* rulesets/LocatedEntity.cpp, rulesets/LocatedEntity.h:
Don't allocated storage for m_contains by default, only
on demand. Add a convenience method which checks, and
allocates the storage if required. Set up the ID property
on this base class rather then Entity.
* rulesets/Py_Thing.cpp: Remove special handling of ID attribute
as it is now handled by the property.
* rulesets/Character.cpp, rulesets/Entity.cpp, rulesets/MemMap.cpp,
rulesets/Motion.cpp, rulesets/Py_Mind.cpp, rulesets/Py_Thing.cpp,
rulesets/Thing.cpp, rulesets/World.cpp, server/WorldRouter.cpp:
Make sure all parts of the code where contains is used have
the right checks, as it could be null.
* rulesets/Character.cpp, rulesets/Entity.cpp,
rulesets/LocatedEntity.cpp, rulesets/LocatedEntity.h,
rulesets/MemMap.cpp, rulesets/Motion.cpp, rulesets/Py_Mind.cpp,
rulesets/Py_Thing.cpp, rulesets/Thing.cpp, rulesets/World.cpp,
server/WorldRouter.cpp: Change LocatedEntity::m_contains into
a pointer so that the majority of entities that can not contain
anything don't waste the storage.
* common/TypeNode.h, common/TypeNode.cpp: Move TypeNode into
its own files.
* common/Makefile.am, common/inheritance.cpp, common/inheritance.h:
Add the new files to the build and remove the old implementation.
* client/Py_CreatorClient.cpp, rulesets/Character.cpp,
rulesets/Entity.cpp, rulesets/MemMap.cpp,
rulesets/MindFactory.cpp, rulesets/Py_Mind.cpp,
rulesets/Py_Thing.cpp, rulesets/Stackable.cpp,
server/WorldRouter.cpp: Fix up the includes for all code that
uses TypeNode.
* 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.
* rulesets/Entity.h: Remove an old experimental type class, and clean
up includes.
* client/Py_CreatorClient.cpp, rulesets/MemMap.cpp,
rulesets/MindFactory.cpp, rulesets/Py_Mind.cpp,
rulesets/Py_Thing.cpp, rulesets/Stackable.cpp,
server/WorldRouter.cpp: Add necessary includes.
* common/inheritance.cpp, common/inheritance.h: Introduce a type
node class as a carrier for all information, including default
values for a type.
* rulesets/Entity.h, rulesets/Entity.cpp, rulesets/Character.cpp:
Use a TypeNode pointer rather than a string giving the type
of an entity.
* client/Py_CreatorClient.cpp, rulesets/MemMap.cpp, rulesets/MemMap.h,
rulesets/MindFactory.cpp, rulesets/MindFactory.h,
rulesets/Py_Mind.cpp, rulesets/Py_Thing.cpp, rulesets/Stackable.cpp,
rulesets/World.cpp, server/PersistantThingFactory.h,
server/Restorer_impl.h, server/WorldRouter.cpp:
Adapt all the code that deals with types. Set the type pointer
up correctly in BaseMind.
* server/EntityFactory.cpp: Initialise the TypeNode pointer on new
entities.
* tests/inheritancetest.cpp: Adapt the test to cope with TypeNode.
* rulesets/MemMap.cpp: Initialise the next index when going through
the map checking for entities that we should remove. Avoid a lookup
when it is the wrong thing.
* rulesets/Character.cpp, rulesets/MemMap.cpp, rulesets/Motion.cpp,
rulesets/Python_API.cpp, rulesets/TerrainProperty.cpp,
rulesets/Thing.cpp, rulesets/World.cpp: Don't use camel casing for
local variables or function arguments.
* common/log.cpp, common/log.h: Switch to taking a C++ string reference
rather than a char *, as it is not really an optimisation, and it
makes the code simpler to read and write.
