needs to be sorted in a special way.

    After a weapon has finished shooting, determine if it needs to be sorted in a special way.

    tool

    a weapon

  55. def FirstTimeSquadSetup(): Unit

    These messages are dispatched when first starting up the client and connecting to the server for the first time.

    These messages are dispatched when first starting up the client and connecting to the server for the first time. While many of these messages will be reused for other situations, they appear in this order only during startup.

  56. def ForgetAllProximityTerminals(term_guid: PlanetSideGUID): Unit

    na

  57. def FriskDeadBody(obj: Player): Unit

    Remove items from a deceased player that are not expected to be found on a corpse.

    Remove items from a deceased player that are not expected to be found on a corpse. Most all players have their melee slot knife (which can not be un-equipped normally) removed. MAX's have their primary weapon in the designated slot removed.

    obj

    the player to be turned into a corpse

  58. def GetKnownVehicleAndSeat(): (Option[Vehicle], Option[Int])

    If the player is seated in a vehicle, find that vehicle and get the mount index number at which the player is sat.

    For special purposes involved in zone transfers, where the vehicle may or may not exist in either of the zones (yet), the value of interstellarFerry is also polled.

    If the player is seated in a vehicle, find that vehicle and get the mount index number at which the player is sat.

    For special purposes involved in zone transfers, where the vehicle may or may not exist in either of the zones (yet), the value of interstellarFerry is also polled. Making certain this field is blanked after the transfer is completed is important to avoid inspecting the wrong vehicle and failing simple vehicle checks where this function may be employed.

    returns

    a tuple consisting of a vehicle reference and a mount index if and only if the vehicle is known to this client and the WorldSessioNActor-global player occupies it; (None, None), otherwise (even if the vehicle can be determined)

    See also

    GetMountableAndSeat

    interstellarFerry

  59. def GetMountableAndSeat(direct: Option[PlanetSideGameObject with Mountable], occupant: Player, zone: Zone): (Option[PlanetSideGameObject with Mountable], Option[Int])

    If the player is mounted in some entity, find that entity and get the mount index number at which the player is sat.

    If the player is mounted in some entity, find that entity and get the mount index number at which the player is sat. The priority of object confirmation is direct then occupant.VehicleSeated. Once an object is found, the remainder are ignored.

    direct

    a game object in which the player may be sat

    occupant

    the player who is sat and may have specified the game object in which mounted

    returns

    a tuple consisting of a vehicle reference and a mount index if and only if the vehicle is known to this client and the WorldSessioNActor-global player occupies it; (None, None), otherwise (even if the vehicle can be determined)

  60. def GetVehicleAndSeat(): (Option[Vehicle], Option[Int])

    If the player is seated in a vehicle, find that vehicle and get the mount index number at which the player is sat.

    If the player is seated in a vehicle, find that vehicle and get the mount index number at which the player is sat.

    returns

    a tuple consisting of a vehicle reference and a mount index if and only if the vehicle is known to this client and the WorldSessioNActor-global player occupies it; (None, None), otherwise (even if the vehicle can be determined)

    See also

    GetMountableAndSeat

  61. def GiveSquadColorsInZone(members: Iterable[Long], value: Long): Unit

    Allocate the listed squad members in zone and give their nameplates and their marquees the appropriate squad color.

    Allocate the listed squad members in zone and give their nameplates and their marquees the appropriate squad color.

    members

    members of the squad to target

    value

    the assignment value

    See also

    PlanetsideAttributeMessage

  62. def GiveSquadColorsInZone(members: Iterable[Long]): Unit

    Allocate the listed squad members in zone and give their nameplates and their marquees the appropriate squad color.

    Allocate the listed squad members in zone and give their nameplates and their marquees the appropriate squad color.

    members

    members of the squad to target

  63. def GiveSquadColorsInZone(): Unit

    Allocate all squad members in zone and give their nameplates and their marquees the appropriate squad color.

  64. def GoToDeploymentMap(): Unit

    Make this client display the deployment map, and all its available destination spawn points.

    Make this client display the deployment map, and all its available destination spawn points.

    See also

    AvatarDeadStateMessage

    DeadState.Release

    Player.Release

  65. def HackObject(target_guid: PlanetSideGUID, unk1: Long, unk2: Long): Unit

    na

    na

    target_guid

    na

    unk1

    na

    unk2

    na

  66. def HandleAvatarServiceResponse(toChannel: String, guid: PlanetSideGUID, reply: Response): Unit

    na

    na

    toChannel

    na

    guid

    na

    reply

    na

  67. def HandleDealingDamage(target: PlanetSideGameObject with Vitality, data: DamageInteraction): Unit

    Calculate the amount of damage to be dealt to an active target using the information reconstructed from a Resolvedprojectile and affect the target in a synchronized manner.

    Calculate the amount of damage to be dealt to an active target using the information reconstructed from a Resolvedprojectile and affect the target in a synchronized manner. The active target and the target of the DamageResult do not have be the same. While the "tell" for being able to sustain damage is an entity of type Vitality, only specific Vitality entity types are being screened for sustaining damage.

    target

    a valid game object that is known to the server

    data

    a projectile that will affect the target

    See also

    DamageResistanceModel

    Vitality

  68. def HandleLocalServiceResponse(toChannel: String, guid: PlanetSideGUID, reply: Response): Unit

    na

    na

    toChannel

    na

    guid

    na

    reply

    na

  69. def HandleMountMessages(tplayer: Player, reply: Exchange): Unit

    na

    na

    tplayer

    na

    reply

    na

  70. def HandleProgressChange(delta: Float, completionAction: () => Unit, tickAction: (Float) => Boolean, tick: Long): Unit

    Handle the message that indicates the level of completion of a process.

    Handle the message that indicates the level of completion of a process. The process is any form of user-driven activity with a certain eventual outcome but indeterminate progress feedback per cycle.

    This task is broken down into the "progression" from its initial state to the eventual outcome as is reported back to the player through some means of messaging window feedback. Though common in practice, this is not a requirement and the progress can accumulate without a user reportable method. To ensure that completion is reported properly, an exception is made that 99% completion is accounted uniquely before the final 100% is achieved. If the background process recording value is never set before running the initial operation or gets unset by failing a tickAction check the process is stopped.

    delta

    how much the progress changes each tick

    completionAction

    a custom action performed once the process is completed

    tickAction

    an optional action is is performed for each tick of progress; also performs a continuity check to determine if the process has been disrupted

    See also

    progressBarUpdate

    progressBarValue

    WorldSessionActor.Progress

  71. def HandleProximityTerminalUse(terminal: Terminal with ProximityUnit): Unit

    na

    na

    terminal

    na

  72. def HandleReleaseAvatar(tplayer: Player, zone: Zone): Unit

    na

    na

    tplayer

    na

    zone

    na

  73. def HandleSetCurrentAvatar(tplayer: Player): Unit

    Instruct the client to treat this player as the avatar.

