* modules/Location.cpp, physics/Collision.cpp, physics/Collision.h,
physics/Vector3D.h: Move recently developed collision code into
module of its own, and give functions a new name.
* tests/collisiontest.cpp: Update test accordingly.
* physics/Vector3D.h: Clean up collision code, and add work in
progress on function to predict collision between point and
plane.
* modules/Location.cpp: Clean up methods and placeholder for new
oriented box prediction code.
* 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/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.
* 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.
* modules/Location.cpp, modules/Location.h, physics/BBox.h,
physics/Vector3D.h, rulesets/Character.cpp, rulesets/Entity.cpp,
rulesets/MemMap.cpp, rulesets/Movement.cpp, rulesets/Pedestrian.cpp,
rulesets/Py_BBox.cpp, rulesets/Py_Location.cpp,
server/Account.cpp, server/WorldRouter.cpp:
Get rid of operator bool() in vector and related classes,
so that errors are less likely to emerge in code. Make use
of Vector3D::isZero() where apropriate.
* physics/Quaternion.h: Added required comparison operators, and
get rid of operator bool, to ensure that no implicit conversion
happens where it shouldn't. Add operator required for debugging
Quaternion.
* modules/Location.cpp: Use new isValid() method instead of
relying on operator bool.
* rulesets/Movement.h, rulesets/Pedestrian.cpp, rulesets/Pedestrian.h:
Fix up interface for genFaceOperation() so it works the right
way round, and orientation is not actually set until the Move
op is genuinly dispatched.
* rulesets/Character.cpp: Add clearer debugging output.
Fix up handling orientation in move ops from mind, and generate
the move ops for simple change in orientation correctly.
* server/server.cpp, rulesets/Python_API.cpp, rulesets/Line.cpp,
modules/Location.cpp, client/CreatorClient.cpp:
Removed some obsolete comments.
* server/WorldRouter.h, server/WorldRouter.cpp: Add member to
deliver operation to known entity. Make use if it to avoid
having to recurse in operation() when broadcasting. Ensure
that the container of new entities is managed from here.
* rulesets/Thing.cpp: Tell world to create new entities at the
same position as the creator if no other info is provided.
Do not attempt to handle setting up the default containership
of entity once created, as this is always handled by the
WorldRouter from now on.
* rulesets/Py_World.cpp: Implement getting time info from world.
* rulesets/Py_Location.cpp: Implement handling of the orientation
attribute from python.
* rulesets/MemMap.cpp: Update comments about unimplemented code.
* rulesets/Creator.cpp: Check for string.empty() instead of "".
* rulesets/BaseMind.cpp: Remove reference python code.
Cleanly handle and delete operations returned when savinf mind state.
* client/CharacterClient.cpp: Move delete to the right place.
* 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.
error reporting.
* server/server.cpp: Added check to database initialisation so
that an error opening the databases is reported with explanation,
or logged as apropriate, and startup is aborted.
* phyics/Quaternion.h: Added quaternion class for represening rotation.
* modules/Location.cpp, modules/Location.h: Removed face attribute and
replaced with orientation which is a quaternion.
* rulesets/Character.cpp: Modified code which handles the direction
of movement, and how this affects the character rotation so it
now uses orientation.
* rulesets/Entity.cpp: Switch attribute checks from face to
orientation.
* rulesets/Movement.h, rulesets/Pedestrian.cpp: Modify movement
code so that orientation used instead of face.
* rulesets/Py_Location.cpp: Removed support for obsolete and
unused rotation attriute from python code.
* rulesets/Thing.cpp: Modified attriute handling to use orientation
instead of face.
Al Riddoch <alriddoch@zepler.org>
Added direct support for new format bounding boxes.
* modules/Location.cpp, modules/Location.h, physics/Vector3D.h,
rulesets/Character.cpp, rulesets/Creator.cpp, rulesets/Entity.cpp,
rulesets/Movement.cpp, rulesets/Plant.cpp, rulesets/Py_Location.cpp:
Switched over to using new format bounding boxes, and re-wrote
collision code for this format, making it clearer and more
efficient at the same time.
