* client/Py_CreatorClient.cpp, common/BaseEntity.cpp,
common/BaseEntity.h, rulesets/MemMap.cpp, rulesets/Py_Mind.cpp,
rulesets/Py_Thing.cpp, rulesets/Thing.cpp, rulesets/Thing.h,
server/Account.cpp, server/Admin.cpp, server/Connection.cpp,
server/Lobby.cpp, server/ServerRouting.cpp:
Use a more efficient technique to set the attributes on
operation arguments without a copy.
* common/BaseEntity.cpp, rulesets/Entity.cpp, rulesets/Thing.h,
rulesets/World.cpp, server/WorldRouter.cpp:
Move handling IG Look ops into the IG code in rulesets.
* 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/Database.cpp, common/Database.h: Add functions for removing
relation rows. Modify entity select method to handle an empty loc
correctly.
* rulesets/Thing.cpp: Correct indenting.
* rulesets/World.cpp: Trigger update in SetOperation() correctly.
* server/Account.cpp, server/Persistance.cpp, server/Persistance.h:
Inform Persistance modules when the account loses a character, so
this change is reflected in the database.
* server/Persistor.cpp: Move comments into the correct place.
* server/Restoration.cpp, server/Restorer.cpp, server/Restorer.h,
server/Restorer_impl.h: Persist and restore the world entity
attributes. Remove redundant argument from Restorer::populate().
* common/Database.cpp: Don't make update requests if no columns
are given to be updated.
* common/Database.cpp, common/Database.h: Add new method to select
all rows in a given class table with a given location.
* rulesets/Entity.cpp, rulesets/Entity.h: Make update_flags
public.
* rulesets/Entity.cpp, rulesets/Thing.cpp, rulesets/attributes.h,
server/Persistor.cpp, server/Persistor_impl.h,
server/WorldRouter.cpp: Add new cont column to entity tables which
is zero if the entity has no contained entities.
* server/Restoration.cpp, server/Restoration.h, server/Restorer.cpp,
server/Restorer.h, server/Restorer_impl.h:
Modify restorers so they now use a database result iterator to
indicate the row they should restore from.
* server/Restoration.cpp: Implement new way of restoring world from
database using new function to fetch multiple complete entities
from database at the same time. Massive speedup.
* 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.
* server/PersistantThingFactory.h, server/PersistantThingFactory.cpp:
Work in progress on code to handle creating entities to be persisted.
* server/WorldRouter.cpp: Get rid of hard tab.
* rulesets/Thing.cpp: Clean up checks on new entities.
* server/EntityFactory.cpp: Be stricter about entity classes which
aren't installed properlly. Add comments about implementing
persistance. Removed redundant handling of name attribute.
* rulesets/Thing.cpp: Fix very long standing moving bug, which
sometimes caused big jumps in character position.
* rulesets/Area.cpp, rulesets/Character.cpp, rulesets/Entity.cpp,
rulesets/Entity.cpp, rulesets/Entity.h, rulesets/Line.cpp,
rulesets/Plant.cpp, rulesets/Thing.cpp: Add in the hooks required
to inform persistance system when changes have taken place.
* common/Database.h, common/Database.cpp, server/Persistance.cpp:
Finish entity table creation code, and test it.
* rulesets/Entity.cpp, rulesets/Entity.h, rulesets/EntityFactory.h,
rulesets/PythonThingScript.cpp, rulesets/PythonThingScript.h,
rulesets/Python_API.cpp, rulesets/Python_API.h,
rulesets/Thing.cpp, rulesets/Thing.h, server/EntityFactory.cpp,
server/EntityFactory.h, server/WorldRouter.cpp: Sort out
some incorrect use of Thing instead of Entity. Move some code
from Thing into Entity.
* 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.
* common/globals.cpp: Only persist this sessions command line
options if the user is overriding the installation directory.
* cyphesis.vconf, client/Py_CreatorClient.cpp,
client/Py_CreatorClient.h, client/client.cpp:
Add client functionality to allow diferent scripts to be run to
perform different functions on the server.
* client/CharacterClient.cpp: Add debug option.
* rulesets/Character.h: Make mind operation functions virtual,
so they can be overridden.
* common/BaseWorld.h, server/WorldRouter.cpp,
server/WorldRouter.h: Add server functions to search for
entities by name or type.
* rulesets/Creator.h, rulesets/Creator.cpp: Allow creator to
specify a look without an id to search for entities with
a given name or type.