    Instruct the client to treat this player as the avatar. Initialize all client-specific data that is dependent on some player being declared the "avatar".

    tplayer

    the target player

  74. def HandleTerminalMessage(tplayer: Player, msg: ItemTransactionMessage, order: Exchange): Unit

    na

    na

    tplayer

    na

    msg

    na

    order

    na

  75. def HandleVehicleServiceResponse(toChannel: String, guid: PlanetSideGUID, reply: Response): Unit

    na

    na

    toChannel

    na

    guid

    na

    reply

    na

  76. def HandleWeaponFire(weaponGUID: PlanetSideGUID, projectileGUID: PlanetSideGUID, shotOrigin: Vector3): Unit
  77. def HandleWeaponFireAccountability(weaponGUID: PlanetSideGUID, projectileGUID: PlanetSideGUID): (Option[PlanetSideGameObject with Container], Option[Tool])
  78. def HealAction(tplayer: Player, healValue: Int = 10): Boolean

    Restore, at most, a specific amount of health points on a player.

    Restore, at most, a specific amount of health points on a player. Send messages to connected client and to events system.

    tplayer

    the player

    healValue

    the amount to heal; 10 by default

    returns

    whether the player can be repaired for any more health points

  79. def HealthAndArmorTerminal(unit: Terminal with ProximityUnit, target: Player): Unit

    When standing on the platform of a(n advanced) medical terminal, resotre the player's health and armor points (when they need their health and armor points restored).

    When standing on the platform of a(n advanced) medical terminal, resotre the player's health and armor points (when they need their health and armor points restored). If the player is both fully healed and fully repaired, stop using the terminal.

    unit

    the medical terminal

    target

    the player being healed

  80. def HideContainerContents(items: List[InventoryItem]): Unit

    Forget the contents of a container by deleting that content from the local client.

    Forget the contents of a container by deleting that content from the local client.

    items

    a list of the entities to be depicted

    See also

    InventoryItem

    ObjectDeleteMessage

  81. def ImmediateDisconnect(): Unit
  82. def KeepAlivePersistence(): Unit

    The atypical response to receiving a KeepAliveMessage packet from the client.

    KeepAliveMessage packets are the primary vehicle for persistence due to client reporting in the case where the player's avatar is riding in a vehicle in a mount with no weapon to control.

    The atypical response to receiving a KeepAliveMessage packet from the client.

    KeepAliveMessage packets are the primary vehicle for persistence due to client reporting in the case where the player's avatar is riding in a vehicle in a mount with no weapon to control.

    See also

    KeepAliveMessage

    keepAliveFunc

    turnCounterFunc

    persist

  83. def KeepAlivePersistenceInitial(): Unit

    A really atypical response to receiving a KeepAliveMessage packet from the client that applies only during the character select portion and part of the first zone load activity.

  84. def KickedByAdministration(): Unit
  85. def LinkRemoteTelepad(telepadGUID: PlanetSideGUID): Unit

    na

    na

    telepadGUID

    na

  86. def LinkRouterToRemoteTelepad(router: Vehicle, internalTelepad: InternalTelepad, remoteTelepad: TelepadDeployable): Unit

    Link the router teleport system using the provided terminal information.

    Link the router teleport system using the provided terminal information. The internal telepad is made known of the remote telepad, creating the link.

    router

    the vehicle that houses one end of the teleportation system (the internalTelepad)

    internalTelepad

    the endpoint of the teleportation system housed by the router

    remoteTelepad

    the endpoint of the teleportation system that exists in the environment

  87. def LoadZoneAsPlayer(targetPlayer: Player, zoneId: String): Unit

    Deal with a target player as free-standing infantry in the course of a redeployment action to a target continent whether that action is the result of a deconstruction (reconstruction), a death (respawning), or other position shifting action handled directly by the server.

    Deal with a target player as free-standing infantry in the course of a redeployment action to a target continent whether that action is the result of a deconstruction (reconstruction), a death (respawning), or other position shifting action handled directly by the server.

    The two important vectors are still whether the zone being transported to is the same or is different and whether the target player is alive or released (note: not just "dead" ...).

    targetPlayer

    the target player being moved around; not necessarily the same player as the WorldSessionActor-global player

    zoneId

    the zone in which the player will be placed

  88. def LoadZoneCommonTransferActivity(): Unit

    Common behavior when transferring between zones encompassing actions that disassociate the player with entities they left (will leave) in the previous zone.

    Common behavior when transferring between zones encompassing actions that disassociate the player with entities they left (will leave) in the previous zone. It also sets up actions for the new zone loading process.

  89. def LoadZoneInVehicle(vehicle: Vehicle, pos: Vector3, ori: Vector3, zone_id: String): Unit

    Deal with a target player as a vehicle occupant in the course of a redeployment action to a target continent whether that action is the result of a deconstruction (reconstruction) or other position shifting action handled directly by the server.

    The original target player must be alive and the only consideration is in what position the player is mounted in the vehicle.

    Deal with a target player as a vehicle occupant in the course of a redeployment action to a target continent whether that action is the result of a deconstruction (reconstruction) or other position shifting action handled directly by the server.

    The original target player must be alive and the only consideration is in what position the player is mounted in the vehicle. Any seated position that isn't the driver is a passenger. The most important role performed in this function is to declare a reference to the vehicle itsself since no other connection from the player to the vehicle is guaranteed to persist in a meaningful way during the transfer.

    vehicle

    the target vehicle being moved around; WILL necessarily be the same vehicles as is controlled by the WorldSessionActor-global player

    pos

    the game world coordinates where the vehicle will be positioned

    ori

    the direction in which the vehicle will be oriented

    zone_id

    the zone in which the vehicle and driver will be placed, or in which the vehicle has already been placed

    returns

    a tuple composed of an ActorRef destination and a message to send to that destination

  90. def LoadZoneInVehicleAsDriver(vehicle: Vehicle, zoneId: String): Unit

    Deal with a target player as a vehicle driver in the course of a redeployment action to a target continent whether that action is the result of a deconstruction (reconstruction) or other position shifting action handled directly by the server.

    During a vehicle transfer, whether to the same zone or to a different zone, the driver has the important task of ensuring the certain safety of his passengers during transport.

    Deal with a target player as a vehicle driver in the course of a redeployment action to a target continent whether that action is the result of a deconstruction (reconstruction) or other position shifting action handled directly by the server.

    During a vehicle transfer, whether to the same zone or to a different zone, the driver has the important task of ensuring the certain safety of his passengers during transport. The driver must modify the conditions of the vehicle's passengers common communication channel originally determined entirely by the vehicle's soon-to-be blanked internal Actor object. Any cargo vehicles under the control of the target vehicle must also be made aware of the current state of the process. In the case of a series of ferrying vehicles and cargo vehicles, the vehicle to be deleted might not be the one immediately mounted. A reference to the top-level ferrying vehicle's former globally unique identifier has been retained for this purpose. This vehicle can be deleted for everyone if no more work can be detected.

    vehicle

    the target vehicle being moved around; WILL necessarily be the same vehicles as is controlled by the WorldSessionActor-global player

    zoneId

    the zone in which the vehicle and driver will be placed, or in which the vehicle has already been placed

    returns

    a tuple composed of an ActorRef destination and a message to send to that destination

  91. def LoadZoneInVehicleAsPassenger(vehicle: Vehicle, zoneId: String): Unit

    Deal with a target player as a vehicle passenger in the course of a redeployment action to a target continent whether that action is the result of a deconstruction (reconstruction) or other position shifting action handled directly by the server.

    The way a vehicle is handled in reference to being a passenger is very similar to how an infantry player is handled in the same process.

    Deal with a target player as a vehicle passenger in the course of a redeployment action to a target continent whether that action is the result of a deconstruction (reconstruction) or other position shifting action handled directly by the server.

