* Cache ServerVersion.AutoDetect
Adjusted database connections so that they cache ServerVersion.AutoDetect result on first hit and reuse.
This resolves a current bug that exhausts or times out connections to database.
* Change to dictionary
* Update Source/ACE.Database/DatabaseManager.cs
Co-authored-by: gmriggs <gmriggs@gmail.com>
* Update DatabaseManager.cs
* Update DatabaseManager.cs
---------
Co-authored-by: gmriggs <gmriggs@gmail.com>
* Step 1. Add new adapter classes and models
All classes and objects added are in new namespaces.
This add has 0 interraction on existing ACE code.
This sets the groundwork for Step 2. Moving World DB caching to the new models
* first part of the world entity usage
* almost there
* final part
* update WeenieExtensions
* fix
* merge fixes and improvements
* ACE.Database new code
* it compiles
* InitializePropertyDictionaries
* WOrldDatabaseWithEntityCache cleanup
* ShardDatabaseWithCaching
* ShardDatabase Cleanup
* todo
* cache counts reported in serverstatus
* House InitializePropertyDictionaries
* improve ServerStatus
* BiotaModel change HousePermissions to Dictionary<uint, bool>
* PropertiesAllegiance to dictionary
* BiotaUpdater improvements
* Shard Database Cache Reporting
* More code ported from Step 3
* Remove stub CharacterCache
* Update WorldDatabaseWithEntityCache.cs
* build fixes
* code audit
* Remove non-callback functions from SerializedShardDatabase
* BiotaUpdater progress.. only emote left
* Emotes done... now need to test
* fix
* Burden/Value fix for containers
* fat fingered EncumbranceVal
* add some safety
* Don't cache player biotas for initial PlayerManager load
* fix null spellbook
* Add another null check
This is redundant as the check is also upstream.
This is to prevent an exception in the future if this function is called from another source.
* Step 1. Add new adapter classes and models
All classes and objects added are in new namespaces.
This add has 0 interraction on existing ACE code.
This sets the groundwork for Step 2. Moving World DB caching to the new models
* first part of the world entity usage
* almost there
* final part
* update WeenieExtensions
* fix
* merge fixes and improvements
* More code ported from Step 3
* Update WorldDatabaseWithEntityCache.cs
* GetCachedCookbooks(recpieId) -> GetCookbooksByRecipeId(recpieId)
* build fix
* changelog
Previously, PropertyManager used SerializedShardDatabase to wrap it's database calls.
This didn't make much sense because SerializedShardDatabase was basically just a wrapper that serialized calls to ShardDatabase.
So, instead, we now have a ShardConfigDatabase class as well that is held by DatabaseManager. This holds the property/config specific funcitons for the shard.
In addition, there were a couple bugs fixed in PropertyManager where a function migt have been GetLong() when it should have been GetDouble(), etc...
* AuthenticationDatabase switched to Entity Framework Core, DB First
* Adds AsNoTracking() for performance and implements CreateAccount() instead of AddAccount()
* woops
* Auth db no longer needs to be init, or inherit from Database
* test fix hopefully
* Database objects in ACE.Entity would no longer be required
* Major WIP
* more progress
* AuthenticationDatabase switched to Entity Framework Core, DB First
* Adds AsNoTracking() for performance and implements CreateAccount() instead of AddAccount()
* woops
* Auth db no longer needs to be init, or inherit from Database
* test fix hopefully
* Database objects in ACE.Entity would no longer be required
* Major WIP
* more progress
* include missing CharacterCreateInfo
* GetCharacters changes to show how we can use the propertybag for these values
* Lot of progress with the WorldObject code
* comment add
* add biota to CreateWorldObject for loading inv from db
* ACE.Database cosmetic cleanups before I try to fix performance
* ACE.Server: Arrange initialization of manager in a more appropriate order
* This removes the interfaces from ACE.Database
* World should be init before shard
* WIP
* WIP - MVC app for weenie editor with auth overhaul in place
* removed redundant project
* more WIP. commiting to rebase
* WIP. API works, auth partially tied in, swagger works, api host works
* moved auth to a post with a body instead of get
* WIP. auth fully works. swagger UI supports auth model.
* added easier auth attribute, updated existing methods for consistency. should PR this after a couple more hours
* stylecop cleanups
* WIP. commiting to get help with session and connection issues
* forgot to save some changes to a sql script
* got all the login issues squared away. new auth system is done.
* WIP. getting an out of memory exception i cant track down
* WIP. PacketInboundLoginRequets reads the JwtToken with 2 bonus (invalid) prepended characters
* updated ReadString32L to suck a little less. i dont think this is 100% correct though.
