Commit Graph

89 Commits

Author SHA1 Message Date
Aaron Kimbrell
73fbfa840a feat(stats): zone statistics for quickbuilds and achievements reach the client
Live sent the player ModifyPlayerZoneStatistic(set false, value 1, the
current map) for "QuickBuildsCompleted" (227) after a quickbuild's
EnableRebuild and for "AchievementsCompleted" (186) at the end of an
achievement's completion. DLU counted both server side (they are saved
and shown at the next load) but never told the client, so the zone
summary only caught up after a zone change. The client counts
enemies, coins and bricks itself and sends those to the server.

Check: complete a quickbuild and an achievement, then open the zone
summary (passport / map zone stats) without changing zones: both
counts went up by one.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 03:50:02 -05:00
Aaron Kimbrell
81db3a94ac fix(currency): SetCurrency names its source the way live did
Live filled SetCurrency's source fields per source type (16,816 decoded
live SetCurrency): pickups carry the position the client picked the
coins up at (the one in its PickupCurrency) and no source; mission,
achievement and activity rewards name the player (object and LOT 1);
vendor buys, sells and buybacks name the vendor and its LOT; trades
carry the trade ID; death, mail and everything else name nothing. No
live SetCurrency sets loot_type. DLU wrote a present source LOT of 0,
no object and a zero position for all of them.

The position is the one the client uses: for pickups it projects it to
the screen as the start of the coin counter animation
(LWOCharacterComponent::SetCurrency), so it started from the world
origin before. PickupCurrency now reads that position (the client
always sends it). The trade ID is an 8-byte object ID in the client;
DLU declared it 4 bytes, which only never broke because it was never
set.

Check: pick up coins and watch the coin counter animate from where the
coins were; buy and sell at a vendor, finish a mission and trade coins
with another player, and the coin total updates each time.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 03:49:42 -05:00
Aaron Kimbrell
70df41ae8d feat(missions): keep and save the mission journal type states
The client sends SetMissionTypeState (851) for the journal's mission
types and subtypes (Missions.defined_type / defined_subtype) at load and
after mission updates: 650 live packets, every one with the optional
state left at NEW, the subtype written before the type. DLU
dropped it and never wrote the states, so the client lost them on every
load.

- SetMissionTypeState message struct and handler: the state is stored on
  the player's MissionComponent (byte-sized as the client keeps it,
  LWOMissionComponent::msgSetMissionTypeState 0x00c90d00).
- Saved as live wrote it (226 live charxmls): after <cur>,
  <ts><type v="Build"><st sub="" val="1"/></type>...</ts>, <ts/> when
  empty. Read back per <type>; old saves without <ts> load with none.
  The client's reader (0x00d171c0) reads v from <ts> rather than from
  each <type>, so it files every state under one type; the server keeps
  the types apart.
- Mission::SetMissionTypeState (on accept) records NEW for the mission's
  type instead of doing nothing.

Check in game: accept missions of a few kinds (a location mission, a
battle achievement), open the passport/journal, then log out and back in
and change zones: the journal tabs keep their "new" markers as before,
nothing errors, and the character still loads.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 03:44:06 -05:00
Aaron Kimbrell
b2a1e9e0b8 refactor: remaining game messages as structs, switch removed
Every game message still written or read by hand is now a NetGameMsg with
Serialize and Deserialize, in per-domain files:
- MovementMessages: teleport, platforms (resync and its request), orient to
  angle, node rotation lock, gravity scale, jetpack mode, control scheme,
  respawn checkpoint, rails (set/start, ready, cancel, arrived), mount
  inventory ID, dismount complete, possession ack, ghost reference override
  and position, camera cycling (eCameraTargetCyclingMode moves here).
- ZoneMessages: player loaded (the old PLAYER_LOADED case), ready for
  updates, player ready, restore to post load stats, server done loading,
  invalid zone transfer list, zone summary display/dismissed, level
  processing complete, object world state, and the localized announcement
  WorldMigration wrote by hand.
- PlayerMessages: chat mode, GM level, LEGO score, currency, reputation,
  GM invis, pickup currency, zone and player statistics, chat commands, bug
  reports, verify ack.
- ObjectMessages: fire event client/server side, notify client
  (zone) object, notify object, script network vars, failed preconditions,
  terminate interaction, set name, request use, request server object info.
- QuickBuildMessages: notify state, enable, cancel.
- ActivityMessages gains match response/update/request, leaderboard request
  and data, shooting gallery score/rotation/fire, activity state change.
- MissionMessages gains MissionDialogueCancelled (a no-op, as before).
The wire structs left in GameMessages.h move to their domains (tooltip and
emote to Effects, loot and item use to Inventory, model build to Building,
behavior sound to Property, skill sets to Skill) and gain the missing
direction. The dismount logic moves to PossessorComponent::OnDismountComplete.

