Age | Commit message (Collapse) | Author | Files | Lines |
|
This is in preparation of fixes for issues: #373, and 379.
Equip and inventory related packets are the only ones changed.
|
|
now, the equipment slots are independant from the inventory slots
according to the inventory and equipment data.
This will permit to avoid checking the equipment each time
one touches the inventory and vice versa, and make the former
delayed mode useless.
Also, note that equipped items will be removed from inventory
and readded once unequipped.
The design will permit the following, even if not implemented yet:
- To make equipment items stackable again, if wanted.
- Have more than one item with the same id equipped on different
slots using the itemInstance field.
Note: I didn't add the database structure updates yet, to see
whether other changes may later go along with those.
|
|
This doesn't change anything yet.
|
|
* An invite expires after 60 seconds.
* For protection of the server memory each player can invite a
maximum of 10 characters within the 60 second timeframe.
Reviewed-by: Bjorn
|
|
This is more precise than sending the attack type, that
can be guessed by the client anyway when the type parameter
will be added in the <attack> tag.
This is the server part of Mana issue: #363.
Reviewed-by: Bjorn.
|
|
The player sends party invites to the game server.
If the invitee is within the visual range of the inviter,
the game server forwards the invite to the chat server.
Reviewed-by: Bjorn, Jaxad0127
|
|
Reviewed-by: Bjorn
|
|
This will permit the client the make position resyncs when necessary,
and make use of the MOVING_POSITION and DESTINATION where relevant.
Reviewed-by: Thorbjorn.
|
|
The protocol uses ERRMSG_EMAIL_ALREADY_EXISTS instead.
|
|
* Remove SYNC_END_OF_BUFFER since the end of a message can already be
identified by no more data being available.
* Consistently prefix ++ rather than postfix ++ when incrementing
mSyncMessages.
* Made SYNC_BUFFER_SIZE into constants rather than defines, and moved
them into the .cpp file since they're not used anywhere else.
* Just use 1 and 0 to indicate online status. No point in writing it
like 0x01 and 0x00.
* Merged some duplicated documentation for
AccountConnection::syncChanges.
Reviewed-by: Jared Adams
|
|
By default XML::Document will use the ResourceManager to resolve the
file name you pass to it. There is no point in disabling that
functionality only to resolve it manually.
Reviewed-by: Jared Adams
|
|
By using xmlParseFile instead of xmlParseMemory, the system-dependent
newlines should be handled automatically.
The .tmx.gz files should still be supported, but instead of manually
decompressing them the xmlParseFile function should take care of that.
It also fixes the leaking of XML documents in both the SkillManager as
well as the PermissionManager, since they now rely on XML::Document,
which cleans up automatically.
Reviewed-by: Stefan Dombrowski
|
|
|
|
Just seems a bit more organized to me.
|
|
No reason why these should be ignored and then replaced by their
defaults, generally.
Reviewed-by: Jared Adams
|
|
@kick disconnects the client connection of a character. The new error-
code 11 (ERRMSG_ADMINISTRATIVE_LOGOFF) is not supported by the client
yet. It will show a generic "The connection to server was lost" message
instead.
@kill kills the character by setting its HP to 0.
Added @kick transaction code I forgot in last commit. Considering that
this was just minutes ago I think that noone updated his database yet.
So I don't think that a new database version is justified for this.
Reviewed-by: Bertram
|
|
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
|
|
Reviewed-by: Bertram
|
|
Also added an header to the autoattack.{h,cpp} files.
Big but trivial fix.
|
|
Added an extension to the ResMan::exist() function
in order to get file existence even not in search path.
Reviewed-by: CodyMartin.
|
|
Also moved the trim() function into the utils namespace
where it belongs more, and made some random code cleanups.
Reviewed-by: Thorbjorn.
|
|
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
|
|
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
|
|
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.
|
|
Makes the code a little nicer.
|
|
The dummy data is currently mostly empty data though, so still nothing
to see as far as the example content is concerned.
Reviewed-by: Bertram
|
|
libxml2 should be able to handle files with a BOM fine.
Reviewed-by: Bertram
|
|
Fixes issues with finding Lua scripts after changing the way client and
server data paths are set up.
Lua scripts can now use 'require' with paths relative from the
serverDataPath to include other Lua scripts.
Reviewed-by: Jared Adams
|
|
|
|
Reviewed-by: Jared Adams
|
|
The lifetime of the default value is often not long enough to survive to
the next statement, so returning it by reference is dangereous.
At the moment there may not be any place that actually tries to use the
returned value as a reference, but it's better not to wait on it to
happen. This was already fixed on the client after it lead to strange
crashes.
Reviewed-by: Jared Adams
|
|
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
|
|
Reviewed by: Jaxad0127
|
|
|
|
|
|
using the permission manager in the account-server.
|
|
|
|
|
|
|
|
support <deny> and <alias> yet.
|
|
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.
|
|
|
|
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.
|
|
Same as for the client.
|
|
Mostly comparisons between signed and unsigned integers
|
|
|
|
|
|
|
|
|
|
and map pointers.
|