    The way a vehicle is handled in reference to being a passenger is very similar to how an infantry player is handled in the same process. If this player is the last person who requires a zone change which is the concluding zone transfer of what might have been a long chain of vehicle and passengers then that player is responsible for deleting the vehicle for other players of the previous zone. In the case of a series of ferrying vehicles and cargo vehicles, the vehicle to be deleted might not be the one immediately mounted. A reference to the top-level ferrying vehicle's former globally unique identifier has been retained for this purpose. This vehicle can be deleted for everyone if no more work can be detected.

    vehicle

    the target vehicle being moved around

    zoneId

    the zone in which the vehicle and driver will be placed

    returns

    a tuple composed of an ActorRef destination and a message to send to that destination

    See also

    GUIDTask.UnregisterPlayer

    LoadZoneCommonTransferActivity

    Vehicles.AllGatedOccupantsInSameZone

    PlayerLoaded

    TaskBeforeZoneChange

    UnaccessContainer

  92. def LoadZoneLaunchDroppod(zone: Zone, spawnPosition: Vector3): Unit

    Attach the player to a droppod vehicle and hurtle them through the stratosphere in some far off world.

    Attach the player to a droppod vehicle and hurtle them through the stratosphere in some far off world. Perform all normal operation standardization (state cancels) as if any of form of zoning was being performed, then assemble the vehicle and work around some inconvenient setup requirements for vehicle gating. You can't instant action to respond to some activity using a droppod.

    zone

    the destination zone

    spawnPosition

    the destination drop position

  93. def LoadZonePhysicalSpawnPoint(zoneId: String, pos: Vector3, ori: Vector3, respawnTime: FiniteDuration): Unit

    The starting point of behavior for a player who: is dead and is respawning; is deconstructing at a spawn tube and is respawning; is using a warp gate; or, any or none of the previous conditions, but the final result involves changing what zone the player occupies.

    The starting point of behavior for a player who: is dead and is respawning; is deconstructing at a spawn tube and is respawning; is using a warp gate; or, any or none of the previous conditions, but the final result involves changing what zone the player occupies. This route is not taken when first spawning in the game world, unless special conditions need to be satisfied. The visible result will be apparent by the respawn timer being displayed to the client over the deployment map.

    Two choices must be independently made to complete this part of the process. The first choice ivolves the state of the player who is spawning as the known entry state involve either being alive or being dead. A dead player (technically, a "corpse" that can no longer be revived) is embodied in a completely new player with a new globally unique identifier and a whole new inventory. A player who is transferring continents also satisfies the requirements for obtaining a completely new globally unique identifier, though the new identifier belongs to the new zone rather than the previous (still current) one. The second choice is satisfied by respawning in the same zone while still in a state of still being alive. In this singular case, the player retains his previous globally unique identifier. In all other cases, as indicated, a new globally unique identifier is selected.

    If the player is alive and mounted in a vehicle, a different can of worms is produced. The ramifications of these conditions are not fully satisfied until the player loads into the new zone. Even then, the conclusion becomes delayed while a slightly lagged mechanism hoists players between zones.

    zoneId

    the zone in which the player will be placed

    pos

    the game world coordinates where the player will be positioned

    ori

    the direction in which the player will be oriented

    respawnTime

    the character downtime spent respawning, as clocked on the redeployment screen; does not factor in any time required for loading zone or game objects

  94. def LoadZoneTransferPassengerMessages(player_guid: PlanetSideGUID, toZoneId: String, vehicle: Vehicle): Unit

    Dispatch messages to all target players in immediate passenger and gunner seats and to the driver of all vehicles in cargo holds that their current ferrying vehicle is being transported from one zone to the next and that they should follow after it.

    Dispatch messages to all target players in immediate passenger and gunner seats and to the driver of all vehicles in cargo holds that their current ferrying vehicle is being transported from one zone to the next and that they should follow after it. The messages address the avatar of their recipient WorldSessionActor objects.

    player_guid

    the driver of the target vehicle

    toZoneId

    the zone where the target vehicle will be moved

    vehicle

    the vehicle (object)

  95. def MountingAction(tplayer: Player, obj: PlanetSideGameObject with Mountable, seatNum: Int): Unit

    Common activities/procedure when a player mounts a valid object.

    Common activities/procedure when a player mounts a valid object.

    tplayer

    the player

    obj

    the mountable object

    seatNum

    the mount into which the player is mounting

  96. def NewItemDrop(obj: PlanetSideServerObject with Container, zone: Zone)(item: Equipment): GiveTask

    Register an Equipment item and then drop it on the ground.

    Register an Equipment item and then drop it on the ground.

    obj

    a Container object that represents where the item will be dropped; curried for callback

    zone

    the continent in which the item is being dropped; curried for callback

    item

    the item

    See also

    NormalItemDrop

  97. def NextConstructionItemFireMode(obj: ConstructionItem, originalModeIndex: Int): ConstructionFireMode

    The custom behavior responding to the message ChangeFireModeMessage for ConstructionItem game objects.

    The custom behavior responding to the message ChangeFireModeMessage for ConstructionItem game objects. Each fire mode has sub-modes corresponding to a type of "deployable" as ammunition and each of these sub-modes have certification requirements that must be met before they can be used. Additional effort is exerted to ensure that the requirements for the given mode and given sub-mode are satisfied. If no satisfactory combination is achieved, the original state will be restored.

    obj

    the ConstructionItem object

    originalModeIndex

    the starting point fire mode index

    returns

    the changed fire mode

    See also

    FireModeSwitch.NextFireMode

    PerformConstructionItemAmmoChange

  98. def NoPersistence(): Unit

    Do not update this player avatar for persistence.

  99. def NoSquadUpdates(): Unit
  100. def NormalItemDrop(obj: PlanetSideServerObject with Container, zone: Zone)(item: Equipment): Unit

    Drop an Equipment item onto the ground.

    Drop an Equipment item onto the ground. Specifically, instruct the item where it will appear, add it to the list of items that are visible to multiple users, and then inform others that the item has been dropped.

    obj

    a Container object that represents where the item will be dropped; curried for callback

    zone

    the continent in which the item is being dropped; curried for callback

    item

    the item

  101. def NormalKeepAlive(): Unit

    The normal response to receiving a KeepAliveMessage packet from the client.

    Even though receiving a KeepAliveMessage outside of zoning is uncommon, the behavior should be configured to maintain a neutral action.

    The normal response to receiving a KeepAliveMessage packet from the client.

    Even though receiving a KeepAliveMessage outside of zoning is uncommon, the behavior should be configured to maintain a neutral action.

    See also

    KeepAliveMessage

    keepAliveFunc

  102. def NormalTurnCounter(p: PlanetSideGUID): Unit

    The upstream counter accumulates when the server receives specific messages from the client.

    The upstream counter accumulates when the server receives specific messages from the client. It counts upwards until it reach maximum value, and then starts over. When it starts over, which should take an exceptionally long time to achieve, it starts counting at one rather than zero.

    p

    the player's globally unique identifier number

  103. def PerformConstructionItemAmmoChange(obj: ConstructionItem, originalAmmoIndex: Int): Unit

    The custom behavior responding to the message ChangeAmmoMessage for ConstructionItem game objects.

