class SquadService extends Actor
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- SquadService.scala
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- new SquadService()
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- type Receive = PartialFunction[Any, Unit]
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- final def !=(arg0: Any): Boolean
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- 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
AddInviteAndRespondAltAddInviteAndRespond
- 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
AddInviteindirectInviteResp
- 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
SquadWaypointRequestWaypointInfo
- 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
AddInvitealtIndirectInviteResp
- 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
ActorRefobject 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
PublishRemoveAllInvitesToSquadSquadDetailTryResetSquadIdUpdateSquadList
- 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
CloseSquadbut treat the process as if the squad is being disbanded in terms of messaging.- squad
the squad
- See also
PanicDisbandSquadPublishSquadResponse.Membership
- 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
- 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
GetParticipatingSquadSquad->Leader
- 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
GetParticipatingSquadSquad::Leader
- 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
- 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
- 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
- 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
- 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
Invitationobject 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
- 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
Invitationobject- 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
- 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
Invitationobject- 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
- 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. TheseIndirectInviteinvitation objects also are handled by calls toHandleVacancyInvite.- 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
AltAddInviteAndRespondIndirectInviteSquadFeatures::AutoApproveInvitationRequestsVacancyInvite
- 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
- 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
- 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)
- 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
- 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
PublishResetAllSquadResponse.AssociateWithSquadSquadResponse.DetailSquadService.PublishFullDetails
- 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 istrue. 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
IndirectVacancyobject 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
- def JoinByCharacterId(charId: String, sender: ActorRef): Unit
- def JoinByFaction(faction: String, sender: ActorRef): Unit
- 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 inUserEventsand 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
InitialAssociationInitSquadDetailInitWaypointsPublishRemoveAllInvitesWithPlayerSquadDetailSquadInfoSquadPositionDetailSquadPositionEntrySquadResponse.JoinStatConverter.HealthUpdateSquadListWhenListed
- def LeaveByCharacterId(charId: String, sender: ActorRef): Unit
- def LeaveByFaction(faction: String, sender: ActorRef): Unit
- def LeaveInGeneral(sender: ActorRef): Unit
- def LeaveService(charId: Long, sender: ActorRef): Unit
na
na
- charId
the player's unique character identifier number
- sender
the
ActorRefassociated with this character
- def LeaveService(charId: String, sender: ActorRef): Unit
na
na
- charId
the player's unique character identifier number
- sender
the
ActorRefassociated with this character
- 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
PanicLeaveSquadPublish
- 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
- 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
InviteResponseTemplateNextInvite
- 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 priorDisbandSquadmethod.All players are made to leave the squad and the squad will stop existing.
The complement of the priorDisbandSquadmethod. This method deals entirely with other squad members observing the squad become abandoned. The distinction is useful when unsubscribing from this service, as theActorRefobject 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
CloseSquadDisbandSquadPublishSquadResponse.Membership
- 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 priorLeaveSquadmethod.Behaviors and exchanges necessary to undo the recruitment process for the squad role.
The complement of the priorLeaveSquadmethod. 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 theActorRefobject 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
LeaveSquadPublishSquadDetailSquadInfoSquadPositionDetailSquadPositionEntrySquadResponse.LeaveUpdateSquadDetailUpdateSquadListWhenListed
- 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
SquadServiceResponseobject- excluded
a group of character identifier numbers who should not receive the message
- 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
SquadServiceResponseobject
- def Publish(to: Long, msg: Response, excluded: Iterable[Long]): Unit
Overloaded message-sending operation.
Overloaded message-sending operation. Always publishes on the
ActorRefobjects retained by theUserEventsobject.- to
a unique character identifier used as the channel for the message
- msg
a message that can be stored in a
SquadServiceResponseobject- excluded
a group of character identifier numbers who should not receive the message
- def Publish(to: Long, msg: Response): Unit
Overloaded message-sending operation.
