Directory include/

Total Files:
51
Deleted Files:
11
Lines of Code:
7187

[root]/include
        directory in repo random_maps (5 files, 273 lines)
        directory in repo shared (2 files, 677 lines)

Lines of Code

include/ Lines of Code

Developers

Author Changes Lines of Code Lines per Change
Totals 1348 (100.0%) 9349 (100.0%) 6.9
ryo_saeba 556 (41.2%) 3221 (34.5%) 5.7
anmaster 85 (6.3%) 1821 (19.5%) 21.4
akirschbaum 181 (13.4%) 1185 (12.7%) 6.5
partmedia 181 (13.4%) 1073 (11.5%) 5.9
mwedel 153 (11.4%) 722 (7.7%) 4.7
gros 33 (2.4%) 523 (5.6%) 15.8
qal21 82 (6.1%) 368 (3.9%) 4.4
kbulgrien 24 (1.8%) 278 (3.0%) 11.5
quinet 18 (1.3%) 67 (0.7%) 3.7
tchize 9 (0.7%) 39 (0.4%) 4.3
silvernexus 17 (1.3%) 29 (0.3%) 1.7
kstenger 1 (0.1%) 9 (0.1%) 9.0
cavesomething 3 (0.2%) 7 (0.1%) 2.3
rjtanner 2 (0.1%) 4 (0.0%) 2.0
meflin2 2 (0.1%) 2 (0.0%) 1.0
lalo 1 (0.1%) 1 (0.0%) 1.0

Most Recent Commits

ryo_saeba 2020-05-01 10:56 Rev.: 21226

Remove useless function.

0 lines of code changed in 1 file:

  • include: sproto.h (-1)
ryo_saeba 2020-05-01 05:13 Rev.: 21225

Rename function.

2 lines of code changed in 2 files:

  • include: libproto.h (+1 -1), object.h (+1 -1)
ryo_saeba 2020-04-13 08:44 Rev.: 21208

Add 'dumpabove' command, similar to 'dumpbelow'.

1 lines of code changed in 1 file:

  • include: sproto.h (+1)
partmedia 2020-04-02 16:21 Rev.: 21203

Refactor with find_applied_skill_by_name()

While here, warn instead of crashing when last_skill_ob[i]->skill is
NULL. It is not yet clear why that happens.

1 lines of code changed in 1 file:

  • include: sproto.h (+1)
partmedia 2020-04-02 16:21 Rev.: 21202

Improve shutdown handling

- Shut down immediately on signal or 'shutdown now', instead of waiting
up to 51 ticks
- Warn players on login, and more often

1 lines of code changed in 1 file:

  • include: server.h (+1)
partmedia 2020-03-20 19:28 Rev.: 21182

Ignore sound_chance

1 lines of code changed in 1 file:

  • include: object.h (+1 -1)
ryo_saeba 2020-03-18 13:28 Rev.: 21178

Remove unused function.

0 lines of code changed in 1 file:

  • include: libproto.h (-1)
akirschbaum 2020-03-14 16:40 Rev.: 21174

Remove unused code

1 lines of code changed in 1 file:

  • include: global.h (+1 -1)
akirschbaum 2020-03-14 14:56 Rev.: 21171

Place storage-class specifier at beginning of declaration

1 lines of code changed in 1 file:

  • include: define.h (+1 -1)
partmedia 2020-03-13 12:58 Rev.: 21156

Run map change events when entering a tiled map

3 lines of code changed in 1 file:

  • include: server.h (+3)
partmedia 2020-03-13 12:58 Rev.: 21155

Fix warning by marking argument unsigned

1 lines of code changed in 1 file:

  • include: sockproto.h (+1 -1)
partmedia 2020-03-11 14:08 Rev.: 21145

Make timespec_diff() available to other files

1 lines of code changed in 1 file:

  • include: sproto.h (+1)
partmedia 2020-03-11 11:25 Rev.: 21144

Retire MAX_OBJECTS

MAX_OBJECTS has probably outlived its usefulness. It was previously "no
hard limit," only serving to trigger map swapping immediately after
loading a map, if the number of used objects exceeded MAX_OBJECTS.

