* refactor: Vendor inventory loading
Implement proper delta compression
dynamically determine multicostitems and standard cost items
Quatantine max's custom code
* address feedback
* fix newline
* oops
* remove header
* fix default and const for
* he said make it a reference too, not just const
* Convert BrickDatabase to namespace
This did not need to be a class.
* Fix linker errors
* convert to anonymous namespace
so the cache is unmodifiable outside the brickcache
* Move to lower scope level and remove log
* Move EntityManager to Game namespace
* move initialization to later
Need to wait for dZoneManager to be initialized.
* Fix bugs
- Cannot delete from a RandomAccessIterator while in a range based for loop.
Touchup zone manager initialize
replace magic numbers with better named constants
replace magic zonecontrol id with a more readable hex alternative
condense stack variables
move initializers closer to their use
initialize entity manager with zone control
change initialize timings
If zone is not zero we expect to initialize the entity manager during zone manager initialization
Add constexpr for zone control LOT
* Add proper error handling
* revert vanity changes
* Update WorldServer.cpp
* Update dZoneManager.cpp
* Fix vehicle serialization during races
- Add missing frame stats reading
- correct the inversion of rotation
- correct serialization order
- use proper dirty flags
Tested that racers are no longer sideways on certain vertical slopes and stay in sync throughout the whole race.
* Update ClientPackets.cpp
* Update ClientPackets.cpp
* Update VehiclePhysicsComponent.h
* Fix incorrect serialization of SendTeleport
- Fixes all incorrect teleports in the game
- remove hacks in mast teleport
- ...
- ......
Update GameMessages.cpp
* Remove stupid argument
there got it all out
* remove extra true
Fixes an issue where most smashables did not explode into bricks upon death. This included anything that was spawned or didnt have the flag is_smashable set.
Tested that in races, all objects smash into bricks
Tested that the player properly explodes in their car if they crash
Tested that Shooting Gallery plays the special smash animation when a ship is smashed
Tested that all spawned objects play smash animations
* Fix warning, Fix modular assembly not smashing
* Rename variable to correct name
* Update AMFDeserializeTests.cpp
Redo Amf3 functionality
Overhaul the whole thing due to it being outdated and clunky to use
Sometimes you want to keep the value
Update AMFDeserializeTests.cpp
* Fix enum and constructors
Correct enum to a class and simplify names.
Add a proper default constructor
* Update MasterServer.cpp
* Fix bugs and add more tests
* Refactor: AMF with templates in mind
- Remove hard coded bodge
- Use templates and generics to allow for much looser typing and strengthened implementation
- Move code into header only implementation for portability
Refactor: Convert AMF implementation to templates
- Rip out previous implementation
- Remove all extraneous terminology
- Add proper overloads for all types of inserts
- Fix up tests and codebase
* Fix compiler errors
* Check for null first
* Add specialization for const char*
* Update tests for new template specialization
* Switch BitStream to use references
* Rename files
* Check enum bounds on deserialize
I did this on a phone
* Hacky FallSpeedBehavior
* Fixup
* Make it more robust like speedboost
add check for default
Fix error in GetActiveSpeedboosts
* simplify and address feedback
Fixes#1048
Tested that closing the dialog via esc, the x in the top right, or the big red x doesn't exit the race
Tested that the green check button does exit the race
* Fix overread in projectile behavior
* Fix stuns
* Correctly read in bitStream
* Fix projectile behavior
* Address movement type issues
* Update shutdown time to be accurate
* Fix small issues
* Fix missing template
* Add note for compile jobs
* Add bounds check for speed division
* Add better logs
* Breakout rest of the enums from dcommonvars
so we don't have to deal with merge conflicts
ePlayerFlags is not a scoped enum, yet, due to it's complexity
* address feedback
* make player flag types consistent
* fix typo
* randominze between 0 and 7 inclusive
for the different animation types
* Make the end behavior deterministic unpon loading
So that all players see the same animations for each other
- Modularize tests
- Add migrations
- Fix switch case so it actually breaks
- Add in missing writes
- Beginning work on custom migration to move the leaderboard to the final state
* Implement maelstrom fog for alpha FV
add OnOffCollisionPhantom call to cppscripts
Add physics shape for gas blocking volume
* Add Ninja Sensie Script for alpha FV
and migration
* Fix private var casing
* And ninja wild scripts
they keep making me add more things
* address feedback
---------
Co-authored-by: Gie "Max" Vanommeslaeghe <gievanom@hotmail.com>
Fix an issue where the Wingreaper birds no longer moved. The client seems to do the following:
Default speed set to 10.0f
Check the PhysicsComponent table for the column speed and if it exists set speed to that value and if the value was null set it to the default again.
