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class SquadService extends Actor

Source
SquadService.scala
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Instance Constructors

  1. new SquadService()

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 AddInvite(invitedPlayer: Long, invite: Invitation): Option[Invitation]

    Assign a provided invitation object to either the active or inactive position for a player.

    The determination for the active position is whether or not something is currently in the active position or whether some mechanism tried to shift invitation object into the active position but found nothing to shift.

    Assign a provided invitation object to either the active or inactive position for a player.

    The determination for the active position is whether or not something is currently in the active position or whether some mechanism tried to shift invitation object into the active position but found nothing to shift. If an invitation object originating from the reported player already exists, a new one is not appended to the inactive queue. This method should always be used as the entry point for the active and inactive invitation options or as a part of the entry point for the aforesaid options.

    invitedPlayer

    the unique character identifier for the player being invited; in actuality, represents the player who will address the invitation object

    invite

    the "new" invitation envelop object

    returns

    an optional invite; the invitation object in the active invite position; None, if it is not added to either the active option or inactive position

    See also

    AddInviteAndRespond

    AltAddInviteAndRespond

  5. def AddInviteAndRespond(invitedPlayer: Long, targetInvite: Invitation, invitingPlayer: Long, name: String): Unit

    Enqueue a newly-submitted invitation object either as the active position or into the inactive positions and dispatch a response for any invitation object that is discovered.

    Enqueue a newly-submitted invitation object either as the active position or into the inactive positions and dispatch a response for any invitation object that is discovered. Implementation of a workflow.

    invitedPlayer

    the unique character identifier for the player being invited; in actuality, represents the player who will address the invitation object

    targetInvite

    a comparison invitation object

    invitingPlayer

    the unique character identifier for the player who invited the former

    name

    a name to be used in message composition

    See also

    AddInvite

    indirectInviteResp

  6. def AddWaypoint(guid: PlanetSideGUID, waypointType: types.SquadWaypoints.Value, info: WaypointInfo): Option[WaypointData]

    Display the indicated waypoint.

    Despite the name, no waypoints are actually "added." All of the waypoints constantly exist as long as the squad to which they are attached exists.

    Display the indicated waypoint.

    Despite the name, no waypoints are actually "added." All of the waypoints constantly exist as long as the squad to which they are attached exists. They are merely "activated" and "deactivated."

    guid

    the squad's unique identifier

    waypointType

    the type of the waypoint

    info

    information about the waypoint, as was reported by the client's packet

    returns

    the waypoint data, if the waypoint type is changed

    See also

    SquadWaypointRequest

    WaypointInfo

  7. def AltAddInviteAndRespond(invitedPlayer: Long, targetInvite: Invitation, invitingPlayer: Long, name: String): Unit

    Enqueue a newly-submitted invitation object either as the active position or into the inactive positions and dispatch a response for any invitation object that is discovered.

    Enqueue a newly-submitted invitation object either as the active position or into the inactive positions and dispatch a response for any invitation object that is discovered. Implementation of a workflow.

    invitedPlayer

    the unique character identifier for the player being invited

    targetInvite

    a comparison invitation object

    invitingPlayer

    the unique character identifier for the player who invited the former

    name

    a name to be used in message composition

    See also

    AddInvite

    altIndirectInviteResp

  8. def CloseSquad(squad: Squad): Unit

    All players are made to leave the squad and the squad will stop existing.

    All players are made to leave the squad and the squad will stop existing. Any member of the squad missing an ActorRef object used to message the player's client will still leave the squad, but will not attempt to send feedback to the said unreachable client. If the player is in the process of unsubscribing from the service, the no-messaging pathway is useful to avoid accumulating dead letters.

    squad

    the squad

    See also

    Publish

    RemoveAllInvitesToSquad

    SquadDetail

    TryResetSquadId

    UpdateSquadList

  9. def DisbandSquad(squad: Squad): Unit

    All players are made to leave the squad and the squad will stop existing.

    All players are made to leave the squad and the squad will stop existing. Essentially, perform the same operations as CloseSquad but treat the process as if the squad is being disbanded in terms of messaging.

    squad

    the squad

    See also

    PanicDisbandSquad

    Publish

    SquadResponse.Membership

  10. def EnsureEmptySquad(charId: Long): Boolean

    Determine whether a player is sufficiently unemployed and has no grand delusions of being a squad leader.

    Determine whether a player is sufficiently unemployed and has no grand delusions of being a squad leader.

    charId

    the player

    returns

    true, if the target player possesses no squad or a squad that is suitably nonexistent; false, otherwise

    See also

    CloseSquad

  11. def GetLeadingSquad(charId: Long, opt: Option[Squad]): Option[Squad]

    If the player associated with this unique character identifier number is the leader of any squad, discover that squad.

    If the player associated with this unique character identifier number is the leader of any squad, discover that squad.

    charId

    the potential member identifier

    opt

    an optional squad to check; the expectation is that the provided squad is a known participating squad

    returns

    the discovered squad, or None

    See also

    GetParticipatingSquad

    Squad->Leader

  12. def GetLeadingSquad(player: Player, opt: Option[Squad]): Option[Squad]

    If this player is a member of any squad, discover that squad.

    If this player is a member of any squad, discover that squad.

    player

    the potential member

    opt

    an optional squad to check; the expectation is that the provided squad is a known participating squad

    returns

    the discovered squad, or None

    See also

    GetParticipatingSquad

    Squad::Leader

  13. def GetNextSquadId(): PlanetSideGUID

    Produce the next available unique squad identifier.