Every inbound message is registered in the GameMessageHandler map; the
switch is gone, and GameMessages.cpp only holds the GameMsg/NetGameMsg base
code. Call sites build the structs (NotifyClientObject, TerminateInteraction,
Teleport, PlatformResync, FireEventClientSide, NotifyObject and
NotifyClientZoneObject get convenience constructors like PlayFXEffect).
Dead senders are dropped: SendSetShootingGalleryParams (no callers, field
order was a guess), SendTeamPickupItem (the struct already existed),
SendRequestActivitySummaryLeaderboardData (the struct covers it).

Verified with RemainingMessagesTests: every old Send* function is frozen
verbatim in Legacy/RemainingMessagesLegacy.h and compared byte for byte
(same bits, destination and broadcast flag) over grids of inputs; every old
Handle* read sequence is frozen as a Read* oracle and compared with the
struct's Deserialize; round trips, truncation and a golden packet.
PlayerLoaded (0x00dc36f0), SetGMLevel (0x00dd6230), MissionDialogueCancelled
(0x00d9cc10) and LocalizedAnnouncementServerToSingleClient (0x00f23c50)
were checked against the client. Behaviour notes: an inbound message that
fails to deserialize is dropped, so ParseChatMessage over MAX_MESSAGE_LENGTH
is dropped instead of truncated, and PLAYER_LOADED / READY_FOR_UPDATES /
MISSION_DIALOGUE_CANCELLED now read their (unused) client fields.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:56 -05:00
Aaron Kimbrell
796fd1b941 refactor: chat packets as structs
Every packet of the chat service is now an LUBitStream struct in dNet/ChatPackets.h
(docs/PacketArchitecture.md, PR 13), and nothing in the chat server or the chat side of
the world server reads or writes a packet by hand any more.

- World <-> chat: LoginSessionNotify, UnexpectedDisconnect, GMLevelUpdate, GMMute,
  Announcement (GM announce), CreateTeam, TeamUpdate (TEAM_GET_STATUS to worlds),
  AchievementNotify, ShowAllRequest, FindPlayerRequest.
- Client -> world -> chat (friends, ignore list, teams, general and private chat):
  GetFriendsList, AddFriendRequest, AddFriendResponse, RemoveFriend, GetIgnoreList,
  AddIgnore, RemoveIgnore, GeneralChatMessage, PrivateChatMessage, TeamInvite,
  TeamInviteResponse, TeamLeave, TeamKick, TeamSetLeader, TeamSetLoot, TeamGetStatus.
  The 77 bytes the handlers skipped are named fields now (the sender block the client
  fills in); the 4 unused bytes after the player ID are kept as `unknown`.
- What the client receives. Chat service (ChatPackets::Client): GeneralChatMessage
  (replaces SendChatMessage; SendSystemMessage stays as a helper built on it),
  PrivateChatMessage. Client service (ClientPackets, as structs go in the file of the
  ServiceType in their header): SendCannedText (replaces SendMessageFail), GetFriendsListResponse, AddFriendRequest,
  AddFriendResponse, RemoveFriendResponse, UpdateFriendNotify, WhoResponse,
  ShowAllResponse, Get/Add/RemoveIgnoreResponse, TeamInvite, TeamInviteInitialResponse,
  and the team game messages chat writes (TeamInviteConfirm, TeamGetStatusResponse,
  TeamSetLeader, TeamAddPlayer, TeamRemovePlayer, TeamSetOffWorldFlag) as TeamGameMsg
  structs, since chat doesn't link dGame's NetGameMsg.
- WORLD_ROUTE_PACKET is ChatPackets::WorldRoutePacket (its own file, dNet/WorldRoutePacket.h,
  since it carries packets of other services): the target and the inner packet.
  ChatPacketHandler::SendRouted replaces the per-function route headers and
  SendRoutedMsg.

