* common/id.cpp, common/id.h: Add a function to check a string ID
can be converted to an integer.
* server/EntityFactory.cpp: Check IDs are valid integers before
looking them up in the world.
* server/PersistantThingFactory.h,
server/PersistantThingFactory_impl.h: Add separate tracking of
class attributes, and accumulated attributes including those
inherited from the parent class. Add members for storing
parent and child types to a factory.
* server/EntityFactory.h: Ensure instance pointer is zeroed
when instance is deleted. Make internal methods protected so
its easier to test them in a unit test.
* server/EntityFactory.cpp: Add pointers to child factories to parent
when installing new ones. Handle copying inherited attribute
defaults from the parent factory.
* tests/EntityFactorytest.cpp: Add a new class which exposes the
protected parts of EntityFactory for testing.
* common/types.h, server/Persistance.h, common/BaseWorld.h,
common/BaseWorld.cpp, server/WorldRouter.cpp:
Switch core world map to reference by integer ID rather than string.
Add version of getEntity() which converts from string to integer
automatically.
* rulesets/Character.cpp, rulesets/Thing.cpp, rulesets/World.cpp,
server/EntityFactory.cpp,
Use getEntity() when looking up an entity, so that conversion of
ID from string to integer is automatic.
* rulesets/BaseMind.cpp, rulesets/MemMap.cpp, rulesets/MemMap.h:
Switch to using integer IDs in MemMap's core mapping.
* server/Account.cpp, server/Account.h: Switch a few function
parameters to use integer ID values, making the code cleaner.
* server/Account.cpp, server/Admin.cpp, server/Persistance.cpp:
Handle string ID to integer conversions as required.
* common/BaseEntity.h, common/BaseEntity.cpp: Add an integer ID
member variable, and accessor, and require it to be initialised
along with string ID in constructor.
* common/const.cpp, common/const.h: Add a const for the integer value
of the world ID.
* rulesets/Area.cpp, rulesets/Area.h, rulesets/BaseMind.cpp,
rulesets/BaseMind.h, rulesets/Character.cpp, rulesets/Character.h,
rulesets/Creator.cpp, rulesets/Creator.h, rulesets/Entity.cpp,
rulesets/Entity.h, rulesets/Food.cpp, rulesets/Food.h,
rulesets/Line.cpp, rulesets/Line.h, rulesets/MemEntity.cpp,
rulesets/MemEntity.h, rulesets/Plant.cpp, rulesets/Plant.h,
rulesets/Stackable.cpp, rulesets/Stackable.h, rulesets/Structure.cpp,
rulesets/Structure.h, rulesets/Thing.cpp, rulesets/Thing.h,
rulesets/World.cpp, rulesets/World.h: Add integer ID handling to
constructors of all in-game entity classes.
* rulesets/MemMap.cpp: Initialise integer ID of entities in the mind
map.
* rulesets/MindFactory.cpp, rulesets/MindFactory.h: Handle integer
ID when constructing mind objects.
* server/EntityFactory.cpp, server/EntityFactory.h,
server/PersistantThingFactory_impl.h: Handle integer
ID when contructing entity objects.
* server/Restoration.cpp, server/Restoration.h, server/Restorer.h,
server/Restorer_impl.h: Handle integer ID when restoring from
database.
* server/WorldRouter.cpp: Assign integer ID when constructing the
world.
* rulesets/basic/mind/NPCMind.py: Fix face() so that NPC doesn't crash
if it turns to face something that is zero distance away.
* server/EntityFactory.cpp: Improve error reporting when an entity
has velocity set at creation, and ensure that the velocity is
unset before the entity goes into the world.
* modules/Location.cpp, modules/Location.h:
Add const accessors for location data, in preparation for
adding cached collision data which must be updated every
time data is modified.
* physics/Collision.cpp, rulesets/Character.cpp, rulesets/Entity.cpp,
rulesets/Entity.h, rulesets/MemMap.cpp, rulesets/Movement.cpp,
rulesets/Pedestrian.cpp, rulesets/Plant.cpp,
rulesets/Py_Location.cpp, rulesets/Thing.cpp, rulesets/World.cpp,
server/Account.cpp, server/EntityFactory.cpp, server/Persistor.cpp,
server/Persistor_impl.h, server/Restorer_impl.h,
server/WorldRouter.cpp, tests/Locationtest.cpp:
Use the const accessors whenver reading data from Location.