Overloaded message-sending operation. Always publishes on the
ActorRefobjects retained by theUserEventsobject.- to
a unique character identifier used as the channel for the message
- msg
a message that can be stored in a
SquadServiceResponseobject
- 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
PlanetSideEmpirewhen 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
SquadServiceResponseobject- excluded
a group of character identifier numbers who should not receive the message (resolved at destination, usually)
- 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
PlanetSideEmpirewhen 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
SquadServiceResponseobject
- def Publish(to: Type, msg: Response, excluded: Iterable[Long]): Unit
Overloaded message-sending operation.
Overloaded message-sending operation. Always publishes on the
SquadEventsobject.- to
a faction affiliation used as the channel for the message
- msg
a message that can be stored in a
SquadServiceResponseobject- excluded
a group of character identifier numbers who should not receive the message (resolved at destination)
- def Publish(to: Type, msg: Response): Unit
Overloaded message-sending operation.
Overloaded message-sending operation. Always publishes on the
SquadEventsobject.- to
a faction affiliation used as the channel for the message
- msg
a message that can be stored in a
SquadServiceResponseobject
- def Publish(to: ActorRef, msg: Response, excluded: Iterable[Long]): Unit
Overloaded message-sending operation.
Overloaded message-sending operation. The
Actorversion wraps around the expected!functionality.- to
an
ActorRefwhich to send the message- msg
a message that can be stored in a
SquadServiceResponseobject- excluded
a group of character identifier numbers who should not receive the message (resolved at destination)
- def Publish(to: ActorRef, msg: Response): Unit
Overloaded message-sending operation.
Overloaded message-sending operation. The
Actorversion wraps around the expected!functionality.- to
an
ActorRefwhich to send the message- msg
a message that can be stored in a
SquadServiceResponseobject
- def PublishedLists(guids: Iterable[PlanetSideGUID]): Vector[SquadInfo]
Transform a list of squad unique identifiers into a list of
SquadInfoobjects for updating the squad list window.Transform a list of squad unique identifiers into a list of
SquadInfoobjects for updating the squad list window.- guids
the list of squad unique identifier numbers
- returns
a
Vectorof transformed squad data
- def PublishedLists(faction: Type): Vector[SquadInfo]
Transform a list of squad unique identifiers into a list of
SquadInfoobjects for updating the squad list window.Transform a list of squad unique identifiers into a list of
SquadInfoobjects for updating the squad list window.- faction
the faction to which the squads belong
- returns
a
Vectorof transformed squad data
- 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
- 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
- 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
- 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
RequestRoleIndirectInviteLookingForSquadRoleInviteProximityInviteRemoveInviteVacancyInvite
- 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
RequestRoleIndirectInviteLookingForSquadRoleInviteRemoveInviteRemoveProximityInvitesVacancyInvite
- 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
NextInviteNextInviteAndRespond
- 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
RequestRoleLookingForSquadRoleInviteRemoveInviteRemoveQueuedInvitesForSquadAndPosition
- 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
- 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.ProxyInvitesSquadFeatures.SearchForRole
- 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)])
- 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
- 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
RequestRoleLookingForSquadRoleInviteRemoveInvitesForSquadAndPosition
- 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
- def SquadActionDefinition(tplayer: Player, zone: Zone, guid: PlanetSideGUID, line: Int, action: packet.game.SquadAction, sendTo: ActorRef): Unit
- def SquadActionDefinitionAddSquadMemberPosition(tplayer: Player, lSquadOpt: Option[Squad], position: Int): Unit
- def SquadActionDefinitionAssignSquadMemberToRole(squad: Squad, guid: PlanetSideGUID, char_id: Long, position: Int): Unit
the following action can be performed by ???
