Construct tasking that registers an object with a globally unique identifier selected from a pool of numbers, as a Player
.
Player
objects are far more complicated than Tools
(but they are not Equipment
).
Construct tasking that registers an object with a globally unique identifier selected from a pool of numbers, as a Player
.
Player
objects are far more complicated than Tools
(but they are not Equipment
).
A player has an inventory in which it can hold a countable number of Equipment
; and,
this inventory holds a sub-inventory with its own countable number of Equipment
.
Although a process of completing and inserting Equipment
into 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.
the Player
object being registered
implicit reference to a unique number system
a TaskResolver.GiveTask
message
Construct tasking that registers an object with a globally unique identifier selected from a pool of numbers,
after determining whether the object is complex (Tool
or Locker
) or is simple.
The objects in this case are specifically Equipment
, a subclass of the basic register-able IdentifiableEntity
.
Construct tasking that registers an object with a globally unique identifier selected from a pool of numbers,
after determining whether the object is complex (Tool
or Locker
) or is simple.
The objects in this case are specifically Equipment
, a subclass of the basic register-able IdentifiableEntity
.
About five subclasses of Equipment
exist, but they decompose into two groups - "complex objects" and "simple objects."
"Simple objects" are most groups of Equipment
and just their own GUID to be registered.
"Complex objects" are just the Tool
category of Equipment
.
They have internal objects that must also have their GUID's registered to function.
Using this function when passing unknown Equipment
is recommended.
The type will be sorted and the object will be handled according to its complexity level.
the Equipment
object being registered
implicit reference to a unique number system
a TaskResolver.GiveTask
message
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.
the storage unit in which objects can be found
implicit reference to a unique number system
a list of TaskResolver.GiveTask
messages
GUID.UnregisterInventory
Container
Construct tasking that registers a LockerContainer
object
with a globally unique identifier selected from a pool of numbers.
Construct tasking that registers a LockerContainer
object
with a globally unique identifier selected from a pool of numbers.
the object being registered
implicit reference to a unique number system
a TaskResolver.GiveTask
message
GUIDTask.UnregisterLocker
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.
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.
the object being registered
implicit reference to a unique number system
a TaskResolver.GiveTask
message
Construct tasking that registers an object with a globally unique identifier selected from a pool of numbers, as a Player
.
Similar to RegisterAvatar
but 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 to RegisterAvatar
but the locker components are skipped.
the Player
object being registered
implicit reference to a unique number system
a TaskResolver.GiveTask
message
Construct tasking that registers an object with a globally unique identifier selected from a pool of numbers, as a Tool
.
Tool
objects are complicated by an internal structure informally called a "magazine feed."
The objects in the magazine feed are called AmmoBox
objects.
Construct tasking that registers an object with a globally unique identifier selected from a pool of numbers, as a Tool
.
Tool
objects are complicated by an internal structure informally called a "magazine feed."
The objects in the magazine feed are called AmmoBox
objects.
Each AmmoBox
object can be registered to a unique number system much like the Tool
itself; and,
each must be registered properly for the whole of the Tool
to be communicated from the server to the client.
While the matter has been abstracted for convenience, most Tool
objects will have only one AmmoBox
at a time
and the common outlier will only be two.
Do not invoke this function unless certain the object will be of type Tool
,
else use a more general function to differentiate between simple and complex objects.
the Tool
object being registered
implicit reference to a unique number system
a TaskResolver.GiveTask
message
GUIDTask.RegisterEquipment
Construct tasking that registers an object with a globally unique identifier selected from a pool of numbers, as a Vehicle
.
Vehicle
objects are far more complicated than Tools
(but they are not Equipment
).
Construct tasking that registers an object with a globally unique identifier selected from a pool of numbers, as a Vehicle
.
Vehicle
objects are far more complicated than Tools
(but they are not Equipment
).
A vehicle has an inventory in which it can hold a countable number of Equipment
; and,
it may possess weapons (Tools
, usually) that are firmly mounted on its outside.
(This is similar to the holsters on a Player
object but they can not be swapped out for other Equipment
or for nothing.)