Dispatch: dNet/PacketDispatcher.h is a dispatch map from packet ID to (struct, handler
function); packets that fail to Deserialize are logged and dropped. The chat server's
switch and the world's HandlePacketChat switch are now maps. The handlers take the
structs; their logic is unchanged. World code sends to chat with ChatServerLink::Send
(dGame) instead of writing to Game::chatServer by hand. eChatChannel,
eChatMessageResponseCode and eAddIgnoreResponse moved to dCommon/dEnums so the structs
can use them.

Verified: tests/dGameTests/dNetTests/Legacy/ChatPacketsLegacy.h is a verbatim copy of
the old senders and readers; ChatPacketsTests (25 tests) sends a grid of inputs through
both and requires identical bits, bytes and destination, checks the old readers read
what the structs write, round trips every struct, checks truncated packets are refused,
and has hand written golden packets for general chat, canned text, GM mute and a routed
team game message. Breaking one field width (UpdateFriendNotify) and the TeamAddPlayer
zone flag made the tests fail. No wire bytes changed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:50 -05:00
Aaron Kimbrell
e213a7aeff feat: web dashboard and playground work
The NexusDashboard-parity dashboard (dDashboardServer) and everything built on it on the experimental branch:
accounts, characters, properties and moderation tools, permissions shared with in-game slash commands, economy
reports, World 3D and property 3D views with client scenery, scheduled events (features, vanity changes, live
events, announcements, restarts), vanity files and events, the CDClient browser, the message inspector with saved
captures, chat filter tools, community challenges, live ops, the AI moderator helper, and the server-side changes
they need.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:43 -05:00
Aaron Kimbrell
d599b788d0 refactor: mission, flag and collectible game messages as structs
Converts OfferMission, NotifyMission, NotifyMissionTask, ResetMissions,
NotifyClientFlagChange and NotifyLevelRewards (sent with SendToClient:
the old functions never broadcast) and the received RespondToMission,
MissionDialogueOK, RequestLinkedMission, SetFlag and HasBeenCollected
to NetGameMsgs in MissionMessages.{h,cpp}. Callers are switched,
OfferMission's send-it-twice behaviour moves to MissionOfferComponent,
the received messages are registered in GameMessageHandler's map and
the old functions are deleted. Handlers are copied verbatim. The
byte-equality helper can now compare SendToClient messages.

No wire change and no change in recipients. Verified byte for byte
against a frozen verbatim copy of the old functions over an input grid
(including OfferMission's two packets), received messages compared with
the old handlers' read sequences and every truncated payload rejected,
hand computed golden bytes and round trips. Layouts confirmed against
the 1.10.64 client in Ghidra.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:36 -05:00
David Markowitz
0101933f5c chore: cleanup pointer management for LDF data (#1995)
* change network settings from vector to LwoNameValue

* move settings on Entity to managed memory

* Migrate more members

* chore: remove pointer leakage from raw ldf pointers

* feedback

* fix ci
2026-06-14 20:54:52 -07:00
David Markowitz
a156a8fcba fix: security vulnerabilities (#1980)
* fix: security vulnerabilities

Tested that all functions related to the touched files work

will test sqlite on a CI build

* fix failing test

* ai feedback

* add buffer size checking

* use c_str

* dont log session key

* Try this for a mac definition

* be quiet apple
2026-06-07 20:59:11 -07:00
David Markowitz
8061f512aa feat: fix go outside and play mission (#1967)
* feat: fix go outside and play mission

