The relay mechanism, through the new internal Relay operation, allows
one external client to relay an operation to another external client,
and get the response back.
This can currently only be used by Creator clients. It's main use is for
mind introspection.
* data/basic.xml, data/characters.xml, data/mason.xml: Add tick
properties to a bunch of entity classes so they no longer need
a setup operation to get them going.
* rulesets/mason/world/objects/Weather.py,
rulesets/mason/world/objects/elements/Fire.py,
rulesets/mason/world/objects/plants/seeds/Apple.py: Remove setup
handlers from a bunch of scripts as it is now handled by
properties.
* data/buildings.xml: Add setup property to entity classes which
really need a setup op at startup.
* client/BaseClient.cpp: Send a look when creating the avatar, so
that notifications get back without the need for a special case.
* common/op_switch.h, rulesets/Creator.cpp, rulesets/Entity.cpp,
rulesets/Entity.h, server/WorldRouter.cpp:
Remove the setup operation sent to all entities on startup by
default. Get rid of some special cases that depended on it.
* rulesets/InternalProperties.cpp, rulesets/InternalProperties.h:
Make the tick property schedule the operation on apply(), and
use the property value as the time to schedule it.
* common/BaseEntity.cpp, common/BaseEntity.h: Remove generic operation
routing code.
* common/op_switch.h: Remove all OOG operations from the standard
op switch.
* rulesets/Entity.cpp, rulesets/Entity.h: Replace generic operation
routing with a more specific IG routing implementation.
* rulesets/BaseMind.cpp: Add a mind specific operation router
implementation.
* server/Account.cpp, server/Account.h: Remove handling of Login,
which should never got to Account. Add base handler for Get,
as it needs to be overriden in Admin.
* common/BaseEntity.cpp, common/custom.cpp, common/inheritance.cpp,
common/inheritance.h, common/op_switch.h, common/types.h,
rulesets/Character.cpp, rulesets/Creator.cpp,
rulesets/PythonThingScript.cpp, server/Account.cpp,
server/Connection.cpp, server/ExternalMind.cpp,
tests/OOGThingtest.cpp, tests/inheritancetest.cpp:
Remove a set of pointless definitions, and use the originals
throughout the code.
* common/op_switch.h, rulesets/Character.cpp, rulesets/Character.h:
Strip all the negative matching out of the filter for operations
going from world to mind, instead only dispatch those that pass, or
need to be checked.
* common/BaseEntity.cpp, common/BaseEntity.h, common/custom.cpp,
common/op_switch.h, rulesets/BaseMind.cpp, rulesets/Character.cpp,
rulesets/Character.h, rulesets/Thing.cpp, rulesets/Thing.h,
tests/EntityExerciser.h: Remove the long obsolete Action op from
the core code.
* common/BaseEntity.cpp, common/BaseEntity.h, common/op_switch.h,
rulesets/Character.cpp, rulesets/Character.h: Remove the chop
operation completely from the core code. Remove some OOG
operations from the world to mind filter, as they should never
occur.
* rulesets/BaseMind.cpp, rulesets/Plant.cpp: Remove some obsolete
operation header includes.
* tests/EntityExerciser.h: Remove Chop from the test for entity.
* common/BaseEntity.cpp, common/BaseEntity.h, common/op_switch.h,
rulesets/Character.cpp, rulesets/Character.h, rulesets/Food.cpp,
rulesets/Food.h, rulesets/World.cpp, rulesets/World.h,
tests/EntityExerciser.h: Purge the burn operation from the core
operation handling code. One down, many still to go.
* common/op_switch.h, rulesets/Character.h, rulesets/Character.cpp:
Add Update to the poll op handlers in the world2mind interface,
removing the special case.
* common/op_switch.h: Remove all ops but Create, Delete, Move and
Set from the sub op switch used in mind code.
* rulesets/BaseMind.cpp, rulesets/BaseMind.h: Remove vast virtual
perception handling interface as overriding is now handled centrally
and base mind only handles 4 sub types of sight.
* 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.
* common/BaseEntity.cpp, common/BaseEntity.h, common/custom.cpp,
common/inheritance.cpp, common/op_switch.h, common/operations.cpp,
common/operations.h, common/types.h, rulesets/Character.cpp,
rulesets/Character.h, tests/EntityExerciser.h, tests/allOperations.h:
Add, install, implement and test new op types for Use and Wield.
* common/BaseEntity.cpp, common/BaseEntity.h, rulesets/Character.cpp,
rulesets/Food.cpp, rulesets/Thing.cpp, rulesets/World.cpp:
Add arg to error method specifying where the error should go. Use
this arg to ensure that errors don't get broadcast.
