Age | Commit message (Collapse) | Author | Files | Lines |
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It was too close from the Position class and it leads to
making the server handle one or another type through the
code. Still bugged me many times while making changes.
Reviewed-by: Jaxad.
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I turned the vector storing character data into a map,
keeping the character's slot.
Fixed a memleak along the way.
Reviewed-by: Crush.
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The @mute, @goto, @attribute and @announce commands now logs transactions
to the database.
Added new transaction codes to database. I've preliminarily added a lot
of codes for not yet supported commands so that we needn't do a database
update with every single commit which implements one.
Also using the equivalent "say" helper function in place of the
"GameState::sayTo" method in the command handler.
Reviewed-by: Kage
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Resolves: Mana-mantis #269.
Reviewed-by: Jaxad0127.
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(Readable in the log with debug level.)
Reviewed-by: Jaxad0127.
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Reviewed-by: Jaxad0127.
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Reviewed-by: Jaxad0127.
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the public one.
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Instead, let's use the actual rule: Id > 0.
Trivial fix.
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Trivial also.
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Trivial.
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Since it's what is done for the other files in the project.
Trivial fix.
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Trivial fix.
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Also added an header to the autoattack.{h,cpp} files.
Big but trivial fix.
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Trivial fix.
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When registering or logging, The client is hashing the password
for sending it safely. And the server is hashing it also
to store it the same way. Hence, the password ends hashed twice,
which is correct because the server can't trust the client anyway.
At unregister attempt, the server wasn't hashing the password
before comparing it.
Also while on it, I made the corresponding SQL query use the try catch
method and only delete the account in memory when it's also done
on the Db.
Reviewed-by: thorbjorn, Freeyorp.
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No need to fiddle around with "startTransaction" booleans now that the
helper class is a little more intelligent. When the database is already
performing a transaction, no new one will be started.
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Avoids having to remember to call rollbackTransaction and makes
transactions exception-safe (since the destructor of PerformTransaction
will be called when an exception is thrown).
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Reviewed-by: Thorbjorn.
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Conflicts:
src/account-server/storage.cpp
src/game-server/being.cpp
src/game-server/being.hpp
src/game-server/character.cpp
src/game-server/character.hpp
src/game-server/gamehandler.cpp
src/game-server/inventory.cpp
src/scripting/lua.cpp
src/sql/mysql/createTables.sql
src/sql/sqlite/createTables.sql
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Was causing the account server to crash when using MySQL backend.
Mantis-issue: 188
Reviewed-by: Yohann Ferreira
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made to mainline
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(Ooops.)
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Reviewed-by: Philipp Sehmisch
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Assumed to be no longer necessary.
This reverts commit a09d4aa14c6a7b4486080b4cfbe1c76c4fae6fd2.
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Attribute system:
Structure is no longer completely hardcoded. Attributes and structure is
defined by new xml file (defaulting to stats.xml)
Structure defines non-base modifications to an attribute, to be used by
modifiers from items, effects, etc.
Calculating the base value for core attributes is still done in C++ (and for
such fundamental elements the only reason I can think of to do it any other
way is perhaps being able to quickly change scripts without a compile could be
useful for testing, but such things are a low priority anyway)
Item structure:
Modifiers are now through triggers rather than single events. This also
removes hardcoded types - an item could be both able to be equipped and be
able to be activated.
Item activation no longer consumes by default, this must be specified by the
property <consumes /> inside the trigger.
Currently only attribute modifications, autoattacks, and consumes are defined
as effects, but stubs for others do exist. Autoattacks are currently
non-functional, and this should be rectified with some urgency.
Auto Attacks:
AutoAttacks are now separate entities, though not fully complete, nor fully
integrated with all beings yet. Integration with the Character class is
urgent, integration with other Being children less so.
When fully integrated this will allow for multiple autoattacks, through
equipping multiple items with this as an equip effect or even through other
means if needed.
Equipment structure:
As ItemClass types are no longer hardcoded, so too are equip types. An item
have multiple ways to be equipped across multiple equipment slots with any
number in each slot. Character maximums are global but configurable.
Miscellaneous:
Speed, money, and weight are now attributes.
Some managers have been changed into classes such that their associated
classes can have them as friends, to avoid (ab)use of public accessors.
The serialise procedure should also be set as a friend of Character (both in
the account- and game- server) as well; having public accessors returning
iterators is simply ridiculous.
Some start for such cleanups have been made, but this is not the primary focus
here. Significant work will need to be done before this is resolved
completely, but the start is there.
BuySell::registerPlayerItems() has been completely disabled temporarily. The
previous function iterated through equipment, yet in the context I think it is
intended to fill items? I have been unable to update this function to fit the
modifications made to the Inventory/Equipment/Possessions, as I am unsure what
exactly what it should be doing.
ItemClass::mSpriteId was previously unused, so had been removed, but I
notice that it was used when transmitting equipment to nearby clients.
Experimentation showed that this value was never set to anything other than
0, and so has been left out of the ItemManager rewrite.
I am not entirely sure what is happening here, but it should be worth looking
into at a later time, as I am not sure how equipment appearences would be sent
otherwise.
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character.
Added script call for getting the cost of a special (recharge only for now)
Deleting specials works server-sided but the client isn't informed about it properly. Specials without recharge cost don't appear for the player. Both of these features require an additional netcode message.
Reviewed-by: Freeyorp
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Makes the code a little nicer.
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Reviewed-by: Jared Adams
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Instead of loading data from a 'data' directory in the current working
directory, the server now uses clientDataPath and serverDataPath as
specified in the configuration. This removes the need to set up symbolic
links in order to merge these two types of data.
The default values point to example/clientdata and example/serverdata,
where a minimal example world can be developed to make setting up an
initial server quick and easy.
The XML::Document convenience class was copied over from the client.
Also, the ResourceManager is now shared between both servers, since the
account client is reading items.xml.
Reviewed-by: Jared Adams
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dfc6875e - doesn't work out the way I planned.
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using the permission manager in the account-server.
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To be removed sometime soon.
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Also removed the not very useful documentation, so that the list of
constants is more readable.
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The only reason it was a DALStorage was because it used to implement the
Storage interface, but that interface got removed a long time ago.
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of accounts and characters in server memory. Cleaned some code.
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chat + database) and multiple tmwserv-game programs (selected with
respect to the maps). Cleaned the repository by moving server-specific
source files into dedicated directories.
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