- def SquadActionDefinitionAutoApproveInvitationRequests(tplayer: Player, lSquadOpt: Option[Squad], state: Boolean): Unit
- def SquadActionDefinitionCancelFind(lSquadOpt: Option[Squad]): Unit
- def SquadActionDefinitionCancelSelectRoleForYourself(tplayer: Player, guid: PlanetSideGUID): Unit
the following action can be performed by anyone who has tried to join a squad
- def SquadActionDefinitionChangeSquadMemberRequirementsCertifications(tplayer: Player, lSquadOpt: Option[Squad], position: Int, certs: Set[Certification]): Unit
- def SquadActionDefinitionChangeSquadMemberRequirementsDetailedOrders(tplayer: Player, lSquadOpt: Option[Squad], position: Int, orders: String): Unit
- def SquadActionDefinitionChangeSquadMemberRequirementsRole(tplayer: Player, lSquadOpt: Option[Squad], position: Int, role: String): Unit
- def SquadActionDefinitionChangeSquadPurpose(tplayer: Player, lSquadOpt: Option[Squad], purpose: String): Unit
- def SquadActionDefinitionChangeSquadZone(tplayer: Player, lSquadOpt: Option[Squad], zone_id: PlanetSideZoneID, sendTo: ActorRef): Unit
- def SquadActionDefinitionCloseSquadMemberPosition(tplayer: Player, lSquadOpt: Option[Squad], position: Int): Unit
- def SquadActionDefinitionDeleteSquadFavorite(tplayer: Player, line: Int, sendTo: ActorRef): Unit
- def SquadActionDefinitionDisplaySquad(tplayer: Player, guid: PlanetSideGUID, sendTo: ActorRef): Unit
the following action can be performed by anyone
- def SquadActionDefinitionFindLfsSoldiersForRole(tplayer: Player, zone: Zone, lSquadOpt: Option[Squad], position: Int): Unit
- def SquadActionDefinitionLoadSquadFavorite(tplayer: Player, line: Int, pSquadOpt: Option[Squad], lSquadOpt: Option[Squad], sendTo: ActorRef): Unit
- def SquadActionDefinitionLocationFollowsSquadLead(tplayer: Player, lSquadOpt: Option[Squad], state: Boolean): Unit
- def SquadActionDefinitionRequestListSquad(tplayer: Player, lSquadOpt: Option[Squad], sendTo: ActorRef): Unit
- def SquadActionDefinitionResetAll(lSquadOpt: Option[Squad]): Unit
- def SquadActionDefinitionSaveSquadFavorite(tplayer: Player, line: Int, lSquadOpt: Option[Squad], sendTo: ActorRef): Unit
- def SquadActionDefinitionSelectRoleForYourself(tplayer: Player, guid: PlanetSideGUID, position: Int): Unit
the following action can be performed by an unaffiliated player
- def SquadActionDefinitionStopListSquad(tplayer: Player, lSquadOpt: Option[Squad], sendTo: ActorRef): Unit
- def SquadActionInitCharId(tplayer: Player): Unit
- def SquadActionMembershipAccept(tplayer: Player, invitedPlayer: Long): Unit
- def SquadActionMembershipCancel(cancellingPlayer: Long): Unit
- def SquadActionMembershipDisband(charId: Long): Unit
- def SquadActionMembershipInvite(tplayer: Player, invitingPlayer: Long, _invitedPlayer: Long, invitedName: String): Unit
- def SquadActionMembershipLeave(tplayer: Player, actingPlayer: Long, _leavingPlayer: Option[Long], name: String): Unit
- def SquadActionMembershipPromote(promotingPlayer: Long, _promotedPlayer: Long, promotedName: String): Unit
- def SquadActionMembershipProximityInvite(tplayer: Player, zone: Zone, invitingPlayer: Long): Unit
- def SquadActionMembershipReject(tplayer: Player, rejectingPlayer: Long): Unit
- def SquadActionUpdate(charId: Long, health: Int, maxHealth: Int, armor: Int, maxArmor: Int, pos: Vector3, zoneNumber: Int, sendTo: ActorRef): Unit
- def SquadActionWaypoint(tplayer: Player, waypointType: types.SquadWaypoints.Value, info: Option[WaypointInfo]): Unit
- 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
GetNextSquadIdSquadSquadFeaturesSquadFeatures::Start
- 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
AssignSquadMemberToRoleSelectRoleForYourself
- def TerminatedBy(requestee: ActorRef): Unit
- 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
- 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
DisplaySquadPublishSquadDetailSquadResponse.Detail
- 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.DetailUpdateSquadDetail(PlanetSideGUID, PlanetSideGUID, List[Long], SquadDetail)
