Commit Graph

22153 Commits (0.7.0)
 

Author SHA1 Message Date
David Cernat bfd7c83c4d [Client] Fix backwards logic when setting type for AI attacks 6 years ago
David Cernat d9dd7073cf [General] Send certain packets only when logged in
Previously, client mods adding packet-sending scripts to the spawn area made clients send the associated packets as soon as they inputted their character name when joining a server using those mods. This made the clients either get disconnected for not replying to a handshake first, or it made them get kicked for sending object packets that are disallowed for players who are not logged in.

To fix this, LocalPlayer's hasFinishedCharGen() has been replaced with isLoggedIn(), because the former was already returning true when players inputted their names.
6 years ago
David Cernat 66d666d60c [Client] Use less confusing terminology when displaying plugin mismatch 6 years ago
David Cernat bb834748c5 [Server] Log player kicks 6 years ago
David Cernat a3111fbcc1 [Server] Use clearer error message when failing to bind port 6 years ago
David Cernat 3d40a162bc
Merge pull request #476 from SamHellawell/0.7.0-fix-equipcrash-linux-cleanup
Cleanup fix for equip item crash on Linux
6 years ago
Sam Hellawell df1667b6e4 Cleanup fix for equip item crash on Linux
Signed-off-by: Sam Hellawell <sshellawell@gmail.com>
6 years ago
David Cernat db2b3e95b8
Merge pull request #475 from SamHellawell/0.7.0-fix-equipcrash-linux
Fix crash when equipping item on linux
6 years ago
Sam Hellawell 1e171ad9fd Fix crash when equipping item on linux
Signed-off-by: Sam Hellawell <sshellawell@gmail.com>
6 years ago
David Cernat e402a17757 [Client] Don't cast non-weapons to weapons in isUsingRangedWeapon()
This makes lockpicks and probes work again.
6 years ago
David Cernat 292536439e [Server] Rename script functions for clearing packet vectors for players 6 years ago
David Cernat c79660f721 [Server] Make inventory script functions consistent with others
Functions that add elements to a vector should not change the action. This fixes the last remaining oddity in Koncord's original implementation of inventory sync.
6 years ago
David Cernat 8c7e06293f [Documentation] Update changelog with attack synchronization details 6 years ago
David Cernat b76e00c66e [Server] Call OnPlayerCellChange script event near start of cell change
This makes it possible to send custom records used by players for their equipment before the hardcoded exchange of equipment packets takes place.

Additionally, remove the check for dead players because it has no real use and can potentially cause problems.
6 years ago
David Cernat f100a660d4 [General] Fix ranged attack sync when using last throwing weapon or ammo 6 years ago
David Cernat 3f304866fd [Client] Use clearer variable names in DedicatedPlayer::setEquipment() 6 years ago
David Cernat 995d20348f [General] Always use correct ranged weapon & ammo for ranged attack sync
Previously, the player's currently selected weapon was being used in ranged attacks as in the original melee-oriented attack sync, which meant that shooting one type of projectile and then equipping another while the old projectile was still in the air turned the old projectile into the new projectile upon impact.

Additionally, avoid running most of the code in MechanicsHelper::assignAttackTarget() for non-hitting melee and ranged attacks.
6 years ago
David Cernat db39c62e89 [Documentation] Update credits 6 years ago
David Cernat b04ca28ece
Merge pull request #471 from testman42/patch-1
Update credits
6 years ago
David Cernat b5f46ada73 [General] Synchronize projectile speed for ranged attacks
This is done by including the final attackStrength used for ranged attacks in packets and then applying it in WeaponAnimation::releaseArrow() on other clients.
6 years ago
David Cernat 7281f9fc42 [Client] Prevent unilateral paralysis of dedicated players & actors
This is a temporary workaround until active effect synchronization is implemented.
6 years ago
Testman 770d36ef67
Update credits
Reflect recent role changes
6 years ago
David Cernat 33a0886790 [Client] Fix synchronization of knockdown states 6 years ago
David Cernat 490303dc0b [Client] Clean up MechanicsHelper::processAttack() slightly
The debug is now more descriptive and some code is now skipped for non-ranged attacks.
6 years ago
David Cernat 9d2dc96a2e [Client] Use RANGED type for ranged attacks that haven't hit a target 6 years ago
David Cernat af49f711ca [Client] Add isUsingRangedWeapon() method to MechanicsHelper 6 years ago
David Cernat 3f6ca6f22b [Client] Bring drawState fallback for actors up-to-date w/ attack types 6 years ago
David Cernat 9d2cf6629b [Client] Fix logic for hand-to-hand attack sync 6 years ago
David Cernat fcd31bf4a6 [General] Fix problems with the synchronization of ranged attacks
Projectile hits now send Attack packets with RANGED attacks, and their success or failure is now synchronized.