    Produce the next available unique squad identifier. The first number is always 1. The greatest possible identifier is 65535 (an unsigned 16-bit integer) before it wraps back around to 1.

    returns

    the current squad unique identifier number

  14. def GetParticipatingSquad(charId: Long): Option[Squad]

    If the player associated with this unique character identifier number is a member of any squad, discover that squad.

    If the player associated with this unique character identifier number is a member of any squad, discover that squad.

    charId

    the potential member identifier

    returns

    the discovered squad, or None

  15. def GetParticipatingSquad(player: Player): Option[Squad]

    If this player is a member of any squad, discover that squad.

    If this player is a member of any squad, discover that squad.

    player

    the potential member

    returns

    the discovered squad, or None

  16. def GetSquad(id: PlanetSideGUID): Option[Squad]

    If a squad exists for an identifier, return that squad.

    If a squad exists for an identifier, return that squad.

    id

    the squad unique identifier number

    returns

    the discovered squad, or None

  17. def HandleRequestRole(bid: Invitation, guid: PlanetSideGUID, player: Player): Boolean

    The functionality for handling indirection for handling one player requesting a specific squad role or when messaging the squad leader about an invite.

    At this point in the squad join process, the only consent required is that of the squad leader.

    The functionality for handling indirection for handling one player requesting a specific squad role or when messaging the squad leader about an invite.

    At this point in the squad join process, the only consent required is that of the squad leader. An automatic consent flag exists on the squad; but, if that is not set, then the squad leader must be asked whether or not to accept or to reject the recruit. If the squad leader changes in the middle or the latter half of the process, the invitation may still fail even if the old squad leader accepts. If the squad leader changes in the middle of the latter half of the process, the inquiry might be posed again of the new squad leader, of whether to accept or to reject the recruit.

    bid

    the Invitation object that was the target of this request

    guid

    the unique squad identifier number

    player

    the player who wants to join the squad

    returns

    true, if the player is not denied the possibility of joining the squad; false, otherwise, of it the squad does not exist

  18. def HandleRequestRole(bid: IndirectInvite, player: Player): Boolean

    An overloaded entry point to the functionality for handling indirection when messaging the squad leader about an invite.

    An overloaded entry point to the functionality for handling indirection when messaging the squad leader about an invite.

    bid

    a specific kind of Invitation object

    player

    the player who wants to join the squad

    returns

    true, if the player is not denied the possibility of joining the squad; false, otherwise, of it the squad does not exist

  19. def HandleRequestRole(bid: RequestRole, player: Player): Boolean

    An overloaded entry point to the functionality for handling one player requesting a specific squad role.

    An overloaded entry point to the functionality for handling one player requesting a specific squad role.

    bid

    a specific kind of Invitation object

    player

    the player who wants to join the squad

    returns

    true, if the player is not denied the possibility of joining the squad; false, otherwise, of it the squad does not exist

  20. def HandleVacancyInvite(squad: Squad, invitedPlayer: Long, invitingPlayer: Long, recruit: Player): Option[(Squad, Int)]

    Resolve an invitation to a general, not guaranteed, position in someone else's squad.

    Originally, the instigating type of invitation object was a "VacancyInvite" which indicated a type of undirected invitation extended from the squad leader to another player but the resolution is generalized enough to suffice for a number of invitation objects.

    Resolve an invitation to a general, not guaranteed, position in someone else's squad.

    Originally, the instigating type of invitation object was a "VacancyInvite" which indicated a type of undirected invitation extended from the squad leader to another player but the resolution is generalized enough to suffice for a number of invitation objects. First, an actual position is determined; then, the squad is tested for recruitment conditions, including whether the person who solicited the would-be member is still the squad leader. If the recruitment is manual and the squad leader is not the same as the recruiting player, then the real squad leader is sent an indirect query regarding the player's eligibility. These IndirectInvite invitation objects also are handled by calls to HandleVacancyInvite.

    squad

    the squad

    invitedPlayer

    the unique character identifier for the player being invited

    invitingPlayer

    the unique character identifier for the player who invited the former

    recruit

    the player being invited

    returns

    the squad object and a role position index, if properly invited; None, otherwise

    See also

    AltAddInviteAndRespond

    IndirectInvite

    SquadFeatures::AutoApproveInvitationRequests

    VacancyInvite

  21. def HandleVacancyInvite(squad_guid: PlanetSideGUID, invitedPlayer: Long, invitingPlayer: Long, recruit: Player): Option[(Squad, Int)]

    Resolve an invitation to a general, not guaranteed, position in someone else's squad.

    Resolve an invitation to a general, not guaranteed, position in someone else's squad. For the moment, just validate the provided parameters and confirm the eligibility of the user.

    squad_guid

    the unique squad identifier number

    invitedPlayer

    the unique character identifier for the player being invited

    invitingPlayer

    the unique character identifier for the player who invited the former

    recruit

    the player being invited

    returns

    the squad object and a role position index, if properly invited; None, otherwise

    See also

    VacancyInvite

  22. def InitSquadDetail(guid: PlanetSideGUID, to: Iterable[Long], squad: Squad): Unit

    Dispatch an intial message entailing the strategic information and the composition of this squad.

    Dispatch an intial message entailing the strategic information and the composition of this squad. The details of the squad will be updated in full and be sent to all indicated observers.

    guid

    the unique squad identifier to be used when composing the details for this message

    to

    the unique character identifier numbers of the players who will receive this message

    squad

    the squad from which the squad details shall be composed

    See also

    SquadService.PublishFullDetails

  23. def InitSquadDetail(squad: Squad): Unit

    Dispatch a message entailing the composition of this squad.