* common/Database.cpp, common/Database.h, common/const.cpp,
server/Persistor.cpp, server/Restoration.cpp,
server/WorldRouter.cpp
Change id and loc column in entity tables to integer for
performance. Add id generator sequence to database
* common/Database.cpp, common/Database.h, server/Persistance.cpp,
server/Persistance.h: Remove old legacy world, mind and server
tables as they are no longer used.
* common/BaseEntity.cpp, common/Load.h, common/Save.h,
common/custom.cpp, common/op_switch.h, common/operations.cpp,
common/operations.h, common/types.h, rulesets/BaseMind.cpp,
rulesets/BaseMind.h, rulesets/Character.cpp, rulesets/Character.h,
server/Admin.cpp, server/Admin.h, server/server.cpp,
tools/cycmd.cpp: Remove Load and Save ops.
* rulesets/Area.cpp, rulesets/Character.cpp, rulesets/Line.cpp,
rulesets/Plant.cpp: Fix != to |= when setting update flags.
* server/CommMetaClient.cpp, server/CommMetaClient.h,
server/CommServer.cpp, server/CommServer.h, server/server.cpp:
Add mechanism for sockets to be called whenever the server
is idle, so that they do period things. Use this mechanis,
to handle sending periodic packets to the metaserver, removing
special case code from CommServer.
* tools/cycmd.cpp, client/CommClient.h, client/CommClient.cpp: Fixed
up client code so it does not rely on username being the same as
account id.
* tools/cycmd.cpp: Added look and logout commands to administrate
users logged in.
* server/server.cpp: Fixed metaserver code so it only sends
termination packet if metaserver functionality is enabled.
* server/Connection.h, server/Connection.cpp, server/CommServer.cpp,
server/CommClient.h, server/Account.cpp: Fix logouts so they
do cause the client connection to be closed.
* Finished switch from Fire operation to Burn.
* common/const.cpp, common/const.h: Make consts modifiable in
the debug build.
* common/op_switch.h, rulesets/Character.cpp, rulesets/Character.h:
Fix missing logout op in op switchers.
* server/Account.cpp, server/Connection.cpp: Handle logouts
a bit differently, and return the info response process
expects.
* server/CommClient.cpp: Set connection id to client ip and port.
* server/CommServer.cpp: Tighten up the way eof is handled.
* server/ServerRouting.cpp: Set lobby id.
* 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.
* client/CommClient.cpp, client/ClientConnection.cpp, tools/cycmd.cpp:
Ensure clients use username in login ops.
* common/BaseEntity.cpp, common/op_switch.h, rulesets/BaseMind.cpp:
Modify the way op switchers work so they can be used for functions
that return any type.
* rulesets/Character.cpp, rulesets/Character.h: Re-write world2mind
layer so that rather than copying ops that are to be sent to
the mind, the w2m functions returning a flag indicating whether
the op should be passed to the mind. Made w2m and mind op handlers
final, as they are never overridden.
* rulesets/Creator.cpp: Correct comments.
* rulesets/MemMap.cpp: Add comments clarifying behavoir, and remove
old pseudo-code.
* server/Account.cpp, server/Account.h: Ensure that an accounts
character dictionary only ever contains characters. Other entities
that the account chooses to create will no be stored here. Add
function to be called at login time to make sure that characters
stored here are still around.
* server/Connection.cpp, server/Connection.h, server/ExternalMind.cpp,
server/ExternalMind.h: When external mind of a character is
destroyed, ensure that the character is removed from the
connection's object reference store.
* server/WorldRouter.cpp: Eliminate unnecessary call to opEnumerate()
and enhance debugging output.
* server/Player.cpp: Correct the use of string.compare() in older
versions of libstdc++.
* common/types.h: Added enumeration for other operations, not
handled by the core, but considered valid. Added new type
for storing mapping between operation parents and their
enumerated type.
* common/op_switch.h: Separate handling of operations known to
be invalid from operations which are valid, but not explicitly
added to the core.
* common/inheritance.h, common/inheritance.cpp, common/custom.cpp:
Provide global operation mapping where enumeration of operations
can be looked up. Install all types handled by the core, and
types known to be used in scripts.
* common/BaseEntity.h, common/BaseEntity.cpp: Add object specific
operation mapping where operation types each object is subscribed
to can be enumerated, and others are rejected. Add mechanism
so that objects can add to the mapping, this subscribing to
operations. This makes enumerating operations much cheaper, and
eliminates the overhead of handling ops an object has no interest
in.
* rulesets/Thing.h, rulesets/Thing.cpp: Add mechanism so scripts
can subscribe to operations.
* rulesets/Character.h, rulesets/Character.cpp:
Add subscription mechanism for ops going to and from
the mind.
