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path: root/src/game-server/accountconnection.h
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2013-08-26Removed skillsErik Schilling1-10/+0
This removes support for skills. The plan is to allow to implement the skills as they were implemented before via attributes. This adds a lot more flexibility to the server creators while also removing the confusion about skills and attributes. So this change does: - Remove the skillmanager with all its calls, the skill xml file, etc - Move exp giving to the script engine: --> Allows to implement the old behaviour (and more) in the scripts - Remove the exp tag from the monster definition: + Since the server itself does not require it anymore it feels wrong to require it for EVERY monster. TODO: Add a system to add properties to the monsters/items.xml which allow defining things like the exp and allows to read the value from the script engine. + Small drawback, but it should not be hard to implement this property system. - Drop the level networking and calculation. + level calculation will happen via the attribute system later but i would prefer to do this in a seperate patch since this patch already got longer than expected especially since this requires to make setting correction points and available status points scriptable. + The level would be simply set as a attribute, the int number of it will be the level, the remaining digits will be the % number till the next levelup. - NOT remove any existing skill tables in the database update scripts. + There is no way to move them into the attribute table in a unified way (there are too many different way they could have been used). So server admins have to care about moving theirs skills to attributes themselves. + Keeping the old tables does not hurt for existing databases. So removing does not give any advantage/is required anyway. The now obsolote info about the EXP transaction is not removed for updated databases either. (The update script basically only bumps the version number without doing anything else. - bump the network protocol version --> old clients won't be able to connect. - bump the database version --> serveradmins need to update their db.
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.