    The custom behavior responding to the message ChangeAmmoMessage for ConstructionItem game objects. Iterate through sub-modes corresponding to a type of "deployable" as ammunition for this fire mode and check each of these sub-modes for their certification requirements to be met before they can be used. Additional effort is exerted to ensure that the requirements for the given ammunition are satisfied. If no satisfactory combination is achieved, the original state will be restored.

    obj

    the ConstructionItem object

    originalAmmoIndex

    the starting point ammunition type mode index

  104. def PerformToolAmmoChange(tool: Tool, obj: PlanetSideServerObject with Container): Unit

    na

    na

    tool

    na

    obj

    na

  105. def PeriodicUpdatesWhenEnrolledInSquad(): Unit
  106. def PlayerActionsToCancel(): Unit

    An event has occurred that would cause the player character to stop certain stateful activities.

    An event has occurred that would cause the player character to stop certain stateful activities. These activities include shooting, the weapon being drawn, hacking, accessing (a container), flying, and running. Other players in the same zone must be made aware that the player has stopped as well.

    Things whose configuration should not be changed:
    - if the player is seated
    - if the player is anchored
    This is not a complete list but, for the purpose of enforcement, some pointers will be documented here.

  107. def PrepareToTurnPlayerIntoCorpse(tplayer: Player, zone: Zone): Unit

    Creates a player that has the characteristics of a corpse so long as the player has items in their knapsack or their holsters.

    Creates a player that has the characteristics of a corpse so long as the player has items in their knapsack or their holsters. If the player has no items stored, the clean solution is to remove the player from the game. To the game, that is a backpack (or some pastry, festive graphical modification allowing).

    tplayer

    the player

    See also

    AvatarAction.ObjectDelete

    AvatarAction.Release

    AvatarServiceMessage

    FriskDeadBody

    GUIDTask.UnregisterPlayer

    ObjectDeleteMessage

    WellLootedDeadBody

    Zone.Corpse.Add

  108. def RedrawDeployableIcons(obj: PlanetSideGameObject with Deployable): Unit

    Draw the icon for this deployable object.

    When a client first joins a zone, all deployables are drawn on the continent map once.

    Draw the icon for this deployable object.

    When a client first joins a zone, all deployables are drawn on the continent map once. Should the player place any deployables, those deployables belong to that player. Ownership causes icon to be drawn in yellow to the player (as opposed to a white icon) and that signifies a certain level of control over the deployable, at least the ability to quietly deconstruct it. Under normal death/respawn cycles while the player is in a given zone, the map icons for owned deployables ramin manipulable to that given user. They do not havwe to be redrawn to stay accurate. Upon leaving a zone, where the icons are erased, and returning back to the zone, where they are drawn again, the deployables that a player owned should be restored in terms of their map icon visibility. This control can not be recovered, however, until they are updated with the player's globally unique identifier. Since the player does not need to redraw his own deployable icons each time he respawns, but will not possess a valid GUID for that zone until he spawns in it at least once, this function is swapped with another after the first spawn in any given zone. This function is restored upon transferring zones.

    obj

    a Deployable object

    See also

    DontRedrawIcons

    SetCurrentAvatar

  109. def RegisterDrivenVehicle(obj: Vehicle, driver: Player): GiveTask
  110. def RegisterDroppod(vehicle: Vehicle, tplayer: Player): GiveTask

    Use this function to facilitate registering a droppod for a globally unique identifier in the event that the user has instigated an instant action event to a destination within the current zone.

    If going to another zone instead, this is uneccessary as the normal vehicle gating protocol is partially intersected for droppod operation, and will properly register the droppod before introducing it into the new zone without additional concern.

    Use this function to facilitate registering a droppod for a globally unique identifier in the event that the user has instigated an instant action event to a destination within the current zone.

    If going to another zone instead, this is uneccessary as the normal vehicle gating protocol is partially intersected for droppod operation, and will properly register the droppod before introducing it into the new zone without additional concern. The droppod should actually not be completely unregistered. If inquired, it will act like a GUID had already been assigned to it, but it was invalidated. This condition is artificial, but it necessary to pass certain operations related to vehicle gating. Additionally, the driver is only partially associated with the vehicle at this time. interstellarFerry is properly keeping track of the vehicle during the transition and the user who is the driver (second param) is properly seated but the said driver does not know about the vehicle through his usual convention - VehicleSeated - yet.

    vehicle

    the unregistered droppod

    tplayer

    the player using the droppod for instant action; should already be the driver of the droppod

    returns

    a TaskResolver.GiveTask message

    See also

    GlobalDefinitions.droppod

    GUIDTask.RegisterObjectTask

    interstellarFerry

    Player.VehicleSeated

    PlayerLoaded

    TaskResolver.GiveTask

    Vehicles.Own

  111. def RegisterProjectile(obj: Projectile): GiveTask

    Construct tasking that adds a completed but unregistered projectile into the scene.

    Construct tasking that adds a completed but unregistered projectile into the scene. After the projectile is registered to the curent zone's global unique identifier system, all connected clients save for the one that registered it will be informed about the projectile's "creation."

    obj

    the projectile to be registered

    returns

    a TaskResolver.GiveTask message

  112. def RegisterVehicle(vehicle: Vehicle): GiveTask

    Construct tasking that adds a completed and registered vehicle into the scene.

    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.

    vehicle

    the Vehicle object

    returns

    a TaskResolver.GiveTask message

    See also

    RegisterVehicleFromSpawnPad

  113. def RegisterVehicleFromSpawnPad(obj: Vehicle, pad: VehicleSpawnPad): GiveTask

    Construct tasking that adds a completed and registered vehicle into the scene.

    Construct tasking that adds a completed and registered vehicle into the scene. The major difference between RegisterVehicle and RegisterVehicleFromSpawnPad 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.

    obj

    the Vehicle object

    returns

    a TaskResolver.GiveTask message

    See also

    RegisterVehicle

  114. def RemoveBoomerTriggersFromInventory(): List[BoomerTrigger]

    Search through the player's holsters and their inventory space and remove all BoomerTrigger objects, both functionally and visually.

    Search through the player's holsters and their inventory space and remove all BoomerTrigger objects, both functionally and visually.

    returns

    all discovered BoomTrigger objects

  115. def RequestSanctuaryZoneSpawn(tplayer: Player, currentZone: Int): Unit

    Attempt to tranfer to the player's faction-specific sanctuary continent.

    Attempt to tranfer to the player's faction-specific sanctuary continent. If the server thinks the player is already on his sanctuary continent, and dead, it will disconnect the player under the assumption that an error has occurred. Eventually, this functionality should support better error-handling before it jumps to the conclusion: "Disconnecting the client is the safest option."

    tplayer

    the player

    currentZone

    the current zone number

    See also

    Zones.SanctuaryZoneNumber

  116. def ReregisterProjectile(obj: Projectile): GiveTask

    If the projectile object is unregistered, register it.

    If the projectile object is unregistered, register it. If the projectile object is already registered, unregister it and then register it again.

    obj

    the projectile to be registered (a second time?)

    returns

    a TaskResolver.GiveTask message

    See also

    RegisterProjectile(Projectile)

    UnregisterProjectile(Projectile)

  117. def ResolveProjectileInteraction(projectile: Projectile, resolution: objects.vital.base.DamageResolution.Value, target: PlanetSideGameObject with FactionAffinity with Vitality, pos: Vector3): Option[DamageInteraction]

    na

    na

    projectile

    the projectile object

    resolution

    the resolution status to promote the projectile

    returns

    a copy of the projectile

  118. def ResolveProjectileInteraction(projectile: Projectile, index: Int, resolution: objects.vital.base.DamageResolution.Value, target: PlanetSideGameObject with FactionAffinity with Vitality, pos: Vector3): Option[DamageInteraction]

    Find a projectile with the given globally unique identifier and mark it as a resolved shot.