* common/BaseEntity.cpp, common/custom.cpp, common/op_switch.h,
common/types.h, rulesets/BaseMind.cpp, rulesets/Character.cpp,
rulesets/Creator.cpp, rulesets/Food.cpp, rulesets/Plant.cpp,
rulesets/Thing.cpp, rulesets/World.cpp, server/Admin.cpp,
server/Admin.cpp: Replace OpNo enumeration with defines for the
integer class numbers. Expand the switch statements used for op
dispatch because runtime extended op definitions don't have a const
number.
* server/EntityFactory.cpp: Re-order installation of ops to ensure
the number registered in enumeration maps is the one returned by
the Atlas factories.
* rulesets/Character.cpp: Improve debug output for op handling when
debug is enabled for this file.
* client/ClientConnection.cpp: Improve error reporting when
unexpected object arrives from server.
* rulesets/Character.cpp: Invert test so that tool use op arguments
are now set correctly.
* rulesets/Entity.cpp: Use proper entities to handle responses to
Create and Look ops.
* server/Connection.cpp, server/EntityFactory.cpp: Improve error
reporting using String::compose.
* server/EntityFactory.cpp: Invert test so that all custom ops
now don't fail to get installed. Ensure that custom ops that
need to wait for their parent a properly inserted into the
waiting queue.
* common/inheritance_impl.h, common/inheritance.h,
common/inheritance.cpp, common/custom.cpp: Get rid of the op
factory feature of inheritance, as its not required.
* server/EntityFactory.cpp: Register op types defined in the
data into the Atlas factory rather than the old inheritance
factory mechanism.
* modules/Location.h, modules/Location.cpp: Remove handling of
LOC attribute from readFromEntity() as every use of this function
has differen requirements.
* rulesets/MemMap.cpp: Implement setting LOC so that the minimum
of lookups in the world dictionary are required.
* server/EntityFactory.cpp: Implement setting LOC in a much simpler
way, as its always uninitialised at this point.
* client/BaseClient.cpp: Add a note that LOC is currently unhandled,
as there is nothing sane to do with it.
* modules/Location.cpp, modules/Location.h: Add a new method to
read location data from an Atlas Entity.
* rulesets/MemMap.cpp, server/EntityFactory.cpp, client/BaseClient.cpp:
Switch to using new function rather than Entity::getLocation.
* rulesets/Entity.h, rulesets/Entity_getLocation.h: Remove obsolete
getLocation method.
* rulesets/Entity.cpp: Update copyright date.
* rulesets/BaseMind.cpp, rulesets/Entity_getLocation.h,
rulesets/Entity.h, rulesets/MemMap.cpp, rulesets/MemMap.h,
rulesets/Py_Map.cpp, server/EntityFactory.cpp,
server/EntityFactory.h, server/WorldRouter.cpp,
client/BaseClient.cpp, client/CreatorClient.cpp:
Change various methods to pass entity information
around as RootEntity rather than MapType.
* common/AtlasFileLoader.cpp, common/Database.cpp,
common/FormattedXMLWriter.cpp, common/Property.cpp,
common/accountbase.cpp, rulesets/Character.cpp,
rulesets/Entity_getLocation.h, rulesets/MemMap.cpp,
rulesets/Pedestrian.cpp, rulesets/Plant.cpp,
rulesets/Py_Object.cpp, rulesets/Thing.cpp,
server/Admin.cpp, server/Connection.cpp, server/EntityFactory.cpp,
server/WorldRouter.cpp, tools/AdminClient.cpp, tools/cycmd.cpp,
tools/cyconvertrules.cpp: After an Element has been checked
with isFoo(), it is more efficient to get its value using Foo()
rather than asFoo() which repeats the check.
* data/basic.xml, data/mason.xml: Add objtype to all rules.
Add a rule for ignite operation definition.
* common/custom.cpp: Remove hardcoded ignite operation definition.
* server/EntityFactory.cpp, server/EntityFactory.h: Remove some debug
output. Add new code to allow op_definitions to be installed as
rules.
* common/inheritance.cpp, common/inheritance.h: Return an error code
when a type without parents gets installed, rather than throwing an
exception.
* tests/inheritancetest.cpp: Fix test so it no longer expects an
exception.
* rulesets/mason/world/objects/clothing/Garment.py: Remove some
debug output.
* tools/AdminClient.cpp: Remove hardcoded objtype, depending instead
on objtype from the data file. Fix a bug where the full rule
was not getting uploaded when updating an existing rule.
