* 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
* Add proper Player Force movement component
Not used, yet
* 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
* Add GameMessages
* General AMF cleanup
Proper memory management as well as style cleanup
* General AMF cleanup
Proper memory management as well as style cleanup
* General optimizations
Fix AMFArray so values are properly deleted when you leave the scope it was created in.
Add bounds check for deletion so you don't double delete.
Remove all AMFdeletions that are contained in an array since the array now manages its own memory and deletes it when it is no longer needed.
* Better tests and fix de-serialize
Fix de-serialize to be correct and implement a test to check this
* Update AMFDeserializeTests.cpp
* Update GameMessages.h
* Add GM
* Comment out function
* Spacing
* eof
* General AMF cleanup
Proper memory management as well as style cleanup
* General optimizations
Fix AMFArray so values are properly deleted when you leave the scope it was created in.
Add bounds check for deletion so you don't double delete.
Remove all AMFdeletions that are contained in an array since the array now manages its own memory and deletes it when it is no longer needed.
* Better tests and fix de-serialize
Fix de-serialize to be correct and implement a test to check this
* Update AMFDeserializeTests.cpp
* Update AMFFormat.cpp
* if we are deleting entities, and we add an entity
to delete, dont throw it out
* made it all uniform
* change update back to how it was
since it's an unordere map and
wouldn't be guaranteed to update even in this secnario
* Add AMFDeserializer
Add an AMFDeserializer
Reverted unrelated changes
Add unit tests for AMFDeserializer
Added unit tests for the AMFDeserializer
Finish tests
Finish the AMF deserializer tests. This commit finishes the positive test case and implements a load test case that is expected to take less than 1.5 seconds to process.
Modularized tests
Made tests a bit modular and split into more methods
Specified binary read from file
Specified that on the IO stream we are reading a binary file otherwise windows will terminate reading the binary file on seeing a 1A byte.
Added more tests
Added tests for unimplemented values and edited a test file to be more modular
Updated test text
Fix spacing
Update AMFDeserializeTests.cpp
* Update CMakeLists.txt
* Update AMFDeserializeTests.cpp
f
Actually follow the AMF spec
Update AMFDeserializeTests.cpp
tabs
Add in commented tests
* Follow spec
formatting
Add Integer Tests
Follow Spec more
Follow spec
* Use unique_ptr
* Update AMFDeserialize.cpp
Semantics
Update AMFDeserialize.cpp
Add new lines to EOF
CMake fix
* Add better std string read
Co-authored-by: Daniel Seiler <xiphoseer@mailbox.org>
* make not static
Co-authored-by: Daniel Seiler <xiphoseer@mailbox.org>
* Added myself and Simon to the readme
Me, since I've started to work on implementing mounts again.
Simon for his work in Reverse engineering the client which has been helping over the years.
Venture Vision and moving platforms/simple movers being two recent things that his RE has helped fix.
moved the special thanks out a header at the suggestion of Xipho and Max, since these people have not directly contributed to the DLU codebase.
made a section under the DLU team recognizing Blaster for the Logo that DLU uses
bumped up the credits header to make formatting make more sense
* Update based on feedback
Credit Blaster builder as they requested.
Remove duplicate entries for under DLU Team as requested
* Wait for world to shutdown
We need to wait for the message that the world has shutdown before shutting it down.
* Dont sent people to dead instances
* Added shutting down check
Added check for isShuttingDown
* Update when we remove from master
* 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>
* Add MacOS to CMakePresets.json
* Update workflow to run MacOS builds
* Update test and build presets
* Add libssl install to integration
* Update workflow to install libssl and openssl
* Prevent brew running as super user
* Add friends list migration
* Change friends to use charID
Update friends table to use charID and not LWOOBJID variant.
* Fix remove friend
Fix remove friend and make the query more readable at a glance.
* Add and remove friends in the container
Properly add and remove friends in the player container
* add enums
* Add best friends and basic GM support V1
* Add more features
* not online / doesnt exist implementation
Implements the not online and invalid character response codes
* Address players not being removed
Fix an issue where players would not be marked as offline in the friends list due to the message not being sent in all circumstances.
Tested changes on 3 clients, switching characters, logging out from character select, switching characters, world transfer and my friends list looked as it was supposed to.
* Implement proper friends system
Remove debug logs
Track count of best friends
Add best friends list cap of 5
Add config option and best friend update
Add a config option and implement the last missing best friend serialization
Added comments and fixed remove best friend bug
Added some comments and addressed an issue where removing best friends would not remove them from your internal count of friends.
properties and logs fixes
whoops, had an issue
send reply if already BFFs
Send the correct objectID
I really need to rename these
Fix white space
goon
* Replace queries with unique ptrs
* remove user from player container on deletion
Remove the user from the player container when they delete their character.