Clean up macros
more tomorrow
Cleanup and optimize CDActivities table
Remove unused include
Further work on CDActivityRewards
Update MasterServer.cpp
Further animations work
Activities still needs work for a better PK.
fix type
All of these replacements worked
Create internal interface for animations
Allows for user to just call GetAnimationTIme or PlayAnimation rather than passing in arbitrary true false statements
* Implement some trigger event calls
and command handlers
* add zone summary dimissed GM
* break and remove log
* some cleanup in Gather Targets
and blocking out
* fix default value of unlock for play cinematic
* Log on errors
add enum for physics effect type
simplify nipoint3 logic
check arg count
add enum for End behavior
* tryparse for nipoint3
* totally didn't forget to include it
* bleh c++ is blah
* ???
* address feedback
* Fix for #1028
* breakout gmlevel enum and make it a class
tested that things still work
slash command,
chat restrictions,
packets and serializations
* fix GM level for some slash commands
* fix new use of this enum
* CDClient cleanup and optimization
- Use static function to get table name
- Remove unused GetName function
- Replace above function with a static GetTableName function
- Remove verbose comments
- Remove verbose initializers
- Remove need to specify table name when getting a table by name
- Remove unused typedef for mac and linux
* Re-add unused table
Convert tables to singletons
- Convert all CDClient tables to singletons
- Move Singleton.h to dCommon
- Reduce header clutter in CDClientManager
* breakout the component types into a scoped enum
tested that things are the same as they were before
* fix missed rename
* fix brick-by-brick name to be crafting
because that's what it is
* Make wrapper for casting skills
this is to reduce magic numbers in the code base
Only updated one use of this to demo that this works.
Will be do more in a sepearate PR.
Also, inadvertantly fix damage stacking and self-damage in the teslapack
* add skill<->behavior caching
* explicit by reference
* address emo's feedback
* Split out LUTriggers into it's own component
* some cleanup
* fix debug log
* use emplace and tryParse
* slight refactor to make the work on startup
rather than at runtime
Also TODO's for getting targets via all the possible methods
* address feedback
* load values once
so that it doesn't check every time
don't return, just skip
don't realod char
* address feedback
* don't drop the only item you can't get again
* address most feedback
* move settings for HC mode
* fix comment
* claenup whitespace
* moving branch
* Add deleteinven slash command
* Change name of BRICKS_IN_BBB
* Use string_view instead of strcmp
* Clean up include tree
* Remove unneeded headers from PCH files
Removes unneeded headers from pre-compiled headers. This increases compile time, however reduces development time for most files.
* Update Entity.h
* Update EntityManager.h
* Update GameMessages.cpp
* There it compiles now
Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
* Fix overread in projectile behavior
* Fix stuns
* Correctly read in bitStream
* Fix projectile behavior
* Address movement type issues
* Update shutdown time to be accurate
* Fix small issues
* Fix trading taking the wrong item
* Add missing returns
* Improve further
Do all verification first. Then actually do the trade. Prevents possible cheating attempts
* Add speed base readling and writing
to the level prograssion component
Add retroactive fix to the world transfer
TODO: see about versioning charxml fixes to make them not run every time
* version all current changes
* cleanup speed behavior
add calculate for future use in scripts
make < 1 speed multiplier possible
tested wormholer and it plays anims correctly
* cap the lower end of the speed multiplier
until the ending the behavior on hit properly works
* address feedback
add emun for character version
make set ignore multipliers consistent in speed behavior
switch case for char version upgrades
* remove the ability to stack speed boosts
* update value on level ups
* Add failArmor server side
Address out of bounds reading in behavior
Address the basicAttackBehavior reading out of bounds memory and reading bits that didnt exist, which occasionally caused crashes and also caused the behavior to do undefined behavior due to the bad reads.