Improve error reporting when update fails.
* server/EntityFactory.cpp: Implement updating default attributes
and other metadata when types are modified from the client.
* server/ScriptFactory.cpp: Handle errors that occur when reloading
modules. Store the new module correctly.
* tools/AdminClient.cpp, tools/AdminClient.h: Change behavoir of
cyaddrules so it updates types that have already been installed.
Requires adding a set op types that have already been uploaded
or updated, to ensure that types in a base ruleset don't override
the one already in the server.
* server/ScriptFactory.h: Add accessor for script package.
* server/EntityFactory.cpp, server/EntityFactory.h: Move code that
adds data to a factory into a separate function so it can
potentially be called from elsewhere.
* server/EntityFactory.cpp: Implement reloading scripts when
a client asks to modify an installed type.
* server/Admin.cpp: Re-order checks when client asks to modify
an installed type, so the client doesn't have to set the parents.
* tools/cycmd.cpp: Add a reload command which causes the server
to update an existing type, thus reloading its script if it has
one.
* server/EntityFactory.cpp, server/EntityFactory.h: Add a public
method to allow the attributes of an installed type to be
modified.
* server/Admin.cpp: Correctly handle Create ops from client
to install new types from the client rather than Set.
Leave Set available as a legacy feature. Allow Set to be
used to modify the attributes of an existing type.
* tools/AdminClient.cpp, tools/AdminClient.h: Clean up headers,
move constructor and destructor into the .cpp file,
and make better use of using. Send Create ops instead of Set
ops when installing new types in the server.
* server/EntityFactory.h, server/EntityFactory.cpp: Make a bunch
of functions private, as they should not be available elsewhere.
Make installRule() public, and make it return an error status.
* server/Admin.cpp: Use installRule() to install new rules from the
client, so that the full data is installed.
* rulesets/mason/world/objects/tools/Rope.py: Correct the syntax
of stub functions.
* rulesets/basic/world/objects/buildings/StoneHouse.py: Fix the import
statements.
* rulesets/basic/world/objects/buildings/House.py: Fix import for
physics module.
* rulesets/basic/mind/goals/common/misc_goal.py: Fix typo in
cut_something.
* server/ScriptFactory.cpp, server/ScriptFactory.h: New factory
class for handling python scripts for entities much more
efficiently, and provide a means where they can be re-imorted
at an apropriate time.
* server/PersistantThingFactory.h,
server/PersistantThingFactory.cpp: Make PersistantThingFactory
copy constructor protected, to ensure its not used accidentally.
Replace strings for storing python script data with a pointer
to a factory for creating scripts.
* server/EntityFactory.cpp: Use the new ScriptFactory mechnism
for creating scripts attached to entities. Improve variable
names a little.
* rulesets/Python_Script_Utils.h, rulesets/Python_API.h,
rulesets/Python_API.cpp, rulesets/MindFactory.cpp,
server/EntityFactory.cpp: Move functions related to creating
script objects into a new header, to avoid namespace pollution.
* server/PersistantThingFactory.h, PersistantThingFactory_impl.h,
server/PersistantThingFactory.cpp: Add ForbiddenThingFactory
for entity classes that need persistence, but can't be instantiated
through the normal channels.
* server/EntityFactory.cpp: Use ForbiddenThingFactory for World.
* server/WorldRouter.cpp: Correct error message for entity
creation failure to include "forbidden" as a possible cause.
* common/BaseWorld.h, rulesets/Character.cpp, rulesets/Py_World.cpp,
rulesets/PythonThingScript.cpp, rulesets/Stackable.cpp,
rulesets/Thing.cpp, rulesets/World.cpp, server/Account.cpp,
server/Admin.cpp, server/Connection.cpp, server/EntityFactory.cpp,
server/Restoration.cpp, server/WorldRouter.cpp, server/WorldRouter.h:
Rename some functions in the World interface so they make more
sense.
* rulesets/Entity.cpp, rulesets/Entity.h: Add destroyed flag to
Entity so we can tell if its no longer in the world.
* server/WorldRouter.cpp: Cut down the special case handling of
delete ops as we can now broadcast ops from entities that
have been removed from the world.
* common/Database.cpp: Improve error reporting for query errors.
* common/const.cpp, common/const.h: Add full details and comments
for enable_database option.
* common/id.h, common/id.cpp: New ID generator for use when we
are not using the Database.
* common/AtlasFileLoader.cpp, common/AtlasFileLoader.h: Generic
class for loading Atlas data from a file.