* rulesets/BaseMind.h, rulesets/BaseMind.cpp:
Add subscription mechanism for sight and sound perception
operations sub operations, and provide an interface to it
for scripts.
* server/Connection.cpp, server/Admin.cpp, server/Account.cpp,
rulesets/World.cpp, rulesets/World.h, rulesets/Thing.cpp,
rulesets/Stackable.cpp, rulesets/Plant.cpp, rulesets/Food.cpp,
rulesets/Character.cpp, rulesets/BaseMind.cpp:
Add subscriptions to operations for all core base classes.
* rulesets/Python_API.cpp: When script is created, go through
methods, and subscribe to the operations which are handled by
them.
* rulesets/Character.cpp: When calculating orientation of a walking
character, assume it is standing upright.
* physics/Vector3D.h: Add versions of mag() and distance() which
omit the square root calculations, so that when their values
are only used for comparison, the expensive square root
calculations can be ommited. Add new version of collision
and range checking functions which provide the optimal
interface to the application. Add versions of methods which
modify this rather than creating a new operation to eliminate
wasted copies.
* physics/Quaternion.cpp: Make use of faster interface provided
by Vector3D.
* physics/BBox.h: Add new version of collision checking function
which provides optimal interface to the application.
* modules/Location.h, modules/Location.cpp: Add new functions
to optimally calculate the distance between any two entities.
* modules/Location.h: Re-write collision and range functions to
make much more optimal use of Vector3D, BBox and distance
functionality.
* rulesets/Py_Vector3D.cpp, rulesets/Pedestrian.cpp,
rulesets/Movement.cpp, rulesets/Entity.cpp, rulesets/Character.cpp:
Eliminate implicit copies from vector arithmetic.
* rulesets/Pedestrian.cpp, rulesets/MemMap.cpp, common/const.h:
Re-write code which uses magnitude of vectors to use the square
of the magnitude instead, as it is much cheaper to calculate.
tools/cycmd.cpp: Switched to using skstream library for socket
comms instead of hand rolled fstream based version.
* ALL FILES: Fixed use of std namespace throughout all code.
This server is now ISO C++ compliand and builds with gcc 3.0.
Al Riddoch <alriddoch@zepler.org>
atlas object inheritance tree.
* server/Connection.cpp: Added code to allow client to query
atlas object inheritance using get ops.
* example/client/InheritanceClient.*: Added example client which
queries the inheritance tree of the server.
* rulesets/MemMap.h, rulesets/Py_Map.cpp: Made hooks lists private,
and added methods to access them.
* server/Account.cpp, server/Lobby.h: Added correct handling of OOG
look ops when looking at own characters, other accounts, or the
lobby.
* server/ServerRouting.h: Added function to generate serial numbers
for operations.
* server/WorldRouter.cpp: Assign genuine serial number to all
in game operations as they are pulled off the queue.
* Cleaned up header file multiple inclusion checks for uniqueness,
and made sure of ISO compliant use of std::string.
Al Riddoch <alriddoch@zepler.org>
server/Account.cpp, rulesets/Entity.h, rulesets/Entity.cpp,
rulesets/Character.h, rulesets/Character.cpp, rulesets/BaseMind.h,
rulesets/BaseMind.cpp, common/types.h, common/operations.h,
common/op_switch.h, common/BaseEntity.h, common/BaseEntity.cpp:
Added support for imaginary operations used in a similar way
to emoting.
* server/WorldTime.h: Added update method so underlying DataTime
can be updated.
* server/ServerRouting.h, server/Lobby.h, server/Lobby.cpp
server/ServerRouting.cpp, server/Connection.h,
server/Connection.cpp, server/Account.h, server/Account.cpp: Added
a lobby object which handles lobby chat. Essentially it stores
a list of accounts and allows operations to be sent or broadcast
to other accounts.
* rulesets/Py_WorldTime.cpp: Added python is_now() method because
using comparison does not appear to work.
* rulesets/BaseMind.cpp: Added updating of minds WorldTime each
time an operation is received.
* modules/DateTime.h: Added operator << so DateTime can be sent
to cout.
* common/types.h: Added types for storing accounts in Lobby.
Al Riddoch <alriddoch@zepler.org>
all have the name Operation but are now called MoveOperation,
according to the type of operation they handle.
* modules/DateTime.cpp, modules/DataTime.h: Filled in functionality,
allowing initialisation and updating from a time values in seconds.
* modules/Location.h: Modified collision detection code so no
checking is done between two moving objects.
* rulesets/BaseMind.h, rulesets/BaseMind.cpp, rulesets/Entity.h,
rulesets/Entity.cpp: Removed virtual getMap() method and replaced
with a fixed method in BaseMind only. Added time member veriable
to BaseMind so each mind keeps track of time by itself.
