* 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
* chore: make scripted activity derived from activity
this paves the way for other component being properly derived from the activity component
* use a dirty flag instead
* address feedback
fixes an issue where NPCs would offer the incorrect missions which caused odd blocks. Consolidated logic for mission offering and removed redundant code.
Players do not need access to leave Return to the Venture Explorer (rttve) via a slash command. They can leave through the usual zone method.
Tested that you cannot leavezone in rttve
* Remove std::couts littered throughout the base
* working
End of optimizations for now
going faster
* Remove extraneous compare function
std::less<LWOSCENEID> already does this in a map.
* gaming
* Update Zone.cpp
* dlu is moving to bitbucket again
* Update Level.cpp
---------
Co-authored-by: Jettford <mrjettbradford@gmail.com>
* 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>
add final missing scripts for nt
also fix the turnin for the breadcrumb missions not showing the completion window.
Fix another missing script
Add another script
fix include guards
Fix dirt clouds not appearing on mission accept
Tested that new achievements progress exactly once
Tested that already accepted achievements progress as expeected
Tested that tiered achievements only count the progress to the current tier and not the next one as well
Update MissionComponent.cpp
* Fix crashes
fix crash with chat filter
fix ldf_config being empty in database on windows debug
* WorldServer: Fix further crashes on windows
address multi threaded signal handling on worldservers
Remove iterator invalidation code in zone manager
* fix: Buff FX not playing
Fixes an issue where buff effects would not play at all.
Tested that frakjaw and maelstrom dagger now play their respective effects when you are effected by them
fix: buffs general improvements
add new arguments
* Remove duplicated code
* fix times and remove buff
* Fix UB in remote input info
Yes i should have made this first
no this wouldnt have happened with rust
* fix end of race leaderboard
Tested that with two players, both players see the others time at the end of the race and all other metrics are shown correctly.
Technically the outBitStream->Write(static_cast<uint16_t>(m_RacingPlayers.size())); should only be written once but how we do it now it is written as we load players in and this is the cheap option compared to the number of bits we are supposed to waste at the end of races
* create new character fixes
Don't use persistentIds, guarantee ids are unique by using do while to generate the id
* Update queries to actually use prep stmt
* Update UserManager.cpp
* Update UserManager.cpp
* feat: reward codes
this is for giving rewards across characters as the did in live.
Tested that the default config works
Tested that all claim codes work
Tested that saving and loading claim codes work
Tested that mail sends correctly
* newlines
* include array
* delete cascade
* newline
* address feedback
* Database: Convert to proper namespace
* Database: Use base class and getter
* Database: Move files around
* Database: Add property Management query
Database: Move over user queries
Tested at gm 0 that pre-approved names are pre-approved, unapproved need moderator approval
deleting characters deletes the selcted one
refreshing the character page shows the last character you logged in as
tested all my characters show up when i login
tested that you can delete all 4 characters and the correct character is selected each time
tested renaming, approving names as gm0
Database: Add ugc model getter
Hey it works, look I got around the mariadb issue.
Database: Add queries
Database: consolidate name query
Database: Add friends list query
Update name of approved names query
Documentation
Database: Add name check
Database: Add BFF Query
Database: Move BFF Setter
Database: Move new friend query
Database: Add remove friend queries
Database: Add activity log
Database: Add ugc & prop content removal
Database: Add model update
Database: Add migration queries
Database: Add character and xml queries
Database: Add user queries
Untested, but compiling code
Need to test that new character names are properly assigned in the following scenarios
gm 0 and pre-approved name
gm 0 and unapproved name
gm 9 and pre-approved name
gm 9 and unapproved name
Database: constify function arguments
Database: Add pet queries
* Database: Move property model queries
Untested. Need to test
placing a new model
moving existing one
removing ugc model
placing ugc model
moving ugc model(?)
changing privacy option variously
change description and name
approve property
can properly travel to property
* Property: Move stale reference deletion
* Database: Move performance update query
* Database: Add bug report query
* Database: Add cheat detection query
* Database: Add mail send query
* Untested code
need to test mailing from slash command, from all users of SendMail, getting bbb of a property and sending messages to bffs
* Update CDComponentsRegistryTable.h
Database: Rename and add further comments
Datavbase: Add comments
Add some comments
Build: Fix PCH directories
Database: Fix time
thanks apple
Database: Fix compiler warnings
Overload destructor
Define specialty for time_t
Use string instead of string_view for temp empty string
Update CDTable.h
Property: Update queries to use mapId
Database: Reorganize
Reorganize into CDClient folder and GameDatabase folder for clearer meanings and file structure
Folders: Rename to GameDatabase
MySQL: Remove MySQL Specifier from table
Database: Move Tables to Interfaces
Database: Reorder functions in header
Database: Simplify property queries
Database: Remove unused queries
Remove extra query definitions as well
Database: Consolidate User getters
Database: Comment logs
Update MySQLDatabase.cpp
Database: Use generic code
Playkey: Fix bad optional access
Database: Move stuff around
WorldServer: Update queries
Ugc reduced by many scopes
use new queries
very fast
tested that ugc still loads
Database: Add auth queries
I tested that only the correct password can sign into an account.
Tested that disabled playkeys do not allow the user to play the game
Database: Add donation query
Database: add objectId queries
Database: Add master queries
Database: Fix mis-named function
Database: Add slash command queries
Mail: Fix itemId type
CharFilter: Use new query
ObjectID: Remove duplicate code
SlashCommand: Update query with function
Database: Add mail queries
Ugc: Fix issues with saving models
Resolve large scope blocks as well
* Database: Add debug try catch rethrow macro
* General fixes
* fix play key not working
* Further fixes
---------
Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
* Ugc: Make it so we dont bin the model
Users must dismantle the model as opposed to accidentally picking it up in model mode
* Fix editing model in brick mode
* PropEntrance: Remove debug log
* feat: use more zoneTable options
Allow setting framrate for the zone
Allow setting if pets are allowed in the zone
Allow setting if mounts are allowed in a zone
Allow disabling saving location to a zone
* address feedback
* 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