    Dispatch a message entailing the composition of this squad. This is considered the first time this information will be dispatched to any relevant observers so the details of the squad will be updated in full and be sent to all relevant observers, namely, all the occupants of the squad. External observers are ignored.

    squad

    the squad

    See also

    InitSquadDetail(PlanetSideGUID, Iterable[Long], Squad)

  24. def InitWaypoints(toCharId: Long, guid: PlanetSideGUID): Unit

    Dispatch all of the information about a given squad's waypoints to a user.

    Dispatch all of the information about a given squad's waypoints to a user.

    toCharId

    the player to whom the waypoint data will be dispatched

    guid

    the squad's unique identifier

  25. def InitialAssociation(squad: Squad): Unit

    Pertains to the original message of squad synchronicity sent to the squad leader by the server under specific conditions.

    Pertains to the original message of squad synchronicity sent to the squad leader by the server under specific conditions. The initial formation of a squad of two players is the most common expected situation. While the underlying flag is normally only set once, its state can be reset and triggered anew if necessary.

    squad

    the squad

    See also

    Publish

    ResetAll

    SquadResponse.AssociateWithSquad

    SquadResponse.Detail

    SquadService.PublishFullDetails

  26. def InviteResponseTemplate(indirectVacancyFunc: (IndirectInvite, Player, Long, Long, String) => Boolean)(targetInvite: Invitation, actualInvite: Option[Invitation], invitedPlayer: Long, invitingPlayer: Long, name: String): Unit

    A branched response for processing (new) invitation objects that have been submitted to the system.

    A comparison is performed between the original invitation object and an invitation object that represents the potential modification or redirection of the current active invitation obect.

    A branched response for processing (new) invitation objects that have been submitted to the system.

    A comparison is performed between the original invitation object and an invitation object that represents the potential modification or redirection of the current active invitation obect. Any further action is only performed when an "is equal" comparison is true. When passing, the system publishes up to two messages to users that would anticipate being informed of squad join activity.

    indirectVacancyFunc

    the method that cans the respondign behavior should an IndirectVacancy object being consumed

    targetInvite

    a comparison invitation object; represents the unmodified, unadjusted invite

    actualInvite

    a comparaison invitation object; proper use of this field should be the output of another process upon the following actualInvite

    invitedPlayer

    the unique character identifier for the player being invited in actuality, represents the player who will address the invitation object

    invitingPlayer

    the unique character identifier for the player who invited the former

    name

    a name to be used in message composition

  27. def JoinByCharacterId(charId: String, sender: ActorRef): Unit
  28. def JoinByFaction(faction: String, sender: ActorRef): Unit
  29. def JoinSquad(player: Player, squad: Squad, position: Int): Boolean

    Behaviors and exchanges necessary to complete the fulfilled recruitment process for the squad role.

    This operation is fairly safe to call whenever a player is to be inducted into a squad.

    Behaviors and exchanges necessary to complete the fulfilled recruitment process for the squad role.

    This operation is fairly safe to call whenever a player is to be inducted into a squad. The aforementioned player must have a callback retained in UserEvents and conditions imposed by both the role and the player must be satisfied.

    player

    the new squad member; this player is NOT the squad leader

    squad

    the squad the player is joining

    position

    the squad member role that the player will be filling

    returns

    true, if the player joined the squad in some capacity; false, if the player did not join the squad or is already a squad member

    See also

    InitialAssociation

    InitSquadDetail

    InitWaypoints

    Publish

    RemoveAllInvitesWithPlayer

    SquadDetail

    SquadInfo

    SquadPositionDetail

    SquadPositionEntry

    SquadResponse.Join

    StatConverter.Health

    UpdateSquadListWhenListed

  30. def LeaveByCharacterId(charId: String, sender: ActorRef): Unit
  31. def LeaveByFaction(faction: String, sender: ActorRef): Unit
  32. def LeaveInGeneral(sender: ActorRef): Unit
  33. def LeaveService(charId: Long, sender: ActorRef): Unit

    na

    na

    charId

    the player's unique character identifier number

    sender

    the ActorRef associated with this character

  34. def LeaveService(charId: String, sender: ActorRef): Unit

    na

    na

    charId

    the player's unique character identifier number

    sender

    the ActorRef associated with this character

  35. def LeaveSquad(charId: Long, squad: Squad): Boolean

    Behaviors and exchanges necessary to undo the recruitment process for the squad role.

    Behaviors and exchanges necessary to undo the recruitment process for the squad role.

    charId

    the player

    squad

    the squad

    returns

    true, if the player, formerly a normal member of the squad, has been ejected from the squad; false, otherwise

    See also

    PanicLeaveSquad

    Publish

  36. def NextInvite(invitedPlayer: Long): Option[Invitation]

    Select the next invitation object to be shifted into the active position.

    The determination for the active position is whether or not something is currently in the active position or whether some mechanism tried to shift invitation object into the active position but found nothing to shift.

    Select the next invitation object to be shifted into the active position.

    The determination for the active position is whether or not something is currently in the active position or whether some mechanism tried to shift invitation object into the active position but found nothing to shift. After handling of the previous invitation object has completed or finished, the temporary block on adding new invitations is removed and any queued inactive invitation on the head of the inactive queue is shifted into the active position.

    invitedPlayer

    the unique character identifier for the player being invited; in actuality, represents the player who will address the invitation object

    returns

    an optional invite; the invitation object in the active invite position; None, if not shifted into the active position

    See also

    NextInviteAndRespond

  37. def NextInviteAndRespond(invitedPlayer: Long): Unit

    Select the next invitation object to be shifted into the active position and dispatch a response for any invitation object that is discovered.

