* 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.
* rulesets/Entity.cpp: Update copyright date.
* rulesets/BaseMind.cpp, rulesets/Entity_getLocation.h,
rulesets/Entity.h, rulesets/MemMap.cpp, rulesets/MemMap.h,
rulesets/Py_Map.cpp, server/EntityFactory.cpp,
server/EntityFactory.h, server/WorldRouter.cpp,
client/BaseClient.cpp, client/CreatorClient.cpp:
Change various methods to pass entity information
around as RootEntity rather than MapType.
* rulesets/Entity.cpp: Call decRef() on parent from the destructor
so that entities removed from the world can still have a reference
to their parent safely.
* rulesets/BaseMind.cpp, rulesets/MemMap.cpp, tests/distancetest.cpp:
Make sure parent is 0 before deleting, as reference counting is not
implemented in the mind yet.
* rulesets/BaseMind.cpp, rulesets/MemMap.cpp, rulesets/MemMap.h,
rulesets/Py_Map.cpp: Modify python API so it passes in time
to map.update and map.get. Use time elapsed to decide if something
is ready for removal. Newly created entities are now less likely
to get removed before they are verified.
* rulesets/basic/mind/NPCMind.py,
rulesets/basic/mind/goals/humanoid/mason.py,
rulesets/acorn/mind/SkelMind.py, rulesets/mason/mind/SkelMind.py:
Update python code to new API.
* rulesets/MemMap.cpp: Very carefully ensure that the garbage
collection iterator is not reset to the beginning too often
so that we cover the whole mind.
* rulesets/MemEntity.h: Only report time skew if the time passed
is non-zero.
* rulesets/BaseMind.cpp: Some useful debugging output.
* rulesets/PythonMindScript.cpp: Go back to using getAdd.
* rulesets/MemEntity.h: Tweak check for backwards time so we
only report an error if it really is backwards.
* rulesets/BaseMind.cpp, rulesets/MemEntity.h,
rulesets/MemMap.cpp, rulesets/MemMap.h: Implement a function
which slowly iterates over the contents of the mind checking
for things which are obsolete, and removes them.
* client/CreatorClient.cpp, rulesets/BaseMind.cpp,
rulesets/MemEntity.cpp, rulesets/MemEntity.h,
rulesets/MemMap.cpp, rulesets/MemMap.h, rulesets/Py_Map.cpp:
Set time on memory entities when we update them.
* common/BaseWorld.h: Make object accessor const.
* common/Database.cpp, common/Database.h, common/accountbase.cpp,
server/Connection.cpp, server/Persistance.cpp,
server/WorldRouter.cpp: Rename function to get new ID from
database to more correctly reflect its role.
* rulesets/PythonMindScript.cpp: Use get rather than getAdd
to sort out to and from of ops send to mind scripts.
* rulesets/mason/define_world.py: Add a couple more test functions.
* rulesets/MemMap.h: Add accessor for internal data for debugging.
* rulesets/MemMap.cpp: Comments and debugging output to help solve
memory bloat.
* rulesets/MemEntity.h, rulesets/MemEntity.cpp: Add flag to track
whether entities in memory are visible to the NPC.
* rulesets/Entity.cpp: FIXME note for coordinate conversion.
* rulesets/BaseMind.cpp: Track the visibility of entities in
the mind.
* rulesets/BaseMind.cpp: Make sure we don't delete ourself from
map.
* server/WorldRouter.h, server/WorldRouter.cpp: Add more advanced
handling for delete ops, so the response is broadcast before
it is removed.
* rulesets/basic/mind/NPCMind.py, rulesets/BaseMind.cpp,
modules/WorldTime.h: WorldTime now handles time in
integer seconds.
* rulesets/Python_API.cpp: Handle all variations of args with one
call to PyArg_ParseTuple as multiple calls are not
allowed.
* rulesets/BaseMind.cpp: Re-order the way ops are handled to avoid
re-adding deleted entities to memory.
* Fix greet goals so it works more immediatly.
* Add a quick client function for populating the world with a minimal
test case for AI memory.
* client/CommClient.cpp, rulesets/Entity.cpp, rulesets/Entity.h,
rulesets/Entity_getLocation.h, server/EntityFactory.cpp:
Make Entity::getLocation a template, so it works with maps on
types other than entity.
* rulesets/BaseMind.cpp, rulesets/BaseMind.h,
rulesets/MemEntity.cpp, rulesets/MemEntity.h,
rulesets/MemMap.cpp, rulesets/MemMap.h, rulesets/Py_Map.cpp:
Make MemEntity inherit from Entity, and BaseMind inherit from
MemEntity, and use MemEntity for all objects in MemMap, so we
can have extra functionality on MemEntity.
* rulesets/MemMap.h, rulesets/MemMap.cpp: Merge add() and update()
into a single method, as they are identical in function. Add comments
documenting each method.
* rulesets/Py_Map.cpp: Use the same function for add() and update()
bindings, but maintain two methods in python for compatability.
* rulesets/BaseMind.cpp, client/CreatorClient.cpp: Update calls
to MemMap API.
