Commit graph

7 commits

Author SHA1 Message Date
Mag-nus
75fc1ce23c
Step 3. Convert ShardDatabase/WorldObjects biota from the ACE.Database model to the new ACE.Entity model (#2731)
* 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.
2020-04-02 22:40:27 -05:00
Ty Conner
55a4e0b14a
Stackable: Do nothing on use (#2812) 2020-03-23 20:17:43 -04:00
Mag-nus
c1d480a01a
Step 2. Convert WorldDatabase Weenie Cache from the ACE.Database model to the new ACE.Entity model (#2702)
* 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
2020-03-02 08:03:50 -06:00
Ty Conner
d1d6b4cb12
Fix some issues with crafting (#1808)
* Fix some issues with crafting

* Fix attuned exploit and allow AiAcceptEverything to take stacks

* Update Player_Inventory.cs

* Update GenericObject.cs
2019-04-26 12:06:57 -05:00
Mag-nus
a9abbb574d
EncumbranceVal and Value should not be ephemeral by default (#1443)
* EncumbranceVal and Value should not be ephemeral by default

EncumbranceVal is now ephemeral only for containers

Value is now ephemeral only for non-creature containers.

This allows items to persist their EncumbranceVal and Value changes to the database.

For containers, they will retain their original (default) value from the database, load that into the ephemeral dictionary and build from there. Those changes will then be lost and reset next time the object is loaded.

* revert the program.cs change

* Use SetStackSize() to also set EncumbranceVal and Value

* Fix server status hours reported to work after 24hrs.

* comment added

* Even the base container needs to have a value if it's not a creature
2019-02-17 18:08:46 -06:00
Ty Conner
a99adb9b8a better transfers of calulated values back to properties 2018-03-17 19:31:59 -04:00
Ty Conner
544a67b416 Containers with CreateLists generate their items now 2018-03-17 19:22:45 -04:00