    Select the next invitation object to be shifted into the active position and dispatch a response for any invitation object that is discovered.

    invitedPlayer

    the unique character identifier for the player being invited; in actuality, represents the player who will address the invitation object

    returns

    an optional invite; the invitation object in the active invite position; None, if not shifted into the active position

    See also

    InviteResponseTemplate

    NextInvite

  38. def PanicDisbandSquad(squad: Squad, membership: Iterable[Long]): Unit

    All players are made to leave the squad and the squad will stop existing.

    The complement of the prior DisbandSquad method.

    All players are made to leave the squad and the squad will stop existing.

    The complement of the prior DisbandSquad method. This method deals entirely with other squad members observing the squad become abandoned. The distinction is useful when unsubscribing from this service, as the ActorRef object used to message the player's client is no longer reliable and has probably ceased to exist.

    squad

    the squad

    membership

    the unique character identifier numbers of the other squad members

    returns

    if a role/index pair is provided

    See also

    CloseSquad

    DisbandSquad

    Publish

    SquadResponse.Membership

  39. def PanicLeaveSquad(charId: Long, squad: Squad, entry: Option[(Member, Int)]): Boolean

    Behaviors and exchanges necessary to undo the recruitment process for the squad role.

    The complement of the prior LeaveSquad method.

    Behaviors and exchanges necessary to undo the recruitment process for the squad role.

    The complement of the prior LeaveSquad method. This method deals entirely with other squad members observing the given squad member leaving the squad while the other method handles messaging only for the squad member who is leaving. The distinction is useful when unsubscribing from this service, as the ActorRef object used to message the player's client is no longer reliable and has probably ceased to exist.

    charId

    the player

    squad

    the squad

    entry

    a paired membership role with its index in the squad

    returns

    if a role/index pair is provided

    See also

    LeaveSquad

    Publish

    SquadDetail

    SquadInfo

    SquadPositionDetail

    SquadPositionEntry

    SquadResponse.Leave

    UpdateSquadDetail

    UpdateSquadListWhenListed

  40. def Publish[ANY >: Any](to: ANY, msg: Response, excluded: Iterable[Long]): Unit

    Overloaded message-sending operation.

    Overloaded message-sending operation. No message can be sent using this distinction. Log a warning.

    to

    something that was expected to be used as the channel for the message but is not handled as such

    msg

    a message that can be stored in a SquadServiceResponse object

    excluded

    a group of character identifier numbers who should not receive the message

  41. def Publish[ANY >: Any](to: ANY, msg: Response): Unit

    Overloaded message-sending operation.

    Overloaded message-sending operation. No message can be sent using this distinction. Log a warning.

    to

    something that was expected to be used as the channel for the message but is not handled as such

    msg

    a message that can be stored in a SquadServiceResponse object

  42. def Publish(to: Long, msg: Response, excluded: Iterable[Long]): Unit

    Overloaded message-sending operation.

    Overloaded message-sending operation. Always publishes on the ActorRef objects retained by the UserEvents object.

    to

    a unique character identifier used as the channel for the message

    msg

    a message that can be stored in a SquadServiceResponse object

    excluded

    a group of character identifier numbers who should not receive the message

  43. def Publish(to: Long, msg: Response): Unit

    Overloaded message-sending operation.

    Overloaded message-sending operation. Always publishes on the ActorRef objects retained by the UserEvents object.

    to

    a unique character identifier used as the channel for the message

    msg

    a message that can be stored in a SquadServiceResponse object

  44. def Publish(to: String, msg: Response, excluded: Iterable[Long]): Unit

    Overloaded message-sending operation.

    Overloaded message-sending operation. Strings come in three accepted patterns. The first resolves into a faction name, as determined by PlanetSideEmpire when transformed into a string. The second resolves into a squad's dedicated channel, a name that is formulaic. The third resolves as a unique character identifier number.

    to

    a string used as the channel for the message

    msg

    a message that can be stored in a SquadServiceResponse object

    excluded

    a group of character identifier numbers who should not receive the message (resolved at destination, usually)

  45. def Publish(to: String, msg: Response): Unit

    Overloaded message-sending operation.

    Overloaded message-sending operation. Strings come in three accepted patterns. The first resolves into a faction name, as determined by PlanetSideEmpire when transformed into a string. The second resolves into a squad's dedicated channel, a name that is formulaic. The third resolves as a unique character identifier number.

    to

    a string used as the channel for the message

    msg

    a message that can be stored in a SquadServiceResponse object

  46. def Publish(to: Type, msg: Response, excluded: Iterable[Long]): Unit

    Overloaded message-sending operation.

    Overloaded message-sending operation. Always publishes on the SquadEvents object.

    to

    a faction affiliation used as the channel for the message

    msg

    a message that can be stored in a SquadServiceResponse object

    excluded

    a group of character identifier numbers who should not receive the message (resolved at destination)

  47. def Publish(to: Type, msg: Response): Unit

    Overloaded message-sending operation.

    Overloaded message-sending operation. Always publishes on the SquadEvents object.

    to

    a faction affiliation used as the channel for the message

    msg

    a message that can be stored in a SquadServiceResponse object

  48. def Publish(to: ActorRef, msg: Response, excluded: Iterable[Long]): Unit

    Overloaded message-sending operation.