* client/CreatorClient.cpp, client/CreatorClient.h,
client/ObserverClient.cpp, client/ObserverClient.h,
client/Py_CreatorClient.cpp, rulesets/basic/editor.py,
rulesets/mason/define_world.py:
Add support for looking for entities in the world by name or
type from client script, so client scripts can modify existing
world.
* rulesets/Entity.cpp, rulesets/Movement.cpp,
rulesets/Py_Object.cpp, rulesets/Py_Operation.cpp,
rulesets/Py_Oplist.cpp, rulesets/Python_API.cpp,
rulesets/Stackable.cpp, rulesets/Thing.cpp,
rulesets/World.cpp, server/Account.cpp,
server/CommServer.cpp, server/Connection.cpp,
server/Player.cpp, server/ServerRouting.cpp,
server/server.cpp, tools/cycmd.cpp,
tools/cywatchdog.cpp: Code formatting cleanups.
* rulesets/basic/world/objects/tools/Bow.py: Fix up bow so it now
fires correctly.
* 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.
* server/Account.cpp, server/Connection.cpp: Switched to using
USERNAME of accounts rather that ID for login and account creation.
Toughened up the connection code, so invalid login/create ops
are handled.
* server/Connection.h: Removed unused getObject method.
* rulesets/Character.cpp, rulesets/Character.h: Get rid of
inefficiency handling ops from internal and external mind. Fix
leak of some ops.
* common/BaseWorld.h, server/WorldRouter.cpp, server/WorldRouter.h:
Add method for getting a new serialno.
* rulesets/Thing.cpp, rulesets/Thing.h, server/WorldRouter.cpp:
Set refno on ops as they come back from entities. Set serialnos
on same ops at the same time, but do not set serialnos
on ops that come in from elsewhere, as those are now handled at
source.
* rulesets/Creator.cpp, rulesets/Character.cpp:
Ensure that ops from external client preserve their serialno,
and assign new serialnos to other ops created at the same time.
* rulesets/Entity.cpp, rulesets/Entity.h, rulesets/Character.cpp,
rulesets/Character.h, rulesets/Thing.cpp, rulesets/Food.cpp:
Renamed weight member as mass, and use this name in Atlas,
as this is a better convention, and has already been adopted in
stage.
* Switched python code to using mass instead of weight, as it is
a more accurate term.
* common/globals.cpp, common/globals.h, tools/cyloadrules.cpp:
Put admin modifiable config in etc instead of share directory.
* Don't build cycmd if readline is not available. Untested, and
probably nasty.
* 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.
* server/Persistance.cpp, server/Connection.cpp, server/Admin.cpp,
server/Account.cpp, rulesets/Thing.h, rulesets/Thing.cpp,
rulesets/Stackable.cpp, rulesets/Py_Location.cpp,
rulesets/Entity.h, rulesets/Entity.cpp, rulesets/Creator.cpp,
rulesets/Character.cpp, common/BaseEntity.h, common/BaseEntity.cpp:
Get rid of flags used to determine object type, and get rid
of use of C style casts to cast between object pointers.
Replace both with dynamic casts. Clean up some stray casts
left behind from older versions of object structure.
* physics/Vector3D.cpp: Added note explaining when to use
Vector3D::relMag() instead of mag().
* server/WorldRouter.h, server/WorldRouter.cpp, rulesets/Thing.cpp,
rulesets/Entity.h, rulesets/Entity.cpp, common/types.h,
common/BaseWorld.h: Switched to using sets instead of lists
for contains, and other data structore for performance.
* rulesets/Line.cpp: Added debugging.
* rulesets/MemMap.cpp, rulesets/MemMap.h, rulesets/MemMap_methods.h:
Switch to using vectors instead of lists for performance.
* 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.
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>
rulesets/EntityFactory.cpp, rulesets/MindFactory.cpp,
rulesets/Stackable.cpp, server/Account.cpp, server/Admin.cpp,
server/CommClient.h, server/CommServer.cpp, server/CommServer.h,
server/Connection.cpp, server/ExternalMind.cpp,
server/Persistance.cpp, server/Persistance.h,
server/ServerRouting.cpp, server/WorldRouter.cpp,
server/server.cpp: Removed unused includes and code. Added some
FIXMEs.
* rulesets/Thing.cpp: Added TO and FROM to faked Sight(Create()) ops.
* server/OOG_Thing.cpp, server/OOG_Thing.h: Marked files as removed.
Al Riddoch <alriddoch@zepler.org>
client/ClientConnection.cpp, common/database.h, common/globals.cpp,
common/persistance.cpp, common/stringstream.h, server/CommClient.cpp,
server/CommServer.cpp, server/Persistance.cpp, tools/cyctrl.cpp,
tools/cyctrl.cpp, tools/cydbload.cpp, tools/cyisoload.cpp,
tools/cypasswd.cpp: Removed unused config.h.
