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Posted

I did some programming on the new new modules. About a month ago, I threw out what I had done up with siaon as totally unworkable and started again.

 

Today I made some prototyping progress with it. Mostly just on hs_database. Created all the struct layouts, all the functions, filled in some of the simple functions. I put in a MySQL query in that should work, but it's still untested.

 

I think I can take the money functions from my scrapped code and put it in these modules. That code is easily portable and I liked the way I had done it.

 

I'd like to set up a test server on my linux computer and hook everything up for basic module testing. I've been periodicly compiling to remove all my syntax errors, but there may be logic errors building up during this, and I would like to clean them up first chance I get.

 

My plan of attack is to complete the loading, unloading, and caching code. Then to add in money checking commands (or all the money commands), then test it all. When I get that to work, I can move on to the item, category, and store loading code.

 

Siaon had a good idea about tracking where money comes from that I think I will implement. Should be easy to tack on after the fact (Though it does involve a DB layout change), so I'll do it right after I test the loading/unloading code.

Posted

I was thinking last night, and I realized that my caching scheme wont fix the bug it was implemented to fix.

 

I think I'll ditch the scheme (as it only saves 1 query per quick login anyway) and use an online player check. If the same player name is found already online, copy his/her data to the new player's data.

 

It's the simplest way to fix it. Siaon's method is way to complex and adds more problems that it fixes. Siaon's method also caches the ships, something that's impossible with the way my ships are per-arena.

Posted

Update:

 

Set up my linux comp to run an ASSS server, and loaded the new modules onto it.

 

Works:

Loading and account creation

Storing

?money command for both money and exp.

/?grant

 

Still left to test:

/?give.

?grant's additions (like remote and local freq granting)

/?grantexp (all targets)

/?showmoney

/?showexp

/?money

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