- Updated all game commands to support the new Player.Send() method. Returning CommandResults is no longer supported.
- Login command now executes the Look command upon completing login.
- Look command now supports Rooms DetailDescription property. Use this for multi-line descriptions.
- Several changes to the Restart command. Still not working fully however, it no longer calls duplicate methods.
- Fixed Walk command not moving players around.
- Loading engine commands no longer happens more than once.
- Added additional Server Console log output
- BaseCharacter.Send() now correctly displays content to the user and prints the "Command:" message to the player after every command completed.
- The Server now sets Player.IsControlled to true when a player connects.
- BaseCharacter.Send() checks if the game is multi-player or not. If it is, it prints to Console, if not then prints to telnet clients.
Mud Offline Example:
- Updated Zeroth Realm creation to use Room.DetailDescription now that the Look command supports it.
- Updated the Game loop. No longer needs to print to the console due to the player.Execute() command automatically printing content to the console.
Mud Server:
- Removed player from server as it was not being used any longer.
- No longer holds on startup for other Players
- Was crashing when I exited with multiple players because the filename was "", so I uncommented the line making the filename and that did the trick.
- Fix: Does it really save? lol.
- Fix: On startup I get a spam of "Loaded MudDesigner.dll", I'd fix but I don't know where it is o.O
- Fixed command engine stalling when waiting for one users command to finish before starting another users command.
- Commands are loaded into static List collections, but the Execute command itself is now no longer static.
- Player.CommandSystem property added so each player has their own commandengine to process their input.
- Receives junk sent by telnet client upon established connection
- Fixed up some problems with ReadInput
- Fixed up Disconnect
- Replaced some Log() calls.
- Commented out Initialize on a new thread, will be uncommented when CommandEngine is fixed.
- CommandEngine doesn't want to do things while other things are happening even though they are on different threads... Fix that?
- Corrected CommandLogin to support the Player.Send/Receive methods.
- Re-organized the Game class source code and added additional commenting.
- Began adding code to remove un-wanted characters in the received byte stream in Player.Receive()
- Sending messages to the client from the server is now an added feature. Use Game.SendMessage()
- Added Load and Save commands for players.
- Added Missing SaveDataPaths struct file.
- BaseObject Saving and Loading fully implemented.
- BaseCharacter Saving and Loading fully implemented.
- Game.cs now contains SaveDataPaths property for allowing users to define where their data will be saved.
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- BaseObject save code re-wrote
- Added Inventory property to BaseCharacter
- BaseCharacter Save() now called when players are being disconnected.
- Adjusted how objects Filenames are generated.
- Updated to work with ScriptingEngine changes.
MudEngine:
- Game.PlayerCollection changed to a List<>. Server obtains a array version of it within Server.initialize() via players = pbs.ToArray().
- All BaseObject classes now require a reference to the Game and contain a property called ActiveGame.
- Player.Game removed and now uses it's parent objects ActiveGame property.
- Player.Role property added. Uses the new SecurityRoles enum that specifies what level of access the player has.
- ScriptEngine now loads all libraries found within the specified ScriptsPath directory, instances the scripts and places them into a collection.
- Custom character script instancing is now supported, but not fully implemented throughout the engine. They can be loaded, but not used during runtime at this time.
- Began working on in-line commands.
MudEngine:
- Now logs when a player connects. MudServer prints this to the console via Log.GetMessages()
MudCompiler:
- Added /bin/debug to ignore list.
- FileManager.GetDataPath now returns the actual Root directory when Root is requested rather than Root/Projects. That was considered Root for the older Designer.
- CommandEngine.GetCommands is now a method rather than a property.
- CommandEngine.LoadAllCommands replaced with CommandEngine.LoadBaseCommands for loading Engine specific Game commands. This is called from within Game.Start. A possible property for disabling default commands could be looked at in the future.
- CommandEngine.LoadCommandLibrary method added for loading custom user commands. This is fully implemented.
- CommandEngine.ClearCommands method added for clearing all currently loaded commands.
- Game.IsDebug static property added.
- Added additional logging for testing purposes throughout the project. Changing Game.IsDebug to false will remove the majority of the logged messages.
- Game.IsMultiplayer property added for enabling or disabling the server for Online/Offline support. Fully implemented.
- Game no longer loads user script libraries as this was being handled already by ScriptEngine.Initialize()
- Log now caches messages so consoles can print only content that was logged since the last loop. Using Log.FlushMessages() will clear the cached messages allowing each loop to show only the new logged messages.
- BaseCharacter IsAdmin argument in the constructor has been removed. No longer needed for testing.
- ScriptEngine can now compile more than 1 script without error.
- ScriptEngine.Assembly property added for accessing the currently loaded script library. This should be a List<Assembly> in the future for multiple libraries.
- Removed the last of my BlitScript engine code from ScriptEngine.cs as it was XNA specific. Need to look at StartupObject.cs as I believe that is XNA specific as well and not needed.
MudGame:
- Renamed MudGame to MudOfflineExample as it will be used for testing the game with Game.IsMultiplayer disabled. Makes testing easier then needing to stop/restart the server and connect via telnet constantly.
MudServer:
- Added MudServer project. This is a dedicated server that runs with Game.IsMultiplayer enabled. Developers can connect to it via telnet clients. All engine game commands are implemented.
- MudServer includes bin/Debug/Scripts.dll, which is a compiled library of scripts generated via MudCompiler. MudEngine.Game handles loading the library and there is no additional code required by the developers to implement their libraries into their games provided the name is 'Scripts.dll'
- only TCP, works has been tested
- Commented out Lists and replaced with arrays, the way the list was working it wouldn't have worked, if you can figure out how to make it work feel free to fix it up.
