* Use " instead of < when including application headers.
* Re-work the interface between server and worldrouter objects
so that the are less tied together, and more flexible.
* mason.xml, rulesets/mason/world/objects/outdoor/Campfire.py:
Add three missing rules.
* server/EntityFactory.cpp: Remove some old obsolete FIXMEs.
* server/Restoration.cpp: Remove redundant extra connection of
world persistor.
* server/WorldRouter.cpp, server/Admin.cpp:
Use consts::rootWorldId correctly.
* server/Persistor.cpp, server/PersistantThingFactory.cpp,
server/PersistantThingFactory.h, server/EntityFactory.h,
server/EntityFactory.cpp: Add World specialisation of Persistor
so that row in entity database is maintained, but not created.
* common/Database.h: Ensure iterator has != as well as ==.
* common/Database.cpp: Check that tuples have been returned
in response to a select.
* server/Restoration.cpp, server/Restoration.h,
server/Restorer.cpp: Restoration code now iterates over the
contents of the database, but does not attempt to actually
restore it yet.
* server/EntityFactory.cpp, server/PersistantThingFactory.cpp,
server/PersistantThingFactory.h,
server/PersistantThingFactory_impl.h,
server/Persistor.cpp: Cut down template bloat by minimising the
places where template instances are created.
* common/Database.cpp: Fix badly generated insert query.
* rulesets/Character.h: Add accessors for some hard attributes.
* rulesets/Entity.h, server/EntityFactory.cpp: Add a way of clearing
all the update flags, and clear them after creating the database
row.
* server/Persistor.h, server/Persistor_impl.h, server/Persistor.cpp:
Progress on the SQL update query generating code. Now generates
what looks like good update queries.
* server/CommMetaClient.cpp: Correctly initialise the size of
the from address structure.
* server/EntityFactory.cpp: Delete persistor connection once
its been used.
* server/EntityFactory.h: Ensure constructor is explicit.
* server/WorldRouter.cpp: Shuffle the way id is generated, so
its available for persistance.
* server/EntityFactory.h, server/EntityFactory.cpp: Pass id
into entityfactory so it can be passed to database.
* server/server.cpp, server/WorldRouter.cpp,
server/EntityFactory.h, server/EntityFactory.cpp:
Change the way the EnitityFactory is created so it has a
reference to the world.
* rulesets/Entity.h, rulesets/Entity.cpp: getLocation returns
whether an error occured setting location data.
* common/Database.h, common/Database.cpp: Add stub functions
for generating queries to new format entity tables.
* server/Persistor_impl.h, server/Persistor.h,
server/Persistor.cpp: Add hooks for syncing update to
database using new database functions.
* server/PersistantThingFactory.h: Prevent a new Persistor from
being created when a factory is cloned.
* server/EntityFactory.cpp: Add in the persistor hooks.
* common/Database.cpp: Clean up errors in new entity table
code.
* server/EntityFactory.cpp: Switch to using new persistant
factories.
* server/Persistance.cpp: Don't create test tables.
* server/PersistantThingFactory.h:
Clean up the way templates are used here, and simplify.
* Persistor.h, Persistor.cpp, Persistor_impl.h:
Implement object handles the persistance of the rulesets
classes. Currently does not implement any of the actual
persistance.
* server/PersistantThingFactory.h, server/PersistantThingFactory.cpp:
Work in progress on code to handle creating entities to be persisted.
* server/WorldRouter.cpp: Get rid of hard tab.
* rulesets/Thing.cpp: Clean up checks on new entities.
* server/EntityFactory.cpp: Be stricter about entity classes which
aren't installed properlly. Add comments about implementing
persistance. Removed redundant handling of name attribute.
* common/Database.h, common/Database.cpp, server/Persistance.cpp:
Finish entity table creation code, and test it.
* rulesets/Entity.cpp, rulesets/Entity.h, rulesets/EntityFactory.h,
rulesets/PythonThingScript.cpp, rulesets/PythonThingScript.h,
rulesets/Python_API.cpp, rulesets/Python_API.h,
rulesets/Thing.cpp, rulesets/Thing.h, server/EntityFactory.cpp,
server/EntityFactory.h, server/WorldRouter.cpp: Sort out
some incorrect use of Thing instead of Entity. Move some code
from Thing into Entity.
* tools/cycmd.cpp, server/Admin.cpp: Clean up admin interface so its
a bit more Atlas compliant.
* server/Connection.cpp, server/Player.cpp: Improve some checking.
* server/EntityFactory.cpp: Remove dead commented out code.
* tools/cyloadrules.cpp, server/server.cpp,
aiclient/ClientConnection.cpp, client/ClientConnection.cpp,
common/inheritance.h: Use const iterators and references
whenever possible.
* 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 Fragment as name for Atlas::Message::Object,
to avoid name clashes on Object.
* common/BaseEntity.h: Make BaseEntity inherit from SigC::Object,
so signals and callbacks can be used, and add destroyed
signal.
