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Groups

Posted: Sat Oct 24, 2015 2:53 pm
by Jabantiz
I was forced to do a complete rewrite of groups and just committed the start of it today. The reason for the rewrite is the group code required a client in the vast majority of the code, the issue with this is only players could be in the group, this was not going to work moving forward as we needed support for NPC's in groups (mercs). I tried to hack it in but how heavily the code relied on a client it wasn't going to work, that is why I was forced to do a rewrite.

It should work like it use to but I am sure there is bugs so please report them here. I also identified an element in the character sheet to identify the group leader, can only confirm it in the CoE client though. You can also invite any npc to your group currently, this was just for testing purposes though and will be removed in the future.

Now for the details on the code.
Group code was every where so I decided to add it into its own files, also moved some group code from the player class to the entity class so both players and npcs can be in the group. The major change I made was adding a manager for groups and no changes can be made to the actual group without going through the manager, this should help keep it thread safe. All group code should now be located in PlayerGroups.cpp/.h

Re: Groups

Posted: Mon Oct 26, 2015 5:03 am
by alfa
Nice Jab, thanks for the technical explanations

Re: Groups

Posted: Mon Oct 26, 2015 1:49 pm
by DNC
Looks great Jabantiz and couldn't agree more that it needed to be done.

I own Terrors of Thulumbra.
No way to get a previous version patched properly in order to assist coding.
If someone is willing to update the login server to a current client, would be appreciated and I could assist on coding.

Have successfully coded swg, neverwinter, star trek, and many other games.

Xinux knows me well and told me to contact someone about updating client version.

PM's are best way to reach me.

Re: Groups

Posted: Tue Oct 27, 2015 9:59 pm
by Jabantiz
I can see about getting a live client connected but it might be a few days and it won't be perfect.

Re: Groups

Posted: Wed Oct 28, 2015 5:25 am
by DNC
@Jabantiz
I totally understand where you're coming from and appreciate it.
I'll make another backup the moment you do.
:0)

Re: Groups

Posted: Wed Oct 28, 2015 5:28 am
by DNC
If you make a write-up or vid on the exact process required to update the login server, I'll more than happily work on keeping the login server up to date as well.
**Since I can't see my previously submitted msg, I cannot edit it. ;0)

Re: Groups

Posted: Thu Oct 29, 2015 3:30 pm
by Cynnar
Jabantiz wrote:I can see about getting a live client connected but it might be a few days and it won't be perfect.
I looked into the opcodes today and if your current range is still at 60127-60129 then it just needs to be bumped up to 60127-60145. This is the latest client as of 10/29/2015. It does have some struct issues, but I was able to log in on my local server.

Re: Groups

Posted: Thu Oct 29, 2015 4:14 pm
by DNC
Cynnar wrote:
Jabantiz wrote:I can see about getting a live client connected but it might be a few days and it won't be perfect.
I looked into the opcodes today and if your current range is still at 60127-60129 then it just needs to be bumped up to 60127-60145. This is the latest client as of 10/29/2015. It does have some struct issues, but I was able to log in on my local server.
My current client version info:
CL 653473 Build 12261L

Re: Groups

Posted: Thu Oct 29, 2015 9:09 pm
by John Adams
DNC wrote:If you make a write-up or vid on the exact process required to update the login server, I'll more than happily work on keeping the login server up to date as well.
LoginServer is not open source, no one changes it but me or Jabantiz. The only thing Login needs are opcode bumps, and those rarely change. It's the WorldStructs that require the major changes for client compatibility.

Yes, I'm still around ;)

Re: Groups

Posted: Thu Oct 29, 2015 9:16 pm
by DNC
John Adams wrote:
DNC wrote:If you make a write-up or vid on the exact process required to update the login server, I'll more than happily work on keeping the login server up to date as well.
LoginServer is not open source, no one changes it but me or Jabantiz. The only thing Login needs are opcode bumps, and those rarely change. It's the WorldStructs that require the major changes for client compatibility.

Yes, I'm still around ;)

LOL
I know you're still around. Otherwise you wouldn't be moving those servers around. ;0)
I also know I still have files that I have never released and just thought I could be of assistance.
Past is the past.
Anyhow, glad to see you're still here and things are looking good.

Re: Groups

Posted: Thu Oct 29, 2015 9:33 pm
by Cynnar
DNC wrote:My current client version info:
CL 653473 Build 12261L
Yeah this is the current live client. So this will be a safe one to backup I think. The info about the opcode range was aimed at Jab, and I thought I had put that in the post. My bad. :oops:

Re: Groups

Posted: Thu Oct 29, 2015 10:30 pm
by Jabantiz
The version range Cynnar was referring to is the data version range, it is hidden in the packets and not displayed any where else but is essential. Also the version range bump that he suggested does work so the current live client will work soon, there was an error in the update process though that I need to talk to John about, as soon as that is resolved the client will work so feel free to make a backup of it.

Re: Groups

Posted: Thu Oct 29, 2015 11:00 pm
by John Adams
Give it another go.

Re: Groups

Posted: Fri Oct 30, 2015 10:09 pm
by Jabantiz
Everything is now updated and the client can log in, currently sitting on the emu server with the live client.

Thanks Cynnar and John.

Re: Groups

Posted: Fri Oct 30, 2015 10:17 pm
by Cynnar
Jabantiz wrote:Everything is now updated and the client can log in, currently sitting on the emu server with the live client.

Thanks Cynnar and John.
No No! Thank you my good man. :)

I will let FB world know tomorrow.