- TODO: When user types exit, the game object becomes useless, I need a Reset function of some kind to reset it for when a new player comes in to reuse that player object.
- TODO: Encryption
- TODO: Fix main person so they have admin commands like list, restart instead of a game with the main server. (ATM Just like that for testing, but now you can test with telnet client)
- Fixed BaseCharacter not returning content to the game loop
- Fixed Zone.LinkRooms linking rooms backwards.
MudGame:
- Minor tweaks to the BuildRealms method
- Minor tweaks to the Program.Main method.
- Rooms can now be linked automatically via the new Zone.LinkRooms method. Room linking can no longer be done manually as the Doorways property is now read-only.
- Door.Description has been removed. Doorway description will need to be included in Room.Description or Room.DetailedDescription properties.
- Added DetailedDescription to make creating multi-line descriptions easier. Not supported by the Look command yet.
- Game.IsRunning is now read-only. The Game will manage this property on its own.
- BaseCharacter.ExecuteCommand now will always return a string. Simplifying the game loop for users as they no longer need to check what Type was returned by the command.
- Doors now contain a DepartureRoom and a ArrivalRoom property allowing for easy access to Rooms that are linked together.
- Fixed a bug where Game, Realms and Zones always assigned IsInitial to Realms, Zones and Rooms when added to the collections. Collection would contain multiple IsInitial objects.
- Removed Room.InstalledDoorways property as that was used only by the old Designer
- Removed Room.Load() as that implementation of it is obsolete.
MudGame:
- Revised Zeroth to build it's Zone and Rooms using the new Zone.LinkRooms function.
- Greatly revised Program.cs and the Game loop to take advantage of many of the automations provided by the Engine now.
- Player movement command now fully implemented.
- Game.GetRealm() added to retrieve a Realm within the games RealmCollection property
- Game.End() added to perform game ending duties and shut down the Server
- Server now loses opened threads.
- Player.Move() added to move the player from Room to Room.
- Room.DoorwayExist() tweaked to work with the new way Environments are managed.
MudGame:
- Now executes the Look command on startup so the player can see where they are located at.
- Implements the new Game.End() method and fixes the game hanging upon exit.
- Re-worked the command system. All commands now only need 2 arguments rather than 4. The actual command string and the Player
- All commands updated to work with the new command system
- Look command now works in the example MudGame
- Realm now contains InitialZone for the starting Zone within that Realm.
- Zone now contains InitialRoom for the starting Room within that Zone.
- All Environment objects now contains a Initial property and Add() method for adding child objects.
- BaseCharacter now contains a copy of Game
- Revised Realm.GetZone()
- Revised Zone.GetRoom()
- Removed Zone.RebuildRoomCollection as content is currently no longer stored using physical files.
- Added GameManagement.Log for logging errors and warnings to file. Use Log.Write().
- Deleted GameObjects.Characters.Controlled and GameObjects.Characters.NPC namespaces.
- Deleted PlayerBasic & PlayerAdmin classes.
- BaseCharacter now contains IsAdmin property for providing admin privileges to users.
- BaseCharacter now contains IsControlled property for setting user control or AI controlled
- Added startup.dat - This will supply information to the engine as to what Types will be used during runtime. Allowing for custom Types via scripts to be instanced and used (such as a custom player class rather than the default one).
- Now compiles scripts contained under a MUDCompiler/bin/debug/Scripts folder.
MudEngine:
- ScriptEngine now wraps scripts inside a default namespace. MUDScripts MUST not be placed within a namespace inside the script. The Engine handles it automatically.
- Created PlayerAdmin class. All admins will be instances of this class; allows for segregating admin code into a different class for easier management and maintenance.
- CommandRestart now checks to make sure the player is of Type PlayerAdmin instead of player.admin
- Added ExecuteCommand to BaseCharacter. All Characters (NPC & Players) can execute commands now. Allows for AI to roam the world at some point in the future by invoking the available move commands.
MUDGame:
- Updated the command execution from CommandEngine.Execute to user.ExecuteCommand to use the BaseCharacter version.
- Changed PlayerBasic to PlayerAdmin for testing purposes.
TODO: Remove command execution from game loop, server should sit and wait for telnet data to be transmitted to it within the loop. That will be the command and passed off to the BaseCharacter/Player/NPC ect ExecuteCommand
- put server in Game
- created start server function in Game
- created CommandRestart
There are two different 'player classes' which do I use? PlayerBasic and BasePlayer.
- Added Look and Walk Commands, however they are not fully implemented.
- Corrected Networking classes having a public de-constructor. These must be private or the compiler fails.
- Corrected Networking classes using an incorrect 'using' statement. You cannot reference classes in the statement, must only reference the namespace itself (i.e. using MUDEngine.Networking).
- Removed using statement for Networking in the Networking classes as all classes created within that namespace automatically are within the same scope.
- Removed from solution
Mud Engine:
- Moved the CommandEngine, CommandResults and ICommand Interface out from the Commands namespace and into GameManagement since they manage the game commands.
- Added CommandExit class to provide the ability to exit a game once running. This is fully implemented.
- Realms, Zones and Rooms now have an IsInitial property for determining if this is an initial location for the Game.
- Renamed GameSetup to Game.
- Corrected GameObject being in the incorrect namespace.
- Corrected the ScriptEngine not
- CommandEngine no longer needs a Name argument. Arguments changed from 5 to 4 due to this change.
Mud Game:
- Added Example Game used for testing various MUDEngine features and testing constructability of games using the engine.
- Currently only contains 1 Realm, 1 Zone and Two Rooms. Only working command is Exit.
- Minor tweaks to Room.cs for checking file extension validity
- Scripting Engine and related classes added to Solution (Files existed but were not a part of solution)