* client/BaseClient.cpp, client/ClientConnection.cpp,
common/AtlasFileLoader.cpp, common/BaseEntity.cpp,
common/Database.cpp, common/globals.cpp, common/id.cpp,
common/inheritance.cpp, common/log.cpp, common/log.h,
rulesets/Character.cpp, rulesets/Creator.cpp, rulesets/Entity.cpp,
rulesets/MemMap.cpp, rulesets/Motion.cpp, rulesets/Pedestrian.cpp,
rulesets/Py_Object.cpp, rulesets/Py_RootEntity.cpp,
rulesets/PythonMindScript.cpp, rulesets/PythonThingScript.cpp,
rulesets/Python_API.cpp, rulesets/Thing.cpp, server/Account.cpp,
server/Admin.cpp, server/ArithmeticFactory.cpp,
server/CommClient.cpp, server/CommListener.cpp,
server/CommMDNSPublisher.cpp, server/CommServer.cpp,
server/Connection.cpp, server/EntityFactory.cpp,
server/Persistance.cpp, server/Restoration.cpp,
server/ScriptFactory.cpp, server/TaskFactory.cpp,
server/WorldRouter.cpp, server/server.cpp: Convert over to using
new API correctly.
* data/mason.xml: Add biomass and transient to fircone, making its
script obsolete:
* rulesets/BaseMind.cpp, rulesets/MemMap.cpp, rulesets/MemMap.h:
Remove commented out lookId code. Re-write findByLocation to
require a type as well, and use a more efficient search to find
the entities requested.
* rulesets/Py_Map.cpp: Re-write find_by_location wrapper to handle
the extra type argument.
* rulesets/basic/mind/Memory.py: Re-write recall_place so that
type and radius are now required, and make sure all types listed
are checked for.
* rulesets/basic/mind/goals/common/move.py: Check if recall_place
has returned anything at all.
* rulesets/MemMap.h, rulesets/MemMap.cpp: Replace lookId() with
sendLooks() which sends a look to all required entities in
one batch more efficiently.
* rulesets/Py_Map.cpp: Remove bindings for Map.look_id, as its not
used.
* rulesets/BaseMind.cpp: Use MemMap.sendLooks() instead of
MemMap.lookIds() to look at the world.
* rulesets/PythonWrapper.cpp: Make sure PythonWrapper holds a propper
reference to the wrapper object, to ensure its not dealloced.
* rulesets/Py_Location.cpp: Store a PythonWrapper when creating
a new wrapper object if the entity does not already have
a script.
* rulesets/MemMap.cpp: Fix an uninitialised variable.
* client/BaseClient.cpp, common/Database.cpp, rulesets/MemMap.cpp,
server/Connection.cpp, server/EntityFactory.cpp, server/Peer.cpp,
server/Persistance.cpp, server/Restoration.cpp,
server/ServerRouting.h: Update integer ID related checks now that
integerId() function has changed.
* client/BaseClient.cpp, common/BaseWorld.cpp, common/id.cpp,
common/id.h, rulesets/MemMap.cpp, server/Account.cpp,
server/Admin.cpp, server/Connection.cpp, server/Persistance.cpp,
server/Restoration.cpp, server/WorldRouter.cpp, server/server.cpp:
Add intgerId() function to convert ID strings to integers, and
check the conversion went okay.
* common/types.h, server/Persistance.h, common/BaseWorld.h,
common/BaseWorld.cpp, server/WorldRouter.cpp:
Switch core world map to reference by integer ID rather than string.
Add version of getEntity() which converts from string to integer
automatically.
* rulesets/Character.cpp, rulesets/Thing.cpp, rulesets/World.cpp,
server/EntityFactory.cpp,
Use getEntity() when looking up an entity, so that conversion of
ID from string to integer is automatic.
* rulesets/BaseMind.cpp, rulesets/MemMap.cpp, rulesets/MemMap.h:
Switch to using integer IDs in MemMap's core mapping.
* server/Account.cpp, server/Account.h: Switch a few function
parameters to use integer ID values, making the code cleaner.
* server/Account.cpp, server/Admin.cpp, server/Persistance.cpp:
Handle string ID to integer conversions as required.
