Commit Graph

61 Commits

Author SHA1 Message Date
jadebenn
829ec35b57 more macos tinkering 2024-04-06 17:43:47 -05:00
jadebenn
1a05b027fe I'm really just throwing everything to the wall and seeing what sticks 2024-04-06 17:18:41 -05:00
jadebenn
cc15a26ce8 try stripping out all the custom macos test logic again 2024-04-06 17:09:45 -05:00
jadebenn
5fd86833fa try and narrow down the macos build failure cause 2024-04-06 16:54:53 -05:00
jadebenn
0f843c02c9 more fiddling with mac test builds 2024-04-06 16:47:19 -05:00
jadebenn
45ec66e976 try disabling an apple-specific build rule 2024-04-06 16:29:29 -05:00
jadebenn
35ce8771e5
chore: supress warnings on external library headers and actually get rid of the last old-style casts (#1502)
* chore: supress warnings on external library headers and actually get rid of the last old-style casts

* remove commented out section I forgot

* update cmake required version to 3.25 unless we can find another way to do this

* update readme

* Update CMakeLists.txt
2024-03-17 20:48:09 -05:00
jadebenn
6e3b5acede
chore: Less verbose name for enum underlying type casts (#1494)
* Less verbose name for enum underlying type casts

* Remove redundant call
2024-03-06 23:45:04 -06:00
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
424d54b98c
squash commits (#1479) 2024-02-27 01:29:51 -06:00
jadebenn
b261e63233
chore: Change entity and component logic to use bitstream references (#1468)
* chore: Change entity and component logic to use bitstream references

* merge
2024-02-27 01:25:44 -06:00
jadebenn
75544e3eec
chore: Change dServer and related code to use BitStream references (#1476) 2024-02-26 23:43:33 -06:00
jadebenn
7235423c7b
Convert game message bit stream raw pointers to references (#1465) 2024-02-26 08:17:22 -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
jadebenn
a0d51e21ca
refactor: allow usage of NiPoint3 and NiQuaternion in constexpr context (#1414)
* allow usage of NiPoint3 and NiQuaternion in constexpr context

* removed .cpp files entirely

* moving circular dependency circumvention stuff to an .inl file

* real world usage!!!!!

* reverting weird branch cross-pollination

* removing more weird branch cross-pollination

* remove comment

* added inverse header guard to inl file

* Update NiPoint3.inl

* trying different constructor syntax

* reorganize into .inl files for readability

* uncomment include

* moved non-constexpr definitions to cpp file

* moved static definitions back to inl files

* testing fix

* moved constants into seperate namespace

* Undo change in build-and-test.yml

* nodiscard
2024-01-29 01:53:12 -06:00
Aaron Kimbrell
0bc12141c3
chore: default size to 33 on LU(W)Strings since that's the most common lenght (#1410)
Was doing this on other places, but not the main one
2024-01-12 14:23:44 -06:00
jadebenn
4a50c60559
chore: Assorted pet improvements (#1402)
* Assorted pet improvements

* remove unecessary include

* updates to address some feedback

* fixed database code for testing

* Removed reference member (for now)

* Removed cmake flag
2024-01-08 15:32:09 -08:00
jadebenn
440dc8b88f
replace macro with anonymous namespace function (#1394) 2024-01-05 18:55:42 -06:00
David Markowitz
2804dc3ec2
fix: make include paths consistent (#1390)
* fix: bad header includes

tests pass

* fix-up more include paths
2024-01-05 06:33:52 -06:00
David Markowitz
1941679d27
feat: Bump standard to 20 (#1376)
* Bump to 20

* fix warnings and errors

* thanks RakNet
2024-01-02 07:53:00 +00:00
David Markowitz
e54faa3820
chore: organize build flags (#1371)
* chore: organize build flags

* Remove ambiguous include path

Don't be default incluyde bcrypt so you need to specify the folder.  Allows pre-processor to find the correct file.

* Revert settings

* working

f
2023-12-31 00:26:49 -06:00
jadebenn
6de224a2fa
chore: miscellaneous code, formatting, and syntax cleanup (#1351)
* miscellaneous code, formatting, and syntax cleanup

* update

* update again

* updated to account for feedback
2023-12-23 18:11:00 -06:00
jadebenn
fcf4d6c6fa
feat: Improve console output to show packet enum names (magic_enum) (#1344)
* add enum stringification functionality from third party source

* squashed commit

* Macros: Add test and improve speed

Space macros out
utilize cache locality
ensure no lost functionality

* moved stringify code to dCommon

* Rename #defines in stringify enum tests

* Revert "moved stringify code to dCommon"

This reverts commit 33fa5f8d2f.