    Overloaded message-sending operation. The Actor version wraps around the expected ! functionality.

    to

    an ActorRef which to send the message

    msg

    a message that can be stored in a SquadServiceResponse object

    excluded

    a group of character identifier numbers who should not receive the message (resolved at destination)

  49. def Publish(to: ActorRef, msg: Response): Unit

    Overloaded message-sending operation.

    Overloaded message-sending operation. The Actor version wraps around the expected ! functionality.

    to

    an ActorRef which to send the message

    msg

    a message that can be stored in a SquadServiceResponse object

  50. def PublishedLists(guids: Iterable[PlanetSideGUID]): Vector[SquadInfo]

    Transform a list of squad unique identifiers into a list of SquadInfo objects for updating the squad list window.

    Transform a list of squad unique identifiers into a list of SquadInfo objects for updating the squad list window.

    guids

    the list of squad unique identifier numbers

    returns

    a Vector of transformed squad data

  51. def PublishedLists(faction: Type): Vector[SquadInfo]

    Transform a list of squad unique identifiers into a list of SquadInfo objects for updating the squad list window.

    Transform a list of squad unique identifiers into a list of SquadInfo objects for updating the squad list window.

    faction

    the faction to which the squads belong

    returns

    a Vector of transformed squad data

  52. def Refused(charId: Long, list: List[Long]): List[Long]

    This player has refused to join squad leader's squads or some other players's offers to form a squad.

    This player has refused to join squad leader's squads or some other players's offers to form a squad.

    charId

    the player who is doing the refusal

    list

    the players who are refused

    returns

    the list of other players who have been refused

  53. def Refused(charId: Long, refusedCharId: Long): List[Long]

    This player has refused to join squad leader's squads or some other players's offers to form a squad.

    This player has refused to join squad leader's squads or some other players's offers to form a squad.

    charId

    the player who is doing the refusal

    refusedCharId

    the player who is refused

    returns

    the list of other players who have been refused

  54. def Refused(charId: Long): List[Long]

    This player has refused to join squad leader's squads or some other players's offers to form a squad.

    This player has refused to join squad leader's squads or some other players's offers to form a squad.

    charId

    the player who refused other players

    returns

    the list of other players who have been refused

  55. def RemoveAllInvitesToSquad(sguid: PlanetSideGUID): Unit

    Remove all active and inactive invitation objects that are related to the particular squad.

    Remove all active and inactive invitation objects that are related to the particular squad. Specifically used to safely disarm obsolete invitation objects by specific criteria. Affects all invitation object types and all data structures that deal with the squad.

    sguid

    the squad identifier

    See also

    RequestRole

    IndirectInvite

    LookingForSquadRoleInvite

    ProximityInvite

    RemoveInvite

    VacancyInvite

  56. def RemoveAllInvitesWithPlayer(charId: Long): Unit

    Remove all active and inactive invitation objects that are related to the particular player.

    Remove all active and inactive invitation objects that are related to the particular player. Specifically used to safely disarm obsolete invitation objects by specific criteria. Affects all invitation object types and all data structures that deal with the player.

    charId

    the player's unique identifier number

    See also

    RequestRole

    IndirectInvite

    LookingForSquadRoleInvite

    RemoveInvite

    RemoveProximityInvites

    VacancyInvite

  57. def RemoveInvite(invitedPlayer: Long): Option[Invitation]

    Remove any invitation object from the active position.

    Remove any invitation object from the active position. Flag the temporary field to indicate that the active position, while technically available, should not yet have a new invitation object shifted into it yet. This is the "proper" way to demote invitation objects from the active position whether or not they are to be handled.

    invitedPlayer

    the unique character identifier for the player being invited; in actuality, represents the player who will address the invitation object

    returns

    an optional invite; the invitation object formerly in the active invite position; None, if no invitation was in the active position

    See also

    NextInvite

    NextInviteAndRespond

  58. def RemoveInvitesForSquadAndPosition(guid: PlanetSideGUID, position: Int): Unit

    Remove all active invitation objects that are related to the particular squad and the particular role in the squad.

    Remove all active invitation objects that are related to the particular squad and the particular role in the squad. Specifically used to safely disarm obsolete invitation objects related to the specific criteria. Affects only certain invitation object types.

    guid

    the squad identifier

    position

    the role position index

    See also

    RequestRole

    LookingForSquadRoleInvite

    RemoveInvite

    RemoveQueuedInvitesForSquadAndPosition

  59. def RemoveProximityInvites(guid: PlanetSideGUID): Iterable[(Long, String)]

    Remove all active and inactive proximity squad invites for a specific squad.

    Remove all active and inactive proximity squad invites for a specific squad.

    guid

    the squad

    returns

    a list of all players (unique character identifier number and name) who had active proximity invitations

  60. def RemoveProximityInvites(list: Iterable[(Long, PlanetSideGUID)]): Unit

    Remove all queued proximity squad invite information retained by the squad object.

    Remove all queued proximity squad invite information retained by the squad object.

    list

    a list of players to squads with expected entry redundancy

    See also

    RemoveProximityInvites(Long)

    SquadFeatures.ProxyInvites

    SquadFeatures.SearchForRole

  61. def RemoveProximityInvites(invitingPlayer: Long): Iterable[(Long, String)]

    Remove all active and inactive proximity squad invites related to the recruiter.