    Find a projectile with the given globally unique identifier and mark it as a resolved shot.

    projectile

    the projectile object

    index

    where the projectile was found

    resolution

    the resolution status to promote the projectile

    returns

    a copy of the projectile

  119. def ResolveProjectileInteraction(projectile_guid: PlanetSideGUID, resolution: objects.vital.base.DamageResolution.Value, target: PlanetSideGameObject with FactionAffinity with Vitality, pos: Vector3): Option[DamageInteraction]

    Find a projectile with the given globally unique identifier and mark it as a resolved shot.

    Find a projectile with the given globally unique identifier and mark it as a resolved shot. A Resolved shot has either encountered an obstacle or is being cleaned up for not finding an obstacle.

    projectile_guid

    the projectile GUID

    resolution

    the resolution status to promote the projectile

    returns

    the projectile

  120. def RespawnClone(tplayer: Player): Player

    Produce a clone of the player that is equipped with the default infantry loadout.

    Produce a clone of the player that is equipped with the default infantry loadout. The loadout is hardcoded. The player is expected to be in a Standard Exo-Suit.

    tplayer

    the original player

    returns

    the duplication of the player, in Standard Exo-Suit and with default equipment loadout

  121. def RespawnSquadSetup(): Unit

    These messages are used during each subsequent respawn to reset the squad colors on player nameplates and marquees.

    These messages are used during each subsequent respawn to reset the squad colors on player nameplates and marquees. By using squadUI to maintain relevant information about squad members, especially the unique character identifier number, only the zone-specific squad members will receive the important messages about their squad member's spawn.

  122. def SafelyRemoveConstructionItemFromSlot(tool: ConstructionItem, index: Int, logDecorator: String = "SafelyRemoveConstructionItemFromSlot"): Boolean

    Find the target ConstructionTool object, either at the suggested slot or wherever it is on the player, and remove it from the game world visually.

    Not finding the target object at its intended slot is an entirely recoverable situation as long as the target object is discovered to be somewhere else in the player's holsters or inventory space.

    Find the target ConstructionTool object, either at the suggested slot or wherever it is on the player, and remove it from the game world visually.

    Not finding the target object at its intended slot is an entirely recoverable situation as long as the target object is discovered to be somewhere else in the player's holsters or inventory space. If found after a more thorough search, merely log the discrepancy as a warning. If the discrepancy becomes common, the developer messed up the function call or he should not be using this function.

    tool

    the ConstructionItem object currently in the slot (checked)

    index

    the slot index

    logDecorator

    what kind of designation to give any log entires originating from this function; defaults to its own function name

    returns

    true, if the target object was found and removed; false, otherwise

  123. def SelectProximityUnitBehavior(terminal: Terminal with ProximityUnit, target: PlanetSideGameObject): Unit

    Determine which functionality to pursue by a generic proximity-functional unit given the target for its activity.

    Determine which functionality to pursue by a generic proximity-functional unit given the target for its activity.

    terminal

    the proximity-based unit

    target

    the object being affected by the unit

    See also

    VehicleService:receive, ProximityUnit.Action

  124. def SendPlanetsideAttributeMessage(target_guid: PlanetSideGUID, attribute_number: PlanetsideAttributeEnum, attribute_value: Long): Unit

    Send a PlanetsideAttributeMessage packet to the client

    Send a PlanetsideAttributeMessage packet to the client

    target_guid

    The target of the attribute

    attribute_number

    The attribute number

    attribute_value

    The attribute value

  125. def ServerVehicleLock(vehicle: Vehicle): Unit

    Lock all applicable controls of the current vehicle.

    Lock all applicable controls of the current vehicle. This includes forward motion, turning, and, if applicable, strafing.

    vehicle

    the vehicle being controlled

  126. def ServerVehicleLockReverse(): Unit

    This function is applied to vehicles that are leaving a cargo vehicle's cargo hold to auto reverse them out Lock all applicable controls of the current vehicle Set the vehicle to move in reverse

  127. def ServerVehicleLockStrafeLeft(): Unit

    This function is applied to vehicles that are leaving a cargo vehicle's cargo hold to strafe left out of the cargo hold for vehicles that are mounted sideways e.g.

    This function is applied to vehicles that are leaving a cargo vehicle's cargo hold to strafe left out of the cargo hold for vehicles that are mounted sideways e.g. router/BFR Lock all applicable controls of the current vehicle Set the vehicle to strafe left

  128. def ServerVehicleLockStrafeRight(): Unit

    This function is applied to vehicles that are leaving a cargo vehicle's cargo hold to strafe right out of the cargo hold for vehicles that are mounted sideways e.g.

    This function is applied to vehicles that are leaving a cargo vehicle's cargo hold to strafe right out of the cargo hold for vehicles that are mounted sideways e.g. router/BFR Lock all applicable controls of the current vehicle Set the vehicle to strafe right

  129. def ServerVehicleOverride(vehicle: Vehicle, speed: Int = 0, flight: Int = 0): Unit

    Place the current vehicle under the control of the server's commands.

    Place the current vehicle under the control of the server's commands.

    vehicle

    the vehicle

    speed

    how fast the vehicle is moving forward

    flight

    whether the vehicle is ascending or not, if the vehicle is an applicable type

  130. def SetCurrentAvatarNormally(tplayer: Player): Unit

    Instruct the client to treat this player as the avatar.

    Instruct the client to treat this player as the avatar.

    tplayer

    the target player

    See also

    SetCurrentAvatar

  131. def SquadMembersInZone(members: Iterable[Long]): Iterable[Player]

    For the listed squad member unique character identifier numbers, find and return all squad members in the current zone.

    For the listed squad member unique character identifier numbers, find and return all squad members in the current zone.

    members

    members of the squad to target

    returns

    a list of Player objects

  132. def SquadUpdates(): Unit
  133. def StartUsingProximityUnit(terminal: Terminal with ProximityUnit, target: PlanetSideGameObject): Unit

    Queue a proximity-base service.

    Queue a proximity-base service.

    terminal

    the proximity-based unit

    target

    the entity that is being considered for terminal operation

  134. def StopUsingProximityUnit(terminal: Terminal with ProximityUnit): Unit

    Stop using a proximity-base service.

    Stop using a proximity-base service. Special note is warranted when determining the identity of the proximity terminal. Medical terminals of both varieties can be cancelled by movement. Other sorts of proximity-based units are put on a timer.

    terminal

    the proximity-based unit

  135. def SwapSquadUIElements(squad: Squad, fromIndex: Int, toIndex: Int): Unit
  136. def ToggleMaxSpecialState(enable: Boolean): Unit
  137. def ToggleTeleportSystem(router: Vehicle, systemPlan: Option[(InternalTelepad, TelepadDeployable)]): Unit

    Attempt to link the router teleport system using the provided terminal information.

