Here are more tweaks:
* InWorld's quit event now exits to the main menu, bypassing a relayed disconnect message
* InWorld's disconnect hander no longer throws exceptions (dropped creation packet bugfix)
* CombatData's internals now point to std::pair objects
* Enemies are stored in a global list
Deleted in the merge:
* combat_management.cpp
* todo.txt
Amended in the merge:
* server/enemy_factory_interface.hpp
* server/server_application.hpp
* server/server_internals.cpp
That version of combat_management.cpp was not what I was looking for. I'll
try again, this time by working my way down from SerialPacket. It's worked
in the past as far as establishing a standard goes.
todo.txt was deleted in this commit, but will be carried over into the
next develop branch.
I'll release a new demo build without changing the version number, since
there are no functional changes.
This has been a long-running problem for days, but I've finally
implemented a correctly working hierarchy between the ClientData,
AccountData and CharacterData objects:
CharacterData -> AccountData -> ClientData
There doesn't seem to be any issues with it right now, touch wood.
* There seems to be something iffy with this branch
* The size of SerialPacket may have changed
I've implemented the accountIndex variable as best I can, but I really
shouldn't code at night. I'll need to go over the changes again before
merging this.
To modify an existing user account, change the in memory copy and then
call the function SaveUserAccount(uid), where uid is the index of the
modified account. If the save function is not called immediately, then the
behaviour of the server is undefined.
I'm mostly just testing the waters at this stage, and i've left some debug
code in. There's no way to unload, delete, etc. the accounts, but that
comes later.
The bug was being caused by a lack of a new player object being sent to
some clients. Fixed this by adding in the sending code, and preventing the
new entries being "registered" until the end of the HandleJoinRequest()
method.
Hopefully I can simply abstract away some of this code soon.
The bug was being caused by not assigning default values to the player
objects' internals. I've added a quick fix to these structs, but I think
it's best to expand them into proper classes now.
I've created a separate branch for this because it's gonna be a bitch to
get compiled, and then I'll still have to ensure that the client & server
are work together correctly.
This build does not compile.
It seems that the serialization code has a bug in it. I was expecting
something like this. When the server tries to send the region content, it
exits. I'll try and find the cause of the error, but I'm committing my
changes anyway.
I've also added in some debug code to the map classes, because I was
hunting down a std::bad_alloc beingthrown. Turns out I forgot to set the
map sizes in the client's InWorld constructor. I'm committing the fix, and
the debug code.
I've added lua hooks for both pager functor classes. Hopefully, I haven't
missed any corner cases, because it took me a while to hunt everything
down. One issue is that the map's save directory needs to be set in the
Format class, but it'll do for now. I'll review this again when I've got
more than one map running at one time.
There should be enough here for a lua-driven map generator to be
implemented, even if it's a bit rough. I think I'll test this out in the
editor eventually, but getting the base branch's network map code going
comes first.
The current process is extremely convulted, so I need to document
everything that I've done so far, including C++ and lua functions.