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1  Core Code Development Discussions / RAID! (Core Code Bug Reports and Patches) / Re: SQL injection bug in motd.php on: April 27, 2019, 04:50:36 AM
Oh wow, thats bad. Another reminder why prepared queries should be used.

Regarsing the patch:

Wouldnt it be easier to substr month and year and convert them to integers instead of matching a regexp?
2  Core Code Development Discussions / Core Development Discussion / Re: LotGD Rewrite (Daenerys) Weekly Updates on: April 13, 2019, 02:03:08 AM
Daenerys (LotGD Rewrite) Progress Update 13. April 2019 - Release of version 0.5.3

Progress
It seems that I have a run. The newest version of the crate (0.5.3) introduces a bunch of cli administration commands (mainly to manage users and roles). Additionally, I've started to offer an admin panel (if the user been granted the role ROLE_SUPERUSER). This includes the possibility to list, edit or delete users, as well as characters.

The installer has been updated as well. The installer in Version 0.5.3 installs the crate in the appropriate version, and adds the superuser role to the first account it creates.

Code:
wget https://raw.githubusercontent.com/lotgd/installer/v0.5.3/daenerys-install.php
php daenerys-install.php check
php daenerys-install.php install --installDefaultModules
php daenerys-install.php run-test

Next Goals
  • Expand upon the administration features and make it easy to a) install new administration pages via modules and b) to expand existing administration pages via modules, too.
  • Attachments, still
  • And, if attachments are running: Basic inventory system for armors and weapons (including the shop), specials, working bank.
3  Core Code Development Discussions / Core Development Discussion / Re: LotGD Rewrite (Daenerys) Weekly Updates on: April 08, 2019, 04:48:30 AM
Daenerys (LotGD Rewrite) Progress Update 8. April 2019

Progress
As promised, the installer has been updated alongside the modules. To get your very own installation, writing down the following commands will get you started:

Code:
wget https://raw.githubusercontent.com/lotgd/installer/v0.5.0/daenerys-install.php
php daenerys-install.php check
php daenerys-install.php install --installDefaultModules
php daenerys-install.php run-test

The flag --installDefaultModules installs all updated modules to provide the whole game experience. Only one missing is the dragon-kill module, but since there are neither weapons nor armors buyable right now, it doesn't matter anyway.

Next Goals
  • I want to have some basic administration features running in lotgd/crate-html, like granting administration rights and a admin panel.
  • Attachments, still
  • And, if attachments are running: Basic inventory system for armors and weapons (including the shop), specials, working bank.

If you are interested in speeding up the development, there are some open issues @lotgd/core, and PR's for the crate are welcome, too. And, you are free to create modules!
4  Core Code Development Discussions / Core Development Discussion / Re: LotGD Rewrite (Daenerys) Weekly Updates on: April 05, 2019, 06:09:26 AM
Daenerys (LotGD Rewrite) Progress Update 5. April 2019

Progress
It's been ages. Motivation was severely lacking, mainly because of the new technologies that I was not able to wrap my head around long enough to make decent progress. Additionally, working nearly alone on 3 different main packages and implementing changes in all three after each other (core, crate, then client) was something that took way too much time.

Screw this.

I've decided to streamline development and not focus on a modern graphql approach, even though the advantages (dynamic interface!) would have been awesome. Doing it alone, as a non-export in modern JavaScript-technologies, was just not feasable. There is now a new crate (crate-html) that renders direct html. This way, I only have 2 branches to work on (core and crate) and features can make it much more quickly into the crate.

I'm proud to announce the release of version 0.5.0 of the core version, along with 0.5.0 of crate-html. I've attached a screenshot as a teaser Wink

New are some general fixes, update symfony dependencies to symfony 4, adding two admin commands (one to list characters, one to reset a characters viewpoint) and character stats. The client is compatible with it, but lacks currently an installer. This is the next part, then I can focus back to the attachments. The, imho, most important change is the move from auto_increment to randomly generated uuids. This allows to connect entities before submitting them to the database.

Generally, the game loop runs with all installed modules. Characters can log in, walk around the city, go into the forest, fight, and earn experience. The only thing lacking is earning gold, and being able to buy weapons. I have not yet tested the level-up or the green dragon.

Next Goals (It's the same as last time)
The next goals is implement "attachments" in graphql so that scenes can provide forms (for gold deposit in the bank, for chatting on the village square, and much more). For modules, we plan to extend module-forest to provide a hook for specials and provide a basic inventory system for armors and weapons.
5  Core Code Development Discussions / Core Development Discussion / Re: LotGD Rewrite (Daenerys) Weekly Updates on: April 27, 2018, 11:09:49 PM
Plain white and black? That would definitely fit a fantasy theme, if the fantasy is of people joining. I would say that most people like detailed themes.

*laughing*

While I was also thinking about something not-that-optically-busy, a black and white theme (at a default one) is weird.

