[ARCHIVE] Road to Live Release

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Eventually. Once everything is merged we can look into purging the legacy projects. (including GonzoNet when simulator networking is moved to Electron)
 
Wow impressive work! :D It looks amazing how much is happening lol :p
Hello everyone. Since i'm rubbish at partial updates here is a big one. I've been working on the new server as mentioned previously. Made a lot of good progress. Below is a screen capture showing the old game and the new game playing nice together and a summary of the tasks completed. It took a lot to get to that point but progress has sped up a lot recently now that the framework & data service are mostly there.

Screen cap:
http://gfycat.com/TastyMaleEmeraldtreeskink

Tasks done:
  • EA Auth HTTP API implemented
  • City selector HTTP API implemented
  • New database schema
  • New database migration tool and documentation in the readme.md
  • Aries server implemented
  • Aries client implemented
  • Aries authentication handshake implemented
  • Voltron protocol encoder / decoder implemented
  • Serializer / deserializer that works like the original game's. Can handle lots of value types, structs, topic updates, net standard messages, data service structures, db service request / responses.
  • CAS wired up except for full range of error reporting
  • SAS wired up except for delete a sim
  • Basic database service implementation. Enough for searching for sims
  • Full data service implementation. This is the bit that syncs data between the client and server. E.g. when you open the person page this is how the server tells you about the person.
    • Supports bi-directional communication. Aka client can update server as well as server to client.
    • Security enforced. It won't let you change other sim's attributes or attributes that are read only to clients
  • Bunch of new research on DataServiceWrapperPDU factored into implementation
  • Packet debugging tool so you can view the network traffic, modify it, analyse it etc
  • Lots of UI cleanup.
    • Gizmo looks correct now
    • Added person page
    • Added a data binding system. Instead of info such as avatar description / appearance / name being set when you open the person page it is now data bound. That means when the data service receives updates for the avatar it will automatically update the UI.
    • Map no longer zooms in when you click on a floating dialog box
    • Mouse events are no longer processed when the window is not focused
  • We no longer have 2 different content systems. Just the FSO.Content project now. Game loads faster and uses less GPU memory. You also no longer need to have those XML files from Mr Shipper in your packingslips folder.
  • Added a debug menu (press F1 key) so we can stop putting debug buttons on the main UI. Added a content browser in here as I could not find a texture I needed!

Current focus is chat. I'd love to get IM working between the two games but I'm not sure if enough research has been done to make this work properly. TBC. After chat it will be lot lifecycle. Finding lots, viewing their data, buying them etc.
 
editor%20windows.png

BGR <-> RGB colour flipped, but working sorta. Need to spoof inputs and look at improving performance.
 
There doesn't appear to be one... The two things closest are "Enable!" (yellow warning triangle) and the windows 10 notification center telling me that I have 1000 new emails.
 
Loving the IDE, looks great. Its going to be amazing to have a fully fledged simantics editor for TS1 and will be great to keep extending TSO with new objects, maybe much better custom content tools than EA land had.

Although TS1 will be harder since we can't make that game breakpoint like we could TSO. Well, maybe Andrew can heh
 
There doesn't appear to be one... The two things closest are "Enable!" (yellow warning triangle) and the windows 10 notification center telling me that I have 1000 new emails.
Nevermind, Windows uses exactly the same (or XP one, it looks old anyway) yellow warning triangle for low-memory warnings.
 
Just chrome, no tabs? I think that + crysis 3 would work on 4GB RAM, let alone anything anyone has today.
 
Windows forms integration is working correctly now, with redraw only when necessary. Going to push when I remove some of the unrelated changes. The approach I went for is allowing the game UI to export functionality (via UIExternalContainers) to be used in an abstract Winforms "FSOUIControl" which simply recieves images from the game directly from its render target. Couldn't figure out how to transfer the active context to another window, so despite this being less performant it'll do for now. This should also allow for more interesting uses of the graphic device, such as DGRP rendering using FSO.LotView.

affc28f1f679bfbc1715cd90fad2b157.gif


Next up will be live step thru and primitive operand modification. Need to do some planning out for how the surrounding UI will look.

Loving the IDE, looks great. Its going to be amazing to have a fully fledged simantics editor for TS1 and will be great to keep extending TSO with new objects, maybe much better custom content tools than EA land had.

Although TS1 will be harder since we can't make that game breakpoint like we could TSO. Well, maybe Andrew can heh
It's primarily going to be for TSO since it's plugging directly into the game's active content system, but whenever I start porting the FreeSO engine to work with TS1 content it should work with both.

I think having the editor is going to be a lot of fun to have around, not only can we make new objects, but we could also patch existing ones. (imagine adding sit functions on chairs for pets, adding fire back in, etc.) We're also gonna have some stuff that wasn't quite available in Codex and pals, like SLOT editing.
 
It's primarily going to be for TSO since it's plugging directly into the game's active content system, but whenever I start porting the FreeSO engine to work with TS1 content it should work with both.

I think having the editor is going to be a lot of fun to have around, not only can we make new objects, but we could also patch existing ones. (imagine adding sit functions on chairs for pets, adding fire back in, etc.) We're also gonna have some stuff that wasn't quite available in Codex and pals, like SLOT editing.
My imagination is going wild. So I'm assuming when it's done (or close to), FSO.IDE.exe will load into it's own offline lot instance for editing?
 
Offline lot instances will always be available in FreeSO for object development. It should also be invokable from online sessions for debug purposes, but it should disconnect you from the simulator (you'd just get desynced anyways, other players would not be affected). Part of the plan is to have a standalone version too, but as things are now it'd need a stub Game instance to piggyback off of to get Monogame rendering.
 
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