Al Riddoch <alriddoch@zepler.org>
* modules/Location.cpp: Removed redundant includes.
* rulesets/mason/define_world.py: Drop in copy of Acorn world.
* server/WorldRouter.cpp: Removed double delete of gameWorld.
* server/server.cpp: Modified comments about segfault in Python
shutdown, as this has now been eliminated.
Al Riddoch <alriddoch@zepler.org>
* TODO: Update on important issues which allow easy DOS attacks.
* client/ClientConnection.cpp, client/ClientConnection.h:
Cleaned up unused code from ClientConnection class.
* client/client.cpp: Removed monitoring section of client
so it simply exits once the world is initialised.
* rulesets/basic/mind/goals/humanoid/werewolf.py:
Started work on dynamic goals for playing werewolf.
* rulesets/werewolf/define_world.py: Added in the mayor, who runs
werewolf games.
* common/BaseEntity.h: Made id of entity private, and implemented
accessors.
Al Riddoch <alriddoch@zepler.org>
objects.
* modules/Location.cpp: Added bounding median to attributes sent
using Atlas.
* common/BaseEntity.cpp: Always set the id on an entity.
Al Riddoch <alriddoch@zepler.org>
server/CommServer.h: Added support for server "name" which
defaults to the hostname of the server machine, but is
customisable in the config. This can be used in preference to
IP address when doing lookups with the metaserver.
* server/Lobby.h, server/ServerRouting.h, server/Account.h,
server/Account.cpp, rulesets/Stackable.h, rulesets/Stackable.cpp,
rulesets/Python_API.cpp, rulesets/Py_Object.cpp, rulesets/Plant.cpp,
rulesets/Pedestrian.cpp, rulesets/Entity.h, rulesets/Entity.cpp,
rulesets/Character.h, rulesets/Character.cpp, common/BaseEntity.h,
common/BaseEntity.cpp: Modied asObect() and addToObject()
methods to make them more efficient.
* modules/Location.h, modules/Location.cpp: Removed old obsolete
Message::Object based addToObject() method.
* rulesets/Thing.cpp: Optimised apperance/disappearance code.
Al Riddoch <alriddoch@zepler.org>
an invalid installation is reported more clearly, and more
usefully.
* rulesets/acorn/world/objects/animals/Pig.py: Fixed creating ham in
the right place.
* rulesets/Movement.cpp: Fixed leaving containers so that if the initial collision with parnet bounding box is missed, character
does not get stuck.
* rulesets/EntityFactory.h: Cleanup code is now cleaner.
* rulesets/EntityFactory.cpp: Removed unecessary varconf dependancy
in rulesets code.
* rulesets/Character.cpp: Allow move ops from mind with no loc set.
* physics/Vector3D.h: Included check for inTime so that if entering
time is in the future, this is detected.
* modules/Location.cpp, modules/Location.h: Provided method
to add location to a map.
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>
instead of pointer.
* physics/Vector3D.h: Re-ordered functions to allow correct inlining.
Changed member names to correct convention.
* rulesets/MemMap.cpp,rulesets/MemMap_methods.h: Re-ordered function
to allow inlining, and moved non-inlinable functions into .cpp file.
* Changed new operation initialisation to be done at construction
time instead of imediatly after construction for performance
reasons.
* server/WorldTime.*: Modified member names for convention, and
moved non-inlineable function to .cpp file.
Al Riddoch <alriddoch@zepler.org>
begin with a lower case letter and do not contain _.
* Fixed retrieval of Account from database so that the Account
is now correctly referenced in the server object.
* common/types.h: Changed type name to make them clearer.
* rulesets/Character.h: Moved MovementInfo into its own class
file, and made it a base class, with a Pedestrian super class.
This allows different types of movement handling classes
to be used to handle things that move differently.
Al Riddoch <alriddoch@zepler.org>
entity is not yet in it.
* modules/Location.h, modules/Location.cpp: Added get_xyz() to
find absolute coordinates.
* modules/Location.h: Added true location based range checking.
* servers/WorldRouter.cpp: Implemented new location based range
checking so that operations that take place inside buildings are
range checked properly.
* servers/WorldRouter.cpp: Re-wrote id generation code to be a bit
more robust.