* client/ObserverClient.cpp, common/const.h, tools/cycmd.cpp:
Use default password if the admin account cannot be fetched from
the database.
* client/Py_CreatorClient.cpp, common/BaseEntity.cpp,
common/BaseEntity.h, rulesets/Character.cpp, rulesets/Creator.cpp,
rulesets/Entity.cpp, rulesets/Entity.h, rulesets/EntityFactory.cpp,
rulesets/MemMap.cpp, rulesets/Py_Mind.cpp, rulesets/Py_Thing.cpp,
rulesets/Py_World.cpp, rulesets/Thing.cpp, server/Account.cpp,
server/Admin.cpp, server/Connection.cpp, tools/cywatchdog.cpp:
Make many of the member variables of Entity protected, and add
the required accessors. Changed the name of the id attribute
to m_id.
* common/BaseWorld.h, common/database.cpp, common/persistance.cpp:
Removed unused includes.
* common/Chop.h, common/Cut.h, common/Eat.h, common/Fire.h,
common/Generic.h, common/Load.h, common/Nourish.h, common/Save.h,
common/Setup.h, common/Tick.h: Moved definition of virtual
functions into cpp file, to reduce wasted code.
* common/Makefile.am: Create cyphesis library, which can be used by
other applications to access cyphesis databases.
* common/config.h, common/database.h, server/Persistance.cpp,
tools/cydbload.cpp, tools/cyisoload.cpp, tools/cypasswd.cpp:
Remove conditional compilation of db code. db3 is now required.
* server/WorldRouter.h: Fixed getNewId() so it take const string.
* server/server.cpp: Removed python shutdown, so it does not
mess up the db if it causes a segfault.
Al Riddoch <alriddoch@zepler.org>
client closes connection.
* rulesets/Thing.cpp: If object to be created has no loc, set loc
to be the same as creator before passing to the factory.
* rulesets/Entity.cpp: Clarify debug output when determining location
of new entities.
* client/CommClient.cpp: Push output into debug mecanism. Switch
order of Create/Login for admin account so ordinary operation
does not issue an error. Admin account is created at startup,
so there is no need for the client to create it.
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>
* server/Player.cpp: Arg order of std::string.compare() is
incompatable between recent libstdc++ versions. Switch
back to old version, still in most common use.
* rulesets/Thing.cpp: Set refno on ops handled in game.
* rulesets/Python_API.cpp: Modify Entity() python constructor
so that commonly used attributes from old atlas are translated
to their modern equivalents.
* rulesets/Py_Thing.cpp, rulesets/Py_Mind.cpp: Differentiate
between previously identical error messages in several places.
* rulesets/Py_Object.cpp: Rework conversion of python dict to
Atlas map to be more efficient and clean.
* rulesets/Py_Location.cpp: Rework setting of vector parts of
location so that it can accept vectors from python in more
formats, including lists and tuples.
* rulesets/Creator.h, rulesets/Character.h, common/BaseEntity.h:
Re-order virtual methods declarations to fit a convention.
* common/stringstream.h: Hardcode use of local stringstream class,
as the version provided with older libstdc++ seems to be broken.
* common/database.cpp: Use the common header to pick the right
stringstream implementation.
* common/BaseWorld.cpp, server/Persistance.cpp: Removed unused
stringstream include.
* rulesets/Creator.cpp: Added extra debug output.
* client/define_world.h, client/define_world.cpp, client/CommClient.h:
Use CreatorClient to store Creators mind, instead of BaseMind.
* client/client.cpp,
client/ObserverClient.h, client/ObserverClient.cpp,
client/CreatorClient.h, client/CommClient.h, client/CommClient.cpp:
Modify method names to fit capitalisation conventions.
* client/CreatorClient.cpp: Implement creation of in-game entities,
using creator entity.
* client/CommClient.cpp: Added correct client side monitoring of
creator entity.
* client/ClientConnection.h, client/ClientConnection.cpp: Added
pending method to establish if ops are in the queue. Switched send()
method so we only send ops. Add setting of serialno of sent
ops, starting with an offset of 512.
* client/CharacterClient.h: Removed unused member, opFound.
* client/CharacterClient.cpp: Debugged sendAndWait() method.
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>
client/ObserverClient.cpp, client/ObserverClient.h,
client/ClientConnection.cpp, client/ClientConnection.h,
client/define_world.cpp, client define_world.h:
Started re-coding of python client code in C++.
* common/accountbase.h:
Database class used for simply accessing accounts.
