# issues

node_id: MDExOlB1bGxSZXF1ZXN0MTAyOTU5MDg1
title: Updates to database and underlying code
state: closed
created_at: 2017-01-24T16:55:13Z
updated_at: 2017-01-24T18:24:10Z
closed_at: 2017-01-24T18:24:10Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/1
body: Updates to database and underlying code
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTAyOTgxNDMw
title: Updates for DB 1/24/17
state: closed
created_at: 2017-01-24T18:58:40Z
updated_at: 2017-02-01T12:50:46Z
closed_at: 2017-02-01T12:50:46Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/2
body: Updates for DB to prep for creating associated tables
type: pull
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node_id: MDU6SXNzdWUyMDQ0ODk2OTI=
title: ACE loading dat files
state: closed
created_at: 2017-02-01T03:34:33Z
updated_at: 2017-03-06T13:16:08Z
closed_at: 2017-03-06T13:16:08Z
author_association: MEMBER
body:
  It's needed for a lot of things
  Even a basic packet broadcast will need it

state_reason: completed
type: issue
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node_id: MDU6SXNzdWUyMDQ0ODk4MzI=
title: ACE World DB Design
state: closed
created_at: 2017-02-01T03:36:00Z
updated_at: 2017-04-03T12:06:09Z
closed_at: 2017-04-03T12:06:09Z
author_association: MEMBER
body: We need a core design, and then to work on population.
state_reason: completed
type: issue
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node_id: MDU6SXNzdWUyMDQ0ODk4Nzg=
title: ACE Chat System
state: closed
created_at: 2017-02-01T03:36:34Z
updated_at: 2017-07-26T16:51:19Z
closed_at: 2017-07-26T16:51:19Z
author_association: MEMBER
body: StackOverflow had something working in chat, perhaps submit a pull request.
state_reason: completed
type: issue
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node_id: MDU6SXNzdWUyMDQ0ODk5OTc=
title: Characters aren't saved or loaded properly yet from the DB
state: closed
created_at: 2017-02-01T03:37:48Z
updated_at: 2017-02-11T02:28:13Z
closed_at: 2017-02-11T02:28:13Z
author_association: MEMBER
body: Per Rawaho. This needs looking into.
state_reason: completed
type: issue
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node_id: MDU6SXNzdWUyMDQ0OTAwMjI=
title: World object movement / animation needs proper implementing
state: closed
created_at: 2017-02-01T03:38:06Z
updated_at: 2017-07-26T16:51:29Z
closed_at: 2017-07-26T16:51:29Z
author_association: MEMBER
body: Per Rawaho
state_reason: completed
type: issue
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node_id: MDU6SXNzdWUyMDQ0OTAzNzE=
title: Client Launcher needed
state: closed
created_at: 2017-02-01T03:41:07Z
updated_at: 2017-02-16T21:49:46Z
closed_at: 2017-02-16T21:49:40Z
author_association: MEMBER
state_reason: completed
type: issue
body:
  We need a client launcher. Perhaps we use a modified thwarglauncher.
  https://thwarglauncher.codeplex.com/

  For decal to work:
  "for emu, you should make a launcher that injects OR a shim client that loads the client and injects"
  "just stuff inject.dll in the process space early enough and it will do its thing"

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node_id: MDU6SXNzdWUyMDQ1MDY4Nzc=
title: Rework packet pipe
state: closed
created_at: 2017-02-01T06:26:07Z
updated_at: 2017-02-21T12:34:45Z
closed_at: 2017-02-21T12:34:45Z
author_association: CONTRIBUTOR
body: Rewrite packet and fragment handling to delay and allow for combining outgoing fragments.
state_reason: completed
type: issue
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node_id: MDExOlB1bGxSZXF1ZXN0MTA0MTk2NjM1
title: Client and Server expects account in ace_auth to be lowercase only.
state: closed
created_at: 2017-02-01T18:45:44Z
updated_at: 2017-02-02T16:36:57Z
closed_at: 2017-02-02T16:36:53Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/10
type: pull
body:
  This is my first pull request, please let me know if I'm doing this incorrectly.

  Simple change I made to the accountcreate command to correct and prevent the issue I experienced when setting up ACE.

  The client always sends accounts as lowercase regardless of what the user types in the command line. The server itself resolves the difference and connects as well. The issue surfaces when attempting to create a character. That packet is sent, but no response is ever recv'd.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA0Mjg4NDkw
title: Run faster, jump higher, teleport to coordinates (rather than XYZ position)
state: closed
created_at: 2017-02-02T07:42:55Z
updated_at: 2017-02-03T20:59:39Z
closed_at: 2017-02-03T20:59:39Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/11
type: pull
body:
  These values are hardcoded and need to be replaced with actual values from the Player object.  This is mainly to let people run around faster in the emu until code it put in to send all player skills to client.

  I'm Xen on Discord.

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node_id: MDU6SXNzdWUyMDUwNDAzNTc=
title: Converting ACE to run as a Windows service
state: closed
created_at: 2017-02-03T00:36:14Z
updated_at: 2017-12-04T14:28:36Z
closed_at: 2017-12-04T14:28:36Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  Envisioning how this server will eventually be run and/or deployed, I suspect that most would like the opportunity to have the server run as a Windows service. This will allow automated starting of ACE at Windows startup. This will require a separate monitoring application to monitor any "console" output. I offer this only from a sysadmin point of view who has an aversion to having to interactively start applications which others use. I'm not sure what architectural changes will be required, but thought it would be worth mentioning early in the development process.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA0NDc4ODUx
title: database layer encapsulation and abstraction
state: closed
created_at: 2017-02-03T05:44:27Z
updated_at: 2017-02-04T05:55:04Z
closed_at: 2017-02-04T05:54:55Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/13
type: pull
body:
  Sorry about the solution file.  I'm on VS 2015 pro and I've no idea why it changed.  All I did was add the .gitignore as a solution item.

  Use Visual Studio to diff the files.  Git isn't doing a good job with the compare.  Mogwai in Discord.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA0NjEyNDcz
title: Added /teleto command
state: closed
created_at: 2017-02-03T21:12:15Z
updated_at: 2017-02-05T02:21:27Z
closed_at: 2017-02-05T02:21:27Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/14
type: pull
body:
  My commit has the wrong command in it.  I added the /teleto command for teleporting using coordinates.

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node_id: MDU6SXNzdWUyMDUzMDE4ODc=
title: Password storage should use PBKDF2
state: closed
created_at: 2017-02-03T23:56:22Z
updated_at: 2017-10-24T22:59:59Z
closed_at: 2017-10-24T22:59:59Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  Right now it's using salted SHA256, which works for now but isn't suitable for real password storage, taking into considerations things like password reuse across services and the fact that inexperienced server admins will likely be operating poorly configured ACEmulator servers.

  To minimize the damage of leaking any password hashes from the DB, the supported standard for password storage on .NET is PBKDF2.

  I am already working on converting password storage to use PBKDF2 on my branch.

  https://dusted.codes/sha-256-is-not-a-secure-password-hashing-algorithm

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node_id: MDExOlB1bGxSZXF1ZXN0MTA0NjUwNTg2
title: database abstraction and encapsulation. created character model and skill attribute models.
state: closed
created_at: 2017-02-04T05:57:10Z
updated_at: 2017-02-04T06:42:11Z
closed_at: 2017-02-04T06:42:11Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/16
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTA0NjUxOTE3
title: database encapsulation is done! yay!
state: closed
created_at: 2017-02-04T06:55:34Z
updated_at: 2017-05-30T15:34:08Z
closed_at: 2017-02-04T07:13:27Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/17
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTA0NjUyNjE0
title: Option to Enable Automatic Account Creation
state: closed
created_at: 2017-02-04T07:23:37Z
updated_at: 2017-03-20T02:59:13Z
closed_at: 2017-02-04T22:14:16Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/18
type: pull
body:
  Added a configurable variable to Config.json for allowing the server to create an account for the client when one does not exist on the server.

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node_id: MDU6SXNzdWUyMDUzNDY5MTU=
title: Support logging off to the character selection screen.
state: closed
created_at: 2017-02-04T13:07:05Z
updated_at: 2017-06-22T07:59:06Z
closed_at: 2017-06-22T07:59:06Z
author_association: CONTRIBUTOR
body: Currently the only way to log into the world with a different character is to restart the client.
state_reason: completed
type: issue
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node_id: MDU6SXNzdWUyMDUzNTM1Mjg=
title: Server should have a way to apply DB migrations
state: closed
created_at: 2017-02-04T15:19:26Z
updated_at: 2017-12-04T14:30:37Z
closed_at: 2017-12-04T14:30:36Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  The server should have a way to track which DB migrations it has applied, and automatically apply missing ones in the correct order.

  @Mag-nus suggested a naming convention of `YYYY_MM_DD_tablename.sql`. This would work, but would make dealing with pull requests and merges annoying, if multiple came in one day.

  I would suggest a naming scheme more along the lines of `$patchNumber + '_' + $YYYY_MM_DD + '_' + $descriptiveFeatureName`, for example `01_2017_02_03_add_monster_information.sql` and not limiting them to any particular tables.

  Picking the second naming system will make dealing with pull requests easier and help developers understand what updates are for. Additionally, the leading number provides a good way of tracking our schema revision.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA0NjY4MTI0
title: Change password hashing to use scrypt
state: closed
created_at: 2017-02-04T17:28:50Z
updated_at: 2017-03-20T02:20:14Z
closed_at: 2017-03-20T02:20:14Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/21
type: pull
body:
  I switched the password hashing over to use libsodium's scrypt
  implementation. This involved adding a new migration.

  I noticed that currently the password isn't checked. I started looking
  into how to implement password checking and it looks like we will
  probably need to have a launcher to do so.

  The reason the commit touches so many files is because it also cleans up
  the files with mixed line endings.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA0NjY4ODA4
title: Teleloc loader fix and basic set of locations
state: closed
created_at: 2017-02-04T17:48:51Z
updated_at: 2017-02-04T22:11:12Z
closed_at: 2017-02-04T22:11:12Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/22
type: pull
body:
  Fixed an index bug in `WorldDatabase.GetLocations` and added a basic set of telelocations to the `teleport_location` table for use with `teleloc`. Updated the `teleloc` command to accept multiple name locations, such as `Ayan Baqur`.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA0Njc1ODg4
title: Add Config.json to .gitignore
state: closed
created_at: 2017-02-04T21:12:57Z
updated_at: 2017-02-04T22:53:44Z
closed_at: 2017-02-04T22:53:44Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/23
type: pull
body:
  This also forces first-time configuration.

  Existing Config.json copied to Config.json.example

  README.md has been updated with instructions.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA0Njc2NTYy
title: Fixed bug in CharacterCreate.
state: closed
created_at: 2017-02-04T21:32:30Z
updated_at: 2017-02-17T06:50:27Z
closed_at: 2017-02-04T22:54:04Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/24
body: It was not changing the AccountId in the database when saving leading to empty character list.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTA0Njc3ODA5
title: Option to Enable Automatic Account Creation
state: closed
created_at: 2017-02-04T22:11:38Z
updated_at: 2017-03-20T02:59:21Z
closed_at: 2017-02-05T08:52:58Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/25
type: pull
body:
  Added a configurable variable to Config.json for allowing the server to create an account for the client when one does not exist on the server.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA0Njc3ODY1
title: Fixing up Character Delete and Restore functions
state: closed
created_at: 2017-02-04T22:13:24Z
updated_at: 2017-03-10T04:56:27Z
closed_at: 2017-02-05T09:03:41Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/26
type: pull
body:
  In looking at the character deletion and restore section it made sense to me that name in character database shouldn't be made a unique value
  At present in master, even if that character was marked as deleted, the character name is held.

  I've made changes to the code and database to better emulate how it worked before with respect to deletions and restores.

  As is, no character is ever marked deleted so that is yet to be implemented, although I suspect that would be a server side SQL script or command within ACE running at an interval/manually via console as determined by a configuration variable(s) possibly in config.json for how often it checks, how long the restore window is and if to mark characters deleted or not which would remove them from restoration via client.

  Going further than original design, perhaps it could be changed to hold the character name for that account only while the restoration window is active, as well as only allowing that account to create a brand new character with that deleted name.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA0Njc4NjAw
title: Corrected spelling in a few places.
state: closed
created_at: 2017-02-04T22:36:04Z
updated_at: 2017-02-05T03:35:03Z
closed_at: 2017-02-05T03:35:03Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/27
type: pull
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node_id: MDU6SXNzdWUyMDUzODk0NDI=
title: Change way mysql databases are accessed
state: closed
created_at: 2017-02-05T00:29:45Z
updated_at: 2017-02-05T04:28:54Z
closed_at: 2017-02-05T04:28:54Z
author_association: MEMBER
state_reason: completed
type: issue
body:
  Should we be "internalizing" the connections to the mysql servers? Even with strong username/passwords is there as technical reason why we need to expose the sql server externally to the internet?

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node_id: MDExOlB1bGxSZXF1ZXN0MTA0Njg0NDkw
title: Teleto command redo
state: closed
created_at: 2017-02-05T02:20:42Z
updated_at: 2017-02-05T06:01:09Z
closed_at: 2017-02-05T06:01:09Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/29
body: Fixed coding convention issues with my previous commit.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTA0Njg2Mzk3
title: Fix for NAT issues on internal connections to WorldServer
state: closed
created_at: 2017-02-05T03:53:57Z
updated_at: 2017-03-10T04:56:23Z
closed_at: 2017-02-05T05:37:01Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/30
type: pull
body:
  This should help alleviate the issue some people will see when configuring all IPs to external, but connecting to the server on internal IPs.

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node_id: MDU6SXNzdWUyMDU0MDAwNjc=
title: Logs should go to separate window, and filesystem
state: closed
created_at: 2017-02-05T04:33:21Z
updated_at: 2017-05-01T15:13:20Z
closed_at: 2017-05-01T15:13:20Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  Logs should go in a separate window from the main `ACE >>` command prompt so admins aren't frustrated with information stomping commands as they're being typed.

  Might as well add a `Config.json` option to log them to the filesystem and set verbosity at the same time.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA0Njg4NzM0
title: Fix for NAT issues on internal connections to WorldServer
state: closed
created_at: 2017-02-05T05:42:01Z
updated_at: 2017-03-10T04:56:20Z
closed_at: 2017-02-05T21:05:00Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/32
type: pull
body:
  This fix is meant help alleviate a NAT issue some people will see when configuring server IP to external address. 

  Due to problematic NAT routing, connecting to external IP while on internal network leads to black screen on hand-off to world server. Others may not even be able to connect to server using external IP address.

  This fix should allow for external IP connection for those outside of network, and internal IP connection for those inside the network.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA0Njg5NDQ3
title: Added /teleto command
state: closed
created_at: 2017-02-05T06:16:08Z
updated_at: 2017-02-06T12:17:24Z
closed_at: 2017-02-06T12:17:24Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/33
type: pull
body:
  Z position needs to be calculated from a file but since that isn't in the code yet, I'm defaulting it to 200.  For some places that is not high enough and you'll be in darkness, but at least this allows you to teleport using coordinates.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA0NjkyODU2
title: Option to Enable Automatic Account Creation
state: closed
created_at: 2017-02-05T08:52:31Z
updated_at: 2017-03-20T02:59:43Z
closed_at: 2017-02-07T17:42:22Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/34
type: pull
body:
  Added a configurable variable to Config.json.example for allowing the server to create an account for the client when one does not already exist on the server.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA0NjkzMTA4
title: Fixing up Character Delete and Restore functions
state: closed
created_at: 2017-02-05T09:03:13Z
updated_at: 2017-03-10T04:56:13Z
closed_at: 2017-02-11T05:46:23Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/35
type: pull
body:
  In looking at the character deletion and restore section it made sense to me that name in character database shouldn't be made a unique value
  At present in master, even if that character was marked as deleted, the character name is held.

  I've made changes to the code and database to better emulate how it worked before with respect to deletions and restores.

  As is, no character is ever marked deleted so that is yet to be implemented, although I suspect that would be a server side SQL script or command within ACE running at an interval/manually via console as determined by a configuration variable(s) possibly in config.json.example for how often it checks, how long the restore window is and if to mark characters deleted or not which would remove them from restoration via client.

  Going further than original design, perhaps it could be changed to hold the character name for that account only while the restoration window is active, as well as only allowing that account to create a brand new character with that deleted name.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA0NzEyNjY4
title: Add automatic database migrations to startup
state: closed
created_at: 2017-02-05T20:02:19Z
updated_at: 2017-04-06T12:11:16Z
closed_at: 2017-04-06T12:11:16Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/36
type: pull
body:
  Database migrations will automatically be run.
  Name them according to the format (`#_YYYY-MM-DD-descriptive_name.sql`)
  and put in the appropriate directory and it will run on the next server
  startup.

  Migrations are only run once, in ascending numeric order. The current
  database state is tracked in a new database called `Global`.

  This simplifies server setup: now the only step is to create the four
  databases. The base SQL and migrations will be run automatically from
  that point on.

  This also simplifies migrations, which will no longer need to
  incorporate complex conditional logic in order to be repeatable.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA0NzE1MzE1
title: Add option to send different host address than external host address during world handoff
state: closed
created_at: 2017-02-05T21:04:40Z
updated_at: 2017-03-10T04:56:11Z
closed_at: 2017-03-01T05:51:04Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/37
type: pull
body:
  The purpose of this code is to allow a server operator to configure their external IP for clients connecting from the internet as well as allowing clients connecting on the intranet to use the local network IP address of the server instead.

  The options are configurable via config.json and set to false by default.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA0NzIzODky
title: Fix for server crash when account does not exist for connecting client
state: closed
created_at: 2017-02-06T01:04:32Z
updated_at: 2017-02-07T16:49:41Z
closed_at: 2017-02-07T16:49:41Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/38
type: pull
body:
  Please use this PR if rejecting PR #34. this contains the fix to the server crash when an account is not created and a client tried to connect to the server using the invalid account.

  this fix is already in PR #34 so if that one is accepted, reject this one.

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node_id: MDU6SXNzdWUyMDU1MTExMDc=
title: Friends list functionality
state: closed
created_at: 2017-02-06T08:04:22Z
updated_at: 2017-02-18T04:46:34Z
closed_at: 2017-02-18T04:46:34Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  + Persist/read friends from db table
  + Send full friends list on login
  + Respond to Add friend client message
  + Respond to Remove friend client message

  Likely not able to add yet until multiplayer support added:
  + When player logs on or off, send friend status update to their friends.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA0NzUxMzMx
title: Adding in support for teleportation via clicking on the map panel.
state: closed
created_at: 2017-02-06T08:06:40Z
updated_at: 2017-02-06T12:12:46Z
closed_at: 2017-02-06T12:12:46Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/40
body: Go places faster!
type: pull
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node_id: MDU6SXNzdWUyMDU1Nzk2NTA=
title: Basic Player Item Functionality
state: closed
created_at: 2017-02-06T13:12:45Z
updated_at: 2017-12-04T14:29:14Z
closed_at: 2017-12-04T14:29:14Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
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node_id: MDU6SXNzdWUyMDU2MzcyMDQ=
title: Subscription data model concept + GLS replacement
state: closed
created_at: 2017-02-06T16:28:44Z
updated_at: 2017-10-24T22:59:32Z
closed_at: 2017-10-24T22:59:32Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  Login == account
  retail "AC account" == subscription (under the hood, as Turbine did it)
  subscription == a set of characters on worlds

  Old/retail paradigm: 1 login for every subscription
  New paradigm: 1 master login, select a subscription

  This will entail building a set of REST services and a new launcher with Thwargle.

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node_id: MDU6SXNzdWUyMDU2NDUyNTA=
title: Move Database Access and object models to a separate C# project
state: closed
created_at: 2017-02-06T16:55:25Z
updated_at: 2017-02-16T03:26:54Z
closed_at: 2017-02-16T03:26:54Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  for reuse in other components such as:
  * Item Editor
  * Vendor Editor
  * GLS replacment
  * other Server Admin tools

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node_id: MDU6SXNzdWUyMDU2NDYzOTA=
title: Add column to authenticationDB.account for access rights
state: closed
created_at: 2017-02-06T16:59:10Z
updated_at: 2017-02-20T05:10:32Z
closed_at: 2017-02-20T05:10:32Z
author_association: MEMBER
state_reason: completed
type: issue
body:
  Need to add a column for access rights so to allow accounts to be able to create characters with IsAdmin or IsEnvoy bools set.

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node_id: MDU6SXNzdWUyMDU2NDcxMDc=
title: Stub CommandHandlers for in-game commands
state: closed
created_at: 2017-02-06T17:01:31Z
updated_at: 2017-04-23T18:14:09Z
closed_at: 2017-04-23T18:14:09Z
author_association: MEMBER
state_reason: completed
type: issue
body:
  Create stubs for each @ command in-game with expected usage and output comments.

  This should help prevent commands not working the way they did originally

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node_id: MDExOlB1bGxSZXF1ZXN0MTA0OTA3NjM3
title: Update create_mysql.sql
state: closed
created_at: 2017-02-06T23:46:04Z
updated_at: 2017-02-12T11:36:42Z
closed_at: 2017-02-12T11:36:42Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/46
type: pull
body:
  Added "IF NOT EXISTS" to the create statements so that if the database already exists then a warning will be thrown instead of an error.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA0OTQwNjI2
title: Load saved characters
state: closed
created_at: 2017-02-07T05:43:40Z
updated_at: 2017-05-30T15:34:10Z
closed_at: 2017-02-07T16:49:01Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/47
type: pull
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node_id: MDU6SXNzdWUyMDU4ODI1NzY=
title: Add all other properties to Character persistence model
state: closed
created_at: 2017-02-07T13:09:34Z
updated_at: 2017-02-10T19:06:40Z
closed_at: 2017-02-10T19:06:40Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  All the other things that go in the property buckets.  Read from client on char create (or not, as the augments should all be unset), save to the DB, and load them up on login.

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node_id: MDU6SXNzdWUyMDU4ODI3ODY=
title: XP expenditure on skills/stats
state: closed
created_at: 2017-02-07T13:10:24Z
updated_at: 2017-02-10T19:06:01Z
closed_at: 2017-02-10T19:06:01Z
author_association: CONTRIBUTOR
body: Spend unused xp on skills/stats, save to database.
state_reason: completed
type: issue
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node_id: MDExOlB1bGxSZXF1ZXN0MTA1MzU4NDQ2
title: Spending XP in Abilities, Vitals, and Skills, Saving Property buckets…
state: closed
created_at: 2017-02-09T04:35:43Z
updated_at: 2017-05-30T15:34:11Z
closed_at: 2017-02-10T18:44:23Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/50
type: pull
body:
  ….  /grantxp command, moved persistence out of Player object for later refactoring of entity and data access project.

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node_id: MDU6SXNzdWUyMDY0MDMyMjg=
title: Saving a Character to the DB
state: closed
created_at: 2017-02-09T04:47:27Z
updated_at: 2017-03-20T02:53:25Z
closed_at: 2017-03-20T02:53:25Z
author_association: CONTRIBUTOR
body: intermittently? on logout? by command? something
state_reason: completed
type: issue
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node_id: MDU6SXNzdWUyMDY0MDMyOTI=
title: Leveling up when granted xp
state: closed
created_at: 2017-02-09T04:47:53Z
updated_at: 2017-03-20T02:54:03Z
closed_at: 2017-03-20T02:54:03Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
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node_id: MDU6SXNzdWUyMDY0MDMzNDg=
title: Skill Credits: saving, loading, spending
state: closed
created_at: 2017-02-09T04:48:15Z
updated_at: 2017-03-20T14:32:29Z
closed_at: 2017-03-20T14:31:26Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
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node_id: MDExOlB1bGxSZXF1ZXN0MTA1MzYxMzA3
title: Added friends list functionality.
state: closed
created_at: 2017-02-09T05:14:37Z
updated_at: 2017-02-17T08:00:32Z
closed_at: 2017-02-17T08:00:32Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/54
type: pull
body:
  Friends load from database on login and add/removing friends also saves to the db.  When a friend logs on, the player should see the status change to online but it's hard to test that completely right now.  Changing the status to offline when a friend logs off is not yet implemented.

  I had to implement a couple methods in WorldManager to be able to query for connected clients.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA1MzYzMzQ2
title: Stubbed CommandHandlers for known AdminCommands
state: closed
created_at: 2017-02-09T05:41:21Z
updated_at: 2017-02-17T06:50:21Z
closed_at: 2017-02-17T06:30:40Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/55
type: pull
body:
  Stubbed known admin commands with expected usage. not all could eventually be needed. Some could example output could also be expanded upon.

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node_id: MDU6SXNzdWUyMDY5NTU5ODc=
title: Background maintenance thread
state: closed
created_at: 2017-02-11T04:03:13Z
updated_at: 2017-07-26T16:50:59Z
closed_at: 2017-07-26T16:50:59Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  We need some sort of low priority thread to run and periodically perform routine maintenance tasks such as removing characters marked for deletion.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA1NzQzMDQy
title: Fixing up Character Delete and Restore functions
state: closed
created_at: 2017-02-11T05:45:56Z
updated_at: 2017-02-17T06:50:19Z
closed_at: 2017-02-16T05:17:24Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/57
type: pull
body:
  In looking at the character deletion and restore section it made sense to me that name in character database shouldn't be made a unique value
  At present in master, even if that character was marked as deleted, the character name is held.

  I've made changes to the code and database to better emulate how it worked before with respect to deletions and restores.

  As is, no character is ever marked deleted so that is yet to be implemented, although I suspect that would be a server side SQL script or command within ACE running at an interval/manually via console as determined by a configuration variable(s) possibly in config.json.example for how often it checks, how long the restore window is and if to mark characters deleted or not which would remove them from restoration via client.

  Going further than original design, perhaps it could be changed to hold the character name for that account only while the restoration window is active, as well as only allowing that account to create a brand new character with that deleted name.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA1NzcxODA1
title: Added support on ACE console for setting per character admin rights and character renaming
state: closed
created_at: 2017-02-11T23:19:23Z
updated_at: 2017-03-10T04:56:08Z
closed_at: 2017-03-09T07:44:47Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/58
type: pull
body:
  Also included in this PR is a fix for the propertybools (IsAdmin, etc) not always being set from database when a character logs in.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA1Nzc1MjI4
title: Handle setting title from client and updating title from server
state: closed
created_at: 2017-02-12T01:28:07Z
updated_at: 2017-02-16T03:21:35Z
closed_at: 2017-02-16T03:21:34Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/59
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTA1OTE5NTYy
title: Added automation script for dropping and creating databases.
state: closed
created_at: 2017-02-13T15:46:59Z
updated_at: 2017-02-16T03:16:56Z
closed_at: 2017-02-16T03:16:56Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/60
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTA2MDMyNjEw
title: project separation and xp chart files
state: closed
created_at: 2017-02-14T04:18:31Z
updated_at: 2017-05-30T15:34:11Z
closed_at: 2017-02-16T03:04:34Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/61
type: pull
body:
  implements #43 and also moves all that xp chart data into json files loaded behind a database interface.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA2MTI1NjQy
title: just adding stylecop as a style ruleset with very basic stuff
state: closed
created_at: 2017-02-14T15:19:35Z
updated_at: 2017-05-30T15:34:12Z
closed_at: 2017-02-16T03:14:13Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/62
body: the team can review the options and make changes as necessary.
type: pull
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node_id: MDU6SXNzdWUyMDc2MTYxMjM=
title: Save & reload window positioning
state: closed
created_at: 2017-02-14T19:42:36Z
updated_at: 2017-07-26T16:50:45Z
closed_at: 2017-07-26T16:50:45Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  Chat window(s), character info / inventory panel, etc.

  Logging this as people are constantly asking for stuff that can be done.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA2NDQ4MzI3
title: fixing merge conflict
state: closed
created_at: 2017-02-16T03:26:33Z
updated_at: 2017-02-16T03:26:38Z
closed_at: 2017-02-16T03:26:38Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/64
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTA2NDQ4ODAw
title: copy config.json as build step
state: closed
created_at: 2017-02-16T03:32:21Z
updated_at: 2017-02-16T03:32:25Z
closed_at: 2017-02-16T03:32:25Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/65
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTA2NDU2NjQz
title: Fixing up Character Delete and Restore functions
state: closed
created_at: 2017-02-16T05:16:36Z
updated_at: 2017-02-17T06:49:36Z
closed_at: 2017-02-17T01:38:08Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/66
type: pull
body:
  In looking at the character deletion and restore section it made sense to me that name in character database shouldn't be made a unique value
  At present in master, even if that character was marked as deleted, the character name is held.

  I've made changes to the code and database to better emulate how it worked before with respect to deletions and restores.

  As is, character is marked deleted in database an hour after deleted from client via a server side SQL script running from event_scheduler.  Later revisions to this code could address configuration variable(s) possibly in config.json.example for how long the restore window is and if to mark characters deleted or not which would remove them from restoration via client, enable/disable this event check etc..

  Going further than original design, perhaps it could be changed to hold the character name for that account only while the restoration window is active, as well as only allowing that account to create a brand new character with that deleted name.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA2Njc1NzU5
title: Stubbed CommandHandlers for known AdminCommands
state: closed
created_at: 2017-02-17T06:30:16Z
updated_at: 2017-02-17T06:49:40Z
closed_at: 2017-02-17T06:36:23Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/67
type: pull
body:
  Stubbed known admin commands with expected usage. not all could eventually be needed. Some example output could also be expanded upon as needed.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA2Njc3Mjcy
title: Fix for LoadCharacterProperties
state: closed
created_at: 2017-02-17T06:47:15Z
updated_at: 2017-02-17T06:49:45Z
closed_at: 2017-02-17T06:47:29Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/68
type: pull
body:
  The PropertiesBools doesn't always get set on character upon login, this change should correct that issue.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA2Njg0MzU2
title: Friends List
state: closed
created_at: 2017-02-17T07:58:52Z
updated_at: 2017-02-18T04:38:34Z
closed_at: 2017-02-18T04:38:34Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/69
type: pull
body:
  Adds the ability to add/remove friends as well as see the list of friends when you log on.  The status is also accurate and will change as friends log on/off.  I added a Logout method to the Player class for putting stuff in there that needs to be done when a player logs off (like sending a packet to all your online friends that you are offline).

  The extra commits are due to rebasing.

  This resolves issue #39.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA2ODAyODE1
title: code cleanup, plus introduction of a couple new world object heirarchy types
state: closed
created_at: 2017-02-17T20:06:05Z
updated_at: 2017-05-30T15:34:17Z
closed_at: 2017-02-17T20:20:43Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/70
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTA2ODQ4MTI1
title: Issue 39 friends list
state: closed
created_at: 2017-02-18T04:40:22Z
updated_at: 2017-02-18T04:46:34Z
closed_at: 2017-02-18T04:46:34Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/71
body: Resolves #39
type: pull
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node_id: MDU6SXNzdWUyMDg2MTQzNTQ=
title: Additional Friends Commands and Appear Offline
state: closed
created_at: 2017-02-18T05:29:14Z
updated_at: 2017-02-18T13:14:26Z
closed_at: 2017-02-18T13:14:26Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  Implement the following @friends commands:

  1. @friends remove -all
  2. @friends old (show a message that this command is no longer used)

  Also implement the "Appear Offline" option so that it shows you as offline to your friends.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA2ODUwMjA5
title: Network Refactor
state: closed
created_at: 2017-02-18T06:02:43Z
updated_at: 2017-02-18T15:08:24Z
closed_at: 2017-02-18T15:08:24Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/73
type: pull
body:
  Created GameMessage class.  Currently GameEvent inherits from
  GameMessage.
  GameMessage just build MemoryStream for message.
  Moved all opcodes that are outside of GameEvent in protocol over to be a
  GameMessage.
  Created some basic (test) functions in NetworkManager to send the
  GameMessages.
  Lots more to do, but this compiles and logs in successfully.
  Need to move group to per message property.
  Need to create per session packet queue.
  Need to rewrite packet pipe to better process multifragment packets.
  Need to finish testing multifragment packets and get working.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA2ODUzNzQw
title: Implemented "/friends remove -all", "/friends old" and Appear Offline.
state: closed
created_at: 2017-02-18T08:15:49Z
updated_at: 2017-02-18T13:14:27Z
closed_at: 2017-02-18T13:14:27Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/74
type: pull
body:
  /friends old just sends a chat packet saying that the command isn't used in the emu.

  I also had to fix a bug in two WorldManager methods that I added in an earlier PR.  There was a scenario where the Session.Player was null and it was causing the LINQ query to throw an exception.

  Appear Offline is actually part of a GameAction that is used for setting many different options.  The Handle method for it now just has a switch in it (there are ~52 options) for now but we may want to go to something else in the future as we add new features.

  Resolves #72 

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node_id: MDExOlB1bGxSZXF1ZXN0MTA2ODY2ODY0
title: Fixed update .sql file names to conform to documented standard.
state: closed
created_at: 2017-02-18T16:20:28Z
updated_at: 2017-02-18T16:20:49Z
closed_at: 2017-02-18T16:20:49Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/75
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTA2ODY5NjIw
title: Reworked Appear Offline functionality
state: closed
created_at: 2017-02-18T17:33:27Z
updated_at: 2017-02-20T05:17:46Z
closed_at: 2017-02-20T05:17:46Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/76
type: pull
body:
  Reworked appear offline functionality so that it doesn't change IsOnline, which other things might depend on.

