The Link reference provided is the object allowing direct communication
back to the external source of the operation. This allows us to handle
things more cleanly in some cases.
This required cleaning up a bunch of other things:
Expose functions to disconnect and flush sockets generally
Make a new base class for objects that link a socket to the server
* 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/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.
* common/BaseEntity.cpp, rulesets/Character.cpp, rulesets/Creator.cpp,
server/Account.cpp, server/Admin.cpp, server/Connection.cpp,
server/Lobby.cpp, server/WorldRouter.cpp: Don't bother with serial
numbers on ops generated inside the server. They just leak and upset
clients.
* common/types.h: Switch the core object index for the server, and
the subscription index for connections to use integer IDs.
* server/Admin.cpp, server/Connection.cpp, server/Connection.h,
server/ExternalMind.cpp, server/ServerRouting.h:
Modify code to use integer object indices.
* server/Lobby.cpp: Remove debug output.
* server/Admin.cpp, server/CommPeer.cpp, server/CommPeer.h,
server/CommPeerListener.cpp, server/Peer.cpp, server/Peer.h:
Re-work classes for peer connections to use integer IDs.
* server/Lobby.cpp, server/Lobby.h: Modify interface so its more
obvious that lobby only handles accounts, and adjust to have
integer ID.
* server/Connection.cpp, server/Connection.h,
server/TrustedConnection.cpp, server/TrustedConnection.h: Use
integer IDs, and modify to match new Lobby API changes.
* server/ServerRouting.cpp, server/ServerRouting.h, server/server.cpp:
Modify server to have integer ID, and handle ID for Lobby as well.
* server/CommListener.cpp, server/CommLocalClient.cpp,
server/CommLocalClient.h, server/CommRemoteClient.cpp,
server/CommRemoteClient.h, server/CommUnixListener.cpp:
Modify communication classes for normal clients to handle
integer IDs on the connection classes.
* rulesets/Thing.cpp: Remove obsolete commented out code.
* server/Account.cpp, server/Connection.cpp:
Add a note about serialno/refno handling when code sends ops
directly to the client.
* server/CommClient.cpp, server/CommClient.h: Clean up some debug
code, and method names.
* server/Lobby.cpp: Fix a case where a private message would fail
silently if account had logged on recenlty but was no longer.
* common/BaseEntity.cpp, common/BaseWorld.h, common/refno.h,
common/serialno.h, rulesets/Character.cpp, rulesets/Creator.cpp,
rulesets/World.h, server/Account.cpp, server/Admin.cpp,
server/Connection.cpp, server/Lobby.cpp, server/ServerRouting.h,
server/WorldRouter.cpp, server/WorldRouter.h, tests/Creatortest.cpp,
tests/Worldtest.cpp: Simplify the way operation refnos and serialnos
are handled, getting rid of some unnecessary virtual methods and
functions.
* common/BaseWorld.h, rulesets/Creator.cpp, rulesets/Thing.h,
rulesets/World.cpp, server/WorldRouter.cpp, server/WorldRouter.h:
Modify the world interface to get rid of some pointless
infeffiencies.
* server/Account.cpp, server/Admin.cpp, server/Connection.cpp,
server/Lobby.cpp, server/ServerRouting.h, server/WorldRouter.cpp,
server/WorldRouter.h: Change getSerialNo to newSerialNo to make it
clear what it does.
* 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.
* 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.
* 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.
* 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.
* 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.
* rulesets/Line.h, rulesets/Line.cpp, rulesets/Area.h,
rulesets/Area.cpp, server/EntityFactory.cpp: Added stub
base classes for new geometric entities.
* server/ServerRouting.cpp, server/Lobby.h, server/Lobby.cpp,
server/Connection.cpp: Fleshed out lobby functionality,
so that accounts/connections are no longer responsible
for managing their own appearance and disappearance.
* server/Account.cpp: Send info of logout.
* server/Account.cpp: Added handling of private chat.
* physics/Vector3D.h: Added more operators for efficient arithmetic
with vectors.
* Added basis for mason ruleset.
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>
for querying lobby, then disabled it as it seems to hang uclient.
* rulesets/basic/mind/panlingua/interlinguish.py,
rulesets/basic/mind/goals/common/misc_goal.py,
client/mind/panlingua/interlinguish.py: Added goal to
maintain opening and closing market stalls, and goal for having
a meal.
* rulesets/basic/mind/goals/common/move.py: Fixed assemble goal
meaning lych now works again.
* rulesets/basic/mind/Memory.py: Adapted query for location of
entity so that it accepts lists of possible types.
* rulesets/Character.cpp: Enabled creating items by NPCs.
* client/define_world.py: Updated NPC behavoir.
Al Riddoch <alriddoch@zepler.org>