- 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()
- 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)
- 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.
- 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).
- Changed Player[] array to a List<> Collection of PlayerBasics. This change is reflected across all Types.
- Game now contains a Start() function. StartServer is now called from within here.
- Game now has partial support for the Script Engine
MudGame:
- Game.StartServer has changed to Game.Start(). StartServer is called within Start().
- 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.