implemented getCharInfo
implemented delete character
implemented evaluateCustomName
implemented name change function
implemented getPlayer function
implemented functions for buddies
implemented emails
implemented addAccount
implemented updateSelected
implemented findAccount validateCharacter isNameFree and isSlotFree
implemented getTableSize function
implemented functions for name save, character creation and finishing tutorial
- Eruption is now blocked by stun and sleep.
- Corruption should block all nano abilities.
- Buffs time out for other players
- Timed mission bugfixes (AGAIN)
- Corruption and Eruptions fire quicker.
- Heal egg ids fix
- No power nanos no longer break the system.
- Mobs should no longer restun.
- Mob ability chance calculation adjustments.
- Duration of the power's debuff is sent as iDamage instead of 0, this removes the ugly "Block" that shows up on successful hits.
- Group mob respawning bugfixes
- a bit of a cleanup
Recheck the entry at the current index after we remove one. This isn't
strictly necessary, since the next pass will get it anyway.
Using a vector as opposed to our own realloc()'d array means indexing
beyond the size() is undefined behavior, so it's better to be safe.
This is how it should have been handled anyway. This fixes a (benign)
race condition when the server is killed, as well as gprof builds.
Also updated tdata.
This fixes a crash due to the invalidated iterator continuing to loop.
It should be safe to assume there's only ever one duplicate/stale player.
Also updated tdata.
* Fixed Nano stamina not being halved on respawn
* Reverted the default argument to terminate() change because MSVC is
undable to disambiguate the function pointer passed to sigaction()
* Fatal errors during init (like in TableData) can just call exit(1)
directly anyway (missing "OpenFusion: terminated." be damned)
* Switched to a slightly more portable syntax for getting the version
in the Makefile
* We shouldn't join the shard thread in the signal handler because the
thread the signal handler ends up running in is undefined behaviour and
we don't strictly need to join it anyway
Many of these issues were discovered on OpenBSD.
* Gave it a default argument, since we never actually care about it, but
it needs to have it to conform to the signal handler prototype
* Constricted the area locked by activeCrit to only the block that deals
with the connections vector, to lower the chance of a future badly
placed call to terminate() deadlocking the server instead
* Extracted PollFD manipulation and nonblocking socket configuration
into helper functions
* Replaced the connections list with an unordered_map
* Dynamically grow the number of PollFD structures with realloc()
With these changes done, the server's CPU usage is completely diminished
from its old average of ~47% to ~0.07%, with occasional spikes up to ~14%.
This change required sacrificing both code cleanliness and the specific
error reports from perror(). Those could have been kept with a portable
wrapper, but that's too much work. We'll do it if unforseen errors
arise.
It was a leak in the abstraction that we weren't even using that much.
This is technically a de-optimization, but it's okay since it's not a
hot code path.
- timed missions of all types should work.
- nanos now transmit an unsummon on 0 stamina.
- dying bumps your nanos down to half stamina now.
- enemies use abilities less frequently.
- group recall now works at any distance.
- passive nanos are tweaked to guzzle less stamina.
- cleared out some redundant stuff at the nanoPower handler.
* All nano power functions have been merged into one goliath of a function.
* Nano powers consume the correct amount of stamina.
* Bugfixed gumball issues, gumballed nanos now perform better.
* Revive powers now work correctly.
* Recall powers both self and group are functional.
* Removed nanoBuff.
* Added a new applyBuff function, this allows for quick and easy application of nano skills.
* Numerous other bugfixes.
* UnsummonW can be used to remove the mob from existence.
* Mob groups now aggro together.
* Mobs space a little bit when chasing the player.
* Combat balance tweaked a bit, you can take out an entire boss group of scoria cephalopod with good nano usage with common tier weapons.
* For now only mob.json is read for grouped mobs.
* Grouped mobs are fully functional granted the mobs.json is prepared correctly.
* Removed redundant move packet.
I couldn't reproduce this on my public server, but the list would show up empty sometimes on initial login on my local server, so I threw it in for good measure.
- Get rid of buddyCnt, self-nullptr checks, and redundant playermap loops in chat handlers
- Add helper function to find available buddy slot
- Reorganize a bit
I cleaned up the code a bit (I'll clean it up more as I make more progress) and fixed a bug with buddy slots. Now buddies aren't overwritten!
A few reworks and adjustments
I reworked the buddyIDs array to store only player UIDs instead of IDs. I also reworked buddy deleting so that it deletes buddies from the array.
Code cleanup
Cleaned up some of the code. I mainly just removed useless helper methods.
* Only plain, printable ASCII is allowed for now.
* Local chat is now printed to the server console, but group chat is
still private
* Added a helper function to print character names and IDs
* Majority of mob debuff handling is moved to combatStep().
* Drain now kills the mob and does 40% overall damage.
* Bumped up active nano debuff durations, debuffs like drain linger longer but damage less.
* Debuffs are cleared upon mob death and retreating.
* Patched out vehicle off success packet spam
* Boosts and potions now cost the right amount (100 taros) and give the right quantity (100).
* Damage was tweaked slightly. At higher levels you are more likely to fall prey to rand().
* Enemies now use run animations during combat and retreating.
* Weapons will consume your batteries fully.
* Nerfed enemy damage at lower levels.
* Further reworked drain, uses a static variable as a timer (lastDrainTime)
* resendMobHP has been repurposed to drainMobHP.
* Players heal faster after a sizable cooldown.
* Nano type advantage is more noticeable during combat.
Implemented two more mission types + Tweaks
* Item delivery quests now work.
* Timed missions now work.
* All escort missions (type 6) are skipped.
* /minfo now also prints the terminator npc.
* Weapon battery consumption tweaked
* Fixed indentations.
* Heal nanos have better output (25% -> 35%)
* Damage formula had a slight tweak.
* Bugfixed weapon equipping.
* Other tweaks
* Nano drain power works, currently does 30% damage over a period of 3 seconds.
* Stun, Sleep and Snare powers will now run out of time on mobs.
* A few other adjustments to mob mobility.
* Warping into IZs and Fusion Lairs now will also take into account your group members.
* MobManager lerp does not confusingly divide speed by 2 anymore.
* Mobs pursue their targets more smoothly, they will avoid phasing into the player during combat.
* Nerfed retreat speed by a factor of 1.5, normal mobs retreated way too quickly however mobs like Don Doom and Bad Max do not retreat fast enough.
* Bugfixed sendPlayerTo, it did not call updatePlayerPosition leaving undesirable anomalies.
* Players/NPCs that initialize chunks now correctly pull their main chunk into their viewdata.
* Tested on the public server, seems to have solved the chunking issues.