mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-25 15:07:28 +00:00
Merge branch 'DarkflameUniverse:main' into main
This commit is contained in:
commit
da5b290809
51
.github/ISSUE_TEMPLATE/bug_report.yaml
vendored
Normal file
51
.github/ISSUE_TEMPLATE/bug_report.yaml
vendored
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@ -0,0 +1,51 @@
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||||
name: Bug Report
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||||
description: Report incorrect behavior in DarkflameServer
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||||
title: "BUG: "
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||||
labels: ["bug", "triage"]
|
||||
|
||||
body:
|
||||
- type: checkboxes
|
||||
id: checks
|
||||
attributes:
|
||||
options:
|
||||
- label: >
|
||||
I have checked that this issue has not already been reported.
|
||||
required: true
|
||||
- label: >
|
||||
I have validated that this issue is not a syntax error of either MySQL or SQLite.
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||||
required: true
|
||||
- label: >
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||||
I have pulled the latest version of the main branch of DarkflameServer and have confirmed that the issue exists there.
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||||
required: true
|
||||
- type: textarea
|
||||
id: problem
|
||||
attributes:
|
||||
label: Issue Description
|
||||
description: >
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||||
Please provide a description of the issue. If this is an in-game bug, please also include pictures that showcase the issue.
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||||
validations:
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||||
required: true
|
||||
- type: textarea
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||||
id: reproduction
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||||
attributes:
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||||
label: Reproduction steps
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||||
description: >
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||||
Please provide a concise list of steps needed to reproduce this issue.
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||||
validations:
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||||
required: true
|
||||
- type: textarea
|
||||
id: expected-behavior
|
||||
attributes:
|
||||
label: Expected Behavior
|
||||
description: >
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||||
Please describe what you expected to happen instead of the issue.
|
||||
validations:
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||||
required: true
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||||
- type: textarea
|
||||
id: environment
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||||
attributes:
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||||
label: Environment
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||||
description: >
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Please include the environment you're running DarkflameServer on (for example: Windows, macOS, Ubuntu, WSL, etc).
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||||
validations:
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||||
required: true
|
42
.github/ISSUE_TEMPLATE/documentation_improvement.yaml
vendored
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42
.github/ISSUE_TEMPLATE/documentation_improvement.yaml
vendored
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@ -0,0 +1,42 @@
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||||
name: Documentation Improvement
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||||
description: Report wrong or missing documentation
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||||
title: "DOC: "
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||||
labels: ["docs", "triage"]
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||||
|
||||
body:
|
||||
- type: checkboxes
|
||||
attributes:
|
||||
options:
|
||||
- label: >
|
||||
I have checked that this issue has not already been reported.
|
||||
required: true
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||||
- label: >
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||||
I have validated that the documentation is wrong or missing on the latest version of the main branch of DarkflameServer
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required: true
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- type: textarea
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||||
id: location
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||||
attributes:
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||||
label: Location of the documentation
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||||
description: >
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||||
Please provide the location of the documentation, e.g. "Entity.cpp" or the
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||||
URL of the documentation, e.g.
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"https://github.com/DarkflameUniverse/DarkflameServer/blob/main/README.md"
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||||
placeholder: https://github.com/DarkflameUniverse/DarkflameServer/blob/main/README.md
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||||
validations:
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||||
required: true
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||||
- type: textarea
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||||
id: problem
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||||
attributes:
|
||||
label: Documentation problem
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||||
description: >
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||||
Please provide a description of what documentation you believe needs to be fixed/improved
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||||
validations:
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||||
required: true
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||||
- type: textarea
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||||
id: suggested-fix
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||||
attributes:
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||||
label: Suggested fix for documentation
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||||
description: >
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||||
Please explain the suggested fix and **why** it's better than the existing documentation
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validations:
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||||
required: true
|
40
.github/ISSUE_TEMPLATE/feature_request.yaml
vendored
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40
.github/ISSUE_TEMPLATE/feature_request.yaml
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@ -0,0 +1,40 @@
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name: Feature Request
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description: Suggest an idea for DarkflameServer
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title: "ENH: "
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labels: ["enhancement", "triage"]
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||||
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||||
body:
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||||
- type: textarea
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||||
id: problem
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||||
attributes:
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||||
label: Is your feature request related to a problem?