* Update dWorldServer/WorldServer.cpp

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

* Update dGame/dComponents/MissionComponent.cpp

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

* const

---------

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
2026-04-09 00:55:57 -05:00
David Markowitz
8dfdca7fbd feat: add mission progression for behaviors (#1962)
* feat: add mission progression for behaviors

* Add const to ptr

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

---------

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
2026-03-31 13:02:23 -07:00
David Markowitz
62ac65c520 feat: Mission Component debug (#1901)
* feat: Mission Component debug

* Add player argument to inspect command

* Add completion details

* Remove unlocalized server string

done on client instead
2025-10-05 22:13:27 -05:00
David Markowitz
b2609ff6cb fix: live accurate player flag missions and flag debugging (#1894)
* feat: Add component ID to root component object

* fix: live accurate player flag missions and flag debugging

Tested that the client reflects the correct server progression after a test map and manually setting a flag off.
tested that session flags correctly pick up on progression updates

* banana
2025-10-04 01:07:52 -05:00
David Markowitz
bb05b3ac0d feat: Add logging for testing Johnny missions (#1880) 2025-09-20 17:22:16 -07:00
David Markowitz
f9e74e6994 Add more logging around rewarding items (#1861) 2025-08-31 20:33:16 -07:00
David Markowitz
5ec4142ca1 fix: multiple collection tasks in one mission and remove sanity check on mission rewards (#1843) 2025-07-12 21:04:41 -05:00
David Markowitz
c77e9ce33a chore: some zone maintenance (#1778) 2025-05-05 09:04:23 -05:00
David Markowitz
6f94043b33 feat: broadcast achievements in chat as in live (#1771)
* feat: broadcast achievements in chat as in live

Tested that everyone on the receiving players' friends list receives the announcement as it went out in live.  Only works for achievements that have an entry in the MissionEmail table.  This may have been sent out to everyone in your zone as well however we don't really have a way to verify this aside from questioning why the client checks for the receiver being in the ignore list.  This is the only hint to me that this may have been broadcast to more than friends but again, no proof.

* Add initial response msg and sending

* Revert "Add initial response msg and sending"

This reverts commit fb942e4692.
2025-04-19 07:36:53 -05:00
David Markowitz
bc0f3d9163 fix: mission states being incorrect after world load (#1750) 2025-04-02 08:59:21 -05:00
David Markowitz
94b9731a2b Use the correct bit field for checking whether or not to decrement progress (#1631)
Tested that the cooking mission with johnny umami now no longer allows you to lose progress by deleting items.
2024-08-11 10:26:25 -07:00
David Markowitz
dc430d9758 Add reputation as a repeatable mission reward (#1590)
This reverts commit 7d1a28b492b263aba2008a5984dc0f5e7348a068.

Add stubbing for abbreviations

Reward reputation always if possible
2024-05-22 16:35:45 -07:00
David Markowitz
28ce8ac54d remove usage of xmldoc as a ptr (#1538)
resolves a memory leak in BrickDatabase, adds stability to character save doc.

Tested that saving manually via force-save, logout and /crash all saved my position and my removed banana as expected.
The doc was always deleted on character destruction and on any updates, so this is just a semantic change (and now we no longer have new'd tinyxml2::documents on the heap)
2024-04-08 15:13:49 -05:00
Daniel Seiler
554a9a6806 fix: Dissolve more CMake dependencies (#1387)
* 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>
2024-03-05 20:13:24 -06:00
jadebenn
0c1ee0513d refactor: Change TryParse implementation (#1442)
* Changed how the TryParse function works (and also did some general cleanup along the way)

* Update noexcept attributes (verified these are correct)

* Add fp overload for MacOS functionality

* resolving some feedback

* Split out unrelated changes to CleanupRoundup branch

* Update in response to feedback

* the consequences of emo's member variable renaming request

* Revert "the consequences of emo's member variable renaming request"

This reverts commit bf318caeda.

* Fully revert renaming attempt

* Revert "the consequences of emo's member variable renaming request"

This reverts commit bf318caeda.