  Also fixed issue with sending friends list updates that was introduced with the network refactor merge.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA2ODkyMzg3
title: Add AccessLevel to Accounts
state: closed
created_at: 2017-02-19T07:51:49Z
updated_at: 2017-02-20T05:30:22Z
closed_at: 2017-02-20T05:09:09Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/77
type: pull
body:
  This addresses issue #44 and also contains some of PR #58 rolled in. 

  Of note, CommandManager will now respect AccessLevels specified where previously it didn't care.

  Set-AccountAccess will set the account's accesslevel
  Set-CharacterAccess will set the character's accesslevel

  CommandManager only cares about character's accesslevel as of this PR. Per discussion with @Mogwai-AC  I think we should code up a SUDO like command which then references to Account's AccessLevel for privileges. This way we emulate how it seemed to work on AC live (per character) in addition to then allowing accounts to self-promote characters, as they did with the admin button on character creation, as well as other admin functions on non-admin characters. 

  Probably something along the lines of "SUDO set-characteraccess [mynewcharacter] sentinel" which just does a check back to session.accesslevel.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA2OTIyMTI5
state: closed
created_at: 2017-02-19T23:26:00Z
updated_at: 2017-02-19T23:27:05Z
closed_at: 2017-02-19T23:27:04Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/78
type: pull
title:
  Chat enums added. Say/Tell work, but names not clickable. Network Mes…  …sage framework cosmetic cleanups.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA2OTQxODgz
title: Fixing changes to Fragment and Session.
state: closed
created_at: 2017-02-20T05:27:58Z
updated_at: 2017-02-20T05:30:11Z
closed_at: 2017-02-20T05:28:12Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/79
type: pull
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node_id: MDU6SXNzdWUyMDg5NzIxMzY=
title: Saving and Loading Character Options
state: closed
created_at: 2017-02-20T20:10:20Z
updated_at: 2017-03-02T13:51:44Z
closed_at: 2017-03-02T13:51:44Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  1. Save options in the database
  2. Load options from the database
  3. Send options in the GameEventPlayerDescription packet

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node_id: MDExOlB1bGxSZXF1ZXN0MTA3MTA4NjM1
title: Changed Find fn's in WorldManager from InWorld to IsOnline.. fixed pl…
state: closed
created_at: 2017-02-21T03:11:14Z
updated_at: 2017-02-21T03:11:34Z
closed_at: 2017-02-21T03:11:34Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/81
body: …ayer GUID, added GameEventDisplay events.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTA3MTIyMjYx
title: Changed ParseCommand to support the use of quotes
state: closed
created_at: 2017-02-21T06:06:33Z
updated_at: 2017-02-27T15:07:24Z
closed_at: 2017-02-21T12:31:10Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/82
type: pull
body:
  This change allows any command to work with quotes to better delimit some parameters.

  An example of this would be for commands that require the use of a character name which has spaces in it such as Maia the Lawyer. 

  The change results in the following command working as expected:

  set-characteraccess "maia the laywer" admin

  Another example this change would fix would be the eventual problem with teleto which it gets wired-up.
  Without the change, the command reads like teleto maia the laywer and would try to teleport to the character named maia instead of the full name. teleto "maia the lawyer" then corrects this issue and finds the right player.

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node_id: MDU6SXNzdWUyMDkyMDE2ODg=
title: Add message buffering and send as multifragment packet
state: closed
created_at: 2017-02-21T16:38:59Z
updated_at: 2017-02-27T14:41:27Z
closed_at: 2017-02-27T14:41:26Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  Continue reworking network pipe to support message buffering and flushing from Session.Update to send as a multifragment packet.
   - NetworkBuffer class to queue messages during a timeslice
   - NetworkBuffer will have a current NetworkBundle which will contain all messages and optional flags.
   - On a session update, create new NetworkBundle and use the previous one to send packets.
   - Move certain packet flag responses (Echo, TimeSync, etc) to be sent with a NetworkBundle.
   - Create NetworkManager function to send a NetworkBundle, splitting large messages into two packets, or combining multiple messages into one packet.
   - - This function should take a NetworkBundle and create packets and fragments as appropriate to send all messages.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA3MzM2NDQ4
title: Skill spend upper bound check too prevent xp crash, also Max Skills!
state: closed
created_at: 2017-02-22T05:09:25Z
updated_at: 2017-03-02T13:03:44Z
closed_at: 2017-03-02T13:03:43Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/84
type: pull
body:
  Added an Ability and Skill check in Source/ACE/Entity/Player.cs, too attempt in preventing server from crashing when spending XP points.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA3NjE4MjA1
title: Network Channels + Player Effect to Test @effect 20
state: closed
created_at: 2017-02-23T12:51:12Z
updated_at: 2017-02-23T13:41:57Z
closed_at: 2017-02-23T13:41:57Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/85
type: pull
body:
  Forgive my get newb..

  I added a method of picking your channels on each message type..

  Example of creating a message with channel can be found..
  ```
  public class GameMessageEffect : GameMessageOnChannel

  //using the ChannelMessages.
          //plays particle effect like spell casting or bleed etc..
          public void PlayParticleEffect(uint effectid)
          {
              var effectevent = new GameMessageEffect(this.Guid, effectid);
              NetworkManager.SendWorldChannelMessages(Session, new GameMessageOnChannel[] { effectevent });
          }
  ```

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node_id: MDExOlB1bGxSZXF1ZXN0MTA3NjQyOTEy
title: Group chat code added. Chat channels are currently hard coded. Chat i…
state: closed
created_at: 2017-02-23T15:06:27Z
updated_at: 2017-02-23T15:06:44Z
closed_at: 2017-02-23T15:06:44Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/86
type: pull
body:
  …s sent to all players, even if they aren't subscribed to a channel.

  Updated StatusMessageType enums. They need work still.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA3Njk0Nzcy
title: DO NOT MERGE - for reviewing work in progress only
state: closed
created_at: 2017-02-23T19:27:26Z
updated_at: 2017-02-24T02:57:35Z
closed_at: 2017-02-24T02:57:35Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/87
body: work in progress, committing for others to review
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTA3OTQ1MDM1
title: DDD stub code, AllegianceUpdate stub, IdentifyObject stub
state: closed
created_at: 2017-02-25T03:51:39Z
updated_at: 2017-02-25T03:51:52Z
closed_at: 2017-02-25T03:51:52Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/88
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTA3OTUwNDcz
title: Corrected Teleloc command to work with exact numbers
state: closed
created_at: 2017-02-25T07:05:25Z
updated_at: 2017-02-26T06:03:15Z
closed_at: 2017-02-25T12:39:27Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/89
body: as provided by /loc command from client.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTA3OTUwNDg4
title: Rewrote network stack
state: closed
created_at: 2017-02-25T07:06:09Z
updated_at: 2017-02-27T11:28:37Z
closed_at: 2017-02-27T11:28:37Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/90
type: pull
body:
  Rewrote network stack to support buffering messages and then dispatching as 1 or more combined or split packets.  EncryptedChecksum seems to work across the board.  Sending Packets with fragments from different groups does not seem to cause an issue.
  Packets are queued and sent based on calls from the Engine.  Configurable delay (5ms currently)
  Reworked CachedPackets some, and now clear the list based on AckSeq packets from client.  Sending AckSeq packets to the client seems to cause issues currently, need more testing.
  Moved some things around to fit this new model.
  Put message Group as a property on each message. And send this in fragment.  Sounds now work again.
  Created new packet classes to encapsulate data in AuthenticationManager and CharacterManager and allow them to be send through the same model (though packets will never be manipulated).

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node_id: MDU6SXNzdWUyMTAyMzk4Nzk=
title: StatusMessageType1 and StatusMessageType2 values need descriptive names
state: closed
created_at: 2017-02-25T15:06:49Z
updated_at: 2018-02-12T18:57:55Z
closed_at: 2018-02-12T18:57:37Z
author_association: MEMBER
state_reason: completed
type: issue
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node_id: MDExOlB1bGxSZXF1ZXN0MTA3OTkyMTIw
title: Add in support for the old global Admin channels
state: closed
created_at: 2017-02-26T06:00:53Z
updated_at: 2017-02-27T15:04:42Z
closed_at: 2017-02-27T14:38:23Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/92
type: pull
body:
  Resurrected the various Admin global channels used by the Advocates, Sentinels, Envoys, and Admins, stubbed the @on and @off commands and added support for @index and @clist commands.

  Some TODOs have been put into the code for when we get a plan in place for for db loading/saving of channel subscriptions, as well as properly set subscriptions for that matter.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA4MDIyODE3
title: Support easy permissions in ACEmulator
state: closed
created_at: 2017-02-26T21:25:56Z
updated_at: 2017-02-27T15:04:36Z
closed_at: 2017-02-27T13:51:26Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/93
type: pull
body:
  Improved best of both worlds scenario.

  Server operators have the choice to emulate access permissions via more complicated system used on official worlds or they can choose to use simplified account based permissions which would become the default install option for ACEmulator.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA4MTE3NjQw
title: Support easy permissions in ACEmulator
state: closed
created_at: 2017-02-27T13:51:09Z
updated_at: 2017-02-27T15:04:32Z
closed_at: 2017-02-27T14:04:24Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/94
type: pull
body:
  Improved best of both worlds scenario.

  Server operators have the choice to emulate access permissions via more complicated system used on official worlds or they can choose to use simplified account based permissions which would become the default install option for ACEmulator.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA4MTI2NTQy
title: Add in support for the old global Admin channels
state: closed
created_at: 2017-02-27T14:37:58Z
updated_at: 2017-02-27T15:04:28Z
closed_at: 2017-02-27T14:49:37Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/95
type: pull
body:
  Resurrected the various Admin global channels used by the Advocates, Sentinels, Envoys, and Admins, stubbed the @on and @off commands and added support for @index and @clist commands.

  Some TODOs have been put into the code for when we get a plan in place for for db loading/saving of channel subscriptions, as well as properly set subscriptions for that matter.

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node_id: MDU6SXNzdWUyMTA1MzQ1MzU=
title: Broadcasting chat to appropriate scope and loading landblocks
state: closed
created_at: 2017-02-27T16:27:03Z
updated_at: 2017-03-20T14:31:11Z
closed_at: 2017-03-20T14:31:11Z
author_association: CONTRIBUTOR
body: placeholder issue for what i'm working on, really
state_reason: completed
type: issue
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node_id: MDExOlB1bGxSZXF1ZXN0MTA4MjU4Mjkx
title: Fix Account.Salt not being stored in DB
state: closed
created_at: 2017-02-28T04:51:54Z
updated_at: 2017-03-01T06:05:39Z
closed_at: 2017-02-28T14:46:45Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/97
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTA4MjYzOTI2
title: Correcting a few bugs with ChatChannel
state: closed
created_at: 2017-02-28T05:59:37Z
updated_at: 2017-03-01T06:05:35Z
closed_at: 2017-02-28T13:24:10Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/98
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTA4NDYzODEw
title: Character options are saving/loading from database.
state: closed
created_at: 2017-03-01T04:04:17Z
updated_at: 2017-03-02T12:51:03Z
closed_at: 2017-03-02T12:51:03Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/99
body: Resolves issue #80
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTA4NDcyMDY3
title: Option to send Internal IP as World Host to client
state: closed
created_at: 2017-03-01T05:50:28Z
updated_at: 2017-03-06T06:38:50Z
closed_at: 2017-03-02T12:51:47Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/100
type: pull
body:
  Allows a server operator to configure their external IP for clients connecting from the internet as well as allowing clients connecting on the intranet to use the local network IP address of the server remaining on local network instead of going out to come back in.

  The options are configurable via config.json and set to false by default.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA4NjE2NDIz
title: World object - Seralization with Example
state: closed
created_at: 2017-03-01T19:59:23Z
updated_at: 2017-03-01T21:05:52Z
closed_at: 2017-03-01T21:05:52Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/101
type: pull
body:
  World Object with Example @spawntest.
  This will only work one time because ACE dont have any real way to increment guids properly.
  Still could use some cleanup, but this is a great start and very useful so I am PRing it now.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA4NjUzMzcy
title: World object - Improvement + Lifestone Test Object
state: closed
created_at: 2017-03-01T23:28:15Z
updated_at: 2017-03-02T22:47:00Z
closed_at: 2017-03-02T12:55:01Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/102
body: Use @spawntest to spawn a life stone.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTA4ODMxMjM4
title: Quick fixes 03022017
state: closed
created_at: 2017-03-02T19:21:20Z
updated_at: 2017-03-02T20:08:23Z
closed_at: 2017-03-02T20:08:23Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/103
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTA4ODQwNDU4
title: portal.dat and cell.dat loading (issue #3)
state: closed
created_at: 2017-03-02T20:09:02Z
updated_at: 2017-05-30T15:34:36Z
closed_at: 2017-03-04T12:59:37Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/104
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTA4ODgzMTEx
title: More WorldObject Fixes
state: closed
created_at: 2017-03-03T00:32:57Z
updated_at: 2017-03-04T10:27:26Z
closed_at: 2017-03-03T14:05:09Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/105
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTA5MTExNTA5
title: Continuing SO's WorldObject rework
state: closed
created_at: 2017-03-04T15:39:17Z
updated_at: 2017-05-30T15:34:35Z
closed_at: 2017-03-06T12:33:26Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/106
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTA5MTc0Mzc1
title: Add DAT loading into main process
state: closed
created_at: 2017-03-06T00:43:14Z
updated_at: 2017-10-18T14:07:36Z
closed_at: 2017-03-07T01:30:51Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/107
type: pull
body:
  Obtains the two DAT file locations from the config.json file.  Code also handles file not found exceptions and prints out an error.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA5MTkyMzk2
title: Time returns to Dereth
state: closed
created_at: 2017-03-06T05:28:29Z
updated_at: 2017-03-10T04:55:10Z
closed_at: 2017-03-07T01:29:35Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/108
type: pull
body:
  Rain rain go away...

  Added time to Dereth. Once the server starts, the clock is set and is hardcoded at this point to start at the current Lore corrected DerethDateTime. 

  @time command wired up.

  Time progresses as it did on retail and does not reset in between sessions as long as server remains running.

  There are several functions within DerethDateTime that could help enable some interesting ideas in the future such as "dynamic seasons" and changing spawns based on TimeOfDay (like Graveyard) for examples. It would depend on if we're able to build in time-checking logic to spawnable/generator objects, which I assume we would be doing, especially once we get around to rebuilding the GY area.

  TODO: Save the progression of ServerTime periodically to be recalled when server is offline'd/online'd.
  TODO: Setup a variable in Config.json and ConfigManager to allow the server operator to pick a date to start the server from.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA5MzI0Mjc1
title: World Object Fix
state: closed
created_at: 2017-03-06T18:55:41Z
updated_at: 2017-03-06T22:38:36Z
closed_at: 2017-03-06T22:38:36Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/109
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTA5MzQyMDY2
title: A fix to Prevent Skill Spend server crash and allow for max Ranked Skills (Infinity!)
state: closed
created_at: 2017-03-06T20:30:18Z
updated_at: 2017-03-07T01:29:18Z
closed_at: 2017-03-07T01:29:18Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/110
type: pull
body:
  - Renamed abilityUpdate to skillUpdate, to reflect the correct function/variables.

  - Refactored the SpendXp skills function to send a gamemessage on failed skill updates that prevents client from locking up the Rank Up interface buttons.

  - Added an upper-bounds check to prevent skills from going out of bounds.

  - Created an offset variable to prevent +10 from going out of bounds when the rank is to high.

  - Changed the comment describing known issues on skillSpend

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node_id: MDExOlB1bGxSZXF1ZXN0MTA5MzY3MDc2
title: Life stone Fix = World Object Fix Usable
state: closed
created_at: 2017-03-06T22:47:12Z
updated_at: 2017-03-07T09:40:25Z
closed_at: 2017-03-07T01:31:04Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/111
body: Adding proper flags to World Object Usable.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTA5NDAyNDkw
title: Save default character options when creating a character.
state: closed
created_at: 2017-03-07T04:00:31Z
updated_at: 2017-03-07T13:14:03Z
closed_at: 2017-03-07T13:14:03Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/112
type: pull
body:
  When creating a character this will set several character options to true and save to the database.

  The options set to true are the same ones when you click the "Default" button in the options tab.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA5NDA4MzQz
title: Max Rank Fireworks and Correct Skill Rank Up text Color
state: closed
created_at: 2017-03-07T05:17:04Z
updated_at: 2017-05-23T15:53:42Z
closed_at: 2017-03-07T13:45:27Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/113
type: pull
body:
  - I could not find a way to check the skill rank after it was set, so I added a function to check max rank. If the function returns a Boolean true, then the server will play fireworks when reached max rank

  - Changed the message type to Advancement when increasing skills too reflect the correct skill advancement chat color.

  - Added a few summary comments and fixed remarks/known issues.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA5ODE0OTQ4
title: Added GetClientCommands and GetConsoleCommands
state: closed
created_at: 2017-03-09T00:22:27Z
updated_at: 2017-03-15T19:04:45Z
closed_at: 2017-03-15T19:04:45Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/114
type: pull
body:
  Added the ability to request a list of console commands and client commands from the console.
  Added the ability to request a list of client commands from the game's chat window.

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node_id: MDExOlB1bGxSZXF1ZXN0MTA5ODE5NTcw
title: Add host & port to connect messages
state: closed
created_at: 2017-03-09T01:04:31Z
updated_at: 2017-03-09T01:26:45Z
closed_at: 2017-03-09T01:26:45Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/115
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTA5ODU2NTM5
title: Character Rename command added
state: closed
created_at: 2017-03-09T07:43:33Z
updated_at: 2017-03-10T04:54:58Z
closed_at: 2017-03-09T13:34:36Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/116
body: Works via console and client.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTEwMDg2MjA1
title: Marketplace Recall + some other changes
state: closed
created_at: 2017-03-10T09:00:18Z
updated_at: 2017-03-20T02:58:24Z
closed_at: 2017-03-19T09:04:52Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/117
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTEwMjYxODY3
title: Landblocks
state: closed
created_at: 2017-03-11T14:52:38Z
updated_at: 2017-03-13T01:57:25Z
closed_at: 2017-03-13T01:57:25Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/118
type: pull
body:
  there are a lot of // TODO comments all over this thing.

  here's what I know works:
  /telepoi town1
  /createlifestone
  /telepoi town2
  /telepoi town1
  ... and the lifestone is still there.

  Looked like Mogwai bailed yesterday so I figured I'd upload this stuff just in case you wanted it.

  Local chat was started, but not done.  I may or may not have broken it - I didn't test.

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node_id: MDExOlB1bGxSZXF1ZXN0MTEwMjY0MDY3
title: Level up on xp change, PropertyInt Message Types and skill credits
state: closed
created_at: 2017-03-11T16:08:42Z
updated_at: 2017-05-23T15:53:44Z
closed_at: 2017-03-18T13:59:42Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/119
type: pull
body:
  - Changed the Character.Level variable from an int to a uint.

  - Added leveling up on grantxp. Since we don't get XP anywhere else, this is the only way so far.

  - Added skill credits. You cannot spend them to add skills yet. AvailableSkillCredits.

  - Changed the /grantxp command to allow up too 999,999,999,999 xp.

  - Followed @Zegeger and created a Network Message Type for PropertyInt

  - Allow for Max Level locking, set from the XP chart.

  - Added effects on leveling up.

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node_id: MDExOlB1bGxSZXF1ZXN0MTEwMzI1NjM2
title: Logoff works.
state: closed
created_at: 2017-03-13T01:22:21Z
updated_at: 2017-03-13T01:22:32Z
closed_at: 2017-03-13T01:22:32Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/120
body: Save character position implemented. Character position is not updated in-game yet.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTEwMzI5MTQw
title: Landblocks, logging, object factory prep work
state: closed
created_at: 2017-03-13T02:23:28Z
updated_at: 2017-03-18T18:42:28Z
closed_at: 2017-03-18T18:42:28Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/121
type: pull
body:
  there are a lot of // TODO comments all over this thing.

  here's what I know works:
  /telepoi town1
  /createlifestone
  /telepoi town2
  /telepoi town1
  ... and the lifestone is still there.

  Features:
  * Landblock Management
  * Landblock Handoff of teleporting objects
  * Broadcasting of objects on a landblock based on existence
  * Update of objects in a landblock based on Movement
  * Landblock adjacency broadcasting
  * basic object factories
  * log4net - not having console output was killing me and we needed a logging framework anyway. nuget to the rescue.
  * moved "in front of" calculations to hang off the Position object for better reuse
  * PackedDWORD object
  * Delayed update of position after entering portal space seems to have helped porting stability.

  Known Issues
  * Adjacency matrix has issues broadcasting to the correct adjacencies. Shouldn't be a big deal - I'll fix it later.
  * local chat is untested and possibly/likely broken.

  Mag is showing up in the commit log because I squashed a commit with his name on it when attempting a rebase.  Ended up just cherrypicking into a new branch.

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node_id: MDExOlB1bGxSZXF1ZXN0MTEwMzM0MjU3
title: Minor tweaks 031217
state: closed
created_at: 2017-03-13T03:35:35Z
updated_at: 2017-03-20T02:58:15Z
closed_at: 2017-03-13T12:30:54Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/122
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTEwMzM1MTE0
title: GameActionType renamed from GameActionOpcode
state: closed
created_at: 2017-03-13T03:47:58Z
updated_at: 2017-03-20T02:57:59Z
closed_at: 2017-03-13T12:24:25Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/123
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTEwMzM1Mzcw
title: Bring Config.json.example into spec.
state: closed
created_at: 2017-03-13T03:51:36Z
updated_at: 2017-03-20T02:57:55Z
closed_at: 2017-03-13T12:26:40Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/124
body: Should fix powershell script problem because our config.json was not in spec due to my comments.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTEwMzQ0MjIx
title: Save Player Properties to db
state: closed
created_at: 2017-03-13T06:02:12Z
updated_at: 2017-05-23T15:53:47Z
closed_at: 2017-03-18T14:00:13Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/125
type: pull
body:
  -Saves every 60 "ticks". Please advise on the best stats saving interval.

  -Implemented database update functions for character properties.

  -Added a character save ticker. Please advise on the proper location for this, I did this quickly.

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node_id: MDExOlB1bGxSZXF1ZXN0MTEwNDgyMzkx
title: improved dat file content exporting
state: closed
created_at: 2017-03-13T19:42:02Z
updated_at: 2017-03-14T18:32:43Z
closed_at: 2017-03-14T18:32:43Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/126
type: pull
body:
  * improved cell.dat and portal.dat exporting
  * created admin server commands for exporting
  * unit tests that can be uncommented and run for exporting

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node_id: MDExOlB1bGxSZXF1ZXN0MTEwNjg5MzEy
title: Dat File parsing
state: closed
created_at: 2017-03-14T18:33:48Z
updated_at: 2017-03-15T12:12:22Z
closed_at: 2017-03-15T12:12:22Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/127
type: pull
body:
  * improved cell.dat and portal.dat exporting, created admin server commands for them as well as unit tests that can be uncommented.
  * bug fix in DatFile with the FileOffset being wrong.  started detailed documentation on dat file contents.
  * worked on some object parsing.  found a bunch more object types in the client - now categorizes ALL portal files.

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node_id: MDExOlB1bGxSZXF1ZXN0MTEwOTIwNjg4
title: Implement @acehelp and @acecommands
state: closed
created_at: 2017-03-15T19:10:41Z
updated_at: 2017-03-16T13:58:20Z
closed_at: 2017-03-16T13:58:20Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/128
type: pull
body:
  Implemented acehelp. Will work from console or client and inform the user of general help information.

  Implemented acecommands which will iterate through the list of commands based on the current accessLevel and dynamically list them on both the client and the server console.

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node_id: MDExOlB1bGxSZXF1ZXN0MTEwOTcxNzIy
title: Change ACE from clustered server to single server architecture.
state: closed
created_at: 2017-03-16T00:37:53Z
updated_at: 2017-03-16T00:38:19Z
closed_at: 2017-03-16T00:38:19Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/129
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTEwOTcyNzQw
title: This removes Host from the config. Servers are differentiated by the …
state: closed
created_at: 2017-03-16T00:48:57Z
updated_at: 2017-03-16T00:49:04Z
closed_at: 2017-03-16T00:49:04Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/130
body: …Port.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTEwOTkyMzE2
title: Create Training Wand
state: closed
created_at: 2017-03-16T04:37:15Z
updated_at: 2017-03-16T05:13:40Z
closed_at: 2017-03-16T05:13:40Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/131
type: pull
body:
  Added some test code to create a training wand.   As part of this work, I put in some fixes in sizes, added AnimationFrame.   While this is not all that spectacular - it perfectly matches live server pcaps in every field.   

  I would like to work on persisting this out to the database.  I assume we will need to implement a next object_id sequence as part of this.   In the test code it just sets an arbitrary object_id for the wand since it is not yet persisted.   Any feedback on the code would be appreciated - I am way out of date, but studying hard to get caught up so I can help.   Pea gave me the final piece of the puzzle - without being able to set animation frame, setting the flag caused an alignment mismatch.   God this was fun.   I forgot how much I used to love coding.   

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node_id: MDExOlB1bGxSZXF1ZXN0MTEwOTk1NTMx
title: Fixed message fragmentation
state: closed
created_at: 2017-03-16T05:19:55Z
updated_at: 2017-03-16T12:15:40Z
closed_at: 2017-03-16T12:15:40Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/132
type: pull
body:
  Fixed fragmentation logic; we should not fragment messages that do not fill a full packet. Removed NetworkSession.Flush as this change fixed all cases where that seemed needed. Fixed NETWORKDEBUG section which was missed by network refactor

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node_id: MDExOlB1bGxSZXF1ZXN0MTExMDU2NzMx
title: Turbine Chat Channels description updates. ToD enabled.
state: closed
created_at: 2017-03-16T12:29:33Z
updated_at: 2017-03-16T12:29:41Z
closed_at: 2017-03-16T12:29:41Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/133
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTExMDg0NjA1
title: Added attribute upper bounds check and max attribute fireworks and special text
state: closed
created_at: 2017-03-16T14:46:16Z
updated_at: 2017-05-23T15:53:45Z
closed_at: 2017-03-18T14:00:37Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/134
type: pull
body:
  -Added upper bounds checks for the Ranks so that Attributes will not crash the server.

  -Added fireworks and special text on max rank, too match skills.

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node_id: MDExOlB1bGxSZXF1ZXN0MTExMTE5OTYy
title: Implement @acehelp and @acecommands
state: closed
created_at: 2017-03-16T17:14:02Z
updated_at: 2017-03-17T13:32:54Z
closed_at: 2017-03-17T13:32:54Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/135
type: pull
body:
  Implement @acehelp which is a generic help command for use in the server console or client chat

  Implement @acecommands which iterates through all commands and dynamically shows the user the possible commands based on their current accesslevel

  Implemented a way to increase a characters accesslevel

  Stubbed out chat log writeouts for commands that are not implemented rather than have no feedback.

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node_id: MDExOlB1bGxSZXF1ZXN0MTExMTIzMjg3
title: Create Training Wand - Demo work for item creation.
state: closed
created_at: 2017-03-16T17:28:59Z
updated_at: 2017-03-16T23:29:47Z
closed_at: 2017-03-16T23:29:38Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/136
type: pull
body:
  Added some test code to create a training wand. As part of this work, I put in some fixes in sizes, added AnimationFrame. While this is not all that spectacular - it perfectly matches live server pcaps in every field.

  I would like to work on persisting this out to the database. I assume we will need to implement a next object_id sequence as part of this. In the test code it just sets an arbitrary object_id for the wand since it is not yet persisted. Any feedback on the code would be appreciated - I am way out of date, but studying hard to get caught up so I can help. Pea gave me the final piece of the puzzle - without being able to set animation frame, setting the flag caused an alignment mismatch. God this was fun. I forgot how much I used to love coding.

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node_id: MDExOlB1bGxSZXF1ZXN0MTExMTI2MDMz
title: World object fixes
state: closed
created_at: 2017-03-16T17:41:46Z
updated_at: 2017-04-06T11:18:30Z
closed_at: 2017-03-16T18:50:26Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/137
body: World Object Fixes + Start of Global Guid Manager
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTExMTUxODk2
title: police-mode /on
state: closed
created_at: 2017-03-16T19:53:59Z
updated_at: 2017-05-30T15:34:35Z
closed_at: 2017-03-20T02:14:56Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/138
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTExMTg2ODI0
title: Updated for new wo changes - Create Training wand test implementation
state: closed
created_at: 2017-03-16T23:31:14Z
updated_at: 2017-03-19T03:28:36Z
closed_at: 2017-03-19T03:28:36Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/139
type: pull
body:
  Added some test code to create a training wand. As part of this work, I put in some fixes in sizes, added AnimationFrame. While this is not all that spectacular - it perfectly matches live server pcaps in every field.

  I would like to work on persisting this out to the database. I assume we will need to implement a next object_id sequence as part of this. In the test code it just sets an arbitrary object_id for the wand since it is not yet persisted. Any feedback on the code would be appreciated - I am way out of date, but studying hard to get caught up so I can help. Pea gave me the final piece of the puzzle - without being able to set animation frame, setting the flag caused an alignment mismatch.

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node_id: MDExOlB1bGxSZXF1ZXN0MTExMjAzNjcy
title: Fixed Hash32, which corrects Attribute raise issue
state: closed
created_at: 2017-03-17T02:42:09Z
updated_at: 2017-03-17T12:10:41Z
closed_at: 2017-03-17T12:10:41Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/140
body: Fixed error in shift logic of Hash32, preventing certain packets from calculating correct checksum
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTExNDAwNDQ1
title: Saving Character to Database
state: closed
created_at: 2017-03-18T07:16:07Z
updated_at: 2017-03-20T02:58:10Z
closed_at: 2017-03-18T19:47:13Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/141
type: pull
body:
  "Ripley has been saved."

  This PR includes commits from the following PRs:
  #117 
  #119 
  #125 
  #134 

  This PR addresses issues:
  #51
  #52
  #53 


  Code work was done by @fantoms and myself

  Accepting this PR should mean closing without merging the previously mentioned PRs and mostly resolves the issues.

  Spending Skill Credits is not yet addressed.

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node_id: MDExOlB1bGxSZXF1ZXN0MTExNDE5NDI5
state: closed
created_at: 2017-03-18T18:03:45Z
updated_at: 2017-03-21T03:47:34Z
closed_at: 2017-03-21T03:47:34Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/142
type: pull
title:
  Character will now level up on xp grants. Skill credits are also being assigned but are still not spendable.

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node_id: MDExOlB1bGxSZXF1ZXN0MTExNDIyNTE4
title: Saving Character to Database
state: closed
created_at: 2017-03-18T19:35:31Z
updated_at: 2017-03-20T02:57:39Z
closed_at: 2017-03-20T02:46:55Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/143
type: pull
body:
  "Ripley has been saved."

  This PR includes commits from the following PRs:
  #117
  #119
  #125
  #134
  #141

  This PR addresses issues:
  #51
  #52
  #53

  Code work was done by @fantoms and myself

  Accepting this PR should mean closing without merging the previously mentioned PRs and mostly resolves the issues.

  Spending Skill Credits is not yet addressed.

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node_id: MDU6SXNzdWUyMTUyMjQ1MTA=
title: Add the Ability to drop an item from your backpack.
state: closed
created_at: 2017-03-18T21:55:25Z
updated_at: 2017-04-03T12:05:30Z
closed_at: 2017-04-03T12:05:30Z
author_association: CONTRIBUTOR
body: I am working on this at the moment. Can it be assigned to me?
state_reason: completed
type: issue
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node_id: MDExOlB1bGxSZXF1ZXN0MTExNDMwMzg4
title: Change the AdminObjectFactory to LifestoneObjectFactory, add PortalOb…
state: closed
created_at: 2017-03-18T23:42:13Z
updated_at: 2017-10-18T14:07:38Z
closed_at: 2017-03-20T01:44:37Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/145
type: pull
body:
  …jectFactory, add LifestoneType and PortalType Enums, remove unneeded GameMessageCreateLifestone, and remove the leftover DebugAssert command in ObjectGuid

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node_id: MDExOlB1bGxSZXF1ZXN0MTExNDM1NjA5
title: Create Training Wand Demo code and start inventory management Drop/Equip/pickup
state: closed
created_at: 2017-03-19T03:36:14Z
updated_at: 2017-03-19T13:24:51Z
closed_at: 2017-03-19T13:24:51Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/146
type: pull
body:
  Added Test Code to create Training Wand
  Updated for new wo and landblock changes
  Started work to drop item.   I want to add this interum work which compiles and works so that I might could get some assistance with the correct way to implement the event animation.