* common/OOGThing.cpp, common/OOGThing.h, server/Account.h,
server/Routing.h:
Moved OOGThing class into common as it is not server specific.
* common/BaseWorld.cpp, common/BaseWorld.h,
server/WorldRouter.cpp, server/WorldRouter.h,
rulesets/Entity.h, rulesets/Py_World.cpp,
rulesets/PythonThingScript.cpp, rulesets/Python_API.h,
rulesets/Thing.cpp, rulesets/Thing.h:
Added base class for WorldRouter so that code that previously
used WorldRouter now used the interface defined by this
new class. This means that the code in rulesets no longer
has dependencies on code in server, so can be used in the client.
* server/ExternalMind.cpp, server/ExternalMind.h,
rulesets/Character.h, rulesets/Creator.cpp,
server/Account.cpp:
Moved ExternalMind class into server as it is server specific,
so that there is no dependancy on server in rulesets.
* server/Persistance.cpp. server/Persistance.h,
server/Admin.cpp, server/ServerRouting.cpp, server/server.cpp:
Moved high level server specific persistance class into
server, so there is no dependency on server in common.
* common/database.cpp, common/database.h, server/Admin.cpp,
tools/cydbload.cpp, tools/cyisoload.cpp, tools/cypasswd.cpp:
Increases efficiency of some interfaces by passing Object::MapType
instead of MapType, when the value must be a map.
* modules/WorldTime.cpp, modules/WorldTime.h,
rulesets/Py_WorldTime.cpp, rulesets/Python_API.cpp:
Brought the version of WorldTime in modules up to date, as this is
the version now used.
* rulesets/Character.cpp, server/WorldRouter.cpp, rulesets/Thing.cpp,
server/Admin.cpp:
Made world objects dictionary private.
* rulesets/EntityFactory.cpp, rulesets/EntityFactory.h:
Change newThing parameters so entity factory does not need to
know about WorldRouter.
* server/Lobby.cpp: Added support for people and rooms attributes
of OOG room class.
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/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>
* server/WorldRouter.cpp: Switch to using stringstream to
generate ids.
* rulesets/Thing.cpp: Re-write SetupOperation so Sight
operation is not lost and leaked.
* rulesets/Python_API.h, rulesets/Python_API.cpp,
rulesets/Py_WorldTime.cpp, rulesets/Py_World.cpp,
rulesets/Py_Thing.cpp, rulesets/Py_Operation.cpp,
rulesets/Py_Object.cpp: Sort out correct handling of
python references, and ensure C++ objects are
deleted as required.
Al Riddoch <alriddoch@zepler.org>
* acorn.vconf: Added in new building classes which set up
wall objects for collision purposes. Building now seem to
work.
* common/database.cpp, common/database.h, common/globals.cpp,
common/globals.h, rulesets/Python_API.cpp, server/server.cpp,
watchdog/control.c, watchdog/watchdog.c: Implemented
correct way of getting installation directories from
autoconf.
* rulesets/Movement.h, rulesets/Movement.cpp, rulesets/Pedestrian.h,
rulesets/Pedestrian.cpp: Fixed collisions with the solid
wall of a structure.
* rulesets/Thing.cpp: Modified setup operation so that a sight
of create operation is always generated even if setup is
overloaded.
* Many fixes from Anders Petersson to get the build working under
debian.
Al Riddoch <alriddoch@zepler.org>
server/Account.cpp: Modified server to use Entity * instead
of Thing *.
* Removed unnecessary includes from many files.
* common/config.h, configure.in, common/persistance.cpp:
More config changes to try and get it working on Debian.
Al Riddoch <alriddoch@zepler.org>
be loaded into the database.
* tools/cycmd.cpp: Cleaned up usage and help functions.
* tools/cyisoload.cpp: Cleaned up usage(), and made sure build
completes okay if libraries are missing, and missing
functionality is reported to the user.
* server/server.cpp: Added config options that specifies that
the contents of the db should loaded on server startup. Cleaned
up some debug code.
* server/WorldTime.cpp, server/WorldRouter.cpp,
server/Connection.cpp, rulesets/Structure.h,
rulesets/Python_API.cpp, rulesets/Py_WorldTime.cpp,
rulesets/Movement.cpp, rulesets/Entity.cpp,
physics/Vector3D.h, common/persistance.cpp,
common/database.h, common/database.cpp: Removed output either
to debug mode, or removed altogether.
* common/BaseEntity.h, common/BaseEntity.cpp: Removed redundant header
includes.
* server/ServerRouting.cpp, common/persistance.h,
common/persistance.cpp: Modified admin account function names it
fit convention.
