Age | Commit message (Collapse) | Author | Files | Lines |
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The password is salted by a random number sent by server.
Reviewed by Bertram.
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This follows the changes made on the server.
Reviewed-by: Jaxad.
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I'll sync the two files as for the new enums in a separate commit.
Trivial fix.
Resolves: Mana-mantis #278.
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I turned the CharacterEntries into a vector.
As for now, it's basically working but I discovered bugs about
slots handling mainly for Manaserv that were already present
before that patch.
Hence, there are three remaining issues:
- Under ManaServ, the character's slots numbers aren't handled
when loading the characters but used when sending selection
or deletion attempts.
For instance, if you delete the character at slot 1, you won't
be able to select or delete characters at slots 2 and 3,
since the server believes that the characters are now in slots 1 and 2,
even thought the client still displays them at the former slots.
- Also under manaserv, you won't be able to create a character at slot 1
and 3, the server will automatically add the new one to the next slot,
which is not corresponding to where you clicked to the 'Create' button.
I propose to make Manaserv send again the character slots numbers
and store them in database since we used them in creation,
selection, and deletion attempts. It would make more sense IMHO.
- The last remaining issue found is that when switching between different
servers, the loginData don't get cleaned up, make the characterSelect dialog
look crazy when the number of slots is different between two servers.
If this one is accepted, my next patch will make the logindata be cleaned up
between each login attempts (as for the slot number, and maybe other sensible
data) and the next ones will readd character slot handling server
and client side.
Reviewed-by: Jaxad0127.
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Resolves: Mana-Mantis #250.
Reviewed-by: Freeyorp, thorbjorn.
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This resolves http://bugs.manasource.org/view.php?id=171
Reviewed-by: Bertram.
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Reviewed-by: Chuck Miller`
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Reviewed-by: Jared Adams
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Much code was moved from main() to the new Client::exec(). This new
event loop now integrates with the Game class, so that the tick counter
and framerate limiter apply universally.
The Client class is also responsible for some things that used to be
global variables.
Mantis-issue: ...
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Ownership of the charInfo global variable wasn't well defined. It was
being locked, unlocked and generally modified from a lot of places, and
somewhere in this mess it ended up crashing when switching servers.
Now the CharHandler instances, for eAthena and manaserv respectively,
own this list of characters. A new class, Net::Character wraps up the
slot index in combination with the player dummy. The list is passed on
to the CharSelectDialog each time it changes.
Both related and unrelated cleanups were made as well.
Reviewed-by: Jared Adams
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Also added the update copyright tool from the Wormux Team.
( And not forgetting credit's due. :P )
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Also remove some extra new lines and fix eAthena's PartyTab define guards.
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Also fix defaults.
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Instead of each netcode making the global variables and Net referencing them, Net now makes them and the netcodes reference them.
Also remove an innappropriate ChatHandler reference from eA's AdminHandler.
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