Changed the default value for the client keep alive variable back to 1 (since that is what the setting is if the value is not found in the configuration ini file).
Stub for registration command handling in server
First draft of handling registration requests
WIP (will be rebased)
clean up bad imports (rebase this later)
Finish checkUserIsBanned method
Add username validity check
Check servatrice registration settings
WIP
Finish(?) server side of registration
Needs testing
Fix switch case compile failure
I have no idea why I have to do this
WIP for registration testing python script
Stub register script initial attempt
Rearrange register script
First try at sending reg
register.py sends commands correctly now
Add more debug to register.py
Pack bytes the right way - servatrice can parse py script sends now
register.py should be working now
Parse xml hack correctly
Log registration enabled settings on server start
Insert gender correctly on register
Show tcpserver error message on failed gameserver listen
Fail startup if db configured and can't be opened.
TIL qt5 comes without mysql by default in homebrew...
Previously if you were to reveal the top card, then look at the top x (x
> 1) cards, then move them to another zone, the top card would stop
being revealed.
The issue was that when moving the cards the first card was being
revealed, then being moved.
I have also fixed an issue too:
+ reveal top card
+ scry 4
+ grab all cards and move to the first column of available space at the
left most of the screen (column 0). Everything is fine.
+ now try with another column (> 0), you will see that the card order
has flipped.
This no longer happens.
This needs some testing before being merged. I will run the build for a
while, right now it feels good though.
Will need @ctrlaltca to confirm this wont mess anything up. I have
removed a option to se set from the cmake file. This option is not
needed.
Windows users, you will need to run cmake to create the sln again.
The issue was that I had set the ctor to set the p/t to 0/0 rather than
-1/-1. This meant that when you join a game in progress (spec or
reconnect) the server would send the card value to the client as 0/0,
instead of -1/-1. The client has been coded so that if the toughness is
<0 then dont show it. 0/0 is instead shown.
We still need to look into cards with no p/t being set to a 0/1 as
@tooomm mentioned in anther issue. As it stands, this is more important
than that.