object GUIDTask
The basic compiled tasks for assigning (registering) and revoking (unregistering) globally unique identifiers.
Almost all of these functions will be invoked from WorldSessionActor.
Some of the "unregistering" functions will invoke on delayed Service operations,
indicating behavior that is not user/observer dependent.
The object's (current) Zone must also be knowable since the GUID systems are tied to individual zones.
For simplicity, all functions have the same format where the hook into the GUID system is an implicit parameter.
It will get passed from the more complicated functions down into the less complicated functions,
until it has found the basic number assignment functionality.
All functions produce a TaskBundle container object
or a list of TaskBundle container objects that is expected to be used by a TaskBundle container.
These "task containers" can also be unpackaged into their component tasks, sorted into other containers,
and combined with other tasks to enact more complicated sequences of operations.
Almost all tasks have an explicit registering and an unregistering activity defined for it.
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- GUIDTask.scala
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- case class RegisterObjectTask(guid: UniqueNumberOps, obj: IdentifiableEntity, pool: String) extends Task with Product with Serializable
- Attributes
- protected
- case class UnregisterObjectTask(guid: UniqueNumberOps, obj: IdentifiableEntity) extends Task with Product with Serializable
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- def RegisterObjectTask(guid: UniqueNumberOps, obj: PlanetSideGameObject): RegisterObjectTask
- def RegisterObjectTask(guid: UniqueNumberOps, obj: IdentifiableEntity): RegisterObjectTask
- final def asInstanceOf[T0]: T0
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- def registerAvatar(guid: UniqueNumberOps, tplayer: Player): TaskBundle
Construct tasking that registers an object with a globally unique identifier selected from a pool of numbers, as a
Player.
Playerobjects are far more complicated thanTools(but they are notEquipment).Construct tasking that registers an object with a globally unique identifier selected from a pool of numbers, as a
Player.
Playerobjects are far more complicated thanTools(but they are notEquipment). A player has an inventory in which it can hold a countable number ofEquipment; and, this inventory holds a sub-inventory with its own countable number ofEquipment. Although a process of completing and insertingEquipmentinto the inventories that looks orderly can be written, this function assumes that the player is already fully composed. Use this function for an sudden introduction of the player into his environment (as defined by the scope of the unique number system). For working with processes concerning these "orderly insertions," a task built of lesser registration tasks and supporting tasks should be written instead.- guid
implicit reference to a unique number system
- tplayer
the
Playerobject being registered- returns
a
TaskBundlemessage
- def registerDeployableTurret(guid: UniqueNumberOps, obj: PlanetSideGameObject with WeaponTurret): TaskBundle
- def registerEquipment(guid: UniqueNumberOps, obj: Equipment): TaskBundle
Construct tasking that registers an object with a globally unique identifier selected from a pool of numbers, after determining whether the object is complex (
ToolorLocker) or is simple.
The objects in this case are specificallyEquipment, a subclass of the basic register-ableIdentifiableEntity.Construct tasking that registers an object with a globally unique identifier selected from a pool of numbers, after determining whether the object is complex (
ToolorLocker) or is simple.
The objects in this case are specificallyEquipment, a subclass of the basic register-ableIdentifiableEntity. About five subclasses ofEquipmentexist, but they decompose into two groups - "complex objects" and "simple objects." "Simple objects" are most groups ofEquipmentand just their own GUID to be registered. "Complex objects" are just theToolcategory ofEquipment. They have internal objects that must also have their GUID's registered to function.
Using this function when passing unknownEquipmentis recommended. The type will be sorted and the object will be handled according to its complexity level.- guid
implicit reference to a unique number system
- obj
the
Equipmentobject being registered- returns
a
TaskBundlemessage
- def registerInventory(guid: UniqueNumberOps, container: Container): List[TaskBundle]
Construct tasking that registers the objects that are within the given container's inventory with a globally unique identifier selected from a pool of numbers for each object.
Construct tasking that registers the objects that are within the given container's inventory with a globally unique identifier selected from a pool of numbers for each object.
- guid
implicit reference to a unique number system
- container
the storage unit in which objects can be found
- returns
a list of
TaskBundlemessages
- See also
GUIDTask.unregisterInventory
Container
- def registerLocker(guid: UniqueNumberOps, obj: LockerEquipment): TaskBundle
Construct tasking that registers a
LockerContainerobject with a globally unique identifier selected from a pool of numbers.Construct tasking that registers a
LockerContainerobject with a globally unique identifier selected from a pool of numbers.- guid
implicit reference to a unique number system
- obj
the object being registered
- returns
a
TaskBundlemessage
- See also
GUIDTask.unregisterLocker
- def registerLocker(guid: UniqueNumberOps, obj: LockerContainer): TaskBundle
Construct tasking that registers a
LockerContainerobject with a globally unique identifier selected from a pool of numbers.Construct tasking that registers a
LockerContainerobject with a globally unique identifier selected from a pool of numbers.- guid
implicit reference to a unique number system
- obj
the object being registered
- returns
a
TaskBundlemessage
- See also
GUIDTask.unregisterLocker
- def registerObject(guid: UniqueNumberOps, obj: PlanetSideGameObject): TaskBundle
Construct tasking that registers an object with a globally unique identifier selected from a specific pool of numbers.
