Age | Commit message (Collapse) | Author | Files | Lines |
|
The timeout remembers a reference point of time against which it can check
how much time is remaining.
Reviewed-by: Erik Schilling
Reviewed-by: Yohann Ferreira
|
|
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
|
|
Reviewed-by: bjorn.
|
|
This reflects much more what the function does IMHO.
Trivial.
|
|
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
|
|
Also added an header to the autoattack.{h,cpp} files.
Big but trivial fix.
|