the privileged name that can be used as the second parameter in the packet LoadMapMessage
the map of server objects upon which this Zone
is based
the numerical index of the Zone
as it is recognized in a variety of packets;
also used by LivePlayerList
to indicate a specific Zone
A reference to the primary Actor
that governs this Zone
.
A reference to the primary Actor
that governs this Zone
.
an ActorRef
ZoneActor
Zone.Init
Give this Zone
an Actor
that will govern its interactions sequentially.
Give this Zone
an Actor
that will govern its interactions sequentially.
an ActorRef
for this Zone
;
will not overwrite any existing governance unless noSender
an ActorRef
ZoneActor
Wraps around the globally unique identifier system to insert a new number pool.
Wraps around the globally unique identifier system to insert a new number pool. Throws exceptions for specific reasons if the pool can not be populated before the system has been started.
the name of the pool
the numbers that will belong to the pool
true
, if the new pool is created;
false
, if the new pool can not be created because the system has already been started
NumberPoolHub.AddPool
Provide bulk correspondence on all map entities that can be composed into packet messages and reported to a client.
Provide bulk correspondence on all map entities that can be composed into packet messages and reported to a client.
These messages are sent in this fashion at the time of joining the server:
- BuildingInfoUpdateMessage
- DensityLevelUpdateMessage
- BroadcastWarpgateUpdateMessage
- CaptureFlagUpdateMessage
- ContinentalLockUpdateMessage
- ModuleLimitsMessage
- VanuModuleUpdateMessage
- ZoneForcedCavernConnectionMessage
- ZoneInfoMessage
- ZoneLockInfoMessage
- ZonePopulationUpdateMessage
the Zone
object
The List
of items (Equipment
) dropped by players on the ground and can be collected again.
The List
of items (Equipment
) dropped by players on the ground and can be collected again.
the List
of Equipment
Recover an object from the globally unique identifier system by the number that was assigned previously.
Recover an object from the globally unique identifier system by the number that was assigned previously. The object must be upcast into due to the differtence between the storage type and the return type.
the globally unique identifier requested
the associated object, if it exists
NumberPoolHub(Int)
Recover an object from the globally unique identifier system by the number that was assigned previously.
Recover an object from the globally unique identifier system by the number that was assigned previously.
the globally unique identifier requested
the associated object, if it exists
GUID(Int)
Recover an object from the globally unique identifier system by the number that was assigned previously.
Recover an object from the globally unique identifier system by the number that was assigned previously.
the globally unique identifier requested
the associated object, if it exists
GUID(Int)
Replace the current globally unique identifier system with a new one.
Replace the current globally unique identifier system with a new one. The replacement will not occur if the current system is populated or if its synchronized reference has been created. The primary use of this function should be testing. A warning will be issued.
synchronized reference to the globally unique identifier system
The globally unique identifier system is synchronized via an Actor
to ensure that concurrent requests do not clash.
The globally unique identifier system is synchronized via an Actor
to ensure that concurrent requests do not clash.
A clash is merely when the same number is produced more than once by the same system due to concurrent requests.
synchronized reference to the globally unique identifier system
Coordinate Equipment
that has been dropped on the ground or to-be-dropped on the ground.
Coordinate Equipment
that has been dropped on the ground or to-be-dropped on the ground.
synchronized reference to the ground
ZoneGroundActor
Zone.DropItemOnGround
Zone.GetItemOnGround
Zone.ItemFromGround
The privileged name that can be used as the second parameter in the packet LoadMapMessage
.
The privileged name that can be used as the second parameter in the packet LoadMapMessage
.
the name
Establish the basic accessible conditions necessary for a functional Zone
.
Called from the Actor
that governs this Zone
when it is passed a constructor reference to the Zone
.
Establish the basic accessible conditions necessary for a functional Zone
.
Called from the Actor
that governs this Zone
when it is passed a constructor reference to the Zone
.
Specifically, the order of calling follows: InterstellarCluster.preStart -> ZoneActor.receive(Zone.Init()) -> Zone.Init
.
The basic method performs three main operations.
First, the Actor
-driven aspect of the globally unique identifier system for this Zone
is finalized.
Second, all supporting Actor
agents are created, e.g., ground
.
Third, the ZoneMap
server objects are loaded and constructed within that aforementioned system.
To avoid being called more than once, there is a test whether the accessor
for the globally unique identifier system has been changed.
Execution of this operation should be fail-safe.
The chances of failure should be mitigated or skipped.
A testing routine should be run after the fact on the results of the process.
a reference to an ActorContext
necessary for Props
ZoneActor.ZoneSetupCheck
The map of server objects upon which this Zone
is based
The map of server objects upon which this Zone
is based
the map
The numerical index of the Zone
as it is recognized in a variety of packets.
The numerical index of the Zone
as it is recognized in a variety of packets.
the abstract index position of this Zone
Wraps around the globally unique identifier system to remove an existing number pool.
Wraps around the globally unique identifier system to remove an existing number pool. Throws exceptions for specific reasons if the pool can not be removed before the system has been started.
the name of the pool
true
, if the new pool is un-made;
false
, if the new pool can not be removed because the system has already been started
NumberPoolHub.RemovePool
A server object representing the one-landmass planets as well as the individual subterranean caverns.
The concept of a "zone" is synonymous to the common vernacular "continent," commonly referred by names such as Hossin or Ishundar and internally identified as c2 and c7, respectively. A
Zone
is composed of the abstracted concept of all the information pertinent for the simulation of the environment. That is, "everything about the continent." Physically, server objects and dynamic game objects are maintained through a local unique identifier system. Static server objects originate from theZoneMap
. Dynamic game objects originate from player characters. (Write more later.)ZoneMap
LoadMapMessage
LivePlayerList