* improve macro functionality

change function handle

formatting and function definition tweaks

* typo fixes

* moved code to dCommon/dEnums and tests to dCommonTests/dEnumsTests

* initial magic_enums alternate implementation of enum stringification

* deleted unused tests

* reverted compile flag oopsy and fixed output types

* fixed testing suite

* test formatting improvement

* formatting again :(

* added gm string to "aborting gm!" message

* Push my suggestion for CI tests.

* updated magic enum test

* fix test variable type

* added gm test

* making sure magic_enum is on a release branch

* tidying up console outputs

* re-implemented enum array access for performance

* now it is bugged :(

* nvm, working

* helping out the snowflake compilers

* changed return type too

* optimization too

* formatting too I guess because why not

* being even more painfully specific

* Update WorldServer.cpp to match emo's feedback

* Update MagicEnumTests.cpp to use srand(time(NULL))

* Update eGameMessageType.h - formatting

* Trying to fix the crash but can't actually compile the code to check on my own rn

* Update WorldServer.cpp - third try at this

* Update MagicEnumTests.cpp - use better macro definitions

* Update MagicEnumTests.cpp - c string comparison fix

* addressing all but the cmake feedback

* fixed cmake to the best of my very limited ability

* added tests to verify magic enum arrays are pre-sorted

* updated

---------

Co-authored-by: David Markowitz <EmosewaMC@gmail.com>
Co-authored-by: Jettford <mrjettbradford@gmail.com>
2023-12-23 10:51:59 -06:00
David Markowitz
1a199151da
Remove std::couts littered throughout the base (#1313) 2023-11-21 18:04:23 -08:00
Aaron Kimbrell
8e84cafdfa
feat: add configurable feature and versions (#1298)
* feat: add configurable feature and versions
to allow for easily swithing it out to enable features in the client for funsies
tested that this doesn't break anything and added test

* cleanup
2023-11-18 03:33:23 -06:00
jadebenn
411dce7457
Adding damage cooldown/"invincibility frames" as in Live (#1276)
* Added cooldown handling

* Made most of the logs hidden outside of debug mode

* removed weird submodule

* kill this phantom submodule

* updated to reflect reviewed feedback

* Added IsCooldownImmune() method to DestroyableComponent

* friggin typo

* Implemented non-pending changes and added cooldown immunity functions to DestroyableComponentTests

* add trailing linebreak

* another typo :(

* flipped cooldown test order (not leaving immune)

* Clean up comment and add DestroyableComponent test
2023-11-12 05:53:03 -06:00
David Markowitz
ae349d6b15
feat: Add isolated and simplified path to add components (#1204)
* Components: Make ComponentType inline

Prevents the next commits ODR violation

* Components: Add new components

* Entity: Add headers

inline script component ComponentType

* Components: Flip constructor argument order

Entity comes first always

* Entity: Add generic AddComponent

Allows for much easier adding of components and is error proof by not allowing the user to add more than 1 of a specific component type to an Entity.

* Entity: Migrate all component constructors

Move all to the new variadic templates AddComponent function to reduce clutter and ways the component map is modified.
The new function makes no assumptions.  Component is assumed to not exist and is checked for with operator[].  This will construct a null component which will then be newed if the component didnt exist, or it will just get the current component if it does already exist.  No new component will be allocated or constructed if the component already exists and the already existing pointer is returned instead.

* Entity: Add placement new

For the case where the component may already exist, use a placement new to construct the component again, it would be constructed again, but would not need to go through the allocator.

* Entity: Add comments on likely new code

* Tests: Fix tests

* Update Entity.cpp

* Update SGCannon.cpp

* Entity: call destructor when re-constructing

* Update Entity.cpp

Update Entity.cpp

---------

Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
2023-10-22 20:08:49 -05:00
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
3dd2791066
chore: Use TryParse for LDF parsing (#1206)
* LDF: Simplify parsing

* Update GeneralUtils.h
2023-10-09 15:22:40 -05:00
David Markowitz
ad003634f4
chore: Physics Component abstraction and addition of tests (#1159)
* Make serialize actually virtual

yep

* Abstract to PhysicsComponent

Move shared functionality of all physics related classes to a base class.

Tested that there were no failed to unserialize errors when in main gameplay in Gnarled Forest or in a race.

Tested that 2 players were able to see each other in the above scenarios just fine as well.