Fully revert renaming attempt

* Created ClientVersion.h and moved the client version defaults to it

* Fix partial parsing and MacOS floating point errors

* attempting fix to MacOS compiler error

* syntax pass (should be the last commit unless the CI fails)

* ah, wait, forgot to uncomment the preprocessor statements for MacOS. THIS should be the last commit pending CI

* Okay, one last thing I noticed: We were including C headers here. Now they're C++ headers. Pinky swear this is it!

* typo and I am OCD. please let this be the last

* hash is usally but not always noexcept, so the specifier should go

* Address MOST of the feedback

* address the claim codes issue
2024-02-10 05:05:25 -06:00
David Markowitz
dc29f5962d Move CDClientManager to be a namespace (#1431)
Tested that worlds still load data as expected.  Had no use being a singleton anyways.
2024-02-08 23:40:43 -06:00
David Markowitz
f0b6ad89d9 chore: Player class removal (#1445)
* SystemAddress and destructor

* move respawn logic to character comp

Tested that respawn pos and rot can be set as per previously by crossing a respawn point and smashing to see if I would respawn at the new place.

* Move loot cheat checking

* Remove GetParentUser overload

Tested completing missions
control behaviors
collecting life crate
completing a bunch of missions using macros
loading into worlds
brick-by-brick
placing models
digging the x spot in gnarled forest
can still ban and mute players
cheat detection is still doing its thing
flags are still set (checked with flag 45)
claim codes still work (created new char, checked the lego club mail was there)

* Move player constructor logic

Its now at the bottom of Entity constructor.  Time to remove Player

* Remove Player class

Removes the Player class.  Tested that I can still login and see another player in Venture Explorer and logging out a few times still works as well as smashing enemies

* store ptr

* Update SlashCommandHandler.cpp
2024-02-04 06:29:05 -08:00
Daniel Seiler
d283bbd1c4 fix: split apart big Cmake libraries (#1381)
* fix: split apart big Cmake libraries

* fix: formatting

* fix: newline

* fix: add quotes
2024-01-03 18:41:46 -06:00
jadebenn
ef6f2f133e chore: Eradicate C-style casts and further clean up some code (#1361)
* cast and code cleanup

* cast cleanup

* bug fixes and improvements

* no getBoolField method exists

* fixes

* unbroke sg cannon scoring

* removing comments

* Remove the c-style cast warning I added from CMakeLists now that they're gone (it triggers on 3rd party dependencies and slows down compilation)

* (Hopefully) fix MacOS compilation error

* partially-implemented feedback

* more updates to account for feedback

* change bool default

---------

Co-authored-by: jadebenn <jonahebenn@yahoo.com>
2023-12-27 22:18:20 -06:00
David Markowitz
46ac039a3b fix: mission offering (#1359)
fixes an issue where NPCs would offer the incorrect missions which caused odd blocks.  Consolidated logic for mission offering and removed redundant code.
2023-12-26 15:45:10 -08:00
David Markowitz
5942182486 feat: Abstract Logger and simplify code (#1207)
* Logger: Rename logger to Logger from dLogger

* Logger: Add compile time filename

Fix include issues
Add writers
Add macros
Add macro to force compilation

* Logger: Replace calls with macros

Allows for filename and line number to be logged

* Logger: Add comments

and remove extra define

Logger: Replace with unique_ptr

also flush console at exit. regular file writer should be flushed on file close.

Logger: Remove constexpr on variable

* Logger: Simplify code

* Update Logger.cpp
2023-10-21 16:31:55 -07:00
David Markowitz
94f8a99fba Revert: Fix wisp lee mission
This reverts commit d7e16ab589697fd1a0a270a02c622b8fa752638f.

Fixes an issue where the incorrect mission is marked as being offerable and this overwrote the original mission offered by wisp lee and forced him to offer a different, unacceptable mission.