* client/Py_CreatorClient.cpp, client/Py_CreatorClient.h,
rulesets/Py_BBox.cpp, rulesets/Py_BBox.h, rulesets/Py_Location.cpp,
rulesets/Py_Location.h, rulesets/Py_Map.cpp, rulesets/Py_Map.h,
rulesets/Py_Mind.cpp, rulesets/Py_Mind.h, rulesets/Py_Object.cpp,
rulesets/Py_Object.h, rulesets/Py_Operation.cpp,
rulesets/Py_Operation.h, rulesets/Py_Oplist.cpp,
rulesets/Py_Oplist.h, rulesets/Py_Optime.cpp, rulesets/Py_Optime.h,
rulesets/Py_Quaternion.cpp, rulesets/Py_Quaternion.h,
rulesets/Py_Thing.cpp, rulesets/Py_Thing.h, rulesets/Py_Vector3D.cpp,
rulesets/Py_Vector3D.h, rulesets/Py_World.cpp, rulesets/Py_World.h,
rulesets/Py_WorldTime.cpp, rulesets/Py_WorldTime.h,
rulesets/PythonMindScript.cpp, rulesets/PythonThingScript.cpp,
rulesets/Python_API.cpp:
Clean up python API code, with decent names for types,
decent error reporting, and making the more paranoid checks
only present in debug build.
* common/BaseEntity.cpp, common/BaseEntity.h, server/Account.cpp:
Remove pointless method setRefnoOp, and put it in the body as
an inline method.
* common/BaseEntity.h, common/BaseWorld.cpp, common/Setup.h,
common/Tick.h, common/operations.h, common/custom.cpp,
common/types.h, common/utility.cpp, common/utility.h,
modules/Location.h, physics/Vector3D.h, rulesets/BaseMind.cpp,
rulesets/Script.h, server/EntityFactory.h:
Clean up the dependency trees using more forward declarations.
* common/inheritance.cpp, common/inheritance.h:
Move most of the implementation into the .cpp file as its
not suited to inlining.
* rulesets/MemMap.cpp, rulesets/MemMap.h, rulesets/MemMap_methods.h:
Move contents of MemMap_methods.h into the .cpp file, as it is
not suited to inlining, and remove the file from the build.
* 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/EntityFactory.cpp, rulesets/Python_API.h,
rulesets/Python_API.cpp, rulesets/PythonThingScript.h,
rulesets/PythonThingScript.cpp, rulesets/PythonMindScript.cpp,
rulesets/Py_World.cpp, rulesets/Py_Thing.h, rulesets/Py_Thing.cpp,
rulesets/Py_Operation.cpp, rulesets/Py_Map.cpp,
rulesets/Py_Location.cpp, rulesets/Movement.h,
rulesets/MemMap_methods.h, rulesets/MemMap.h, rulesets/MemMap.cpp,
rulesets/Entity.cpp, rulesets/BaseMind.cpp,
client/Py_CreatorClient.cpp:
Rename all references from thing to entity, as thing is
no longer the base class for IG entities.
* rulesets/World.h, rulesets/World.cpp, rulesets/Thing.h,
rulesets/Structure.h, rulesets/Stackable.h, rulesets/Stackable.cpp,
rulesets/Plant.h, rulesets/Plant.cpp, rulesets/Missile.h,
rulesets/Line.h, rulesets/Line.cpp, rulesets/Food.h,
rulesets/Food.cpp, rulesets/Creator.h, rulesets/Character.h,
rulesets/Character.cpp, rulesets/Area.h, rulesets/Area.cpp:
Add a typedef for the parent class of all entity classes.
* rulesets/Plant.h, rulesets/Plant.cpp:
Add in code to fully integrate hardcoded attributes.
* 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.
* 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 Element as name for Atlas::Message::Object,
to avoid name clashes on Object, and bring into line with
the way Atlas-C++ will be.
* 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.
* 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.
* client/CreatorClient.cpp, rulesets/BaseMind.cpp,
rulesets/Character.cpp, rulesets/Food.cpp,
rulesets/Thing.cpp, server/Connection.cpp:
Tighten up some atlas type checks, to reduce the chances of
bugs caused by malicious or buggy clients.
* Added various nifty bits of mason behavoir.
* rulesets/Py_Operation.cpp: Always return an error, if the script
does something invalid with the python API.
* rulesets/BaseMind.cpp: Implement operation triggers in
the mind scripts.
* Document some bugs, bring TODO up to date, and bump up version
to 0.1.92.
* 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.
* 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.
* 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/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.
* common/globals.cpp, common/globals.h, rulesets/Python_API.cpp,
tools/cyloadrules.cpp: Make rulesets list a vector for
efficiency.
* common/utility.cpp, common/utility.h: New function to create
an operation from a message Object.
* rulesets/BaseMind.cpp, rulesets/MemMap.cpp, rulesets/MemMap.h,
rulesets/MemMap_methods.h, rulesets/Py_Map.cpp: Clean up
mind/memory interface, eliminating copies, unecessary allocations,
and passing more apropriate types around.
* server/CommClient.cpp, rulesets/Py_Operation.cpp: Make use of
operation converter where it is apropriate.
* 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.
* 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>
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>