* common/PropertyManager.h: Modify the Property factory interface
so the required basic data type can be specified, allowing the
factory to create generic properties if something more specific
is not available.
* rulesets/ActivePropertyFactory_impl.h: Re-work the active property
factories so they just pass handler information to the property
classes rather than installing it themselves, so the property
can now handle installing the handlers each time they are installed
on an entity, making class default properties work.
* client/ClientPropertyManager.cpp, client/ClientPropertyManager.h,
common/PropertyFactory.h, common/PropertyFactory_impl.h,
common/PropertyManager.h, rulesets/ActivePropertyFactory.h,
server/CorePropertyManager.cpp, server/CorePropertyManager.h:
Modify the property manager and property factory interfaces so they
do not take a pointer to the owner, as this is never required any
more.
* rulesets/Character.cpp, rulesets/Entity.cpp: Modify code that uses
property managers to use the new interface.
* rulesets/SolidProperty.cpp, rulesets/SolidProperty.h: Make use of
the bool flag to implement this, preventing it from being tied to
having a pointer to the owner at creation time.
* rulesets/StatusProperty.cpp, rulesets/StatusProperty.h: Remove
the need for an owner pointer at construction time by using the
apply method.
* rulesets/TerrainModProperty.cpp, rulesets/TerrainModProperty.h:
Use new MultiActivePropertyManager and install method to handle
installing handlers rather than relying on the factory to do it.
* server/CorePropertyManager.cpp: Change many of the property
factories now that none get get an owner pointer.
* server/EntityFactory.cpp: Set up default properties on all type
nodes when a new class is installed, and don't apply instance
properties based on class defaults, relying on class properties.
* rulesets/Entity.cpp: Remove hard coded BBox property now that the
functionality is handled by a more special property.
* common/PropertyManager.h, rulesets/Movement.h,
rulesets/Pedestrian.cpp, server/EntityFactory.h, server/Peer.cpp,
server/Peer.h, server/PersistantThingFactory.h, server/Player.cpp:
Fill out some more doc comments, and add some more FIXME notes.
* index.dox, common/BaseWorld.cpp, common/BaseWorld.h,
common/PropertyFactory.h, common/PropertyManager.h, common/const.h,
rulesets/ActivePropertyFactory.h, rulesets/Entity.h,
rulesets/Py_Vector3D.h, rulesets/Py_World.h, rulesets/Py_WorldTime.h,
rulesets/PythonMindScript.cpp, rulesets/PythonMindScript.h,
rulesets/PythonScript.h,
rulesets/PythonThingScript.h, rulesets/PythonWrapper.cpp,
rulesets/PythonWrapper.h, rulesets/Script.cpp, rulesets/Script.h,
server/ArithmeticFactory.h, server/CommServer.h, server/CommSocket.h,
server/ScriptFactory.cpp, server/TaskFactory.cpp,
server/TaskFactory.h, server/WorldRouter.cpp, tools/AdminClient.h,
tools/cyaddrules.cpp, tools/cycmd.cpp, tools/cyconfig.cpp,
tools/cydumprules.cpp, tools/cyloadrules.cpp:
Add a truck load of inline docs.
* tools/cywatchdog.cpp: Mark obsolete file as removed from the build.
* tools/cyloadrules.cpp, tools/cyconfig.cpp, tools/cyaddrules.cpp:
Rename some overly generic types so they have more indicative
and unique names.
* FIXME, server/ScriptFactory.cpp, server/TaskFactory.h: Add a couple
of formal FIXMEs to sort out the code for loading modules and
classes.
* rulesets/PythonThingScript.h: Remove some commented out code.
* client/ClientPropertyManager.cpp, client/ClientPropertyManager.h:
A new class as a dummy property manager for the client side.
Never creates property objects.
* client/client.cpp: Instantiate the client property manager
during client initialisation.
* server/EntityFactory.cpp: Instatiate the server property manager
during server intialisation.
* common/PropertyManager.h: Add the singletons accessor, and
make the addProperty member return a pointer to the property.
* server/CorePropertyManager.h, server/CorePropertyManager.cpp:
Implement creating properties for server side entity objects.
* rulesets/Entity.cpp: Use the property manager singleton to
create properties if a new attribute is set which is not already
a property, and its also not already a soft attribute.
* common/PropertyFactory.cpp, common/PropertyFactory.h,
common/PropertyFactory_impl.h, common/PropertyManager.cpp,
common/PropertyManager.h: Add new classes to automate the
creation of property objects for known property types.
* server/CorePropertyManager.cpp, server/CorePropertyManager.h:
Manager object that will coordinate creating properties
when they are added to entities.