Although a process of completing and inserting Equipment
into 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.
the Vehicle
object being registered
implicit reference to a unique number system
a TaskResolver.GiveTask
message
Construct tasking that unregisters a Player
object from a globally unique identifier system.
This task performs an operation that reverses the effect of RegisterAvatar
.
Construct tasking that unregisters a Player
object from a globally unique identifier system.
This task performs an operation that reverses the effect of RegisterAvatar
.
the Player
object being unregistered
implicit reference to a unique number system
a TaskResolver.GiveTask
message
GUIDTask.RegisterAvatar
Construct tasking that unregisters an object from a globally unique identifier system
after determining whether the object is complex (Tool
or Locker
) or is simple.
This task performs an operation that reverses the effect of RegisterEquipment
.
Construct tasking that unregisters an object from a globally unique identifier system
after determining whether the object is complex (Tool
or Locker
) or is simple.
This task performs an operation that reverses the effect of RegisterEquipment
.
the Equipment
object being unregistered
implicit reference to a unique number system
a TaskResolver.GiveTask
message
GUIDTask.RegisterEquipment
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.
the storage unit in which objects can be found
implicit reference to a unique number system
a list of TaskResolver.GiveTask
messages
GUIDTask.RegisterInventory
Container
Construct tasking that unregisters a LockerContainer
object from a globally unique identifier system.
Construct tasking that unregisters a LockerContainer
object from a globally unique identifier system.
the object being unregistered
implicit reference to a unique number system
a TaskResolver.GiveTask
message
GUIDTask.RegisterLocker
Construct tasking that unregisters an object from a globally unique identifier system.
This task performs an operation that reverses the effect of RegisterObjectTask
.
Construct tasking that unregisters an object from a globally unique identifier system.
This task performs an operation that reverses the effect of RegisterObjectTask
.
It is the most basic operation that all objects that can have their GUIDs revoked must perform.
the object being unregistered
implicit reference to a unique number system
a TaskResolver.GiveTask
message
GUIDTask.RegisterObjectTask
Construct tasking that unregisters a portion of a Player
object from a globally unique identifier system.
Similar to UnregisterAvatar
but the locker components are skipped.
Construct tasking that unregisters a portion of a Player
object from a globally unique identifier system.
Similar to UnregisterAvatar
but the locker components are skipped.
This task performs an operation that reverses the effect of RegisterPlayer
.
the Player
object being unregistered
implicit reference to a unique number system
a TaskResolver.GiveTask
message
GUIDTask.RegisterAvatar
Construct tasking that unregisters a Tool
object from a globally unique identifier system.
This task performs an operation that reverses the effect of RegisterTool
.
Construct tasking that unregisters a Tool
object from a globally unique identifier system.
This task performs an operation that reverses the effect of RegisterTool
.
the Tool
object being unregistered
implicit reference to a unique number system
a TaskResolver.GiveTask
message
GUIDTask.RegisterTool
Construct tasking that unregisters a Vehicle
object from a globally unique identifier system.
This task performs an operation that reverses the effect of RegisterVehicle
.
Construct tasking that unregisters a Vehicle
object from a globally unique identifier system.
This task performs an operation that reverses the effect of RegisterVehicle
.
the Vehicle
object being unregistered
implicit reference to a unique number system
a TaskResolver.GiveTask
message
GUIDTask.RegisterVehicle
Construct tasking that allocates work upon encountered Equipment
objects
in reference to a globally unique identifier system of a pool of numbers.
Construct tasking that allocates work upon encountered Equipment
objects
in reference to a globally unique identifier system of a pool of numbers.
"Visible slots" are locations that can be viewed by multiple observers across a number of clients.
an Iterable
sequence of EquipmentSlot
objects that may or may not have equipment
the function used to build tasking from any discovered Equipment
;
strictly either RegisterEquipment
or UnregisterEquipment
implicit reference to a unique number system
a list of TaskResolver.GiveTask
messages
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 delayedService
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 animplicit
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
TaskResolver.GiveTask
container object or a list ofTaskResolver.GiveTask
container objects that is expected to be used by aTaskResolver
Actor
. 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.