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This replaces the rather hard to understand event dispatcher with a
probably even harder to understand templated library, but fortunately
we can rely on the available documentation.
Hopefully it will also help with the readability of our code and with
adding additional signals to other classes.
Added libsigc++ to README and Travis CI configuration.
Reviewed-by: Erik Schilling
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read them
The difference to the old chr_get_quest bind is that this allows querying quest
vars from non npc functions as well.
Change is tested.
Reviewed-by: bjorn.
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In preparation for using an entity/component system for the entities
in the game world, this name will be more recognizable and easier to
talk about.
Reviewed-by: Yohann Ferreira
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Rather than wrapping NPC functions up in coroutines in the Lua side, they
are now managed on the C++ side as "script threads", which are essentially
the same thing.
The main purpose is that the server can now know whether any of these long
running script interactions are still active, which will probably be useful
when adding the ability to reload scripts.
Reviewed-by: Erik Schilling
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This includes the quest reply, post reply, death notification and
remove notification.
Also, Script::Ref was changed from a typedef to a small class,
automating initialization and making the check for validness clearer.
Reviewed-by: Erik Schilling
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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
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Also added an header to the autoattack.{h,cpp} files.
Big but trivial fix.
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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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defines.h, and removing some overheading along the way.
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Same as for the client.
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and character removal.
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