mirror of
https://github.com/polserver/polserver
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117 lines
No EOL
7.8 KiB
Text
117 lines
No EOL
7.8 KiB
Text
TO-DO before next release:
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==========================
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1. Linux: HTTP freeze http://groups.yahoo.com/group/pol-core-test/message/7138
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(Approach: a separate thread that will watch a counter of the last time each thread passed its
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game-lock checkpoint. When no thread has obtained the lock for over 30 seconds, report
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on their checkpoints. This will tell which thread has the lock, and where it is)
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Other
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=====
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deal with NPC good/neutral/evil changing on npcdesc reload
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Planning
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========
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096 - Vestal Virgin
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Syzygy
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Look into what happens when an offline mobile is moved. (MoveCharacterToLocation)
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Unknown
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Full script interface to tip window? (blocking, a la gumps etc)
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Admin login auto bumps timing-out characters (or ignores)
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Syzygy
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store 'gotten item' on a layer
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Find memory leaks in ecompile
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given item contianer objtype
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097 - The Coregina
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Slogan
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"POL - Providing mature development for 7 years...
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Not sure what happened after that though.. now the drinkers have it... "
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098 - BAW (Beer and Waffles)
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099 - BEER - (Break Everything Even Rudders)
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Tomi: Add the two new Login Error reasons where needed.
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Check all 0xA9 packet flags, make sure we have them all.
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Implement packet 0x86 as it should be. Which client versions know this method?
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Move CryptEngine from Client class to Client->Listener once objtype storage is redone and after boats redone.
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MuadDib: Make sure all changes to color, graphic, etc are calling thier on_*_changed, to updated nearbly clients.
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Finish up the "FIXME: Add Grid" fixes, to fully have slotted containers supported.
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Overload for send_remove_object() etc, for using with Character class. To reduce manual
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builds of the Delete packet. Centralize damnit :P
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Nando: Find remaining Memory Leaks in Executor.
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Find remaining Memory leaks in Config handling.
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Add Disconnect bool for packet queue system for packets to auto disconnect a client after sent. Should help resolve issues where
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clients get disconnected before final packets sent thus causing clients to hang. Also require a member to show awaiting disconnect.
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Turley: Fix? Issue with timeout not working under linux cores (Inactivity timeout).
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Austin:
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Unassigned: Combat.cfg handling rewrote to add syshook ability within like repsys.cfg
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Look into Executor Instructions PC crashes. Could this be from a memory bug, where
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something is overwriting memory like the old config and packetobj unicode leaks?
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Total rewrite of internal gump handling. Utilizing an internal map with the PID
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as the key for reference. Storage can be done by reference to uoemod and the unique
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ID (GumpID) for the script. This would also allow us to let the scripter pass a
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GumpID for sending to the client. It optimizes the handling of gumps to scripts checks
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and allows for v5+ clients with POL to open on the same position they was closed in last
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by passing the same gump id as per OSI standards (scripter doing it).
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Item.Quality needs implemented for AOS Elemental also like it is for AR. Right
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now, cannot see how Quality affects ANYTHING except reporting maxhp member o_O
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Rewrite SEND SKILLS (0x3A) message. (Should make a buffer instead of a big array of skills,
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and just one packet struct instead of two.)
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Cleanup spells.cpp, removing the client->chr->schedule_spell(spell) and replacing it with
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spell->cast(client->chr). Clean the whole Spelltask class, as it's no longer used (it always
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schedules for NOW). This includes the schedule_spell() method from Character class. For now,
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they're only wasting space, memory and processing.
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send_menu( Client *client, Menu *menu ) Just is terrible I think. Hard on the eyes. Need to redo this and the packet.
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Character::move( unsigned char i_dir ) - Does this need to have on_facing_change() added to it? Answer and resolve
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Review packet 0x66 to cleanup code if needed (including old code, that is commented out, blah).
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Look at expanding regions to use XYZ XYZ instead of just XY XY
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Split fileaccess code out from the filemod.cpp/h code.
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Split guilds and guildmod code apart
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Rewrite Privs system to use flags like UOFeatureEnable does. This allows to do away with Privs struct among other areas such as where
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privs are stored as their named strings and full struct with bool. Should have a decent reaction to memory used. Especially
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when considering how many may use Invul on large shards with tons of Invul npcs.
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Rewrite POL/Module code, to have a centralized Modules.cpp/h for the major assigning, and the actual Module code in the relative
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cpp/h
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Consolidate NPC Classed code to npc,cpp/h, instead of scattered around.
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Consolidate NPC Template Handling to npctmplate files, like npc base code.
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Organize Module code files into a new project, with EM files located in a subfolder. Remember to update mkdist and linux files.
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Analyze all combat code to move into a centralized .cpp/.h for combat related only.
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Move existing servspecopt.cfg settings that are for CLIENT SPECIFIC STUFF to
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uoclient.cfg system and make them client specific members populated at creation like StatCap already is!
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uoclient::listener::UOFeatureEnable, moved from ssopt::UOFeatureEnable. Client->UOFeatureEnable, to access uoclient setting.
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Itemdesc::Container::Weightmod=None/Half/Double/Normal(default) R/O
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None = Items give no weight
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Half = Items give half weight
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Double = Items give double weight
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Normal = Normal weight effect. Same as not using this entry at all.
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For this to be R/W, would have to trigger resending the weight information to people
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around it just as though something was inserted/removed etc. Would this be a pain in
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the ass to make r/w more than maxweight etc?
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Rewrite of 0x11 Status Packet. To include all message types, and settable based on Client Feature Settings so the server
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automatically knows which kind of packet type to send for full system messages. Better handling this way, optimized,
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and better support for all client versions dynamically.
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100 - MASS - (Midget Asian Strippers Survive!)
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Unassigned: Implement SQL Storage for accounts (optional). Save/Load handled to SQL as needed. During world save should we save a file copy? If they
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switch from file to SQL, there should be a way to switch back easily. Could always do a utility to read the SQL and export, and read
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the file to import. Along with a base .sql file to build the db tables needed. Definately recommend including an additional SALT key
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in the table as well. Configurable via the cfg file, but always read from the SQL table when used to do pass checks. This way, an
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admin can periodically change it if needed for new accounts/pass changes. This resolves any hardcoded salts in an Open Source.
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Complete the Incremental Save system, with a few tweaks. This should be geared toward incremental/uobject changes to update SQL.
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Should we consider the move to pure SQL? If so, we could greatly reduce overhead using incremental load and saves with realtime use of the
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SQL. Not loading characters, but reserving their serials, for example until they actually sign in. This can also be reversed to keep
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serial reserved, but unload the character after full logout.
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