- 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.PublishFullDetailsUpdateSquadDetail(PlanetSideGUID, PlanetSideGUID, List[Long], SquadDetail)
- 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.PublishFullDetailsUpdateSquadDetail(PlanetSideGUID, PlanetSideGUID, List[Long], SquadDetail)
- 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.InitListSquadResponse.UpdateListSquadService.SquadList.Publish
- 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
IndirectInviteobject.Component method used for the response behavior for processing the invitation object as an
IndirectInviteobject.- 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
- def aroundPostRestart(reason: Throwable): Unit
- Attributes
- protected[akka]
- Definition Classes
- Actor
- Annotations
- @InternalApi()
- def aroundPostStop(): Unit
- Attributes
- protected[akka]
- Definition Classes
- Actor
- Annotations
- @InternalApi()
- def aroundPreRestart(reason: Throwable, message: Option[Any]): Unit
- Attributes
- protected[akka]
- Definition Classes
- Actor
- Annotations
- @InternalApi()
- def aroundPreStart(): Unit
- Attributes
- protected[akka]
- Definition Classes
- Actor
- Annotations
- @InternalApi()
- def aroundReceive(receive: akka.actor.Actor.Receive, msg: Any): Unit
- Attributes
- protected[akka]
- Definition Classes
- Actor
- Annotations
- @InternalApi()
- final def asInstanceOf[T0]: T0
- Definition Classes
- Any
- def clone(): AnyRef
- Attributes
- protected[lang]
- Definition Classes
- AnyRef
- Annotations
- @throws(classOf[java.lang.CloneNotSupportedException]) @native()
- implicit val context: ActorContext
- Definition Classes
- Actor
- final def eq(arg0: AnyRef): Boolean
- Definition Classes
- AnyRef
- def equals(arg0: AnyRef): Boolean
- Definition Classes
- AnyRef → Any
- def finalize(): Unit
- Attributes
- protected[lang]
- Definition Classes
- AnyRef
- Annotations
- @throws(classOf[java.lang.Throwable])
- final def getClass(): Class[_ <: AnyRef]
- Definition Classes
- AnyRef → Any
- Annotations
- @native()
- def hashCode(): Int
- Definition Classes
- AnyRef → Any
- Annotations
- @native()
- 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
IndirectInviteobject.Component method used for the response behavior for processing the invitation object as an
IndirectInviteobject.- 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
- final def isInstanceOf[T0]: Boolean
- Definition Classes
- Any
- final def ne(arg0: AnyRef): Boolean
- Definition Classes
- AnyRef
- final def notify(): Unit
- Definition Classes
- AnyRef
- Annotations
- @native()
- final def notifyAll(): Unit
- Definition Classes
- AnyRef
- Annotations
- @native()
- def postRestart(reason: Throwable): Unit
- Definition Classes
- Actor
- Annotations
- @throws(classOf[java.lang.Exception])
- def postStop(): Unit
- Definition Classes
- SquadService → Actor
- def preRestart(reason: Throwable, message: Option[Any]): Unit
- Definition Classes
- Actor
- Annotations
- @throws(classOf[java.lang.Exception])
- def preStart(): Unit
- Definition Classes
- Actor
- Annotations
- @throws(classOf[java.lang.Exception])
- def receive: Receive
- Definition Classes
- SquadService → Actor
- implicit final val self: ActorRef
- Definition Classes
- Actor
- final def sender(): ActorRef
- Definition Classes
- Actor
- def supervisorStrategy: SupervisorStrategy
- Definition Classes
- Actor
- final def synchronized[T0](arg0: => T0): T0
- Definition Classes
- AnyRef
- def toString(): String
- Definition Classes
- AnyRef → Any
- def unhandled(message: Any): Unit
- Definition Classes
- Actor
- final def wait(): Unit
- Definition Classes
- AnyRef
- Annotations
- @throws(classOf[java.lang.InterruptedException])
- final def wait(arg0: Long, arg1: Int): Unit
- Definition Classes
- AnyRef
- Annotations
- @throws(classOf[java.lang.InterruptedException])
- final def wait(arg0: Long): Unit
- Definition Classes
- AnyRef
- Annotations
- @throws(classOf[java.lang.InterruptedException]) @native()