    Remove all active and inactive proximity squad invites related to the recruiter.

    invitingPlayer

    the player who did the recruiting

    returns

    a list of all players (unique character identifier number and name) who had active proximity invitations

    See also

    RemoveProximityInvites(Iterable[(Long, PlanetSideGUID)])

  62. def RemoveQueuedInvites(invitedPlayer: Long): List[Invitation]

    Remove all inactive invites.

    Remove all inactive invites.

    invitedPlayer

    the unique character identifier for the player being invited; in actuality, represents the player who will address the invitation object

    returns

    a list of the removed inactive invitation objects

  63. def RemoveQueuedInvitesForSquadAndPosition(guid: PlanetSideGUID, position: Int): Unit

    Remove all inactive invitation objects that are related to the particular squad and the particular role in the squad.

    Remove all inactive invitation objects that are related to the particular squad and the particular role in the squad. Specifically used to safely disarm obsolete invitation objects by specific criteria. Affects only certain invitation object types.

    guid

    the squad identifier

    position

    the role position index

    See also

    RequestRole

    LookingForSquadRoleInvite

    RemoveInvitesForSquadAndPosition

  64. def RemoveWaypoint(guid: PlanetSideGUID, waypointType: types.SquadWaypoints.Value): Unit

    Hide the indicated waypoint.

    Hide the indicated waypoint. Unused waypoints are marked by having a non-zero z-coordinate.

    Despite the name, no waypoints are actually "removed." All of the waypoints constantly exist as long as the squad to which they are attached exists. They are merely "activated" and "deactivated."

    guid

    the squad's unique identifier

    waypointType

    the type of the waypoint

  65. def SquadActionDefinition(tplayer: Player, zone: Zone, guid: PlanetSideGUID, line: Int, action: packet.game.SquadAction, sendTo: ActorRef): Unit
  66. def SquadActionDefinitionAddSquadMemberPosition(tplayer: Player, lSquadOpt: Option[Squad], position: Int): Unit
  67. def SquadActionDefinitionAssignSquadMemberToRole(squad: Squad, guid: PlanetSideGUID, char_id: Long, position: Int): Unit

    the following action can be performed by ???

  68. def SquadActionDefinitionAutoApproveInvitationRequests(tplayer: Player, lSquadOpt: Option[Squad], state: Boolean): Unit
  69. def SquadActionDefinitionCancelFind(lSquadOpt: Option[Squad]): Unit
  70. def SquadActionDefinitionCancelSelectRoleForYourself(tplayer: Player, guid: PlanetSideGUID): Unit

    the following action can be performed by anyone who has tried to join a squad

  71. def SquadActionDefinitionChangeSquadMemberRequirementsCertifications(tplayer: Player, lSquadOpt: Option[Squad], position: Int, certs: Set[Certification]): Unit
  72. def SquadActionDefinitionChangeSquadMemberRequirementsDetailedOrders(tplayer: Player, lSquadOpt: Option[Squad], position: Int, orders: String): Unit
  73. def SquadActionDefinitionChangeSquadMemberRequirementsRole(tplayer: Player, lSquadOpt: Option[Squad], position: Int, role: String): Unit
  74. def SquadActionDefinitionChangeSquadPurpose(tplayer: Player, lSquadOpt: Option[Squad], purpose: String): Unit
  75. def SquadActionDefinitionChangeSquadZone(tplayer: Player, lSquadOpt: Option[Squad], zone_id: PlanetSideZoneID, sendTo: ActorRef): Unit
  76. def SquadActionDefinitionCloseSquadMemberPosition(tplayer: Player, lSquadOpt: Option[Squad], position: Int): Unit
  77. def SquadActionDefinitionDeleteSquadFavorite(tplayer: Player, line: Int, sendTo: ActorRef): Unit
  78. def SquadActionDefinitionDisplaySquad(tplayer: Player, guid: PlanetSideGUID, sendTo: ActorRef): Unit

    the following action can be performed by anyone

  79. def SquadActionDefinitionFindLfsSoldiersForRole(tplayer: Player, zone: Zone, lSquadOpt: Option[Squad], position: Int): Unit
  80. def SquadActionDefinitionLoadSquadFavorite(tplayer: Player, line: Int, pSquadOpt: Option[Squad], lSquadOpt: Option[Squad], sendTo: ActorRef): Unit
  81. def SquadActionDefinitionLocationFollowsSquadLead(tplayer: Player, lSquadOpt: Option[Squad], state: Boolean): Unit
  82. def SquadActionDefinitionRequestListSquad(tplayer: Player, lSquadOpt: Option[Squad], sendTo: ActorRef): Unit
  83. def SquadActionDefinitionResetAll(lSquadOpt: Option[Squad]): Unit
  84. def SquadActionDefinitionSaveSquadFavorite(tplayer: Player, line: Int, lSquadOpt: Option[Squad], sendTo: ActorRef): Unit
  85. def SquadActionDefinitionSelectRoleForYourself(tplayer: Player, guid: PlanetSideGUID, position: Int): Unit