* common/accountbase.h, physics/BBox.h, physics/Quaternion.h,
physics/Vector3D.h, rulesets/MemMap_methods.h,
rulesets/Movement.cpp, rulesets/Plant.h,
rulesets/Py_Operation.cpp, rulesets/PythonMindScript.cpp,
rulesets/PythonThingScript.cpp, rulesets/Script.cpp,
common/inheritance.cpp: Cleaned up Atlas::Message::Object
use, and excessive use of "using ...".
* rulesets/Movement.h, rulesets/Pedestrian.h:
Use forward declarations rather than including Move.h
* server/Account.cpp, server/Account.h, server/Connection.cpp,
server/Connection.h: Use destroyed signal to ensure references
to in game entities are removed when those entities are
destroyed. Ensure Connection is only destroyed once.
* ALL: Cleaned up headers into correct order.
* common/log.h, common/log.cpp: Write some logging code which
handles message of different types using syslog or standard
error, depending on whether we are running as a daemon.
* ALL: Switched to using log() for all output.
* common/BaseEntity.cpp, common/BaseEntity.h, common/BaseWorld.cpp,
common/Database.cpp, common/accountbase.h, modules/WorldTime.h,
rulesets/Py_World.cpp, server/Admin.cpp, server/Persistance.cpp,
server/Persistance.h:
Clean up includes.
* rulesets/Entity.cpp, rulesets/Entity.h: Write improved way of
handling immutable object attributes.
* server/EntityFactory.cpp, server/Player.cpp, server/Player.h:
Implement a character_types attribute on the player account,
by adding "playable" tag to rules database, and setting
up a set of character types when rules are read from database.
* rulesets/Line.h, rulesets/Line.cpp, rulesets/Area.h,
rulesets/Area.cpp, server/EntityFactory.cpp: Added stub
base classes for new geometric entities.
* server/ServerRouting.cpp, server/Lobby.h, server/Lobby.cpp,
server/Connection.cpp: Fleshed out lobby functionality,
so that accounts/connections are no longer responsible
for managing their own appearance and disappearance.
* server/Account.cpp: Send info of logout.
* tools/cycmd.cpp, server/WorldRouter.cpp, server/EntityFactory.cpp,
server/Connection.cpp, server/Admin.cpp, server/Account.cpp,
rulesets/World.cpp, rulesets/Thing.cpp, rulesets/Py_Operation.cpp,
rulesets/MemMap_methods.h, rulesets/MemMap.cpp, rulesets/Entity.cpp,
rulesets/Character.cpp, rulesets/BaseMind.cpp:
Use empty() instead of size() == 0 for STL sequence types.
* rulesets/ThingFactory.h, server/EntityFactory.cpp: Modified the
way adding classes to the inheritance tree is handled, so types
no longer have to inherit directly from a C++ class.
* server/WorldRouter.cpp: Modified the way broadcast operations are
handled to make them more efficient, and catch NULL pointers in
the world dictionary.
* server/WorldRouter.h, server/WorldRouter.cpp, server/EntityFactory.h,
server/Account.h, server/Account.cpp, common/BaseWorld.h:
Clean up interface so that entities are passed around more simply.
* server/EntityFactory.cpp:
Get rid of redundant code, and ensure that all classes, even
undefined ones, have a type info node.
* server/server.cpp, client/client.cpp, common/globals.cpp:
Move loading of ruleset list from config file into the
generic loadConfig function.
* server/EntityFactory.cpp, server/EntityFactory.h:
Add support for reading mind data from rules database. Remove
old code for installing classes from varconf. Clean up debugging
output.
* server/Admin.cpp: Remove setting of varconf class when new
type is installed from client.
* rulesets/MindFactory.h, rulesets/MindFactory.h: Get MindFactory
working, and set it up so EntityFactory installs info here
as it reads the rules from the database.
* rulesets/Character.cpp: Use MindFactory to create minds.
* common/Database.cpp: Clean up some obsolete comments.
* aiclient/client.cpp: Get rid of invalid setup of varconf.
* common/Database.cpp, common/Database.h,
server/Persistance.cpp, server/Persistance.h:
Add a new table to store rulesets, so they can be persisted, and
edited online. The new ruleset format integrates information
about the class hierarchy, scripting and default attributes.
Added low level method to fetch an entire database table as an
Atlas map.
* tools/cyloadrules.cpp: New tool to load rulesets in new xml
format into database table.
* server/EntityFactory.cpp, server/EntityFactory.h:
New re-written Entity Factory, to support new rules database
table, and better class definition capabilities.
* rulesets/EntityFactory.cpp, rulesets/EntityFactory.h:
Removed from build.
* client/CommClient.cpp: Redundant include removed.
* rulesets/ThingFactory.h: Add storage to factory for script
info and default attributes.
* server/WorldRouter.cpp: Switch to using new EntityFactory.
* server/server.cpp: Removed old ruleset loading code, and now
simply load the ruleset names from the config file.
* tools/cycmd.cpp: Exit correctly if connection fails.