class ZoningOperations extends CommonSessionInterfacingFunctionality

Ordering
  1. Alphabetic
  2. By Inheritance
Inherited
  1. ZoningOperations
  2. CommonSessionInterfacingFunctionality
  3. AnyRef
  4. Any
  1. Hide All
  2. Show All
Visibility
  1. Public
  2. Protected

Instance Constructors

  1. new ZoningOperations(sessionData: SessionData, avatarActor: ActorRef[Command], galaxyService: ActorRef, cluster: ActorRef[Command], context: ActorContext)

Type Members

  1. class SpawnOperations extends AnyRef

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 CancelZoningProcess(): Unit

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

  5. def CancelZoningProcessWithDescriptiveReason(msg: String): Unit

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

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

    msg

    the message to the user

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

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

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

    msg

    the message to the user

    msgType

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

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

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

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

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

    targetPlayer

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

    zoneId

    the zone in which the player will be placed

  8. def LoadZoneCommonTransferActivity(): Unit

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

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

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

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

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

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

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

    vehicle

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

    pos

    the game world coordinates where the vehicle will be positioned

    ori

    the direction in which the vehicle will be oriented

    zone_id

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

    returns

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

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

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

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

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

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

    vehicle

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

    zoneId

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

    returns

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

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

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

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

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

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

    vehicle

    the target vehicle being moved around

    zoneId

    the zone in which the vehicle and driver will be placed

    returns

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

    See also

    GUIDTask.unregisterPlayer

    LoadZoneCommonTransferActivity

    Vehicles.AllGatedOccupantsInSameZone

    PlayerLoaded

    TaskBeforeZoneChange

    UnaccessContainer

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

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

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

    zone

    the destination zone

    spawnPosition

    the destination drop position

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

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

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

    player_guid

    the driver of the target vehicle

    toZoneId

    the zone where the target vehicle will be moved

    vehicle

    the vehicle (object)

  14. def NormalKeepAlive(): Unit

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

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

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

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

    See also

    KeepAliveMessage

    keepAliveFunc

  15. def RandomSanctuarySpawnPosition(target: Player): Unit
  16. def RequestSanctuaryZoneSpawn(tplayer: Player, currentZone: Int): Unit

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

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

    tplayer

    the player

    currentZone

    the current zone number

    See also

    Zones.SanctuaryZoneNumber

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

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

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

    returns

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

  18. def account: Account
    Attributes
    protected
    Definition Classes
    CommonSessionInterfacingFunctionality
  19. final def asInstanceOf[T0]: T0
    Definition Classes
    Any
  20. def avatar: Avatar
    Attributes
    protected
    Definition Classes
    CommonSessionInterfacingFunctionality
  21. def beginZoningCountdown(runnable: Runnable): Unit

    A zoning message was received.

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

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

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

    runnable

    execute for the next step of the zoning process

  22. def clone(): AnyRef
    Attributes
    protected[lang]
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.CloneNotSupportedException]) @native()
  23. def configAmenityAsDestroyed(amenity: Amenity): Unit

    Configure the specific destroyed amenity by sending the client packets.

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

    amenity

    the facility object

    See also

    Generator

    ImplantTerminalMech

    PlanetsideAttributeMessage

    PlanetSideGameObject.Destroyed

  24. def configAmenityAsWorking(amenity: Amenity): Unit

    Configure the specific working amenity by sending the client packets.

