* 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.
* server/ExternalMind.h, server/ExternalMind.cpp: Improve the
interface to make it cleaner, and add a way to track the time
at which the character lost it's connection to the client.
* server/Connection.cpp: Change to use the cleaner ExternalMind
interface.
* server/ExternalMind.h: Make all the member variables protected,
and create an API to expose as needed.
* server/Connection.cpp: Update the code to use the interface to
interact with ExternalMind.
* 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/Creator.cpp: Remove code for removing Creators once
they've been disconnected, and simply mark them as ephemeral.
* server/ExternalMind.h, server/ExternalMind.cpp: Change
the external mind so it stores a reference to the character it
is the mind for, and stores a pointer to the connection rather
than a reference so it can be nulled when the connection is
removed on unsubscribed. Implement removing an ephemeral avatar
character on disconnection.
* server/Connection.cpp: Re-work the connection code to deal with
a character still having an external mind on connection, and not
removing the external mind at disconnection.
* 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/Identified.cpp, common/Identified.h: Add a new base class
which combines Identified with OperationRouter.
* server/CommClient.cpp, server/CommClient.h: Modify CommClient to
refer to it's operation routing object purely by the OperationRouter
interface.
* server/Connection.cpp, server/Connection.h,
server/TrustedConnection.cpp: Re-factor connection routers so
they no longer inherit from BaseEntity, and instead inherit
cleanly from the minimum required interfaces.
* server/Admin.cpp, server/Connection.cpp, server/Connection.h,
server/ServerRouting.cpp, server/ServerRouting.h: Use the much
simpler OperationRouter interface when handling routing operations
round the server.
* common/BaseEntity.cpp, common/custom.cpp, common/inheritance.cpp,
common/inheritance.h, common/op_switch.h, common/types.h,
rulesets/Character.cpp, rulesets/Creator.cpp,
rulesets/PythonThingScript.cpp, server/Account.cpp,
server/Connection.cpp, server/ExternalMind.cpp,
tests/OOGThingtest.cpp, tests/inheritancetest.cpp:
Remove a set of pointless definitions, and use the originals
throughout the code.
* common/OperationRouter.cpp, common/OperationRouter.h: Interface
class for objects when can handle or route operations.
* common/BaseEntity.h, common/BaseEntity.cpp: Remove standard
implementation of operation handler, forcing class to provide
more specific implementations.
* rulesets/LocatedEntity.h, rulesets/LocatedEntity.cpp: Add an
implementation of the OperationRouter interface, suitable for
IG operations.
* server/ServerRouting.h, server/Peer.cpp, server/Peer.h,
rulesets/MemEntity.h: Add placeholder OperationRouter
implementations.
* server/Connection.cpp: Update OperationRouter implementation to
be better suited.
* server/Account.cpp, server/Account.h: Implement OperationRouter
for accounts.
* 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/log.cpp, common/log.h, common/BaseEntity.cpp,
common/BaseEntity.h: Switch to taking a C++ string reference rather
than a char *, for the rest of the logging and error related
calls.
* common/Database.cpp, common/log.cpp, common/log.h,
rulesets/PythonMindScript.cpp, server/Account.cpp,
server/Admin.cpp, server/Connection.cpp, server/Player.cpp,
tools/cyisoload.cpp: Convert over to using the new API correctly.
* 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:
* common/globals.cpp, common/globals.h: Add a config flag
to control whether database code is enabled.
* server/EntityFactory.cpp, server/EntityFactory.h,
server/PersistantThingFactory.cpp, server/PersistantThingFactory.h,
server/PersistantThingFactory_impl.h, server/Persistor.cpp:
Re-work the persistence code so that persistent or non-persistent
versions of entity factories are installed at startup, removing
the need to check whether the database is enabled during
runtime.
* common/newid.cpp, server/Connection.cpp, server/server.cpp:
Replace the const that used to control whether the database
was used with the config flag.
* rulesets/Entity.h, rulesets/Entity.cpp: Set argument names on
some methods. Add a new method allowing a property to be set
externally.
* server/ExternalProperty.cpp, server/ExternalProperty.h: Add a new
property which reflects whether an entity is connected to the
outside world via an external mind.
* server/Connection.cpp, server/Connection.h: Add a new method which
hooks up an avatar to the connection, installing an ExternalProperty
if necessary.
* server/Account.cpp: Use the new Connection method to hook up
existing avatars.
* server/Connection.h, server/Connection.cpp: Change disconnectObject
to removePlayer to make it clearer what the return value means,
and return a pointer to the removed object if it is a player account.
* server/Connection.cpp: When removing an account which has been
logged out, remove all its characters which are not currently in
use from the connections list.
* server/Connection.h, server/Connection.cpp: Move the code that
decouples an object from the subscribed connection into its
own function, so the same code is invoked from two different
places.
* rulesets/Entity.cpp, server/Account.cpp, server/Admin.cpp,
server/Connection.cpp, server/EntityFactory.h,
server/Persistor_impl.h, tools/cycmd.cpp:
Switch from using deprecated sigc++ 1.2 headers to the right
sigc++ 2.0 equivalents.
* 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.
* server/Connection.cpp, server/CommClient.cpp, server/Account.cpp:
Only set refnos on ops if the client has set a serial number.
* rulesets/Character.cpp: Simplify handling the transfer of
operations from client to in-game. Don't give new operations
serial numbers at this point.
* common/system.cpp: Return 0 on security check fail, as -1 is
signed.
* server/Connection.cpp: Re-order logging messages so that messages
reflect the fact the a broken connection occurs before the
subscriptions associated with that connection can be dropped.
Implement logging out just specific objects without closing the
connection.
* common/Database.cpp, common/newid.cpp, server/server.cpp:
Modify new ID checks so that code still runs when database is
unavailable, and events requiring new IDs fail cleanly.
* server/Connection.cpp: Report a failure to create a player
account if no ID available.
* rulesets/BaseMind.cpp: When processing appearance ops, handle
stamp more efficiently, report an error if ID is missing
from argument.
* server/IdlePSQLConnector.cpp, server/IdlePSQLConnector.h:
Implement re-connecting to the Database if connection is lost.
* rulesets/Character.cpp, rulesets/Entity.cpp, rulesets/Thing.cpp:
Ensure STAMP is present on appearance op args.
* server/CommListener.cpp, server/CommListener.h,
server/CommPeerListener.cpp, server/CommPeerListener.h,
server/CommSlaveListener.cpp, server/CommSlaveListener.h,
server/CommUnixListener.cpp, server/CommUnixListener.h:
Add a return value to method for creating new client socket
objects, and use it to return failure if no ID is available
from the database for a new object.
* rulesets/Py_Point3D.cpp, rulesets/Py_Vector3D.cpp,
rulesets/Python_API.cpp: Add "new" method for class wrappers, and
call the in place constructor from new rather than init. Re-write
internal function for creating new instances so it uses the "new"
method.
* rulesets/Py_Statistics.cpp: Remove some obsolete code inadvertedly
copied from another file. Comment out some unused code to get rid
of a warning.
* server/CommPSQLSocket.cpp: Clear the database connection from
destructor.
* tests/python_class.cpp: A new test for experimenting with new
Python wrappers.