Commit Graph

22115 Commits (1248741da6c7f6e620cbce4bc4618cd93dda7a85)
 

Author SHA1 Message Date
Koncord f1e8569291 [Server] Remove result from the OnPlayerSendMessage callback 6 years ago
Koncord efa362031e [Server] Remove unused Main callback 6 years ago
Koncord b83e4056a8 [Server] Remove CallFF dependency as it not fully supported by Windows and MacOS 6 years ago
Koncord 585557ad8a [Server] Remove argument cast in the Call with va_args 6 years ago
Koncord 3101de5f02 [Server] Add kicked load status 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 99f8ef88a5 [Server] Add SetObjectActivatingPid() script function 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
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