Age | Commit message (Collapse) | Author | Files | Lines |
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The gameserver now receive a copy of all world state variables when
they are accepted by the accountserver and receive a copy of all
map state variables of a map when they register it successfully.
Implemented LUA script bindings for getting and setting these variables.
When such a variable is set, the accountserver is notified about this
change. Changes to world state variables are then propagated to all
gameservers by the accountserver.
Be aware that when a gameserver is updating a map, there is no check if
it is actually responsible for said map. But I consider this not a
security flaw, because authenticated game servers are considered to be
trustworthy in a lot of other situations, too.
Also renamed "quest" to "character variable" in the sourcecode.
Reviewed-by: Bertram
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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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Trivial also.
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Since it's what is done for the other files in the project.
Trivial fix.
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Also added an header to the autoattack.{h,cpp} files.
Big but trivial fix.
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