Age | Commit message (Collapse) | Author | Files | Lines |
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If you set net_gameServerName you can now reserve maps in the maps.xml.
There you have to add the servername - property to the <map> tag.
Then the map will only be activated by that server.
Also changed the activate sequence that the account server now tells the game
server what maps to activate (previously the server requested all maps and the
account server said yes or no).
TODO: Fix general inter server map switching.
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The game server will now look for the scripts in this order:
- serverPath - config value
- current working directory
- the PKG_DATADIR #define
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Allows inspection of message data. It is off by default since it consumes
additional bandwidth, but it can be turned on using the net_debugMode option
in manaserv.xml.
Currently the option only affects outgoing data for each host individually.
In particular, enabling this debug mode for the server does not automatically
make the client annotate its messages.
Reviewed-by: Erik Schilling
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List of things fixed:
- fixed having multiple guild support everywhere
- implemented kick code (untested due to missing kick possiblity in client)
- fixed giving owner rights to next member when owner leaves guild
- fixed potentional segmention fault when trying to access deleted guild after all members left
- fixed saving right changes to database
- made searching for guilds faster a bit (at least when having many guilds)
TODO:
+ Fix conflict between guild and normal channels
+ Fix being able to leave guild channel without leaving guild itself
+ Add kick possiblity to client
Reviewed-by: bjorn.
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Tested-by: jurkan.
Reviewed-by: Bertram.
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No more Lua state for each status effect, monster, item effect or map. All
scripts are loaded into the same state. This should be more efficient overall
and make it easier to implement dynamic reloading of the scripts in the
future.
Now, this introduces the problem of name collisions between different Lua
scripts. For now this is solved by using more specific function names, like
'tick_plague' and 'tick_jump' rather than just 'tick'. The plan is however
to get rid of these globals, and register these callbacks from the script,
so that they can be local functions without the danger of colliding with
other scripts.
Reviewed-by: Erik Schilling
Reviewed-by: Yohann Ferreira
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It's easier to just talk about world data and to modify it as a whole.
If there is really a need to separate it, a project can still choose to do
that (and in whatever suitable way). There is no need to enforce this
separation or to do it in our example.
Reviewed-by: Erik Schilling
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Reviewed-by: Bertram.
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These scripts could trivially share one script state, since the methods
called on them from the server are not overlapping. This does leave them
open to access each other's global variables, but that's the problem
with global variables.
The one remaining global script file name is now configurable, so that
it may also be set to a script in a different scripting language. The
two related script options are:
script_mainFile (default: scripts/main.lua)
script_defaultEngine (default: lua) - renamed from defaultScriptEngine
Reviewed-by: jurkan
Reviewed-by: Yohann Ferreira
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on the log system.
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This is now set in the manaserv_protocol.h file using
the PROTOCOL_VERSION enum.
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Trivial fix.
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Reviewed-by: Bertram
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Trivial fix.
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Reviewed-by: Thorbjorn.
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Reviewed-by: CodyMartin.
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Also turned the absence of an inter-server password into a fatal
error while documenting it in the manaserv.xml example file.
Reviewed-by: Jaxad0127.
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Reviewed-by: Freeyorp, Thorbjorn.
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Instead of searching for the configuration file in ~/.manaserv.xml, the
file is now expected to be in the working directory of the server. The
logs and statistics will also be written there.
This should make it easier to run differently configured servers on the
same machine, and should also be a bit more straight-forward to setup.
Reviewed-by: Yohann Ferreira
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The dummy data is currently mostly empty data though, so still nothing
to see as far as the example content is concerned.
Reviewed-by: Bertram
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The new parameters in the manaserv.xml file can be used to do so:
log_accountServerLogLevel
log_gameServerLogLevel
Also, updated the sample manaserv.xml accordingly.
Reviewed-by: Thorbjorn.
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Reviewed-by: Thorbjorn Lindeijer
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This documentation should of course be moved to doc.manasource.org
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The client is 800x600 by default, so 320 pixels radius was not enough.
Taking into account a bit of network latency as well, 448 should be
alright.
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Includes a database update. Use update_6_to_7.sql to update existing
sqlite databases.
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These settings grew a net_ prefix.
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functional as long as items not stored as individual items.
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* Added link to wiki documentation as comment into tmwserv.xml
* Added table tmw_char_skills to store skills of a character and removed weapon skills from table tmw_characters.
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and postgresql. The create table statements have been completely removed out from the c++ source into separate, provider specific sql files. Accountserver will no longer create a sqlite file if none present.
* Added database specific config parameters to configure each provider independent.
* Simplified the connect routine of DALStorage class since every dataprovider is now responsible to retrieve its own parameters.
* Extended abstract dataprovider to support transactions, functionally implemented for SQLite and mySQL.
* Added methods to retrieve last inserted auto-increment value and the number of modified rows by the last statement.
* Rewrite of DALStorage class to be a little more transactional.
* Fixed a bug when deleting a character. Old function left data in quests table and guilds table.
* Doxygen now also includes non-documented functions and provides a dictionary for all classes
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that fatal messages should always have highest log level.
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coordinates).
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Extended GameHandler
Extended protocol
Fixed problem with SQL query
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Added stats.txt (which will document the algorithms for calculating being
properties & statistics).
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