Commit Graph

12058 Commits (ffi-server-rewrite)

Author SHA1 Message Date
Koncord 6caed5d47e [General] Add comments to false-positive PVS messages 6 years ago
Koncord ddd370b61b [General] Add ENABLE_PVS option to CMake 6 years ago
David Cernat 1df1515c7e [Client] Add logging for invalid enchantmentIds in RecordHelper 6 years ago
David Cernat 999ce857c7 [Client] Add logging for records ignored due to their invalid baseIds 6 years ago
David Cernat db7e09f441 [Client] Use more consistent logging when reading dynamic record packets 6 years ago
David Cernat 0fa116b47d [Client] Remove useless lines in RecordHelper 6 years ago
David Cernat fd40e8c971 [Client] Prevent ObjectState spam by not resending an already sent state 6 years ago
David Cernat 6e47b65205 [Client] Set attribute increases & level progress after correct packets
Originally, the PlayerSkill packet contained skills, attribute increases and level progress. In 78441c769a, the attribute increases were moved to the PlayerAttribute packet and the level progress was moved to the PlayerLevel packet, but – due to an oversight – attribute increases and level progress were still being applied to the local player only when a PlayerSkill packet was received, based on whatever values were stored from the last PlayerAttribute and PlayerLevel packets.
6 years ago
David Cernat f481c85e07 [Client] Use ADD before REMOVE for PlayerInventory in repair/recharge
Previously, when recharging or repairing an item, the client sent a PlayerInventory packet to the server with the old version of the item that was supposed to be removed and then it sent a PlayerInventory packet with the new version of the item that was supposed to be added.

Unfortunately, the current CoreScripts make it so custom items using generated IDs have their records deleted when they are completely removed from the world, however briefly, even if they are added back immediately afterwards. In practice, this meant that – before this commit – recharging or repairing a custom item led to its removal from the player inventory stored on the server, followed by the deletion of its record, followed by its readdition to the inventory (but with the record staying deleted). Logging out and logging back in immediately prevented the player from receiving the item anymore because of its now non-existent record.
6 years ago
David Cernat 8a99f215f6 [Client] Add LocalPlayer::sendItemChange() variant with mwmp::Item arg 6 years ago
David Cernat db9c1b9882 [Client] Add MechanicsHelper::getItem() for getting mwmp::Item from Ptr 6 years ago
David Cernat 799241e8c6 [Client] Use informative error message for RefData::setCount() issue 6 years ago
David Cernat 43f195f0c7 [Client] Use clearer debug for actor initializations 6 years ago
David Cernat 81e2e48561 [Client] Fix item magic casting synchronization for spell scrolls
Previously, spell scrolls were used up before their IDs could be included in attacks packets supposed to be sent for them.
6 years ago
David Cernat d83160523f [Client] Add items required for item magic casting when they are missing 6 years ago
David Cernat 433a69a588 [Client] Send all data for newly initialized LocalActors at least once 6 years ago
David Cernat e96091fd6b [General] Use more consistent variable names for password, address, etc. 6 years ago
David Cernat 906d2a837d [Client] Send PlayerInventory packets when recharging items w/ soulgems 6 years ago
David Cernat 71679934a1 [Client] Send PlayerInventory packets when repairing items 6 years ago
David Cernat 5d9893ee92 [Client] Set actor killer correctly for spells that do damage over time
Additionally, clean up comments related to other code that sets actor killers.
6 years ago
David Cernat 343dd8b5ea [Client] Fix addition of items to player inventories
Previously, multiple stacks of the same item ID could overwrite data in each other because of how the logic in ContainerStore::add() works. For example, a stack of 5 grand soul gems with no souls would get added to the player, then the attempt to add a grand soul gem with a particular soul would retrieve the previous stack first before setting all of it to that soul, resulting in 6 grand soul gems with that soul.
6 years ago
David Cernat 76ac905efc [Client] Send PlayerInventory packets when trapping souls in soulgems 6 years ago
David Cernat f853368641 [Client] Fix loss of player items in ContainerStore::unstack()
Previously, unstacking items for a player led to a PlayerInventory packet being sent about the items' removal.

This change makes it so both a packet about their re-addition and their removal are sent instead, cancelling each other out, which is inelegant, but arguably preferable to complicating the sending of PlayerInventory packets again.
6 years ago
David Cernat 50714599d9 [Client] Spawn at exterior 0, -7 by default 6 years ago
David Cernat afd17e5a48 [Client] Don't finish drag & drop that is supposed to be unsuccessful
This prevents items from vanishing when your attempt to drop them in a full container is denied.
6 years ago
David Cernat a6c6db89fc [Client] Send object packets when scripts use PlaceItem/PlaceItemCell 6 years ago
David Cernat d05a82a734 [Client] Avoid repetitive code when unequipping items in resurrection 6 years ago
terrabyte25 35755eb1f1
[Client] Disallow opening inventory menu when not logged in 6 years ago
David Cernat b39e3f518b [Client] Use correct log levels for inventory and dynamic record packets 6 years ago
Testman 6b3f598837
Use more descriptive terminology for chat modes
Changed "Chat disabled" to "Chat hidden", "Chat enabled" to "Chat visible" and "Chat in hidden mode" to "Chat appearing when needed".
6 years ago
David Cernat e834a4ec74 [Client] Find closest enchantmentCharge in getItemPtrFromStore()
Enchanted inventory items continuously recharge their enchantment charges, which getItemPtrFromStore() should account for.

Additionally, prevent framelistener errors caused by PlayerItemUse packets about non-existent items.
6 years ago
Koncord e5e13b21ae [Client] Fix crash on drag&drop 6 years ago
David Cernat c65d6c1328 [Client] Disable mListener methods in mwworld/containerstore
This should put an end to frequent crashes until I can fix the problem properly.
6 years ago
David Cernat 1baf82db32 [Client] Avoid PlayerSpellbook packet spam in some mods 6 years ago
David Cernat d9bc1abf48 [Client] Don't send ObjectScale packets if not logged in 6 years ago
David Cernat a8cf1e02c4 [Client] Allow unilateral scripted container changes not from console
This prevents infinite loops in certain client scripts from mods that use while loops to determine that all items of a certain type have been removed from a container, such as in the script BCSwap2Arg from  Better_Clothes.
6 years ago
David Cernat 17f13872aa [Client] Use forceUpdate correctly in LocalPlayer::updateStatsDynamic()
Previously, the forceUpdate argument was useless, preventing dynamic stats from being sent by certain newly created characters.
6 years ago
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
Sam Hellawell df1667b6e4 Cleanup fix for equip item crash on Linux
Signed-off-by: Sam Hellawell <sshellawell@gmail.com>
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 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 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
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