Entities that are "planted" on bodies of water are floating.
This does away with the "floating" mode.
To mark that entities should by default be floating when placed in
water the boolean property "floats" has been added.
In order for this to work, we must always issue an Update
op after a Set op, so that we can handle any updated properties too.
We also have to add a new Entity flag to handle when the location
has been dirtied, since this isn't handled by normal properties.
In almost all instances most properties will only be used
for a specific key. To make things easier and less error prone
we've introduced the trait "property_name", which when available
allows us to refer to a property only by class, and not having
to specify the key it's bound to.
Whenever a property isn't installed into CorePropertyManager properly
there's a risk that the system will be put into an invalid state when
it's shutdown and restarted (and data is persisted and restored). To
prevent this we'll both assert and log a warning if a property ever is
redefined.
All IG code should use the interface of LocatedEntity when dealing
with any entity, rather than sometimes requiring Entity. Add virtual
functions to the interface where required, and modify all other interfaces
to stop them using Entity. This makes the code way cleaner, and much better
de-coupled.
* common/Identified.cpp, common/Identified.h, rulesets/Character.h,
rulesets/LocatedEntity.h, server/Account.h, server/Admin.cpp,
server/CommClient.cpp, server/CommClient.h, server/Connection.cpp,
server/Connection.h, server/ExternalMind.h,
server/ExternalProperty.cpp, server/ExternalProperty.h,
server/Lobby.h, server/Master.h, server/Peer.h,
server/ServerRouting.h, server/SlaveClientConnection.h:
Rename IdentifiedRouter to Router as it's the base class
for pretty much all routers.
* rulesets/LocatedEntity.cpp, rulesets/LocatedEntity.h: Make all the
property access functions that should never be used to modify a
property const. Remove requirePropertyClass() as it pretty much
can't be const.
* rulesets/Entity.cpp, rulesets/Entity.h: Make overriden
getProperty() const as it is in the base class. Add new
property access functions for code that needs to modify the
properties which ensures class properties never get modified
through the Entity interface.
* rulesets/Character.cpp, rulesets/Plant.cpp, rulesets/Py_Thing.cpp,
rulesets/TerrainModProperty.cpp, server/CorePropertyManager.cpp:
Change all the code that accesses properties to use the right
functions.
* rulesets/LocatedEntity.h: Rename some member functions and templates
to make more sense and be consistent.
* rulesets/Character.cpp, rulesets/Plant.cpp,
server/CorePropertyManager.cpp: Fix the code to use the new names.
* common/Property.h: Add helper functions to make it easy and clear
to manipulate flags.
* common/Database.cpp, common/Database.h: Expand the entity database
table to include LOC and update sequence number. Implement new
functions that insert test entity data into entity and property
tables.
* rulesets/LocatedEntity.h: Add an accessor providing direct access to
the properties dictionary for persistence.
* server/Persistance.cpp: Remove the bounding box chunk from the
entity table schema.
* server/StorageManager.cpp: Implement inserting and updating rows
into the Entity and Propertiy tables.
* rulesets/LocatedEntity.h: Add onUpdated() virtual method to be
called when the attributes of an Entity are changed.
* rulesets/Entity.cpp, rulesets/Entity.h, rulesets/LocatedEntity.cpp,
rulesets/Thing.cpp, server/WorldRouter.cpp: Implement onUpdated()
to emit the updated signal on Entity, and change all code to
call onUpdated instead of emiting the signal.
* client/BaseClient.cpp, common/BaseEntity.cpp, common/BaseEntity.h,
common/Identified.cpp, common/Identified.h, common/Makefile.am,
common/OOGThing.cpp, common/OOGThing.h, common/OperationRouter.cpp,
common/OperationRouter.h, rulesets/Character.h, rulesets/Entity.h,
rulesets/LocatedEntity.cpp, rulesets/LocatedEntity.h,
server/Account.cpp, server/Account.h, server/Admin.cpp,
server/CommClient.cpp, server/CommClient.h, server/Connection.cpp,
server/Connection.h, server/ExternalMind.cpp, server/ExternalMind.h,
server/ExternalProperty.cpp, server/ExternalProperty.h,
server/Lobby.cpp, server/Lobby.h, server/Master.cpp, server/Master.h,
server/Peer.cpp, server/Peer.h, server/ServerRouting.cpp,
server/ServerRouting.h, server/SlaveClientConnection.cpp,
server/SlaveClientConnection.h: Factor out the more pointless base
classes, in favor of simple interface. Move destroyed signal to
Entity, which is the only place it is needed.