Packages

class ChatActor extends AnyRef

Source
ChatActor.scala
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  1. ChatActor
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Instance Constructors

  1. new ChatActor(context: ActorContext[Command], buffer: StashBuffer[Command], sessionActor: ActorRef[Command], avatarActor: ActorRef[Command])

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 active(session: Session, chatService: ActorRef[Command], cluster: ActorRef[Command]): Behavior[Command]
  5. final def asInstanceOf[T0]: T0
    Definition Classes
    Any
  6. var channels: List[ChatChannel]
  7. var chatService: Option[ActorRef[Command]]
  8. val chatServiceAdapter: ActorRef[MessageResponse]
  9. def clone(): AnyRef
    Attributes
    protected[lang]
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.CloneNotSupportedException]) @native()
  10. var cluster: Option[ActorRef[Command]]
  11. def customCommandMessages(message: ChatMsg, session: Session, chatService: ActorRef[Command], cluster: ActorRef[Command], gmCommandAllowed: Boolean): Boolean
  12. implicit val ec: ExecutionContextExecutor
  13. final def eq(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef
  14. def equals(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef → Any
  15. def finalize(): Unit
    Attributes
    protected[lang]
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.Throwable])
  16. final def getClass(): Class[_ <: AnyRef]
    Definition Classes
    AnyRef → Any
    Annotations
    @native()
  17. def hashCode(): Int
    Definition Classes
    AnyRef → Any
    Annotations
    @native()
  18. var ignoredEmoteCooldown: LongMap[Long]

    when another player is listed as one of our ignored players, and that other player sends an emote, that player is assigned a cooldown and only one emote per period will be seen
    key - character unique avatar identifier, value - when the current cooldown period will end

  19. def implantSanityTest(guid: PlanetSideGUID, haveImplants: Iterable[ImplantDefinition], shortcuts: Array[Option[Shortcut]]): Unit

    Create all implant macro shortcuts for all implants whose shortcuts have been removed from the hotbar.

    Create all implant macro shortcuts for all implants whose shortcuts have been removed from the hotbar. Bounce the packet to the client and the client will bounce it back to the server to continue the setup, or cancel / invalidate the shortcut creation.

    guid

    current player unique identifier for the target client

    haveImplants

    list of implants the player possesses

    shortcuts

    list of all existing shortcuts, used for early validation

    See also

    CreateShortcutMessage

    ImplantDefinition

    net.psforever.objects.avatar.Shortcut

    SessionActor.SendResponse

  20. final def isInstanceOf[T0]: Boolean
    Definition Classes
    Any
  21. def macroSanityTest(guid: PlanetSideGUID, acronym: String, msg: String, shortcuts: Array[Option[Shortcut]]): Unit

    Create a text chat macro shortcut if it doesn't already exist.

    Create a text chat macro shortcut if it doesn't already exist. Bounce the packet to the client and the client will bounce it back to the server to continue the setup, or cancel / invalidate the shortcut creation.

    guid

    current player unique identifier for the target client

    acronym

    three letters emblazoned on the shortcut icon

    msg

    the message published to text chat

    shortcuts

    a list of all existing shortcuts, used for early validation

    See also

    Array::indexWhere

    CreateShortcutMessage

    net.psforever.objects.avatar.Shortcut

    net.psforever.packet.game.Shortcut.Macro

    SessionActor.SendResponse

  22. def medkitSanityTest(guid: PlanetSideGUID, shortcuts: Array[Option[Shortcut]]): Unit

    Create a medkit shortcut if there is no medkit shortcut on the hotbar.

    Create a medkit shortcut if there is no medkit shortcut on the hotbar. Bounce the packet to the client and the client will bounce it back to the server to continue the setup, or cancel / invalidate the shortcut creation.

    guid

    current player unique identifier for the target client

    shortcuts

    list of all existing shortcuts, used for early validation

    See also

    Array::indexWhere

    CreateShortcutMessage

    net.psforever.objects.avatar.Shortcut

    net.psforever.packet.game.Shortcut.Medkit

    SessionActor.SendResponse

  23. final def ne(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef
  24. final def notify(): Unit
    Definition Classes
    AnyRef
    Annotations
    @native()
  25. final def notifyAll(): Unit
    Definition Classes
    AnyRef
    Annotations
    @native()
  26. def postStartBehaviour(): Behavior[Command]
  27. var session: Option[Session]
  28. var silenceTimer: Cancellable
  29. def start(): Behavior[Command]
  30. final def synchronized[T0](arg0: => T0): T0
    Definition Classes
    AnyRef
  31. def toString(): String
    Definition Classes
    AnyRef → Any
  32. final def wait(): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException])
  33. final def wait(arg0: Long, arg1: Int): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException])
  34. final def wait(arg0: Long): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException]) @native()

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