At worse case, MAX_OBJECTS causes an O(n^2) search and O(n) swaps, where
n is the number of maps in memory. This happens immediately after
loading a very large map. The server takes O(n) to search for the map
with the smallest remaining timeout and swaps it, and does this n times
or until enough memory is freed. If the other maps are small, this does
not free much memory and causes the "performance hit" mentioned in the
comments. This was observed on Invidious, where the server experienced
delays of up to 700 ms immediately after loading a large map due to
excessive swapping.

Removing MAX_OBJECTS does not significantly change the server's
allocation pattern because the server never frees memory (it maintains
an internal free list) and because maps are swapped out based on timeout
at the end of each tick anyway.

0 lines of code changed in 2 files:

  • include: config.h (-41), sproto.h (-1)
partmedia 2020-03-05 01:35 Rev.: 21133

Fix source distribution

4 lines of code changed in 1 file:

  • include: Makefile.am (+4 -1)
ryo_saeba 2020-03-02 14:42 Rev.: 21124

Allow multiple skills to share the same subtype.
This is useful for skills like harvesting (fishing, mining, and such) which work similarly and only differ in the skill.
As a side-effect, skill_names is no more indexed by the skill's subtype.

10 lines of code changed in 2 files:

  • include: player.h (+2 -2), skills.h (+8 -7)
ryo_saeba 2020-02-26 16:44 Rev.: 21119

Move function to common library.

1 lines of code changed in 2 files:

  • include: libproto.h (+1), sproto.h (-1)
partmedia 2019-12-27 02:33 Rev.: 21066

Do not send upditem for unsent items

Sometimes, we try to update an item that we haven't sent to the client.
Don't! This can happen, for example, when a button under the floor gets
toggled, but objects under floor tiles are generally not sent. There are
some other places where this happens that we haven't tracked down, but
in general, just don't.

1 lines of code changed in 1 file:

  • include: define.h (+1 -1)
partmedia 2019-12-26 20:56 Rev.: 21060

Rename 'quit' command to 'delete'

Make it harder to delete a character by renaming 'quit' to 'delete'. New
players have been known to accidentally delete their character despite
the warning.

1 lines of code changed in 1 file:

  • include: sproto.h (+1)
silvernexus 2019-12-03 19:49 Rev.: 21048

Make draw_client_map2 a static function, since it is used only in request.c.

0 lines of code changed in 1 file:

  • include: sockproto.h (-1)
silvernexus 2019-12-01 12:11 Rev.: 21043

Trivial changes of object * to player * in los calculations.

1 lines of code changed in 1 file:

  • include: libproto.h (+1 -1)
partmedia 2019-08-31 11:25 Rev.: 20993

Sleep in select() instead of usleep()

This allows us to handle commands from the client as soon as they
arrive, reducing the command-handling latency.

2 lines of code changed in 2 files:

  • include: libproto.h (+1 -1), sockproto.h (+1 -1)
partmedia 2019-08-31 11:25 Rev.: 20992

Add separate loop to send updates to player

Now do_server() only needs to handle input from the clients. Periodic
updates are handled by send_player_updates().

1 lines of code changed in 1 file:

  • include: sockproto.h (+1)
partmedia 2019-08-31 11:14 Rev.: 20988

Refactor game loop

2 lines of code changed in 1 file:

  • include: libproto.h (+2)
partmedia 2019-08-30 01:08 Rev.: 20987

Factor out code for 'goto' command

1 lines of code changed in 1 file:

  • include: sproto.h (+1)
partmedia 2019-08-30 01:08 Rev.: 20986

Show correct drain message on death

1 lines of code changed in 1 file:

  • include: living.h (+1)
partmedia 2019-08-30 01:08 Rev.: 20983

Add slow_living_by()

1 lines of code changed in 1 file:

  • include: sproto.h (+1)
partmedia 2019-08-15 01:41 Rev.: 20958

Move init_objects()

0 lines of code changed in 1 file:

  • include: object.h (-2)
partmedia 2019-08-15 01:41 Rev.: 20956

Refactor food apply method

Add MAX_FOOD. Factor common eating effects into eat_common(). Subject
dragons to cursed food effects. Update message sent to player when
eating too much food.

