* feat: re-write persistent object ID tracker
Features:
- Remove random objectIDs entirely
- Replace random objectIDs with persistentIDs
- Remove the need to contact the MASTER server for a persistent ID
- Add persistent ID logic to WorldServers that use transactions to guarantee unique IDs no matter when they are generated
- Default character xml version to be the most recent one
Fixes:
- Return optional from GetModel (and check for nullopt where it may exist)
- Regenerate inventory item ids on first login to be unique item IDs (fixes all those random IDs
Pet IDs and subkeys are left alone and are assumed to be reserved (checks are there to prevent this)
There is also duplicate check logic in place for properties and UGC/Models
* Update comment and log
* fix: sqlite transaction bug
* fix colliding temp item ids
temp items should not be saved. would cause issues between worlds as experienced before this commit
* brother
* use some better logic
* Implement spider boss msg script
tested that the message now shows up when hitting the survival spider entrance area
* add drag to start race feature
* ignore 3 more scripts
* add Ns race server script
* remove logs
* unique
* Update RaceImaginationServer.cpp
* Update CppScripts.cpp
* brother
* use some better logic
* Implement spider boss msg script
tested that the message now shows up when hitting the survival spider entrance area
* add drag to start race feature
* brother
* use some better logic
* Implement spider boss msg script
tested that the message now shows up when hitting the survival spider entrance area
* fix laggy property models (and probably more)
global fix correcting the initial physics motion state from 0 to 5 (confirm in client). packet captures from a few worlds (didnt scan more than 5 files) show that the value for simple physics was either 5, or 4 for property models, or 1 for property models with behaviors.
properties with pre-built models no longer lag and values of physics types should be correct across the board
* will test this briefly
* Updating CppScripts
Rewrote file to use a lambda map rather than the massive if else chain. Kept the original comments alongside each of the different scripts they were by before.
* add script tests
* Update names
* More Changes to Scripts
* Update CppScripts.cpp
* Removing Unneeded Files
* Update CppScripts.cpp
* Delete tests/dGameTests/dScriptsTests/CMakeLists.txt
* Delete tests/dGameTests/dScriptsTests/dScriptsTests.cpp
* Delete tests/dGameTests/dScriptsTests/CppScriptsOld.cpp
* Delete tests/dGameTests/dScriptsTests/CppScriptsOld.h
* Update CMakeLists.txt
* finishing up
---------
Co-authored-by: David Markowitz <EmosewaMC@gmail.com>
fixes an issue where the sirens would not be destroyed correctly
fixes undefined behavior in buff station
ok for real this time
actual fix for mermaids
and for general death_behavior 0 skill stuff
* chore: Remove dpEntity pointers from collision checking
* Update fn documentation in ProximityMonitorComponent.h
* use more idiomatic method to calculate vector index
* feedback
* missed a ranges::find replacement
* adjust for feedback. last changes tonight.
* okay, also remove unneeded include. then sleep.
* for real tho
* update to use unordered_set instead of set
fixes an issue when stew blaster would stop for non-players and would stand still permanently due to enemy hitboxes being removed. Tested that stewblaster only stops for players and starts moving when there are no players in the vicinity
* remove goto
* Update MovementAIComponent.cpp
* convert to PathWaypoint
Easier for usage with paths
* add path parsing
* ref removal, simplification of work
* it works
* Update MovementAIComponent.cpp
* disable pathing for combat
we just need it for npcs for now, combat ai can be done later
* fixed stuttery enemies
wow
* start at ramped up speed
* add pausing and resuming
* Update MovementAIComponent.cpp
* Update MovementAIComponent.h
* Update CMakeLists.txt
* fix: more include changes
* fix: remove dZoneManager from global include
* fix: dDatabase
* fix: dCommon
* fix: object libs
* fix: rebase
* fix: bcrypt
* wip: try simplified connector build
* fix: update dockerfile
* fix: mariadb C/C++ on apple
* feat: Move scripts to CMAKE_MODULE_PATH
* fix: dPropertyBehaviors
* fix: macos?
* fix: Dockerfile
* fix: macos?
* fix: macos?
* fix: macos?
* fix: macos?
* fix: macos?
* try: install_name_tool
* fix not building on unix
* fix include paths
* Remove code changes
Will fix in another PR.
* format pass
remove 2 more included directories.
remove commented out code
add status to messages
* comments and format
surround include directories with quotes
remove commented out code
remove debug messages
* Update CMakeLists.txt
---------
Co-authored-by: David Markowitz <EmosewaMC@gmail.com>
Co-authored-by: David Markowitz <39972741+EmosewaMC@users.noreply.github.com>
* feat: move all ldf config to be in xml
cleanup dev-tribute.xml
add comments to atm.xml
remove custom script tag in favor of ldfconfig for it
* replace sto* calls with tryParse's
* remove unesessary .has_value() calls and check for null_lot
* remove member variable naming that on on-member vars
* move max's vendor inventory to be configurable via vanity
* Consolidate triplecated vendor code
* don't write name if one is not given
* Updates to vanity xml's and demo for later docs
* rename vars
tests
tested that red green and yellow bots waved when interacted with
tested that construction robot races when interacted with
wandering vendor does nothing before and after, but script is ready for use when npcs are implemented.
add scripts for robot city
* feat: refactor vanity
cleanup code to be generalized for objects
remove unused party feature
add fallback to data to text
Allow for better organizing data in multiple files
remove special case flag values in favor of config data
general cleanup and fixes
* newline at eof's