  Thanks

  Charles / Og II

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node_id: MDExOlB1bGxSZXF1ZXN0MTExNDUxNTMy
title: Some minor cosmetic fixes.
state: closed
created_at: 2017-03-19T14:15:17Z
updated_at: 2017-03-20T20:05:49Z
closed_at: 2017-03-20T20:05:49Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/147
body:
  Some possible threading issues fixed.
  This also forces the build for ACE to x64 only.

type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTExNDYwODg4
title: Add a link to ace-db docker image in the README
state: closed
created_at: 2017-03-19T18:11:02Z
updated_at: 2017-03-21T03:14:49Z
closed_at: 2017-03-20T05:14:00Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/148
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTExNDgwMjQ5
title: added code for palettes to work correctly. PaletteGuid - corrected …
state: closed
created_at: 2017-03-20T02:02:48Z
updated_at: 2017-04-14T19:37:38Z
closed_at: 2017-03-20T02:39:10Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/149
type: pull
body:
  Small PR to fix bug with Palette method.   Added PaletteGuid and write it out as required.   Fixed Spelling.   The fix for this was originally implemented by @LytelthorpeThistledown     Getting this in sooner rather than later will help a lot of people as they are starting to work on this area of the code.

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node_id: MDExOlB1bGxSZXF1ZXN0MTExNDg1ODQ2
title: Wired up @heal command and conformed admincommands to stylecop rules
state: closed
created_at: 2017-03-20T03:45:59Z
updated_at: 2017-03-20T03:47:19Z
closed_at: 2017-03-20T03:47:19Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/150
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTExNDg2NTky
title: AdminCommands Code Style change
state: closed
created_at: 2017-03-20T03:58:36Z
updated_at: 2017-04-21T03:49:29Z
closed_at: 2017-03-20T05:09:12Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/151
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTExNDg4Mzc1
title: Very basic animation
state: closed
created_at: 2017-03-20T04:32:33Z
updated_at: 2017-03-21T02:55:11Z
closed_at: 2017-03-21T02:55:11Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/152
type: pull
body:
  Added basic animation message.  
  Send logout animation when logging out.
  Created a sequence manager and related classes, trying to better structure the numerous sequences we must store/track.  (Only started with animation sequences, but if we like this, can convert other sequences over)
  General cleanup

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node_id: MDExOlB1bGxSZXF1ZXN0MTExNDkzODUz
title: Feature: Spend Skill Credits
state: closed
created_at: 2017-03-20T06:11:56Z
updated_at: 2017-05-23T15:53:56Z
closed_at: 2017-03-20T12:08:34Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/153
type: pull
body:
  Within this request I've sent code that will allow the client to attempt too spend skill credits. If enough skill credits are available, the server will grant the skill to the the character. If the skill credits are not available or the skill has already been trained, then the server makes sure to send the correct game messages with Skill.None, to keep the client from locking up.

  On the bottom of the Skill.cs, I've added an extension that allows for skills with proper names, example:
   `Sneak Attack` instead of `SneakAttack`.

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node_id: MDExOlB1bGxSZXF1ZXN0MTExNTMyOTE1
title: complete stylecop cleanup
state: closed
created_at: 2017-03-20T11:32:10Z
updated_at: 2017-05-30T15:34:27Z
closed_at: 2017-03-20T12:05:51Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/154
type: pull
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node_id: MDU6SXNzdWUyMTU0MzgyNzY=
title: Implement lifestone usage
state: closed
created_at: 2017-03-20T14:30:48Z
updated_at: 2017-04-10T11:35:50Z
closed_at: 2017-04-10T11:35:50Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  * Using a Lifestone
  * Implement /die or whatever the command was
  * Portal back to your position of the lifestone usage on death
  * [Bonus points] Vitae

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node_id: MDExOlB1bGxSZXF1ZXN0MTExNTk5MDcy
title: Heal: Update Player object, then send its data
state: closed
created_at: 2017-03-20T16:51:50Z
updated_at: 2017-04-21T03:49:12Z
closed_at: 2017-03-20T20:06:39Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/156
body: Original code only made client aware of change, didn't update the server's player object.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTExNjgzMDUy
title: Line ending fixes
state: closed
created_at: 2017-03-21T01:03:59Z
updated_at: 2017-03-21T01:04:04Z
closed_at: 2017-03-21T01:04:04Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/157
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTExNzYyODI1
title: updating with documentation and a // TODO
state: closed
created_at: 2017-03-21T12:06:10Z
updated_at: 2017-05-30T15:34:34Z
closed_at: 2017-03-21T12:06:16Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/158
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTExODEwNTI5
title: Added Path support for Mono applications (Linux)
state: closed
created_at: 2017-03-21T15:44:06Z
updated_at: 2017-06-28T19:47:34Z
closed_at: 2017-03-22T04:49:19Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/159
type: pull
body:
  Added Mono Path compatibility (Linux support) to the following objects by removing the prefixed slashes in file paths:
  - ConfigManager
  - Charts
  - Dat Loading

  Note: This was tested and working correctly on `Ubuntu 16.04`. No bugs were observed when play testing.

  Installation Hint: The server currently requires _at least_ installing `mono-complete` with the `apt-get` package manager.

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node_id: MDExOlB1bGxSZXF1ZXN0MTExODkzNDI4
title: Monster factory
state: closed
created_at: 2017-03-21T22:24:40Z
updated_at: 2017-05-02T12:14:08Z
closed_at: 2017-03-27T19:06:37Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/160
type: pull
body:
  This fleshes out MonsterFactory to read the object data for a Drudge Sneaker from the database and spawn it next to the player. Thanks a ton @LytelthorpeThistledown for his work which helped alot to get this done.

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node_id: MDExOlB1bGxSZXF1ZXN0MTExOTMxMDAy
title: Animation fix
state: closed
created_at: 2017-03-22T04:35:26Z
updated_at: 2017-03-22T04:53:02Z
closed_at: 2017-03-22T04:53:02Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/161
type: pull
body:
  Quick fix; had removed sequence initial value, but apparently it was needed. Testing fail.
  Also moved Logout Enqueue to correct place per comment.

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node_id: MDU6SXNzdWUyMTU5NTA3Mjc=
title: Inbound fragment combining, sequence reordering, checksum validation
state: closed
created_at: 2017-03-22T04:37:23Z
updated_at: 2017-04-03T12:05:20Z
closed_at: 2017-04-03T12:05:20Z
author_association: CONTRIBUTOR
body:
  Additional work needed in Network code.
  Please assign to me.

state_reason: completed
type: issue
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node_id: MDExOlB1bGxSZXF1ZXN0MTExOTM5ODkx
title: Support for specific server host binding
state: closed
created_at: 2017-03-22T06:21:14Z
updated_at: 2017-03-22T12:42:14Z
closed_at: 2017-03-22T12:42:14Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/163
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTEyMDMzMTIy
title: Dat Path Updates
state: closed
created_at: 2017-03-22T15:09:55Z
updated_at: 2017-05-23T15:50:58Z
closed_at: 2017-03-22T15:15:35Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/164
type: pull
body:
  Update to Yesterday's Path support PR. The path support push broke the loading of dats without trailing slashes in the config. Here are the changes in this PR that address this issue:

  - Updated example DatFileDirectory with a trailing slash at the end of the value

  - Changed DatLoader to use Path.Combine, trailing slash is no longer needed.

  `ServerTime initialized to Date: Wintersebb 22, 28 P.Y.  Time: Warmtide
  2017-03-22 10:04:22,672 INFO : Successfully opened C:\ACE\client_cell_1.dat file, containing 1 records
  2017-03-22 10:04:22,781 INFO : Successfully opened C:\ACE\client_portal.dat file, containing 1 records`

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node_id: MDExOlB1bGxSZXF1ZXN0MTEyMDYyOTU2
title: Changes to Host configuration
state: closed
created_at: 2017-03-22T17:10:17Z
updated_at: 2017-04-21T03:49:09Z
closed_at: 2017-03-23T12:58:11Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/165
type: pull
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node_id: MDU6SXNzdWUyMTYyNTA4MTA=
title: Give Characters a set of positions
state: closed
created_at: 2017-03-23T00:40:45Z
updated_at: 2017-04-03T12:05:11Z
closed_at: 2017-04-03T12:05:11Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  Make an enum for the following positions types:
  * Physical Location
  * Lifestone Used
  * Lifestone Tied
  * Portal Recall
  * Primary Portal Recall
  * Secondary Portal Recall
  * Allegiance Hometown (This should only apply to monarchs)
  * Mansion Recall

  Notes / Requirements
  * The character database model will need to change so that players have a set of positions rather than a single position
  * The character object will have 1 new property for each of the recall locations in the enumeration, where Allegiance Hometown will attempt to find the monarch's Allegiance Hometown.  If you can't do this yet, just slap a // TODO and return null.
  * Each of these positions should save to the database whenever changed.
  * Hook up the /lifestone and /ls commands to go to the Lifestone position.

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node_id: MDExOlB1bGxSZXF1ZXN0MTEyMTU2MTQ2
title: weenies weenies everywhere. object structure pass for review.
state: closed
created_at: 2017-03-23T03:34:09Z
updated_at: 2017-05-30T15:34:34Z
closed_at: 2017-03-25T05:22:52Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/167
body: yeah, so this works....
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTEyMzg3ODA2
title: Item Management
state: closed
created_at: 2017-03-24T04:52:10Z
updated_at: 2017-03-24T14:11:48Z
closed_at: 2017-03-24T14:11:48Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/168
type: pull
body:
  Not ready to be pulled.   

  @ctw me - creates a training wand in your backpack
  @ctw ground spawns a training wand on the ground

  Drag wand to the ground.   It does drop the item and takes it out of the backpack.   It does register with the landblock.   I had the motion working (bending down to drop the wand and standing back up) but something I changed has got that not working.   
  The wand does not appear in the visible field. - not sure why.

  I am way out of date on coding - and I am sure I have done stuff incorrectly.   Any feedback on how to code this better or topics I should read up on will be greatly appreciated.   I feel like this is really really close to working.   Also, I know the hard coding of data will go away once we have the Weenie data in the database.   I put in a number of comments and TODO's to follow up on.

  The PCAP is unless I am just blind - almost identical to this one I used as a template.   Any help will be appreciated. 

  Here is a link to the live server PCAP https://www.dropbox.com/s/q0l3wi4mhx0n7ce/drop_item.pcap?dl=0

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node_id: MDExOlB1bGxSZXF1ZXN0MTEyNTc4MzY1
title: Updated Marketplace Recall
state: closed
created_at: 2017-03-25T08:05:51Z
updated_at: 2017-04-21T03:49:06Z
closed_at: 2017-04-09T21:39:23Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/169
type: pull
body:
  @mp command better reflects how it worked in AC1Live. 

  The movement check/cancel is not yet implemented.

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node_id: MDExOlB1bGxSZXF1ZXN0MTEyNjEzNTg0
title: Fixed bug in F748: Set Position and Motion
state: closed
created_at: 2017-03-26T04:07:03Z
updated_at: 2017-04-14T19:37:35Z
closed_at: 2017-03-27T12:29:07Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/170
type: pull
body:
  There has been a bug in this code that was keeping me from being able to drop an item.

  - Fixed alignment problem and cleaned up the ability to report position with the correct flags

  - I moved and expanded an enum flag list for correct scoping 

  - I put the position flag in the position object and initialized the flags correctly on player create.

  - Added another signature to Serialize - left the old one for backward compatibility - we may want to look at refactoring this. 

  Please let me know if you anything that looks wrong.   I am still learning.   This is more of a plumbing fix.   You should not notice anything new or anything new broken :)    If this get's merged - I want to start looking at creating mutable objects next.

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node_id: MDExOlB1bGxSZXF1ZXN0MTEyNjE1MjI4
title: Renamed the new db statement constructor label
state: closed
created_at: 2017-03-26T05:29:12Z
updated_at: 2017-05-23T15:54:40Z
closed_at: 2017-03-26T12:16:24Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/171
type: pull
body:
  - Renamed a function to cut down on confusion. Fixes an assumed typo in name for new function `ConstructStatement`.

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node_id: MDExOlB1bGxSZXF1ZXN0MTEyNjI5MTAx
title: Implements GameAction/Event for Update Health
state: closed
created_at: 2017-03-26T14:21:05Z
updated_at: 2017-04-20T20:03:58Z
closed_at: 2017-03-28T20:45:21Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/172
body: This is limited for Players currently but should be adjustable once creatures are in.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTEyNjUwMDA4
title: Fixed Model write order and some spelling errors
state: closed
created_at: 2017-03-26T23:24:48Z
updated_at: 2017-03-27T01:03:46Z
closed_at: 2017-03-27T01:03:46Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/173
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTEyNjUyOTM2
title: Update: Prevent Welcome Message/Motd when string is empty
state: closed
created_at: 2017-03-27T00:37:32Z
updated_at: 2017-03-27T02:36:34Z
closed_at: 2017-03-27T01:06:25Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/174
type: pull
body:
  - Thanks to Miach for coding and testing this PR.

  - If the `Config.json` file includes an EMPTY `Welcome` config variable, then the server will not send the Popup dialog box, upon logging into a server.

  Example: 
  ```
  {
      "Server": {
          "WorldName": "Darktiphoid",
          "Welcome": "",
          "Network": {
              "Host": "0.0.0.0"
         },
      },
  }
  ```

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node_id: MDExOlB1bGxSZXF1ZXN0MTEyNjUzNjY1
title: Created IF statement to remove Welcome popup box
state: closed
created_at: 2017-03-27T00:53:42Z
updated_at: 2017-04-28T03:29:56Z
closed_at: 2017-03-27T01:09:44Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/175
type: pull
body:
  When using this IF statement you can remove the Welcome to this ACE
  server!\nFor more information visit http://www.acemulator.org. from
  inside the quotes in the config.json file and the popup box does not
  appear.

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node_id: MDExOlB1bGxSZXF1ZXN0MTEyNjYwOTMy
title: Save Character Position to Database
state: closed
created_at: 2017-03-27T02:56:31Z
updated_at: 2017-05-23T15:54:38Z
closed_at: 2017-03-27T12:34:05Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/176
type: pull
body:
  - Update Player.cs `SaveCharacter()` function to store the `Player.Position` in the Character data object, right before the object is is stored in the database. This allows the server to save the character's position on logout or after the player save interval has ended.

  - Added a summary comment for `SaveCharacter`.

  - Updated Code Style per StyleCop.

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node_id: MDExOlB1bGxSZXF1ZXN0MTEyODExNzU2
title: Update: SQL Where Syntax for ConstructStatement
state: closed
created_at: 2017-03-27T18:44:52Z
updated_at: 2017-05-23T15:54:36Z
closed_at: 2017-03-27T18:49:55Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/177
body: - Updated the `wherelist` text to include the proper SQL syntax, for a WHERE clause.
type: pull
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node_id: MDU6SXNzdWUyMTc0MjUzODg=
title: Primary keys too restrictive on some weenie tables
state: closed
created_at: 2017-03-28T01:56:16Z
updated_at: 2017-04-10T11:35:43Z
closed_at: 2017-04-10T11:35:43Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  Proposed fix:

  ALTER TABLE weenie_palette_changes DROP PRIMARY KEY, ADD PRIMARY KEY(weenieClassId, subPaletteId, offset, length);
  ALTER TABLE weenie_texture_map_changes DROP PRIMARY KEY, ADD PRIMARY KEY(weenieClassId, index, oldId);

  I think the weenie_palette_changes table needs a different primary index. Currently it is weenieClassId + subPaletteId.

  Here is the palette data for Narg.

  subPaletteId,offset,length
  67116992,192,64
  67109565,256,64
  67114248,576,160
  67114248,1088,192
  67114248,320,192
  67114248,928,160
  67114248,0,192
  67114248,768,96
  67114248,928,96
  67110336,2000,48

  subPaletteId 67114248 appears 7 times, twice it has the same offset of 928


  The same problem exists for weenie_texture_map_changes. Currently it is weenieClassId + index.

  Here is the texture data for the Aluvian Mid-Stakes Gamesmaster

  index,oldId,newId
  16,83886232,83890685
  16,83886668,83890262
  16,83886837,83890287
  16,83886684,83890353
  9,83887070,83886781
  9,83887062,83886686
  0,83889072,83889072
  0,83889342,83889342
  5,83887064,83886241
  1,83887064,83886241
  3,83889344,83887054
  7,83889344,83887054
  4,83887068,83887054
  8,83887068,83887054

  index 16 apears 4 times

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node_id: MDExOlB1bGxSZXF1ZXN0MTEyODg2NjM3
title: Fix remaining 6 StyleCop warnings
state: closed
created_at: 2017-03-28T04:13:55Z
updated_at: 2017-10-18T14:07:39Z
closed_at: 2017-03-28T11:55:01Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/179
type: pull
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node_id: MDU6SXNzdWUyMTc0NzA4MzI=
title: Objects need to be re-sent to client if teleported within same landblock
state: closed
created_at: 2017-03-28T07:29:04Z
updated_at: 2017-07-26T16:50:35Z
closed_at: 2017-07-26T16:50:35Z
author_association: MEMBER
body: currently the client loses objects if teleported within same landblock
state_reason: completed
type: issue
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node_id: MDU6SXNzdWUyMTc1MzkyOTc=
title: Parse pcaps for Doors and add them!
state: closed
created_at: 2017-03-28T12:12:58Z
updated_at: 2017-05-01T15:12:52Z
closed_at: 2017-05-01T15:12:52Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  * Parse pcaps for doors and emit them as SQL
  * Add the doors to the ace_world database
  * Add landblock logic to close/open doors

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node_id: MDExOlB1bGxSZXF1ZXN0MTEzMDk0MTU3
title: Drop Item - REVIEW ONLY Do not merge
state: closed
created_at: 2017-03-29T00:16:43Z
updated_at: 2017-03-31T18:49:39Z
closed_at: 2017-03-29T21:53:35Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/182
type: pull
body:
  This runs and works.   If you want to test drop item do the following:

  Log in 
  @ctw me  (This will create a training wand in your backpack)
  OR
  @ctw ground (not very interesting - does the same thing but spawns it on the ground.

  Once you have the wand in your backpack from calling the first command - drop that bad boy.   Down she goes with a thud and your radar lights up.   Up until about an hour ago, he would do the correct animation and put the damn wand on the ground.   I fell into git hell and between squash and revert - I am too tired to fix it.   You can see it on the ground.   I did not finish the complementary action to be able to pick it up.

  The problem is - something I did is messing up the packet stream.   It looks like it all works, but I can't open the pcap file it creates.   That tells me something is amiss.   Hopefully someone can see it.

  ALSO

  Note - I started this a few weeks ago and I have learned a lot since then.   If any of this is in the wrong namespace or I have made some other noobie mistake - it is not by design it is just a lack of knowledge on my part.    Let me know the better way to do it and you won't have to tell me twice.   :)

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node_id: MDExOlB1bGxSZXF1ZXN0MTEzMjU3Mjk1
title: all the database things!
state: closed
created_at: 2017-03-29T17:56:09Z
updated_at: 2017-05-30T15:34:32Z
closed_at: 2017-04-03T11:58:02Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/183
body:
  From PCAPs..
  * All weenie objects
  * All static objects

type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTEzMzMyMzc2
title: Feature: ORM Driven Character Positions for Issue #166
state: closed
created_at: 2017-03-30T02:10:18Z
updated_at: 2017-03-30T15:56:12Z
closed_at: 2017-03-30T15:56:12Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/184
type: pull
body:
  This huge PR is related to Issue #166. The code has been changed to allow more then one position type. A class was added for Character position types that match the requirements listed in the issue. A secondary Position Type class was added to match the client, provided by @LtRipley36706. 

  To work with the ORM code introduced during the developer meeting, I've attempted to copy the pseudo 1:1 mapping into `CharacterPosition.cs`. In order to allow for more then one position, the `Character.Position` member was changed to dictionary containing a list of character positions by type. `Player.Position` was changed to `Player.PhysicalPosition` and when the server decides to save the positions to the database, the data is saved through the ORM object in `CharacterPosition.cs`. 

  There were a few things left to do, that were not accomplished for Issue #166:
  * Hook up /lifestone and /ls commands

  ChangeLog:
  * Changed the Player.Position to Player.PhysicalPosition to match the Developer meeting video and Issue #166.
  * Created `CharacterPostion` and `CharacterPositionType` classes to store the Database types requested in Issue #166.
  * Added `CharacterPostion` ORM logic.
  * Built out helper extension functions to serve the `StartingLocation`, until we pull from the database. Also included an Invalid location as a default (0).
  * Changed the `character_positions` table and Added `positionType` column.
  * Set the primary key to include `positionType` column.
  * Added `positionType` to required Critera for `character_positions`.
  * Added `CharacterPositionInsert` and `CharacterPositionUpdate` to the Character Database.
  * Created `CharacterPositionInsert` and `CharacterPositionUpdate` prepared SQL statements by utilizing the `ConstructStatement` function.
  * Added the required `positionType` clause to the `CharacterPositionSelect` prepared statement.
  * Added a position update statement for updating the player position.
  * Reworked GetPosition to include the `CharacterPositionType`.
  * Added function for getting a `CharacterPostion` from the database, requires a character Id and `CharacterPositionType`.
  * Added logic to get location function to insert a location into the database, if not present.
  * Reworked the UpdateCharacter and Update functions to save positions.
  * Added functions for inserting new character positions on character creation.
  * Added functions for saving/loading the character positions from the database on joining the World.
  * Attempted to get log4net working properly and moved some code to logging.
  * Added DBDEBUG project constant for debugging the database calls.
  * Changed the `CharacterPositionSelect` prepared statement to a `ConstructStatement`.

  GitLog:
  - Changed position to phsysical/logical and added logical positions
  - Updated comments on CharacterPositionType
  - Added the sql for altering the positions table, to add the positionType
  - Added ripleys Position Types
  - Added Character Position Database Object
  - Renamed Position types to Positions to Match Ripley's original code. Looks better in character, also.
  - Changed to the correct function when Executing constructed statements
  - Added another debug command
  - Added Position update to the Character Data object
  - Changed the positiontype to a keyed column in mysql
  - DB Updates
  - Morning updates - working position inserts at character creation
  - Updated constructstatement, positions are saving to the right columns
  - Load all available character positions from the database or create a new if missing
  - Fixed unused GetCharacterPhysicalPosition
  - Made the server use the correct insert function
  - Fixed position save
  - Cleaned up code and removed the unnecessary SQL statement
  - Moved Character Prepared Statement for Selecting position to the ConstructedStatement Get function
  - Updated changelog

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node_id: MDExOlB1bGxSZXF1ZXN0MTEzNDQ5OTk3
title: Network updates for packet/fragment reorder, fragment combining
state: closed
created_at: 2017-03-30T14:59:45Z
updated_at: 2017-04-02T01:01:50Z
closed_at: 2017-04-02T01:01:50Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/185
type: pull
body:
  Added network session ID to WorldManager to lookup user's sessions and updated related components to handle this.
  Refactored GameAction handling to no longer used Activator instantiated objects, they are now delegates like the game message handlers.
  Added packet/fragment reorder queues and handling.
  Added fragment recombining.
  A complete fragment is sent upstream as a new ClientMessage object. Updated all locations where ClientPacketFragment was used.
  TODO checksum verification, improve some logging/comments

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node_id: MDExOlB1bGxSZXF1ZXN0MTEzNDcxNzg4
title: Animation - fix and enhancement
state: closed
created_at: 2017-03-30T16:33:24Z
updated_at: 2017-03-31T18:49:25Z
closed_at: 2017-03-31T03:42:17Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/186
type: pull
body:
  In this PR - I extended on the work Zegeger did.   His work was for animations only.   The system supports a 0 to N animation sequence.   If 0, you are doing a basic motion.   Moving forward, sidestep, turnto.   They use the same message F74C but are intelligently coded depending on what you want to do.    
  TODO: I have not looked to see if you can have a motion followed by an animation(s)   I coded it so it supports it, but I did not have a ready pcap to confirm.   Easy enough to fix if they are mutually exclusive.

  I cleaned up some emums.   Still to do is to refactor the autonomous position message - I think we have some overlap and duplication there.    

  To test - use the debug command @amimation <animation> to see that Zegeger's work still functions as expected.   

  Use debug command @movement to see the drop sequence.   You can look at the produced pcaps and see the delta and that they match live servers. 

  As usual - any coding faxpas are not by design.   Feedback is wanted and welcome.   If there is a better way to do what I did - please let me know.

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node_id: MDExOlB1bGxSZXF1ZXN0MTEzNTI5NzQ0
title: World fix and fireball test
state: closed
created_at: 2017-03-30T21:33:33Z
updated_at: 2017-04-01T13:00:44Z
closed_at: 2017-04-01T13:00:44Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/187
type: pull
body:
  World Object Fixes + My test Spell firewall - sorta.. so I could test it some more.
  New AceVector Object.

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node_id: MDExOlB1bGxSZXF1ZXN0MTEzNzI3MDA1
title: Feature: ORM Driven Character Positions for Issue #166
state: closed
created_at: 2017-03-31T20:30:31Z
updated_at: 2017-04-02T01:46:20Z
closed_at: 2017-04-02T01:46:20Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/188
type: pull
body:
  This huge PR is related to Issue #166. The code has been changed to allow more then one position type. A class was added for Character position types that match the requirements listed in the issue. A secondary Position Type class was added to match the client, provided by @LtRipley36706.

  To work with the ORM code introduced during the developer meeting, I've attempted to copy the pseudo 1:1 mapping into `CharacterPosition.cs`. In order to allow for more then one position, the `Character.Position` member was changed to dictionary containing a list of character positions by type. `Player.Position` was changed to `Player.PhysicalPosition` and when the server decides to save the positions to the database, the data is saved through the ORM object in `CharacterPosition.cs`. 

  There were a few things left to do, that were not accomplished for Issue #166:
  * Hook up /lifestone and /ls commands

  Changelog with this PR: 

  ### 2017-03-31
  [fantoms]
  * Added debug command to test positions.
  * Changed SQL syntax to use BEFORE instead of AFTER for the `positionType` column, in the `character_positions` table.
  * Removed the github friendly enums from the `PositionTypes`.
  * Changed a log4net debug line.
  * Changed the name class name `CharacterPositionType` to `PositionType`
  * Reworked `Position.cs` with ORM.

  ### 2017-03-29
  [fantoms]
  * Changed the Player.Position to Player.PhysicalPosition to match the Developer meeting video and Issue #166.
  * Created `CharacterPostion` and `CharacterPositionType` classes to store the Database types requested in Issue #166.
  * Added `CharacterPostion` ORM logic.
  * Built out helper extension functions to serve the `StartingLocation`, until we pull from the database. Also included an Invalid location as a default (0).
  * Changed the `character_positions` table and Added `positionType` column.
  * Set the primary key to include `positionType` column.
  * Added `positionType` to required Critera for `character_positions`.
  * Added `CharacterPositionInsert` and `CharacterPositionUpdate` to the Character Database.
  * Created `CharacterPositionInsert` and `CharacterPositionUpdate` prepared SQL statements by utilizing the `ConstructStatement` function.
  * Added the required `positionType` clause to the `CharacterPositionSelect` prepared statement.
  * Added a position update statement for updating the player position.
  * Reworked GetPosition to include the `CharacterPositionType`.
  * Added function for getting a `CharacterPostion` from the database, requires a character Id and `CharacterPositionType`.
  * Added logic to get location function to insert a location into the database, if not present.
  * Reworked the UpdateCharacter and Update functions to save positions.
  * Added functions for inserting new character positions on character creation.
  * Added functions for saving/loading the character positions from the database on joining the World.
  * Attempted to get log4net working properly and moved some code to logging.
  * Added DBDEBUG project constant for debugging the database calls.
  * Changed the `CharacterPositionSelect` prepared statement to a `ConstructStatement`.
  + Updates after PR review: +
  * Changed the `LoadCharacterPositions` to ORM OUT of the database.
  * Changed the introduced @save command to @save-now to avoid conflict
  * Changed CharacterPositionType to PositionTypes and merged in Ripley's enums
  * Changed PhyiscalPosition to Location
  * Removed plural in function name for position types; broke the character loading
  * Added database view for all list positions
  * Added GetList statement for all positions
  * Migrated GetPosition to GetLocation, Seporated Logic, added ORM calls on selecting data
  * Moved the Character.Location to Character.CharacterPositions[PositionType.Location] dictionary



  ### Git Log:
  - Changed position to phsysical/logical and added logical positions
  - Updated comments on CharacterPositionType
  - Added the sql for altering the positions table, to add the positionType
  - Added ripleys Position Types
  - Added Character Position Database Object
  - Renamed Position types to Positions to Match Ripley's original code. Looks better in character, also.
  - Changed to the correct function when Executing constructed statements
  - Added another debug command
  - Added Position update to the Character Data object
  - Changed the positiontype to a keyed column in mysql
  - DB Updates
  - Morning updates - working position inserts at character creation
  - Updated constructstatement, positions are saving to the right columns
  - Load all available character positions from the database or create a new if missing
  - Fixed unused GetCharacterPhysicalPosition
  - Made the server use the correct insert function
  - Fixed position save
  - Cleaned up code and removed the unnecessary SQL statement
  - Moved Character Prepared Statement for Selecting position to the ConstructedStatement Get function
  - Changed the LoadCharacterPositions to ORM OUT of the database.
  - Changed the introduced @save command to @save-now to avoid conflict
  - Changed CharacterPositionType to PositionTypes and moved in Ripley's code
  - Changed PhyiscalPosition to Location
  - Removed plural in function name for position types; broke the character loading
  - Added GetList statement for all positions
  - Migrated GetPosition to GetLocation, Seporated Logic, added ORM calls on selecting data
  - Moved the Character.Location to Character.CharacterPositions[PositionType.Location] dictionary
  - Added debug command to test positions
  - Migrated enums to ripleys position only - took out the labels from github
  - Updated SQL to use BEFORE instead of AFTER
  - Changed DBDEBUG line to use log4net
  - Began working on position
  - Changed the name from CharacterPositionType to PositionType
  - Converted Position to rely on floats instead of vectors and began adding ORM logic
  - Renamed variables to go inline with code style
  - Moved character helper extensions and migrated to Positions
  - Migrated positions to orm
  - Adding Character Positions view for the GetList query
  - Swapped column order for Ripley
  - Reworked landblock positions - there is some data loss happening that i would like help locating
  - Fixed up comments and updated changelog

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node_id: MDExOlB1bGxSZXF1ZXN0MTEzNzMyMDEw
title: Inventory Phase 1 and Drop Item
state: closed
created_at: 2017-03-31T21:01:27Z
updated_at: 2017-05-01T16:41:56Z
closed_at: 2017-04-03T03:00:33Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/189
type: pull
body:
  This is at a good place for code review and possible merge.   Once approved, this will allow others to start on the numerous tasks around inventory management.  You can spawn a Training wand in your backpack or on the ground.   That is just throw away code to test with.   It is in the debug handler.
  usage:
  @ctw me OR @ctw ground

  Once the item is spawned, you can then drop it on the ground.   

  Included in this PR.  Starts to address Issue #144 

  World object now has inventory dictionary.   Added this here as anything that can be a container needs to have this ability.   Not all world objects are containers - so also added property IsContainer

  Added methods to:

  - Add to inventory
  - Remove from inventory
  - Lookup item in inventory
  - Handle Drop item: 
       1. Calls lookup
       2. Update Container burden
       3. Sets some properties in preparation for going 3D
       4. GameMessageUpdatePosition.
       5. Alerts Landblock to new arrival
       6. Removes the item the player's inventory 
  Added GameActionDropItem
  This handles the client's request to drop an item.
  Added GameMessagePutObjectIn3d
   
  As usual - any coding faux pas are not by design. Feedback is wanted and welcome. If there is a better way to do what I did - please let me know.

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node_id: MDExOlB1bGxSZXF1ZXN0MTEzNzc2MTcz
title: Spawn creatures from DB
state: closed
created_at: 2017-04-01T11:45:45Z
updated_at: 2017-04-20T20:04:16Z
closed_at: 2017-04-04T17:49:56Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/190
type: pull
body:
  Introduces a basic creature generator table layout with a static spawn of a Drudge Sneaker near the Holtburg Lifestone as a Test. The static spawns are loaded via the LandBlockManager from the DB.

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node_id: MDExOlB1bGxSZXF1ZXN0MTEzODAxNzMy
title: Fixed bug / incomplete implementation of instance_time stamp
state: closed
created_at: 2017-04-02T01:46:53Z
updated_at: 2017-04-14T19:37:28Z
closed_at: 2017-04-03T01:17:28Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/191
type: pull
body:
  Small fix, but an important one.   A lot of messages take an instance_sequence or timestamp.   it is called timestamp in the client.   I fixed the places where this was still being set to 1.   If the instance_timestamp does not agree between calls it can cause you to hang in portal space or other bad things.   The PhysicsData.Position structure passes 9 (0-8 ) unnamed timestamps.   These were in place - two were set to 0 - however, they were out of order.   I am not sure of the other 8, but the last one is the instance_timestamp.   I verified this with live server pcaps.   I have made it so with what we have implemented so far, we are consistent.    It will be important that we get this information out to all contributors as we need to set it for all player messages to totalLogins.   I also make the character load and save properly update the totalLogins value. 

