Age | Commit message (Collapse) | Author | Files | Lines |
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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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Mainly for consistency with the client, and the general consensus was
that these numbered versions were clearer.
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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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This message can contain a lot of small database updates, which at least
on my system are way more efficient when performed in a transaction (now
it takes no more than 1 second vs. about 14 seconds before). Not saying
this is normal, my guess is that it's due to using full partition
encryption.
I've also prevented the thing from entering an infinite loop in the case
of a wrong message, and corrected some variable names.
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This is for developing/testing an experimental new resource manager that
downloads only the files it needs on demand.
Currently only used by the Mana Mobile project. Regular Mana client
ignores the setting.
Reviewed-by: Jared Adams
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Also made both servers appends on the main log at start
if they aren't empty.
This permits not to lose the previous logs
when quicky restarting the servers.
Trivial fix.
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Reviewed-by: Bertram
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This patch adds options to enable log rotations
base on files size and or change of date.
Note: Zip support will be added in a second commit.
Reviewed-by: CodyMartin, Thorbjorn.
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Also made some small cleanups.
Resolves: Mana-Mantis #241
Reviewed-by: Jaxad0127.
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Also made random code format clean-ups.
Resolves: Mana-Mantis #217
Reviewed-by: Jaxad0127.
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Reviewed-by: Thorbjorn.
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Also moved the trim() function into the utils namespace
where it belongs more, and made some random code cleanups.
Reviewed-by: Thorbjorn.
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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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Now, it's possible to set a different config filename and path
on the command line.
Reviewed-by: Jaxad, Kage.
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attributes and attribute respectively.
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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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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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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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TODO: The game-server also needs to keep track of this for when new attributes
or attributes not in the default scope need to be created.
Also hopefully fix attribute calculation order for derived attributes. Still
hardcoded for now.
Reviewed-by: Bertram.
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I also made it required to start properly since it's now the case.
Reviewed-by: Jaxad0127.
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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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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, Jaxad0127
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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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The client would otherwise not know which update host to use after
registration.
Also, the update host is now always sent, even if it is empty. This
makes the message contents more deterministic.
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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if defaultUpdateHost is not set
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http://update.manasouce.org/ when non is set)
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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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Some methods were documented twice. Stuff moved to source file since
this keeps the header more readable, and makes it easier to keep the
documentation up to date with the implementation. Also, my IDE jumps to
the definition when navigating.
Removed two methods that were without an implementation.
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