Deleted the Attributes folder as it is no longer used.
Moved Server.cs from Networking to Communication folder.
Classes all still reside within their original namespaces, just migrating files into their new folders. Namespace migration will take place afterwards.
rScripting can be found on Codeplex at http://rScript.Codeplex.com which is a complete script engine.
Mud Designer will make use of it, and will allow me to just work on the Mud Designer engine, as my rScript is complete. I still had quiet a bit of work to do with the Mud Designers Script System.
- Converted all Types from C# types to .NET Types (such as bool changed to Boolean, and int changed to Int32).
- Zone no longer gets saved from within GameWorld.Save, but rather in Realm.Save()
- Room no longer gets saved from within GameWorld.Save(), but rather in Zone.Save();
- Added new SaveWorld command that admins only can execute to force save the world. It's not fully implemented at this time.
MudGame:
- began work on command execution from within the server while it's running.
- Login command now supports Offline games. Skips various things that are server related only.
- Added a constructor to SaveDataPaths for quickly being able to assign paths.
- Game.Start is now Virtual so that scripts may override it.
- Game.Start now supports single player games and initializes players within it.
- Log now provides a Verbose mode so that Singleplayer games no longer gets flooded with Game startup messages.
- BaseCharacter.Initialize() Initialize no longer crashes when called with IsMultiplayer set to false.
- BaseCharacter.ReadInput() now supports IsMultiplayer being false.
MudServer:
- Now supports singleplayer and multiplayer games within a single application.
- MudServer is now ready to be re-named to MudGame and will be used for both Offline and Online games.
- 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.