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node_id: MDExOlB1bGxSZXF1ZXN0MTEzODAyNTk2
title: World fix and fireball test
state: closed
created_at: 2017-04-02T02:31:30Z
updated_at: 2017-04-02T12:11:56Z
closed_at: 2017-04-02T12:11:56Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/192
body: Spells - Cleaned up
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTEzODAyNjkz
title: Fix: Include missing CharacterPositionExtensions.cs
state: closed
created_at: 2017-04-02T02:37:13Z
updated_at: 2017-04-02T02:38:43Z
closed_at: 2017-04-02T02:38:43Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/193
type: pull
body:
  My last PR did not include a necessary file, so I am including it now.

  The file is a helper for functions for positions that kept popping up everywhere.

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node_id: MDExOlB1bGxSZXF1ZXN0MTEzODA0NjYx
title: Fix: Reverted SQL syntax to use AFTER, instead of BEFORE
state: closed
created_at: 2017-04-02T04:16:20Z
updated_at: 2017-05-23T15:53:18Z
closed_at: 2017-04-02T16:31:10Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/194
type: pull
body:
  - Changed `2017_03_27_character_positions_change.sql` and `2017_03_26_character_positions_positiontype.sql` to use AFTER instead of BEFORE, when aligning the column.  The `positionType` column has been moved after the `id` column.

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node_id: MDExOlB1bGxSZXF1ZXN0MTEzODE1ODky
title: World fix and fireball test
state: closed
created_at: 2017-04-02T12:13:13Z
updated_at: 2017-05-01T16:42:14Z
closed_at: 2017-04-03T17:21:16Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/195
body: Clean up - Synced with Latest Prs
type: pull
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node_id: MDU6SXNzdWUyMTg5MTQ5ODU=
title: Action queue for Player<->Landblock Interaction
state: closed
created_at: 2017-04-03T12:16:42Z
updated_at: 2017-04-10T11:35:57Z
closed_at: 2017-04-10T11:35:57Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  Use Cases:
  * Picking up an item off the ground
  * Casting a spell
  * Getting health of a monster
  * Using a Door
  * Using a Lifestone
  * Opening chests

  Other necessary changes:
  * Remove the exposure of WorldObjects from Landblock and LandblockManager

  Design thoughts:
  * The session/player object would have a List<Something> of queued actions.
  * As Actions arrive.... If they don't require Landblock interaction, just handle them and be done with it.  If they do require Landblock / Object interaction, add them to the session/player queue.
  * In the main Landblock server control loop, process the top X actions from each player's queue.

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node_id: MDU6SXNzdWUyMTg5MTU0Mjg=
title: Continuous Integration, Code Analysis, and Unit Tests
state: closed
created_at: 2017-04-03T12:18:30Z
updated_at: 2017-04-10T11:35:31Z
closed_at: 2017-04-10T11:35:31Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  We'll need an ACE admin to enable it for ACE, but somebody can get it working in their personal fork first.  I found this project as a tool for running StyleCop from within Travis.
  https://github.com/Nylle/StyleCop.Console

  Unit tests will require switching to NUnit as well.

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node_id: MDExOlB1bGxSZXF1ZXN0MTEzOTkxMDUz
title: Add portals to ACE_World tables
state: closed
created_at: 2017-04-03T18:18:18Z
updated_at: 2017-04-04T04:33:55Z
closed_at: 2017-04-04T04:33:43Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/198
type: pull
body:
  * Add a fix to the current master ACE_World tables for weenie and ace objects to loosen the index restrictions
  * Add Portal weenie table data
  * Add Portal object table data

  ---  Duplicate portal objects removed; Floating City, Orphanage, Golem Sanctum, and Humming Crystal portals removed as they are not static object placements

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node_id: MDExOlB1bGxSZXF1ZXN0MTE0MDIwMTI3
title: generic cleanup
state: closed
created_at: 2017-04-03T20:51:38Z
updated_at: 2017-05-30T15:34:30Z
closed_at: 2017-04-03T20:53:19Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/199
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE0MDU0NzQ5
title: AppVeyor Implementation
state: closed
created_at: 2017-04-04T01:24:41Z
updated_at: 2017-05-30T15:34:38Z
closed_at: 2017-04-04T21:48:11Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/200
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE0MDY5MjAw
title: Add portal objects to the ACE_World tables
state: closed
created_at: 2017-04-04T04:41:21Z
updated_at: 2017-10-18T14:07:42Z
closed_at: 2017-04-04T11:28:07Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/201
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE0MjIyMTI2
title: Fix for build error
state: closed
created_at: 2017-04-04T19:11:27Z
updated_at: 2017-04-04T19:24:29Z
closed_at: 2017-04-04T19:24:29Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/202
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE0MjczMjAy
title: This fixes the missing ACE.Datloader dependancy from ACE
state: closed
created_at: 2017-04-05T00:41:34Z
updated_at: 2017-04-05T00:42:23Z
closed_at: 2017-04-05T00:42:23Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/203
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE0MjczODg3
title: Adds accesslevel back to ace_auth
state: closed
created_at: 2017-04-05T00:49:47Z
updated_at: 2017-04-05T00:50:37Z
closed_at: 2017-04-05T00:50:37Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/204
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE0Mjc3OTUy
title: updated readme with stylecop error message
state: closed
created_at: 2017-04-05T01:30:14Z
updated_at: 2017-05-30T15:34:38Z
closed_at: 2017-04-05T01:33:17Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/205
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE0Mjg1ODA3
title: Network fixes
state: closed
created_at: 2017-04-05T02:54:49Z
updated_at: 2017-04-05T03:10:05Z
closed_at: 2017-04-05T03:02:19Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/206
type: pull
body:
  Fixed issue in InboundFragmentCombining, also fixed exception in ConnectionListener which would stop the server from accepting connections, finally added Logging statement in Main which seems to allow log4net to work

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node_id: MDExOlB1bGxSZXF1ZXN0MTE0Mjk2MzAx
title: REALLY fixed inbound packet combining
state: closed
created_at: 2017-04-05T05:03:06Z
updated_at: 2017-04-06T00:08:59Z
closed_at: 2017-04-05T12:02:54Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/207
body: Have a test case now. Confirmed it works.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE0Mzc3NzE1
title: animations, palettes, and textures for world objects
state: closed
created_at: 2017-04-05T13:35:00Z
updated_at: 2017-04-06T13:42:24Z
closed_at: 2017-04-06T13:42:24Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/208
body: no data yet, still debugging my exports
type: pull
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node_id: MDU6SXNzdWUyMTk2MTQ0NDY=
title: Character rotation
state: closed
created_at: 2017-04-05T15:02:48Z
updated_at: 2017-04-09T18:31:16Z
closed_at: 2017-04-09T18:31:16Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  I have not had a chance to look into it, but either on the save or the load, we are not saving or loading the character rotation (facing direction) correctly.   You log out facing one way, you log back in in the same spot rotated 90 degrees.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE0NDY2ODU0
title: Fix the creature data in worldbase.sql, so the Drudge can spawn.
state: closed
created_at: 2017-04-05T20:36:28Z
updated_at: 2017-04-20T20:05:00Z
closed_at: 2017-04-05T23:49:12Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/210
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE0NTEzNTIx
title: WIP Inventory - Good place for review - Do not merge yet
state: closed
created_at: 2017-04-06T03:03:35Z
updated_at: 2017-04-06T21:47:06Z
closed_at: 2017-04-06T21:47:06Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/211
type: pull
body:
  With help from Zegeger - found the sequence issue that was keeping item pick up from working.   Not for merge - just posting for review.   You can create, pickup and drop.   There is a bug in a pick up then drop again - the item takes off.   Either still have a sequence or a position flag issue on multiple drops and pickups.   

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node_id: MDU6SXNzdWUyMTk3NzYzMzk=
title: Continue build out of inventory functions
state: closed
created_at: 2017-04-06T03:25:57Z
updated_at: 2017-12-02T05:17:14Z
closed_at: 2017-12-02T05:17:14Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  - [x] Fix bug with drop after pickup
  - [x] create a pack and enable equip
  - [x] add the ability to move to and from main pack
  - [x] add tables (if needed)  and wire up inventory to persist with character save

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node_id: MDExOlB1bGxSZXF1ZXN0MTE0NTE4OTM5
title: Added lifestone attunment, @ls recall, and position fixes.
state: closed
created_at: 2017-04-06T04:14:54Z
updated_at: 2017-05-23T15:54:21Z
closed_at: 2017-04-06T13:43:07Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/213
body: Also worked out the log4net problems for debugging databases
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE0NTIyNjU5
title: Sequences
state: closed
created_at: 2017-04-06T05:07:25Z
updated_at: 2017-04-06T14:14:14Z
closed_at: 2017-04-06T13:58:27Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/214
type: pull
body:
  Got CreateObject sequences named correctly and ordered correctly.
  Updated many sequences to use SequenceManager.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE0NjU1NTgz
title: first pass of action queue
state: closed
created_at: 2017-04-06T17:37:46Z
updated_at: 2017-04-06T20:07:50Z
closed_at: 2017-04-06T20:07:50Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/215
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE0NzA1MTM5
title: Feature: Death
state: closed
created_at: 2017-04-06T22:03:04Z
updated_at: 2017-06-28T19:46:49Z
closed_at: 2017-04-07T12:28:16Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/216
type: pull
body:
  Simple player death that allows for @lifestone and @die functionality.

  - Added YourDeath GameMessageEvent and interface
  - Added suicide, killing, and death
  - Added value checks on setcharposition

  We currently do not yet have death messages or vitae penalties.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE0NzQ2MzYw
title: Reveresed the logic for the distance check on lifestone usage
state: closed
created_at: 2017-04-07T05:32:33Z
updated_at: 2017-05-23T15:53:05Z
closed_at: 2017-04-07T18:45:50Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/217
type: pull
body:
  - After performing some empirical visual client testing with:
   `
  float squaredDistance = player.Location.SquaredDistanceTo(obj.Location);
                                          player.Session.Network.EnqueueSend(new GameMessageSystemChat(squaredDistance.ToString(), ChatMessageType.Broadcast));
  `, I found that a static use distance of at least `4.9f` worked _well_. I did not change this float, but I am noting it here.

  - I also changed the `Lifestone Use` text to blue.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE0OTE5Nzc0
title: Creature stats
state: closed
created_at: 2017-04-07T23:44:58Z
updated_at: 2017-04-20T20:05:08Z
closed_at: 2017-04-08T10:26:18Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/218
type: pull
body:
  Creatures have stats now and answer the UpdateHealth action with the new ActionQueue. Creatures can be spawned with the debugcommand "createstaticcreature weenieClassId" and are then saved as a static spawn to the database.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE0OTMyNzAz
title: Further Animation/Motion work, half-working combat stance changing
state: closed
created_at: 2017-04-08T05:26:57Z
updated_at: 2017-04-09T02:55:52Z
closed_at: 2017-04-08T14:49:43Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/219
type: pull
body:
  Added basic motion classes.
  Added current motion state to PhysicsData, which can now be sent in CreateObject messages.
  Updated GameEventUpdateMotion to use these new classes.
  Updated any areas that were affected.
  Basic Combat Stance changing.  Can go into UA.  For some reason, you can't get out right now.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE0OTQwNDAz
title: Creature stats 01
state: closed
created_at: 2017-04-08T10:29:52Z
updated_at: 2017-05-02T12:14:13Z
closed_at: 2017-04-10T11:07:28Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/220
body: New PR so hopefully AppVeyor won't complain this time.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE0OTk1NzU4
title: Feature: Added sound and visual effect broadcasting landblocks
state: closed
created_at: 2017-04-09T18:14:14Z
updated_at: 2017-05-23T15:52:49Z
closed_at: 2017-04-10T11:17:19Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/221
body: - Utilizes player `ActionQueue`, to play sounds.
type: pull
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node_id: MDU6SXNzdWUyMjA0OTYxNzM=
title: Teleport no longer applies rotation to Position
state: closed
created_at: 2017-04-09T20:21:37Z
updated_at: 2017-04-10T11:37:03Z
closed_at: 2017-04-10T11:37:03Z
author_association: MEMBER
state_reason: completed
type: issue
body:
  Session.Player.Teleport always ends up with 1 0 0 0 for the Quaternion regardless of what the actual position sent in to it specified.

  This is a recent change that was not present previously.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE1MDAzMjc5
title: Updated Marketplace, Lifestone Recalls + Lifestone animation
state: closed
created_at: 2017-04-09T21:38:06Z
updated_at: 2017-04-21T03:49:01Z
closed_at: 2017-04-10T11:27:03Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/223
type: pull
body:
  If anyone can point me to a PCAP of using a lifestone outside of a training hall, I'd very much like to verify it against what I've seen so far. I feel like there could possibly be a message sent to the client that doesn't occur inside the training hall due to its unique nature, regarding lifestone attuning.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE1MDEyNDI4
title: Inventory Part 2 - Create, Drop and Pickup
state: closed
created_at: 2017-04-10T01:39:16Z
updated_at: 2017-04-14T19:37:14Z
closed_at: 2017-04-10T11:32:32Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/224
type: pull
body:
  This is a minor extension of the work I was doing previously, but it did turn up a number of good to know items.   

  1.  When you are dropping an item, you have to increment the portal sequence - the client treats items being added to 3D space like a teleport.   It is on overloaded flag.   God, do I hate that.

  1. There was some optimization code in player that was checking "check for a short circuit.  if we don't need to update, don't!"   This has a bug in it that I could not quite fix.   I commented it out for now with a big TODO.   It never sends an update on object create or update after the initial object creation.   We are missing updating the LastUpdatedTicks somewhere.

  1. In Landblock - I added a lambda expression to omit sending the stop tracking message if we are the one putting the item into our container.   Everyone else needs to forget about it, but it is still mine. 

  Next steps:

  - [ ] Put in code to move to the object being picked up.

  - [ ] Check for success and respond to item no longer there

  - [ ] Save off player inventory items to the database

  - [ ] Load inventory items on player load.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE1MDE2OTIw
title: Changed Serialize to correct rotation problem
state: closed
created_at: 2017-04-10T02:48:45Z
updated_at: 2017-04-21T03:48:58Z
closed_at: 2017-04-10T11:37:03Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/225
type: pull
body:
  Fixes #222

  TBH, I don't totally feel I understand how flags work but two things seemed off to me in how Serialize was working.

  For the ZeroQ[w,x,y,z] I changed != to == because I didn't get why when ZeroQx was set why we were sending 0s in for example and it also didn't make sense to me that RotationZ was coming after Placement... 

  In making those changes, I resolved the rotation issue, but I'd very much like others to verify this didn't somehow break something else.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE1MTQ3Njg0
title: Fix for Animations
state: closed
created_at: 2017-04-10T17:06:03Z
updated_at: 2017-04-21T03:48:55Z
closed_at: 2017-04-11T14:37:56Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/226
body: Not sure why this sequence was changed, but this fixes the issue.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE1MTc2Nzkz
title: Fix GameActionType.QueryHealth for targets in adjacent landblocks and…
state: closed
created_at: 2017-04-10T19:43:38Z
updated_at: 2017-05-02T12:14:15Z
closed_at: 2017-04-12T11:16:12Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/227
body: … remove the old HandleUpdateHealth code which somehow was still in master.
type: pull
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node_id: MDU6SXNzdWUyMjA3OTg4Njg=
title: Better Handling for Disconnects
state: closed
created_at: 2017-04-10T23:30:47Z
updated_at: 2017-07-31T18:51:43Z
closed_at: 2017-07-31T18:51:43Z
author_association: MEMBER
body: Clients that disconnect do not always get removed from world and sessions.
state_reason: completed
type: issue
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node_id: MDExOlB1bGxSZXF1ZXN0MTE1MjE4MjIw
title: Update to use Action Queue - Requested Changes Made 4/14/2017
state: closed
created_at: 2017-04-11T00:23:15Z
updated_at: 2017-04-23T21:25:19Z
closed_at: 2017-04-18T00:46:39Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/229
type: pull
body:
  Can someone with more experience with Action Queue take a look at the file Landblock and the  case GameActionType.DropItem:       I don't want to refactor all of my stuff until someone can tell me if this looks correct.   It complies and works fine.   I would just like a sanity check.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE1MjE5NDE2
title: MovementEvent Action Queue
state: closed
created_at: 2017-04-11T00:36:20Z
updated_at: 2017-04-21T03:48:51Z
closed_at: 2017-04-12T13:00:39Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/230
body: Ideally this is merged after #226 if this acceptable for merging.
type: pull
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node_id: MDU6SXNzdWUyMjA4MTE5NDU=
title: Teleporting players are not removed from client if player teleports to another dungeon
state: closed
created_at: 2017-04-11T01:11:32Z
updated_at: 2018-03-06T20:03:14Z
closed_at: 2018-03-06T20:03:14Z
author_association: MEMBER
state_reason: completed
type: issue
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node_id: MDU6SXNzdWUyMjA4Mzg2NTg=
title: Objects don't appear correctly until on top of them
state: closed
created_at: 2017-04-11T04:47:35Z
updated_at: 2017-04-23T18:12:33Z
closed_at: 2017-04-23T18:12:33Z
author_association: MEMBER
state_reason: completed
type: issue
body:
  Some portals/lifestones are not appearing until right on top of them or past them.

  Repo:
  @telepoi candeth keep
  run straight to tree

  note the very late appearance of some of the objects.. if you turn around and run back toward the entrance, one of the portals blinks and resets as well.

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node_id: MDU6SXNzdWUyMjA5NTEwNDI=
title: Issues with second client
state: closed
created_at: 2017-04-11T13:26:22Z
updated_at: 2017-07-26T16:50:15Z
closed_at: 2017-07-26T16:50:15Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  When more than one person is logged on to the server, the second person never comes out of portal space until they move.   This may be an incorrect setting of contact.   Also under the same use case - if 2 clients are logged in, from the perspective of each client - the other jumps and briefly does the falling animation with every movement.   In looking at live world pcaps, it looks like almost all movements have the contact flag set to true.   It looks to be that way in ours.   I am putting this here so it is documented - if anyone has time to look for this great - if not, I will try to see if I can debug it.

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node_id: MDU6SXNzdWUyMjA5NTI4ODI=
title: Create Test Script and add to project
state: open
created_at: 2017-04-11T13:32:35Z
updated_at: 2019-08-27T00:11:54Z
author_association: CONTRIBUTOR
type: issue
body:
  As each of us is working on different parts at different times, it would be useful to have a document like our read me or change log where we could put tests and expected results for our areas.   That way prior to submitting a PR you could run through the test to make sure your change did not break the world.   

  Quick example:   Test item pickup and drop
  1. Log in on 2 characters ( we need to test what other clients are seeing)
  2. On client 1 in the chat window type @ctw me
  3. Take the wand and drop it to the ground.
  a. Did both clients see and here the drop?   Do you see the wand on the ground from both clients.   Did client 1 do the animation to set the wand on the ground.   Is the item out of the backpack for client 1?
  4. Pick up the wand.   Is the wand gone for client 2 and in the backpack of client 1.   Did you see the animation from both clients.   Did you hear the pickup sound.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE1MzMwMjg1
title: Dat reader - creating a PR so I can comment.
state: closed
created_at: 2017-04-11T14:12:37Z
updated_at: 2017-04-23T02:03:21Z
closed_at: 2017-04-13T00:04:37Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/235
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE1NjM3ODc2
title: Concept review: Broadcast Generic Messages for Effects and Sounds
state: closed
created_at: 2017-04-12T21:16:50Z
updated_at: 2017-06-28T19:46:54Z
closed_at: 2017-04-18T14:26:25Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/236
type: pull
body:
  Please comment and discuss the code below -

  The code length was getting quite large for landblock action queue broadcasting, so I came up with a generic solution that packs any `GameMessage` inside of an `OutboundMessageArgs` object.

  This allows for any `GameMessage` to potentially be sent over the `Landblock` `Broadcast` function.

  I also implemented changes in landblock to broadcast the effects and sounds, with generic functions.

  PLEASE NOTE: One obstacle that this method does not address, is per session sequences. If a Game Message has been extended into another message type (like `GameEventPlayerKilled`), then the initial sequence for the source session will be used. This does not matter for game messages that do not use sequences, like effects or sounds, but a solution will need to created to address this issue. This also means that the PlayerKilled message is currently bugged in this PR.

  The functionality that was worked on to produce the proof of concept, are effects and sounds, so when reviewing you may find it useful to start your breakpoints at `ActionApplyVisualEffect`.

  All discussion is welcome for this PR - Thanks!

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node_id: MDExOlB1bGxSZXF1ZXN0MTE1ODQ4OTcw
title: Creature kill corpse - For review - NOT ready for a merge
state: closed
created_at: 2017-04-13T21:42:22Z
updated_at: 2017-04-13T22:20:45Z
closed_at: 2017-04-13T22:20:45Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/237
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE1ODU2MDA5
title: Creature kill and corpse spawn
state: closed
created_at: 2017-04-13T22:32:21Z
updated_at: 2017-04-15T15:09:00Z
closed_at: 2017-04-15T15:09:00Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/238
type: pull
body:
  As discussed with fantom, I'll resubmit it as a real PR so everyone can play around with it.
  Usage: target drudge, type /smite -> drudge dead and corpse spawns

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node_id: MDExOlB1bGxSZXF1ZXN0MTE2MDI4MzQ5
title: Creature kill corpse v2
state: closed
created_at: 2017-04-15T15:12:02Z
updated_at: 2017-05-02T12:13:57Z
closed_at: 2017-04-18T11:20:37Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/239
type: pull
body:
  This is the new version of the creature kill and corpse spawning with the smite command. Now the animations work without a sleep command but by introducing delays into the GameActionQueue. More details in the changelog.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE2MDM2MzM4
title: Feature update: Death - do not merge
state: closed
created_at: 2017-04-15T19:34:32Z
updated_at: 2017-06-28T19:47:00Z
closed_at: 2017-04-21T12:47:35Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/240
type: pull
body:
  This is an update to the player death mechanics.

  - Adding player death broadcasts initial code
  - Adding the game message for player killed
  - Added player messages and events
  - Death messages are now on the action queue
  - Added you have/name has to message
  - Added queued teleport too landblocks
  - Added properties to character and added to player kill
  - Changed vitae till I find a the formula
  - Update health to resurect
  - Changed order of broadcasts
  - Added game event for purgeing character enchantments on death
  - Implemented a more Proper death, ie deathV2
  - Limit death rebroadcast by landblock
  - Used correct health update

  Please take a good look at the action queue and tell me if you know of a better way to add the events to the queue, specifically line 439 of the landblocks.cs file.

  - Also note that there were some CR:LF problems on a few files, from previous commits.

  - Another known issue to note: if you use `/die` in a landblock adjacent to a lifestone, an adjacent player may see the death message multiple times.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE2MDQwNzEz
title: Add @acehelp and @acecommands
state: closed
created_at: 2017-04-15T22:09:30Z
updated_at: 2017-04-21T03:48:46Z
closed_at: 2017-04-18T01:32:37Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/241
type: pull
body:
  Should this PR be accepted, I would expect going forward all commands added to or implemented by the CommandManager should be required to have Description and Usage attributes properly set to be accepted for PR merge.

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node_id: MDU6SXNzdWUyMjE5OTMwNTI=
title: Missing character position crashes server
state: closed
created_at: 2017-04-16T06:05:17Z
updated_at: 2017-04-23T18:12:27Z
closed_at: 2017-04-23T18:12:27Z
author_association: MEMBER
state_reason: completed
type: issue
body:
  Deleting a character's position of PositionType=1 causes server to crash when character is loaded.

  Background for this:
  I used @spacejump command which put me in an endless portal (command should probably be removed or fixed). I figured I'd just delete that character's current position and it would default back to fallback position but it did not work. Probably needs some logic built in the load-in if no current position is in the db to reset to a safe location, either lifestone if set and failing that probably holtburg drop (or race specific starter town drop).

  cc: @fantoms 

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node_id: MDExOlB1bGxSZXF1ZXN0MTE2MDY2MDAw
title: Fix: Position missing update and LandblockId db object fix
state: closed
created_at: 2017-04-16T18:03:36Z
updated_at: 2017-05-23T15:55:24Z
closed_at: 2017-04-18T01:28:50Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/243
type: pull
body:
  This code was created to address issue #242.

  -Fixed bugs in `LandblockId` in position and server now resets the  position if missing.
  -Added checks to prevent a missing location from crashing the server.
  -Removed unnecessary `lastportal` recall position save, this is set on demand, this also prevents invalid data from entering the database.

  Please give this a test by deleting a previously created character's position location (position type 1) and then try logging in, you should be at the current starting dungeon.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE2MjEzNzc2
title: SomeIdeas
state: closed
created_at: 2017-04-17T22:12:37Z
updated_at: 2017-05-03T19:11:14Z
closed_at: 2017-04-17T22:13:58Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/244
type: pull
body:
  This is broken, don't merge..

  Any one got any ideas to why this streaming is working with players but not static objects...
  Also ideas to improve it are welcome.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE2MjE0MzM5
title: Streaming Only seems to be working for players, within range of x. S…
state: closed
created_at: 2017-04-17T22:16:34Z
updated_at: 2017-05-03T19:11:08Z
closed_at: 2017-04-19T21:05:36Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/245
type: pull
body:
  Don't merge, looking for ideas on improving the landblock .
  Adding in streaming, but it only seems to work for players..

  Looking for some ideas on improvement also bugs..
  Why it wont work for all objects.

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node_id: MDU6SXNzdWUyMjIzMTgyNzI=
title: CreateObject message needs work
state: closed
created_at: 2017-04-18T06:45:27Z
updated_at: 2017-04-19T11:41:16Z
closed_at: 2017-04-19T11:41:16Z
author_association: MEMBER
state_reason: completed
type: issue
body:
  Jyrus pointed out a problem with portals in town network.

  To comfirm, I loaded into ACE and issued teleloc command `/teleloc 00070145 70.10 -83.07 0.10 1.00 0.00 0.00 -0.01` to arrive in Town Network and found portals to be majorly flawed.

  PCAPs filled will exceptions.

  Attaching files of retail pcap, plus export scripts, plus pcap from ace
  [output.zip](https://github.com/ACEmulator/ACE/files/927568/output.zip)

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node_id: MDExOlB1bGxSZXF1ZXN0MTE2MzIyMTQ1
title: major restructuring of object heirarchy. please review.
state: closed
created_at: 2017-04-18T13:02:50Z
updated_at: 2017-04-18T17:09:52Z
closed_at: 2017-04-18T17:09:51Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/247
type: pull
body:
  major restructuring of objects.  verified login works, and that lifestones/portals appear.  can still use lifestones.  A lot of plumbing work to be done on new types.

  Unfinished / TODO / Known uglies:
  * Update Landblock to use new OnUse / OnCollide methods
  * Remove previous "Use" code (I'm looking at you, Lifestones)
  * Fix/Overhaul CreatureAbility shenanigans in Player/Character/Creature classes.  It's a hacky mess right now.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE2MzU0MzMw
title: Creature respawn, corpse despawn, random spawns
state: closed
created_at: 2017-04-18T15:25:19Z
updated_at: 2017-05-02T12:14:04Z
closed_at: 2017-04-19T12:21:40Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/248
type: pull
body:
  Corpses will despawn after a set amount of time for testing. The retail calculation for the despawn time is currently commented out. Creatures will respawn after a set amount of time too.
  Introduced loading randomly generated spawns from the database. See changelog on which table to edit to alter the location.

  Please don't mind the Remove Whitespaces commit that was an attempt to get my git to do what I wanted :-)

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node_id: MDExOlB1bGxSZXF1ZXN0MTE2MzY1Mzk5
title: Usable portals
state: closed
created_at: 2017-04-18T16:13:24Z
updated_at: 2017-10-18T14:07:43Z
closed_at: 2017-04-18T17:11:24Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/249
body: Includes the Drudge Hideout portal pair in the new portal destination DB table
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE2Mzc4Mjgz
title: Add Misc Object
state: closed
created_at: 2017-04-18T17:20:40Z
updated_at: 2017-04-21T03:48:40Z
closed_at: 2017-04-19T06:53:58Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/250
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE2NDA1MjE1
title: Added Folders to Project Structure to make maintaining and developing easier
state: closed
created_at: 2017-04-18T19:43:51Z
updated_at: 2017-05-03T19:10:42Z
closed_at: 2017-04-19T11:41:56Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/251
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE2NDIyNjQ5
title: F74C 0x0006 - MoveToObject - Not for merging Comment only
state: closed
created_at: 2017-04-18T21:16:22Z
updated_at: 2017-04-19T21:01:19Z
closed_at: 2017-04-19T21:01:19Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/252
type: pull
body:
  The PCAP looks fine - if anyone can take a look and suggest where I am going wrong it would be appreciated.   To test - just log in and type @moveto   that will spawn a wand 10 meters in front of you.   Your guy will twitch and turn toward it - but he will not head over there.   I have commented where I have some hard coded values.   Thanks

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node_id: MDU6SXNzdWUyMjI1ODY3NTQ=
title: Regression: New Characters are starting with vitals 0/XX
state: closed
created_at: 2017-04-19T00:59:12Z
updated_at: 2017-04-26T16:38:11Z
closed_at: 2017-04-26T16:38:11Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  When creating a character and entering the training hall, the characters should start at maximum current vitals for Health, Stamina and Mana.

  This is a regression.  Seen 4/18 using origin\master and a fresh DB, account and character.

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node_id: MDU6SXNzdWUyMjI1ODc0Mjk=
title: Add support for vitals regeneration
state: closed
created_at: 2017-04-19T01:04:44Z
updated_at: 2017-07-31T18:52:32Z
closed_at: 2017-07-31T18:52:32Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  There is currently no support for a character to regenerate vitals to the current maximum values of the character.   This issue is asking for a mechanism to be added for the server to periodically increment these values and pass them along to the client session owning the character.

  Mostly this would be visible after @grantxp and adding to any vital.

  TBD:  Do we need to broadcast the vitals increases to other accounts on the landblock (or adjacent landblock)?

  This regen mechanism can have the actual formula for the amount of regen or that can be left as a TBD and just use a default value.  If not done for this issue, then please create a new issue.

  On logout or other client disconnect, the periodic vital increases should stop.

  Do not increase beyond the current maximums (would account for debuffs or vitae if implemented)

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node_id: MDExOlB1bGxSZXF1ZXN0MTE2NDU3Mzk0
title: Phase 1 Refactor of Session, NetworkSession, Action handlers
state: closed
created_at: 2017-04-19T02:22:02Z
updated_at: 2017-04-21T03:40:54Z
closed_at: 2017-04-21T03:09:45Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/255
type: pull
body:
  Merged SocketManager into WorldManager
  Made Session inherit from NetworkSession, flattening the model
  Moved GameMessage handlers into Session class, partial classes
  Moved GameAction handlers into Player class, partial classes
  This move makes functionality encapsulated into these classes, allowing a move to fewer public members.
  Phase 2 will be to build on WorldObject model to improve queued game actions, broadcast, and action ordering/timing.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE2NDkyOTMw
title: Updated PhysicsData
state: closed
created_at: 2017-04-19T08:23:18Z
updated_at: 2017-04-21T03:48:26Z
closed_at: 2017-04-19T11:41:16Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/256
type: pull
body:
  Partially fixes #246.

  Need to look further at the portals found here
  `/teleloc 0x00070163 85.16493988 -39.95851898 0.005 0.78485435 -0.61968029 0 0`

  which would carry over to Portal to Town Network portals found on surface in towns.

  @Lidefeath pointed this fix resolve issues with his creature spawning so I applied it to the main serializer which then corrected a lot of the exception errors being show in ACLogView

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node_id: MDExOlB1bGxSZXF1ZXN0MTE2NjIyODI2
title: More CreateObject Fixes
state: closed
created_at: 2017-04-19T19:25:39Z
updated_at: 2017-04-21T03:48:22Z
closed_at: 2017-04-19T23:00:47Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/257
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE2NjQxNjQw
title: Streaming objects
state: closed
created_at: 2017-04-19T21:04:23Z
updated_at: 2017-05-03T19:10:38Z
closed_at: 2017-04-23T01:18:52Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/258
type: pull
body:
  Streaming Objects now seem to be fully working.
  Needs testers!  could cause some code elsewhere to have some issues..