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||||
description: >
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||||
Please provide a description of what the problem is, e.g. "I wish I could use DarkflameServer to do [...]"
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||||
validations:
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||||
required: true
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||||
- type: textarea
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||||
id: solution
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||||
attributes:
|
||||
label: Describe the solution you'd like
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||||
description: >
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||||
Please provide a description of the feature request, e.g. "`SlashCommandHandler.cpp` should get a new command `/unlimited-coins` that [...]", try to write a docstring for the desired feature
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||||
validations:
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||||
required: true
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||||
- type: textarea
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||||
id: implications
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||||
attributes:
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||||
label: Repository breaking implications
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||||
description: >
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||||
Please provide a description of how this feature will affect the DarkflameServer repository
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- type: textarea
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||||
id: alternatives
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||||
attributes:
|
||||
label: Describe alternatives you've considered
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||||
description: >
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||||
Please provide a description of any alternative solutions or features you've considered
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||||
- type: textarea
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||||
id: example
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||||
attributes:
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||||
label: Additional context
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||||
description: >
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||||
Please add any other context, code examples, or references to existing implementations about the feature request here
|
53
.github/ISSUE_TEMPLATE/installation_issue.yaml
vendored
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53
.github/ISSUE_TEMPLATE/installation_issue.yaml
vendored
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@ -0,0 +1,53 @@
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||||
name: Installation Issue
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||||
description: Report issues installing the DarkflameServer on your system
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||||
title: "BUILD: "
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||||
labels: ["build", "triage"]
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||||
|
||||
body:
|
||||
- type: checkboxes
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||||
id: checks
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||||
attributes:
|
||||
options:
|
||||
- label: >
|
||||
I have read the [installation guide](https://github.com/DarkflameUniverse/DarkflameServer/blob/main/README.md).
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||||
required: true
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||||
- type: dropdown
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||||
id: platform
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||||
attributes:
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||||
label: Platform
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||||
description: >
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||||
Please provide on which platform you've tried to install DarkflameServer
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||||
options:
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||||
- Windows
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- WSL1
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- WSL2
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||||
- macOS
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- Ubuntu
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||||
- Other
|
||||
validations:
|
||||
required: true
|
||||
- type: dropdown
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||||
id: architecture
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||||
attributes:
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||||
label: Architecture
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||||
description: >
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||||
Please provide on which architecture you've tried to install DarkflameServer
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options:
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||||
- x86
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- ARM
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||||
validations:
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||||
required: true
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||||
- type: textarea
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||||
id: logs
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||||
attributes:
|
||||
label: Error Logs
|
||||
description: >
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||||
If possible, please copy and paste the error logs when attempting to install DarkflameServer.
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||||
value: >
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||||
<details>
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||||
|
||||
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||||
Replace this line with the error logs.
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</details>
|
33
.github/ISSUE_TEMPLATE/performance_issue.yaml
vendored
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33
.github/ISSUE_TEMPLATE/performance_issue.yaml
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@ -0,0 +1,33 @@
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||||
name: Performance Issue
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||||
description: Report slow performance or memory issues when running DarkflameServer
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title: "PERF: "
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labels: ["performance", "triage"]
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||||
|
||||
body:
|
||||
- type: checkboxes
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||||
id: checks
|
||||
attributes:
|
||||
options:
|
||||
- label: >
|
||||
I have checked that this issue has not already been reported.
|
||||
required: true
|
||||
- label: >
|
||||
I have pulled the latest version of the main branch of DarkflameServer and have confirmed that the issue exists there.
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||||
required: true
|
||||
- type: textarea
|
||||
id: example
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||||
attributes:
|
||||
label: Reproducible Example
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||||
description: >
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||||
Please provide a minimal, example that quantifies slow runtime or memory issues.
