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feat: features OTCR natively in canary #3061
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feat: features OTCR natively in canary #3061
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attachEffectById detachEffectById getShader setShader
player:setMapShader("Map - Party")
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Thank you for your contribution. I have a few observations that could help further improve the work.
const auto &enabledFeatures = g_configManager().getEnabledOTCFeatures(); const auto &disabledFeatures = g_configManager().getDisabledOTCFeatures(); for (int32_t feature : enabledFeatures) { g_logger().info("Feature enabled: {}", feature); } for (int32_t feature : disabledFeatures) { g_logger().info("Feature disabled: {}", feature); } Update configmanager.hpp
src/creatures/creature.hpp
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@@ -695,7 +695,7 @@ class Creature : virtual public Thing, public SharedObject { | |||
std::string getShader() const { | |||
return shader; | |||
} | |||
void setShader(const std::string &shaderName) { | |||
void setShader(const std::string_view &shaderName) { |
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You can remove the & as well; passing a std::string_view by reference actually increases overhead. std::string_view is intended to be passed by value since it is simply a lightweight view of the string.
src/creatures/players/player.hpp
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@@ -1383,7 +1383,7 @@ class Player final : public Creature, public Cylinder, public Bankable { | |||
std::string name; | |||
std::string guildNick; | |||
std::string loyaltyTitle; | |||
std::string mapShader; | |||
std::string_view mapShader; |
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Here, it will remain as std::string. std::string_view is used to avoid copying the string, but in the final context where it needs to be stored or modified, it must be a std::string.
Apologies for the confusion. In the setShader method, you can continue using std::string_view, but for all other methods, they can remain as std::string. PS: If you need, I can help commit. |
@kokekanon |
…/kokekanon/canary3 into kokekanon/all-feature-redemption
reload required ? iOLoginData load, save? need clean Player.cpp
@@ -1719,7 +1719,7 @@ void ProtocolGame::parseSetOutfit(NetworkMessage &msg) { | |||
g_logger().debug("Bool isMounted: {}", isMounted); | |||
} | |||
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uint8_t isMountRandomized = msg.getByte(); | |||
uint8_t isMountRandomized = !oldProtocol ? msg.getByte() : 0; |
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v8 old protocol no send "isMountRandomized" , last packet is newOutfit.lookMount = msg.get<uint16_t>();
canary read in (L1711)
https://github.com/opentibiabr/otcv8/blob/main/src/client/protocolgamesend.cpp#L833
Redemption 11.00 no send isMountRandomized only in 13.40
msg.addByte(newOutfit.lookMountBody); | ||
msg.addByte(newOutfit.lookMountLegs); | ||
msg.addByte(newOutfit.lookMountFeet); | ||
} | ||
writeToOutputBuffer(msg); |
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msg.addByte(outfit.lookMountBody); | ||
msg.addByte(outfit.lookMountLegs); | ||
msg.addByte(outfit.lookMountFeet); | ||
} | ||
} else { |
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…/kokekanon/canary3 into kokekanon/all-feature-redemption
…/kokekanon/canary3 into kokekanon/all-feature-redemption
Quality Gate passedIssues Measures |
6/6
for test use this client.exe https://github.com/mehah/otclient/actions/runs/11730256085
or use this in terminal
Description
1.-Creature AE + Shader
no break cipsoft or v8
2.-send disableFeature / enableFeature . easy to modify in config.lua
it is easier for the server administrator to modify config.lua than to compile every time he wants to add or remove a feature.
note1: v8 and otcr send the same packets, so it could be only 1 function, but i don't want to break anything.
note2 : In otcr requires modification in the client * is not yet ready
3.- outfit (wings,aura,shader)
4.- TypingIcon
5.- map shader support
6.- item Shader
Type of change
How Has This Been Tested
1/6 Creature : AttachedEffect | Shader
2/6 Player: Map Shader
4/6 feature: Item Shader
5/6 send disableFeature / enableFeature. easy to modify in config.lua
6/6
Test Configuration:
Checklist
Note: To be honest, I'm not good at C++, and I don't use Canary, I'm not used to the structure.