  Maybe teleport needs to clear this, not to sure on that yet.
  But working pretty good.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE2NjU5NTAw
title: Bring WritePackedDWORD to ACE
state: closed
created_at: 2017-04-19T23:00:37Z
updated_at: 2017-04-21T03:48:18Z
closed_at: 2017-04-19T23:03:08Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/259
type: pull
body:
  This continues to address issue #246 

  More things will need to be converted to PackedDWORD to fully squash the createobject errors.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE2Nzc1ODQ4
title: Packed dword fixes
state: closed
created_at: 2017-04-20T13:50:38Z
updated_at: 2017-04-20T13:54:37Z
closed_at: 2017-04-20T13:54:37Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/260
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE2ODIzMTI2
title: packing known dword types (ie, Icons)
state: closed
created_at: 2017-04-20T17:23:49Z
updated_at: 2017-04-20T17:26:55Z
closed_at: 2017-04-20T17:26:55Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/261
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE2ODI3OTg2
title: Changed IconOverlay and IconUnderlay to use WritePackedDwordOfKnownType.
state: closed
created_at: 2017-04-20T17:50:13Z
updated_at: 2017-04-21T03:48:16Z
closed_at: 2017-04-20T17:53:25Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/262
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE2ODMyMTcy
title: Changed ModelData.Serialize to use WritePackedDwordOfKnownType
state: closed
created_at: 2017-04-20T18:12:15Z
updated_at: 2017-04-21T03:48:12Z
closed_at: 2017-04-20T18:19:10Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/263
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE2ODQ2NTE3
title: Removed the manual conversion for Model, Texture and PaletteData in …
state: closed
created_at: 2017-04-20T19:27:54Z
updated_at: 2018-05-31T12:20:31Z
closed_at: 2017-04-20T19:47:31Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/264
body: Creature.cs and fix the necessary code parts for it.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE2ODgxNDk1
title: Filled out Portal object and included ObjScale.
state: closed
created_at: 2017-04-20T22:58:07Z
updated_at: 2017-04-21T16:23:16Z
closed_at: 2017-04-21T12:52:04Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/265
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE2OTA0MTY3
title: Phase 1 Refactor of Session, NetworkSession, Action handlers
state: closed
created_at: 2017-04-21T03:12:10Z
updated_at: 2017-04-21T03:40:33Z
closed_at: 2017-04-21T03:31:21Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/266
type: pull
body:
  Merged SocketManager into WorldManager
  Made Session inherit from NetworkSession, flattening the model
  Moved GameMessage handlers into Session class, partial classes
  Moved GameAction handlers into Player class, partial classes
  This move makes functionality encapsulated into these classes, allowing a move to fewer public members.
  Phase 2 will be to build on WorldObject model to improve queued game actions, broadcast, and action ordering/timing.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE2OTA1NjY1
title: Phase 1 Refactor of Session, NetworkSession, Action handlers
state: closed
created_at: 2017-04-21T03:31:30Z
updated_at: 2017-04-24T01:58:02Z
closed_at: 2017-04-24T01:58:02Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/267
type: pull
body:
  Merged SocketManager into WorldManager
  Made Session inherit from NetworkSession, flattening the model
  Moved GameMessage handlers into Session class, partial classes
  Moved GameAction handlers into Player class, partial classes
  This move makes functionality encapsulated into these classes, allowing a move to fewer public members.
  Phase 2 will be to build on WorldObject model to improve queued game actions, broadcast, and action ordering/timing.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE2OTE2NjYw
title: Kill UpdateObject sending until we use it right.
state: closed
created_at: 2017-04-21T05:56:20Z
updated_at: 2017-04-21T16:23:08Z
closed_at: 2017-04-21T12:54:55Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/268
body: …y other things which leads to issues.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE2OTcxMTkz
title: Removed @reset-pos again
state: closed
created_at: 2017-04-21T12:07:09Z
updated_at: 2017-05-23T15:55:21Z
closed_at: 2017-04-21T12:55:18Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/269
type: pull
body:
  The `@reset-pos` command was removed in pr #243, but was re-added back in with Ripley's command text update commit 679b0814. If this is needed, please close this request; but I would like to remove this command too prevent invalid positions from being set as the `Location` position in the database.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE3MDE3Mzc3
title: Fix IsDerivedPlayer logic to allow smite to work
state: closed
created_at: 2017-04-21T16:02:26Z
updated_at: 2017-05-23T15:55:19Z
closed_at: 2017-04-23T17:32:14Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/270
type: pull
body:
  This was always true, due to a changes I made last night to the Creature Kill command. The changes made the Creatures also work like a player, but after I made this change, the types can now differentiate; allowing `@smite` and `@smite all` began to work correctly again. 

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node_id: MDExOlB1bGxSZXF1ZXN0MTE3MDQ5NTYw
title: State machines
state: closed
created_at: 2017-04-21T19:14:38Z
updated_at: 2017-05-01T09:24:17Z
closed_at: 2017-05-01T09:24:17Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/271
type: pull
body:
  State Machines - I built this off steaming, so it should go on top of that.
  -- I got no way to tested it good yet, but it looks good from code point of view.

  We need some things that use state machines, like doors!

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node_id: MDExOlB1bGxSZXF1ZXN0MTE3MDk3OTU2
title: Fix the four Q variables to DB field mappings; Add 88 more working po…
state: closed
created_at: 2017-04-22T06:22:17Z
updated_at: 2017-10-18T14:07:45Z
closed_at: 2017-04-23T01:21:22Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/272
body: …rtals
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE3MTE3Mzg2
title: Read the Generators from portal.dat file 0x0E00000D and enhance DatRe…
state: closed
created_at: 2017-04-22T17:09:05Z
updated_at: 2017-05-01T16:41:02Z
closed_at: 2017-04-24T11:23:06Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/273
body: …ader to handle obfuscated strings.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE3MTM1Mzky
title: Added ClothingTable object and loaded Startup Gear on characters.
state: closed
created_at: 2017-04-23T03:58:00Z
updated_at: 2017-04-23T17:39:55Z
closed_at: 2017-04-23T17:39:55Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/274
type: pull
body:
  Other minor misc updates/fixes relating to character display.
  Moved "DatManager" initialization earlier in the process to prevent folks attempting to login prior to the dat files being loaded (since they are required now).

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node_id: MDExOlB1bGxSZXF1ZXN0MTE3MTYxMzkz
title: Added 65 more portals
state: closed
created_at: 2017-04-23T19:04:28Z
updated_at: 2017-04-23T20:50:42Z
closed_at: 2017-04-23T19:43:06Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/275
type: pull
body:
  Added portals for areas -
  Yaraq - Starting Town
  Zaikhal - Capital
  Al-Arqas
  Al-Jalima
  Ayan Baqur
  Khayyaban

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node_id: MDExOlB1bGxSZXF1ZXN0MTE3MTY1MTI0
title: Additional 64 portals
state: closed
created_at: 2017-04-23T20:45:57Z
updated_at: 2017-04-23T20:58:06Z
closed_at: 2017-04-23T20:58:06Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/276
type: pull
body:
  Added portals for Gharu areas Part 1-
  Yaraq - Starting Town
  Zaikhal - Capital
  Al-Arqas
  Al-Jalima
  Ayan Baqur
  Khayyaban

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node_id: MDExOlB1bGxSZXF1ZXN0MTE3MTY1OTkx
title: Added 64 portals for Gharu towns Part 1
state: closed
created_at: 2017-04-23T21:09:20Z
updated_at: 2017-04-28T03:29:50Z
closed_at: 2017-04-24T03:38:28Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/277
body:
  Yaraq - Starting Town
  Zaikhal - Capital
  Al-Arqas
  Al-Jalima
  Ayan Baqur
  Khayyaban

type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE3MTY3MTYw
title: Initial work on MoveToObject & MoveToPosition. Ready for merge
state: closed
created_at: 2017-04-23T21:44:13Z
updated_at: 2017-04-25T11:51:16Z
closed_at: 2017-04-25T11:51:16Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/278
type: pull
body:
  * Added MoveToObject GameMessageUpdateMotion (F74C 0x006)   This is part of a total of 5 variants on the F74C message.
  * Can be tested with the new debug command MoveTo <40>  - the parameter is optional.   The default is 30 if you do not put a parameter.   You can test the walk run
  * by setting any distance for the wand to spawn under 15.  If you use moveto 10 - your character will walk to the wand.    If you type moveto 90 - he will run a long way.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE3MTY4NzYx
title: More portal work
state: closed
created_at: 2017-04-23T22:33:32Z
updated_at: 2017-04-24T04:09:50Z
closed_at: 2017-04-24T04:09:27Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/279
type: pull
body:
  Hope it isn't too much if-then'ing.  I did use some switch statements, where it looked appropriate.  Much of this UseItem for the portals, if not all, should eventually be moved into Portal.cs, within the OnCollide method.  However, it may take passing more than just the player object into the OnCollide method to make it work, as I have constructed the statement block for making portals work.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE3MTc2OTQ2
title: Update: Vitals
state: closed
created_at: 2017-04-24T01:54:42Z
updated_at: 2017-05-23T15:51:15Z
closed_at: 2017-04-24T05:11:23Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/280
type: pull
body:
  * Working on Vitals, Changed `Current` to `UnbuffedValue` for the `ICreatureStats` interface within `Character.cs`

  * Added a health update message for abilities, so endurance can properly change the health/steam, when increased.

  * `@heal` should now work again.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE3MTgyMTcx
title: A few portals i did to make sure i understand github ect.
state: closed
created_at: 2017-04-24T03:11:57Z
updated_at: 2017-04-25T09:32:52Z
closed_at: 2017-04-25T09:24:42Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/281
body: Banderling Hovel and Shou-zn settlement portal.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE3MTg1NDU0
title: Added information to changelog and appveyor
state: closed
created_at: 2017-04-24T04:01:48Z
updated_at: 2017-04-28T03:29:59Z
closed_at: 2017-04-24T04:05:02Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/282
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE3MTg3Njcx
title: More portal work
state: closed
created_at: 2017-04-24T04:37:59Z
updated_at: 2017-04-24T05:26:01Z
closed_at: 2017-04-24T05:25:22Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/283
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE3MTkxNTY5
title: Add portals, portal routing, and updates to 2 previous portals
state: closed
created_at: 2017-04-24T05:36:34Z
updated_at: 2017-04-24T13:46:19Z
closed_at: 2017-04-24T13:45:56Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/284
type: pull
body:
  As noted in the changelog, PHPMYADMIN does not like the ON DUPLICATE KEY UPDATE statements in the sql file; however, I personnally had success using SQLyog.  From my reading MySQL ( MariaDB ) should be able to accept the commands, as they are valid MySQL statements, from its command line.  I would guess that HeidiSQL supports them, also.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE3MjAxNzgw
title: Add 16 more portals from around Shoushi
state: closed
created_at: 2017-04-24T07:17:19Z
updated_at: 2017-04-25T10:25:39Z
closed_at: 2017-04-25T10:25:39Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/285
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE3MjExMzcw
title: Added currentMotionState and support within ACE
state: closed
created_at: 2017-04-24T08:27:08Z
updated_at: 2017-06-17T04:04:34Z
closed_at: 2017-04-24T12:46:27Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/286
type: pull
body:
  * Added currentMotionState to base_ace_object in ace_world database.
  * Changed location in base_ace_object to an INT(10) in ace_world database.
  * Changed vw_ace_creature_object and vw_ace_object to include currentMotionState.
  * Added CurrentMotionState to BaseAceObject and linked it to currentMotionState.
  * Added a method to GeneralMotion to convert from a byte array to GeneralMotion object.
  * Added DebugObject to assist with building and testing out real objects for world.
  * Changed GenericObjectFactory to spawn DebugObjects as a default if running server in DEBUG.
  * Fixed Code Style issues within ClothingTable.cs and ClothingBaseEffect.cs in ACE.DatLoader.
  * Changed Position to set Z to 0 to fix @tele command.
  * Removed PlayScript.Create from landblock respawn section. Players should not have that effect applied to them.

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node_id: MDU6SXNzdWUyMjM4OTQzNzI=
title: Object streaming Issue
state: closed
created_at: 2017-04-24T17:27:08Z
updated_at: 2018-03-25T07:29:46Z
closed_at: 2018-03-25T07:29:46Z
author_association: MEMBER
state_reason: completed
type: issue
body:
  We need to key it off of more than just movement keys...

  Example: @telepoi Holtburg
  objects should already be there when you come out of portal, but don't appear until after you rematerialize.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE3MzU4Nzc2
title: Land blocks - Diag Tools
state: closed
created_at: 2017-04-24T21:12:21Z
updated_at: 2017-05-03T19:10:34Z
closed_at: 2017-05-02T17:41:52Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/288
body:
  Type Diag from the console to start landblock diagnostics.
  Start of loading, unloading landblocks.

type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE3Mzg4NTQ3
title: Move Portal and Lifestone logic into appropriate class; modify 3 port…
state: closed
created_at: 2017-04-25T01:29:02Z
updated_at: 2017-10-18T14:07:46Z
closed_at: 2017-04-25T12:04:21Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/289
body: …als; add 7 new portals
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE3MzkxMDYx
title: Additional 30 portals
state: closed
created_at: 2017-04-25T02:00:05Z
updated_at: 2017-04-28T03:30:00Z
closed_at: 2017-04-25T12:11:32Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/290
body:
  Qalaba'r
  Samsur
  Tufa
  Uziz
  Xarabydun

type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE3NDEwMDUw
title: Added XpTable class to ACE.DatLoader and removed the JSON Xp files.
state: closed
created_at: 2017-04-25T06:08:53Z
updated_at: 2017-04-27T03:33:42Z
closed_at: 2017-04-26T11:56:26Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/291
body: Some additional cleanup in the other DatLoader.FileTypes classes to make them easier to use.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE3NDUyMTc1
title: Added 16 portals around Shoushi.
state: closed
created_at: 2017-04-25T10:32:51Z
updated_at: 2017-04-25T12:10:24Z
closed_at: 2017-04-25T12:10:24Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/292
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE3NDk1OTEx
title: Renamed 0010_2017_04_25_portal_destination.sql
state: closed
created_at: 2017-04-25T14:17:38Z
updated_at: 2017-04-25T15:08:52Z
closed_at: 2017-04-25T15:08:52Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/293
type: pull
body:
  Renamed 0010_2017_04_25_portal_destination.sql to 010_2017_04_25_portal_destination.sql so that it would fall into the correct import order.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE3NTExMDYw
title: Renamed the last 3 SQL files to be in correct order
state: closed
created_at: 2017-04-25T15:17:29Z
updated_at: 2017-04-26T11:57:19Z
closed_at: 2017-04-26T11:57:19Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/294
type: pull
body:
  Renamed the last 3 SQL files to be in correct order and made changes to changelog and MySqlInstall.bat file to reflect those changes.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE3NjM5MDUx
title: Rebased SQL scripts. World data will now be found in ACE-World.
state: closed
created_at: 2017-04-26T06:19:22Z
updated_at: 2017-06-17T04:04:34Z
closed_at: 2017-04-26T12:05:20Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/295
type: pull
body:
  See [ACE-World](https://github.com/ACEmulator/ACE-World/releases) for initial release of world database.

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node_id: MDU6SXNzdWUyMjQ1Mjk5NDM=
title: Mana does not update when xp is spent on abilities that should increase it
state: closed
created_at: 2017-04-26T16:39:33Z
updated_at: 2017-07-26T16:49:46Z
closed_at: 2017-07-26T16:49:46Z
author_association: MEMBER
state_reason: completed
type: issue
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node_id: MDExOlB1bGxSZXF1ZXN0MTE3ODA2NTI2
title: Feature: Admin `@boot` command
state: closed
created_at: 2017-04-26T20:49:05Z
updated_at: 2017-05-23T15:52:06Z
closed_at: 2017-05-01T12:00:56Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/297
type: pull
body:
  This request should allow a player or account holder, too be kicked from the server. There is an assumption that when the player is sent boot packet, the server will then receive a disconnect message from the client, where finally the server can process the session's finally "log off".

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node_id: MDExOlB1bGxSZXF1ZXN0MTE3ODM4ODk1
title: Display most recently used character as selected upon login.
state: closed
created_at: 2017-04-27T00:49:48Z
updated_at: 2017-05-01T16:59:52Z
closed_at: 2017-04-27T19:25:55Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/298
type: pull
body:
  Renamed `character.birth` to `character.lastUpdate` and changed the Character list database function to use sort off of this field. 

  Required SQL update file is in the Updates/Character folder. Also added it to the Appveyor mysql install.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE3ODU3OTg4
title: Feature: Admin `@teleto` command
state: closed
created_at: 2017-04-27T04:39:59Z
updated_at: 2017-05-23T15:51:18Z
closed_at: 2017-04-27T19:22:59Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/299
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE4MDQzOTU5
title: Movement 2 - Ready for review and Merge
state: closed
created_at: 2017-04-27T22:16:07Z
updated_at: 2017-05-01T03:45:57Z
closed_at: 2017-04-30T06:24:02Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/300
type: pull
body:
  * Added Turn to Object and Turn To Heading messages.
  * Cleaned up earlier work
  * You can now test move to object and put item in container.:
  @ctw ground. 
  Select wand
  Move away from the area with the item still selected. Over 15f to see run under to see walk.
  Press the use key - you will walk or run to the wand depending on your distance, then stop and pick it up.
  Also implements the first use of StackOverflows state machine
  Contains view for character - to start implementing orm for character
  NOTE: There is a known bug if you create the training wand in your backpack and drop it, the move to does not work correctly yet. I think it is related to the landblock not doing updates atm.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE4MDg1Nzk4
title: [WIP] feat: move project to dotnet core
state: closed
created_at: 2017-04-28T06:05:14Z
updated_at: 2017-05-09T13:10:14Z
closed_at: 2017-05-09T13:10:14Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/301
type: pull
body:
  ### Status
  Work in progress

  ### Changes
  - Replaced `Source` directory with `src` and `test`
  - Moved respective projects into `src` and `test` directories
  - Updated code to handle .NET Core, mainly `System.Reflection` changes
  - Moved test projects to `Xunit`
  - Moved `Database` into `scripts` directory

  ### To Do
  - [ ] Re-enable `log4net`
  - [ ] Re-enable StyleCop
  - [ ] Fix MySql errors
  - [ ] Fix up `scripts` dir
  - [ ] Modify `appveyor.yml` to handle new build
  - [ ] Add `.travis.yml` for linux and unix builds

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node_id: MDExOlB1bGxSZXF1ZXN0MTE4MjU2MjU2
title: chore: add github issue template
state: closed
created_at: 2017-04-29T00:53:00Z
updated_at: 2017-04-30T11:48:13Z
closed_at: 2017-04-30T11:48:13Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/302
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE4MjU2NjU3
title: chore: update various git settings
state: closed
created_at: 2017-04-29T01:02:02Z
updated_at: 2017-04-30T17:05:54Z
closed_at: 2017-04-30T14:23:39Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/303
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE4MjU2ODIz
title: chore: add editorconfig
state: closed
created_at: 2017-04-29T01:05:58Z
updated_at: 2017-04-30T14:29:40Z
closed_at: 2017-04-30T14:29:40Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/304
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE4MjYxMzQ5
title: Hooked up the IdentifyObject event and returned a debug string.
state: closed
created_at: 2017-04-29T03:55:11Z
updated_at: 2017-07-10T16:43:23Z
closed_at: 2017-05-02T13:09:30Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/305
body: Also added the flags for when we get to the point we are passing actual data.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE4MjgwNTg1
title: Portal class changes
state: closed
created_at: 2017-04-29T16:26:53Z
updated_at: 2017-05-02T14:04:12Z
closed_at: 2017-05-02T14:03:52Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/306
type: pull
body:
  * I did not combine base_ace_object, ace_object, ace_portal_object into one view at this juncture, as doing so would remove all portals that didn't have destinations set from the world, as the view would only show entries for portal objects that have data from all three tables present.

  * In the portal object table restructuring, I added a foreign key constraint to the weenieClassId field that points to that field in the ace_object table.  This addition has the effect of not allowing the ace_portal_object table to be populated until the rest of the ace_world tables are filled.  I also included a portal object that was missing from the ACE-World DB release that was preventing the ace_portal_object table data from being imported.

  * An apparent bug with the login position was revealed, when I added saving the PositionType.LastPortal position, when a portal was used.  When a player logs in, the PositionType.LastPortal position gets used, rather than the one saved during the character save action.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE4MjkwNjA1
title: Added Cloaking and simple open/close door usage.
state: closed
created_at: 2017-04-29T21:19:03Z
updated_at: 2017-06-17T04:04:33Z
closed_at: 2017-05-01T12:16:46Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/307
type: pull
body:
  * Added @cloak command. Use this to bypass objects blocking your way. Partially implemented as was used in retail.
  * Added Translucency to DebugObject. This fixes ghostly npcs.
  * Changed GOF and Landblock to key off of ObjectDescriptionFlag first for at least some objects, made lots of changes to Door to allow for simple open/close usage.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE4MzE4ODgz
title: Re-added config.json to .gitignore
state: closed
created_at: 2017-04-30T16:59:13Z
updated_at: 2017-06-17T04:04:31Z
closed_at: 2017-04-30T16:59:36Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/308
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE4MzI1Nzc4
title: Landblocks
state: closed
created_at: 2017-04-30T20:32:10Z
updated_at: 2017-05-21T22:16:13Z
closed_at: 2017-05-01T12:20:50Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/309
type: pull
body:
  Added client_cell.dat reading for Landblocks and proper z value for @tele commands.

  I attempted to add the client_cell.dat reading into the Position class itself, but this caused a cyclical reference. Not sure what the best way to address that is (or if there is even a need?)

  Next step is to either complete the other sections of the client_cell.dat reading or to cache these. I don't like that it doesn't right now, since monsters & players & projectiles are going to generate an awful lot of file reads!

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node_id: MDExOlB1bGxSZXF1ZXN0MTE4MzQyMTA5
title: Updated test code / Started initial work on character orm refactor
state: closed
created_at: 2017-05-01T03:38:23Z
updated_at: 2017-05-01T05:07:02Z
closed_at: 2017-05-01T05:03:56Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/310
type: pull
body:
  2017-04-30
  [Og II]

  - Refactored ctw to cwo takes a new optional parameter of a weenieId. You can spawn anything in the database. @ctw me 21376 - will spawn Martine's Robe If no weenieId
  is given, it gives you the old faithful training wand. 

  - This does not include the turn to object code - I pulled that out due to a bug. I will submit via new PR.

  - I cleaned up some unused using statements and refactored some misspelled works (US English) <apologies to our UK folks>   

  - Magic numbers all gone - test code pulls from database.   

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node_id: MDExOlB1bGxSZXF1ZXN0MTE4MzQ2MTA0
title: Reworked - Refactored debug commands, Expanded to spawn from weenie - started character orm.
state: closed
created_at: 2017-05-01T05:07:13Z
updated_at: 2017-05-02T14:25:36Z
closed_at: 2017-05-02T14:25:36Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/311
type: pull
body:
  2017-04-30
  [Og II]

  Refactored ctw  ci and to create admin commands takes  parameter of a weenieId. You can spawn anything in the database. @ci 21376 - will spawn Martine's Robe 

  This does not include the turn to object code - I pulled that out due to a bug. I will submit via new PR.

  I cleaned up some unused using statements and refactored some misspelled works (US English)

  Magic numbers all gone - test code pulls from database.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE4NDAyMjMx
title: Updated line endings to CRLF
state: closed
created_at: 2017-05-01T17:02:41Z
updated_at: 2017-06-17T04:04:29Z
closed_at: 2017-05-03T04:24:57Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/312
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE4NDMyMDE0
title: Changed SetupModel.ReadFromDat function to be more user-friendly.
state: closed
created_at: 2017-05-01T20:10:17Z
updated_at: 2017-09-06T21:30:54Z
closed_at: 2017-05-02T13:26:20Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/313
type: pull
body:
  Added a functional example of its usage to Lifestone.OnUse to properly take the model's radius and the object's use-radius into account when determining if a player is "close enough".

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node_id: MDExOlB1bGxSZXF1ZXN0MTE4NTk3MjI3
title: Changed Create/CI to use DebugObject
state: closed
created_at: 2017-05-02T16:44:54Z
updated_at: 2017-06-17T04:04:30Z
closed_at: 2017-05-03T17:15:09Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/314
body: This makes the object appear on the ground correctly as well as let you see the debug output on id
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE4NTk3NDI5
title: Feature: better position debug commands
state: closed
created_at: 2017-05-02T16:45:50Z
updated_at: 2017-06-28T19:47:09Z
closed_at: 2017-05-02T16:57:05Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/315
type: pull
body:
  * Cleaned up a bit of line ending madness.
  * Re-implemented position debug commands, now in a useful way.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE4NjM5Mjk1
title: Feature: `@save` Admin command
state: closed
created_at: 2017-05-02T20:28:30Z
updated_at: 2017-06-28T19:45:43Z
closed_at: 2017-05-03T23:29:55Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/316
body: * Built out the functionality to the `@save` admin command.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE4NjQ1MzAz
title: Feature: `@home` admin command
state: closed
created_at: 2017-05-02T20:58:59Z
updated_at: 2017-05-23T15:52:26Z
closed_at: 2017-05-03T23:32:16Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/317
type: pull
body:
  * Built out the functionality for the `@home` admin command.
  * Fixed a bug in the `@teletype` command; the actual teleport function was missing/removed.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE4NjY1MDcz
title: Land block diag phase1
state: closed
created_at: 2017-05-02T23:05:40Z
updated_at: 2017-05-03T19:10:04Z
closed_at: 2017-05-03T18:37:03Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/318
type: pull
body:
  Phase 1 of Landblock Dia Diag gui.
  I need the tool to help improve the landblock loading and unloading code.

  This is initial draft of a gui tool built right into ace that can be used to track the landblock activity in real time.  Future use will be to export diags out.

  Usage type diag in the console window

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node_id: MDExOlB1bGxSZXF1ZXN0MTE4NjgyNzIw
title: Fix: Mana on XP Spend
state: closed
created_at: 2017-05-03T02:38:13Z
updated_at: 2017-05-23T15:52:41Z
closed_at: 2017-05-04T17:03:41Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/319
type: pull
body:
  * Fixed character's total `Mana` points after spending experience points on `Self`.
  * Noticed that the `@heal` command may prevent vitals increasing.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE4Njk1NjEy
title: Portal class changes - Ready for review and possible merge
state: closed
created_at: 2017-05-03T06:04:11Z
updated_at: 2017-10-18T14:07:47Z
closed_at: 2017-05-03T22:12:31Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/320
type: pull
body:
  I need someone else(s) to look this code/SQL view over.  It results in a crash in Database.cs because of NULL fields, as a result of the left outer join.  System.DBNull cannot be converted to System.UInt32

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node_id: MDExOlB1bGxSZXF1ZXN0MTE4ODExNDc0
title: Changed Create/CI to use DebugObject
state: closed
created_at: 2017-05-03T17:16:34Z
updated_at: 2017-06-17T04:04:27Z
closed_at: 2017-05-05T14:25:41Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/321
body: This makes the object appear on the ground correctly as well as let you see the debug output on id.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE4ODMzNTIz
title: fix built to set default x64
state: closed
created_at: 2017-05-03T19:12:11Z
updated_at: 2017-05-19T11:40:56Z
closed_at: 2017-05-03T22:12:54Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/322
body: quick fix for build platform x64
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE4ODkxNTQy
title: Fix bug in Ace.Entity\Ace_portal_object.cs
state: closed
created_at: 2017-05-04T02:45:58Z
updated_at: 2017-10-18T14:07:49Z
closed_at: 2017-05-04T05:59:16Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/323
type: pull
body:
  Having these variables changed to private was preventing the Position object from being created correctly.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE4OTAyNzkx
title: Cleaned up project and solution files.
state: closed
created_at: 2017-05-04T05:39:59Z
updated_at: 2017-06-17T04:04:25Z
closed_at: 2017-05-04T05:54:04Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/324
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE4OTgxNjM1
title: database object factory
state: closed
created_at: 2017-05-04T14:07:43Z
updated_at: 2017-05-04T14:35:51Z
closed_at: 2017-05-04T14:35:50Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/325
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE5MDMxOTQw
title: Revert "database object factory"
state: closed
created_at: 2017-05-04T18:01:00Z
updated_at: 2017-05-04T18:03:13Z
closed_at: 2017-05-04T18:02:55Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/326
body: Reverts ACEmulator/ACE#325
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE5MDkwOTUw
title: Full reset of repo
state: closed
created_at: 2017-05-05T00:06:01Z
updated_at: 2017-06-17T04:04:22Z
closed_at: 2017-05-05T14:26:35Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/327
type: pull
body:
  This is an attempt at using the .gitattributes and .editorconfig settings to correct existing linefeed and whitespace issues.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE5MDk3OTEx
title: Review Request / Merge : Move to Object, Move to Position, Turn to Object, Turn to Position
state: closed
created_at: 2017-05-05T01:39:16Z
updated_at: 2017-05-10T11:53:10Z
closed_at: 2017-05-10T11:53:10Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/328
type: pull
body:
  This is 99% of the way there.   I have a bug I am having trouble tracking down.   I think this is solid code once we hit that last bug.   It does not break anything and we have a lot of people working on items related to this.   The sooner this is merged - the better.     In the absence of finding the bug, I would propose merging it anyway to get the core in.

  To see the bug.   @ci 12748 will create a training wand in your back pack.   Drop it, move off - select it.   It should put your pick up item on hold, move you to the position, then once in range pick up the wand.   I was moving but now it is not.   It has to be something simple, it was working before.   Please advise.

  One more thing - there are 4 files that show changes that I did nothing to - they show complete file replacements.   I did not even edit them.   Not sure why that is happening.   

  SetModel.cs, Extensions.cs - the solutions files - no idea why they show complete replace and no idea how to stop it or fix it.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE5MTA5Mzc4
title: Dat Updates
state: closed
created_at: 2017-05-05T04:46:55Z
updated_at: 2017-05-21T22:15:59Z
closed_at: 2017-05-07T01:20:42Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/329
type: pull
body:
  Added a caching system to .dat file reads. 
  Added EnvCell FileType to ACE.DatLoader. This is dungeon blocks and indoor spaces (0x0100+ cell locations)
  Updated the cell-export function to use DatReader class (if you previously exported these, delete them and start over--they are wrong!)

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node_id: MDExOlB1bGxSZXF1ZXN0MTE5Mjc5NDU1
title: Fix for ci & create complete and tested. Ready for merge if approved.
state: closed
created_at: 2017-05-06T00:31:24Z
updated_at: 2017-05-07T02:51:23Z
closed_at: 2017-05-07T02:51:23Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/330
type: pull
body:
  Fixed
  I fixed a lot of the issue with these two create object calls.    I modify some of the flags because the base ace object was made from a pcap - I think the logic is sound and it is how I had it working before.   I also put in some code to exclude the extra information from baseAceObject for portals, creatures and life stones.   We can expand that exclusion list if and when it is found necessary.

  I added a new admin function cirand <typeId> that will allow you to easily test and exercise the ci function to insure it works for various itemTypes

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node_id: MDExOlB1bGxSZXF1ZXN0MTE5Mjg0MTE5
title: Add new Portal constructor
state: closed
created_at: 2017-05-06T02:37:56Z
updated_at: 2017-10-18T14:07:50Z
closed_at: 2017-05-07T19:37:52Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/331
type: pull
body:
  * Add new Portal consructor that accepts a weenieClassId and Position object
  * Add PortalWeenie enum for Floating City, Golem Sanctum, Humming Crystal, and The Orphanage portals, for use with the new Portal constructor
  * Modified the /createportal debug command to use the new Portal constructor and the Humming Crystal weenie as a PoC
  TODO: add a TTL to the portal, so it gets removed after a length of time

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node_id: MDExOlB1bGxSZXF1ZXN0MTE5MzE5NTg2
title: Added settlement portal drop for Yaraq, Zaikhal and Al-Arqas
state: closed
created_at: 2017-05-06T23:15:33Z
updated_at: 2017-05-06T23:21:38Z
closed_at: 2017-05-06T23:21:38Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/332
body: Added settlement portal drop for Yaraq, Zaikhal and Al-Arqas
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE5MzMxMTEw
title: Review please: Very basic monster combat based on a statemachine.
state: closed
created_at: 2017-05-07T08:47:11Z
updated_at: 2017-05-15T18:27:01Z
closed_at: 2017-05-10T20:18:51Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/333
type: pull
body:
  This is not for merging, but only for review.

  To test it, spawn a monster and walk near it: It will detect you, move to you and kill you and then return back to it's spawn point. 
  It will need @ogmage78 's movement changes to finalize it, as you can currently bug the monster if you keep moving away from it. It will follow you for a while, but then not properly return to spawn point.

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node_id: MDExOlB1bGxSZXF1ZXN0MTE5MzQ1MjY3
title: Correct DebugObject
state: closed
created_at: 2017-05-07T16:38:34Z
updated_at: 2017-06-17T04:04:21Z
closed_at: 2017-05-11T16:57:27Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/334
body: Changes fix spawning of various items across Dereth.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTE5MzUzMDQ4
title: For Review: First pass at weenies as code objects.
state: closed
created_at: 2017-05-07T20:25:25Z
updated_at: 2017-06-17T04:04:21Z
closed_at: 2017-05-11T16:57:36Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/335
type: pull
body:
  This is a sample of how I see setting up weenies in ACE.

  It still pulls a lot of the data from the DB which in some of the cases I would think would actually by coded in the object itself and not in the DB.

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node_id: MDU6SXNzdWUyMjc0OTk3OTM=
title: Network Issue: Network connections may stay connected indefinitely
state: closed
created_at: 2017-05-09T21:13:17Z
updated_at: 2017-07-31T18:51:15Z
closed_at: 2017-07-31T18:51:15Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  ### Bug Report or Feature Request
  ```
  - [ x ] bug report 
  - [ ] feature request
  ```

  ### Repro steps.
  Connect more than the `MaximumAllowedSessions` (default 128) of concurrent clients to a server; or send the correct amount of create session packets.