    Attempt to link the router teleport system using the provided terminal information. Although additional states are necessary to properly use the teleportation system, e.g., deployment state, active state of the endpoints, etc., this decision is not made factoring those other conditions.

    router

    the vehicle that houses one end of the teleportation system (the InternalTelepad object)

    systemPlan

    specific object identification of the two endpoints of the teleportation system; if absent, the knowable endpoint is deleted from the client reflexively

  138. def TotalDriverVehicleControl(vehicle: Vehicle): Unit

    Place the current vehicle under the control of the driver's commands, but leave it in a cancellable auto-drive.

    Place the current vehicle under the control of the driver's commands, but leave it in a cancellable auto-drive. Stop all movement entirely.

    vehicle

    the vehicle

  139. def TryDisposeOfLootedCorpse(obj: Player): Boolean

    If the corpse has been well-looted, remove it from the ground.

    If the corpse has been well-looted, remove it from the ground.

    obj

    the corpse

    returns

    true, if the obj is actually a corpse and has no objects in its holsters or backpack; false, otherwise

  140. def TryDropFDU(tool: ConstructionItem, index: Int, pos: Vector3): Unit

    If the tool is a form of field deployment unit (FDU, also called an advanced_ace), completely remove the object from its current position and place it on the ground.

    If the tool is a form of field deployment unit (FDU, also called an advanced_ace), completely remove the object from its current position and place it on the ground. In the case of a botched deployable construction, dropping the FDU is visually consistent as it should already be depicted as on the ground as a part of its animation cycle.

    tool

    the ConstructionItem object currently in the slot (checked)

    index

    the slot index

    pos

    where to drop the object in the game world

  141. def TurnCounterDuringInterim(guid: PlanetSideGUID): Unit

    During the interim period between the avatar being in one place/zone and completing the process of transitioning to another place/zone, the upstream message counter is zero'd awaiting new activity from the client.

    During the interim period between the avatar being in one place/zone and completing the process of transitioning to another place/zone, the upstream message counter is zero'd awaiting new activity from the client. Until new upstream messages that pass some tests against their data start being reported, the counter does not accumulate properly.

    guid

    the player's globally unique identifier number

  142. def TurnCounterDuringInterimWhileInPassengerSeat(guid: PlanetSideGUID): Unit

    During the interim period between the avatar being in one place/zone and completing the process of transitioning to another place/zone, the upstream message counter is zero'd awaiting new activity from the client.

    During the interim period between the avatar being in one place/zone and completing the process of transitioning to another place/zone, the upstream message counter is zero'd awaiting new activity from the client. Until new upstream messages that pass some tests against their data start being reported, the counter does not accumulate properly.

    In the case that the transitioning player is seated in a vehicle mount that is not the driver and does not have a mounted weapon under its control, no obvious feedback will be provided by the client. For example, when as infantry, a PlayerStateMessageUpstream packet is dispatched by the client. For example, when in the driver mount, a VehicleStateMessage is dispatched by the client. In the given case, the only packet that indicates the player is seated is a KeepAliveMessage. Detection of this KeepALiveMessage, for the purpose of transitioning logic, can not be instantaneous to the zoning process or other checks for proper zoning conditions that will be disrupted. To avoid complications, the player in such a mount is initially spawned as infantry on their own client, realizes the state transition confirmation for infantry (turn counter), and is forced to transition into being seated, and only at that time will begin registering KeepAliveMessage to mark the end of their interim period.

    guid

    the player's globally unique identifier number

  143. def TurnPlayerIntoCorpse(tplayer: Player, zone: Zone): Unit

    Creates a player that has the characteristics of a corpse.

    Creates a player that has the characteristics of a corpse. To the game, that is a backpack (or some pastry, festive graphical modification allowing). A player who has been kicked may not turn into a corpse.

    tplayer

    the player

    See also

    AvatarAction.Release

    AvatarServiceMessage

    CorpseConverter.converter

    DepictPlayerAsCorpse

    Player.Release

    Zone.AvatarEvents

    Zone.Corpse.Add

    Zone.Population

  144. def UnaccessContainer(container: Container): Unit

    For the target container, initiate protocol to release it from "access".

  145. def UnaccessContainer(): Unit

    For whatever conatiner the character considers itself accessing, initiate protocol to release it from "access".

  146. def UnaccessContainerChannel(events: ActorRef, channel: String): Unit

    Leave an entity-specific group for shared updates.

    Leave an entity-specific group for shared updates.

    events

    the event system bus to which to subscribe

    channel

    the channel name

  147. def UnaccessCorpseContainer(tplayer: Player): Unit

    Common preparation for disengaging from a corpse.

    Common preparation for disengaging from a corpse. Leave the corpse-specific group that was used for shared updates. Deconstruct every object in the backpack's inventory.

    tplayer

    the corpse

  148. def UnaccessGenericContainer(container: Container): Unit
  149. def UnaccessVehicleContainer(vehicle: Vehicle): Unit

    Common preparation for disengaging from a vehicle.

    Common preparation for disengaging from a vehicle. Leave the vehicle-specific group that was used for shared updates. Deconstruct every object in the vehicle's inventory.

    vehicle

    the vehicle

  150. def UnregisterDrivenVehicle(obj: Vehicle, driver: Player): GiveTask
  151. def UnregisterProjectile(obj: Projectile): GiveTask

    Construct tasking that removes a formerly complete and currently registered projectile from the scene.

    Construct tasking that removes a formerly complete and currently registered projectile from the scene. After the projectile is unregistered from the curent zone's global unique identifier system, all connected clients save for the one that registered it will be informed about the projectile's "destruction."

    obj

    the projectile to be unregistered

    returns

    a TaskResolver.GiveTask message

  152. def UpdateDeployableUIElements(list: List[(Int, Int, Int, Int)]): Unit

    Initialize the deployables user interface elements.

    All element initializations require both the maximum deployable amount and the current deployables active counts.

    Initialize the deployables user interface elements.

    All element initializations require both the maximum deployable amount and the current deployables active counts. Until initialized, all elements will be RED 0/0 as if the corresponding certification were not learned. The respective element will become a pair of numbers, the second always being non-zero, when properly initialized. The numbers will appear GREEN when more deployables of that type can be placed. The numbers will appear RED if the player can not place any more of that type of deployable. The numbers will appear YELLOW if the current deployable count is greater than the maximum count of that type such as may be the case when a player forgets a certification.

    list

    a tuple of each UI element with four numbers; even numbers are attribute ids; odd numbers are quantities; first pair is current quantity; second pair is maximum quantity

  153. def UpdatePersistence(persistRef: ActorRef)(): Unit

    Update this player avatar for persistence.

    Update this player avatar for persistence.

    persistRef

    reference to the persistence monitor

  154. def UpdateWeaponAtSeatPosition(objWithSeat: MountableWeapons, seatNum: Int): Unit

    From a mount, find the weapon controlled from it, and update the ammunition counts for that weapon's magazines.

    From a mount, find the weapon controlled from it, and update the ammunition counts for that weapon's magazines.

    objWithSeat

    the object that owns seats (and weaponry)

    seatNum

    the mount

  155. def UseRouterTelepadEffect(playerGUID: PlanetSideGUID, srcGUID: PlanetSideGUID, destGUID: PlanetSideGUID): Unit

    Animate(?) a player using a fully-linked Router teleportation system.

    Animate(?) a player using a fully-linked Router teleportation system. In reality, this seems to do nothing visually?

    playerGUID

    the player being teleported

    srcGUID

    the origin of the teleportation

    destGUID

    the destination of the teleportation

  156. def UseRouterTelepadSystem(router: Vehicle, internalTelepad: InternalTelepad, remoteTelepad: TelepadDeployable, src: PlanetSideGameObject with TelepadLike, dest: PlanetSideGameObject with TelepadLike): Unit

    A player uses a fully-linked Router teleportation system.