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||||
Ideally include screenshots of CPU usage or memory usage. And if possible point
|
||||
to the code that you may suspect to cause the issue.
|
||||
validations:
|
||||
required: true
|
||||
- type: textarea
|
||||
id: prior-performance
|
||||
attributes:
|
||||
label: Prior Performance
|
||||
description: >
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||||
If applicable, please provide the prior version of DarkflameServer and output
|
||||
of the same reproducible example where the performance issue did not exist.
|
@ -36,12 +36,89 @@ In general, we follow the "fork-and-pull" Git workflow
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||||
- Open a PR in our repository.
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||||
PRs should include (when applicable):
|
||||
- A descriptive title that covers the **entire** content of the pull request
|
||||
- Description
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||||
- Motivation and Context
|
||||
- Type of Changes
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||||
- How Has This Been Tested?
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- Screenshots
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## Commits
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||||
Commits to this project should be concise, descriptive and to the point. Writing proper commits helps define a clear project history and makes it easier to browse the source and pinpoint issues. Although this might seem trivial, a pull request with improperly formatted commits will not be accepted. An overview of good commit practices can be found in [this](https://cbea.ms/git-commit/) article. In a nutshell, a good commit has:
|
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#### one conceptual change with a subject line that reflects it
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||||
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||||
The subject line of the commit is what you specify when doing `git commit -m "<subject-line>"`. When making commit, make sure that you create it for one conceptual change. E.g. do not use a commit to dump all the changes you have locally, but split your changes into commits that conceptually make sense and use the subject line to refelct that. Some examples:
|
||||
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||||
**Bad:**
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||||
Commit message: `Document MovementAIComponent and add Avant Gardens Mech Scripts and fix Entity.cpp bug causing infinite loops`
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||||
Changed files:
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- MovementAIComponent.cpp
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- AgMechScript.cpp
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- Entity.cpp
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||||
**Good:**
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Commit message: `Document MovementAIComponent`
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Changed files:
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- MovementAIComponent.cpp
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Commit message: `Add Avant Gardens Mech Scripts`
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Changed files:
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||||
- AgMechScript.cpp
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||||
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Commit message: `Fix Entity.cpp bug causing infinite loops`
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||||
Changed files:
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||||
- Entity.cpp
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||||
|
||||
Not only does this logically make more sense, it'll make it easier to revert a conceptual change once something wrong with it. If you commit using the bad example but your bugfix turned out to introduce an even worse bug, all your changes have to be reverted, even though your other changes might not be broken. Splitting your commits into conceptually unique commits makes it easier to find and revert issues.
|
||||
|
||||
#### an imperative subject line
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||||
|
||||
In the subject line it's also important to have an imperative writing style that covers the contents of your commit so that it easily reflects what it'll do when applied. We pick an imperative writing style so that all commits have equal tonality. An easy check for this is placing `When applied, this commit will ...` in front of your commit message and checking if that makes sense. Some examples:
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||||
|
||||
**Bad:**
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||||
```
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||||
Nice commit :) -> "When applied, this commit will nice commit :)"
|
||||
```
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||||
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||||
**Bad:**
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||||
```
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||||
fixed bug -> "When applied, this commit will fixed bug"
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||||
```
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||||
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||||
**Good:**
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||||
```
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||||
Fix Entity.cpp bug causing infinite loop -> "When applied, this commit will fix Entity.cpp bug causing infinite loop"
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||||
```
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||||
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||||
**Good:**
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||||
```
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||||
Add Avant Gardens mech scripts -> "When applied, this commit will add Avant Gardens mech scripts"
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||||
```
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||||
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||||
#### a subject line and a body
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||||
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||||
A good commit has a subject line that summarizes the change and a body that further describes the context required to understand the change. In this body you don't have to explain *what* the change was, as the code should reflect that, but *why* a change was made. Some examples:
|
||||
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||||
**Bad:**
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||||
```
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||||
Add Avant Gardens mech scripts
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||||
Added the Avant Gardens mech scripts by creaing a new file called
|
||||
AgMechScripts.cpp and then adding the proper event handlers to that
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||||
to send events to the client regarding changes of the mech.