    the following action can be performed by an unaffiliated player

  86. def SquadActionDefinitionStopListSquad(tplayer: Player, lSquadOpt: Option[Squad], sendTo: ActorRef): Unit
  87. def SquadActionInitCharId(tplayer: Player): Unit
  88. def SquadActionMembershipAccept(tplayer: Player, invitedPlayer: Long): Unit
  89. def SquadActionMembershipCancel(cancellingPlayer: Long): Unit
  90. def SquadActionMembershipDisband(charId: Long): Unit
  91. def SquadActionMembershipInvite(tplayer: Player, invitingPlayer: Long, _invitedPlayer: Long, invitedName: String): Unit
  92. def SquadActionMembershipLeave(tplayer: Player, actingPlayer: Long, _leavingPlayer: Option[Long], name: String): Unit
  93. def SquadActionMembershipPromote(promotingPlayer: Long, _promotedPlayer: Long, promotedName: String): Unit
  94. def SquadActionMembershipProximityInvite(tplayer: Player, zone: Zone, invitingPlayer: Long): Unit
  95. def SquadActionMembershipReject(tplayer: Player, rejectingPlayer: Long): Unit
  96. def SquadActionUpdate(charId: Long, health: Int, maxHealth: Int, armor: Int, maxArmor: Int, pos: Vector3, zoneNumber: Int, sendTo: ActorRef): Unit
  97. def SquadActionWaypoint(tplayer: Player, waypointType: types.SquadWaypoints.Value, info: Option[WaypointInfo]): Unit
  98. def StartSquad(player: Player): Squad

    Establish a new squad.

    Establish a new squad. Create all of the support structures for the squad and link into them. At a minimum, by default, the squad needs a squad leader and a stronger, more exposed connection between the squad and leader needs to be recognized.

    Usually, a squad is created by modifying some aspect of its necessary fields. The primary necessary fields required for a squad include the squad's task and the squad's zone of operation.

    player

    the player who would become the squad leader

    returns

    the squad that has been created

    See also

    GetNextSquadId

    Squad

    SquadFeatures

    SquadFeatures::Start

  99. def SwapMemberPosition(toMember: Member, fromMember: Member): Unit

    Move one player into one squad role and, if encountering a player already recruited to the destination role, swap that other player into the first player's position.

    Move one player into one squad role and, if encountering a player already recruited to the destination role, swap that other player into the first player's position. If no encounter, just blank the original role.

    toMember

    the squad role where the player is being placed

    fromMember

    the squad role where the player is being encountered; if a conflicting player is discovered, swap that player into fromMember

    See also

    AssignSquadMemberToRole

    SelectRoleForYourself

  100. def TerminatedBy(requestee: ActorRef): Unit
  101. def TryResetSquadId(): Boolean

    Set the unique squad identifier back to the start (1) if no squads are active and no players are logged on.

    Set the unique squad identifier back to the start (1) if no squads are active and no players are logged on.

    returns

    true, if the identifier is reset; false, otherwise

  102. def UpdateSquadDetail(guid: PlanetSideGUID, toGuid: PlanetSideGUID, excluding: Iterable[Long], details: SquadDetail): Unit

    Send a message entailing some of the strategic information and the composition to the existing members of the squad.

    Send a message entailing some of the strategic information and the composition to the existing members of the squad. Also send the same information to any users who are watching the squad, potentially for want to join it. The squad-specific message is contingent on finding the squad's features using the unique identifier number and, from that, reporting to the specific squad's messaging channel. Anyone watching the squad will always be updated the given details.

    guid

    the unique squad identifier number to be used for the squad detail message

    toGuid

    the unique squad identifier number indicating the squad broadcast channel name

    excluding

    the explicit unique character identifier numbers of individuals who should not receive the message

    details

    the squad details to be included in the message

    See also

    DisplaySquad

    Publish

    SquadDetail

    SquadResponse.Detail

  103. def UpdateSquadDetail(guid: PlanetSideGUID, details: SquadDetail): Unit

    Send a message entailing some of the strategic information and the composition to the existing members of the squad.

    Send a message entailing some of the strategic information and the composition to the existing members of the squad.

    guid

    the unique identifier number of the squad

    details

    the squad details to be included in the message

    See also

    SquadResponse.Detail

    UpdateSquadDetail(PlanetSideGUID, PlanetSideGUID, List[Long], SquadDetail)

  104. def UpdateSquadDetail(guid: PlanetSideGUID, squad: Squad): Unit

    Send a message entailing the strategic information and the composition of the squad to the existing members of the squad.

    Send a message entailing the strategic information and the composition of the squad to the existing members of the squad. Rather than using the squad's existing unique identifier number, a meaningful substitute identifier will be employed in the message. The "meaningful substitute" is usually PlanetSideGUID(0) which indicates the local non-squad squad data on the client of a squad leader.

    squad

    the squad

    See also

    SquadService.PublishFullDetails

    UpdateSquadDetail(PlanetSideGUID, PlanetSideGUID, List[Long], SquadDetail)

  105. def UpdateSquadDetail(squad: Squad): Unit

    Send a message entailing the strategic information and the composition of the squad to the existing members of the squad.

    Send a message entailing the strategic information and the composition of the squad to the existing members of the squad.

    squad

    the squad

    See also

    SquadService.PublishFullDetails

    UpdateSquadDetail(PlanetSideGUID, PlanetSideGUID, List[Long], SquadDetail)

  106. def UpdateSquadList(squad: Squad, changes: Option[SquadInfo]): Unit

    Dispatch a message entailing the composition of this squad and focus on any specific aspects of it, purported as being changed recently.

    What sort of message is dispatched is not only based on the input parameters but also on the state of previously listed squad information.

    Dispatch a message entailing the composition of this squad and focus on any specific aspects of it, purported as being changed recently.

    What sort of message is dispatched is not only based on the input parameters but also on the state of previously listed squad information. Listed squad information is queued when it is first published, organized first by faction affinity, then by chronology. The output is first determinate on whether the squad had previously been listed as available. If so, it will either update its data to all valid faction associated entities with the provided changed data; or, it will be removed from the list of available squads, if there is no provided change data. If the squad can not be found, the change data, whatever it is, is unimportant, and the squad will be listed in full for the first time.