* server/Connection.cpp, server/EntityFactory.h,
server/EntityFactory.cpp, server/Persistor.cpp,
server/WorldRouter.cpp, server/server.cpp:
Implement the enable_database option by wrapping all use of database
in if statements. Rules are loaded from files instead.
* server/PersistantThingFactory_impl.h, server/PersistantThingFactory.h:
Add a flag indicating whether a thing factory owns its persistor
object, so that the destructor knows whether to delete it.
Leak now fixed.
* server/EntityFactory.cpp: Clear the entity factories dictionary.
* common/inheritance.cpp: Fix leak of operation factories by flushing
and clearing the factory dictionary.
* physics/Vector3D.h, physics/Vector3D.cpp, modules/Location.h,
modules/Location.cpp: Convert to using WFMath::Point instead of
WFMath::Vector for position.
* physics/Collision.h, physics/Collision.cpp: Update collision code
to use new pos type.
* rulesets/Py_Point3D.h, rulesets/Py_Point3D.cpp: New python
wrappers for WFMath::Point.
* rulesets/Py_Location.cpp, rulesets/Py_Vector3D.cpp,
rulesets/Python_API.cpp:
Update python wrappers to take into account new pos type.
Ensure that only apropriate functionality is available for
point and vector.
* rulesets/Character.cpp, rulesets/Entity.cpp, rulesets/Entity.h,
rulesets/Line.cpp, rulesets/Movement.cpp, rulesets/Movement.h,
rulesets/Pedestrian.cpp, rulesets/Pedestrian.h,
rulesets/Plant.cpp, rulesets/Thing.cpp, rulesets/World.cpp,
server/EntityFactory.cpp, server/WorldRouter.cpp,
server/WorldRouter.h: Update the rest of the code for new pos
type, converting all places where entity parenting is changed
to use WFMath toParentCoords() and toLocalCoords() methods,
so that orientation is handled correctly.
* tests/transformtest.cpp: New test to ensure that toParentCoords()
and toLocalCoords() perform as expected.
* tests/Creatortest.cpp, tests/Locationtest.cpp, tests/Worldtest.cpp,
tests/collisiontest.cpp, tests/emergencetest.cpp:
Update the rest of the tests.
* common/Database.cpp, common/Database.h: Fix queries on ID relation
tables. Add methods to result functions for decoding the contents
of fields more directly. Implement selecting from array tables.
* common/terrain_utils.cpp, common/terrain_utils.h: New functions
for handling terrain in array database tables.
* rulesets/World.cpp, rulesets/World.h: Add functionality to track
changes to the terrain for persistence purposes.
* server/EntityFactory.cpp, server/EntityFactory.h, server/server.cpp:
Modify the way world entity persistence is bootstrapped to be
more consistent.
* server/Persistor.cpp: Provide specialisations to handle world so
that terrain is persisted. Implement storing terrain at entity
creation.
* server/Restoration.cpp, server/Restoration.h: Remove obsolete
restoration code. Return a status more accuratly representing
when restoration fails because of error, or if there is nothing
to restore.
* server/Restorer.cpp, server/Restorer.h, server/Restorer_impl.h:
Convert to using methods for restoring data in the Database class.
Implement restoring terrain from the database.
* common/Database.cpp, common/Database.h: Add capability to specify
extra columns in generic Atlas database tables. Query the results
columns more robustly. Add a ruleset name column to the rules
table.
* server/EntityFactory.cpp: Re-write rule loader to handle new
format rules. Tighten up strictness of rule data. It is no
longer possible to specify defaults for location in the rule.
* tools/cyconvertrules.cpp: Ensure that the playable flag is
copied across when converting rules.
* tools/cyloadrules.cpp: Adapt to load the new format rules,
including handling the ruleset name column.
* server/WorldRouter.cpp: Change check in new Entity code to ensure
that entities already have valid location at this point.
* server/EntityFactory.cpp: Implement randomized starting position
in entity factory.
* client/CommClient.cpp, rulesets/Entity.cpp, rulesets/Entity.h,
rulesets/Entity_getLocation.h, server/EntityFactory.cpp:
Make Entity::getLocation a template, so it works with maps on
types other than entity.
* rulesets/BaseMind.cpp, rulesets/BaseMind.h,
rulesets/MemEntity.cpp, rulesets/MemEntity.h,
rulesets/MemMap.cpp, rulesets/MemMap.h, rulesets/Py_Map.cpp:
Make MemEntity inherit from Entity, and BaseMind inherit from
MemEntity, and use MemEntity for all objects in MemMap, so we
can have extra functionality on MemEntity.
