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2 commits

Author SHA1 Message Date
Mag-nus
5620d0a5d3
Parsing incoming network commands should not instantiate ObjectGuids (#1216)
* HandleActionStackableSplitTo3D cleanup

* Container: Remove duplicate TryRemoveFromInventoryWithoutClear()

* Always fix placement positions in Container SortWorldObjectsIntoInventory

* HandleActionStackableSplitToContainer cleanup

* Inventory cleanup

* Cleanup child object management (items held in hands)

* More player inventory progress

* Remove ActionChain.AddDelayTicks() (not used, we use time based)

* Fix opcode log warning in InboundMessageManager

* HandleActionDropItem looking good on the new system

* HandleActionDropItem comments

* Fix PlayerEnterWorld exception when player has null Location

* More inventory progress

* minor cleanups

* Remove IComparable from WorldObject

Only one WorldObject per ObjectGuid can exist at a time. The normal reference comparison is fine. IComparable gives the wrong impression that a WorldObject with the same ObjectGuid can be defined/instantiated by two different objects at the same time.

* Inventory Progress

* Fix stack size bug in Developer commands that use AddWeeniesToInventory

* more inventory progress

* More split progress

* more stack progress

* Use virtual MotionPickup

* Inventory improvements

* more inventory progress

* player/npc give refactored

* Convert some obsolete inventory functions over to TryConsumeFromInventoryWithNetworking

* All inventory functions converted

* Fix item decaying explosions

* Fix player trade

* More fixes

* Fix giving partial stacks

* Fix burden limitations when picking up items

* Fix selling items

* Inventory move to fixes

* Cleanup TrySetChild

* Don't decay IsStuck objects

* Don't allow pickup of IsStuck items

* Fix moving equipped items around

* Weapons now work

* Fix player location null restore

* Add back HeritageBonuses to Player_Skills

* Fix equipment spell/dispell on equip/dequip

* Fix non-selectable wielded items from showing on the player model

* Fix wield/unwield sound for equipped items that aren't childeren

* TrySetChild should ClearChild if it's not a valid child.

* Fix missile ammo as child

* Send DeleteObject instead of PickupEvent on Dequip. This fixes disappearing weapon on relog

* Couple notes where item recovieres should go

* Hopefully this fixes the ammo being displayed incorrectly

* Couple inventory fixes

Fix death items dropping properly
Fix giving equipped items appearing in targets inventory

* Allow close container that has no viewer

* Couple more log warnings for potential lost items

* Add static methods to ObjectGuid

* Use ObjectGuid.IsPlayer instead of creating a new ObjectGuid

* ACE.Server.Network.GameAction.Actions cosmetic cleanup

* Network GameActions no longer create and pass ObjectGuids. Now they pass uints

The idea here is that incoming network packet handlers should be doing the bare minimum to parse the packet.

The handler of the action should be what determines of an ObjectGuid is needed, or a uint is sufficient.

* Network.Handlers switched from ObjectGuid -> uint

* Another instance of ObjectGuid used in the network actions removed

* More networking ObjectGuids switched to uints

* missed a file

* Attuned check removed for GiveObjecttoNPC

* Don't consume unlimited use gems

* Fix HandleDestroyBonded

* Fix destroying equipped items when consumed
2019-01-04 14:09:18 -06:00
Mag-nus
7e256a7fb3
ACE prj to ACE.Server rename (#628)
* ACE.DatLoader renames PositionNew to Position

* Remove comment

* ACE.DatLoader DatDatabase I prefer this type instead.

* Unused references removed

* namespace fixes

* ACE prj to ACE.Server rename

* Appveyor fix I think

* Changelog

* appveyor fixes

* Update AccountTests.cs

* Update ConstructedStatementTests.cs

* Update WeenieSearchTests.cs

* ACE.Tests -> ACE.Server.Tests

* Appvyeor
2018-02-08 17:05:02 -06:00
Renamed from Source/ACE/Network/Handlers/ControlHandler.cs (Browse further)