* 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.
* modules/Location.cpp, modules/Location.h:
Add const accessors for location data, in preparation for
adding cached collision data which must be updated every
time data is modified.
* physics/Collision.cpp, rulesets/Character.cpp, rulesets/Entity.cpp,
rulesets/Entity.h, rulesets/MemMap.cpp, rulesets/Movement.cpp,
rulesets/Pedestrian.cpp, rulesets/Plant.cpp,
rulesets/Py_Location.cpp, rulesets/Thing.cpp, rulesets/World.cpp,
server/Account.cpp, server/EntityFactory.cpp, server/Persistor.cpp,
server/Persistor_impl.h, server/Restorer_impl.h,
server/WorldRouter.cpp, tests/Locationtest.cpp:
Use the const accessors whenver reading data from Location.
* modules/Location.h, modules/Location.cpp: Remove handling of
LOC attribute from readFromEntity() as every use of this function
has differen requirements.
* rulesets/MemMap.cpp: Implement setting LOC so that the minimum
of lookups in the world dictionary are required.
* server/EntityFactory.cpp: Implement setting LOC in a much simpler
way, as its always uninitialised at this point.
* client/BaseClient.cpp: Add a note that LOC is currently unhandled,
as there is nothing sane to do with it.
* modules/Location.cpp, modules/Location.h: Add a new method to
read location data from an Atlas Entity.
* rulesets/MemMap.cpp, server/EntityFactory.cpp, client/BaseClient.cpp:
Switch to using new function rather than Entity::getLocation.
* rulesets/Entity.h, rulesets/Entity_getLocation.h: Remove obsolete
getLocation method.
* 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.
* common/AtlasFileLoader.cpp, common/Database.cpp,
common/FormattedXMLWriter.cpp, common/Property.cpp,
common/accountbase.cpp, rulesets/Character.cpp,
rulesets/Entity_getLocation.h, rulesets/MemMap.cpp,
rulesets/Pedestrian.cpp, rulesets/Plant.cpp,
rulesets/Py_Object.cpp, rulesets/Thing.cpp,
server/Admin.cpp, server/Connection.cpp, server/EntityFactory.cpp,
server/WorldRouter.cpp, tools/AdminClient.cpp, tools/cycmd.cpp,
tools/cyconvertrules.cpp: After an Element has been checked
with isFoo(), it is more efficient to get its value using Foo()
rather than asFoo() which repeats the check.
* 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.
* common/BaseWorld.h, rulesets/Entity.h, rulesets/MemMap.cpp,
server/Account.cpp, server/WorldRouter.cpp, server/WorldRouter.h:
Use reference count functions to handle deleting entities.
Modify main op queue to hold a reference to the entity the op
is from. Fix up arg naming conventions in WorldRouter.
* cyphesis.spec.in: Ensure rpm spec correctly obsoletes the old
mason and service rpms.
* modules/Location.cpp: Get rid of accidentally commited change
that screws up orientation.
* rulesets/Character.cpp: Provide more info about ops which
have TO set incorrectly.
* rulesets/MemMap.cpp: Don't set TO on look ops from memory.
* rulesets/basic/mind/NPCMind.py: Don't set TO on tick ops
from the mind.
* common/Property.cpp: Add required type checks to property set
methods.
* modules/Location.cpp: Don't send LOC attribute when the
pointer is NULL.
* rulesets/EntityProperties.cpp: Add a Property specialisation
for list of IDs.
* rulesets/MemMap.cpp: Fix the memory code to use the correct
PARENTS attribute rather than type, which is not an Atlas
attribute.
* tests/IGEntityExerciser.h: Add debugging output to attribute
checks.
* rulesets/Entity.cpp, rulesets/MemMap.cpp: Modify FIXME text so
its clearer which ones are part of the same problem.
* rulesets/Thing.cpp: Use a Delete pointer for a Delete operation.
* server/CommServer.cpp, server/CommServer.h: Change references
to clients into sockets. Remove unused version of removeSocket()
which takes an error message.