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

    amenity

    the facility object

    See also

    Door

    GenericObjectStateMsg

    Hackable

    HackObject

    PlanetsideAttributeMessage

    ResourceSilo

    SetEmpireMessage

    VitalityDefinition.Damageable

  25. def configZone(zone: Zone): Unit

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

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

    zone

    the zone being loaded

    See also

    SetEmpireMessage
    PlanetsideAttributeMessage
    HackMessage

  26. implicit val context: ActorContext
  27. def continent: Zone
    Attributes
    protected
    Definition Classes
    CommonSessionInterfacingFunctionality
  28. final def eq(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef
  29. def equals(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef → Any
  30. def finalize(): Unit
    Attributes
    protected[lang]
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.Throwable])
  31. final def getClass(): Class[_ <: AnyRef]
    Definition Classes
    AnyRef → Any
    Annotations
    @native()
  32. def handleBeginZoning(pkt: BeginZoningMessage): Unit
  33. def handleDroppodLaunchDenial(errorCode: DroppodError): Unit
  34. def handleDroppodLaunchRequest(pkt: DroppodLaunchRequestMessage)(implicit context: ActorContext): Unit
  35. def handleInstantAction(): Unit
  36. def handleQuit(): Unit
  37. def handleRecall(): Unit
  38. def handleSetZone(zoneId: String, position: Vector3): Unit
  39. def handleSpawnPointResponse(response: Option[(Zone, SpawnPoint)]): Unit
  40. def handleTransferPassenger(temp_channel: String, vehicle: Vehicle, manifest: VehicleManifest): Unit
  41. def handleWarpgateRequest(pkt: WarpgateRequest): Unit
  42. def handleZoneResponse(foundZone: Zone): Unit
  43. def handleZonesResponse(zones: Iterable[Zone]): Unit
  44. def hashCode(): Int
    Definition Classes
    AnyRef → Any
    Annotations
    @native()
  45. def initBuilding(continentNumber: Int, buildingNumber: Int, building: Building): Unit

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

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

    continentNumber

    the zone id

    buildingNumber

    the building id

    building

    the building object

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

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

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

    continentNumber

    the zone id

    buildingNumber

    the building id

    building

    the building object

    See also

    BuildingInfoUpdateMessage

    DensityLevelUpdateMessage

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

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

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

    continentNumber

    the zone id

    buildingNumber

    the building id

    building

    the building object

    See also

    BuildingInfoUpdateMessage

    DensityLevelUpdateMessage

    BroadcastWarpgateUpdateMessage

  48. final def isInstanceOf[T0]: Boolean
    Definition Classes
    Any
  49. def log: Logger
    Attributes
    protected
    Definition Classes
    CommonSessionInterfacingFunctionality
  50. final def ne(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef
  51. final def notify(): Unit
    Definition Classes
    AnyRef
    Annotations
    @native()
  52. final def notifyAll(): Unit
    Definition Classes
    AnyRef
    Annotations
    @native()
  53. def player: Player
    Attributes
    protected
    Definition Classes
    CommonSessionInterfacingFunctionality
  54. def propertyOverrideManagerLoadOverrides(manager: ActorRef): Unit
  55. def registerDroppod(vehicle: Vehicle, tplayer: Player): TaskBundle

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

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

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

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

    vehicle

    the unregistered droppod

    tplayer

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

    returns

    a TaskBundle message

    See also

    GlobalDefinitions.droppod

    GUIDTask.registerObject

    interstellarFerry

    Player.VehicleSeated

    PlayerLoaded

    TaskBundle

    Vehicles.Own

  56. def sendResponse(pkt: PlanetSideGamePacket): Unit
    Attributes
    protected
    Definition Classes
    CommonSessionInterfacingFunctionality
  57. implicit val sender: ActorRef

    Hardwire an implicit sender to be the same as context.self of the SessionActor actor class for which this support class was initialized.

    Hardwire an implicit sender to be the same as context.self of the SessionActor actor class for which this support class was initialized. Allows for proper use for ActorRef.tell or an actor's ! in the support class, one where the result is always directed back to the same SessionActor instance. If there is a different packet "sender" that has to be respected by a given method, pass that ActorRef into the method as a parameter.

    Attributes
    protected
    Definition Classes
    CommonSessionInterfacingFunctionality
    See also

    ActorRef.!(Any)(ActorRef)

    ActorRef.tell(Any)(ActorRef)

  58. def session: Session
    Attributes
    protected
    Definition Classes
    CommonSessionInterfacingFunctionality
  59. val sessionData: SessionData
  60. def session_=(newsession: Session): Unit
    Attributes
    protected
    Definition Classes
    CommonSessionInterfacingFunctionality
  61. def stop(): Unit
    Attributes
    protected[actors.session]
    Definition Classes
    ZoningOperationsCommonSessionInterfacingFunctionality
  62. final def synchronized[T0](arg0: => T0): T0
    Definition Classes
    AnyRef
  63. def taskThenZoneChange(task: TaskBundle, zoneMessage: FindZone): TaskBundle

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

  64. def toString(): String
    Definition Classes
    AnyRef → Any
  65. final def wait(): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException])
  66. final def wait(arg0: Long, arg1: Int): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException])
  67. final def wait(arg0: Long): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException]) @native()

Inherited from AnyRef

Inherited from Any

Ungrouped