Kayne Ruse
20d40d5b81
Implemented two-step logins, basic connections build
2014-11-23 05:47:21 +11:00
Kayne Ruse
ace87b438b
Began working changes into lobby
2014-11-16 23:02:06 +11:00
Kayne Ruse
cacd3dcd6d
Removed the statistics structure from common/* and server/*
2014-11-16 22:34:12 +11:00
Kayne Ruse
a1c20959fe
The server builds using the new packet types; incomplete
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Most of this was achieved by dummying out calls in HandlePacket(), so the
server's actual logic is incomplete.
2014-11-09 23:15:09 +11:00
Kayne Ruse
f584dd140b
Began work on expanding the network protocols
2014-10-23 23:50:49 +11:00
Kayne Ruse
ad2c65dc67
Remeved the commented BUGFIX tags
2014-09-10 17:00:13 +10:00
Kayne Ruse
2c06232264
JOIN_REJECTION works, ready for the rest
2014-09-09 08:39:36 +10:00
Kayne Ruse
4c882682ed
Added TextPacket
2014-09-09 08:05:50 +10:00
Kayne Ruse
f581c3238f
Tweaked some TODO comments
2014-09-03 04:36:02 +10:00
Kayne Ruse
79c7e48139
UDPNetworkUtility accepts addresses by value, encapsulated ClientData
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I started encapsulating ClientData, and I added the internals for the
heartbeat ssytem. However, when I took a look inside UDPNetworkUtility, I
realized that I didn't have to pass the IPaddresses by reference anymore.
Therefore, I've changed it to accept the addresses by value, and I'm
committing that change right away before I finish the heartbeat system.
This engine is really shaping up, I think.
2014-09-03 01:59:53 +10:00
Kayne Ruse
d50cf5b91e
Fixed shoddy packet typing
2014-09-03 00:45:08 +10:00
Kayne Ruse
5536bf366d
Implemented the serialization switch statement
2014-08-31 15:35:14 +10:00
Kayne Ruse
094efad728
Rearranged the packet and serial code to make more sense
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This mostly just reimplements the best parts of the discarded branch:
> discard-encapsulated-packets
There may still be some work needed.
2014-08-31 13:24:53 +10:00
Kayne Ruse
6f4334f84d
Moved serialization globals
2014-08-25 00:07:17 +10:00
Kayne Ruse
74f809a801
UDPNetworkUtility is a singleton, disabled InCombat scene
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I found incombat to be way too finicky to keep up to date, so I disabled
it for now.
2014-08-13 06:53:47 +10:00
Kayne Ruse
182101b592
Minor tweaks
2014-08-13 06:19:07 +10:00
Kayne Ruse
82b1b589dc
Moved some files around
2014-07-03 00:23:43 +10:00
Kayne Ruse
93480be685
Solid data is moving from the server to the client, read more
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The APIs have access to the solid data, and I fixed a bug: Basically, the
template parameter for std::bitset expects an integer representing the
number of bits to hold, but I initially misread it as the number of bytes.
This has been corrected.
I've also added a sandy beach to the generated island. I'm tempted to
start working on some simple generators soon.
2014-07-02 00:47:37 +10:00
Kayne Ruse
8ed308e89a
Switched the hack for the bitset
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I've also added acessors and mutators to the Region and RegionPagerBase
classes.
2014-07-01 22:55:43 +10:00
Kayne Ruse
8df1ecd804
This hack for the collision map was a terrible idea
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I'm committing these changes before undoing these, and coding it properly.
2014-07-01 22:04:45 +10:00
Kayne Ruse
618666de43
Renamed the Restart scene to CleanUp
2014-06-15 22:39:10 +10:00
Kayne Ruse
5c74ecdd72
Removed ESC key exit, and tweaked some comments
2014-06-15 22:24:50 +10:00
Kayne Ruse
bd5e57401e
Minor comment tweaks
2014-06-14 23:27:33 +10:00
Kayne Ruse
c021032512
The character is visible, fixed a database issue
2014-06-14 22:37:21 +10:00
Kayne Ruse
a11867126c
Fixed segfault in common, changed casting of packets to static_cast
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This required that I switch from using a char array for the packet buffers
to using malloc() and free(). They make more sense anyway, and I've
learned (or relearned) something about casting.
2014-06-12 03:47:49 +10:00
Kayne Ruse
ee79231de0
Began bringing the client into line with the server's changes
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Several parts of the client already built correctly.
Updated LobbyMenu, it not builds.
