NATS feedback
- [x] AM] mackal: @Shin Noir also, remove EntityList::ListNPCs(), it's not needed, [10:20 AM] mackal: you can get a const references to the underlying unordered_map instead of making a new map
- [x] [9:51 AM] mackal: @Shin Noir don't commit the protobuf generated files - [9:54 AM] mackal: https://cmake.org/cmake/help/v3.9/module/FindProtobuf.html
- [ ] !movecharacter
. If offline, update db. If online, teleport them to safe spot of provided zone
- [ ] After my recent merge, unknown0344 was changed/removed?
- [ ] meleepush_xy was renamed heading
- [ ] meleepush_z was changed to pitch
I did not update the proto files to reflect this yet
- [ ] Add protoc.exe to dependencies for autogenerating
Tells system - It looks like to support tells, the chain of events is like.. client -> zone -> (ServerOP_ChannelMessage) -> world -> (ServerOP_ChannelMessage) -> zone -> client. The problem with relaying tells to other sources is that the whole tell system is designed to be instantaneous. Requests would need time to discover if it succeeds or not. I can't do a timeout too elegantly since it will lock the thread the tell was sent through (likely main thread).. I could toss the request into it's own thread, and you won't get a response to your tell reply until a timeout or a response happens.. this is something i'll consider adding later. It would be really powerful to extend this sort of functionality for quests, too.
Any chance any of this will be used @xackery?
Nah, it's safe to close this. I don't think with the current design it makes sense. Maybe temp0's new implementation will mirror some features this offers.
We probably should keep the branch (xackery/nats) but can close this issue for time being.