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||||
```
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||||
**Good:**
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||||
```
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||||
Add Avant Gardens mech scripts
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||||
Added the Avant Gardens mech scripts as they were previously not
|
||||
added, which produced InvalidScript errors.
|
||||
```
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||||
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||||
## Development Resources
|
||||
|
||||
Check out a compiled list of development resources and tools [here](https://lu-dev.net/).
|
||||
|
@ -460,7 +460,7 @@ void ChatPacketHandler::HandleTeamPromote(Packet* packet)
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std::string promotedPlayer = PacketUtils::ReadString(0x14, packet, true);
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Game::logger->Log("ChatPacketHandler", "(%llu) promiting (%s) to team leader\n", playerID, promotedPlayer.c_str());
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Game::logger->Log("ChatPacketHandler", "(%llu) promoting (%s) to team leader\n", playerID, promotedPlayer.c_str());
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auto* promoted = playerContainer.GetPlayerData(promotedPlayer);
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|
@ -296,7 +296,7 @@ void InventoryComponent::RemoveItem(const LOT lot, const uint32_t count, eInvent
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{
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if (count == 0)
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{
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Game::logger->Log("InventoryComponent", "Attempted to remove 0 of item (%i) to the inventory!\n", lot);
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Game::logger->Log("InventoryComponent", "Attempted to remove 0 of item (%i) from the inventory!\n", lot);
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return;
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}
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|
@ -718,7 +718,7 @@ void RacingControlComponent::Update(float deltaTime) {
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m_Started = true;
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Game::logger->Log("RacingControlComponent", "Starting rase\n");
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Game::logger->Log("RacingControlComponent", "Starting race\n");
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EntityManager::Instance()->SerializeEntity(m_Parent);
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@ -871,7 +871,7 @@ void RacingControlComponent::Update(float deltaTime) {
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}
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Game::logger->Log("RacingControlComponent",
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"Rached point (%i)/(%i)\n", player.respawnIndex,
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"Reached point (%i)/(%i)\n", player.respawnIndex,
|
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path->pathWaypoints.size());
|
||||
|
||||
break;
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||||
|
@ -237,7 +237,7 @@ void Inventory::AddManagedItem(Item* item)
|
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|
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if (slots.find(slot) != slots.end())
|
||||
{
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Game::logger->Log("Inventory", "Attempting to add an item with and already present slot (%i)!\n", slot);
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||||
Game::logger->Log("Inventory", "Attempting to add an item with an already present slot (%i)!\n", slot);
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||||
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||||
return;
|
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}
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|
@ -1,9 +0,0 @@
