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@hide command

Posted: Mon Dec 15, 2014 8:32 pm
by kernel
Not sure if you guys are experiencing this but after the last update I noticed @hide GM command works until you zone anywhere then it wears off. I remember using it before and it stayed on no matter which zone you went to until you turned it off manually. Basically it turns off any time you zone. I know it's a little issue but just ignore it if its irrelevant at the moment. Thanks :)

Re: @hide command

Posted: Mon Dec 15, 2014 10:08 pm
by kjLotus
every command is reset on zone now (except godmode). just a side effect of how I changed the zoning process

Re: @hide command

Posted: Tue Dec 16, 2014 2:52 am
by atom0s
kjLotus wrote:every command is reset on zone now (except godmode). just a side effect of how I changed the zoning process
Any reason the player object can't be passed between the servers to prevent this? Rather then going the DB route of storing current states.

Re: @hide command

Posted: Tue Dec 16, 2014 3:26 am
by kjLotus
atom0s wrote:
kjLotus wrote:every command is reset on zone now (except godmode). just a side effect of how I changed the zoning process
Any reason the player object can't be passed between the servers to prevent this? Rather then going the DB route of storing current states.
sounds like more work for almost nothing

Re: @hide command

Posted: Tue Dec 16, 2014 6:14 pm
by kernel
Thanks KJ and Atom0s. It's no big deal but I was just curious if it was noticed. Thanks again :)

Re: @hide command

Posted: Wed Dec 17, 2014 3:11 pm
by whasf
atom0s wrote:
kjLotus wrote:every command is reset on zone now (except godmode). just a side effect of how I changed the zoning process
Any reason the player object can't be passed between the servers to prevent this? Rather then going the DB route of storing current states.
Send it as a "message" maybe?

Re: @hide command

Posted: Wed Dec 17, 2014 3:52 pm
by kjLotus
whasf wrote:
atom0s wrote:
kjLotus wrote:every command is reset on zone now (except godmode). just a side effect of how I changed the zoning process
Any reason the player object can't be passed between the servers to prevent this? Rather then going the DB route of storing current states.
Send it as a "message" maybe?
there's way too many things that would have to be deep copied, it's not really feasible just to make @hide work through zones

Re: @hide command

Posted: Wed Dec 17, 2014 10:49 pm
by atom0s
kjLotus wrote:there's way too many things that would have to be deep copied, it's not really feasible just to make @hide work through zones
The idea was to just send the full player object, so no manual shit would need to be done. Just cast to a byte array, and on the receiving server, cast it back and make the needed modifications after zoning etc.

Something like @hide failing to persist across zones makes it kind of useless to even have now.

Re: @hide command

Posted: Thu Dec 18, 2014 12:42 am
by kjLotus
atom0s wrote:
kjLotus wrote:there's way too many things that would have to be deep copied, it's not really feasible just to make @hide work through zones
The idea was to just send the full player object, so no manual shit would need to be done. Just cast to a byte array, and on the receiving server, cast it back and make the needed modifications after zoning etc.

Something like @hide failing to persist across zones makes it kind of useless to even have now.
how are you going to send pointers to a different process?

Re: @hide command

Posted: Thu Dec 18, 2014 1:43 am
by atom0s
kjLotus wrote:
atom0s wrote:
kjLotus wrote:there's way too many things that would have to be deep copied, it's not really feasible just to make @hide work through zones
The idea was to just send the full player object, so no manual shit would need to be done. Just cast to a byte array, and on the receiving server, cast it back and make the needed modifications after zoning etc.

Something like @hide failing to persist across zones makes it kind of useless to even have now.
how are you going to send pointers to a different process?
The send/recv part wouldn't use the pointer objects. You'd send the raw data of that structure. Then the receiving server would populate the structure (create a new instance of the object, copy the data over it etc).