  ### The log given by the failure.
  ACE >> 2017-05-07 22:05:29,612 INFO : Creating new session for 192.168.7.7:61029 with id 0
  2017-05-07 22:10:35,742 INFO : Creating new session for 192.168.7.7:65413 with id 1
  2017-05-07 22:15:42,030 INFO : Creating new session for 192.168.7.7:57474 with id 2
  2017-05-07 22:20:48,176 INFO : Creating new session for 192.168.7.7:58592 with id 3
  2017-05-07 22:25:54,358 INFO : Creating new session for 192.168.7.7:60537 with id 4
  2017-05-07 22:31:00,496 INFO : Creating new session for 192.168.7.7:59820 with id 5
  2017-05-07 22:36:06,718 INFO : Creating new session for 192.168.7.7:64720 with id 6
  2017-05-07 22:41:12,800 INFO : Creating new session for 192.168.7.7:51870 with id 7
  2017-05-07 22:46:18,915 INFO : Creating new session for 192.168.7.7:62253 with id 8
  2017-05-07 22:51:25,165 INFO : Creating new session for 192.168.7.7:53784 with id 9
  2017-05-07 22:56:31,332 INFO : Creating new session for 192.168.7.7:58602 with id 10
  2017-05-07 23:01:37,489 INFO : Creating new session for 192.168.7.7:64817 with id 11
  2017-05-07 23:06:43,628 INFO : Creating new session for 192.168.7.7:63685 with id 12
  2017-05-07 23:11:49,796 INFO : Creating new session for 192.168.7.7:54929 with id 13
  2017-05-07 23:16:56,073 INFO : Creating new session for 192.168.7.7:65227 with id 14
  2017-05-07 23:22:02,326 INFO : Creating new session for 192.168.7.7:58617 with id 15
  2017-05-07 23:27:08,426 INFO : Creating new session for 192.168.7.7:56680 with id 16
  2017-05-07 23:32:14,589 INFO : Creating new session for 192.168.7.7:50188 with id 17
  2017-05-07 23:37:20,733 INFO : Creating new session for 192.168.7.7:57489 with id 18
  2017-05-07 23:42:26,862 INFO : Creating new session for 192.168.7.7:52208 with id 19
  2017-05-07 23:47:33,020 INFO : Creating new session for 192.168.7.7:55830 with id 20
  2017-05-07 23:52:39,222 INFO : Creating new session for 192.168.7.7:54461 with id 21
  2017-05-07 23:57:45,378 INFO : Creating new session for 192.168.7.7:50199 with id 22
  2017-05-08 00:02:51,532 INFO : Creating new session for 192.168.7.7:59962 with id 23
  2017-05-08 00:07:57,778 INFO : Creating new session for 192.168.7.7:53476 with id 24
  2017-05-08 00:13:04,041 INFO : Creating new session for 192.168.7.7:50565 with id 25
  2017-05-08 00:18:10,284 INFO : Creating new session for 192.168.7.7:65321 with id 26
  2017-05-08 00:23:16,491 INFO : Creating new session for 192.168.7.7:62463 with id 27
  2017-05-08 00:28:22,661 INFO : Creating new session for 192.168.7.7:62149 with id 28
  2017-05-08 00:33:28,834 INFO : Creating new session for 192.168.7.7:53054 with id 29
  2017-05-08 00:38:34,989 INFO : Creating new session for 192.168.7.7:56271 with id 30
  2017-05-08 00:43:41,109 INFO : Creating new session for 192.168.7.7:51773 with id 31
  2017-05-08 00:48:47,264 INFO : Creating new session for 192.168.7.7:62782 with id 32
  2017-05-08 00:53:53,418 INFO : Creating new session for 192.168.7.7:64219 with id 33
  2017-05-08 00:58:59,667 INFO : Creating new session for 192.168.7.7:56714 with id 34
  2017-05-08 01:04:05,834 INFO : Creating new session for 192.168.7.7:63605 with id 35
  2017-05-08 01:09:12,008 INFO : Creating new session for 192.168.7.7:62851 with id 36
  2017-05-08 01:14:18,112 INFO : Creating new session for 192.168.7.7:62807 with id 37
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  2017-05-08 01:24:30,565 INFO : Creating new session for 192.168.7.7:55525 with id 39
  2017-05-08 01:29:36,669 INFO : Creating new session for 192.168.7.7:62657 with id 40
  2017-05-08 01:34:42,810 INFO : Creating new session for 192.168.7.7:63067 with id 41
  2017-05-08 01:39:48,994 INFO : Creating new session for 192.168.7.7:55632 with id 42
  2017-05-08 01:44:55,179 INFO : Creating new session for 192.168.7.7:56906 with id 43
  2017-05-08 01:50:01,383 INFO : Creating new session for 192.168.7.7:60288 with id 44
  2017-05-08 01:55:07,659 INFO : Creating new session for 192.168.7.7:50456 with id 45
  2017-05-08 02:00:13,815 INFO : Creating new session for 192.168.7.7:58839 with id 46
  2017-05-08 02:05:19,987 INFO : Creating new session for 192.168.7.7:65310 with id 47
  2017-05-08 02:10:26,130 INFO : Creating new session for 192.168.7.7:49382 with id 48
  2017-05-08 02:15:32,295 INFO : Creating new session for 192.168.7.7:64248 with id 49
  2017-05-08 02:20:38,569 INFO : Creating new session for 192.168.7.7:51154 with id 50
  2017-05-08 02:25:44,694 INFO : Creating new session for 192.168.7.7:63086 with id 51
  2017-05-08 02:30:50,852 INFO : Creating new session for 192.168.7.7:53606 with id 52
  2017-05-08 02:35:57,039 INFO : Creating new session for 192.168.7.7:54735 with id 53
  2017-05-08 02:41:03,176 INFO : Creating new session for 192.168.7.7:62208 with id 54
  2017-05-08 02:46:09,471 INFO : Creating new session for 192.168.7.7:49520 with id 55
  2017-05-08 02:51:15,702 INFO : Creating new session for 192.168.7.7:51325 with id 56
  2017-05-08 02:56:21,796 INFO : Creating new session for 192.168.7.7:59669 with id 57
  2017-05-08 03:01:27,933 INFO : Creating new session for 192.168.7.7:65276 with id 58
  2017-05-08 03:06:34,248 INFO : Creating new session for 192.168.7.7:62216 with id 59
  2017-05-08 03:11:40,397 INFO : Creating new session for 192.168.7.7:64856 with id 60
  2017-05-08 03:16:46,540 INFO : Creating new session for 192.168.7.7:62247 with id 61
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  2017-05-08 06:56:12,806 INFO : Creating new session for 192.168.7.7:54582 with id 104
  2017-05-08 07:01:18,942 INFO : Creating new session for 192.168.7.7:56330 with id 105
  2017-05-08 07:06:25,075 INFO : Creating new session for 192.168.7.7:62867 with id 106
  2017-05-08 07:11:31,266 INFO : Creating new session for 192.168.7.7:57868 with id 107
  2017-05-08 07:16:37,511 INFO : Creating new session for 192.168.7.7:53404 with id 108
  2017-05-08 07:21:43,660 INFO : Creating new session for 192.168.7.7:59742 with id 109
  2017-05-08 07:26:49,834 INFO : Creating new session for 192.168.7.7:53906 with id 110
  2017-05-08 07:31:55,930 INFO : Creating new session for 192.168.7.7:59063 with id 111
  2017-05-08 07:37:02,189 INFO : Creating new session for 192.168.7.7:52769 with id 112
  2017-05-08 07:42:08,362 INFO : Creating new session for 192.168.7.7:63626 with id 113
  2017-05-08 07:47:14,519 INFO : Creating new session for 192.168.7.7:59091 with id 114
  2017-05-08 07:52:20,758 INFO : Creating new session for 192.168.7.7:53607 with id 115
  2017-05-08 07:57:26,881 INFO : Creating new session for 192.168.7.7:53674 with id 116
  2017-05-08 08:02:33,038 INFO : Creating new session for 192.168.7.7:59599 with id 117
  2017-05-08 08:07:39,301 INFO : Creating new session for 192.168.7.7:59113 with id 118
  2017-05-08 08:12:45,519 INFO : Creating new session for 192.168.7.7:53718 with id 119
  2017-05-08 08:17:51,772 INFO : Creating new session for 192.168.7.7:63119 with id 120
  2017-05-08 08:22:58,082 INFO : Creating new session for 192.168.7.7:55638 with id 121
  2017-05-08 08:28:04,299 INFO : Creating new session for 192.168.7.7:59903 with id 122
  2017-05-08 08:33:10,418 INFO : Creating new session for 192.168.7.7:53963 with id 123
  2017-05-08 08:38:16,540 INFO : Creating new session for 192.168.7.7:54054 with id 124
  2017-05-08 08:43:22,760 INFO : Creating new session for 192.168.7.7:64022 with id 125
  2017-05-08 08:48:29,007 INFO : Creating new session for 192.168.7.7:54092 with id 126
  2017-05-08 08:53:35,250 INFO : Creating new session for 192.168.7.7:54104 with id 127
  2017-05-08 08:58:41,475 WARN : Failed to create a new session for 192.168.7.7:64296
  2017-05-08 08:58:59,491 WARN : Failed to create a new session for 192.168.7.7:64369
  etc...

  ### Desired functionality.
  Disconnect after connection has timed out. 

  ### Mention any other details that might be useful.
  I utilized the functionality currently present in Thwarglauncher 4.6.6.1 to create sessions with the server status check. Opening and closing the App 128 times with the default server config, should be sufficient.

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node_id: MDExOlB1bGxSZXF1ZXN0MTIwNDMwNjg5
title: Object overhaul - clean up enums
state: closed
created_at: 2017-05-13T01:48:57Z
updated_at: 2017-05-14T01:04:04Z
closed_at: 2017-05-14T01:04:04Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/337
body: Started object Overhaul - added explicit values to properties enums. Minor cleanup.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTIwNDY2NzU3
title: Time-based updates to creature vitals
state: closed
created_at: 2017-05-13T23:22:44Z
updated_at: 2017-05-17T11:07:42Z
closed_at: 2017-05-17T11:07:42Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/338
type: pull
body:
  Trying to take a small piece for my first commit -- hopefully this is reasonable.

  Goal is to add basic functionality required for time based updates of creature's vitals (health, mana, stamina).  This is a subset of the challenge for issue #254 .  Current update rates do not reflect original game's update algorithm.

  Summary of changes:
  - Added setvital debug function -- sets a vital (hp mp stam) to a specified or relative value
  - Added per-creature update function to landblock main loop
  - Added vital update code per creature
  - Added UI notification messages to player, so UI updates when vitals are changed.

  I'm new to working on distributed teams via github, please let me know if there is anything I need to correct.

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node_id: MDExOlB1bGxSZXF1ZXN0MTIwNTEwOTYw
title: Review & Comment only || Object overhaul - POC
state: closed
created_at: 2017-05-15T01:14:55Z
updated_at: 2017-05-15T12:48:22Z
closed_at: 2017-05-15T12:48:22Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/339
type: pull
body:
  Ok - I have started this work and could really use a review before I get too far down the road.   Issues on the table:

  We had 10 items still to determine a place for in the new db schema.   Four have been identified 6 remain.  You can look at and contribute to the ObjectXRef document here: https://goo.gl/mqRWST

  Ok - have at it.   Let me know what needs to be changed or if this looks good.   

  Link to latest ace_world ERD https://goo.gl/6lZ2wm  

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node_id: MDExOlB1bGxSZXF1ZXN0MTIwNjc0ODAw
title: Rude Vendor
state: closed
created_at: 2017-05-15T19:22:39Z
updated_at: 2017-05-19T11:42:49Z
closed_at: 2017-05-17T11:11:26Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/340
body: Rude vendors, Rude Vendors everywhere!
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTIwNzMzMDMx
title: Object Overhaul - ready for review and merge. Still Work in Progress but a good spot.
state: closed
created_at: 2017-05-16T02:32:04Z
updated_at: 2017-05-20T00:46:40Z
closed_at: 2017-05-20T00:46:40Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/341
type: pull
body:
  * Continued work on Overhaul 
  * Created mapping cross reference file to facilitate documentation and cleaning up names - work in progress https://goo.gl/eaaNQb
  * Created new database schema for world_object - modified mysqlinstall.bat to reflect new baseline
  * created script to ETL old schema to new schema.   I have not included it as we will be refactoring the initial data load to use the new
  * schema according to Ripley.   I have the script tested and posted on my dropbox if anyone wants it.   I also have a complete data dump that
  * zips down to a manageable size.
  * BaseAceObject is now using the new schema
  * I re-hooked up telepoi to use the new schema.   Still to do, convert to constructed statement
  * @moveto works which shows we can spawn world objects out of new data schema.
  * Next steps - refactor AceObject and make sure world objects load again.
  * re-enable and expand constructed statement test.   We have a constraint that the old test would fail.
  * Once that is complete - start same process using clone of this schema for character as discussed.

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node_id: MDExOlB1bGxSZXF1ZXN0MTIxMTcxNzA4
title: QueuedGameActions Phase1
state: closed
created_at: 2017-05-17T23:14:56Z
updated_at: 2017-10-12T15:38:40Z
closed_at: 2017-05-30T20:45:27Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/342
type: pull
body:
  Overhauled the QueuedGameActions .

  Not sure how to properly implement the read only WO.
  Could use a little help with that.

  Added handlers, lots of room now to move the que out of player or even landblock.

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node_id: MDExOlB1bGxSZXF1ZXN0MTIxMTk2NDk0
title: Creature vitals updates -- changelog
state: closed
created_at: 2017-05-18T03:57:22Z
updated_at: 2017-06-12T14:46:48Z
closed_at: 2017-05-18T15:53:08Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/343
body: Here is the changelog.md entry I forgot.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTIxMzY4Mzk2
title: Event Handling Restructure
state: closed
created_at: 2017-05-18T20:16:07Z
updated_at: 2017-06-12T14:46:58Z
closed_at: 2017-05-22T15:44:59Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/344
type: pull
body:
  Hello.  My first commit was a small vital update change.  I've now broken out of my shell, and am looking at the bigger picture!  I hope this is useful, or inspires brainstorming future directions for this codebase!

  This is an experimental and pretty major restructuring of our current event handling system.

  This restructuring accomplishes several **goals**:

  - A consistent and easily followed synchronization mechanism for cross-landblock operations
  - A convenient mechanism to broadcast position based updates, without requiring objects maintain broadcast lists
  - A simplification of the rapidly growing and complicated state machines used to manage character actions.

  To achieve these goals I have restructured the **logical flow** of the code in the following ways:

  - I have removed the prior player event queues.
  - There is an ITickable interface, every landblock update loop all ITickables on the landblock are "Ticked"
  - It is the responsibility of the ITickable to manage any updates and broadcasts it needs within its tick.
  - To aid in the management of these updates, I introduce "ObjectActon" co-routines which allow a convenient way to structure the traditionally event-based code in an Object-Oriented (as opposed to event-based) manner.
  - I created a (hopefully) simple-to-follow synchronization pattern, which can allow complex behaviors within 

  actions between objects.

  **Smaller Bits**:
  Flow of information:
  Network packets -> session.Player.RequestAction(action) - (on landblock tick) -> action()

  - On Tick() ITickables are given (lazy populating) broadcast lists, letting them know nearby players that need to be notified of global updates.  
  - All ITickables are locked by the landblock before ticking.  If they need to interact with another object, they must lock that object before using it (but the common-case self locking is handled by the landblock).

  Please take a look, try it out, tell me if you have any questions!

  Important Parts to look at:
  Actions are now handled much more simply.  For example: before delayed teleport required a messy state machine with tendrils all over the code.  Now the delayed teleport are implemented in ActDelayedTeleport, and encapsulated cleanly.

  Feel free to try checking the branch out and building an event for yourself (e.g. proper animation delays when dropping/picking up items).  Hopefully you'll find it is significantly easier to use.

  Finally, as far as I know, all functionality on the mainline ACE emulator (as well as some extra, particularly multi-client operations) functions.

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node_id: MDExOlB1bGxSZXF1ZXN0MTIxNTQ1NDMy
title: Added Configuration for Maximum Allowed Sessions
state: closed
created_at: 2017-05-19T17:17:20Z
updated_at: 2017-05-23T15:52:30Z
closed_at: 2017-05-20T00:47:15Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/345
type: pull
body:
  * Changed the configuration sections to allow for the "MaxSessions" setting.
  * There is a default value of 128.
  * Check the Config.json.example for help.

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node_id: MDExOlB1bGxSZXF1ZXN0MTIxNTY0MTA5
title: Added debug command @listplayers
state: closed
created_at: 2017-05-19T19:09:06Z
updated_at: 2017-05-23T15:52:32Z
closed_at: 2017-05-20T00:48:18Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/346
body: * Added a Helpful debug command for testing who is connected too your server.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTIxNjAxNTgy
title: Spell Tables
state: closed
created_at: 2017-05-20T00:06:17Z
updated_at: 2017-06-17T03:22:57Z
closed_at: 2017-05-24T11:39:29Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/347
type: pull
body:
  Added SpellTable/SpellComponent parsing from portal.dat. Also added "@learnspell" debug command and corresponding UpdateSpell Event.

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node_id: MDU6SXNzdWUyMzAxNTgyOTM=
title: Accessing Objects Between Landblocks
state: closed
created_at: 2017-05-20T14:53:03Z
updated_at: 2017-06-22T19:14:46Z
closed_at: 2017-06-22T19:14:46Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  There is a corner-case atomicity violation within our Landblock system around the observation of transferring objects between Landblocks.

  The best **example** I've found explaining the problem:

  Note, I've often heard this problem described as "Ships Passing in the Night" if your looking for a shorthand to describe it.

  Character Foo observes object Bar moving between two Landblocks.  Foo is on Landblock A, Bar is moving from B to C (so Foo is basically at the corner of a Landblock).  If Foo were to need to interact with Bar (e.g. IdentifyObject from Foo's client, with Bar's Guid as the argument), the Landblock system would have to fetch the Bar WorldObject off of the appropriate Landblock.

  Unfortunately, our current design has no way of doing so reliably.  If Bar is in the act of transferring between two Landblocks, it may either be on A or B (or in our current system on neither).  Our only current recourse is to scan all adjacent Landblocks when searching by Guid.  If Bar is in the act of transferring when this scan happens we can miss it with this set of events:

  Bar is on A.
  We scan B for Bar.
  Bar transfers from A to B
  We scan A, never finding Bar.

  The fundamental issue here is that the scanning of Landblocks is not atomic with respect to the transfer of objects between Landblocks and is additionally not atomic with executing an object's action on that Landblock.  Essentially we need an underlying system that allows us to find an object in nearby Landblocks by Guid, _and_ execute some action on that Landblock atomically.

  There are several **possible solutions** to this problem:

  **First** - adapting our current design:
  Unfortunately, adapting our current design is not likely practical.  Landblocks operate asynchronously, so any operations which query adjacent landblocks for Guids would have to lock _all_ adjacent Landblocks during query (Landblocks would also have to be locked when updating object positions internally).  This will lead to high amounts of locking, and possible deadlock within the system (it is possible, but will be a very treacherous endeavor to create a non-deadlocking Landblock locking ordering).  Overall this design will be inefficient and error prone.

  **Second** - Object Directories
  The classic solution to this problem is to use an object directory.  We create a directory system (Dictionary with locks) which is essentially a mapping of Guid to current Landblock.  The directory system provides a key-value mapping from Guid to WorldObject, allowing safe lookup of an Object from its Guid to Landblock (this requires atomically updating the dictionary on any landblock transfer -- probably a global lock).  However, there are still other problems with this.  Once we have gotten the Landblock location of the object we must send our event (E.g. IdentifyObject) to _that_ Landblock to safely query the object.  This event send must happen atomically with respect to the directory lookup, _and_ guarantee that the event is run _before_ the object is transferred between Landblocks, otherwise the object may move between querying the dictionary and executing the event to the Landblock, recreating our original problem!

  **Third** - Object Directories with Object Work Queues
  Instead of having the Landblock perform all object updates, we can associate work with WorldObject.  This allows the work to travel with the object, so it is sufficient to have an object lookup directory.

  **Fourth** - Reduction in landblock parallelism
  This entire problem stems from the fact that each Landblock can move objects concurrently.  If we guaranteed that only one landblock moved objects at a time (e.g. running all of our landblock update loops sequentially instead of in parallel) that would resolve this issue.

  Perhaps this is also a good time to revisit where we have asynchrony in the system, why its needed, and if we should in fact have it?

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node_id: MDExOlB1bGxSZXF1ZXN0MTIxNjcxNjE1
title: Object overhaul - part two. Review and Comment
state: closed
created_at: 2017-05-21T18:54:26Z
updated_at: 2017-05-23T23:15:41Z
closed_at: 2017-05-23T23:15:41Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/349
type: pull
body:
  I am having to refactor and touch a LOT of stuff.   It is looking good to me - but I am concerned about how much I am modifying without review.   Below is where I am at.   
  ### 2017-05-21
  * Continued work on Overhaul 
  * re-enabled more constructed statements
  * Most of the work to use existence of data to set flags for both physics and weenieHeaderFlags - some cleanup remains - either logic issues or bad data
  * modified cirand to take an optional second parameter to spawn X items at a time.   This speeds up testing.   I set a default to 10 if you omit the second parameter.
  * base_ace_object and ace_object both seem to be loading.
  * updated or created several views.
  * have not tested with Ripley's new data export - I did not want to add a second variable to testing.   
  * Next steps - use Ripley's data, create needed views, re-enable door, portal, NPC --- all the world things.

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node_id: MDU6SXNzdWUyMzAyNTYyOTE=
title: DoubleCheck locking in LandblockManager::GetLandblock()
state: closed
created_at: 2017-05-21T23:23:03Z
updated_at: 2018-10-07T00:12:52Z
closed_at: 2018-10-07T00:12:52Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  Putting this here so I don't forget about it -- its on a TODO list after solving other concurrency errors.  If someone else wants to take the lead on it though, feel free.

  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  Currently LandblockManager makes use of double check locking to populate the landblocks array.  Naive double check locking is a known unsafe paradigm in the Java and C# memory models and should be avoided:

  https://www.cs.umd.edu/~pugh/java/memoryModel/DoubleCheckedLocking.html
  http://csharpindepth.com/Articles/General/Singleton.aspx

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node_id: MDExOlB1bGxSZXF1ZXN0MTIxNjgyOTU0
title: Read the CLandblockInfo file type from client_cell.dat
state: closed
created_at: 2017-05-22T00:43:23Z
updated_at: 2017-06-26T01:14:11Z
closed_at: 2017-05-22T17:57:05Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/351
type: pull
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node_id: MDU6SXNzdWUyMzAyNjE0ODI=
title: Character creation when not using admin account access
state: closed
created_at: 2017-05-22T00:54:22Z
updated_at: 2017-05-28T00:47:59Z
closed_at: 2017-05-28T00:47:59Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x ] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Create an account without admin access and try to create a character and click the Finish button at the end.

  ### The log given by the failure.
  No errors reported.

  ### Desired functionality.
  All account levels should be able to create a character.

  ### Mention any other details that might be useful.
  Tested all account levels and ONLY admin access is able to create a character completely.  All other levels of access you cannot click the finish button and never enter the server.

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node_id: MDExOlB1bGxSZXF1ZXN0MTIyMzQwMzMz
title: * Initial work done for new schema. I think we are ready to merge.
state: closed
created_at: 2017-05-24T22:53:24Z
updated_at: 2017-05-25T11:43:24Z
closed_at: 2017-05-25T11:43:24Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/353
type: pull
body:
  ### 2017-05-21
  [Og II]
  * Initial work done for new schema.   Rebased and removed update sql files.

  * Tested and the auto setting of Physics and Weenie Header Flags looks really solid.   Side note, the values we have
  * in the database for weenieHeaderFlags and Physics Description Flag should probably be dropped we don't read them or use them now.
  * Doors, portals NPC's and signs are all back in the world now.
  * I would suggest we remerge with the main branch sooner rather than later - we can create another branch to introduce these
  * changes into the character side.
  * TODO items:
  * Creature spawns need to be refactored - I left them commented out.   We need to ditch seperate tables that we have now, I think all
  * creature can use what we have now, plus maybe two additional world tables.   Everything else fits into the current schema.
  * Test Ripley data and update ACE_World.
  * Refactor portals - I just left the old way in and faked it out with a view.
  * Once this looks good and stable and we fix any found bugs - we need to clone this over to the character database and start refactoring
  * That will get us to persisted inventory.

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node_id: MDExOlB1bGxSZXF1ZXN0MTIyNTMwMzU4
title: World Object Refactor & Code Cleanup.
state: closed
created_at: 2017-05-25T21:30:53Z
updated_at: 2017-06-03T12:11:35Z
closed_at: 2017-05-26T15:45:24Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/354
type: pull
body:
  * Refactored World Object to have all of the properties and methods of Game Data, Physics Data and Model Data.

  * Since I had to touch a ton of files, I cleaned up as much as I could.   Removed unneeded using statements,
  * killed whitespace where I found it, removed this. where not needed and where the type was obvious switched to a more
  * consistent use of var.
  * Re-enabled the unit tests for database.   We don't have a delete = if you insert into the table, you have to manually kill
  * the test data to avoid a duplicate key violation on a second running of the tests.    If those run in AppVeyor - will not be an issue as
  * an fresh db is created each time.

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node_id: MDExOlB1bGxSZXF1ZXN0MTIyNzA0OTIz
title: Objects - Game data refactored - issue with character login
state: closed
created_at: 2017-05-26T19:21:09Z
updated_at: 2017-06-07T19:24:51Z
closed_at: 2017-05-30T11:36:35Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/355
type: pull
body:
  Added most of Ripley's new data export items and moved a lot of stuff to the new did and iid tables.   Code compiles but will not run.   I will bring in the few remaining new fields and fix the data error tomorrow.      

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node_id: MDExOlB1bGxSZXF1ZXN0MTIzMTM5NTYy
title: Mediator pattern - Not for Merge - just here for review
state: closed
created_at: 2017-05-30T20:44:59Z
updated_at: 2017-10-12T15:37:13Z
closed_at: 2017-06-16T14:13:10Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/356
body:
  Working basic ques, @effect - basic loading..

  Design Pattern Mediator,

type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTIzMTcxOTQz
title: Objects
state: closed
created_at: 2017-05-31T00:40:31Z
updated_at: 2017-06-07T19:24:51Z
closed_at: 2017-05-31T00:43:50Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/357
type: pull
body:
  This can log in - you will need to add the table and update the views with what I posted in discord.   I will put together a delta file.   

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node_id: MDExOlB1bGxSZXF1ZXN0MTIzNjM3OTY1
title: Best attempt stabbed
state: closed
created_at: 2017-06-02T04:04:41Z
updated_at: 2017-06-02T04:23:24Z
closed_at: 2017-06-02T04:23:24Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/358
type: pull
body:
  Database implementation 100% not done.

  Merge if you want to, not at all offended if you're not ready to do it yet.

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node_id: MDExOlB1bGxSZXF1ZXN0MTIzODM1MjQ0
title: First corrections and commenting out so the start to command line works
state: closed
created_at: 2017-06-03T08:46:00Z
updated_at: 2017-06-03T18:19:38Z
closed_at: 2017-06-03T18:09:06Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/359
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTIzODM4Njk2
title: Read cached characters and launch to char list
state: closed
created_at: 2017-06-03T10:56:17Z
updated_at: 2017-06-05T21:13:02Z
closed_at: 2017-06-03T17:34:51Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/360
type: pull
body:
  This further adds the ability to launch the client to the character list.

  CAUTION: change your config.json to rename the "Character" section to "Shard". This only needs the view vw_ace_character, so as long as the basic fields in there are still provided this PR should work even with a new shard database.

  This is the continued work from my first PR, so if you like this PR I'll close the first. If not then the first PR at least allows starting to the command line.

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node_id: MDExOlB1bGxSZXF1ZXN0MTIzODUyNDYz
title: Rework Base SQL scripts.
state: closed
created_at: 2017-06-03T18:55:04Z
updated_at: 2017-06-17T04:04:20Z
closed_at: 2017-06-03T18:59:30Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/361
type: pull
body:
  Resetting the base SQL scripts to something closer to where they will end up. Views are still missing or WIP from both shard and world base. 

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node_id: MDExOlB1bGxSZXF1ZXN0MTIzODUzNTUw
title: Cleaning up error list
state: closed
created_at: 2017-06-03T19:28:56Z
updated_at: 2017-06-17T04:04:19Z
closed_at: 2017-06-03T19:30:54Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/362
body: More cleanup of the comment errors and Portal object errors.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTIzODYwOTA2
title: ACE Enum adjustments
state: closed
created_at: 2017-06-04T00:32:53Z
updated_at: 2017-06-04T00:33:02Z
closed_at: 2017-06-04T00:33:02Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/363
body: Additional enums for missing db columns
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTIzODYxMTQy
title: More Enum Adjustments
state: closed
created_at: 2017-06-04T00:45:38Z
updated_at: 2017-06-04T00:45:47Z
closed_at: 2017-06-04T00:45:47Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/364
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTIzODYyODgy
title: More Enum and Object Realignment
state: closed
created_at: 2017-06-04T02:21:59Z
updated_at: 2017-06-17T04:04:16Z
closed_at: 2017-06-04T02:22:06Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/365
type: pull
body:
  Adding two enums to bring them closer to client expectations, adjusting two objects to fit in to current enums

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node_id: MDExOlB1bGxSZXF1ZXN0MTIzOTcxMDA3
title: Extend ORM to allow aggregate functions i.e. MAX(column) and
state: closed
created_at: 2017-06-05T12:50:56Z
updated_at: 2017-06-10T15:22:53Z
closed_at: 2017-06-05T19:18:22Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/366
body: implemented GetNextCharacterId using the MAX aggregate
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTI0MDc0NzIw
title: Implements IsCharacterNameAvailable and fixes some errors
state: closed
created_at: 2017-06-05T22:32:02Z
updated_at: 2017-06-10T15:22:54Z
closed_at: 2017-06-06T11:49:22Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/367
body: … in the chargen code.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTI0MjczMDMw
title: Character Loading
state: closed
created_at: 2017-06-06T19:47:22Z
updated_at: 2017-06-07T13:23:04Z
closed_at: 2017-06-07T13:23:04Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/368
type: pull
body:
  * Initial work done for loading character from ace_shard.   Rebased and removed update sql files.
  * Tested up to position loading.   Made changes to position, but have not loaded the dictionary yet.
  * Fixed a few bugs - attribute loading had a few.
  * TODO items:
  *	Finish up loading positions then see what is left. 
  *	Work on saving as OptimShi - has character creation ready to go.   

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node_id: MDExOlB1bGxSZXF1ZXN0MTI0MjkxNTM1
title: Read character creation values from client_portal.dat
state: closed
created_at: 2017-06-06T21:24:03Z
updated_at: 2017-06-26T01:13:55Z
closed_at: 2017-06-07T13:29:07Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/369
body: and assign to appropriate Character Properties
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTI0NTQ4NTI2
title: More fun in Zombieland - character loading.
state: closed
created_at: 2017-06-08T01:08:06Z
updated_at: 2017-06-08T16:35:56Z
closed_at: 2017-06-08T16:09:15Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/370
type: pull
body:
  I am hoping you will give me a pass on what looks like massive changes to ShardBase.sql - I think Ripley is using mysqlworkbench for his export and I am using Sqlyog.   The changes are minor and have been tested to work.

  * Continued work loading character from ace_shard.   Rebased
  * Cleaned up whitespace issues where I found them.
  * Added cascade delete to all child tables in ace_shard.
  * Completed and tested up to skillz loading.   Made a few changes on the db side for key consistancy.
  * TODO items:
  * Finish up loading - spells, friends, allegiance info, spell comps, spell bars etc. etc....

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node_id: MDExOlB1bGxSZXF1ZXN0MTI0Nzc3Njky
title: SaveObject implemented in ShardDatabase.cs
state: closed
created_at: 2017-06-09T01:56:55Z
updated_at: 2017-06-09T02:31:44Z
closed_at: 2017-06-09T02:31:44Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/371
type: pull
body:
  This is my first time doing reflection or ORM in C#, let me know if I made a complete mess out of it.

  Otherwise, after an AceObject is passed to SaveObject() all relevant fields of the object appear in the database (as far as I can tell).

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node_id: MDExOlB1bGxSZXF1ZXN0MTI0Nzg5Njkw
title: Cleanup of DbGetListAttribute
state: closed
created_at: 2017-06-09T04:34:00Z
updated_at: 2017-06-09T05:37:49Z
closed_at: 2017-06-09T05:37:49Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/372
type: pull
body:
  Adjusted DbGetList Attribute to be DbList.  Removed statementId from the attribute, it is now taken from the Id passed on ConstructStatement in ShardDatabase/Database.cs.  Cleaned up hacky Ids I committed earlier.