    A player uses a fully-linked Router teleportation system.

    router

    the Router vehicle

    internalTelepad

    the internal telepad within the Router vehicle

    remoteTelepad

    the remote telepad that is currently associated with this Router

    src

    the origin of the teleportation (where the player starts)

    dest

    the destination of the teleportation (where the player is going)

  157. def ValidObject(id: Option[PlanetSideGUID]): Option[PlanetSideGameObject]
  158. def ValidObject(id: PlanetSideGUID): Option[PlanetSideGameObject]
  159. def ValidObject(id: Int): Option[PlanetSideGameObject]
  160. def WellLootedDeadBody(obj: Player): Boolean

    If the corpse has been well-looted, it has no items in its primary holsters nor any items in its inventory.

    If the corpse has been well-looted, it has no items in its primary holsters nor any items in its inventory.

    obj

    the corpse

    returns

    true, if the obj is actually a corpse and has no objects in its holsters or backpack; false, otherwise

  161. def ZoneChangeSquadSetup(): Unit

    These messages are used during each subsequent respawn to reset the squad colors on player nameplates and marquees.

    These messages are used during each subsequent respawn to reset the squad colors on player nameplates and marquees. During a zone change, on top of other squad mates in the zone needing to have their knowledge of this player's squad colors changed, the player must also set squad colors for each other squad members. Default respawn functionality may resume afterwards.

  162. def ZoningStartInitialMessageAndTimer(): (Int, String)

    The primary method of determination involves the faction affinity of the most favorable available region subset, e.g., in the overlapping sphere of influences of a friendly field tower and an enemy major facility, the time representative of the the tower has priority.

    The primary method of determination involves the faction affinity of the most favorable available region subset, e.g., in the overlapping sphere of influences of a friendly field tower and an enemy major facility, the time representative of the the tower has priority. When no spheres of influence are being encroached, one is considered "in the wilderness". The messaging is different but the location is normally treated the same as if in a neutral sphere of influence. Being anywhere in one's faction's own sanctuary is a special case.

    returns

    a Tuple composed of the initial countdown time and the descriptor for message composition

  163. var _session: Session
  164. var accessedContainer: Option[PlanetSideGameObject with Container]
  165. def account: Account
  166. var accountIntermediary: ActorRef
  167. var accountPersistence: ActorRef
  168. var amsSpawnPoints: List[SpawnPoint]
  169. def aroundPostRestart(reason: Throwable): Unit
    Attributes
    protected[akka]
    Definition Classes
    Actor
    Annotations
    @InternalApi()
  170. def aroundPostStop(): Unit
    Attributes
    protected[akka]
    Definition Classes
    Actor
    Annotations
    @InternalApi()
  171. def aroundPreRestart(reason: Throwable, message: Option[Any]): Unit
    Attributes
    protected[akka]
    Definition Classes
    Actor
    Annotations
    @InternalApi()
  172. def aroundPreStart(): Unit
    Attributes
    protected[akka]
    Definition Classes
    Actor
    Annotations
    @InternalApi()
  173. def aroundReceive(receive: akka.actor.Actor.Receive, msg: Any): Unit
    Attributes
    protected[akka]
    Definition Classes
    MDCContextAware → Actor
  174. final def asInstanceOf[T0]: T0
    Definition Classes
    Any
  175. def avatar: Avatar
  176. var avatarActor: ActorRef[Command]
  177. def beginZoningCountdown(runnable: Runnable): Unit

    A zoning message was received.

    A zoning message was received. That doesn't matter. In what stage of the zoning determination process is the client, and what is the next stage.

    To perform any actions involving zoning, an initial request must have been dispatched and marked as dispatched. When invoked after, the process will switch over to a countdown of time until the zoning actually occurs. The origin will be evaluated based on comparison of faction affinity with the client's player and from that an initial time and a message will be generated. Afterwards, the process will queue another inquiry for another zoning response. Each time 5s of the countdown passes, another message will be sent and received; and, this is another pass of the countdown.

    Once the countdown reaches 0, the transportation that has been promised by the zoning attempt may begin.

    runnable

    execute for the next step of the zoning process

  178. var chatActor: ActorRef[Command]
  179. var clientKeepAlive: Cancellable
  180. def clone(): AnyRef
    Attributes
    protected[lang]
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.CloneNotSupportedException]) @native()
  181. var cluster: ActorRef[Command]
  182. def configAmenityAsDestroyed(amenity: Amenity): Unit

    Configure the specific destroyed amenity by sending the client packets.

    Configure the specific destroyed amenity by sending the client packets. These actions are performed during the loading of a zone.

    amenity

    the facility object

    See also

    Generator

    ImplantTerminalMech

    PlanetsideAttributeMessage

    PlanetSideGameObject.Destroyed

  183. def configAmenityAsWorking(amenity: Amenity): Unit

    Configure the specific working amenity by sending the client packets.

    Configure the specific working amenity by sending the client packets. Amenities that are not Damageable are also included. These actions are performed during the loading of a zone.

    amenity

    the facility object

    See also

    Door

    GenericObjectStateMsg

    Hackable

    HackObject

    PlanetsideAttributeMessage

    ResourceSilo

    SetEmpireMessage

    VitalityDefinition.Damageable

  184. def configZone(zone: Zone): Unit

    Configure the buildings and each specific amenity for that building in a given zone by sending the client packets.

    Configure the buildings and each specific amenity for that building in a given zone by sending the client packets. These actions are performed during the loading of a zone.

    zone

    the zone being loaded

    See also

    SetEmpireMessage
    PlanetsideAttributeMessage
    HackMessage

  185. var connectionState: Int
  186. implicit val context: ActorContext
    Definition Classes
    Actor
  187. def continent: Zone
  188. var controlled: Option[Int]
  189. var deadState: packet.game.DeadState.Value
  190. var drawDeloyableIcon: (PlanetSideGameObject with Deployable) => Unit
  191. final def eq(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef
  192. def equals(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef → Any
  193. def failWithError(error: String): Unit
  194. def finalize(): Unit
    Attributes
    protected[lang]
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.Throwable])
  195. var flying: Boolean
  196. var galaxyService: ActorRef
  197. final def getClass(): Class[_ <: AnyRef]
    Definition Classes
    AnyRef → Any
    Annotations
    @native()
  198. def handleGamePkt(pkt: PlanetSideGamePacket): Any
  199. def hashCode(): Int
    Definition Classes
    AnyRef → Any
    Annotations
    @native()
  200. def initBuilding(continentNumber: Int, buildingNumber: Int, building: Building): Unit

    For a given continental structure, determine the method of generating server-join client configuration packets.

    For a given continental structure, determine the method of generating server-join client configuration packets.

    continentNumber

    the zone id

    buildingNumber

    the building id

    building

    the building object

  201. def initFacility(continentNumber: Int, buildingNumber: Int, building: Building): Unit

    For a given facility structure, configure a client by dispatching the appropriate packets.

    For a given facility structure, configure a client by dispatching the appropriate packets. Pay special attention to the details of BuildingInfoUpdateMessage when preparing this packet.

