* 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.
* client/Py_CreatorClient.cpp, client/CreatorClient.h,
client/CreatorClient.cpp, rulesets/basic/editor.py: Make a delete
method available to the client editor interface.
* 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.
* 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.
* rulesets/Python_API.cpp: Modify Python API so Entity() now creates
a RootEntity not a Message Element.
* client/Py_CreatorClient.cpp, client/CreatorClient.h,
client/CreatorClient.cpp: Modify CreatorClient and bindings to
take a RootEntity rather than a Message Element.
* 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.
* client/CreatorClient.cpp, rulesets/Py_BBox.h, rulesets/Py_Optime.h,
rulesets/Py_Point3D.h, rulesets/Py_Quaternion.h,
rulesets/Py_Vector3D.h: Re-order Python.h includes to get rid of
some stupid warnings.
* rulesets/Py_World.cpp: Add a cast when passing float time to
WorldTime which takes in int.
* client/ClientConnection.cpp, client/ClientConnection.h,
client/CommClient.cpp, client/CommClient.h,
client/CreatorClient.cpp, client/CreatorClient.h,
client/Py_CreatorClient.cpp: Convert code to using Atlas Message
typedefs as found in Atlas-C++ 0.6 to aid conversion later.
* 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/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.
* 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.
* 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.
* 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.
* client/CreatorClient.cpp, client/CreatorClient.h,
client/Py_CreatorClient.cpp, rulesets/basic/editor.py: Add
features to allow query and manipulation of the world from
the client.
* rulesets/mason/define_world.py: Give the world a name.
* 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.
* client/CreatorClient.cpp: Fix operation semantics for admin
puppetting to new convention.
* common/Database.cpp: Add optional support for database password.
* physics/Quaternion.h: Add extra way of setting up a Quaternion.
* rulesets/MindFactory.cpp, server/Connection.cpp:
Move some output into debugging.
* rulesets/Python_API.cpp, rulesets/Py_Quaternion.h,
rulesets/Py_Quaternion.h: Add support for quaternions into the
scripting API.
* rulesets/mason/define_world.py: Switch to using quaternions to
send orientation data to the server.
* 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>
* client/CreatorClient.cpp: Fixed processing the response
to a create operation, and cleaned up debugging output.
* client/ObjserverClient.cpp, client/ObserverClient.h,
client/client.cpp: Added setup method, which which handles
connecting, negotiation, logging in and creating character.
* client/Py_CreatorClient.cpp: Added check if make() failed.
* rulesets/Python_API.cpp: Fixed setting the import hooks
list properlly to include the ruleset list in use, instead
of hardcoding it.
* rulesets/acorn/define_world.py: Copied define_world.py script
from client directory for Acorn.
* rulesets/basic/editor.py: Modified to be used from C++ core.
* rulesets/basic/mind/goals/__init__.py,
rulesets/basic/mind/goals/humanoid/werewolf.py:
Added in goals file to contain goals related to werewolf.
* rulesets/basic/mind/panlingua/interlinguish.py:
Added in vote and execute verbs for werewolf.
* rulesets/werewolf: Added in new ruleset for werewolf.
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/CommClient.cpp: Fixed leak of operations.
* client/CharacterClient.h, client/CharacterClient.cpp,
client/CreatorClient.h, client/CreatorClient.cpp:
Added in mind classes for handling creator on client side.
Al Riddoch <alriddoch@zepler.org>