  Also made minor changes to remove the tons of formatting warnings we were getting (one still remains on unimplemented async function).

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node_id: MDExOlB1bGxSZXF1ZXN0MTI0OTY4MDcy
title: Fix the "You do not own this character" error.
state: closed
created_at: 2017-06-09T23:45:52Z
updated_at: 2018-05-31T12:20:07Z
closed_at: 2017-06-10T02:29:14Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/373
body: With this fixes the view vw_ace_character still works with inner joins.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTI1MDA4OTk3
title: Character Login - continued
state: closed
created_at: 2017-06-11T00:38:31Z
updated_at: 2017-06-12T17:14:31Z
closed_at: 2017-06-12T17:14:31Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/374
type: pull
body:
  * Continued work loading character from ace_shard.   Character reaches world now. 
  * Fixed a number of null exception errors
  * Outstanding issues:
  * has an orm data load error 
  * abilities and skills object issue not resolved
  * palette, textures not being read or sent

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node_id: MDExOlB1bGxSZXF1ZXN0MTI1MDE2MjIy
title: Refactoring, save/restore progress on object overhaul
state: closed
created_at: 2017-06-11T07:07:22Z
updated_at: 2017-06-30T01:55:42Z
closed_at: 2017-06-12T02:07:49Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/375
type: pull
body:
  This is an extension of Og II's current pull request.

  Things I've added:
  Separation of AceObjectProperties{Attribute, Attribute2nd, Skill} from CreatureAbility and CreatureSkill.
  ORM Fixes.
  Minor database fixes.
  Fixes to character saving/updating.
  Work getting landblock objects loading properly.
  Character can now log-in and walk around, in-game objects don't appear (Although they do appear to pull properly from the DB now).

  NOTE:  I've been using a separate ace_shard sql file Og sent me.  I didn't commit it, because a simple diff says its significantly different than the one in the current repo.  I also had to tweak it to get login working.  I'll submit it separately so we can figure out what to do with it.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI1MDU5NDI0
title: Object overhaul
state: closed
created_at: 2017-06-12T04:27:43Z
updated_at: 2017-06-21T22:58:46Z
closed_at: 2017-06-12T11:14:42Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/376
type: pull
body:
  Now successfully enters world, objects appear, and if you have the correct world data, you can even interact with the objects.

  Getting close to prior functionality.

  Refactored Position and CreatureAbility to front-end and back-end entities.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI1MjQyMTA0
title: Fear the Walking Dead - More work on our object overhaul - bug fixes and continued work
state: closed
created_at: 2017-06-12T22:19:04Z
updated_at: 2017-06-13T01:50:15Z
closed_at: 2017-06-13T01:50:15Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/377
type: pull
body:
  * fixed issue with null exception
  * Added OptimShi code to load the correct player appearance 
  * Added sending the DataID and InstanceID fields on the player description event.
  * Fixed assorted bugs.
  * we can now go into and out of combat mode. 
  * ci tested and working for all item types.
  * telepoi tested and working.
  * Trello board updated and cards moved into review - Pending Merge queue.
  https://trello.com/b/DXQUfVHj/acemulator-server-project

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node_id: MDExOlB1bGxSZXF1ZXN0MTI1NDgxNjI0
title: Lord BucketHead - temp fix. Added start of equipping items and POC code
state: closed
created_at: 2017-06-13T23:15:39Z
updated_at: 2017-06-14T02:49:17Z
closed_at: 2017-06-14T02:49:17Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/378
type: pull
body:
  * Added getting and setting ContainerID and Wielder into AceObject and surfaced in worldObject
  * Put in a hack to show how equipped weapons and shields work.   We will need to establish a place to store this data.
  * I put in big TODO to identify the hack - it is benign and will not impact anything else other than to demo the placement
  * of the spear in Rand the Game Hunters hand in Holtburg.
  * Modified SetPhysicsDescriptionFlags so it can be container and weilder aware.
  * Worked with OptimShi and we put in a temp fix for Lord BucketHead.   It is the hair - there is an issue loading hair.   I put a todo on it and commented it out.   Rest of the base model looks to be loading correctly.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI1NTIwODk4
title: SQL Scripts Re-based
state: closed
created_at: 2017-06-14T06:40:56Z
updated_at: 2017-06-17T04:04:15Z
closed_at: 2017-06-15T04:02:20Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/379
type: pull
body:
  Hopefully this should bring the base scripts into alignment and trim out unnecessary tables from each.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI1NjgzNTcz
title: Code cleanup and a few bug fixes.
state: closed
created_at: 2017-06-14T20:17:02Z
updated_at: 2017-06-15T13:18:49Z
closed_at: 2017-06-15T04:54:56Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/380
type: pull
body:
  * Trello card - General code clean up - look at all the TODO's -  add the most critical ones here
  * Removed unused and replace weenie code that was deprecated with Object-Overhaul
  * Fixed hair color bug with code from OptimShi - this should conclude our issues with character appearance.
  * Removed unused files related to weenie.
  * I spent about an hour trying to debug the position not saving.   None of the character save is working.   It does not error,
  * but nothing is changed in the DB.    That is still to-do.
  * Updated Trello board.
  * I cleaned up the shard base script but I have left it out due to the contentious nature of the discussion in the apply named discord ;)
  * added first step of equip item.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI1NzIyNTYx
title: Fixed Position Saving.
state: closed
created_at: 2017-06-15T01:00:25Z
updated_at: 2017-06-21T22:58:45Z
closed_at: 2017-06-15T04:56:03Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/381
body:
  Positions save now.
  Also fixed initial level ??? bug.

type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTI1OTI3MTgx
title: Cleanup backing AceObject
state: closed
created_at: 2017-06-15T22:41:26Z
updated_at: 2017-06-21T22:58:52Z
closed_at: 2017-06-16T12:14:01Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/382
type: pull
body:
  Clean-up of backing state in game.  Primary focuses:

  - Make persistent state of in-game objects to be backed by the AceObject
  - Remove unneeded database fields from active state
  - Stop in-game objects from redundantly writing to their AceObject.

  Also fixes:
  - Attribute2nd (vitals -- health/stam/mana) initializing incorrectly.

  Still needs to be done:
  - ORM interface cleanup.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI1OTMwNjYw
title: Fixed bug with player creation
state: closed
created_at: 2017-06-15T23:11:29Z
updated_at: 2017-06-16T23:08:59Z
closed_at: 2017-06-16T12:15:43Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/383
type: pull
body:
  * made a bunch of comments and notes…about things I discovered so they would not get lost.
  Minor stuff, I can resubmit if it is not merge worthy.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI2MDIwNjUy
title: Object overhaul
state: closed
created_at: 2017-06-16T12:16:10Z
updated_at: 2017-06-16T13:54:45Z
closed_at: 2017-06-16T13:54:40Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/384
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTI2MDg3OTgw
title: asynchronous-object-saving outside game loop.
state: closed
created_at: 2017-06-16T18:20:43Z
updated_at: 2017-10-12T15:36:27Z
closed_at: 2017-06-20T11:57:34Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/385
type: pull
body:
  Moved DB saving into its own game and implemented a blocking collection model.
  Card - asynchronous-object-saving

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node_id: MDExOlB1bGxSZXF1ZXN0MTI2MTIwMjMz
title: Bug Fix - Delete Character Trello Card
state: closed
created_at: 2017-06-16T21:39:39Z
updated_at: 2017-06-19T16:45:09Z
closed_at: 2017-06-17T22:21:50Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/386
type: pull
body:
  * Trello card task - delete character crashes server.   Fixed this issue.
  * Added event code for database to do the actual house keeping to flip the flag once the hour restore period has expired.
  * Minor code cleanup.
  * Removed update directory for old character database.
  * Fixed pickup and drop item.   Location was protected and not able to be set for loot (WorldObjects)   I temp set this to allow set.   Once we refactor physics data out this can go away.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI2MTQyNDU1
title: Re-added SpellTable, CLandblockInfo and fixed some StyleCop issues.
state: closed
created_at: 2017-06-17T04:21:01Z
updated_at: 2017-09-01T05:13:59Z
closed_at: 2017-06-17T22:23:32Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/387
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTI2MTQzMDY1
title: Fix "Player" name.
state: closed
created_at: 2017-06-17T04:49:01Z
updated_at: 2017-06-21T22:58:39Z
closed_at: 2017-06-19T12:08:30Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/388
type: pull
body:
  Cleaned up player initialization, and bugs related to player creation.  Player names now display properly.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI2MTU2Njg1
title: CreatureVital reintroduction
state: closed
created_at: 2017-06-17T14:27:32Z
updated_at: 2017-06-21T22:58:36Z
closed_at: 2017-06-19T12:13:30Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/389
type: pull
body:
  Reintroduces the separation between CreatureAbility and CreatureVital.  
  Adds the "Tick" regeneration mechanic (which I'll hopefully introduce another merge request to remove :-P).
  Creates the "setvital" debug function.

  Minor comment cleanup.

  NOTE: will conflict with player name branch.  First merge that branch, then this branch overwrites, or I'll submit another pull request after that branch is merged.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI2MTYzMzEz
title: Landlbock/Concurrency/Core Functionality Restructure
state: closed
created_at: 2017-06-17T18:09:03Z
updated_at: 2017-06-20T02:00:12Z
closed_at: 2017-06-20T01:54:25Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/390
type: pull
body:
  Note: This branch builds upon the "Player" name fix, and "CreatureVital" branches.  If they're merged I'll rebase and recreate this pull.

  Note: This branch also includes Og's "MoveTo" operations.

  The overall goal of this branch is to restructure our main-game logic in a manner that safely allows parallelism, without complex locking schemes.  The overall idea of this restructure can be summarized as follows:
  - Physics, Movement, and Game Logic updates are done in their own phases, each phase is executed to completion before the next begins.
  - Within the GameLogic phase, WorldObjects are updated in parallel, but updates lock-free operations with these mechanics:
     -- WorldObjects can only read/modify their own state on their own turn to "Act"
     -- Communication between WorldObjects is allowed by having the Landblock forward "Actions" between the WorldObjects.

  To facilitate this design I've added several classes (IActions, IActors, ActionChains) that encapsulate this functionality.  A more detailed list of the behaviors is below.

  Overall summary:
  All work happens from UpdateWorld() thread in WorldManager
  Outline of framework for physics position updates.
  Added work managing infrastructure: Actions -- Remove busy-waiting/polling

  Parallelism handled as follows:
  - All motion (will be) calculated by the physics engine (based on requests done in the object update phase)
  - After calculated, all motion is updated sequentially in the UpdateWorld function
  - All landblocks update any objects within them through Actions on an ActionQueue
    -- Landblocks are acted on in parallel
    -- Objects within landblocks act sequentially
  - Any action on an object may only read/modify the object its acting on 
    -- Exception - position information - guaranteed not to change by above points
    -- Any cross-object interactions must be done by queueing an action on the other object with data passed (This is currently handled by delegate/lambda functions within the action infrastructure, but could be co-routines, or dedicated per-action classes)

  Other improvements/notes:
  - The "DelayManager" Handles waiting, removing the need for busy waiting.
  - All asyncrhonous inputs (e.g. network communication) must delegate their work to the action handlers of objects (Designated by functions prefixed with HandleAction).
  - There is an infrastructure for position-based broadcasting (although issues in our landblock adjacencies need to be fixed before this will actually work cross-landblocks)
  - Landblocks are also "Actors" as they must manage object pick-ups/etc.
  - The movement to the "Actor/Action" interface removes any need for polling -- If we have a world with 1 billion entries, but only 2 active, it will run as fast as a world with 2 entries

  This is a huge change, I tried to segment it, but the races caused by restructuring the parallelism broke the server until I restructured how incoming network events happened -- The end result was this branch.

  As far as I know the current branch does everything master does, plus has some minor bugfixes, and supports broadcasts for more things (like coming out of portal space, updating position, dropping/picking up items).

  I'm looking forward to hear what you think of this structure.

  Notable things removed:
  Landblock.GeWorldObjectById
  Landblock.Broadcast (handled by players now)
  Landblock.UseTime

  Things that still need to be done:
  More robust object tracking
  Asynchronous Landblock loading/prefetching.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI2MTY5MzE4
title: Dress-up
state: closed
created_at: 2017-06-17T21:53:27Z
updated_at: 2017-06-26T01:13:51Z
closed_at: 2017-06-18T02:42:51Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/391
type: pull
body:
  Added functionality for the GameMessageObjDescEvent message (fired when a model changes, like when equipping new items). Also included a debug command "@equiptest" to expose the new functions which will cosmetically equip your character with a single piece of armor/clothing (only cosmetic, no actual "equipping" is being done at this time)

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node_id: MDExOlB1bGxSZXF1ZXN0MTI2MTc1NzU4
title: Landblock Object Loading Fix
state: closed
created_at: 2017-06-18T03:34:53Z
updated_at: 2017-06-18T03:56:14Z
closed_at: 2017-06-18T03:42:26Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/392
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTI2MTc2MDcx
title: Re-Added Configuration for Maximum Allowed Sessions
state: closed
created_at: 2017-06-18T03:52:41Z
updated_at: 2017-06-28T19:45:33Z
closed_at: 2017-06-19T12:14:08Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/393
type: pull
body:
  * Added a Config Setting and Max Allowed Sessions code, to allow configuration of the total concurrent connections.

  This code was lost during the object-overhaul change: PR #345 -

  * Changed the configuration sections to allow for the "MaxSessions" setting.
  * There is a default value of 128.
  * Check the Config.json.example for help.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI2MTc2MTA0
title: Setting ON DELETE CASCADE for ace_poi
state: closed
created_at: 2017-06-18T03:54:45Z
updated_at: 2017-06-18T03:56:07Z
closed_at: 2017-06-18T03:55:58Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/394
body: Syncing ACE-World and ACEmulator.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTI2MTc2NDAx
title: Re-Added a debug command to list all players connected to the server.
state: closed
created_at: 2017-06-18T04:14:24Z
updated_at: 2017-06-28T19:45:31Z
closed_at: 2017-06-19T12:14:34Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/395
type: pull
body:
  This code was lost during the object-overhaul switchover, from the PR #346 and was altered slightly to allow use from within the server console.

  * Added a Helpful debug command for testing who is connected too your server.
  * Can now be used from the console.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI2MTk4ODg2
title: Make NPCs in database wield items also in database
state: closed
created_at: 2017-06-18T19:00:23Z
updated_at: 2017-07-08T23:55:20Z
closed_at: 2017-06-19T12:15:29Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/396
type: pull
body:
  This code change corrects issues with AceObject, PhysicsData, DebugObject and UsableObject to make wielded items in database appear in world and attach mostly correct to their wielders. I say mostly correct as visually they look good, but all of the NPCs are static at this point and we're not setting the children flag on NPCs as well so there could be issues laying in wait for us when we get to movement for them which will require us to get that part working.

  This works with data found in the last two ACE-World releases, no new export was required, although the latest release would be suggested as it fixes issues with landblock loading.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI2MzgxMjU5
title: Fix CIRand admin function.
state: closed
created_at: 2017-06-19T19:39:19Z
updated_at: 2017-06-21T20:47:38Z
closed_at: 2017-06-20T17:17:22Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/397
type: pull
body:
  * Trello card task - Extend ORM code to support multiple getLists or implement another method to query by alternate keys - re-implement cirand
  * Many thanks to ddevec - he did the work on the ORM code revision.   I just tested and implemented for my use.
  * Fixed undiscovered alignment bug at hook type we were sending as dword and it is a word.   That was shifting everything below it.
  * Added priority to aceObject and set the aceObject priority field as a backing object for worldObject priority.
  * Created function to calculate container burden.
  * added view to world database that was needed for cirand and will be used in loot generation.
  * updated position table to have a faster function for location per discord discussion.
  * Updated trello board to reflect current project status.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI2NDMyODcz
title: Landblock/Concurrency/Core Functionality Restructure (attempt #2)
state: closed
created_at: 2017-06-20T02:02:12Z
updated_at: 2017-06-21T22:58:33Z
closed_at: 2017-06-21T18:12:51Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/398
type: pull
body:
  Sorry about recreating the pull.  I accidentally borked my old branch and had to close the PR.

  Note: This branch also includes Og's "MoveTo" operations.

  The overall goal of this branch is to restructure our main-game logic in a manner that safely allows parallelism, without complex locking schemes.  The overall idea of this restructure can be summarized as follows:
  - Physics, Movement, and Game Logic updates are done in their own phases, each phase is executed to completion before the next begins.
  - Within the GameLogic phase, WorldObjects are updated in parallel, but updates lock-free operations with these mechanics:
     -- WorldObjects can only read/modify their own state on their own turn to "Act"
     -- Communication between WorldObjects is allowed by having the Landblock forward "Actions" between the WorldObjects.

  To facilitate this design I've added several classes (IActions, IActors, ActionChains) that encapsulate this functionality.  A more detailed list of the behaviors is below.

  Overall summary:
  All work happens from UpdateWorld() thread in WorldManager
  Outline of framework for physics position updates.
  Added work managing infrastructure: Actions -- Remove busy-waiting/polling

  Parallelism handled as follows:
  - All motion (will be) calculated by the physics engine (based on requests done in the object update phase)
  - After calculated, all motion is updated sequentially in the UpdateWorld function
  - All landblocks update any objects within them through Actions on an ActionQueue
    -- Landblocks are acted on in parallel
    -- Objects within landblocks act sequentially
  - Any action on an object may only read/modify the object its acting on 
    -- Exception - position information - guaranteed not to change by above points
    -- Any cross-object interactions must be done by queueing an action on the other object with data passed (This is currently handled by delegate/lambda functions within the action infrastructure, but could be co-routines, or dedicated per-action classes)

  Other improvements/notes:
  - The "DelayManager" Handles waiting, removing the need for busy waiting.
  - All asyncrhonous inputs (e.g. network communication) must delegate their work to the action handlers of objects (Designated by functions prefixed with HandleAction).
  - There is an infrastructure for position-based broadcasting (although issues in our landblock adjacencies need to be fixed before this will actually work cross-landblocks)
  - Landblocks are also "Actors" as they must manage object pick-ups/etc.
  - The movement to the "Actor/Action" interface removes any need for polling -- If we have a world with 1 billion entries, but only 2 active, it will run as fast as a world with 2 entries

  This is a huge change, I tried to segment it, but the races caused by restructuring the parallelism broke the server until I restructured how incoming network events happened -- The end result was this branch.

  As far as I know the current branch does everything master does, plus has some minor bugfixes, and supports broadcasts for more things (like coming out of portal space, updating position, dropping/picking up items).

  I'm looking forward to hear what you think of this structure.

  Notable things removed:
  Landblock.GeWorldObjectById
  Landblock.Broadcast (handled by players now)
  Landblock.UseTime

  Things that still need to be done:
  More robust object tracking
  Asynchronous Landblock loading/prefetching.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI2NTI1MDkx
title: app voyer test
state: closed
created_at: 2017-06-20T12:53:54Z
updated_at: 2017-10-12T15:38:07Z
closed_at: 2017-06-20T17:06:12Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/399
body: test , don't merge me...
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTI2NjUwMDU1
title: Fix to asynchronous saving bug on character creation.
state: closed
created_at: 2017-06-20T23:18:54Z
updated_at: 2017-06-21T22:58:30Z
closed_at: 2017-06-21T16:52:35Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/400
type: pull
body:
  There is a bug in one of our latest patches, in which asynchronous saving races with loading, causing the game to sometimes (frequently) crash on player creation.  This patch causes that function (run in session network handler, so can block) to wait for the initial character creation DB save to complete before attempting login/load.

  Also fixes issue in prior code in which the asynchronous saving loop would not stop when server shutdown was requested.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI2NjUwNTI1
title: Equip and Unequip items
state: closed
created_at: 2017-06-20T23:22:54Z
updated_at: 2017-06-22T00:28:33Z
closed_at: 2017-06-22T00:28:33Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/401
type: pull
body:
  * Added the ability to equip and unequip items and have it also update your visual appearance.
  * We have some data work to do - to add clothing table did values, but we have added 30 or so for testing out of 150+ needed.   Thanks OptimShi for the script and the updates - also all the help on clothing!
  * I am adding the script to load those testing values - they are the permanent solution just incomplete.   However, it properly goes in ace world.   The prerequisite to running the script is to have data loaded.   If you do it out of order, no harm, it just will not work.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI2ODc4Njky
title: Fixed logoff crashing bug
state: closed
created_at: 2017-06-21T23:01:02Z
updated_at: 2017-06-30T01:55:45Z
closed_at: 2017-06-22T03:48:42Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/402
type: pull
body:
  My branch was causing a racy bug on logoff because I had not synchronized those operations with the server.  Those operations are now synchronized, as well as properly adding broadcasting for the logoff animation, and a timeout before the player is removed from world (while the logoff animation plays).

  And uncommented learnspell (which now broadcasts the animation, so all can see you learn a spell).

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node_id: MDExOlB1bGxSZXF1ZXN0MTI2OTI4MzM3
title: Contributor Code of Conduct
state: closed
created_at: 2017-06-22T07:45:58Z
updated_at: 2017-07-08T23:55:19Z
closed_at: 2017-06-22T07:47:20Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/403
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTI3MDMwOTI5
title: Inventory saving
state: closed
created_at: 2017-06-22T16:09:56Z
updated_at: 2017-06-22T19:51:36Z
closed_at: 2017-06-22T19:51:36Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/404
type: pull
body:
  Ability to save inventory, no load..
  But this shows us a bigger issue in our data model.

  There also a rig job in here to allow up to 20 transactions conflicts before failing but there no transaction order, so its not the greatest method and could result in saved operations happening out of order due to deadlock failure on the database.

  Overall there is a bigger issue in our data model that needs addressed.
  This PR is just to allow anyone to see it live if they remove the generic error handling I put in to make this not crash ACE.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI3MTA5MTM3
title: Serialized saves, added caching manager for saves.
state: closed
created_at: 2017-06-22T23:36:28Z
updated_at: 2017-06-23T04:15:44Z
closed_at: 2017-06-23T04:15:44Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/405
type: pull
body:
  Goal: resolve MySql deadlock exception caused by saving too much stuff at once.

  Added serialization of ShardDatabase saves.
  Added save-lots debug function.
  Also fix bug in DbManger on shutdown.

  TODO:  combine DbManager and ShardDatabase.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI3MTI3NjMz
title: Shutdown Controls
state: closed
created_at: 2017-06-23T03:22:19Z
updated_at: 2017-06-28T19:45:30Z
closed_at: 2017-06-23T12:49:52Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/406
type: pull
body:
  With these changes, there is now a way to stop the server after an interval has passed.

  Stop the server after the interval set in the Config has Passed:
  `@shutdown <shutdown text>`
  Stop the Server immediately:
  `@stop-now`
  Cancel an in progress shutdown:
  `@cancel-shutdown`
  Change the seconds to wait until shutdown:
  `@set-shutdown-interval <0-99999>`

  There is also now a config change that adds an additional variable called `ShutdownInterval`. The goal of the variable is to tell the server how many seconds it will need to wait until shutdown. The maximum seconds allowed is 99999 and the default is 60.

  This request has been worked on and tested since April, please let me know if you spot any issues. Previous iteration can be found here with additional concepts/scenarios: (https://github.com/LtRipley36706/ACE/pull/13). 

  Here is an updated log:
  - Added `@set-shutdown-interval` command, to change the delay on the fly.
  - Added `@shutdown`, `@stop-now`, and `@cancel-shutdown` commands.
  - Added server shutdown command for admins - needed in consoles.
  - Added shutdown text, logoff, admin shutdown message.
  - Added `ShutdownInterval` to the `ConfigManager` Server Section, with a default of 60 seconds.
  - Added `ShutdownInterval` to the example config
  - Added some logging and moved the final exit too `ServerManager`.
  - Added a message broadcast through Session, to announce server broadcast messages from `WorldManager`.
  - Changed the case of the Config.json in the project build events, to match a Linux use case requirement for opening the Config file.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI3MTMxODk4
title: General ShardDatabase cleanup, serialization, and caching layer
state: closed
created_at: 2017-06-23T04:19:12Z
updated_at: 2017-06-28T19:56:12Z
closed_at: 2017-06-28T19:56:12Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/407
type: pull
body:
  DbManager is now Integrated into ShardDatabase along with:

  - Serial database writing.
  - Caching layer to ensure latest data is always loaded
  - Cleanup to ShardDatabase (replaced largely redundant functions with templated variants).
  - Fix to shutdown of saving thread.
  - Added multi-save debugging function save-logs (because who doesn't want to save their character 10k times right now?)

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node_id: MDExOlB1bGxSZXF1ZXN0MTI3MTQ4NDkz
title: Quick fix for Portals to become functional
state: closed
created_at: 2017-06-23T07:24:36Z
updated_at: 2017-07-08T23:55:18Z
closed_at: 2017-06-27T04:04:33Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/408
type: pull
body:
  Code provided by @ogmage78 successfully re-enables portals to work again on double click provided they have PositionType.Destination data in the ACE-World database. Latest release of database includes all previously submitted portal destination data.

  Also corrected ObjectType issue in CollidableObject. It was not being set from data stored in database leading to aberrant behavior in OnUse in game.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI3MjMwNDcx
title: Fixed several movement related bugs
state: closed
created_at: 2017-06-23T15:21:04Z
updated_at: 2017-06-30T01:55:22Z
closed_at: 2017-06-23T15:23:24Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/409
type: pull
body:
  Bugs fixed:

  - Player sticks when coming out of teleport (wasn't clearing requested positions properly from physics)
  - Game sometimes crashes when transferring landblocks (Wasn't clearing player from old landblock properly)
  - "glitch" in motion shortly after teleporting (was setting position after teleporting improperly).

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node_id: MDExOlB1bGxSZXF1ZXN0MTI3MzAyMzk1
title: Monster generator refactored
state: closed
created_at: 2017-06-23T22:59:04Z
updated_at: 2018-05-31T12:21:00Z
closed_at: 2017-06-26T12:04:11Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/410
type: pull
body:
  Remove the old creatures spawning and unused generator stuff and implement a new generator logic with the new data model. Use the included sql script to import testdata 'Drudgeskulkergen' near Holtburg LS.

  The spawned drudge doesn't show up on radar yet, this has to be fixed still.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI3MzEyMDY3
title: Pack Rat: Ready for review and merge.
state: closed
created_at: 2017-06-24T01:47:10Z
updated_at: 2017-06-27T15:39:49Z
closed_at: 2017-06-27T14:43:05Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/411
type: pull
body:
  This has been extensively tested.   I am sure I have not followed all of the new action chain methodology correctly.   I would like to get this in as I think it moves us down the field.   I think as I get a better understanding of the action chain - I can refactor this with a minimum impact.   

  * Added the ability to equip / unequip items and it will also update your visual appearance.
  * We have some data work to do - finish add clothing table did values - a lot of these are done - thanks OptimShi and Ripley
  * Tested - pack to pack, slot to slot, pack to ground, ground to pack, ground to wielded, wielded to ground
  * move packs, move items. 
  * Fixed save character options - this will need to be refactored - our character object needs some work.   
  * UI changes still blows up - this fix just addressed the options1 and options2
  * Fixed crash on lock or unlock UI
  * TODO
  1 clothing priority does not look to be right - somethings overlap incorrectly.
  2 refactor for correct action chain pattern.
  3 fix save for UI changes
  4 refactor character save and load.   Talk to Mogwai on best way to do this.
  5 UI positions still not saving - need to fix that next.

  To test:  
  @ci 136 (pack) or find a pack of your choice ( you can create several to test pack to pack and pack moves)
  @ci 127 is a pair of pants

  Extended testing
  @cirand 2 (armor)
  @cirand 4 (clothes)

  Test items, if you get the message no clothing entry just drop and keep going until you have a nice selection to test.
  Have fun.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI3MzIwNDI1
title: Handle non-static spawning portals
state: closed
created_at: 2017-06-24T06:33:27Z
updated_at: 2017-10-18T14:07:33Z
closed_at: 2017-06-26T12:05:50Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/412
type: pull
body:
  * Remove unneeded debug command CreateLifestone
  * Modified PortalObjectFactory class to create specialized portals that are temporary spawns, such as the Humming Crystal Portal
  * Created enums for the weenieclassID's for the special portals
  * Added the missing ObjectType to the CollidableObject class

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node_id: MDExOlB1bGxSZXF1ZXN0MTI3MzQ3NTU1
title: Rebased and synced SQL scripts.
state: closed
created_at: 2017-06-24T23:58:50Z
updated_at: 2017-07-08T23:55:16Z
closed_at: 2017-06-26T12:06:51Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/413
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTI3MzgyMzQ0
title: For Review: Expanded Generator Code/Scripting
state: closed
created_at: 2017-06-25T23:15:22Z
updated_at: 2017-07-08T23:55:17Z
closed_at: 2017-06-27T04:06:40Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/414
body: Please review for discussion and brainstorming how best we implement going forward
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTI3Mzg2NTg5
title: Re-enable the equiptest debug command
state: closed
created_at: 2017-06-26T01:18:44Z
updated_at: 2017-07-10T16:43:25Z
closed_at: 2017-06-26T12:03:32Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/415
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTI3NDg3NzE0
title: Add protection to SpawnPortal
state: closed
created_at: 2017-06-26T14:45:58Z
updated_at: 2017-10-18T14:07:31Z
closed_at: 2017-06-26T15:09:28Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/416
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTI3NTcwOTQ4
title: Fix: Incorrect data type when changing a bigint property that has previously been set
state: closed
created_at: 2017-06-26T21:47:19Z
updated_at: 2017-06-28T19:45:28Z
closed_at: 2017-06-27T01:14:49Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/417
type: pull
body:
  * Changed from uint to ulong, to match the bigint/int64 data types.

  This fix allows characters to once again level up correctly, along with allowing other properties to work.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI3NTk0MTk3
title: Fix race in SpawnPortal when using ActionQueue and assign unique Id's to each Portal object
state: closed
created_at: 2017-06-27T01:12:26Z
updated_at: 2017-10-18T14:07:30Z
closed_at: 2017-06-27T01:15:22Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/418
type: pull
body:
  Someone other than me should check this PR in practice to see if it really is working, and that it isn't just a fluke that it works for me, before it is merged.  Should be able to summon multiple portals and they all should individually disappear in 15 seconds.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI3NjAxMDA4
title: Weenie caching to fix portals
state: closed
created_at: 2017-06-27T02:32:14Z
updated_at: 2017-06-27T03:38:55Z
closed_at: 2017-06-27T03:38:55Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/419
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTI3NjA4MzA5
title: Add Generator object
state: closed
created_at: 2017-06-27T04:06:15Z
updated_at: 2017-07-08T23:55:15Z
closed_at: 2017-06-27T17:03:14Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/420
type: pull
body:
  Included test data for training dungeon part 1 which should provide a few objects to help with system build out, such as inventory, respawning, object tracking between clients...

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node_id: MDExOlB1bGxSZXF1ZXN0MTI3Njc0NzI4
title: Master Preload
state: closed
created_at: 2017-06-27T11:48:49Z
updated_at: 2017-10-12T15:36:39Z
closed_at: 2017-06-27T15:02:37Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/421
type: pull
body:
  Added ability to preload all the landblocks in the game.
  This is a massive process, but its a great tool for testing or even benchmarking in the near future.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI3NzEzMTUx
title: For Review and possible merge: Fix portal requirements
state: closed
created_at: 2017-06-27T14:45:33Z
updated_at: 2017-06-27T15:25:55Z
closed_at: 2017-06-27T14:47:55Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/422
type: pull
body:
  The code works during my functional test, but I don't know if it was the correct way to fix it.  Also, there seems to be a slight delay when using a another portal, after having failed a different portal's activation requirements.  Example, with a character that is lower than 80, try to use the Eastwatch portal in the TN Annex.  Player gets denied because of being too low a level.  Next use the Danby's Output portal next to the Eastwatch one.  There is a slight delay before teleport.  Subsequent portals that don't block do not have a delay, until the next time the player doesn't pass the requirements of another portal.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI3NzI3NTUy
title: Review and possible merge: Fix portal requirements
state: closed
created_at: 2017-06-27T15:42:32Z
updated_at: 2017-10-18T14:07:29Z
closed_at: 2017-06-28T18:34:40Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/423
type: pull
body:
  The code works during my functional test, but I don't know if it was the correct way to fix it. Also, there seems to be a slight delay when using a another portal, after having failed a different portal's activation requirements. Example, with a character that is lower than 80, try to use the Eastwatch portal in the TN Annex. Player gets denied because of being too low a level. Next use the Danby's Output portal next to the Eastwatch one. There is a slight delay before teleport. Subsequent portals that don't block do not have a delay, until the next time the player doesn't pass the requirements of another portal.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI3NzMzMjIy
title: quickfix
state: closed
created_at: 2017-06-27T16:05:55Z
updated_at: 2017-06-27T16:54:57Z
closed_at: 2017-06-27T16:54:57Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/424
body: Quick fix for 0 index bug.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTI3NzU2ODc4
title: For Review Only: Added simple network session timeouts
state: closed
created_at: 2017-06-27T18:04:16Z
updated_at: 2017-06-28T19:45:10Z
closed_at: 2017-06-28T18:37:59Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/425
type: pull
body:
  This is mostly for review, since @Zegeger has mentioned he created code to work with timeouts in issue #336, but I want to keep my server from crashing when 127 clients have connected, so I've implemented simple timeout testing code that is based on `ticks`.

