MudEngine:
- Login command now automatically disconnects a user if they are currently logged into the server when another user attempts to login with the same credentials. - Login command now loads saved players when a character name is entered that has previously been saved. - FileManager.GetData() now supports ignoring simi-colons in data files. These can be used as comments if needed. - MudEngine.GameManagement.Game.TimeOfDayOptions has been removed from the Game Type. It is now just MudEngine.GameManagement.TimeOfDayOptions. - BaseCharacter will no longer try to save the character if the supplied filename is blank - BaseCharacter will now send a disconnect message of 'Goodbye!' upon the player being disconnected from the server. - ScriptEngine.ScriptPath now returns a absolute path. - Script File compilation within ScriptEngine.Initialization is now supported. This allows developers to write their MUD's using Scripts and letting the server compile them during server startup rather than use the ScriptCompiler.exe to pre-compile scripts now. - Custom Game Types are now supported. Only 1 Type may inherit from MudEngine.GameManagement.Game at a time. To use, create a file, write a script that inherits from Game and run the server. - ScriptEngine.GetObjectOf(string) method adding. Returns a object that inherits from the Type supplied in the parameter. - Deleted StartupObject.cs - Deleted Startup.dat MudOfflineExample: - Updated to reflect the TimeOfDayOptions change in MudEngine.csproj MudServer: - Added MyGame.cs inside Debug/bin/scripts. This is a example script showing how to inherit from Game and write a custom Game Type. This Type is used when the Server runs rather than the Engine Game Type. - Server startup re-wrote to compile scripts during startup, scan them via the script engine for any custom Types that inherit from Game, and use the if needed instead of the default Engine Type. - Server now uses a Settings.ini file to allow configuration of the Script Engine by users. Provides them the ability to now customize where scripts are stored and their file extension. - Deleted Scripts.dll, as the Server now generates one at runtime each time it is ran. As of this commit, users will not need to use C# to compile their MUD's any longer. Compile the Server and run it. Scripts are now fully implemented (however not fully tested).
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MudServer/bin/Debug/Scripts/MyGame.cs
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MudServer/bin/Debug/Scripts/MyGame.cs
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public class MyGame : Game
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{
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public MyGame() :base()
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{
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GameTitle = "Mud Designer Demo Game";
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}
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}
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