* Authentication overhaul complete, APIs begun to support content editing
* appveyor cleanup
* appveyor cleanup, take 2
* appveyor cleanup, take 3
* appveyor cleanup, take 4
* Rename 2017-10-20-auth-overhaul.sql to 2017-10-20-00-auth-overhaul.sql
* Rename 2017-10-20-auth-overhaul-shard.sql to 2017-10-20-00-auth-overhaul-shard.sql
* Rename 2017-10-20-auth-overhaul-world.sql to 2017-10-20-00-auth-overhaul-world.sql
* Update MySqlInstall.bat
* * Initial work on splitting a stackable item. This is working and in an action chain. Right now, it is only working for items
* in your position. I need to extend it to work with items in chests and off the ground.
* There is some new type of sequence that we need to research and implement. I put a big todo in the code.
* I made some posts about getting guid manager going. We are at a point where we need it. I modified some of the ranges to make better use
* of our guid space.
* TODO - find out about sequence and then do stack which is the complement function from split.
* Saw some items I needed to clean up after I pushed the PR.
* Removed duplicate function.
* Start putting in DB Read
* made weenie range a little bigger
* Put in ddevec coding for db lookup on server startup.
* Cleaned up comments and unused using statements.
* Object overhaul - clean up enums (#337)
* Give property enums a static value to aviod positional fubar later on. Cleaned up using.
* Cleaning up enums
* Fixed Line ending update change log.
* Review & Comment only || Object overhaul - POC (#339)
* Give property enums a static value to aviod positional fubar later on. Cleaned up using.
* Cleaning up enums
* Fixed Line ending update change log.
* Added new positionType
* Started work on implementing object overhaul - want to make sure I am heading in the right direction.
* Minor clean up, responded to feedback and fixed a few bugs. Thanks for the second and third set of eyes.
* Object Overhaul - ready for review and merge. Still Work in Progress but a good spot. (#341)
* Give property enums a static value to aviod positional fubar later on. Cleaned up using.
* Cleaning up enums
* Fixed Line ending update change log.
* Added new positionType
* Started work on implementing object overhaul - want to make sure I am heading in the right direction.
* Minor clean up, responded to feedback and fixed a few bugs. Thanks for the second and third set of eyes.
* Continued work. Please review as these are a LOT of manual changes. Compiles and you can log in.
* Continued work. I have all of the items pulling from properties now. Still work to make baseAceObject and AceObject on thing / finish work around workmanship and actually kick the tires and start pulling data. Sorry this is taking so long.
* Had time for a few more and cleaned up whitespace.
* Good point to check in. All of the property tables are hooked up and loading data. I created the workmanship hackery we discussed. As always comments and suggestions much appreciated.
* One quick shot to fix appveyor before bed.
* * Continued work on Overhaul
* Created mapping cross reference file to faciltate docuatation and cleaning up names - work in progress https://goo.gl/eaaNQb
* Created new database schema for world_object - modified mysqlinstall.bat to refect new baseline
* created script to ETL old schema to new schema. I have not included it as we will be refactoring the initial data load to use the new
* schema according to Ripley. I have the script tested and posted on my dropbox if anyone wants it. I also have a complete data dump that
* zips down to a manageable size.
* BaseAceObject is now using the new schema
* I re-hooked up telepoi to use the new schema. Still to do, convert to constructed statement
* Next steps - refactor AceObject and make sure world objects load again.
* Once that is complete - start same process using clone of this schema for character as discussed.
* renabled more data loading.
* Continued work on hooking data back up. Working on moveto debug command - this creates a world object. Not quite there yet.
* WIP
* Making progress. Test object able to be spwaned from new schema. Still to do, renable constructed statements, clean up and re-enable the other constructed statements.
* updated worldbase
* * Intital work done for new schema. Rebased and removed update sql files. (#353)
* Tested and the auto setting of Physics and Weenie Header Flags looks really solid. Side note, the values we have
* in the database for weenieHeaderFlags and PhysicsDescriptionFlag should probably be dropped we don't read them or use them now.
* Doors, portals NPC's and signs are all back in the world now.
* I would suggest we remearge with the main branch sooner rather than later - we can create another branch to introduce these
* changes into the character side.
* TODO items:
* Creature spawns need to be refactored - I left them commented out. We need to ditch seperate tables that we have now, I think all
* creature can use what we have now, plus maybe two additional world tables. Everything else fits into the current schema.
* Test Ripley data and update ACE_World.
* Refactor portals - I just left the old way in and faked it out with a view.
* Once this looks good and stable and we fix any found bugs - we need to clone this over to the character database and start refactoring
* That will get us to persisted inventory.
* Objects - Game data refactored - issue with character login (#355)
* wip
* WIP - character login is trying to persist a world object
* Still throwing an exception on player login.
* Working Code - finished GameData - need to complete PhysicsData and ModelData. Thanks to @Lidefeath for finding my issue.
* WIP compiles but has error on run. Data changes have broken something. Will fix tomorrow.
