Was getting frustrated by the inconsistency in our include statements,
which were causing me problems. As a result, I went through and manually
re-organized every include statement in non-core files.
I'm just gonna copy my rant from Discord:
FOR HEADER FILES (.hpp):
- everything you use IN THE HEADER must be EXPLICITLY INCLUDED with the exception of things that fall under Core.hpp
- you may NOT include ANYTHING ELSE
FOR SOURCE FILES (.cpp):
- you can #include whatever you want as long as the partner header is included first
- anything that gets included by another include is fair game
- redundant includes are ok because they'll be harmless AS LONG AS our header files stay lean.
the point of this is NOT to optimize the number of includes used all around or make things more efficient necessarily. it's to improve readability & coherence and make it easier to avoid cyclical issues
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).
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
CNProtocol, CNShared, CNStructs and Defines are now in core/.
CNLoginServer, CNShardServer and Monitor are now in servers/.
core/Core.hpp wraps all the core headers except for CNShared.hpp.
Defines.cpp has been renamed to Packets.cpp, and so has its
corresponding namespace, but not the header file. This is in preparation
for upcoming changes.
* Fixed not being able to modify the DB externally while the script is
running
* Made most DB-related errors print the appropriate error string
* Fixed the settings looking for dbsaveinterval in the shard category
instead of the login category
* Added -shr and -wal to .gitignore (even though we're not actually
using WAL mode)
Hopefully the DB code is now free of resource leaks and undefined
behaviour.
* Add newly created chunks to nearby players and NPCs. This fixes the
slider/static path mob pop-in problem.
* Update a player's chunks when resurrecting. This fixes a mob desync
problem.
* Use a private instance for the Time Lab
* Spawn a slider for every stop
* Fix mobs in private lairs using the template chunk mobs's current
health for their max health
* Don't call into the JSON lib in the loop in aggroCheck(). This is an
optimization found after using gprof.
* Don't print NPC deletions to console. This stops the spam when a
private instance is deleted.
* Changed default view distance to half the length of a map tile, so
chunks are aligned to map tiles
* Update tdata reference
* FM, Taros and Boosts awards from killing mobs should be pretty
accurate now. A temporary formula for adjusting player/mob level gap is
implemented, but it will probably need to be adjusted in the future
* Mobs now drop correct crates
* Crates can be opened and give you correct items This includes
regular mob crates, world boss crates, mission crates, IZ race crates,
E.G.G.E.R.s, golden Eggs, and Event Crates. Keep in mind that neither
IZ races or golden Eggs are implemented, but if you spawn such a crate
it can be opened.
* All data is read from a json file, for which I'm going to release a
tool soon so it's easily adjustable
* There is a new setting for enabling events, which enables dropping
extra event crates These are Knishmas, Halloween and Easter
The first two fixes were caught by infer. The Big Bug(tm) remains
unfixed.
* Fixed the Leech nano power
* Fixed an unlikely nullptr dereference in ItemManager
* /toggleai now makes mobs retreat immediately, instead of waiting for
their next movement tick
* Static path mobs will now stop in place instead of retreating to
their spawn points when AI is disabled
* Changed the misleading config option name from "chunksize" to
"viewdistance", since it's actually only a third of the chunk size
* Monkey Skyway paths are now saved in a format compatible with
paths.json
* flush() is called on every periodic DB save in addition to the /flush
and /mss N export commands
* Monkeys now accept WIP routes
* implemented saving BatteryN and BatteryW
* implemented saving mentor
* moved int64->blob parsing to a separate function
* moved parsing blob->int64 to a separate function
* added functions for parsing int32->blob and vice versa
* added functions for parsing int16->blob and vice versa
* WIP saving quest items and active tasks
* Quest items are stored in inventory table instead of blob
* added sanity check for missionId
* saving active missions works
* removed unneccesary include
* implemented saving warplocationflag, skywaylocationflag and currentmissionid in database
* INFO DB message now shows how many accounts and player characters are in the database
* fixed dbsaveinterval being in [login] instead of [shard]
* fixed mission quit:
- fixed wrong json name, causing qitems not deleting properly
- quitting mission now resets npc kill count
* adjusted saving active missions
* removed blob parsing functions that ended up being unused
* removed accidentaly added include
* removed sending PCStyle2 on Player Enter
* added a sanity check in itemMoveHandler
* removed MapNum from PCLoad, as client doesn't even read it
* set BuddyWarpCooldown to 60s on PCLoad
* fixed a bug causing EXIT DUPLICATE not working
* added creation and last login timestamps to accounts and players
* added a sanity check for P_CL2LS_REQ_PC_EXIT_DUPLICATE
* implemented web api support, toggled by new setting (off by default)
* add usewebapi to config
Co-authored-by: Gent <gentsemaj@live.com>
Also:
* Made the timeout configurable
* Removed the stale randomcharacters config option
* Switched to time_t for time values, even though it doesn't really
matter that much
* Halved the keepAliveTimer frequency
* Clean up spacing/indentation
* Proper enum formatting
* Fix nano dismissal (for real this time)
* Do not copy Player struct when a pointer is right there
* Stop looking after the trade partner has been found
* Make sure we're shifting unsigned values (and 64-bit when they need to be)
* Look for JSONs in tdata/
* Add a dbsaveinterval to the example config.ini, in the login category