* rulesets/Python_API.h, rulesets/Py_Mind.cpp, rulesets/Py_Mind.h:
Added specific python interface for mind objects, because if
increasing differences in the way this must be handled.
* rulesets/Character.h, rulesets/Character.cpp: Added isAlive flag
which is cleared if the character is dead. If this flag is cleared,
operations are no longer sent to the mind.
* rulesets/Movement.h, rulesets/Movement.cpp, rulesets/Pedestrian.h,
rulesets/Pedestrian.cpp: Cleaned up the code, made members more
distinctive, and make interface more general.
* rulesets/Py_Thing.cpp: Removed features used to support mind.
* rulesets/Py_WorldTime.cpp: Added support for comparison of
time with strings, to establish whether it matches descriptions
of time.
* rulesets/Python_API.cpp: Modified creating of scripts so mind
scripts use a slightly different interface from entity scripts,
to support the fact that a mind handles its own timekeeping,
has a memory map, and has no access to the world.
* server/WorldTime.cpp, server/WorldTime.h: Brought WorldTime into
the build. Used to track details of the time. Added support for
checking time descriptions such as "midday", "summer" against
DateTime.
Al Riddoch <alriddoch@zepler.org>
* client/define_world.py: Added archers who can hunt deer.
* rulesets/basic/mind/goals/common/misc_goal.py:
Added the hunting goal.
* rulesets/basic/mind/goals/common/move.py: Modified hunt_for()
goal so it has variable attack proximity.
* common/op_switch.h, common/operations.h, common/Generic.h,
rulesets/Character.cpp, rulesets/Entity.h, rulesets/Entity.cpp,
rulesets/Python_API.cpp: Added handling of operation types not
directly supported by C++ classes in the scripting engine. In
order for these to be used they must be created in a script, and
received in a script.
* rulesets/Character.cpp: Avoid using RootOperation pointers unless
that is really what we mean.
* rulesets/Character.cpp: Added code to delete operations from
internal mind when external mind is active.
* rulesets/Entity.cpp: Handled leaking of null script objects,
and python script objects.
* rulesets/Connection.cpp: Delete characters external mind when
connection goes down.
Al Riddoch <alriddoch@zepler.org>
* Substantial re-work of object model. Moved many attributes out
of BaseEntity class. Changed WoldRouter so it now handles
objects in terms of Entity, rather than BaseEntity.
* Code cleanups, including removing reduntant includes, and
getting rid of C style comments.
* Fixed the way attributes are handled in Set operations and
when merging from an Atlas::Message::Object. This fixed
problem with setting gender of characters.
* rulesets/Pedestrian.*, rulesets/Movement.*: Re-named
Movement variables to make them clearer. Added in
separate handling for collisions from moving to
target position. Modified collision handling so
objects can slide next to each other.
* rulesets/Thing.cpp, rulesets/Character.cpp: Cleaned up and
rationalised movement code. Much shorter, faster and
more compact than before.
* Made better use of iterators throughout, eliminating unnecessary
lookups, and copying of data.
* Moved all virtual functions out of header files, making
less work for the linker.
* Made more use of const references to avoid the need to copy
data before being able to inspect it.
Al Riddoch <alriddoch@zepler.org>
script types to be cleanly dropped in.
* Re-work on server and communication related classes to use
references where they are apropriate. Code is now much more
robust.
* Huge cleanup of header files removing redundant includes.
* server/WorldRouter.h: Removed is_object_deleted because it
is broken and not used.
* server/Connection.h: Removed unused disconnect() methods.
* rulesets/Entity.*: Added new in game base class from which
all mind and object classes are derived. This removes
clutter of Thing class from mind classes.
* aiclient/*: Progress with creating AI client for mind handling.
* common/globals.*: Moved some globals out of server specific files.
* rulesets/Makefile.am: Separated rulesets code into 3 almost stand
alone packages; entities, mind and python interface code.
Acorn may well not work now, but I would apreciate it if people could
test the code on their setups. Lots of code has changed, and almost
everything is now cleaner.
Al Riddoch <alriddoch@zepler.org>
into individual files for each bit.
* aiclient/*: Added client mode cyphesis for handling AI in another
server. Not yet operational.
* */*: Moved large and virtual functions out of headers to reduce
multiple instance problems, keep the binary size down, and speed
up compilation.
* server/Admin.h/cpp: Added Get operation handling, thus dividing
admin commands into two classes, one which does not alter
the state of the server, the other which does. Added query
command which allows admin client to retrive arbitrary objects
from server id dictionary.
Al Riddoch <alriddoch@zepler.org>