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log_accountToStandardOutput and log_gameToStandardOutput have been
merged together as log_toStandardOutput.
Reviewed-by: Yohann Ferreira
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* Rely on the fact that a std::string is empty by default
* Use std::string::empty() rather than comparing to ""
* Construct with std::string() rather than from ""
Reviewed-by: Bertram
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This way, any kind of external service can know about the running
state of each servers, even if only the account server is
updating the statistics because:
1. When the account server is running, each <gameserver> tag is
a running game server. Otherwise, it's not listed.
2. Whenever the account server stops running, the stat file
isn't updated anymore and so the <heartbeat> tag isn't.
3. Game servers without any contact with an account server will
try to reconnect to the account server and kick out every players
so they aren't considered as running in that case.
Reviewed-by: Crush.
Resolves: Mana-mantis #270.
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The static std::string date variable had two nasty problems.
Would it have been static or be named 'date',
and it would have not worked right.
I also made the logger add the proper date on the archived log
when changing the current day.
Resolved: TMW-Mantis #530.
Reviewed-by: Jaxad0127.
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Also added an header to the autoattack.{h,cpp} files.
Big but trivial fix.
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Also made both servers appends on the main log at start
if they aren't empty.
This permits not to lose the previous logs
when quicky restarting the servers.
Trivial fix.
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Added an extension to the ResMan::exist() function
in order to get file existence even not in search path.
Reviewed-by: CodyMartin.
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This patch adds options to enable log rotations
base on files size and or change of date.
Note: Zip support will be added in a second commit.
Reviewed-by: CodyMartin, Thorbjorn.
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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.
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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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Same as for the client.
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needed messages.
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MovingObject and Player classes.
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(requires libcrypto from OpenSSL) + unit tests.
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