* Update PhantomPhysicsComponent.cpp

* Add SimplePhysicsTest

* Add construction test

* Update SimplePhysicsComponentTests.cpp

* remove flags and fix override

* Update VendorComponent.h
2023-10-09 15:19:38 -05:00
Aaron Kimbrell
08020cd86d
chore: cleanup LU(W)string writing (#1188)
* chore: cleanup LU(W)string writing
and add methods for reading
remove redunent "packet" from packet reading helpers
move write header to bitstreamutils since it's not packet related
add tests for reading/writing LU(W)Strings

* remove un-needed function defintions in header

* make reading and writing more efficient

* p

p

* quotes

* remove unneeded default

---------

Co-authored-by: David Markowitz <39972741+EmosewaMC@users.noreply.github.com>
2023-09-20 20:06:28 -05:00
David Markowitz
2cc13c6499
chore: Make serialize actually virtual (#1156)
* Make serialize actually virtual

* fix serialize and make update virutal

* Update VendorComponent.h

* Remove flag var

* Update SoundTriggerComponent.h

---------

Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
2023-08-10 14:33:15 -07:00
Aaron Kimbrell
a22ecf385f
feature: add full known GM list (#1171)
* feature: add full GM list

* Fix compiling

* add tests
Fix more issues
2023-08-03 21:27:40 -05:00
David Markowitz
0d48cfe8c0
fix: Nipoint3 Operator+= (#1172)
* fix operator +=

* fix operator +=
2023-07-31 00:22:56 -07:00
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
David Markowitz
4fe335cc66
Refactor: Amf3 implementation (#998)
* 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
2023-05-13 17:22:00 -05:00
David Markowitz
7aad6e4bc2
Make header skips more obvious (#1074)
* Make header skips more obvious

seeing inStream.Read(LWOOBJID) is much less clear than a macro which very clearly skips the header.

* Formatting pass
2023-05-08 06:31:10 -05:00
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
e8590a5853
Add tests for LDF parsing and serialization. Cleanup LDF (#1062)
* Add tests and cleanup LDF header

Also implements a speedup by using overloaded operators to put numbers directly to a stream as opposed to doing to_string first.

Stage 2 of re-write

Reduce scoping
Add further optimizations
Fix more edge cases
Split out tests to many smaller ones

Use EXPECT_NO_THROW

Add edge cases to test

Added these first with the before to confirm they failed, and now will be adding the remaining fixes needed to make the tests pass.

Add edge case testing for LDF strings

Add further tests

Use characters instead of char*

Update AMFDeserializeTests.cpp

Add null tests

* Add Test Fixture for dCommon

* Add speed test

* Convert to using string_view

* Add explanation on early return

* Remove "testing" code
2023-05-02 17:19:20 -05:00
David Markowitz
4734996c7c
Resolve most compiler warnings (#1053) 2023-04-12 11:48:20 -05:00
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
David Markowitz
d138b7b878
Make ControlBehavior messages far more modular (#991)
* Make case consistent

* How modular can you go?

Holy modular

* Add comments

* Initialize values
2023-02-16 11:30:33 -06:00
David Markowitz
72c93c8913
Further implement Property Behavior parsing (#936)
Further implements the ControlBehavior processing and adds preparations for cheat detection
2023-02-13 18:55:44 -08:00
David Markowitz
7bca43ffc1
Fix tests (#953) 2023-01-11 22:36:03 -08:00
Aaron Kimbrell
80f8dd8003
Imminuty updates (#925)
* WIP Immunities

* Immunity getters

* remove redundent variable
replace it use with it's equivalent

* remove unused lookups, fix typos

* fix tests

* added imunity test

* address feedback

* more immunity tests

* explicit this
2023-01-06 23:59:19 -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
David Markowitz
b7341c8106
Resolve warnings, change config init order and remove unused Game variables for all servers (#877)
* Resolve warnings and change init order

Initialize dConfig first, before logger so we know whether or not to log to console
Initialize namespace Game variables to nullptr so they are a known value if accessed before initialization.
Removed unused Game variables
Replaced config with a pointer instead of referencing something on the stack.
Assign return values to system calls to silence warnings.

Tested that the server still compiles, runs and allows me to load into the game.

* Only start Master of config files exist

Also default the logging to console to on on the off chance the files exist but are wrong / corrupted.
2022-12-15 08:13:49 -06:00
David Markowitz
56da3f8543
Remove Locale (#808)
* Remove Locale (finally)
2022-11-27 16:56:55 -08:00
David Markowitz
3222e78815
Implement undo action for pre-built models (#830)
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.
2022-11-27 16:48:46 -08:00
David Markowitz
1464762bcd
Implement GTest and change windows output path
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
2022-11-07 00:12:35 -08:00