Al Riddoch (alriddoch@zepler.org)
* */*: Fixed mistake in copyright statement.
* tools/cypasswd.cpp: Fixed usage message.
* tools/cycmd.cpp: Added tools for sending administrative commands
to server.
* server/server.cpp: Send terminate instruction to metaserver on
server shutdown.
Al Riddoch (alriddoch@zepler.org)
* modules/Location.h: Added inRange() method which can be used
to check whether location, including bounding box, is within
given range of a given location. Changed parent member
variable to ref to fit with Atlas spec. Changed all code
related to using the term ref instead of parent so
that there is no confusion between ref for coordinates
and parent in the Atlas hierarchy.
* rulesets/Thing.cpp: Added code to move operation to check
what entities come into and out of range when entity moves.
Appearance and Disappearance operations are sent to the
moving entity with a list of the relevant entities as their
argument.
* server/WorldRouter.h/cpp: Added overloaded Look operation
handler which applies range constraints to the contains
attribute before returning.
* common/BaseEntity.h, rulesets/Thing.h, rulesets/Character.h:
Added handling of Appearance and Disappearance operations.
* server/WorldRouter.cpp: Added primitive check to broadcast
operations to avoid delivering broadcast operation to
entities out of range.
* Removed world.get_object() use from server python code, as
its use is not required.
* server/WorldRouter.h: Implemented fetching of floating point time
from the OS so movement is much smoother.
Al
* Throughout entire code base:
Removed all obsolete code and commented out code relating to porting
from python. Removed interim data types bad_type and None. Added
const throughout where apropriate. Change various flags to bool
type. Removed unused members.
* Added TODO list.
Al
to object if they have not been set.
* Added code to example client so it now reads characters list
when it logs in.
* Removed support for obsolete old-atlas locations.
* Changed behavoir on unexpected error from client socket, so
it no longer causes an abort.
off using debug flags.
* Added halt_time, which is number of seconds server should run before
it exits.
* Cleaned a bunch if the remaining memory leaks.
* Cleaned up the way time is handled.
* More tweaks to Python code and API to get Acorn working.
* Inlined some methods into the class definitions, for performance.
* Updated movement code to sort out setting mode properlly, and
deal with stuttering NPC movement.
This is quite a big commit, and most of Acorn now works. Performance seems
to be good too.
log.
* Added in lots of deletes to sort memory leaks.
* More python tweaks.
* Implemented status attributes of thing.
* Re-wrote some code which needlessly creates objects in the
free store.
Very nearly all works now.
TODO:
Tidy some of the rest of the leak handling, including all of the stuff
to deal with connections going down.
Sort out how mind gets its attributes set and updated.
Sort out iritating python error in init of Vector3D
delete oplists in OplistObjects. The pointers are never passed back.
Al
* Implemented python function to deal with not being able to check
type of python objects implemented in C.
* Added method to thing for extracting location data from a
Message::Object
* More work on python references to improve leakage.
* Added flag so that python Operation object can own
the operation they point to, and thus delete it in dealloc().
* Implemented find_by_location() and find_by_type() as required in
MemMap, and corresponding python interface.
* Put in temporary work around to deal with the fact that a mind
does not know its name. Currently the mind is not able to
discover any of its bodies attributes, and I am not sure how
to solve this.
* Fixed Location and Vector3D so they use operator bool() to detect
whether they are set.
* Fixed bugs in getting parent from Location in python which caused
segfaults.
* Imported all the basic ruleset entity python scripts.
Goals now work to some extent, though nothing moves around still. The main
priority is to work out how minds inherit the attributes of their
bodies, and keep them up to date. aloril?
Al
class hierarchy.
* Added setting of refno to operations, so client can tell
what they apply to.
* Sorted out initialisation of python path.
* Added loading of admin account, allowing admin client to communicate.
* Made sure all attributes of created objects are set, so that
character gender works.
* Added face attribute to Thing, to indicate what direction it faces!
* Modified error operation so it complies with traditional format
Al
botched attempt to add support for optimised non-string object ids.
Modified the idle routine so it now delivers all the waiting operations
rather than only one per cycle.
Al