Construct tasking that registers an object with a globally unique identifier selected from a specific pool of numbers. Regardless of the complexity of the object provided to this function, only the current depth will be assigned a GUID.
- guid
implicit reference to a unique number system
- obj
the object being registered
- returns
a
TaskBundlemessage
- def registerObject(guid: UniqueNumberOps, obj: IdentifiableEntity): TaskBundle
Construct tasking that registers an object with a globally unique identifier selected from a pool of numbers.
Construct tasking that registers an object with a globally unique identifier selected from a pool of numbers. Regardless of the complexity of the object provided to this function, only the current depth will be assigned a GUID. This is the most basic operation that all objects that can be assigned a GUID must perform.
- guid
implicit reference to a unique number system
- obj
the object being registered
- returns
a
TaskBundlemessage
- def registerPlayer(guid: UniqueNumberOps, tplayer: Player): TaskBundle
Construct tasking that registers an object with a globally unique identifier selected from a pool of numbers, as a
Player.
Similar toRegisterAvatarbut the locker components are skipped.Construct tasking that registers an object with a globally unique identifier selected from a pool of numbers, as a
Player.
Similar toRegisterAvatarbut the locker components are skipped.- guid
implicit reference to a unique number system
- tplayer
the
Playerobject being registered- returns
a
TaskBundlemessage
- def registerTool(guid: UniqueNumberOps, obj: Tool): TaskBundle
Construct tasking that registers an object with a globally unique identifier selected from a pool of numbers, as a
Tool.
Toolobjects are complicated by an internal structure informally called a "magazine feed." The objects in the magazine feed are calledAmmoBoxobjects.Construct tasking that registers an object with a globally unique identifier selected from a pool of numbers, as a
Tool.
Toolobjects are complicated by an internal structure informally called a "magazine feed." The objects in the magazine feed are calledAmmoBoxobjects. EachAmmoBoxobject can be registered to a unique number system much like theToolitself; and, each must be registered properly for the whole of theToolto be communicated from the server to the client. While the matter has been abstracted for convenience, mostToolobjects will have only oneAmmoBoxat a time and the common outlier will only be two.
Do not invoke this function unless certain the object will be of typeTool, else use a more general function to differentiate between simple and complex objects.- guid
implicit reference to a unique number system
- obj
the
Toolobject being registered- returns
a
TaskBundlemessage
- See also
GUIDTask.registerEquipment
- def registerVehicle(guid: UniqueNumberOps, vehicle: Vehicle): TaskBundle
Construct tasking that registers an object with a globally unique identifier selected from a pool of numbers, as a
Vehicle.
Vehicleobjects are far more complicated thanTools(but they are notEquipment).Construct tasking that registers an object with a globally unique identifier selected from a pool of numbers, as a
Vehicle.
Vehicleobjects are far more complicated thanTools(but they are notEquipment). A vehicle has an inventory in which it can hold a countable number ofEquipment; and, it may possess weapons (Tools, usually) that are firmly mounted on its outside. (This is similar to the holsters on aPlayerobject but they can not be swapped out for otherEquipmentor for nothing.) Although a process of completing and insertingEquipmentinto the inventories that looks orderly can be written, this function assumes that the vehicle is already fully composed. Use this function for an sudden introduction of the vehicle into its environment (as defined by the scope of the unique number system). For working with processes concerning these "orderly insertions," a task built of lesser registration tasks and supporting tasks should be written instead.- guid
implicit reference to a unique number system
- vehicle
the
Vehicleobject being registered- returns
a
TaskBundlemessage
- final def synchronized[T0](arg0: => T0): T0
- Definition Classes
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- def toString(): String
- Definition Classes
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- def unregisterAvatar(guid: UniqueNumberOps, tplayer: Player): TaskBundle
Construct tasking that unregisters a
Playerobject from a globally unique identifier system.
This task performs an operation that reverses the effect ofRegisterAvatar.Construct tasking that unregisters a
Playerobject from a globally unique identifier system.
This task performs an operation that reverses the effect ofRegisterAvatar.- guid
implicit reference to a unique number system
- tplayer
the
Playerobject being unregistered- returns
a
TaskBundlemessage
- See also
GUIDTask.registerAvatar
- def unregisterDeployableTurret(guid: UniqueNumberOps, obj: PlanetSideGameObject with WeaponTurret): TaskBundle
- def unregisterEquipment(guid: UniqueNumberOps, obj: Equipment): TaskBundle
Construct tasking that registers an object with a globally unique identifier selected from a pool of numbers, after determining whether the object is complex (
ToolorLocker) or is simple.
