I originally did this thinking I would engineer a user management
interface afterwards, but this hasn't materialized yet and just makes
testing Kawari harder.
This should stop having to manually edit your Kawari World database to
gain access to GM and debug commands.
I don't know why I created a new message kind just for spawning NPCs
when ActorSpawn does this just fine. But what this actually means is
that the debug NPCs can now be spawned more than once.
It's a command that moves the user forward, backward, up, or down a specified amount of yalms.
It's quite helpful for exploration convenience, and doesn't replace setpos, rather, it's meant to complement it.
The set_position function was also extended to allow for lua code to specify the rotation/direction facing.
I'm currently working through why it's not working in the retail
launcher anymore, and keeping track of which callbacks are called with
their parameters is super useful.
This was initially removed because the localhost TLD Caddy magic, but I
just discovered that this isn't honored by WinHTTP which breaks the
retail patcher. So users will still - unfortunately - have to do this.
A retail launcher update broke this (probably just the WebView2 upgrade)
and it requires us to declare Access-Control-Allow-Origin. This makes
the retail launcher functional again.
See #19
This is just a band-aid fix, we really need to the separate the chat
connection from the rest of the zone connection logic. But this will at
least stop some annoyances when logging out.
Instead of everyone starting out as a GM, they are a normal user by
default. Right now the only way to set GM rank is through editing the
database. The online status is set accordingly.
This doesn't work 100% reliably yet, but the world server should now try
to commit your player back to the database if it detects you disconnect.
I also fixed a mistake where the global server state never removed
clients when they errored out. There's now code to remove your actor
from the instance when disconnecting, but this doesn't work reliably yet
either.
This makes the Teleport action functional now, although it looks pretty
rough as it warps you instantly instead of waiting for the action to
actually finish.