#31
|
|||
|
Loving this! great work guys keep it up!
| ||
|
#33
|
|||
|
Patch notes from the last week or so.
Enjoy Further fixed the issue with clients reconnecting too quickly Revamped ack logic in udp code, this should greatly increase outgoing packet transmission speed Fixed a bug where characters would sometimes not be removed from the world list If a player attempts to log into world while their account already has a client, all other clients with their account id will be kicked camp command robustness improvement (blocks consecutive camp requests) Support for camp command: Added empty handler for OP_ClientLFGSearch. + Added the following UnrealTypes: + Quat - used for boats + VGShipState - used for boats + ResourceLookup, Sound, StaticMesh - used for looking up indexes in asset files + Reorganized Unreal classes into separate files + UnrealActor.h contains only the UnrealActor class now! + Renamed _3dsList.h/cpp to SGO3ds.h/cpp + Renamed PPOList.h/cpp to PPO.h/cpp + Added Vehicle/Ship classes and initial replication functionality. NOTE: there is no way to show a vehicle in game right now unless you hardcode it in ChunkServer. + Added Mover classes + They load from the mover database table based on the chunk + Updated Makefile to include new/renamed files. + Added UnrealFile classes to allow for dynamic loading of files from the database + All files properties are loaded into memory on WorldServer start from the unreal_files table so they can be queried faster when needed. + ChunkServer changes + SendZoneFiles function no longer has hardcoded file values. The files are determined dynamically based on the resources needed. + Setting the PC Model number based off the race id. However, this doesn't appear to be working fully 100% yet as there seems to be a disconnect between login server raceid and Unreal raceid. + Currently sending all movers in the chunk to the client. We probably want to limit it based on proximity like NPC's. Fixed a crash with destructing packet structs and one caused by trying to zone to an invalid chunk Fixed the disconnect packet Fixed a bug that could cause a client to hang while loading a zone Player ghosts should now be properly removed from a zone Reconnecting quickly after exiting world should no longer cause waiting on world data... to appear on character select Speed should no longer reset after changing chunks The global variable UnrealActor::next_unique_id is now atomic Fragmented packets being sent from the client are now read correctly Fixed a crash relating to reading control bitstreams Ports will now be available for reuse after a chunk shuts down
__________________
| ||
|
#34
|
||||
|
Quote:
-Ket | |||
|
#36
|
||||
|
Quote:
| |||
|
#37
|
|||
|
Been awhile since a update sorry about that been busy.
Here are the major points factions have been introduced so NPC's should show the right color name now and character running/walking movement should be fluid now (Rotation still a little choppy tho). Emotes are in and working and offensive targets should show the right information along with characters having Titles now.. ScreenShot_00163.jpg And here are the patch notes since the last update. r642 Common: Added 2 new log categories: LOG_TITLE, LOG_FACTION Parser: Fixed struct changes to titles and factions New VCProject files. --------------------- r641 Fixed another bug with factions. The count wasn't initialized. Updated the faction code to use the new DB column names. --------------------- r640 Changed `value` column names in factions code. Added FactionInfoList.* to project files. --------------------- r639 Attempt to fix compile issues on Windows. --------------------- r638 Fixed some linux compile issues in UnrealActor. --------------------- r637 --------------------- r636 Added basic faction functionality to WorldCharacter. ChunkServer now handles the OP_ClientNpcFaction opcode. Added 'factionset' and 'factionget' commands. More comment clean up for the title code. Added a basic say handler to LUA that lets ... --------------------- r635 added in struct for OP_ServerSlashCommand --------------------- r634 Cleaned up my title code a bit and added better (doxygen ready) comments to it. Moved the TitleInfoList into the WorldDatabase class so that it isn't a global anymore. Fixed a compiler warning in ConfigReader. --------------------- r633 Fixed a bug that caused the PacketStruct class to never load the last 2 bytes of data if the struct elements are 1 byte types. --------------------- r632 Login: additional loggers Parser: Fixes to warnings World: Public binary commit --------------------- r631 fixed typo in OP_ClientAccessObject struct --------------------- r630 Camp command: Added robustness check vs invocation from clients with empty (null) characters, including added warnings to client and server console. --------------------- r629 Quick fix to CampTimers to prevent world crash - still need root cause determined Added MaxMovementSpeed rule, default of 1500 Capped .speed command due to communication issues with players using ridiculous speed settings vs proximity spawn... --------------------- r628 Changeing faction data names to all match --------------------- r627 fixed the Packet struct 'WS_Unknown904' (type=2) (server) not found changed the opcodelist.h and just added the structs for faction that ratief needs --------------------- r626 Volt: New Telon DB as requested (possible camptimer