* tests/Worldtest.cpp: Update test to take account of changes
in the BaseWorld interface.
* server/WorldRouter.cpp: Report an error if an entity creation
attempt of unknown type is attempted.
* server/EntityFactory.h, server/EntityFactory.cpp: Modify
unbound rule queue so it handles multiple rules depending
on a single parent.
* server/EntityFactory.h, server/EntityFactory.cpp: Add
a wait queue for rules whose parent is not yet installed,
so installing rules in any order can be handled, and
there is no problem with rules inheriting from each other.
* server/EntityFactory.cpp: Be much stricter about missing types,
and missing parents of types. Refuse to add types or instances
which have non-existant parents.
* common/BaseWorld.h, rulesets/Thing.cpp, server/Account.cpp,
server/Account.h, server/EntityFactory.h,
server/WorldRouter.cpp, server/WorldRouter.h:
Change names of functions used to add new objects to the world
to reflect that they do this. Handle failure to create an
entity.
* server/Lobby.cpp: Add some debugging messages.
* server/CommServer.cpp: Tweak select loop so that closed connections
are cleaned up as soon as they are detected.
* rulesets/World.cpp: Make demo terrain a bit more mountainous.
* Convert entire codebase over to using Atlas-C++ 0.4.90, as
start of transition to 0.6 API.
* server/EntityFactory.cpp, rulesets/Python_API.h,
rulesets/Python_API.cpp, rulesets/PythonThingScript.h,
rulesets/PythonThingScript.cpp, rulesets/PythonMindScript.cpp,
rulesets/Py_World.cpp, rulesets/Py_Thing.h, rulesets/Py_Thing.cpp,
rulesets/Py_Operation.cpp, rulesets/Py_Map.cpp,
rulesets/Py_Location.cpp, rulesets/Movement.h,
rulesets/MemMap_methods.h, rulesets/MemMap.h, rulesets/MemMap.cpp,
rulesets/Entity.cpp, rulesets/BaseMind.cpp,
client/Py_CreatorClient.cpp:
Rename all references from thing to entity, as thing is
no longer the base class for IG entities.
* rulesets/World.h, rulesets/World.cpp, rulesets/Thing.h,
rulesets/Structure.h, rulesets/Stackable.h, rulesets/Stackable.cpp,
rulesets/Plant.h, rulesets/Plant.cpp, rulesets/Missile.h,
rulesets/Line.h, rulesets/Line.cpp, rulesets/Food.h,
rulesets/Food.cpp, rulesets/Creator.h, rulesets/Character.h,
rulesets/Character.cpp, rulesets/Area.h, rulesets/Area.cpp:
Add a typedef for the parent class of all entity classes.
* rulesets/Plant.h, rulesets/Plant.cpp:
Add in code to fully integrate hardcoded attributes.
* server/Restoration.cpp: Send restored entities a setup op, so the
AI gets initialised as if the entity had just been created.
* Clean up member variable names.
* rulesets/mason/mind/SkelMind.py: Get skeleton to recognise
settlers.
* client/CommClient.cpp, client/CreatorClient.cpp,
client/ObserverClient.cpp, client/Py_CreatorClient.cpp,
common/BaseEntity.cpp, common/BaseEntity.h,
common/types.h, rulesets/Area.cpp, rulesets/BaseMind.cpp,
rulesets/Character.cpp, rulesets/Entity.cpp,
rulesets/Food.cpp, rulesets/Line.cpp,
rulesets/MemMap.cpp, rulesets/Pedestrian.cpp,
rulesets/Plant.cpp, rulesets/Py_Mind.cpp,
rulesets/Py_Object.cpp, rulesets/Py_Thing.cpp,
rulesets/Python_API.cpp, rulesets/Stackable.cpp,
rulesets/Thing.cpp, rulesets/World.cpp,
server/Account.cpp, server/Admin.cpp, server/CommClient.cpp,
server/CommServer.cpp, server/Connection.cpp,
server/EntityFactory.cpp, server/Lobby.cpp,
server/Persistance.cpp, server/Player.cpp,
server/ServerRouting.cpp, server/WorldRouter.cpp:
Switch to using Element as name for Atlas::Message::Object,
to avoid name clashes on Object, and bring into line with
the way Atlas-C++ will be.