There are some network configurations in which it's undesirable; such as
reverse tunneling through ssh. These are obscure enough to allow leaving
the option undocumented (in the example config file).
This fixes a UX issue, where if you accidentally capitalized a letter
in the username when logging in, it would instead create a new account.
The behavior was confusing, since to the user it looks as if their
characters were deleted or progress was not saved.
In order for this to work, duplicate accounts (e.g. username and USERNAME)
need to be deleted/renamed. The server will *detect* if any duplicates
exist. If any are found, it will direct the server operator to a pruning
script, or they can choose to resolve the duplicates manually.
This wasn't strictly necessary as this command has outlived its
usefulness, but I had gone ahead and rewritten it because it was (barring
taskStart()) the only place in the codebase that accesses Chunking::chunks
outside of Chunking.cpp. This became apparent during a (currently paused)
effort to improve the API that the Chunking namespace exposes to the
rest of the codebase.
I went ahead and rewrote the rest of this command as it was poorly
implemented anyway. This has been sitting in my working directory
uncommitted for a few months, so I may as well push it.
Explanation: it was uncertain whether mobs could perform critical hits, since the color of damage numbers didn't change at all. However, I found that male characters will actually use a different sound effect when receiving a crit (I confirmed this SFX appeared in old FF videos), so I went ahead and re-enabled it.
The server administrator must now specify which patches they want the
server to load (if deviating from the defaults). There are multiple
reasons for this:
* It's useful to be able to pick and choose which patches you want to
boot the server with; without having to move the directories in and out
of the patch directory
* This way, we can have different default patches for different builds
of the game (104 vs 1013)
* ...ergo, it's easier to rapidly switch builds without having to
rearrange your workspace to properly run them
* This also allows us to remove the std::filesystem stuff, which has
spotty compatibility with slightly older (but still current) versions of
the compilers
* Players can no longer complete tasks that aren't in their journal
* Minimum level requirement is now enforced when starting missions
* You can no longer start missions that are already completed
* Implement TASK_START_FAIL for when startTask() returns false
Instead of ringCount, there is now a set of all ring IDs collected during the race.
Note: further validation measures are still required to ensure legitimate times/scores
- fixed many references to Entity.appearanceData.i[XYZ] to use the base Entity XYZ values
- BaseNPC::enterIntoViewOf grabs the position from the base Entity XYZ values
- NPCManager::updateNPCPosition updates the base Entity XYZ values
- MobAI.c/deadStep() also sends it's packet based on the Entity XYZ values
Replaced all references to chunk->players and chunk->NPCs with
chunk->entities and all instances of the old NPCClass enum with
EntityType.
The server compiles but will not yet run properly.
Player and all NPCs now have a common superclass, with virtual functions
so smooth over shared behavior. EntityRef is a simple class that points
to an arbitrary Entity.
This commit is not yet functional.
We had avoided putting STL containers into Players back when we thought
Players was still POD and needed to remain POD, but it turned out that
neither were the case all along, so there's no need for the indirection.