Tested that completing the mission twice from a new daily state and a repeatable state both completed the chain correctly.  Unsure what the original bug was, but it does not appear to be present.
On top of that, there is no pre-requisite for mission 1883 anywhere in the cdclient, so at best, this check was always false, but the correct behavior is exact equivalence for the mission state.
2023-10-08 23:23:14 -07:00
David Markowitz
598f4e1663 Fix dangling pointer 2023-08-12 02:11:25 -07:00
Aaron Kimbrell
a29253d2f0 feature: Donation Vendor Component (#1168)
* refactor: Vendor inventory loading
Implement proper delta compression
dynamically determine multicostitems and standard cost items
Quatantine max's custom code

* WIP

* progress missions

* address feedback

* fix newline

* Cleanup

* oops

* fix default for nexus tower jawbox
cleanup some logs

* remove log

* remove include that got added back
2023-08-03 21:44:03 -05:00
David Markowitz
3e3148e910 Move dZoneManager to game namespace (#1143)
* convert zone manager to game namespace

* Destroy logger last
2023-07-17 17:55:33 -05:00
David Markowitz
455f9470a5 Move EntityManager to Game namespace (#1140)
* 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
2023-07-15 13:56:33 -07:00
Aaron Kimbrell
6aa90ad5b2 Breakout rest of the enums from dCommonVars and clean it up (#1061)
* 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
2023-05-02 17:39:21 -05:00
David Markowitz
7671cc6865 CDClient cleanup and optimization (#1023)
* 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
2023-03-17 07:36:21 -07:00
Aaron Kimbrell
e524b86e12 breakout the component types into a scoped enum (#1002)
* 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
2023-03-04 01:16:37 -06:00
Aaron Kimbre
faf42d2f8c cleanup enums to make them more consistent 2023-01-22 17:38:47 -06:00
David Markowitz
fc75d6048f dGame Precompiled header improvements (#876)
* 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>
2023-01-06 23:17:05 -06:00
EmosewaMC
19be0a61b2 Eliminate WorldConfig Magic Numbers
Add comments for fields

Use the name directly
2023-01-01 05:20:03 -08:00
David Markowitz
84c5d74450 Add Delete Inventory Slash Command (#865)
* moving branch

* Add deleteinven slash command

* Change name of BRICKS_IN_BBB

* Use string_view instead of strcmp

* Remove GameConfig

* Revert "Remove GameConfig"

This reverts commit cef5cdeea2.
2022-12-18 09:46:04 -06:00
David Markowitz
56da3f8543 Remove Locale (#808)
* Remove Locale (finally)
2022-11-27 16:56:55 -08:00
David Markowitz
e2616c5f11 Move enums to a single directory
A technical change to move all emum files to a single directory
2022-11-26 14:22:00 -08:00
Aaron Kimbre
72477e01e2 convert to unix line endings 2022-08-05 22:01:59 -05:00
David Markowitz
d64fa1680d Fix missions re-ordering on reload (#686)
* Fix missions re-ordering on reload

Check for success rather than failure

* Add a comment

* Get base value from database

* Update Mission.h
2022-07-30 20:56:21 -07:00
aronwk-aaron
19e77a38d8 format codebase 2022-07-28 08:39:57 -05:00
Aaron Kimbrell
e97ae92624 Make logger automatically put a newline (#675)
at the end of the line
remove all the newlines in log calls
2022-07-24 21:26:51 -05:00
Aaron Kimbrell
f2d1c5d26d Split out Level progression component (#671)
* Split out Level progression component
from Character Component
This is to get to the Player forced movement Comp in a sane way

* move XML to component insted of abusing charComp

* use overrides
should probably make everything that calls that call it correctly

* fix linking issue
2022-07-24 13:04:02 -05:00
Jett
df0f11c95b Update CMake configuration for easier maintenance (#642)
* Update CMake configuration for easier maintenance

* Incorrect casing fix

* Move package requirement

* Update CTest linking

* Add logs to the CMake

* Add linking for common libraries

Added linking for common libraries in tests subdirectory.

* Move test subdirectory higher up for some reason

* Whitespace a log removal

Missed new line

* Add dCommon to dChatFilter

* Update library output dir

* Correct libBcrypt

* Further refactor CMake behaviour

* Repair bad comments and update library defines

* Revert to old include directory method

* Implement platform defines

* Add missing include

Mac needs a specific include for defining platform.  Does not compile without this.

Co-authored-by: EmosewaMC <39972741+EmosewaMC@users.noreply.github.com>
2022-07-17 00:24:16 +01:00