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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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Also updated the headers to refer to the GPL by URL instead of
suggesting to contact the FSF by snail mail, as per the latest
GPL usage instructions.
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Removed pointless void in method parameter lists, fixed methods and
variables that started with upper case, removed pointless 'const' for
stuff passed by value, made some getters const, etc.
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support
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Includes a database update. Use update_6_to_7.sql to update existing
sqlite databases.
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Probably the most important signal to handle gracefully...
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defines.h, and removing some overheading along the way.
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The previous method was broken because it set the "last time" to the
current time when the client connected. So login would fail when the
username and password were sent within a second from connecting, which
is not desirable.
If I'd have fixed this by setting the "last time" to login time minus
one second, then an attacker would just need to reconnect for each login
attempt. So now it uses an IP address based approach, where each IP can
only try to log in once per second.
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* Removed unsigned/signed warning by just using signed integers.
* Made AccountHandler message handler functions members again instead
of static functions.
* Renamed 'computer' to 'client' since that is a less confusing name.
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Fixed database update "3 to 4".
Added database update "4 to 5".
Added indexes to table tmw_transaction for faster search when it
gets bigger.
Refactored layout of sqlite database script.
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time for password recovery via tmwweb/email.
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First flush the new character to the database to get it's new DatabaseID.
Calling ->getDatabaseID() before flush() will give a wrong, uninitialized
value.
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It should be noted that Jax still needs to update the client
Level calulation seems broken now too
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This was confusing, since changes made to the config file while the
server is running are lost once the server exists. Also, XML comments
were being stripped by the server.
The command line option to set the port now only applies to a single
run, and isn't saved in the configuration. There shouldn't be a need for
the server to write to its configuration file, it might not even have
the rights to do so.
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Needed when the server has multiple network interfaces and the one you
want to use isn't the default one for localhost.
The host to listen on can be set in config file with 'net_listenHost'.
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Also renamed Guild::totalMembers to Guild::memberCount
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Same as for the client.
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