Tested that attacking a wall anywhere with a projectile now does not crash the game. Tested with logs that the behavior correctly returned when there were no allocated bits or returned when other states were met.
Add back logs and add fail handle
Remove comment block
Revert "Add back logs and add fail handle"
This reverts commit db19be0906fc8bf35bf89037e2bfba39f5ef9c0c.
Split out checks
* Cleanup Behavior streams
* Add failArmor server side
Address out of bounds reading in behavior
Address the basicAttackBehavior reading out of bounds memory and reading bits that didnt exist, which occasionally caused crashes and also caused the behavior to do undefined behavior due to the bad reads.
Tested that attacking a wall anywhere with a projectile now does not crash the game. Tested with logs that the behavior correctly returned when there were no allocated bits or returned when other states were met.
Add back logs and add fail handle
Remove comment block
Revert "Add back logs and add fail handle"
This reverts commit db19be0906fc8bf35bf89037e2bfba39f5ef9c0c.
Split out checks
* Remove case 2
* Update SkillComponent.cpp
Unintentionally, bricks were not creating new stacks if you tried to get another stack. This prevents some missions from being completed. This issue is now fixed
Brick building as of right now does not implement the undo action properly. This commit addresses the issue with undoing button being non-functional server side and implements the GM needed for addressing further issues.
Implement GameMessage UnUseModel which is called when a model in BrickBuilding is UnUsed. Important for UGC content down the line. Final code has been tested as follows:
1. Placed a model in brick build
2. saved placed a brick
3. repeat 2 and 3 twice more for 6 total models
4. Place a new model in brick mode and then edit all 7 models into one brick model instance
5. Pressing undo returns the converted model to the inventory and properly discards the other 6 without crashing. Intended live behavior is to store this in the inventory instead however behind the scenes work is needed to implement UGC models properly.
Implement enum
Implement the BlueprintSaveResponseType enum so there are less magic numbers sent via packets.
Correct int sizes from unsigned int to uint32_t
Add deserialize test
Add a test for de-serializing a GM that is sent to the client. Assertions verify the data is in the correct order and has no extra information.
- Give entities that have a script component ID of zero a script component still
- Progress scripted entity missions within the for loop as we do for script calls
Tested that Boogie Down is (finally) completable.
Tested that Mission 737 is still completable
Checked that missions progressed inside OnEmoteReceived scripts to not double trigger progression
Allows the server to be run from a non-build directory. Also only read or write files relative to the build directory, regardless of where the server is run from
* Implement basic functionality
Implements the basic functionality and parsing of property behaviors.
Unhandled messages and logged and discarded for the time being. The only implemented message is a basic one that sends the needed info the the client side User Interface to pop up.
* Stop adding movingpla comps where they aren't needed
* move stuff around to make it more congruent
* invert if else block logic patter
Since setting up the comp will be longer han just adding the path
will make the readability flow better
* address feedback
Implement GTest as a testing infrastructure.
Make windows output binaries to the build folder instead of the release type folder (potentially issue further down the line)
Add a simple unit test for DestroyableComponent
* Fix Pet Taming
* Fix Pet Taming
* fix pet taming path loading
just make it go to build file since the asset managet handles intermediate steps
there is never res in the path in the live db, so no need to check
* special case BrickModels to uppercase if unpacked
remove redundent variable
Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
* First iteration of pack reader and interface
* Fix memory leak and remove logs
* Complete packed asset interface and begin on file loading replacement
* Implement proper BinaryIO error
* Improve AssetMemoryBuffer for reading and implement more reading
* Repair more file loading code and improve how navmeshes are loaded
* Missing checks implementation
* Revert addition of Manifest class and migration changes
* Resolved all feedback.