The objects in this case are specificallyEquipment, a subclass of the basic register-ableIdentifiableEntity.Construct tasking that registers an object with a globally unique identifier selected from a pool of numbers, after determining whether the object is complex (
ToolorLocker) or is simple.
The objects in this case are specificallyEquipment, a subclass of the basic register-ableIdentifiableEntity. About five subclasses ofEquipmentexist, but they decompose into two groups - "complex objects" and "simple objects." "Simple objects" are most groups ofEquipmentand just their own GUID to be registered. "Complex objects" are just theToolcategory ofEquipment. They have internal objects that must also have their GUID's registered to function.
Using this function when passing unknownEquipmentis recommended. The type will be sorted and the object will be handled according to its complexity level.- guid
implicit reference to a unique number system
- obj
the
Equipmentobject being registered- returns
a
TaskBundlemessage
- def unregisterInventory(guid: UniqueNumberOps, container: Container): List[TaskBundle]
Construct tasking that unregisters the objects that are within the given container's inventory from a globally unique identifier system.
Construct tasking that unregisters the objects that are within the given container's inventory from a globally unique identifier system.
- guid
implicit reference to a unique number system
- container
the storage unit in which objects can be found
- returns
a list of
TaskBundlemessages
- See also
GUIDTask.registerInventory
Container
- def unregisterLocker(guid: UniqueNumberOps, obj: LockerEquipment): TaskBundle
Construct tasking that unregisters a
LockerContainerobject from a globally unique identifier system.Construct tasking that unregisters a
LockerContainerobject from a globally unique identifier system.- guid
implicit reference to a unique number system
- obj
the object being unregistered
- returns
a
TaskBundlemessage
- See also
GUIDTask.registerLocker
- def unregisterLocker(guid: UniqueNumberOps, obj: LockerContainer): TaskBundle
Construct tasking that unregisters a
LockerContainerobject from a globally unique identifier system.Construct tasking that unregisters a
LockerContainerobject from a globally unique identifier system.- guid
implicit reference to a unique number system
- obj
the object being unregistered
- returns
a
TaskBundlemessage
- See also
GUIDTask.registerLocker
- def unregisterObject(guid: UniqueNumberOps, obj: IdentifiableEntity): TaskBundle
Construct tasking that unregisters an object from a globally unique identifier system.
This task performs an operation that reverses the effect ofRegisterObjectTask.Construct tasking that unregisters an object from a globally unique identifier system.
This task performs an operation that reverses the effect ofRegisterObjectTask. It is the most basic operation that all objects that can have their GUIDs revoked must perform.- guid
implicit reference to a unique number system
- obj
the object being unregistered
- returns
a
TaskBundlemessage
- See also
GUIDTask.registerObjectTask
- def unregisterPlayer(guid: UniqueNumberOps, tplayer: Player): TaskBundle
Construct tasking that unregisters a portion of a
Playerobject from a globally unique identifier system.
Similar toUnregisterAvatarbut the locker components are skipped.Construct tasking that unregisters a portion of a
Playerobject from a globally unique identifier system.
Similar toUnregisterAvatarbut the locker components are skipped. This task performs an operation that reverses the effect ofRegisterPlayer.- guid
implicit reference to a unique number system
- tplayer
the
Playerobject being unregistered- returns
a
TaskBundlemessage
- See also
GUIDTask.registerAvatar
- def unregisterTool(guid: UniqueNumberOps, obj: Tool): TaskBundle
Construct tasking that unregisters an object from a globally unique identifier system after determining whether the object is complex (
ToolorLocker) or is simple.
This task performs an operation that reverses the effect ofRegisterEquipment.Construct tasking that unregisters an object from a globally unique identifier system after determining whether the object is complex (
ToolorLocker) or is simple.
This task performs an operation that reverses the effect ofRegisterEquipment.- guid
implicit reference to a unique number system
- obj
the
Equipmentobject being unregistered- returns
a
TaskBundlemessage
- See also
GUIDTask.registerEquipment
- def unregisterVehicle(guid: UniqueNumberOps, vehicle: Vehicle): TaskBundle
Construct tasking that unregisters a
Vehicleobject from a globally unique identifier system.
This task performs an operation that reverses the effect ofRegisterVehicle.Construct tasking that unregisters a
Vehicleobject from a globally unique identifier system.
This task performs an operation that reverses the effect ofRegisterVehicle.- guid
implicit reference to a unique number system
- vehicle
the
Vehicleobject being unregistered- returns
a
TaskBundlemessage
- See also
GUIDTask.registerVehicle
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