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We don't need to be handling input for all the players we are updatin… #62
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…g only our player.
Irokaiser
approved these changes
Apr 2, 2020
lodicolo
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Apr 3, 2020
* Fixing bugs (#47) * Should fix 198, server crash due to projectile trying to hit an event * Harden accept trade packet to return if counterparty is null. * Fixing potential NREs * Fixes another potential NRE and out of bounds error * Don't want to handle packets for null clients, but also don't want to be throwing exceptions * Fixes a small error where empty passwords crash the server during migration * Updated licensing leading up to open source release (#49) * Create FUNDING.yml (#50) * Use dynamicsoundeffects for music instead of mediaplayer (#51) * Fixing bugs (#52) * Should fix 198, server crash due to projectile trying to hit an event * Harden accept trade packet to return if counterparty is null. * Fixing potential NREs * Fixes another potential NRE and out of bounds error * Don't want to handle packets for null clients, but also don't want to be throwing exceptions * Fixes a small error where empty passwords crash the server during migration * Small edit so that networking doesn't alter ui, only triggers ui to update next draw * Fixed events jumping all over the place * Allow checking of evtMap parameter even if no page instance has spawned * Basic bounds checking on pathfinding to potentially fix Weylon's bug. * Fix for events being able to step on traps. * Stop caching of expressions as they are used once * Fixed select character window not resetting paperdolls properly when cycling through characters * Fixes empty friends list when opening friends via a hotkey * Added server loop lock for when updating game objects (less likely to have deadlocks if not processing npcs when updating npcs, for example) * Fix collection changed bug when maps update while server loop is running * Fixes weird instance where the server would error while trying to send a map to a client who didn't have an entity set * Adds SpellCd back into the PlayerContextModelSnapshot since it was never actually removed from the database. (#56) * Fixing db context model snapshot formatting (#58) * Adds SpellCd back into the PlayerContextModelSnapshot since it was never actually removed from the database. * EF expected formatting fix for game context model snapshot * We don't need to be handling input for all the players we are updating only our player. (#62) * Properly load list data within locking region (#70) * Cleanup code in RefreshToken * Actually load list data before exiting locking region * Fix event graphic selector not opening to current graphic (#72) Co-authored-by: Robert Lodico <lodico.rj@gmail.com>
RedBandana
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Apr 5, 2020
…eDev#73) * Fixing bugs (AscensionGameDev#47) * Should fix 198, server crash due to projectile trying to hit an event * Harden accept trade packet to return if counterparty is null. * Fixing potential NREs * Fixes another potential NRE and out of bounds error * Don't want to handle packets for null clients, but also don't want to be throwing exceptions * Fixes a small error where empty passwords crash the server during migration * Updated licensing leading up to open source release (AscensionGameDev#49) * Create FUNDING.yml (AscensionGameDev#50) * Use dynamicsoundeffects for music instead of mediaplayer (AscensionGameDev#51) * Fixing bugs (AscensionGameDev#52) * Should fix 198, server crash due to projectile trying to hit an event * Harden accept trade packet to return if counterparty is null. * Fixing potential NREs * Fixes another potential NRE and out of bounds error * Don't want to handle packets for null clients, but also don't want to be throwing exceptions * Fixes a small error where empty passwords crash the server during migration * Small edit so that networking doesn't alter ui, only triggers ui to update next draw * Fixed events jumping all over the place * Allow checking of evtMap parameter even if no page instance has spawned * Basic bounds checking on pathfinding to potentially fix Weylon's bug. * Fix for events being able to step on traps. * Stop caching of expressions as they are used once * Fixed select character window not resetting paperdolls properly when cycling through characters * Fixes empty friends list when opening friends via a hotkey * Added server loop lock for when updating game objects (less likely to have deadlocks if not processing npcs when updating npcs, for example) * Fix collection changed bug when maps update while server loop is running * Fixes weird instance where the server would error while trying to send a map to a client who didn't have an entity set * Adds SpellCd back into the PlayerContextModelSnapshot since it was never actually removed from the database. (AscensionGameDev#56) * Fixing db context model snapshot formatting (AscensionGameDev#58) * Adds SpellCd back into the PlayerContextModelSnapshot since it was never actually removed from the database. * EF expected formatting fix for game context model snapshot * We don't need to be handling input for all the players we are updating only our player. (AscensionGameDev#62) * Properly load list data within locking region (AscensionGameDev#70) * Cleanup code in RefreshToken * Actually load list data before exiting locking region * Fix event graphic selector not opening to current graphic (AscensionGameDev#72) Co-authored-by: Robert Lodico <lodico.rj@gmail.com> Signed-off-by: Bandana <aurelende@protonmail.com>
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Client was handling player input every time it updated any player. Instead we should only do it when updating self.