2014-06-10 02:42:07 +10:00
Kayne Ruse
f034c32c38
Collapsed the pager into a single file, removing lua hooks
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I need to re-add the lua hooks, but it'll be easy.
2014-06-08 04:01:09 +10:00
Kayne Ruse
ee2ac0b7a9
Created MAX_PACKET_SIZE
2014-06-08 00:36:05 +10:00
Kayne Ruse
cac273da5e
Partial rewrite of server_application.cpp
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I've also fixed some other issues along the way. However, the next step
requires support for multiple rooms. Finally.
2014-06-07 01:14:54 +10:00
Kayne Ruse
2c9b0fc3e7
Committing some comment tweaks
2014-06-06 21:12:46 +10:00
Kayne Ruse
5966d7b51a
Fleshed out the serialization internals
2014-06-04 23:30:20 +10:00
Kayne Ruse
46dff9b97b
Implemented the minor changes into UDPNetworkPacket
2014-06-04 23:08:52 +10:00
Kayne Ruse
23364b2810
Split up the serial code, but had to gut it in the process
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Since the contents of the packets are different than before, I decided to
gut the serialization code. I'll reimplement the internals soon.
2014-06-04 23:03:24 +10:00
Kayne Ruse
da60fa8f94
Began reworking the network code
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This commit devides SerialPacket into a series of different structures,
all decended from a common base class.
Using a union was not a good idea.
2014-06-04 21:16:51 +10:00
Kayne Ruse
0a03535ecb
Replaced several lookups to the same object with a reference
2014-06-02 22:35:55 +10:00
Kayne Ruse
fb6fba9564
Removed BBox, renamed position to origin
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I've replaced the BBox class with a pair of inline functions in
check_bounds.hpp. I've also renamed the 'position' variable to 'origin' in
several locations.
These changes are mostly to alleviate ambiguity.
2014-06-02 21:13:08 +10:00
Kayne Ruse
1cfb814ee4
Added the rest of the combat info to the network code
2014-06-01 23:07:02 +10:00
Kayne Ruse
de902d2d3d
Bumped the network version
2014-05-28 23:39:31 +10:00
Kayne Ruse
7b3bf24e5d
Refactored UDPNetworkUtility, and tied it to SerialPacket
2014-05-28 23:22:00 +10:00
Kayne Ruse
5893342ad8
Removed the shared parameters structure (read more)
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I've also stopped using a separate branch for sharing the CharacterData
structre. This commit won't build, mostly because I need to refactor
InWorld to handle the loss of the PlayerCharacter class.
I should probably rename SQL's tables too.
2014-05-27 22:27:30 +10:00
Kayne Ruse
a47e76845f
Removed common/ from the build process, and the DEBUG flag
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The common/ directory is empty, only containing more directories to be
built, and the DEBUG flag isn't being used.
2014-05-26 02:21:56 +10:00
Kayne Ruse
c2eb08bd5e
Restructured the common/ directory, and simplified the build process
2014-05-26 02:10:12 +10:00
Kayne Ruse
7b76e07231
Hooked up the new serial code, nothing broke
2014-05-26 01:08:10 +10:00
Kayne Ruse
1dd8042d3d
Added some structures to SerialPacket, and serial.cpp
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I've also created the Statistics structure for simplicity.
2014-05-26 00:49:31 +10:00
Kayne Ruse
01244005e9
Minor file renaming and tweaks
2014-05-13 00:23:04 +10:00
Kayne Ruse
1beb7cbd5d
Began adding basic authentication
2014-05-06 21:35:07 +10:00
Kayne Ruse
4ebff4a25a
Minor tweaks, prepping for a merge
2014-05-06 19:18:53 +10:00
Kayne Ruse
124cb3ad13
Did some renaming and comment tweaks
2014-04-29 06:34:23 +10:00
Kayne Ruse
6d3400d948
Merge branch 'network' (read more)
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I've refactored the network layout. Here is a brief list of changes:
* The new player object is created server-side rather than client-side
* serial.cpp now uses macros to prevent hard-to-find logic errors
* A few method definitions have been re-ordered
* SerialPacket's internals have been slightly changed
* SerialPacket now carries a datestamp defining the network protocol
* server_application.cpp has been split into two separate files
* HandleJoinRequest() has been modified to create the new player object
2014-04-29 02:14:25 +10:00
Kayne Ruse
9ec1ddab99
Exceptions are being thrown; retiring for the night
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I don't know what's causing these issues, so I'm leaving it for tonight.
2014-04-26 02:48:15 +10:00