All accounts were sharing the same character list, but now they should
be properly separated. This also modifies the login database to prepare
for multiple service accounts, but there's no way to manage them in the
web interface yet still.
Instead of standalone functions in the common module to perform game data tasks,
there is now a shared GameData struct that these functions moved to. This speeds
up a few things, and can take advantage of Physis' built-in index caching.
I know the current solution isn't ideal (each connection has to mutex lock to
access gamedata) but it's at least better than before.
Now the world isn't hardcoded to Gilgamesh, and is configurable. It's also now
the "Dev" server listed in the excel sheet which makes a more sensible default.
This is unfortunately lumped into one big commit, and is very hacky and WIP but
does indeed work! Since the Lobby and World server are two separate servers, it
uses it's own custom IPC packets (reusing the same packet structures as regular
game ones.)
The characters you create in the Lobby server are now saved in the World server,
but this is not yet reflected in the Lobby screen.
My old setup of throwing *all* of the IPC types and opcodes into *one* enum was
becoming unbearable. Now that we have multiple things using the same opcodes
(because they can overlap) I think it's time to repay this technical debt.
This overhauls the structure of the project to move IPC structs into their own
modules, and separate the opcode data/lists into separate ones depending on if
it's clientbound and serverbound.
Nothing has changed functionall, but this is going to make it way easier to add
more IPC in the future.
The current situation of throw-every-piece-of-logic-into-one-file for each
server isn't working out. So now there is a new ZoneConnection/LobbyConnection
struct that will be delegating tasks to their own Handlers (for example, there
could be a ChatHandler.)
I'm not sure how well this architecture will scale, but it's better than what
we have right now.
I apparently had a few fields missing here. Also just some general clean up,
make it the same looking character in both the Lobby and World server. I also
chose Gridania as the test zone.
Yet again TemporalStasis is awesome, and it shows that we need two separate
compressors (one for clientbound packets, one for serverbound ones.) I also
updated some opcodes for the latest patch, and support for compressing with
Oodle when sending packets.
This is a slightly modified version of the one in Physis, with the required
modifications inspired from WorkingRobot's TemporalStatis fork. Thanks so much!