* Wip - nothing really working yet. I can log in but item creation is not working.
* Objects (#357)
* wip
* WIP - character login is trying to persist a world object
* Still throwing an exception on player login.
* Working Code - finished GameData - need to complete PhysicsData and ModelData. Thanks to @Lidefeath for finding my issue.
* WIP compiles but has error on run. Data changes have broken something. Will fix tomorrow.
* Wip - nothing really working yet. I can log in but item creation is not working.
* Best attempt stabbed (#358)
* wip 1
* wip 2
* wip 3
* wip 3
* i think thats it for now. good luck!
* Read cached characters and launch to char list (#360)
* First corrections and commenting out so the start to command line works
* The basics for launching to character list is working.
* Edit config.json for AppVeyor
* Rework Base SQL scripts. (#361)
Expect broken execution until views are corrected for ace_shard
* Cleaning up error list (#362)
Clearing stylecop issues and warnings in Error List
* ACE Enum adjustments (#363)
* More Enum Adjustments (#364)
* More Enum Adjustments
* Further Enum Refinement
* Changed Enum Value
* More Enum and Object Realignment (#365)
* Adding Enums to better align with AC standards. GroupTypeChat and AccessLevel will be converted to these.
* Object level changes to go with enum resorting
* Extend ORM to allow aggregate functions i.e. MAX(column) and (#366)
* Extend ORM to allow aggregate functions i.e. MAX(column) and implement GetNextCharacterId
* For AppVeyor, thanks @ogmage78 for the sql
* Implements IsCharacterNameAvailable and fixes some errors in the chargen code. (#367)
* Character Loading (#368)
* Cleaned up some whitespace issues. Still understanding the direction.
* WIP added enums for PropertyAttribute
* Wip got a lot of aceCharacter done - working on position - about 1/2 done.
* WIP - Ace Character Loading.
* Intital work done for loading character from ace_shard. Rebased and removed update sql files.
* Tested up to position loading. Made changes to position, but have not loaded the dictionary yet.
* Fixed a few bugs - attribute loading had a few.
* TODO items:
* Finish up loading positions then see what is left.
* Work on saving as OptimShi - has character creation ready to go.
* Fixed for rebase and apveyor
* Hand wrote view per request and removed unneeded position.
* Read character creation values from client_portal.dat (#369)
* Read character creation values from client_portal.dat and assign to appropriate Character Properties
* Added AceCharacter properties for the character appearance data
* More fun in Zombieland - character loading. (#370)
* [Og II]
* Continued work loading character from ace_shard. Rebased
* Added cascade delete to all child tables in ace_shard.
* Completed and tested up to skillz loading. Made a few changes on the db side for key consistancy.
* TODO items:
* Finish up loading - spells, friends, allegiance info, spell comps, spell bars etc. etc....
* Fixed bug in setXXXProperty methods with the add new. Was not setting the AceObjectId
* Fixed auto inc and unsealed position class and made aceObjectId virtual again.
* SaveObject implemented in ShardDatabase.cs (#371)
* First steps of SaveObject
* Hopefully I didn't bork anything too hard.
* Character creation -- data present on save appears to make its way to the DB. Thanks to Lidefeath for the starter here.
* Removed all references to SaveCharacterOptions -- replace with SaveObject().
* Removed all references to SaveCharacterOptions -- replace with SaveObject().
* Cleanup of DbGetListAttribute (#372)
* First steps of SaveObject
* Hopefully I didn't bork anything too hard.
* Character creation -- data present on save appears to make its way to the DB. Thanks to Lidefeath for the starter here.
* Removed all references to SaveCharacterOptions -- replace with SaveObject().
* Removed all references to SaveCharacterOptions -- replace with SaveObject().
* Reworked DbGetListAttribute, got rid of hacky code.
* Forgot to remove sloppy comments from refactoring.
* Create Database.cs
* Fix the "You do not own this character" error. (#373)
* Refactoring, save/restore progress on object overhaul (#375)
* First steps of SaveObject
* added todo
* Hopefully I didn't bork anything too hard.
* Character creation -- data present on save appears to make its way to the DB. Thanks to Lidefeath for the starter here.
* Removed all references to SaveCharacterOptions -- replace with SaveObject().
* Removed all references to SaveCharacterOptions -- replace with SaveObject().
* Working on player login. Getting closer. At SendSelf in player.cs
* Reworked DbGetListAttribute, got rid of hacky code.
* Forgot to remove sloppy comments from refactoring.
* Create Database.cs
* Continued work on character login. A little closer - we can get into the world now. Please see change log for list of outstanding items.
* Can log in, and walk around. Some properties still wrong. Still need to submit several DB level fixes.
* Many fixups/bugfixes.
Positions now save.
Character logs in.
Game doesn't crash.
