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class SquadService extends Actor

Source
SquadService.scala
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Instance Constructors

  1. new SquadService()

Type Members

  1. type Receive = PartialFunction[Any, Unit]
    Definition Classes
    Actor

Value Members

  1. final def !=(arg0: Any): Boolean
    Definition Classes
    AnyRef → Any
  2. final def ##: Int
    Definition Classes
    AnyRef → Any
  3. final def ==(arg0: Any): Boolean
    Definition Classes
    AnyRef → Any
  4. def ApplySquadDecorationToEntriesForUser(faction: types.PlanetSideEmpire.Value, targetCharId: Long): Unit
  5. def ApplySquadDecorationToEntry(faction: types.PlanetSideEmpire.Value, guid: PlanetSideGUID, squad: Squad): Unit

    Squad decoration are the colors applied to entries in the squad listing based on individual assessments.

    Squad decoration are the colors applied to entries in the squad listing based on individual assessments. Apply these colors to one squad at a time. This sends out the least amount of messages - one for the whole faction and one message for each search for which this squad is a positive result.

    faction

    empire whose squad is being decorated

    guid

    the squad's identifier

    squad

    the squad

  6. def CleanUpSquadFeatures(removed: List[Long], guid: PlanetSideGUID, position: Int): Unit
  7. def CloseSquad(squad: Squad): Unit

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

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

    squad

    the squad

    See also

    CleanUpAllInvitesToSquad

    SquadDetail

    SquadSubscriptionEntity.Publish

    TryResetSquadId

    UpdateSquadList

  8. def DisbandSquad(features: SquadFeatures): Unit

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

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

    features

    the squad

    See also

    PanicDisbandSquad

    SquadResponse.Membership

    SquadSubscriptionEntity.Publish

  9. 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

  10. def GetLeadingSquad(charId: Long, opt: Option[SquadFeatures]): Option[SquadFeatures]

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

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

    charId

    the potential member identifier

    opt

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

    returns

    the discovered squad, or None

    See also

    GetParticipatingSquad

    Squad->Leader

  11. def GetLeadingSquad(player: Player, opt: Option[SquadFeatures]): Option[SquadFeatures]

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

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

    player

    the potential member

    opt

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

    returns

    the discovered squad, or None

    See also

    GetParticipatingSquad

    Squad::Leader

  12. 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

  13. def GetOrCreateSquadOnlyIfLeader(player: Player): Option[SquadFeatures]
  14. def GetParticipatingSquad(charId: Long): Option[SquadFeatures]

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

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

    charId

    the potential member identifier

    returns

    the discovered squad, or None

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

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

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

    player

    the potential member

    returns

    the discovered squad, or None

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

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

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

    id

    the squad unique identifier number

    returns

    the discovered squad, or None

  17. def JoinByCharacterId(charId: String, sender: ActorRef): Unit
  18. def JoinByFaction(faction: String, sender: ActorRef): Unit
  19. def JoinSquad(player: Player, features: SquadFeatures, position: Int): Boolean

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

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

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

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

    player

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

    features

    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

    CleanUpAllInvitesWithPlayer

    Squad.isAvailable

    Squad.Switchboard

    SquadSubscriptionEntity.MonitorSquadDetails

    SquadSubscriptionEntity.Publish

    SquadSubscriptionEntity.Join

    SquadSubscriptionEntity.UserEvents

  20. def LeaveByCharacterId(charId: String, sender: ActorRef): Unit
  21. def LeaveByFaction(faction: String, sender: ActorRef): Unit
  22. def LeaveInGeneral(sender: ActorRef): Unit
  23. def LeaveService(charId: Long, sender: ActorRef): Unit

    na

    na

    charId

    the player's unique character identifier number

    sender

    the ActorRef associated with this character

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

    na

    na

    charId

    the player's unique character identifier number

    sender

    the ActorRef associated with this character

  25. def LeaveSquad(charId: Long, features: SquadFeatures): 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

    features

    the squad

    returns

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

    See also

    PanicLeaveSquad

    SquadSubscriptionEntity.Publish

  26. def PanicDisbandSquad(features: SquadFeatures, membership: Iterable[Long]): Unit

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

    The complement of the prior DisbandSquad method.

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

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

    features

    the squad

    membership

    the unique character identifier numbers of the other squad members

    returns

    if a role/index pair is provided

    See also

    CloseSquad

    DisbandSquad

    SquadResponse.Membership

    SquadResponseType

    SquadSubscriptionEntity.Publish

  27. def PublishedLists(squads: Iterable[SquadFeatures]): Vector[SquadInfo]

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

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

    squads

    the list of squads

    returns

    a Vector of transformed squad data

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

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

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

    faction

    the faction to which the squads belong

    returns

    a Vector of transformed squad data

  29. def SquadActionDefinition(message: SquadServiceMessage, action: packet.game.SquadAction, guid: PlanetSideGUID): Unit
  30. def SquadActionDefinitionCancelSquadSearch(charId: Long): Unit
  31. def SquadActionDefinitionDisplaySquad(tplayer: Player, guid: PlanetSideGUID): Unit