Strike enchantments no longer require a valid victim to be synchronized.

Additional debug messages have been added for attacks.
6 years ago
David Cernat 31a9b77f34 [Client] Reset hitPosition in MechanicsHelper::resetAttack() 6 years ago
David Cernat 7d221509cd [Client] Move item magic hook to correct location
Previously, synchronization for strike enchantments was partially broken because it triggered the sending of ITEM_MAGIC attack packets, which are only supposed to be sent when a spell is cast from a magical inventory item.
6 years ago
David Cernat c9ad411dd3 [Client] Fix logic for setting applyProjectileEnchantment in attack sync 6 years ago
David Cernat 8012d0d7b7 [General] Include hit position in PlayerAttack and ActorAttack packets 6 years ago
David Cernat dcd4478028 [Client] Always stop sending weather updates when moving to an interior 6 years ago
David Cernat 113002ca19 [Client] Return early when processing actors that can't be initialized 6 years ago
Koncord 48f4792bc1 [Server] Add GetMaxPlayers, GetPort and HasPassword functions to API 6 years ago
David Cernat 3bd8aa82fe [General] Reduce inventory-sending hooks to just 2 in ContainerStore
Whenever an item is added to or removed from the player's ContainerStore, that player sends a PlayerInventory packet with just that addition or removal.

This eliminates all the unnecessary packet spam related to oversized PlayerInventory packets that had existed in one form or another since the initial implementation of inventory sync in 1b259e2d33

Additionally, move booleans from BasePlayer to LocalPlayer when they are only needed on the client, and make the usage of the isReceivingQuickKeys boolean consistent with the new isReceivingInventory boolean by having them both in the processors of their associated packets.
6 years ago
David Cernat ee3fc4a303 [Documentation] Update changelog for 0.7.0 6 years ago
David Cernat 9e58cc82bd [Server] Set minimum updateRate when communicating with master server 6 years ago
David Cernat be448e5b8e [General] Use more appropriate update rate in server config 6 years ago
David Cernat d1fa57ac14 [General] Switch to new official master server port when using old one 6 years ago
David Cernat 0658d39eaa [General] Update ports used for master server in client & server config 6 years ago
David Cernat 03832f933b [Client] Send only individual items in PlayerInventory packets
For a long time, whenever a PlayerInventory packet was sent, it contained all the items in the player's inventory, because that's how Koncord originally implemented it and I always had too many other priorities to go back and rework it.

From now on, clients only send PlayerInventory packet with the one item added or removed, with the single exception being trading with merchants, where the entire inventory is still sent for the time being.
6 years ago
David Cernat 75a64a69c7 [Server] Add GetInventoryChangesAction() script function
Additionally, fix a typo in the description of GetSpellBookChangesAction()
6 years ago
David Cernat 45b011452e [Client] Combine methods for sending spell packets into a single one 6 years ago
David Cernat 140e0ed52c [Client] Also clear aiActors when clearing ActorList 6 years ago
David Cernat aed4ca2fd2 [Client] Allow use of baseId for more record types
Additionally, don't allow new enchantment records to be created if they have no effects, to avoid a crash.
6 years ago
David Cernat a083439139 Merge pull request #469 from davidcernat/master while resolving conflicts
# Conflicts:
#	apps/openmw/main.cpp
#	apps/openmw/mwbase/world.hpp
#	apps/openmw/mwdialogue/dialoguemanagerimp.cpp
#	apps/openmw/mwmechanics/actors.cpp
#	apps/openmw/mwscript/dialogueextensions.cpp
#	apps/openmw/mwworld/worldimp.hpp
6 years ago
David Cernat 7efee0e968 [Client] Fix GCC build 6 years ago
David Cernat 5bd2244898 [Client] Uninitialize DedicatedActors instantly in some situations
When LocalActors briefly become DedicatedActors as the result of a server script, the DedicatedActors are immediately uninitialized to avoid bugs like them jumping in place or rotating slightly.

Additionally, the playing of animations and sounds received in packets for DedicatedActors is no longer done during their next update, but is instead done instantly when the packets are received.
6 years ago