Can open multiple sessions.
(some) ORM issues fixed
Issues:
World Objects still don't appear in game.
Race found in ShardDatabase (commented)
* Minor cleanups.
* Object overhaul (#376)
* First steps of SaveObject
* added todo
* Hopefully I didn't bork anything too hard.
* Character creation -- data present on save appears to make its way to the DB. Thanks to Lidefeath for the starter here.
* Removed all references to SaveCharacterOptions -- replace with SaveObject().
* Removed all references to SaveCharacterOptions -- replace with SaveObject().
* Working on player login. Getting closer. At SendSelf in player.cs
* Reworked DbGetListAttribute, got rid of hacky code.
* Forgot to remove sloppy comments from refactoring.
* Create Database.cs
* Continued work on character login. A little closer - we can get into the world now. Please see change log for list of outstanding items.
* Can log in, and walk around. Some properties still wrong. Still need to submit several DB level fixes.
* Many fixups/bugfixes.
Positions now save.
Character logs in.
Game doesn't crash.
Can open multiple sessions.
(some) ORM issues fixed
Issues:
World Objects still don't appear in game.
Race found in ShardDatabase (commented)
* Properly load Data Id instances. Objects now "spawn" in-world, but don't interact properly.
* Fixes to worldbase vw_teleport_location, player description, character handler. Player now gets proper stats and can teleportpoi. Vital inital values are off.
* Sets options on load. May be bad/broken. Need to seriously think how AceObject/AceCharacter and WorldObject/Player should interact. We don't do that well now.
* Fix to attribute2nd, using uint24 instead of uint16 for value (because monster's health can get huuuge).
* Position refactor into backend object AceObjectPropertiesPosition and front-end object Position.
* * fixed issues with the weenieHeaderFlags setting method, fixed PhysicsDescriptionFlag setting issue as well.
* cleaned up and rebased data scripts for WorldBase and ShardBase
* Found issue in my data that was ETL to our new schema - had two flag fields Reversed - that is fixed but would be no issue
* once we have Ripley's new data export. I have shared out a link to the cleaned up data for use while we finish the new export.
* https://www.dropbox.com/s/pohcruvalt9s38h/WorldandShardData.zip?dl=0
* I put in a nasty hack - hard coded weenieClassId on character save - it was being set to 0 and I could not find it. I marked with with a todo.
* player.cs line 490
* Create Landblock.cs
* Updated changelog
* Fear the Walking Dead - More work on our object overhaul - bug fixes and continued work (#377)
* Testing - fixed a few null reference check errors. Added in OptimShi player apperance code.
* added back code needed for ci
* Sending DataId and InstanceId data to character description.
* Forgot to update change log
* Added Ripley's changes to scheam
* Create ShardBase.sql
* Create WorldBase.sql
* Made requested changes
* Lord BucketHead - temp fix. Added start of equipping items and POC code (#378)
* * Added getting and setting ContainerID and Wielder into AceObject and surfaced in worldObject
* Put in a hack to show how equiped weapons and shields work. We will need to establish a place to store this data.
* I put in big TODO to indentify the hack - it is benign and will not impact anything else other than to demo the placement
* of the spear in Rand the Game Hunters hand in Holtburg.
* Modified SetPhysicsDescriptionFlags so it can be container and weilder aware.
* Worked with OptimShi and we put in a fix for Lord BucketHead.
* Found and fixed one more bug with hair styles
* Update Player.cs
removed comment that was out of date.
* SQL Scripts Re-based (#379)
* SQL Scripts Rebased
* More alignment of base DB script.
* Final SQL script rebase
* Code cleanup and a few bug fixes. (#380)
* Code cleanup and a few bug fixes. Working to trello card. Board updated.
* Added first part of wield item.
* Update to remove class diagram
* Update GameActionGetAndWieldItem.cs
* Update GameEventWieldItem.cs
* Fixed Position Saving. (#381)
* Fixed Position Saving.
* Fixed other minor character initialization bugs
* Cleanup backing AceObject (#382)
* Reworked AceObject/Player/WorldObject to better repsect AceObject as a unit backing.
* Enough cleanup to commit. Fixed vitals (Attribute2nd) in the process.
* Fixed bad rebase errors. Appears to work now. Can confirm vitals (Attribute2nds) initialize well, and can be raised.
* Fixed bug with player creation and made a bunch of comments and notes about things I discovered so they would not get lost. (#383)
* Initial work on characterorm / Cleaned up test code to create world objects from the database.
* Forgot the change log again.
* Missed SQL File
* Moved debug commands over to AdminCommands as requested.
* Added command attributes
* Update for merge
* Fixed AppVeyor issue I hope
* One more Time
* Still trying to fix appvoyer
* OMG
* Fixed correclty this time - I hope
* Wip
* Update for merge
* Update changelog.md