    the following action can be performed by anyone

  32. def SquadActionDefinitionSearchForSquadsWithParticularRole(tplayer: Player, criteria: SearchForSquadsWithParticularRole): Unit
  33. def SquadActionDefinitionSquadInitializationIssue(tplayer: Player, guid: PlanetSideGUID): Unit
  34. def SquadActionInitCharId(tplayer: Player): Unit
  35. def SquadActionInitSquadList(tplayer: Player, sender: ActorRef): Unit
  36. def SquadActionMembership(tplayer: Player, zone: Zone, action: Any): Unit
  37. def SquadActionMembershipAccept(tplayer: Player, invitedPlayer: Long): Unit
  38. def SquadActionMembershipCancel(cancellingPlayer: Long): Unit
  39. def SquadActionMembershipDisband(charId: Long): Unit
  40. def SquadActionMembershipInvite(tplayer: Player, invitingPlayer: Long, _invitedPlayer: Long, invitedName: String): Unit
  41. def SquadActionMembershipLeave(tplayer: Player, actingPlayer: Long, _leavingPlayer: Option[Long], name: String): Unit
  42. def SquadActionMembershipPromote(sponsoringPlayer: Long, promotedPlayer: Long, features: SquadFeatures, msg: SquadServiceMessage, ref: ActorRef): Unit
  43. def SquadActionMembershipPromote(sponsoringPlayer: Long, promotionCandidatePlayer: Long, promotionCandidateName: String, msg: SquadServiceMessage, ref: ActorRef): Unit
  44. def SquadActionMembershipProximityInvite(zone: Zone, invitingPlayer: Long): Unit
  45. def SquadActionMembershipReject(tplayer: Player, rejectingPlayer: Long): Unit
  46. def SquadActionUpdate(message: SquadServiceMessage, char_id: Long, replyTo: ActorRef): Unit
  47. def SquadActionWaypoint(message: SquadServiceMessage, tplayer: Player): Unit
  48. def SquadServiceReloadSquadDecoration(faction: types.PlanetSideEmpire.Value, to: Long): Unit
  49. def StartSquad(player: Player): SquadFeatures

    Establish a new squad.

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

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

    player

    the player who would become the squad leader

    returns

    the squad that has been created

    See also

    GetNextSquadId

    Squad

    SquadFeatures

    SquadFeatures::Start

  50. def TerminatedBy(requestee: ActorRef): Unit
  51. def TryResetSquadId(): Boolean

    Set the unique squad identifier back to the start if no squads are active.

    Set the unique squad identifier back to the start if no squads are active.

    returns

    true, if the identifier is reset; false, otherwise

  52. def UpdateSquadList(features: SquadFeatures, 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.

    features

    the squad

    changes

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

    See also

    SquadResponse.InitList

    SquadResponse.UpdateList

    SquadService.SquadList.Publish

  53. def aroundPostRestart(reason: Throwable): Unit
    Attributes
    protected[akka]
    Definition Classes
    Actor
    Annotations
    @InternalApi()
  54. def aroundPostStop(): Unit
    Attributes
    protected[akka]
    Definition Classes
    Actor
    Annotations
    @InternalApi()
  55. def aroundPreRestart(reason: Throwable, message: Option[Any]): Unit
    Attributes
    protected[akka]
    Definition Classes
    Actor
    Annotations
    @InternalApi()
  56. def aroundPreStart(): Unit
    Attributes
    protected[akka]
    Definition Classes
    Actor
    Annotations
    @InternalApi()
  57. def aroundReceive(receive: akka.actor.Actor.Receive, msg: Any): Unit
    Attributes
    protected[akka]
    Definition Classes
    Actor
    Annotations
    @InternalApi()
  58. final def asInstanceOf[T0]: T0
    Definition Classes
    Any
  59. def clone(): AnyRef
    Attributes
    protected[lang]
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.CloneNotSupportedException]) @native()
  60. implicit val context: ActorContext
    Definition Classes
    Actor
  61. final def eq(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef
  62. def equals(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef → Any
  63. def finalize(): Unit
    Attributes
    protected[lang]
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.Throwable])
  64. final def getClass(): Class[_ <: AnyRef]
    Definition Classes
    AnyRef → Any
    Annotations
    @native()
  65. def hashCode(): Int
    Definition Classes
    AnyRef → Any
    Annotations
    @native()
  66. final def isInstanceOf[T0]: Boolean
    Definition Classes
    Any
  67. final def ne(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef
  68. final def notify(): Unit
    Definition Classes
    AnyRef
    Annotations
    @native()
  69. final def notifyAll(): Unit
    Definition Classes
    AnyRef
    Annotations
    @native()
  70. def performStartSquad(sender: ActorRef, player: Player): Unit
  71. def postRestart(reason: Throwable): Unit
    Definition Classes
    Actor
    Annotations
    @throws(classOf[java.lang.Exception])
  72. def postStop(): Unit
    Definition Classes
    SquadService → Actor
  73. def preRestart(reason: Throwable, message: Option[Any]): Unit
    Definition Classes
    Actor
    Annotations
    @throws(classOf[java.lang.Exception])
  74. def preStart(): Unit
    Definition Classes
    Actor
    Annotations
    @throws(classOf[java.lang.Exception])
  75. def receive: Receive
    Definition Classes
    SquadService → Actor
  76. implicit final val self: ActorRef
    Definition Classes
    Actor
  77. final def sender(): ActorRef
    Definition Classes
    Actor
  78. def supervisorStrategy: SupervisorStrategy
    Definition Classes
    Actor
  79. final def synchronized[T0](arg0: => T0): T0
    Definition Classes
    AnyRef
  80. def toString(): String
    Definition Classes
    AnyRef → Any
  81. def unhandled(message: Any): Unit
    Definition Classes
    Actor
  82. final def wait(): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException])
  83. final def wait(arg0: Long, arg1: Int): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException])
  84. final def wait(arg0: Long): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException]) @native()

Inherited from Actor

Inherited from AnyRef

Inherited from Any

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