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.
- FileManager.GetData() method now checks to ensure that the supplied filename exists prior to attempting to reading data.
- Adjusted Game.AutoSaveInterval to 60 minutes instead of 1 minute.
- Placed all of the File reading code within Game.Load() into a Try/Catch to prevent exceptions if there was an error restoring the game from saved state.
- GameWorld.Load() now places saved Realms that were created at runtime into the Games Realm Collection. This allows for hard-coded and dynamically created Realms to co-exist.
- BaseObject.Filename now appends a file extension to the filename if a filename is set but the user forgets to add the file extension. This affects all classes inheriting from BaseObject
- BaseCharacter updated to invoke commands by instancing a copy of the command and executing it, instead of injecting commands from the player.
- Added EditRealm command. Allows for editing existing Realms properties. Currently has editing of Simple Descriptions, Detailed Descriptions, name and filename fully implemented.
Example: EditRealm MyRealmName
MudGame:
- Removed Cali.Create() call. The MudGame no longer creates a hard-coded world. I want to get away from hard-coded environments all together. They should be built dynamically by admins.
- Fixed FileManager.GetDataSpan Index out of bounds exception.
- Game.Save no long invokes the BaseCharacter.ExecuteCommand("Save"); rather it now just directly invokes BaseCharacter.Save(). This fixes the client typing bug where a new command line was printed to the screen everytime the game world saved.
- GameWorld now supports storing and saving dynamically created Realms.
- Renamed BaseCharacter.GetRoomByFilename() to just GetRoom() as all Get() named Methods require a filename.
- Optimized the loading and saving of Realms, Zones and Rooms some.
- Room now Loads and Saves the RoomLocation property instead of the Room's Zone and Realm properties individually.
- GameWorld.GetRealm(), Realm.GetZone() and Zone.GetRoom() now perform case-insensitive checking when scanning for content.
MudGame:
- Re-wrote the 'Create' command script from the ground up. 50% less code and much better approach to creating content. Now to create content you will use the same formatting as the Room.RoomLocation property.
Example: Creating a Realm is done with 'Create MyRealm'
Example: Creating a Zone is done with 'Create MyRealm>MyZone'
Example: Creating a Room is done with 'Create MyRealm>MyZone>MyRoom'
If the Realm or Zone does not exist when creating a Room or Zone, then the parent will be created automatically for you.
- Fixed a bug in the WorldCalifornia script were it was saving the Hallway Room with a Zone file extension, preventing it from working correctly during restoration.
- Added FileManager.GetDataSpan() method. This allows developers to start at a line and collect the next 'x' number of lines after that starting line.
Example: GetDataSpan("MyFile.txt", 5, "DoorwayArrivalRoom", true);
This seeks MyFile.txt until it finds "DoorwayArrivalRoom" and then it stores that line and the next 4 lines for a total of 5 lines and returns the collection.
The last argument 'true' means that the method will scan the rest of the file after the initial 5 lines and add any other lines that match the "DoorwayArrivalRoom" string as well.
- Deleted CommandResults class as it's no longer used by the script engine.
- Singleplayer and Multiplayer save data paths are now the same paths by default.
- Game.Update() method now checks for auto-saving (instead of MudGame performing this check)
- Saving and restoring of Realms, Zones, Rooms and Doorways now fully implemented.
- GameTime now supports auto-saving
- GameWorld.Update() now calls BaseCharacter.Update() and is ready for future update code.
- GameWorld.AddObject and GameWorld.RemoveObject() have been removed.
- GameWorld.AddRealm() re-added for adding Realms pre-populated with zones/rooms. Note that Zones and Rooms can be added to a Realm even after it has been added to the GameWorld.RealmCollection
- BaseObject now contains a OnStart() event method.
- BaseObject.Save() now saves BaseObject.DetailedDescription collection content.
- Updated BaseCharacter to retrieve Environments by Filename rather than Object name.
- BaseStats.Experience property added.
- Door.RoomTravelType enum added for determining if the room is Arrival or Departure
- Door.SetRoom() method added for restoring a Rooms Doorway link during world restoration.
- Renamed Room.InstallPath to Room.RoomLocation. Contains a MyRealm.Realm>MyZone.Zone>MyRoom.Room path
- Added Room.RoomLocationWithoutExtension property for returning the Rooms location without file extensions. Ex: MyRealm>MyZone>MyRoom
- Room now saves Doorways.
- The GameWorld now restores the link between Rooms once all Environment objects have been instanced and restored from their saved state.
MudGame:
- Minor clean-up with MudGame loop and shutdown.
- Updated scripts to reflect changes made to the engine.
- Added FileManager.GetDataCollection() Method for getting a collection of values that match the supplied parameter. This is used by environments for restoring saved object collections
- World Restoration is now fully implemented.
- Removed un-needed Log messages
- Added a pushMessage parameter to Log.Write() allowing messages to be sent directly to the console instead of stacking them in a cache. All log messages now push the message by default.
- 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.
- 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).
- 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.
- 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'