    24 Janurtay 2019:
    Manual BIUM construction to alleviate player login.

    continentNumber

    the zone id

    buildingNumber

    the building id

    building

    the building object

    See also

    BuildingInfoUpdateMessage

    DensityLevelUpdateMessage

  202. def initGate(continentNumber: Int, buildingNumber: Int, building: Building): Unit

    For a given lattice warp gate structure, configure a client by dispatching the appropriate packets.

    For a given lattice warp gate structure, configure a client by dispatching the appropriate packets. Unlike other facilities, gates do not have complicated BuildingInfoUpdateMessage packets. Also unlike facilities, gates have an additional packet.

    continentNumber

    the zone id

    buildingNumber

    the building id

    building

    the building object

    See also

    BuildingInfoUpdateMessage

    DensityLevelUpdateMessage

    BroadcastWarpgateUpdateMessage

  203. var instantActionFallbackDestination: Option[Located]
  204. var interimUngunnedVehicle: Option[PlanetSideGUID]
  205. var interimUngunnedVehicleSeat: Option[Int]
  206. var interstellarFerry: Option[Vehicle]

    used during zone transfers to maintain reference to seated vehicle (which does not yet exist in the new zone) used during intrazone gate transfers, but not in a way distinct from prior zone transfer procedures should only be set during the transient period when moving between one spawn point and the next leaving set prior to a subsequent transfers may cause unstable vehicle associations, with memory leak potential

  207. var interstellarFerryTopLevelGUID: Option[PlanetSideGUID]

    used during zone transfers for cleanup to refer to the vehicle that instigated a transfer "top level" is the carrier in a carrier/ferried association or a projected carrier/(ferried carrier)/ferried association inherited from parent (carrier) to child (ferried) through the TransferPassenger message the old-zone unique identifier for the carrier no harm should come from leaving the field set to an old unique identifier value after the transfer period

  208. final def isInstanceOf[T0]: Boolean
    Definition Classes
    Any
  209. var keepAliveFunc: () => Unit
  210. var lastTerminalOrderFulfillment: Boolean
  211. var lfsm: Boolean

    When joining or creating a squad, the original state of the avatar's internal LFS variable is blanked.

    When joining or creating a squad, the original state of the avatar's internal LFS variable is blanked. This WorldSessionActor-local variable is then used to indicate the ongoing state of the LFS UI component, now called "Looking for Squad Member." Only the squad leader may toggle the LFSM marquee. Upon leaving or disbanding a squad, this value is made false. Control switching between the Avatar-local and the WorldSessionActor-local variable is contingent on squadUI being populated.

  212. var loadConfZone: Boolean
  213. def log: LoggingAdapter
    Definition Classes
    ActorLogging
  214. final def ne(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef
  215. var noSpawnPointHere: Boolean
  216. final def notify(): Unit
    Definition Classes
    AnyRef
    Annotations
    @native()
  217. final def notifyAll(): Unit
    Definition Classes
    AnyRef
    Annotations
    @native()
  218. var persist: () => Unit
  219. def player: Player
  220. def postRestart(reason: Throwable): Unit
    Definition Classes
    Actor
    Annotations
    @throws(classOf[java.lang.Exception])
  221. def postStop(): Unit
    Definition Classes
    SessionActor → Actor
  222. def preRestart(reason: Throwable, message: Option[Any]): Unit
    Definition Classes
    Actor
    Annotations
    @throws(classOf[java.lang.Exception])
  223. def preStart(): Unit
    Definition Classes
    Actor
    Annotations
    @throws(classOf[java.lang.Exception])
  224. var prefire: Option[PlanetSideGUID]
  225. var progressBarUpdate: Cancellable
  226. var progressBarValue: Option[Float]
  227. val projectiles: Array[Option[Projectile]]
  228. val projectilesToCleanUp: Array[Boolean]
  229. var propertyOverrideManager: ActorRef
  230. val queuedSquadActions: Seq[() => Unit]
  231. def receive: Receive
    Definition Classes
    SessionActor → Actor
  232. var recentTeleportAttempt: Long
  233. var respawnTimer: Cancellable
  234. var reviveTimer: Cancellable
  235. implicit final val self: ActorRef
    Definition Classes
    Actor
  236. def sendResponse(packet: PlanetSidePacket): Unit
  237. final def sender(): ActorRef
    Definition Classes
    Actor
  238. var serverTime: Long
  239. val serviceManager: ActorRef
  240. def session: Session
  241. def session_=(session: Session): Unit
  242. var setAvatar: Boolean
  243. var setCurrentAvatarFunc: (Player) => Unit
  244. var setupAvatarFunc: () => Unit
  245. var shiftOrientation: Option[Vector3]
  246. var shiftPosition: Option[Vector3]
  247. var shooting: Option[PlanetSideGUID]
  248. var shootingStart: Long
  249. var shootingStop: Long
  250. var shotsWhileDead: Int
  251. var specialItemSlotGuid: Option[PlanetSideGUID]
  252. var squadService: ActorRef
  253. var squadSetup: () => Unit
  254. val squadUI: LongMap[SquadUIElement]
  255. var squadUpdateCounter: Int
  256. var squad_supplement_id: Int
  257. def suicide(tplayer: Player): Unit

    The player has lost the will to live and must be killed.

    The player has lost the will to live and must be killed.

    tplayer

    the player to be killed

    See also

    Vitality
    PlayerSuicide

  258. def supervisorStrategy: SupervisorStrategy
    Definition Classes
    Actor
  259. final def synchronized[T0](arg0: => T0): T0
    Definition Classes
    AnyRef
  260. def taskThenZoneChange(task: GiveTask, zoneMessage: FindZone): Unit

    Before changing zones, perform the following task (which can be a nesting of subtasks).

  261. def toString(): String
    Definition Classes
    AnyRef → Any
  262. var turnCounterFunc: (PlanetSideGUID) => Unit
  263. def unhandled(message: Any): Unit
    Definition Classes
    Actor
  264. lazy val unsignedIntMaxValue: Long
  265. var updateSquad: () => Unit
  266. var upstreamMessageCount: Int

    Upstream message counter
    Checks for server acknowledgement of the following messages in the following conditions:
    PlayerStateMessageUpstream (infantry)
    VehicleStateMessage (driver mount only)
    ChildObjectStateMessage (any gunner mount that is not the driver)
    KeepAliveMessage (any passenger mount that is not the driver)
    As they should arrive roughly every 250 milliseconds this allows for a very crude method of scheduling tasks up to four times per second

  267. var usingMedicalTerminal: Option[PlanetSideGUID]
  268. final def wait(): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException])
  269. final def wait(arg0: Long, arg1: Int): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException])
  270. final def wait(arg0: Long): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException]) @native()
  271. var zoneLoaded: Option[Boolean]

    a flag for the zone having finished loading during zoning None when no zone is loaded Some(true) when a zone has successfully loaded Some(false) when the loading process has failed or was executed but did not complete for some reason

  272. var zoneReload: Boolean

    a flag that forces the current zone to reload itself during a zoning operation

  273. var zoningChatMessageType: ChatMessageType
  274. var zoningCounter: Int
  275. var zoningStatus: objects.zones.Zoning.Status.Value
  276. var zoningTimer: Cancellable
  277. var zoningType: objects.zones.Zoning.Method.Value

Inherited from MDCContextAware

Inherited from ActorLogging

Inherited from Actor

Inherited from AnyRef

Inherited from Any

Ungrouped