character data issues) --------------------- r625 Added `factions` table for Ratief (raw data, ignore the `faction_value` column, just for reference) --------------------- r624 OP_ServerClearTarget2 & OP_ServerClearTarget3 for Volt --------------------- r623 added OP_ClientOffensiveTargetOOR --------------------- r622 Additions to HandleOffensiveTargetRequest: Offensive target portrait now hooks up to target level and target compass (direction and distance). Also a value for target dot color is added, but it is for now hardcoded to "white". --------------------- r621 Fixed two issues with command /hail. --------------------- r620 Implemented handler for right-click on actor. (Any right-click of a no-PC actor results in "hail" default action. Thus no fancy stuff yet.) --------------------- r619 Replication Movement Fluidity: Actors will now replicate fluidly, rather than jumping around. Walk/Run animations will show. Changes made to include Velocity in Movement Packet, changed velocity algorithm. What is NOT done is Actor Rotation... --------------------- r618 Added SendConnect() to Process(), section where tcp.reconnect() is called. This will send the proper TCP Connect packet to the Login Server, to properly re-establish connection after a Login Server crash. --------------------- r617 Made a few changes to how character info is set: -- Removed the character->Set stuff per the comment in SendPlayerInitPackets() ++ Moved those character->Set's to WorldDatabase::LoadCharacter() preparing for loading more character data from... --------------------- r616 Dakadin: Quick fix to stop world crashing until we figure out the cause of the empty queue --------------------- r615 Committing public binaries --------------------- r614 Few more files to clean up. --------------------- r613 New vgo_world.sql with Volt's `emotes` table, and cleaned out test data from `lua_script` table. --------------------- r612 Linux fixes --------------------- r611 --------------------- r610 Emotes RC 0.1 --------------------- r609 Emotes RC 0.1 --------------------- r608 --------------------- r607 Raw data through today's logs --------------------- r606 C++ Parser changes Should parse just about everything now (except unreal) --------------------- r605 SQL: Cleaned up spawn tables, added character_attributes and FKs to character tables *Noticed there was no title_id 600, so I made them Citizen (600) of VGOEmualtor (601, type 1) !! new vgo_world.sql !! --------------------- r604 proj files for the title list --------------------- r603 Emotes: Implemented targeted emotes and broadcast to nearby characters. Emote: Minor rework and fix for broadcast to nearby characters. --------------------- r602 another adjustment... --------------------- r601 Changed the WS_Titles struct to be consistent with the other title structs. --------------------- r600 Fixed some typos in the title db field names. --------------------- r599 Fixed my mistake of using the wrong element names for the title structs. --------------------- r598 Updated the title related opcodes. --------------------- r597 Adding my work to get titles working in game. I also cleaned up the character save/load functions a bit in preparation for for save/loading in the future. --------------------- r596 another attempt at udp lockup fix --------------------- r595 fixing my mistaken sln commit [You must be logged in to view images. Log in or Register.]ops: --------------------- r594 --------------------- r593 fixed a udpserver crash --------------------- r592 Renamed class _VoltDraftTickTimer to TickTimer --------------------- r591 Renamed class _VoltDraftTickTimer to TickTimer ---------------------
__________________
| ||
|
#39
|
|||
|
Good work xinux. Keep it up!
| ||
|
#40
|
|||
|
Some highlights from recently since there are to many commits from my last post.
Targeting continued: - added difficulty colors (dot color) to offensive target portrait - tuned one console message Afk will now show at the end of your name and also appear to other clients. Actor targeting: - Camping, rifting, chunking and otherwise leaving characters will clear themselves as a target of any other actor (as before) as well as clearing their own targets (new). - Added handler for OP_ClientChunkConnected Added handler for /stuck yes command and code to port character to safe location in the current chunk Implemented MasterSpawnList class. Created new Constructors for NPC-related Unreal Classes. Added in server response to OP_ClientLocationCmd which will eventually respond with the area you are in for now it just returns chunk name Implemented checking surrounding chunks during chunking for inactive or non-existent chunks. If found, sends WS_ChunkPreload2 packet, to let Client know not to let player move into these chunks. It will display the appropriate error message... Added generic.lua to go with test spawn data (sample Hail function) Improvements to sit/stand and resting: - Tied up the logic for is_resting, sit/stand and camping. - Server will set is_resting=false when character moves. - Fixed replication of the sit/stand animation (players can now see when another characters sit/stand) Added Documentation for Combat class. Reimplemented cross-zone combat flags. Added safety net to Combat class, in case there is still a WorldCharacter spinning around in the loop.
__________________
| ||
Last edited by xinux; 10-03-2014 at 07:25 PM..
|
|
|
|