2 lines of code changed in 1 file:

  • include: define.h (+2)
partmedia 2019-08-11 23:12 Rev.: 20949

Simplify MEMORY_DEBUG

Replace realloc() with a simple direct call to calloc() for each object
and avoid free list handling. This makes MEMORY_DEBUG more useful with
modern conveniences like -fsanitize=address.

While here update documentation for MEMORY_DEBUG.

11 lines of code changed in 1 file:

  • include: config.h (+11 -16)
partmedia 2019-08-09 14:57 Rev.: 20928

Remove manual output socket buffer handling

Our manual buffer code doesn't handle partial writes. While logging in a
client, this sometimes causes the server to skip the tail of a partial
write, resulting in corrupt data being sent to the client.

Instead of handling this issue ourselves, grow the OS output socket
buffer to SOCKETBUFSIZE and disconnect the client if this buffer ever
gets filled, consistent with current behavior, only now it also works
during login.

5 lines of code changed in 3 files:

  • include: config.h (+5 -10), newserver.h (-12), sockproto.h (-1)
silvernexus 2019-03-20 18:02 Rev.: 20728

Fix bug #858 and r20721 by making arch_types_valid.c be a standalone source file.

1 lines of code changed in 1 file:

  • include: libproto.h (+1)
akirschbaum 2019-02-09 06:03 Rev.: 20710

Move 'static' modifier to start of declaration

1 lines of code changed in 1 file:

  • include: tod.h (+1 -1)
partmedia 2019-01-28 02:25 Rev.: 20699

Add setting to always use crypt(3)

Add new 'crypt_mode' setting. When set to 0 or left unset, preserve the
legacy behavior of not hashing passwords on Windows and FreeBSD. When
set to 1 (set for new installations), always use crypt(3).

This setting is also useful for hosting player files, originally created
on Linux, on FreeBSD.

1 lines of code changed in 1 file:

  • include: global.h (+1)
partmedia 2019-01-14 10:59 Rev.: 20692

Add option to always enable HP bars

The new 'always_show_hp' server option enables accurate HP bars for all
living players and monsters, as if a high-level 'probe' spell was always
in effect.

Sponsored by: Titus
Tracker: feature-requests/250

10 lines of code changed in 3 files:

  • include: config.h (+1), global.h (+1), object.h (+8)
partmedia 2019-01-11 15:44 Rev.: 20686

Remove C99 arrays in headers to fix CRE build

3 lines of code changed in 3 files:

  • include: object.h (+1 -1), sockproto.h (+1 -1), sproto.h (+1 -1)
partmedia 2018-12-31 18:53 Rev.: 20667

Fix warning

1 lines of code changed in 1 file:

  • include: libproto.h (+1 -1)
partmedia 2018-12-31 14:56 Rev.: 20662

Fix missing parenthesis around negation

Logical negation (!) has higher precedence than equality. Parenthesis
are needed to make the comparison function as intended. Fix by adding a
IS_PLAYER macro, and in another case by adding parenthesis.

4 lines of code changed in 1 file:

  • include: object.h (+4)
partmedia 2018-12-29 17:49 Rev.: 20649

Add MOVE_PER_SECOND

When setting speed and duration arbitrarily for force objects that
expire, use MOVE_PER_SECOND instead. MOVE_PER_SECOND is a speed setting
where the duration corresponds to a length of time in seconds when using
the default MAX_TIME setting.

5 lines of code changed in 1 file:

  • include: tod.h (+5)
partmedia 2018-12-29 17:49 Rev.: 20648

Better document speed and duration

2 lines of code changed in 1 file:

  • include: object.h (+2 -2)
silvernexus 2018-10-22 21:07 Rev.: 20595

Update archetype loading code to no longer need warn_archetypes.
Also make sure a pile of error messages don't arise from loading.

0 lines of code changed in 1 file:

  • include: global.h (-2)

(717 more)

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