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path: root/src/account-server/storage.h
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2011-03-04Implemented persistent world and map variablesPhilipp Sehmisch1-0/+7
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
2010-12-29Made the server handle properly the characters slots.Yohann Ferreira1-0/+9
I turned the vector storing character data into a map, keeping the character's slot. Fixed a memleak along the way. Reviewed-by: Crush.
2010-12-14Second round of small random cleanups on storage.Yohann Ferreira1-9/+10
Trivial also.
2010-12-13Moved storage doc from .cpp to .h and updated it.Yohann Ferreira1-3/+309
Since it's what is done for the other files in the project. Trivial fix.
2010-11-14Renamed .hpp files into .h for consistency.Yohann Ferreira1-0/+152
Also added an header to the autoattack.{h,cpp} files. Big but trivial fix.