Commit Graph

33 Commits

Author SHA1 Message Date
Sam
4c3771a1a0 Persistence of auxiliary abilities. 2022-01-15 21:42:34 -05:00
Sam
8221336587 Addressed some review. 2022-01-03 19:55:04 -05:00
Sam
8feb9fb67b Hash value now stored as a blob instead of a json string. 2022-01-03 19:55:03 -05:00
Sam
903c57b862 Persitence now tracks spent_exp as an additional point to potentially invalidate skills. 2022-01-03 19:55:03 -05:00
Sam
6ab2839eaa Fixed migration, added field for hash value. 2022-01-03 19:55:02 -05:00
Sam
27dd7b4391 Refactored skills code. 2022-01-03 19:55:01 -05:00
Sam
fe45a158ed Skill groups now only persist earned_exp instead of available_exp, earned_sp, and available_sp. 2022-01-03 19:55:00 -05:00
Ben Wallis
01ca6911a9 * Pets are now saved on logout and spawned with the player on login
* Pets now teleport to their owner when they are too far away from them
* Limited the animals that can be tamed to `QuadrupedLow` and `QuadrupedSmall` to prevent players taming overly powerful creatures before the pet feature is further developed
* Added `Pet` component used to store pet information about an entity - currently only used to store the pet's database ID
* Added `pet` database table which stores a pet's `body_id` and `name`, alongside the `character_id` that it belongs to
* Replaced `HomeChunk` component with more flexible `Anchor` component which supports anchoring entities to other entities as well as chunks.
2021-07-28 22:36:41 +00:00
Ben Wallis
1de94a9979 * Replaced diesel with rusqlite and refinery
* Added "migration of migrations" to transfer the data from the __diesel_schema_migrations table to the refinery_schema_history table
* Removed all down migrations as refinery does not support down migrations
* Changed all diesel up migrations to refinery naming format
* Added --sql-log-mode parameter to veloren-server-cli to allow SQL tracing and profiling
* Added /disconnect_all_players admin command
* Added disconnectall CLI command
* Fixes for several potential persistence-related race conditions
2021-04-13 22:05:47 +00:00
Marcel Märtens
6b23101fac update toolchain to nightly-2021-03-22 2021-03-22 16:41:04 +01:00
Monty Marz
ac60bf5794 Better visuals for skill button labels, don't show "0 EXP" in the SCT
Made functions that were called every frame significantly cheaper.

Final UI fixes.
2021-01-19 08:08:29 -05:00
jshipsey
5d1993009f keyframed axe spin
Fixed error in converting FK to entity_id from character_id.

Giant match statements in persistence.

Tweaked roll.

Changed how skills and skill groups were assigned in the skillset builder so it's format more closely followed loadout builder.
2021-01-19 08:08:18 -05:00
Monty Marz
48bd921d0a EXP bar and available points UI
fix overhead UI

Add WIP overhead difficulty indicator

readd commented out exp counter for later use

Wired skill information into UI.
2021-01-19 08:07:25 -05:00
Sam
c0c45a1996 Purged stats, including level and experience 2021-01-19 08:07:23 -05:00
Sam
69be3a3d93 Added persistence for skill trees. 2021-01-19 08:07:00 -05:00
Ben Wallis
143ecd6e34 Moved waypoint persistence to new waypoint column on stats table 2020-11-17 07:51:50 +00:00
Ben Wallis
712f2e9c97 * Moved migrations to beginning of server initialisation
* Added migrations for entity ID changes to existing tables
2020-09-17 23:02:14 +00:00
notoria
2be4202d01 Corrected some spelling errors 2020-08-25 12:21:25 +00:00
Samuel Keiffer
25c28f26d6 Different body types now have different health values and gain different amounts of healths on leveling. 2020-07-09 00:04:25 +00:00
Ben Wallis
3ac18f73ea Removed de-serialization failure tolerance to prevent player inventory/loadout wipes 2020-07-08 09:09:47 +01:00
Ben Wallis
538598eb08 Refactored Skills/SkillGroups structure and implemented JSON persistence 2020-07-04 15:25:21 +01:00
Shane Handley
38b146d840 Add channel setup for persistence to move character operations off the
main thread.
2020-06-23 21:07:43 +10:00
Marcel Märtens
9485b45e70 switch to tracing stlye and enhance logs with usefull information
- Updated CHANGELOG
- reduce dependencies
- found out that we have alot of duplicate coding... alot...
2020-06-22 09:53:15 +02:00
Kevin Glasson
589254e4ab Convert all other veloren crates to use tracing
- Completely removed both `log` and `pretty_env_logger` and replaced
with `tracing` and `tracing_subscriber` where necessary.

- Converted all `log::info!(...)` et al. statements to just use the
shorthand macro i.e. `info!`. This was mostly to make renaming easier.
2020-06-21 23:19:41 +08:00
S Handley
e0633a238e Update CHANGELOG and a TODO, fix safer deserialisation for inventory
data.
2020-06-04 11:44:33 +00:00
S Handley
b1d191301a Make the persistence system code more generic so that it handles all
data associated with a character, rather than individually as we were
planning to do with stats/inv/etc... This removes potential for DB locking when we deal with each individually, and we
should have plenty of room for additional writes within the transaction.
2020-06-01 21:34:52 +00:00
Monty Marz
f7d6f76a04 Added 36 Swords
I added 36 sword models to the code.
2020-05-29 18:23:00 +00:00
Shane Handley
a41576e767 Correctly set the exp target for the next level when spawning a character.
Removed the unwrap_or from the update method for stats persistence, and
have a dedicated method for updating single rows with a new connection.
2020-05-15 13:27:26 +10:00
Shane Handley
e852e0cfab - Update the stats of characters individually, reverting the change with
big combined updates.
- Add a timer to the stats persistence system and change the frequency
that it runs to 10s
- Seperate the loading of character data for the character list during
selection, and the full data we will grab during state creation. Ideally
additional persisted bits can get returned at the same point and added
to the ecs within the same block.
2020-05-13 09:14:09 +10:00
Shane Handley
0a6f9b860d Gather all characters stats in the system, build one big query, rather than per-character queries. 2020-05-13 09:14:08 +10:00
Shane Handley
7c6c9f4302 Stats persistence
- Update client code to use persisted stats
- Add a system for stats persistence
- Add a basic scheduler to control duration between execution of
persistence systems
2020-05-13 09:14:08 +10:00
Shane Handley
e5853dbdd4 Initial models, migration and client code for stats persistence. 2020-05-13 09:14:08 +10:00
S Handley
5a13b54cbf - Load characters after login.
- Make the character screen load with an empty character list from the server, send event to the server for character creation with data, but not yet saving them to the DB.
- Working but messy character saving to DB
- Add the character_data to the client, rather than keep it in the GLobalState.
2020-05-09 15:41:25 +00:00