Commit Graph

16477 Commits (77386525f287530c372750e5c9bd4c4b25847757)

Author SHA1 Message Date
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
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 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 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 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
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 9e58cc82bd [Server] Set minimum updateRate when communicating with master server 6 years ago
David Cernat d1fa57ac14 [General] Switch to new official master server port when using old one 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
David Cernat 5fd4113978 [General] Implement sending of ActorSpeech packets from server scripts 6 years ago
David Cernat 338efdb705 [General] Fix issues with MechanicsHelper::getItemPtrFromStore() 6 years ago
David Cernat aec0c5bd49 [Server] Make capitalization consistent for AI-related script functions 6 years ago
David Cernat 9598212aad [Client] Don't add bound items to inventory as a result of item packets
Additionally, don't include bound items when sending PlayerInventory packets.
6 years ago
David Cernat a3b9274365 [Client] Make it possible to check if an item ID belongs to a bound item 6 years ago
David Cernat a1933e7bc2 [Client] Don't declare variable twice in LocalPlayer's setEquipment()
The variable equipmentItem is identical to currentItem, so it should not have been added in commit 58a6a8c3bc

Addditionally, use a more descriptive variable name than "a" for item Ptrs.
6 years ago
Marc Zinnschlag 1cfc1f9bdb Merged pull request #1666 6 years ago
Marc Zinnschlag 0aedb3aada Merged puil request #1808 6 years ago
Marc Zinnschlag 24212d58e8 Merged pull request #1861 6 years ago
Andrei Kortunov cde95979d0 Fix combat engagement for creatures 6 years ago
David Cernat 5d66a9bb66 [Client] Fix path to MechanicsHelper in ProcessorPlayerItemUse 6 years ago
David Cernat 8df08c7d10 [General] Implement PlayerItemUse packet
Players can no longer unilaterally use items on themselves in their inventory. When they try to use an item, they send a PlayerItemUse packet to the server with the item's details. A serverside script can then check the item and either send the packet back to make the item use go through or drop it.
6 years ago
Andrei Kortunov 780648b584 Do not reset idle animations if we do not have ammo 6 years ago
Andrei Kortunov df577babe9 Increase priority of 1st-person weapon animations to avoid issues with animation blending 6 years ago
Andrei Kortunov 71bcc11ba5 Apply only crossbow reload animation to upper body 6 years ago
Andrei Kortunov a0d0e5d2db Give jumping animations higher priority than movement ones 6 years ago
Andrei Kortunov 6a03aa6fdb Reduce jittering during turning animations for player 6 years ago
Andrei Kortunov cd92014533 Do not touch GUI modes when taking screenshots (bug #4528) 6 years ago
Marc Zinnschlag fe19d8ff35 Merged pull request #1857 6 years ago
Marc Zinnschlag a2a57cf694 Merged pull request #1858 6 years ago
Marc Zinnschlag 0f510011b3 Merged pull request #1852 6 years ago
Andrei Kortunov 126b2fdd42 Use the isPlayer variable to do not check if the current actor is player every time 6 years ago
Andrei Kortunov 51af729305 Do not use headtracking in the 1st-person view (bug #4573) 6 years ago
Andrei Kortunov 6202b4eca9 Do not touch GUI modes when taking screenshots (bug #4528) 6 years ago
Capostrophic e9e9c0dd6b Fix guild guide fast travelling to exteriors time 6 years ago
Andrei Kortunov b7859b3fa9 Cap underwater view distance (bug #4565) 6 years ago
Capostrophic bcd9cc4baa Check the actor cell instead of the destination cell in fast travel price logic 6 years ago
Marc Zinnschlag b75b5d139a Merged pull request #1845 6 years ago
Marc Zinnschlag 7a93d118d2 Merged pull request #1846 6 years ago
Capostrophic 7087bad580 Use special behavior for all topics with reserved names (bug #4557) 6 years ago
Andrei Kortunov 1f4dd3b393 Make partial binary search case insensitive, as it supposed to be (bug #4558) 6 years ago
David Cernat 888e1dfff8 [General] Allow setting of AI fight & dynamic stats in record packets
Additionally, allow the setting of the Autocalc flag for an NPC record based on an existing record.
6 years ago
Andrei Kortunov b0f2e00e7f Make forcegreeting a non-op for non-actor objects (bug #4553) 6 years ago
Koncord d03722b3f4 [Browser] Rework browser for improved stability & clarity
(cherry picked from commits 5c79e7106f, 57353cdfff, 15723adb9a, 01a5196a92, ed75563a94, 3839a2dcfd, 1fd16ba69c, 66283943c5, ba8613a179, 5b8f4f3e92, 35b771b19e, 043eb224e2, 05fac2f67d)
6 years ago
Marc Zinnschlag 452a706047 Merged pull request #1837 6 years ago
Marc Zinnschlag b6a919a2d1 Merged pull request #1838 6 years ago
Marc Zinnschlag 99c03d55f0 Merged pull request #1841 6 years ago
Marc Zinnschlag 2a621fedd1 Merged pull request #1842 6 years ago
Capostrophic d15dcaff68
Don't adjust weapon rating according to weapon condition twice 7 years ago
David Cernat 6498bcb22b [Server] Add script functions for getting player draw & sneak states 7 years ago
Andrei Kortunov e2519226aa Move boost include 7 years ago
Andrei Kortunov eeffe2e557 Check if item model exists inside drag and drop functions 7 years ago
Andrei Kortunov c2a175c2e0 Move crash catcher wrapper to separate file 7 years ago
Capostrophic 725a9323c4
Merge branch 'master' into sound 7 years ago
Capostrophic 4c7f3cf626
Merge branch 'master' into weaponpriority 7 years ago
Marc Zinnschlag 4d280add81 Merged pull request #1843 7 years ago
Marc Zinnschlag d7718aae9b Merged pull request #1840 7 years ago
Marc Zinnschlag eb5f558f6f Merged pull request #1839 7 years ago