This should normally not happen, but if it does we'll use the seconds
set on the main op.
This fixes an issue where locations got incorrect timestamps.
Instead of using separate Commune and Think goals depending on
whether we're querying for or setting thoughts we now instead solely use
the Think op. This op wraps another op, which is then used to determine
what to do. The ops that are supported are: Set, Get, Delete and Look
Think(Set): sets new thoughts and updates existing ones, if an id is
supplied.
Think(Get): get all or specific thoughts (replaces Commune)
Think(Look): inspects a specific goal
Think(Delete): deletes all or a specific thoughts (i.e. both goals and
knowledge)
* common/Identified.cpp, common/Identified.h:
Flatten down the base classes into one called Router.
* client/CharacterClient.cpp, client/CreatorClient.cpp,
rulesets/BaseMind.cpp, rulesets/Character.cpp,
rulesets/Creator.cpp, rulesets/Entity.cpp,
rulesets/LocatedEntity.cpp, rulesets/MemEntity.cpp,
rulesets/Plant.cpp, rulesets/Stackable.cpp,
rulesets/Thing.cpp, rulesets/World.cpp,
server/Account.cpp, server/Admin.cpp,
server/Connection.cpp, server/ExternalMind.cpp,
server/Lobby.cpp, server/Master.cpp,
server/Peer.cpp, server/Player.cpp,
server/ServerRouting.cpp, server/SlaveClientConnection.cpp,
server/TrustedConnection.cpp, tests/LocatedEntitytest.cpp,
tests/ThingupdatePropertiestest.cpp: Update all the operation
routing classes to use the modified base class correctly.
* 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.
* rulesets/BaseMind.cpp, rulesets/BaseMind.h, rulesets/Entity.cpp
rulesets/Entity.h: Remove the scriptSubscribed methods which
were empty and unused.
* rulesets/Python_API.cpp, rulesets/Python_Script_Utils.h: Remove
Subscribe_Script() as it is useless now.
* server/ScriptFactory.cpp: Remove call to Subscribe_Script().
* client/CreatorClient.cpp, client/CreatorClient.h,
client/Py_CreatorClient.cpp, common/BaseWorld.h, common/types.h,
modules/Location.cpp, modules/Location.h,
rulesets/AtlasProperties.cpp, rulesets/AtlasProperties.h,
rulesets/BaseMind.cpp, rulesets/Character.cpp, rulesets/Character.h,
rulesets/Entity.cpp, rulesets/Entity.h,
rulesets/EntityProperties.cpp, rulesets/LocatedEntity.cpp,
rulesets/LocatedEntity.h, rulesets/MemEntity.cpp,
rulesets/MemEntity.h, rulesets/MemMap.cpp, rulesets/Motion.cpp,
rulesets/Motion.h, rulesets/Py_Location.h, rulesets/Py_Mind.cpp,
rulesets/Py_Thing.cpp, rulesets/Py_Thing.h,
rulesets/PythonMindScript.h, rulesets/PythonScript.h,
rulesets/PythonThingScript.cpp, rulesets/PythonThingScript.h,
rulesets/Python_API.cpp, rulesets/Script.cpp, rulesets/Script.h,
rulesets/Thing.cpp, rulesets/World.cpp, server/WorldRouter.cpp,
server/WorldRouter.h: Refactor all the entity code so there is now
a new base class for entities in the world simulation, and in the
mind which only contains things which are trully common to both.
This moves a lot of functionality which should not have been
present in mind entities away, and makes that code safer and more
efficient.
* tests/TestWorld.h: Update the test world API to match the base
class.
* client/BaseClient.cpp, client/CharacterClient.cpp,
client/CharacterClient.h, client/CreatorClient.cpp,
client/CreatorClient.h, rulesets/BaseMind.cpp, rulesets/BaseMind.h,
rulesets/Character.cpp, rulesets/Entity.cpp, rulesets/Entity.h,
rulesets/MindFactory.cpp, rulesets/MindFactory.h, rulesets/Thing.cpp,
rulesets/World.cpp, server/Account.cpp, server/Connection.cpp,
server/EntityFactory.cpp, server/Persistor.cpp,
server/Persistor_impl.h, server/Restorer_impl.h,
server/WorldRouter.cpp: Remove the hard name attribute, now that
most entities don't set it.
* rulesets/Script.h, rulesets/Script.cpp,
rulesets/PythonThingScript.h, rulesets/PythonThingScript.cpp,
rulesets/PythonMindScript.h, rulesets/PythonMindScript.cpp:
Modify the script interface so it now only handles one operation.