* Bump patch version
* Improvements to PlayerContainer
Resolved a memory leak in the player container, removed commented out code and resolved a warning in Behavior.cpp
* Make it a unique ptr
* Improvements to PlayerContainer
Resolved a memory leak in the player container, removed commented out code and resolved a warning in Behavior.cpp
Make it a unique ptr
* Update PlayerContainer.cpp
Move the instruction for running the MasterServer migration down to where the command will actually work as well as use a more syntactically correct statement
* Add friends list migration
* Change friends to use charID
Update friends table to use charID and not LWOOBJID variant.
* Fix remove friend
Fix remove friend and make the query more readable at a glance.
* Add and remove friends in the container
Properly add and remove friends in the player container
* add enums
* Add best friends and basic GM support V1
* Add more features
* not online / doesnt exist implementation
Implements the not online and invalid character response codes
* Address players not being removed
Fix an issue where players would not be marked as offline in the friends list due to the message not being sent in all circumstances.
Tested changes on 3 clients, switching characters, logging out from character select, switching characters, world transfer and my friends list looked as it was supposed to.
* Implement proper friends system
Remove debug logs
Track count of best friends
Add best friends list cap of 5
Add config option and best friend update
Add a config option and implement the last missing best friend serialization
Added comments and fixed remove best friend bug
Added some comments and addressed an issue where removing best friends would not remove them from your internal count of friends.
properties and logs fixes
whoops, had an issue
send reply if already BFFs
Send the correct objectID
I really need to rename these
Fix white space
goon
* Replace queries with unique ptrs
* remove user from player container on deletion
Remove the user from the player container when they delete their character.
* Add friends list migration
* Change friends to use charID
Update friends table to use charID and not LWOOBJID variant.
* Fix remove friend
Fix remove friend and make the query more readable at a glance.
* Add and remove friends in the container
Properly add and remove friends in the player container
Fixed an issue with some builds that had preconditions not taking items from the players due to the evaluate costs parameter not being passed to nested conditions.
Tested the build in Avant Gardens and it now correctly takes items from the player upon completion.
* Implement Precompiled Headers
* fix cmake
* Fix modular builds not returning parts
Modular builds would not search inventory A for their corresponding item and by default would only look in the models bag. This PR forces the item to be looked for in the inventory its coming from (inventoryA) as a second resort before doing the final search in the default inventory of the item.
Tested modular building a car and a rocket and when replacing parts the part that was already placed was returned to the inventory correctly.
* Push equipped items upon entering build mode
Fixes an issue where leaving build mode anywhere would not re-equip your items. This also implements the feature to set your stats back to full, as was done in the live game.
Tested exiting build mode on a property with full venture gear and all gear was re-equipped and stats were set to the expected values.
* Fix item collection missions
Item collection missions are only supposed to take items should they be in the items inventory or the hidden inventory and no others. This change removes the global inventory find of items and only removes it from the two inventories that items get taken from in live, ITEMS and HIDDEN
Tested completing mission 470 and 477 as well as 622 and the correct items were taken or not taken, based on the inventory the target item was in.
* Implement Precompiled Headers
* fix cmake
* Fix modular builds not returning parts
Modular builds would not search inventory A for their corresponding item and by default would only look in the models bag. This PR forces the item to be looked for in the inventory its coming from (inventoryA) as a second resort before doing the final search in the default inventory of the item.
Tested modular building a car and a rocket and when replacing parts the part that was already placed was returned to the inventory correctly.
* Push equipped items upon entering build mode
Fixes an issue where leaving build mode anywhere would not re-equip your items. This also implements the feature to set your stats back to full, as was done in the live game.
Tested exiting build mode on a property with full venture gear and all gear was re-equipped and stats were set to the expected values.
* Implement Precompiled Headers
* First volume of optimizations
* Scripts A-B
Gonna be doing this in alphabetical order now.
* C Scripts and remove unneeded includes from base cppscripts header
Remove the MissionComponent and Loot includes from all base scripts and place their needed includes in the respective scripts.
* D scripts
* F scripts
* F scripts 2
Finish up removing extraneous includes from scripts that start with the letter F
* G scripts
Removing extraneous includes from scripts that start with the letter G
* I scripts
Removing extraneous includes from scripts that start with the letter I
* M-Z scripts
Removing extraneous includes from scripts that start with the letter M-Z
* Revert "Implement Precompiled Headers"
This reverts commit d79d8d4991.
* Revert "Revert "Implement Precompiled Headers""
This reverts commit 0597faf308.
* Add back in PCH
Add back in PCH
* Fix CMake
Whitespace
Remove duplicate file glob
Remove newline
Add the Venture Vision behavior and associated functionality. Pet digs still do not show up however.
The Kit bonus for factions have been tested and properly grant and take away the buff when it is casted and uncasted. Tested as well using multiple Venture Vision behaviors at once and the vision only went away when there were zero equipped at once.
Remove extra includes
Convert to Tabs
Remove extra forward declaration