  In this code, sessions will timeout after 60 seconds of inactivity and be disconnected by the `WorldManager`.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI3ODEwOTU4
title: Physics Data & Model Data Flattened - code cleanup. Ready for review and Merge
state: closed
created_at: 2017-06-27T23:01:29Z
updated_at: 2017-06-28T20:17:22Z
closed_at: 2017-06-28T19:25:28Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/426
type: pull
body:
  * Completed work on flattening Physics Data and Model Data
  * Did work to align names of properties on aceObject and World Object using unabbreviated names used by the client.
  * Put in comments for aclogviewer names
  * Cleaned up initialization code for various descendants of world Object.   
  * Cleaned up redundant using statements.
  * Tested all of my pack work, equipping items, item drop and pick up, portal summoning, world portals, ci and cirand as well as The
  * item generator work.   Could not test corpse.
  * TODO could not test corpse creation as kill was broken before I started.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI3ODQzMjIy
title: Sequence and acks
state: closed
created_at: 2017-06-28T05:08:42Z
updated_at: 2017-06-29T02:43:50Z
closed_at: 2017-06-28T20:28:28Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/427
type: pull
body:
  Updated Sequence objects to allow for direct access to value (as opposed to just the byte array)
  Added MaxValue option to Sequence objects.
  Enabled sending network acks to client.
  Updated Motion sequence to set max value based on client source, MSB of the sequence is reserved.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI3OTAxMzg1
title: Load alb quick fix / diag fix
state: closed
created_at: 2017-06-28T11:34:25Z
updated_at: 2017-10-12T15:37:04Z
closed_at: 2017-06-28T20:26:40Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/428
type: pull
body:
  Found small bug in diag tool + bug in load landblock.
  should work now... hopefully..

  Not the best at landblock understanding here.
  But after talking with others.. it appears the landblock in ac are from 0 to 254 ?
  I am still confused by this... and Honestly I am just tired of dealing with this... yet trying to fix it..

  At this point.. someone else who is understands the landblock system better can patch it if its not right.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI3OTg4MzAy
title: Inventory save
state: closed
created_at: 2017-06-28T18:24:38Z
updated_at: 2017-10-12T15:36:47Z
closed_at: 2017-06-30T17:39:33Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/429
type: pull
body:
  Ability to save inventory, code works but is not enabled due to deadlock issue with our main DB code.
  I had some hack code to get around deadlock and it did save the items to the db correctly as far as I can tell.  We still will need load code of course..

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node_id: MDExOlB1bGxSZXF1ZXN0MTI4MDM0OTEw
title: Review: Extend generators to spawn linked generators
state: closed
created_at: 2017-06-28T22:35:51Z
updated_at: 2018-05-31T12:20:57Z
closed_at: 2017-07-07T15:12:51Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/430
type: pull
body:
  This introduces linked generators: install the sql script to be able to play with it.
  With this you can spawn single monsters, spawn monster camps and have random spawns on a landblock.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI4MDQ3MDgw
title: Update readme with minimum required database versions
state: closed
created_at: 2017-06-29T00:23:43Z
updated_at: 2017-07-03T15:35:18Z
closed_at: 2017-06-29T03:58:16Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/431
type: pull
body:
  We have had some contributors as well as people trying to install have issues.   Our computed columns require a newer version of mysql or mariadb.   Updated to reflect that.   

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node_id: MDExOlB1bGxSZXF1ZXN0MTI4MDY0Nzk3
title: Database serialization - FOR REVIEW ONLY
state: closed
created_at: 2017-06-29T03:55:12Z
updated_at: 2017-06-30T02:20:36Z
closed_at: 2017-06-30T02:20:36Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/432
type: pull
body:
  * database stuff works reliably
  * getting a lot of "Received unhandled fragment opcode: 0xF6EA" messages
  * logging in once works, and stuff seems to work.  after logging off or reconnecting a client and re-entering, the character leaves the tunnel but is stuck in purple bubble hangman state.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI4MTczMTAz
title: Auto closing Doors
state: closed
created_at: 2017-06-29T14:57:04Z
updated_at: 2017-10-18T14:07:27Z
closed_at: 2017-06-29T15:13:57Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/433
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTI4MjcxMzI5
title: Appraise Items (Updated 7/2) READY FOR MERGE
state: closed
created_at: 2017-06-29T23:58:44Z
updated_at: 2017-07-04T15:54:44Z
closed_at: 2017-07-04T15:54:44Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/434
type: pull
body:
  I switched tracks as I needed appraisal to work.   I have appraisal about 90% finished - it is functional and a good bit ahead of where we were.   I have put in the foundation for the correct combat stance - but I have more work to do as well as refactoring the code for stance.   However, this is a lot and a delayed merge could cause issues.   I would have separated them but I messed up and worked too much in the wrong branch.   I don't think anything I have done will regress us in anyway.   

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node_id: MDExOlB1bGxSZXF1ZXN0MTI4MjgwMzkz
title: Mogwai's db serialization
state: closed
created_at: 2017-06-30T01:38:26Z
updated_at: 2017-06-30T12:00:08Z
closed_at: 2017-06-30T12:00:08Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/435
body: Fixed Mogwai's concurrency problems, based off: https://github.com/ACEmulator/ACE/pull/432
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTI4Mjg4NzUx
title: Basic support for Animation Broadcasts
state: closed
created_at: 2017-06-30T03:21:32Z
updated_at: 2017-06-30T12:01:06Z
closed_at: 2017-06-30T12:01:06Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/436
type: pull
body:
  Basic support for animation broadcasts.  

  - A client may now observe running/sidestepping/other animations/motion for another player
  - FIXME: All animation speed data is just made-up.  Some of it appears correct, but I need to dig the formulas out of the client.
  - FIXME/TODO: Some animations are broadcast multiple times (e.g. waving).  This is because we're receiving multiple requests form the client (possibly a networking error).  I should dedupe this, but I don't have animation timing information to do this.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI4Mjk3MjAz
title: Of Guids and Generators...
state: closed
created_at: 2017-06-30T05:19:51Z
updated_at: 2017-07-08T23:55:13Z
closed_at: 2017-07-01T05:00:44Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/437
type: pull
body:
  * Changed WorldBase to allow for auto incrementing of aceObjectId and weenieClassId
  * Changed WEENIE_MAX to be 199999 to account for ACE (re)created weenies starting at 100000
  * Several changes to GuidManager and redirected CommonObjectFactory to use it instead of its own list
  * Fixed some constructor issues related to Guids. Not sure if it is the right way to go about it but does seem to work in testing.
  * Altered GameEventIdentifyObjectResponse to output debug stuff for more objects temporarily and fixed its output of Guids in decimal form.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI4MzU0ODQw
title: Shard database serialization with ddevec fixes
state: closed
created_at: 2017-06-30T11:59:11Z
updated_at: 2017-06-30T12:08:44Z
closed_at: 2017-06-30T12:08:44Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/438
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTI4Mzc0MzU4
title: Fixed serialization bug.
state: closed
created_at: 2017-06-30T13:50:06Z
updated_at: 2017-07-03T15:35:03Z
closed_at: 2017-06-30T15:57:16Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/439
type: pull
body:
  * Fixed issue with the wrong data size being used in the weenie data serialization.
  * Structure, Max Structure, StackSize and MaxStackSize were being sent as uint and they are ushort.  This caused intermittent alignment issues.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI4MzgwMTg4
title: cleaned up compiler warnings, minor tweaks to shard db interface
state: closed
created_at: 2017-06-30T14:18:25Z
updated_at: 2017-06-30T15:18:34Z
closed_at: 2017-06-30T15:18:34Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/440
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTI4NDE4MzAz
title: SimpleCrudeInventorySave
state: closed
created_at: 2017-06-30T17:42:17Z
updated_at: 2017-10-12T15:37:56Z
closed_at: 2017-07-20T11:29:54Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/441
type: pull
body:
  Seems to work, saves fine now with no deadlocks..

  Only concern now is, how to do the checking and only update properties that are dirty.
  Some guidance would be appreciated .

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node_id: MDExOlB1bGxSZXF1ZXN0MTI4NTAzODQ4
title: PR 430 + Generator Instances + Monster Health fix
state: closed
created_at: 2017-07-01T23:28:34Z
updated_at: 2018-02-10T19:56:29Z
closed_at: 2017-07-07T14:39:46Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/442
type: pull
body:
  PR ready for merge consideration...

  This PR requires ACE-World v0.1.4 to work as expected.

  * Rolled in PR #430 from @Lidefeath as starting base. 
  * Added generator links table to WorldBase.
  * Made changes to GuidManger and ObjectGuid in an effort to avoid collisions with guids already present in ACE-World. Does not persist or track, resets each server start.
  * Above changes made IsCreature function, and smite works for at least the Sparring Golems found in the Academy, does not seem to work for Drudges in Holtburg.
  * Speaking of Drudges, there is a drudge invasion south and west of Holtburg.
  * Several changes to 06-06-30-2017-generator-chains-testdata.sql found in Database/Updates/World to set up for generator instances and show examples of them.
  * Changed the way generators are classified to make use of some AceObject properties.
  * Slightly adjusted debug output on ID panel.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI4NTU0NDk3
title: Fix for broken ankle syndrome. Autonomous position flag was reversed.
state: closed
created_at: 2017-07-03T05:02:05Z
updated_at: 2017-07-03T15:35:11Z
closed_at: 2017-07-03T05:12:51Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/443
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTI4NzAyMjY1
title: Fixed issue with some old defaults overriding player properties
state: closed
created_at: 2017-07-03T22:42:54Z
updated_at: 2017-07-10T16:43:26Z
closed_at: 2017-07-04T15:43:36Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/444
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTI4NzEyMTE0
title: Object saving
state: closed
created_at: 2017-07-04T01:36:27Z
updated_at: 2017-07-07T14:47:25Z
closed_at: 2017-07-07T14:47:25Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/445
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTI4NzIwOTA4
title: Movement Speeds emulate properly
state: closed
created_at: 2017-07-04T03:48:35Z
updated_at: 2017-07-04T15:49:22Z
closed_at: 2017-07-04T15:49:22Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/446
body: Log in a second character, and watch them run around.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTI4ODM4NDAz
title: Fix Concurrency Issues and move items from admin to debug
state: closed
created_at: 2017-07-04T17:01:38Z
updated_at: 2017-07-15T12:44:31Z
closed_at: 2017-07-06T17:20:22Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/447
type: pull
body:
  Moved items out of admin that were not part of turbine admin functions over to debug commands.   Added actions to action chains for concurrency safety. 

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node_id: MDExOlB1bGxSZXF1ZXN0MTI4ODU3MjI1
title: Barber
state: closed
created_at: 2017-07-04T21:08:36Z
updated_at: 2017-07-10T16:43:46Z
closed_at: 2017-07-07T23:08:51Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/448
type: pull
body:
  Added "@barbershop" debug command and corresponding functionality to load the interface, and save and apply settings.
  Changed some CharGen types that were ushort to uints. (They were short for legacy reasons no longer needed)

  Not sure if the HandleActionFinishBarber() function is the "correct" method, so please feel free to point out what I may not be doing the "proper way".

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node_id: MDExOlB1bGxSZXF1ZXN0MTI5MDgzNjE2
title: Skills
state: closed
created_at: 2017-07-06T00:52:44Z
updated_at: 2017-07-10T16:43:43Z
closed_at: 2017-07-06T17:23:15Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/449
type: pull
body:
  Fixed an issue with skills not being set properly at character creation (no available credits to spend!)
  Applied the +10 bonus to specialized skills

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node_id: MDExOlB1bGxSZXF1ZXN0MTI5MjgzMjI2
title: Modified @tele command to allow comma in coordinate pair
state: closed
created_at: 2017-07-06T21:16:50Z
updated_at: 2017-07-10T16:43:48Z
closed_at: 2017-07-07T05:27:04Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/450
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTI5MzAyMDgy
title: Wastin' away again in Splitsville
state: closed
created_at: 2017-07-06T23:29:06Z
updated_at: 2017-07-10T11:58:05Z
closed_at: 2017-07-07T23:11:49Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/451
type: pull
body:
  * Initial work on splitting a stackable item.   This is working and in an action chain.   Right now, it is only working for items in your possession.   I need to extend it to work with items in chests and off the ground.
  * There is some new type of sequence that we need to research and implement.   I put a big todo in the code.
  * I made some posts about getting guid manager going.   We are at a point where we need it.   I modified some of the ranges to reflect the current allocations .   This makes really poor use of our sequence space but resolution is TBD.
  * I added in the method that @ddevec  wrote for player that we can propagate pattern for the other ranges.

  * TODO - find out about sequence used in split message. Next implement stack which is the complement function from split.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI5MzE2NjE4
title: Character list will automatically select your last played character.
state: closed
created_at: 2017-07-07T02:13:14Z
updated_at: 2017-07-10T16:43:47Z
closed_at: 2017-07-07T05:29:59Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/452
type: pull
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node_id: MDU6SXNzdWUyNDEyOTEzODc=
title: Sending an unknown protocol to ACE causes a crash
state: closed
created_at: 2017-07-07T15:02:10Z
updated_at: 2018-02-10T04:55:31Z
closed_at: 2018-02-10T04:55:31Z
author_association: NONE
state_reason: completed
type: issue
body:
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Send an unknown protocol to ACE, such as a SIP message

  ### The log given by the failure.
  ![clipboard01](https://user-images.githubusercontent.com/22699181/27963595-6b568442-62ea-11e7-8eaf-3d2322d9667e.jpg)

  ### Desired functionality.
  ACE should disregard protocol messages that don't pertain to it.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI5NDU4Mjkx
title: Debug Mode Assessment Panel Output
state: closed
created_at: 2017-07-07T18:08:34Z
updated_at: 2017-07-23T02:31:33Z
closed_at: 2017-07-10T17:58:37Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/454
type: pull
body:
  Changed the way the assessment panel displays debug info once again, going for a catch all method which should be useful to developers/content contributors alike.

  Ready for review/merge.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI5NTE5Mzcz
title: Fixed error on guid initialization if there are no players in sharddb.
state: closed
created_at: 2017-07-08T06:32:58Z
updated_at: 2017-07-08T06:35:02Z
closed_at: 2017-07-08T06:35:02Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/455
body: Problem with pulls today, simple bugfix.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTI5NTMyMDY2
title: Motion State Flags
state: closed
created_at: 2017-07-08T15:20:06Z
updated_at: 2017-07-15T12:44:37Z
closed_at: 2017-07-10T18:01:29Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/456
type: pull
body:
  * Fixed issue with MotionStateFlag - setting now by the existence of data like we do with all other flags.   This prevents data / flag mismatch

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node_id: MDExOlB1bGxSZXF1ZXN0MTI5NTM0MjI4
title: SQL Rebase - 07082017
state: closed
created_at: 2017-07-08T16:30:38Z
updated_at: 2017-07-23T02:31:24Z
closed_at: 2017-07-10T18:04:03Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/457
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTI5NTcxNzE4
title: Guidmanager fix
state: closed
created_at: 2017-07-09T17:37:05Z
updated_at: 2017-07-10T18:11:30Z
closed_at: 2017-07-10T18:11:30Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/458
body: Allows Guids to be properly initialized and safely allocated from the GuidManager.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTI5NTc0MjAx
title: Stopped active polling for SerializedShardDatabase requests.
state: closed
created_at: 2017-07-09T18:58:30Z
updated_at: 2017-07-11T00:49:46Z
closed_at: 2017-07-11T00:49:46Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/459
type: pull
body:
  Changed SerializedShardDatabase to use BlockingCollection to stop polling of database requests (previously our server consumed a CPU core when idle it no longer does).

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node_id: MDExOlB1bGxSZXF1ZXN0MTI5NTg4OTE1
title: Character Delete
state: closed
created_at: 2017-07-10T01:56:35Z
updated_at: 2017-07-23T02:31:25Z
closed_at: 2017-07-10T18:21:59Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/460
type: pull
body:
  Changed the way deleting a character works. Instead of having the SQL server poll, the act of connecting to the server checks the DeleteTime and then marks actual deletion if the character is past expiration..

  So if character's delete timer is up, the next time you log in, the character is deleted before sending you received your character list, in effect, deleting it.

  We don't actively resend the list when someone idles at the character list screen so as of current you could still restore a character that is past the restore window AND marked deleted.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI5NzQ4NTk1
title: Quick Fixes
state: closed
created_at: 2017-07-10T18:54:11Z
updated_at: 2017-07-23T02:31:26Z
closed_at: 2017-07-10T18:54:32Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/461
body:
  Missing NewLines due to merge
  Updated WeenieMax to reflect ACE-World

type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTI5Nzk4NzE1
title: Update to fix animation.
state: closed
created_at: 2017-07-11T00:05:03Z
updated_at: 2017-07-15T12:44:23Z
closed_at: 2017-07-11T00:52:01Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/462
type: pull
body:
  Found bug - it was introduced by me as part of the fix limping.   This fix should make it all work.   I have tested running, animations and combat stances.   Looks to be working correctly.

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node_id: MDExOlB1bGxSZXF1ZXN0MTI5ODMwNjk0
title: New Character Defaults + misc changes
state: closed
created_at: 2017-07-11T06:14:56Z
updated_at: 2017-07-23T02:31:27Z
closed_at: 2017-07-12T04:42:26Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/463
type: pull
body:
  * Removed events from SQL scripts. No longer need them in current implementation.
  * Renamed ObjectType to ItemType.
  * Added Sequences for Health/Stamina/Mana for proper updating later.
  * Set slew of initial values for new characters.
  * Added PlayerKillerStatus, CreatureType, and WeenieType enums.

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node_id: MDExOlB1bGxSZXF1ZXN0MTMwMDY4MDky
title: Enum Reshuffle
state: closed
created_at: 2017-07-12T07:03:04Z
updated_at: 2017-07-23T02:31:28Z
closed_at: 2017-07-13T04:03:25Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/464
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTMwMzA2Mzg2
title: Restructuring AceObject and other objects
state: closed
created_at: 2017-07-13T07:48:02Z
updated_at: 2018-02-10T19:56:28Z
closed_at: 2017-07-19T06:01:05Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/465
type: pull
body:
  Please review changes to objects and note any concerns with continuing down this road...

  The idea is to clean up and strip down AceObject to let the property get/set functions handle most everything not DbField and start to move, keep stuff in their appropriate object classes.

  I'd like to move the ICreatureStats out as well but not totally sure how to get that out and in to AceCharacter, as not every worldobject or aceobject needs those ability fields

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node_id: MDExOlB1bGxSZXF1ZXN0MTMwNjk4MTQz
title: Fight Club - Initial working code - ready for review and merge.
state: closed
created_at: 2017-07-15T01:19:52Z
updated_at: 2017-07-26T22:15:07Z
closed_at: 2017-07-19T06:03:38Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/466
type: pull
body:
  * Initial work on combat mode.   System now will move into and out of the correct combat mode depending on what items you have equipped.
  * TODO: There are some edge cases I still need to implement and additional testing.   I would like to get this in so that I do not run into huge merge issues later on.
  * Testing - you can log in - run @weapons after log in.   This will get you various weapons based on weapon type.   You can go into and out of combat mode
  * Melee, missile - both bow and xbow, thrown, sword, UA, two handed as well as dual wield.    I also implemented if you remove your weapon while in combat mode, 
  * you will drop into unarmed.   If you equip an item and you are not in peace mode, you will assume the correct combat mode.   There may be some tweaking needed 
  * for changing combat mode in combat mode - I think it did some slower animation - but the basics are in and I can tweak the sequence once I talk to players or If
  * I can find a pcap with that behavior.

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node_id: MDExOlB1bGxSZXF1ZXN0MTMwNzYwNjUy
title: Added npcLooksLikeObject option in appraisal response
state: closed
created_at: 2017-07-16T18:19:37Z
updated_at: 2017-09-01T05:13:49Z
closed_at: 2017-07-30T05:19:38Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/467
type: pull
body:
  * Added npcLooksLikeObject option in appraisal response (Note that no objects in ACE_World are currently set with this bool property)
  * Replaced some "unknown" bitfields with proper variable names in PlayerDescription.

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node_id: MDExOlB1bGxSZXF1ZXN0MTMxNDk1MDQy
title: WIP: WorldObject Reorganization + more
state: closed
created_at: 2017-07-20T08:21:35Z
updated_at: 2018-02-10T19:56:24Z
closed_at: 2017-07-22T17:19:10Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/468
type: pull
body:
  * Reorganized folder structure for WorldObject and sub objects.
  * Move chat to be handled by Player.
  * Set up local chat to be landblock ranged.
  * Wired up emotes and soul emotes, also landblock ranged.
  * Moved ID functionality to be handled within WorldObject.
  * Added PK Altar object.

  @OptimShi There's some issues with the SetupModel and PK Altar objects. Would like your input on what is going on.. I swapped in a lifestone ID to let me progress through the code to test further but if you bring the real id back in, you'll find it crashes on reading.

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node_id: MDExOlB1bGxSZXF1ZXN0MTMxNTc4NzUy
title: Fixes to raising attributes
state: closed
created_at: 2017-07-20T15:08:23Z
updated_at: 2018-05-31T12:21:06Z
closed_at: 2017-07-20T19:01:26Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/469
type: pull
body:
  Primary and secondary attributes can be raised correctly with xp again. Existing characters will have coord and quick exchanged as the enums for those abilities in the server are now aligned with the client.
  Vital ticking wasn't touched yet, so it only starts during Player.Load

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node_id: MDExOlB1bGxSZXF1ZXN0MTMxODE0NTI5
title: Fix for SetupModel Crash
state: closed
created_at: 2017-07-21T16:44:37Z
updated_at: 2017-07-23T02:31:14Z
closed_at: 2017-07-21T17:29:48Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/470
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTMxODE3OTc5
title: Broadcast Local Chat, Emotes and Soul Emotes
state: closed
created_at: 2017-07-21T17:04:42Z
updated_at: 2017-07-23T02:31:13Z
closed_at: 2017-07-22T06:02:12Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/471
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTMxODE5NjE4
title: Changed Workmanship
state: closed
created_at: 2017-07-21T17:14:56Z
updated_at: 2017-07-23T02:31:11Z
closed_at: 2017-07-22T06:04:48Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/472
body: Changed the way Workmanship is set to not always be 0.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTMxODIxODg5
title: Moved Identify to WorldObject
state: closed
created_at: 2017-07-21T17:28:58Z
updated_at: 2017-07-23T02:31:10Z
closed_at: 2017-07-22T17:19:22Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/473
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTMxOTIyMjQ2
title: Flags and Bools
state: closed
created_at: 2017-07-23T05:08:27Z
updated_at: 2018-02-10T19:56:23Z
closed_at: 2017-07-25T06:40:33Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/474
body: Setting up more bools intended to set flags for ObjectDescriptionFlag and PhysicsState
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTMyMTc2ODc0
title: Added the ability to learn spells / unlearn spells.
state: closed
created_at: 2017-07-25T01:11:55Z
updated_at: 2017-07-26T22:14:53Z
closed_at: 2017-07-26T21:25:47Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/475
type: pull
body:
  * Refactored debug command learn spell.
  * Made spells persist to the database.
  * Added ability to delete spell from spell book and send that persist to the database on character save.
  * Fixed minor bug in placement - this fixes items not dropping to the ground in the correct orientation.   
    This may not be a final fix, but it is better than a hard coded 0x65
  * Fixed minor bug in burden - again this may not be the final fix, but it is accurate and better than the bug 
    that currently exists.
  * TODO: Put in the ability to use scrolls to learn spells.

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node_id: MDExOlB1bGxSZXF1ZXN0MTMyNDQ0MzIy
title: WorldObject reclassification via WeenieType
state: closed
created_at: 2017-07-26T07:05:21Z
updated_at: 2018-02-10T19:56:22Z
closed_at: 2017-07-29T16:58:20Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/476
type: pull
body:
  - NOTE: The following changes require ACE-World database v0.1.6 or greater...
  - No longer setting WeenieHeaderFlag.Value if Value = 0.
  - DebugObject, CollidableObject and UsableObject are removed.
  - Moved OnUse/OnCollide to WorldObject virtuals for overriding.
  - Added WeenieType to AceObject/WorldObject for weenie classification.
  - Added Generic object which the default object for weenies.
  - Reworked GenericObjectFactory to use WorldObject.GetObjectFromWeenieType.

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node_id: MDExOlB1bGxSZXF1ZXN0MTMyNjA2ODQw
title: Query Item Mana
state: closed
created_at: 2017-07-26T20:29:55Z
updated_at: 2018-05-31T12:21:16Z
closed_at: 2017-07-26T23:06:26Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/477
body: Add the GameAction for QueryItemMana and the corresponding GameEvent response.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTMyNjcxNzI0
title: Minor tweak to QueryItemMana
state: closed
created_at: 2017-07-27T06:06:55Z
updated_at: 2017-07-27T06:07:54Z
closed_at: 2017-07-27T06:07:49Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/478
type: pull
body:
  `// TODO: Why does the client send a QueryItemMana action with a queryid of 0`

  Looks like the client did this all the time, no reason seems apparent in retail pcaps, so killing this out for now

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node_id: MDExOlB1bGxSZXF1ZXN0MTMzMDc5ODAy
title: Nothing could be finer than to be in perfect alignment in the morning .....
state: closed
created_at: 2017-07-29T04:29:33Z
updated_at: 2017-07-29T04:48:55Z
closed_at: 2017-07-29T04:40:55Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/479
type: pull
body:
  Spent 5 or 6 hours tracking down an align bug in create object - Universal Motion section.   Damn it Jim, I am a high level programmer not a down in the bits and bytes weenie.... :)

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node_id: MDExOlB1bGxSZXF1ZXN0MTMzMDgxNTU0
title: Network fixes with inital Ack delay
state: closed
created_at: 2017-07-29T05:46:23Z
updated_at: 2017-07-29T06:03:50Z
closed_at: 2017-07-29T06:03:50Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/480
type: pull
body:
  Set Ack delay initially to be 2 seconds.  Having the acks sent too early seems to impact connection reliability.

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node_id: MDExOlB1bGxSZXF1ZXN0MTMzMTM5Njg1
title: Expecto Patronum - Spell bar managment
state: closed
created_at: 2017-07-30T19:19:49Z
updated_at: 2017-08-15T01:20:50Z
closed_at: 2017-07-31T15:19:25Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/481
type: pull
body:
  ### 2017-07-30
  [Og II]
  * Added spell bar management and persistence.   This continues the work for learning and persisting spells.   
  * Cleaned up some of the duplication of enumerations in Game Event Player Description
  * Added some debug code around universal motion.
  * Added some debug asserts in Player Description 
  * To test - use @learnspell to get some spells in your spell book if you do not have any.   They will persist with your character. 
  * You can also unlearn them and they will be removed.
  * Now, drag your spells into any configuration in your spell bars you like.   You can add them, remove them or reorder them.
  * They will be saved on our periodic save, or when you log out or you can force a save with the debug command @save-now.
  * Added table to allow for spell bar configuration persistence.
  * Cleaned up Enumerations - Game Action Types
  * That's all for this PR.   

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node_id: MDExOlB1bGxSZXF1ZXN0MTMzMTc1MzEx
title: Add Cow object
state: closed
created_at: 2017-07-31T06:44:19Z
updated_at: 2018-02-10T19:56:22Z
closed_at: 2017-08-06T21:27:04Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/482
type: pull
body:
  * NOTE: The following changes require ACE-World database v0.1.8 or newer...
  * Added NpcLooksLikeObject check for Creature assessment profile fix provided by @OptimShi.
  * Moved Default do nothing UseDone to WorldObject and removed it from GenericObject.
  * Added Cow weenie object.
  * Added Cow, Creature, and Container to the WorldObjectFactory.
  * Say Hi to the cow in Holtburg.

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node_id: MDExOlB1bGxSZXF1ZXN0MTMzMzc2Njkx
state: closed
created_at: 2017-08-01T02:33:50Z
updated_at: 2017-09-01T05:13:48Z
closed_at: 2017-08-02T18:26:22Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/483
type: pull
title:
  Added check to ensure a player can't spend more attribute credits than they should at character creation.

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node_id: MDExOlB1bGxSZXF1ZXN0MTMzNTk5MDM5
title: Inventory - Ready for Merge
state: closed
created_at: 2017-08-02T00:15:42Z
updated_at: 2017-08-15T01:20:42Z
closed_at: 2017-08-14T12:55:36Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/484
type: pull
body:
  ### 2017-08-01
  [Og II]
  ##  Refactored again on Mogwai's feedback 

  This is getting so large, I need to stop here - this is a good spot - adds significant functionality but with a few known bugs.   

  * Inventory will save with the container and load again in the correct positions.   
  * Character Description Event is now wired up for inventory.
  * removed containers copy of aceObject Inventory - just make the list accessible.
  * Updated Clone so it you pass a new guid, it resets all the associated child tables.
  * implemented placement IntProperty 65 used to track slot in Container
  * Created supporting methods to manage pack order
  * Enhanced the debug log message for DBDEBUG 
  * Small temp fix to stutter when attempting to shift walk or shift jump.   We still need to really understand autonomous
  * Created new view  vw_ace_inventory_object to expose ability to pull by container.  
  * general clean up comments and whitespace 
  * Inventory loading - working
  * TODO.   
  * 1 Add in capacity checks
  * 2 bug still in picking up items off the ground and saving to database. 
  * 3 bug with reloaded items saved in a secondary side pack.

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node_id: MDExOlB1bGxSZXF1ZXN0MTM0MDY1NjU2
title: Books - For Review Only
state: closed
created_at: 2017-08-03T23:53:21Z
updated_at: 2017-08-09T00:16:07Z
closed_at: 2017-08-09T00:16:07Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/485
type: pull
body:
  Read Only book/page/note/etc support.

  Requires the Shard/World Database update scripts and ACE-World 0.1.9 or later for DB data.

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node_id: MDExOlB1bGxSZXF1ZXN0MTM0MzQ1NTk0
title: Add Scroll Weenie
state: closed
created_at: 2017-08-06T23:53:01Z
updated_at: 2018-02-10T19:56:21Z
closed_at: 2017-08-10T14:18:58Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/486
type: pull
body:
  * Added scrolls to WorldObjectFactory
  * Spawn any scroll in the database to test
  * Skill check is active for any scroll level 2-6
  * Removed SpellObjectFactory and cleaned up some things relating to it until it can be reintroduced or refactored

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node_id: MDExOlB1bGxSZXF1ZXN0MTM0MzY4MTky
title: Wired up World Broadcast Commands
state: closed
created_at: 2017-08-07T06:10:37Z
updated_at: 2018-02-10T19:56:21Z
closed_at: 2017-08-11T11:17:18Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/487
type: pull
body:
  * Wired up World Broadcast commands.
  * Cleaned up a few other commands that were not needed or found in other categories.

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node_id: MDExOlB1bGxSZXF1ZXN0MTM0Nzg1OTUy
title: Books
state: closed
created_at: 2017-08-09T00:16:28Z
updated_at: 2017-09-01T05:13:46Z
closed_at: 2017-08-10T14:28:54Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/488
type: pull
body:
  Read Only book/page/note/etc support.

  Requires the Shard/World Database update scripts and ACE-World 0.1.9 or later for DB data.

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node_id: MDExOlB1bGxSZXF1ZXN0MTM1MDQ2OTA0
title: Added MotionTable parsing and related classes
state: closed
created_at: 2017-08-10T05:59:17Z
updated_at: 2017-09-01T05:13:45Z
closed_at: 2017-08-10T14:33:27Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/489
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTM1MTg3NjE0
title: Minor changes to Book weenie
state: closed
created_at: 2017-08-10T18:08:11Z
updated_at: 2018-02-10T19:56:21Z
closed_at: 2017-08-11T18:43:53Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/490
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTM1MjM3NDU2
title: Spell Formula
state: closed
created_at: 2017-08-10T22:38:12Z
updated_at: 2017-08-10T23:31:50Z
closed_at: 2017-08-10T23:31:50Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/491
type: pull
body:
  Added MotionTable note to changelog (accidentally omitted in corresponding PR)
  Added GetSpellFormula() function to SpellTable. Will return component id's based on players account name for any given spell.
  Fixed some logic issues in the SpellComponentsTable

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node_id: MDExOlB1bGxSZXF1ZXN0MTM1MjUzMzEy
title: Refactor several Weenies
state: closed
created_at: 2017-08-11T01:19:37Z
updated_at: 2018-02-10T19:56:20Z
closed_at: 2017-08-11T19:53:30Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/492
type: pull
body:
  * Made changes to Cow, Door, Lifestone, Portal weenies.
  * Added plethora of timestamps for eventual use in WorldObject. 
    (Some of these likely will/can be move to more appropriate places after more weenie objects are built out.)

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