    When a squad is first introduced to the aforementioned list, thus first being published to all faction-associated parties, the entirety of the squad list for that faction will be updated in one go. It is not necessary to do this, but doing so saves index and unique squad identifier management at the cost of the size of the packet to be dispatched. When a squad is removed to the aforementioned list, the same process occurs where the full list for that faction affiliation is sent as an update. The procedure for updating individual squad fields is precise and targeted, and has been or should be prepared in advance by the caller to this method. As a consequence, when updating the entry for that squad, the information used as the update does not necessarily reflect the actual information currently in the squad.

    squad

    the squad

    changes

    the optional highlighted aspects of the squad; these "changes" do not have to reflect the actual squad but are related to the contents of the message

    See also

    SquadResponse.InitList

    SquadResponse.UpdateList

    SquadService.SquadList.Publish

  107. def altIndirectInviteResp(invite: IndirectInvite, player: Player, invitedPlayer: Long, invitingPlayer: Long, name: String): Boolean

    Component method used for the response behavior for processing the invitation object as an IndirectInvite object.

    Component method used for the response behavior for processing the invitation object as an IndirectInvite object.

    invite

    the original invitation object that started this process

    player

    the target of the response and invitation

    invitedPlayer

    the unique character identifier for the player being invited in actuality, represents the player who will address the invitation object

    invitingPlayer

    the unique character identifier for the player who invited the former

    name

    a name to be used in message composition

    returns

    na

    See also

    HandleRequestRole

  108. def aroundPostRestart(reason: Throwable): Unit
    Attributes
    protected[akka]
    Definition Classes
    Actor
    Annotations
    @InternalApi()
  109. def aroundPostStop(): Unit
    Attributes
    protected[akka]
    Definition Classes
    Actor
    Annotations
    @InternalApi()
  110. def aroundPreRestart(reason: Throwable, message: Option[Any]): Unit
    Attributes
    protected[akka]
    Definition Classes
    Actor
    Annotations
    @InternalApi()
  111. def aroundPreStart(): Unit
    Attributes
    protected[akka]
    Definition Classes
    Actor
    Annotations
    @InternalApi()
  112. def aroundReceive(receive: akka.actor.Actor.Receive, msg: Any): Unit
    Attributes
    protected[akka]
    Definition Classes
    Actor
    Annotations
    @InternalApi()
  113. final def asInstanceOf[T0]: T0
    Definition Classes
    Any
  114. def clone(): AnyRef
    Attributes
    protected[lang]
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.CloneNotSupportedException]) @native()
  115. implicit val context: ActorContext
    Definition Classes
    Actor
  116. final def eq(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef
  117. def equals(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef → Any
  118. def finalize(): Unit
    Attributes
    protected[lang]
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.Throwable])
  119. final def getClass(): Class[_ <: AnyRef]
    Definition Classes
    AnyRef → Any
    Annotations
    @native()
  120. def hashCode(): Int
    Definition Classes
    AnyRef → Any
    Annotations
    @native()
  121. def indirectInviteResp(invite: IndirectInvite, player: Player, invitedPlayer: Long, invitingPlayer: Long, name: String): Boolean

    Component method used for the response behavior for processing the invitation object as an IndirectInvite object.

    Component method used for the response behavior for processing the invitation object as an IndirectInvite object.

    invite

    the original invitation object that started this process

    player

    the target of the response and invitation

    invitedPlayer

    the unique character identifier for the player being invited; in actuality, represents the player who will address the invitation object; not useful here

    invitingPlayer

    the unique character identifier for the player who invited the former; not useful here

    name

    a name to be used in message composition; not useful here

    returns

    na

    See also

    HandleRequestRole

  122. final def isInstanceOf[T0]: Boolean
    Definition Classes
    Any
  123. final def ne(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef
  124. final def notify(): Unit
    Definition Classes
    AnyRef
    Annotations
    @native()
  125. final def notifyAll(): Unit
    Definition Classes
    AnyRef
    Annotations
    @native()
  126. def postRestart(reason: Throwable): Unit
    Definition Classes
    Actor
    Annotations
    @throws(classOf[java.lang.Exception])
  127. def postStop(): Unit
    Definition Classes
    SquadService → Actor
  128. def preRestart(reason: Throwable, message: Option[Any]): Unit
    Definition Classes
    Actor
    Annotations
    @throws(classOf[java.lang.Exception])
  129. def preStart(): Unit
    Definition Classes
    Actor
    Annotations
    @throws(classOf[java.lang.Exception])
  130. def receive: Receive
    Definition Classes
    SquadService → Actor
  131. implicit final val self: ActorRef
    Definition Classes
    Actor
  132. final def sender(): ActorRef
    Definition Classes
    Actor
  133. def supervisorStrategy: SupervisorStrategy
    Definition Classes
    Actor
  134. final def synchronized[T0](arg0: => T0): T0
    Definition Classes
    AnyRef
  135. def toString(): String
    Definition Classes
    AnyRef → Any
  136. def unhandled(message: Any): Unit
    Definition Classes
    Actor
  137. final def wait(): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException])
  138. final def wait(arg0: Long, arg1: Int): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException])
  139. final def wait(arg0: Long): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException]) @native()

Inherited from Actor

Inherited from AnyRef

Inherited from Any

Ungrouped