Implements the basic functionality and parsing of property behaviors.
Unhandled messages and logged and discarded for the time being. The only implemented message is a basic one that sends the needed info the the client side User Interface to pop up.
Tested that the User Interface properly shows up with zero behaviors on it. No other functionality is changed.
* Add behaviors migration
Add migration for behaviors. Tested that the tables get altered correctly, names are set correctly.
Tested that I can place models, both regular and Brick-by-Brick ones and that they get deleted properly. Tested that picking up models and re-placing them down properly updates them in the tables.
* Only update when empty
* Properly store BBB in database
Store the BBB data in the database as the received SD0 packet as opposed to just the raw lxfml. Addressed several memory leaks as well.
* Add Sd0Conversion
Add brick by brick conversion commands with 2 parameters to tell the program what to do with the data.
Add zlib -> sd0 conversion. Files look good at a glance but should be tested in game to ensure stability. Tests to come.
* moving to laptop
ignore this commit. I need to move this to my laptop
* Add functionality to delete bad models
Adds functionality to delete bad models. Models are batched together and deleted in one commit.
More testing is needed to ensure data safety. Positive tests on a live database reveal the broken models were truncated and complete ones were kept around successfully. Tests should be done to ensure larger sd0 models are properly saved and not truncated since this command should be able to be run any time.
Valgrind tests need to be run as well to ensure no memory leaks exist.
* Delete from query change
Changed from delete to delete cascade and instead deleting from properties_contents as opposed to ugc.
* Address numerous bugs
DELETE CASCADE is not a valid SQL command so this was changed to a better delete statement.
Added user confirmation before deleting a broken model.
Address appending the string model appending bad data, causing excess deletion.
Addressed memory leaks with sql::Blob
* Error handling for string
* Even more proper handling...
* Add bounds check for cli command
Output a message if a bad command is used.
Update MasterServer.cpp
* Remove user interference
-Add back in mariadb build jobs so i dont nuke others systems
- Remove all user interference and consolidate work into one command since 1 depends on the next.
* Add comments
test
Revert "test"
This reverts commit fb831f268b7a2f0ccd20595aff64902ab4f4b4ee.
* Update CMakeMariaDBLists.txt
Test
* Improve migration runner
Migration runner now runs automatically.
- Resolved an issue where extremely large sql queries caused the database to go into an invalid state.
- Made migrations run automatically on server start.
- Resolved a tiny memory leak in migration runner? (discarded returned pointer)
- Moved sd0 migrations of brick models to be run automatically with migration runner.
- Created dummy file to tell when brick migrations have been run.
* Update README
Updated the README to reflect the new server migration state.
* Make model deleter actually delete models
My complicated sql actually did nothing... Tested that this new SQL properly gets rid of bad data.
* Revert "Update CMakeMariaDBLists.txt"
This reverts commit 8b859d8529.
* Mounts -v2
* fix stun state and make comments a bit nicer
* remove extra serilization
* update the char position a bit more correctly
* make vehicles face thr player's direction
* address feedback
* fix compiling for real this time
* removed uneeded check
* Use RecastNavigation CMakeLists
* Use tinyxml2 CMakeLists
* Use bcrypt CMakeLists
* Move variable init to CMakeLists
This has to be done here to prevent missing dependency errors.
* General improvements
Only link dynamic if on gnu
use more thirdparty cmakes
* Disable tinyxml2 testing
* Correct death plane size
The death plane file size is not in units but is actually in 4x2 tiles.
* Make it a bit bigger for now
* Enjoy your crust
"These things add flavor they said"
Move the position of the death barrier down 13.521004 units so we effectively only extend its hitbox in the -Y direction as opposed to the +Y direction, resolving an issue in Battle of Nimbus Station where the death plane was too tall
* Fix racing lap times
* Address NPC proxies
NPCs are supposed to equip the sub items of items they equip and were not doing so. This PR adds this functionality and fixes and issue where Neido on Crux Prime was not wearing their sword.
Tested that Neido has their sword and that other NPCs that wear proxies also get their proxies equipped. Had no issues with any other world crashing.