* module/Location.h: Fixed collision detection so that entities
with velocity set to 0 still get checked.
* rulesets/Entity.cpp, rulesets/Thing.cpp, rulesets/Character.cpp,
rulesets/BaseMind.cpp, rulesets/Creator.cpp,
rulesets/ExternalMind.cpp, rulesets/Food.cpp, rulesets/MemMap.cpp,
rulesets/Movement.cpp, rulesets/Pedestrian.cpp, rulesets/Plant.cpp,
rulesets/Py_Location.cpp, rulesets/Py_*.cpp, rulesets/World.cpp:
Removed unnecessary #includes.
Al Riddoch <alriddoch@zepler.org>
Added config check that looks for DB3's db_cxx.h on default
include path if it cannot be found in db3/. This fixes building
on Debian.
* server/server.cpp, server/WorldRouter.cpp, acorn.vconf,
globals.h, globals.cpp: Added inittime config option used to
influence the game time used at server startup.
* server/WorldTime.cpp: Added in new time of day descriptions for
more flexible goals.
* server/ServerRouting.cpp: Removed output used to debug memory
cleanup code.
* rulesets/basic/mind/goals/common/misc_goal.py: Added time
parameters to trading goals.
* rulesets/Thing.cpp: Fixed appearance/disappearance operations
which were not getting sent most of the time.
* client/define_world.py: Added in more NPC and modified behavoir.
Everyone now goes to the inn for lunch and in the evening, and
market traders only work during the day.
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>
mind is active or not. Defaults to true.
* rulesets/Py_Object.cpp: Reverted to storing complex attributes
in a python dict.
* rulesets/Python_API.cpp: Get complex attributes from operation
arguments.
* rulesets/Thing.cpp: Added in broadcast of sight(create) operation
to setup when object is created. See Thing::Opertion(Create) for
details.
* rulesets/basic/mind/goals/common/misc_goal.py: Cleaned up comments.
Al Riddoch <alriddoch@zepler.org>
make server operation customisable. Added comments.
* server/server.cpp, server/CommServer.h: Changed methods which
return int to returning bool if they are success/faul results.
* server/WorldRouter.cpp: Removed some unused debugging code.
Optimised heavily used code. Changed error message on
sending to a non-existant entity so that it is no longer
reported as a critical error.
* server/ServerRouting.h, server/Connection.h,
server/Connection_methods.h: inlined simple methods.
* server/Connection.cpp: Optimised frequently used code.
* server/CommClient.h: Simplified read method so it no
longer checks status redundantly.
* common/BaseEntity.h, rulesets/Thing.h, rulesets/Entity.h: Added
comments explaing purpose of classes.
* rulesets/Thing.cpp: Added detailed comments, and removed unnecessary
initialisation of some attributes.
* rulesets/PythonMindScript.cpp: Removed redundant NULL check.
* rulesets/MemMap.h: Added inlines for inlined methods.
* rulesets/Entity.h, common/BaseEntity.h: Moved seq from BaseEntity
to Entity as it does not apply to Out Of Game objects.
* rulesets/Entity.cpp: Added in stamp/seq attribute. Nade name
attribute optional.
* rulesets/Character.cpp: Simplified some op handling code
to make it more readable and hopefully faster. Added comments
explaining movement, removed unused commented out code, and
removed some unnecessary debugging code.
* common/operations.h: Explanatory comments.
* common/*.h: Re-wrote extended operations to fit in
with Atlas-C++ 0.4.2 conventions.
* common/log.*: Commented out unused logging code.
Al Riddoch <alriddoch@zepler.org>
This code will no longer build against the last release of Atlas-C++ 0.4
Please use cvs Atlas-C++ stable branch.
the object parent correctly instead of looking for a type attribute.
* server/server.cpp: Made metaserver address a config file option.
* common/database.h: Put in compiler error if code is built without
database support.
* common/BaseEntity.cpp: Switched over to using stamp instead of seq
as the attribute used to check whether entity needs to be
updated.
* Used action operation throughout python code to denote performing
an action, as differentiated from setting mode.
* rulesets/skills: Added the beginnings of a skill system.
* example/client: Fixed Atlas-C++ 0.5 example client so it
compiles again.
* README: Wrote a README file
Al Riddoch <alriddoch@zepler.org>
* rulesets/Thing.cpp: Tweaked ranges code in movement to cut
down CPU time used.
* common/BaseEntity.cpp: Re-ordered opEnumerate so that most
frequently used ops are detected soonest.
* modules/WorldTime.h/.cpp: Moved WorldTime to modules directory.
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>
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>