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path: root/src/game-server/accountconnection.h
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2013-04-11Converted the Character class into a componentErik Schilling1-10/+10
A CharacterData was created as a proxy class in order to allow using the old serialization method.
2011-09-09Add persistent items support based on seeseekey's work.Yohann Ferreira1-0/+15
Also made some random changes where useful, including: - Code formatting fixes, - Design fix about the fact that only the game config option should be checked. - Fixed the size of the values sent and receive to follow the rest of the development. - Fixed variables names to make them show what they are, and not why they are used. Resolves: Mana-Mantis #142.
2011-04-02Some cleanups related to syncing from game to account serverThorbjørn Lindeijer1-16/+11
* 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
2011-03-12Removed a bunch of silly documentationThorbjørn Lindeijer1-7/+0
A C++ developer should be able to recognize a constructor and a destructor by just looking at it, so let's stop writing down the obvious. :)
2011-03-04Implemented persistent world and map variablesPhilipp Sehmisch1-4/+17
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
2010-11-14Renamed .hpp files into .h for consistency.Yohann Ferreira1-0/+179
Also added an header to the autoattack.{h,cpp} files. Big but trivial fix.