November 2013 Development Update

Development, Research, and Testing Updates.

November 2013 Development Update

Postby Viaron » November 29th, 2013, 2:24 pm

Greetings Galaxy,

The following is the Monthly Development Update for November. SWG:ANH is open source and can be found on GitHub. You can track all commits to the servers repository here. If you are running a Testing Environment, bugs are reported through the issues module here.

:!: A few quick changes:

For those having trouble contributing with Git, we have added a new guide to our installation/setup forum here. We will also be adding this to our swganh-docs repository soon. All Development Updates prior to 2013 have been moved to our Development Updates Archive forum (inside the developer's datapad forum). We have also changed our updates to be Monthly instead of Bi-Weekly. Finally, we are now specifically seeking Quality Assurance staff, if you are interested in a position, check here.

:idea: The Latest Commits Are:

Schmunzel:
(All from Commit:f3df2cb60d)
  • [added] a HamManager to wrap the Ham Functions with proper sanity checks for HamSize and Updates as not to desynchronize the client
  • [added] Functions to alter Ham and Wounds and apply CommandCosts to stats and exposed them to python
  • [added] updateCurrentHitpoints updates the HAM mainBars (health/action/mind)
  • [added] applyWound applies a Wound to the HAM mainbars
  • [added] removeWound removes a Wound from the HAM mainbars
  • [added] ApplyHamCost checks and applies HAM cost for 1 mainstat
  • [added] ApplyHamCosts checks and applies HAM cost for all mainstats
  • [added] bluefrog functions to test Ham Functionality (still need to implement the regeneration)
  • [fixed] logout sequence so the Player gets properly removed through the deadline_timer. The timer hasnt been able to access the ObjectController as it was given the Controller Object. I still think the naming scheme needs to change there
  • [fixed] login/logout sequence so we can login directly after having logged out by implementing Object::__InternalReloadPlayer() which will create all the aware Objects for the freshly relogged PlayerObject in the proper sequence
  • [fixed] the db loading process for HAMBar Wounds, Basestats and Wounds
  • [added] ObjectFactory::PersistHandlerQueue as a way for the PersistMessage to identify the aspect of the creatureObject to persist so we dont have to persist the enticr Object when only a skill was added
  • [added] a function to persist skills seperately - still handlers for other aspects necessary (friends/ignores etc)
  • [changed] the skillmod serializer / deserializer so it will be called to serialize skillmods - it was ignored so far, which caused the standard serializer to be called and adding a skillmod caused the client to crash on load

(From Commit:c1a5b0dc7a)(From Commit :2c616fa074)
  • [Changed] the requirements for the compiler to vc 11 - this way we can build the server until vc12 is able to build the dependencies

(From Commit: 9d6b773cd5)
  • [Added] a way to identify Objects that are static in the tres as they dont need to be resend to the player when the player relogs before the playerObject is destroyed
  • [Fixed]the issue with the player being alone in the world after relog without any NPCs by now properly filtering what to create out of the aware list
  • [Added] special baseline routines to buildings and cells as special rules apply to their creation concernig creation order and the endbaseline of the building must only be send AFTER the creation of the last cell
  • [Added] the stored procedures to persist skills, remove skills and update the experience
  • [fixed] an issue where the core tried to persist XP data without detailing for what player
  • [fixed] an issue in which the owner for certain items (playerobject inventory object tangibles etc) was set to zero in the Objecttable
  • [added] player and object data now gets deleted after the player logs out. This ensures that no autopersist routine mistakenly updates these objects in the db and overwrites the container in case that cant be found
  • [added] this ensures that players should now be able to load into the core much more reliably (and saves a ton of ram later on)

(From Commit: 618bf43945)
  • [fixed] some namespace issues
  • [added] GameSystem Service to hold Gamesystems that are to small to warrant an own manager
  • [fixed] issue were the command list was implemented in the creature list Commands are an element of the YALP 9 (the other skill related elements are elements of their CREOs)
  • [added] commandlist to the yalp and removed the code from the creo
  • [changed] handling of the command validation where we check now for the actor being a player before we check whether the command is available CREATURES HAVE NO COMMANDS!
  • [added] skillcommands are now loaded in the playerfactory they now get properly displayed in the skill window after logging in
  • [added] the static skillmanager now loads command info for the skills so we have relevant information for skill (command) removal
  • [added] dropskill command. It will drop the skill and remove the related commands while taking care for those commands that might be granted by more than one skill. Skill mods will be altered depending on the skillmovalue granted by the skill or removed entirely when zero

:arrow: Code Change Statistics:

Modified: 76 files
+ 1,815 lines
- 325 lines

May the force be with you!
The SWG:ANH Development Team
Viaron
Retired Staff
Star Wars Galaxies: A New Hope
There is another...
User avatar
Viaron
Retired SWG:ANH Staff
 
Posts: 133
Joined: August 5th, 2012, 8:49 pm
SWG Official Server: Farstar

Re: November Development Update

Postby damuras » November 29th, 2013, 3:55 pm

Beautiful!
Image

SWG:ANH Policies | FAQ | Github
damuras
Retired SWG:ANH Staff
 
Posts: 124
Joined: June 15th, 2011, 10:37 am
Location: Knoxville, TN
SWG Official Server: Kettemoor

Re: November Development Update

Postby mugly » November 29th, 2013, 6:47 pm

Hey congrats to all of you !
(And don't think you got rid of me so easly :twisted: )
mugly
Retired SWG:ANH Staff
 
Posts: 2
Joined: March 25th, 2010, 11:31 am
SWG Official Server: Chimaera

Re: November Development Update

Postby Narook » November 29th, 2013, 8:32 pm

Maybe there is some hope after all. Good luck guys, I hope you can pull it off.
Narook
 
Posts: 3
Joined: December 23rd, 2008, 6:25 pm

Re: November Development Update

Postby Viaron » November 29th, 2013, 10:28 pm

mugly wrote:Hey congrats to all of you !
(And don't think you got rid of me so easly :twisted: )

We'd love to have you back Mugz!
Love you long time 5ever! <3

Narook wrote:Maybe there is some hope after all. Good luck guys, I hope you can pull it off.

Me too!
Viaron
Retired Staff
Star Wars Galaxies: A New Hope
There is another...
User avatar
Viaron
Retired SWG:ANH Staff
 
Posts: 133
Joined: August 5th, 2012, 8:49 pm
SWG Official Server: Farstar

Re: November Development Update

Postby neroplat » November 29th, 2013, 10:32 pm

Awesome update sch! Really rollin' out the commits 8-)
neroplat
Community Relations
User avatar
neroplat
 
Posts: 24
Joined: October 25th, 2013, 11:11 pm
SWG Official Server: Sunrunner

Re: November Development Update

Postby flas » November 30th, 2013, 12:03 pm

Wonderful to read, thank you very much for your time and efforts.
My Life is My Honor, My Honor is My Life.
flas freeblade
flas
Retired SWG:ANH Staff
 
Posts: 2
Joined: January 24th, 2009, 11:29 am
SWG Official Server: Kettemoor


Return to Developer's Datapad

Who is online

Users browsing this forum: No registered users and 1 guest

cron