* 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/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.
* common/BaseWorld.h, rulesets/Character.cpp, rulesets/Py_World.cpp,
rulesets/PythonThingScript.cpp, rulesets/Stackable.cpp,
rulesets/Thing.cpp, rulesets/World.cpp, server/Account.cpp,
server/Admin.cpp, server/Connection.cpp, server/EntityFactory.cpp,
server/Restoration.cpp, server/WorldRouter.cpp, server/WorldRouter.h:
Rename some functions in the World interface so they make more
sense.
* rulesets/Entity.cpp, rulesets/Entity.h: Add destroyed flag to
Entity so we can tell if its no longer in the world.
* server/WorldRouter.cpp: Cut down the special case handling of
delete ops as we can now broadcast ops from entities that
have been removed from the world.
* common/Database.cpp: Implement function for modifying array rows.
* common/const.cpp: Enable persistence for testing.
* common/terrain_utils.cpp: Implement function for updating terrain
in database after a change.
* rulesets/World.cpp, rulesets/attributes.h: Add an update flag for
terrain, and use it to indicate to the Persistor.
* rulesets/World.h: Add accessors for variables which track modified
terrain, and a function to clear them.
* server/Persistor.cpp: Implement call to function to update terrain
in database.
* server/Restoration.cpp: Ensure that if world entity is already
in database, it gets hooked up appropriatly.
* common/Database.cpp, common/Database.h: Fix queries on ID relation
tables. Add methods to result functions for decoding the contents
of fields more directly. Implement selecting from array tables.
* common/terrain_utils.cpp, common/terrain_utils.h: New functions
for handling terrain in array database tables.
* rulesets/World.cpp, rulesets/World.h: Add functionality to track
changes to the terrain for persistence purposes.
* server/EntityFactory.cpp, server/EntityFactory.h, server/server.cpp:
Modify the way world entity persistence is bootstrapped to be
more consistent.
* server/Persistor.cpp: Provide specialisations to handle world so
that terrain is persisted. Implement storing terrain at entity
creation.
* server/Restoration.cpp, server/Restoration.h: Remove obsolete
restoration code. Return a status more accuratly representing
when restoration fails because of error, or if there is nothing
to restore.
* server/Restorer.cpp, server/Restorer.h, server/Restorer_impl.h:
Convert to using methods for restoring data in the Database class.
Implement restoring terrain from the database.
* server/Persistance.cpp, server/Restoration.cpp: Use DatabaseResult
clear() method to free result objects.
* server/CommMetaClient.cpp: Free address info in the event of a socket
failure.
* 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.
* 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.
* mason.xml, rulesets/mason/world/objects/outdoor/Campfire.py:
Add three missing rules.
* server/EntityFactory.cpp: Remove some old obsolete FIXMEs.
* server/Restoration.cpp: Remove redundant extra connection of
world persistor.
* 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/BaseEntity.h, server/Persistor.h: Make inheritance of
SigC::Object virtual, although multiple inheritance is not planned.
* common/Database.cpp, common/Database.h: Remove legacy account
table, and add support for generic non-inherited tables for OOG
data.
* common/Database.cpp, common/Database.h: Add general methods for
running queries and reporting errors, and cut down duplicated
code elsewhere by using them.
* common/accountbase.cpp, common/accountbase.h: Remove code
that used old account table, and replace with stubs. New
account yet to be written.
* server/Account.cpp, server/Account.h, server/Admin.cpp,
server/Admin.h, server/Player.cpp, server/Player.h:
Allow an id to be specified when creating an account.
* server/Persistance.cpp: Re-write account persistance methods
to use new table.
* server/Restoration.cpp: Clarify debug output.
* 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.
* common/BaseEntity.cpp, common/BaseEntity.h, common/OOGThing.h:
Add a protected constructor for initialising id at construction
time.
* common/Database.cpp, common/Database.h, server/Restorer_impl.h:
Switch argument order so default row can be first row.
* server/Persistor.cpp: Don't persist Creator objects.
* server/Restoration.cpp: Clean up debugging output, and report
serious errors.
* server/Restorer.cpp, server/Restorer.h: Add restorers for Character.
* server/server.cpp: Add log calls for restoring from database.
* physics/Quaternion.h, physics/Vector3D.h: Add accessors to
allow direct modification of coordinates.
* server/Persistor_impl.h: Remove duplicate attribute handler.
* server/Restoration.cpp: And in the final code for loading
restored entities from database.
* server/Restoration.h, server/Restorer.h,
server/Restorer_impl.h: Implement handler that populate
member variables of entity objects from database
structures.
* server/ServerRouting.h: Make WorldRouter reference public.
* server/WorldRouter.cpp, server/WorldRouter.h: Slight
modification to addObject(Entity *) to allow restored
objects to be added as well as new ones.
* server/WorldRouter.cpp, server/Admin.cpp:
Use consts::rootWorldId correctly.
* server/Persistor.cpp, server/PersistantThingFactory.cpp,
server/PersistantThingFactory.h, server/EntityFactory.h,
server/EntityFactory.cpp: Add World specialisation of Persistor
so that row in entity database is maintained, but not created.
* common/Database.h: Ensure iterator has != as well as ==.
* common/Database.cpp: Check that tuples have been returned
in response to a select.
* server/Restoration.cpp, server/Restoration.h,
server/Restorer.cpp: Restoration code now iterates over the
contents of the database, but does not attempt to actually
restore it yet.
* common/Database.cpp, common/Database.h: Implement methods
to query database results.
* common/const.cpp, common/const.h: Add a const for the root
id.
* server/Restoration.cpp, server/Restoration.h: Start implementing
code to restore world from database.
* common/Database.h: Add class for handling results from database.
* server/Restoration.cpp: Comment out pseudo-code.
* server/Restorer.h: Methods declarations for code to decode database
results.
* server/EntityFactory.h, server/ExternalMind.h,
server/PersistantThingFactory.h: Fix header guard names.
* server/server.cpp, server/Restoration.h, server/Restoration.cpp:
Add beginning of class to handle restoring world state from database.