* rulesets/BaseMind.cpp: Pass in the sub operation only for
sight and sound of other operations.
* rulesets/basic/mind/NPCMind.py,
rulesets/basic/mind/goals/humanoid/transaction.py: Adapt the mind
and goal code so it only requires one operation.
* 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/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.
* rulesets/BaseMind.cpp, rulesets/Character.cpp, rulesets/Food.cpp,
rulesets/Plant.cpp, rulesets/Stackable.cpp, rulesets/Thing.cpp:
Remove script override calls from the individual C++ operation
methods, as script overrides are now done centrally.
* rulesets/Entity.h, rulesets/Entity.cpp: Add a override of
BaseEntities operation() method which handles calling
script operation handlers directly, rather than relying
on the C++ handlers to check for them later.
* rulesets/Character.cpp, rulesets/BaseMind.cpp: Check for script
operation handlers centrally in Character and BaseMind too.
* rulesets/BaseMind.cpp, rulesets/MemMap.cpp, rulesets/MemMap.h:
Remove commented out lookId code. Re-write findByLocation to
require a type as well, and use a more efficient search to find
the entities requested.
* rulesets/Py_Map.cpp: Re-write find_by_location wrapper to handle
the extra type argument.
* rulesets/basic/mind/Memory.py: Re-write recall_place so that
type and radius are now required, and make sure all types listed
are checked for.
* rulesets/basic/mind/goals/common/move.py: Check if recall_place
has returned anything at all.
* rulesets/MemMap.h, rulesets/MemMap.cpp: Replace lookId() with
sendLooks() which sends a look to all required entities in
one batch more efficiently.
* rulesets/Py_Map.cpp: Remove bindings for Map.look_id, as its not
used.
* rulesets/BaseMind.cpp: Use MemMap.sendLooks() instead of
MemMap.lookIds() to look at the world.
* common/BaseEntity.cpp, common/BaseEntity.h: Remove opEnumerate
method as its now a trivila call to another method.
* rulesets/BaseMind.cpp, rulesets/Character.cpp, rulesets/Creator.cpp:
Replace calls to opEnumerate with direct calls to getClassNo().
* common/Database.cpp, common/newid.cpp, server/server.cpp:
Modify new ID checks so that code still runs when database is
unavailable, and events requiring new IDs fail cleanly.
* server/Connection.cpp: Report a failure to create a player
account if no ID available.
* rulesets/BaseMind.cpp: When processing appearance ops, handle
stamp more efficiently, report an error if ID is missing
from argument.
* server/IdlePSQLConnector.cpp, server/IdlePSQLConnector.h:
Implement re-connecting to the Database if connection is lost.
* rulesets/Character.cpp, rulesets/Entity.cpp, rulesets/Thing.cpp:
Ensure STAMP is present on appearance op args.
* server/CommListener.cpp, server/CommListener.h,
server/CommPeerListener.cpp, server/CommPeerListener.h,
server/CommSlaveListener.cpp, server/CommSlaveListener.h,
server/CommUnixListener.cpp, server/CommUnixListener.h:
Add a return value to method for creating new client socket
objects, and use it to return failure if no ID is available
from the database for a new object.
* rulesets/Py_Point3D.cpp, rulesets/Py_Vector3D.cpp,
rulesets/Python_API.cpp: Add "new" method for class wrappers, and
call the in place constructor from new rather than init. Re-write
internal function for creating new instances so it uses the "new"
method.
* rulesets/Py_Statistics.cpp: Remove some obsolete code inadvertedly
copied from another file. Comment out some unused code to get rid
of a warning.
* server/CommPSQLSocket.cpp: Clear the database connection from
destructor.
* tests/python_class.cpp: A new test for experimenting with new
Python wrappers.
* 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.
* common/BaseEntity.cpp, common/BaseEntity.h, common/inheritance.cpp,
common/inheritance.h, rulesets/BaseMind.cpp, rulesets/BaseMind.h,
rulesets/Character.cpp, rulesets/Character.h, rulesets/Entity.cpp,
rulesets/Food.cpp, rulesets/Plant.cpp, rulesets/Stackable.cpp,
rulesets/Thing.cpp, rulesets/World.cpp, server/Account.cpp,
server/Admin.cpp, server/Connection.cpp, server/server.cpp:
Remove the subscription mechanism as it is no longer necessary
now that operations have class numbers.