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#include "AgDarklingMech.h"
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#include "DestroyableComponent.h"
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|
||||
void AgDarklingMech::OnStartup(Entity *self) {
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||||
auto* destroyableComponent = self->GetComponent<DestroyableComponent>();
|
||||
if (destroyableComponent != nullptr) {
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||||
destroyableComponent->SetFaction(4);
|
||||
}
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||||
}
|
@ -1,6 +0,0 @@
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||||
#pragma once
|
||||
#include "BaseEnemyMech.h"
|
||||
|
||||
class AgDarklingMech : public BaseEnemyMech {
|
||||
void OnStartup(Entity* self) override;
|
||||
};
|
@ -3,9 +3,6 @@
|
||||
|
||||
void AmDarklingMech::OnStartup(Entity* self)
|
||||
{
|
||||
auto* destroyableComponent = self->GetComponent<DestroyableComponent>();
|
||||
|
||||
destroyableComponent->SetFaction(4);
|
||||
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||||
BaseEnemyMech::OnStartup(self);
|
||||
qbTurretLOT = 13171;
|
||||
}
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||||
|
@ -7,6 +7,14 @@
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||||
#include "EntityManager.h"
|
||||
#include "dpWorld.h"
|
||||
#include "GeneralUtils.h"
|
||||
#include "DestroyableComponent.h"
|
||||
|
||||
void BaseEnemyMech::OnStartup(Entity* self) {
|
||||
auto* destroyableComponent = self->GetComponent<DestroyableComponent>();
|
||||
if (destroyableComponent != nullptr) {
|
||||
destroyableComponent->SetFaction(4);
|
||||
}
|
||||
}
|
||||
|
||||
void BaseEnemyMech::OnDie(Entity* self, Entity* killer) {
|
||||
ControllablePhysicsComponent* controlPhys = static_cast<ControllablePhysicsComponent*>(self->GetComponent(COMPONENT_TYPE_CONTROLLABLE_PHYSICS));
|
||||
|
@ -4,6 +4,7 @@
|
||||
class BaseEnemyMech : public CppScripts::Script
|
||||
{
|
||||
public:
|
||||
void OnStartup(Entity* self) override;
|
||||
void OnDie(Entity* self, Entity* killer) override;
|
||||
protected:
|
||||
LOT qbTurretLOT = 6254;
|
||||
|
@ -243,7 +243,7 @@ void BossSpiderQueenEnemyServer::SpiderWaveManager(Entity* self) {
|
||||
// Prep the selected spider egg
|
||||
//randomEgg:FireEvent{s}erID=self, args="prepEgg"}
|
||||
eggEntity->OnFireEventServerSide(self, "prepEgg");
|
||||
Game::logger->Log("SpiderQueen", "Preppign egg %llu\n", eggEntity->GetObjectID());
|
||||
Game::logger->Log("SpiderQueen", "Prepping egg %llu\n", eggEntity->GetObjectID());
|
||||
|
||||
// Add the prepped egg to our hatchList
|
||||
hatchList.push_back(eggEntity->GetObjectID());
|
||||
|
@ -51,7 +51,6 @@
|
||||
#include "NpcCowboyServer.h"
|
||||
#include "ZoneAgMedProperty.h"
|
||||
#include "AgStromlingProperty.h"
|
||||
#include "AgDarklingMech.h"
|
||||
#include "AgDarkSpiderling.h"
|
||||
#include "PropertyFXDamage.h"
|
||||
#include "AgPropguards.h"
|
||||
@ -377,7 +376,7 @@ CppScripts::Script* CppScripts::GetScript(Entity* parent, const std::string& scr
|
||||
else if (scriptName == "scripts\\ai\\AG\\L_AG_STROMBIE_PROPERTY.lua")
|
||||
script = new AgStromlingProperty();
|
||||
else if (scriptName == "scripts\\ai\\AG\\L_AG_DARKLING_MECH.lua")
|
||||
script = new AgDarklingMech();
|
||||
script = new BaseEnemyMech();
|
||||
else if (scriptName == "scripts\\ai\\AG\\L_AG_DARK_SPIDERLING.lua")
|
||||
script = new AgDarkSpiderling();
|
||||
else if (scriptName == "scripts\\ai\\PROPERTY\\L_PROP_GUARDS.lua")
|
||||
|
@ -275,7 +275,7 @@ void ImgBrickConsoleQB::OnTimerDone(Entity* self, std::string timerName)
|
||||
{
|
||||
if (timerName == "reset")
|
||||
{
|
||||
Game::logger->Log("ImgBrickConsoleQB", "Reseting...\n");
|
||||
Game::logger->Log("ImgBrickConsoleQB", "Resetting...\n");
|
||||
|
||||
auto* rebuildComponent = self->GetComponent<RebuildComponent>();
|
||||
|
||||
|
@ -1,5 +1,6 @@
|
||||
#include "VeMech.h"
|
||||
|
||||
void VeMech::OnStartup(Entity *self) {
|
||||
BaseEnemyMech::OnStartup(self);
|
||||
qbTurretLOT = 8432;
|
||||
}
|
||||
|
Loading…
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