I could imagine a default template where the classic "character stats" looks completely different. For example, the character stats could be at the top / bottom instead with the avatar prominently displayed, and the border is the health bar.

We really love suggestions of any kind! But I agree with austen, a mock-up (or screen shot) is good.
6  Core Code Development Discussions / Core Development Discussion / Re: LotGD Rewrite (Daenerys) Weekly Updates on: April 26, 2018, 11:53:00 PM
Old school in the sense of how it is played, yes, that is supposed to stay the same (scenes that you can navigate through with actions). This does not mean that it cannot be fancy looking (as in, design).
7  Core Code Development Discussions / Core Development Discussion / Re: LotGD Rewrite (Daenerys) Weekly Updates on: April 25, 2018, 10:35:22 PM
Thanks for keeping working on the project. I've starred the project on GitHub to follow it. Maybe with a new design I can get younger players to have look at LoGD :-)

Is this an offer? Smiley I must admit that my web design skills are pretty limited, making the client not looking much different from the old layout.
8  Core Code Development Discussions / Core Development Discussion / Re: LotGD Rewrite (Daenerys) Weekly Updates on: January 27, 2018, 02:42:49 AM
Daenerys (LotGD Rewrite) Progress Update 01/27/2017

Progress
A quick update: We are proud to finally have a quick installer script that installs all necessary packages and initializes the database with a first user. The installer requires PHP version 7.1 or newer, a writable directory as well as an available composer command:

Code:
$ php daenerys-install.php check
$ php daenerys-install.php install

Modules can be installed using the installer, too:
Code:
$ php daenerys-install.php install-module lotgd/module-village
$ php daenerys-install.php install-module lotgd/module-scene-bundle
$ php daenerys-install.php install-module lotgd/module-forest
$ php daenerys-install.php install-module lotgd/module-dragon-kills
$ php daenerys-install.php install-module lotgd/module-training

The installer is available on Github: https://github.com/lotgd/installer/releases

Furthermore, the crate is now CORS compatible, meaning that the web client does not need to run on the same domain as the crate, which still is restricted to localhost:8000. This means you can easily download the new "binary release" of the web client, unzip and directly start it in a browser without needing to push it to the installer directory!

Client binary: https://github.com/lotgd/client-graphql-www/releases/download/v0.4.0/lotgd-client-graphql-www.zip

In a future release, I will provide a possibility in the installer to download and install the client, too.

Next Goals
The next goals is implement "attachments" in graphql so that scenes can provide forms (for gold deposit in the bank, for chatting on the village square, and much more). For modules, we plan to extend module-forest to provide a hook for specials and provide a basic inventory system for armors and weapons.
9  Core Code Development Discussions / Core Development Discussion / Re: LotGD Rewrite (Daenerys) Weekly Updates on: January 16, 2018, 08:30:15 AM
Daenerys (LotGD Rewrite) Progress Update 01/15/2017

Progress
This topic was getting a bit too dusty. Nonetheless, in the last few weeks we've completed important work and are proud to announce the release of version 0.4.0-alpha of the core, the modules and the crate!

@eliwood has been working on a bunch of modules: module-res-fight is a ressource module providing an easy way to start and finish a battle. module-forest is based on that and creates a forest scene and the healer's hut where player can fight monsters, heal and gain experience. module-training introduces the Blusprings warrior training where player can gain levels, and module-dragon-kills has been updated to provide the green dragon fight, as well as the player reset after winning. This essentially means that the basic game loop has been finished!

During the work on these modules, we've updated the core with new APIs accordingly. Its now easier to modify an existing viewpoint (adding actions and description is now possible without needing to set everything at once). Additionally, the core provides a model extension api, making it easy to extend existing models with custom methods. module-res-fight makes extensive use of this by providing $character->getTurns(): int; or $character->rewardExperience(int $experience) among others.

@austenmc has been busy working on the mobile client and started working on an easy installation procedure.

Heroes
Thanks a lot to @Tucher24 who is helping in getting an easy installation procedure going!

starter tasks, some of which can be completed even by programming n00bs:
https://github.com/lotgd/core/issues


There are also a few roles available if anyone wants one, some more accessible
than others:

  • Server sysadmin for our DigitalOcean instances. We need someone to help set up a sandbox server to experiment with. You can choose your own RPG theme if you like!
  • Scene coder. Someone to help port over the key scenes (like village, inn, etc.)
    to our new formats.
  • Fantasy writer (non-techncial). Once we get the code done, we need to create a compelling story
    to attract players. I have some ideas but it would be helpful to have someone think about
    this more extensively, write up a story line, non-player characters, etc. Inspire us
    to finish the code!

Next Goals
Since the main game loop is now finished, we want to make the installation an easier and quicker process.
10  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re: Signet Sale by DaveS on: September 13, 2017, 01:41:56 PM
Since you mentioned that only 1 character should be there and he isn't, I wanted to exclude the possibility of that value being 0, thus setting the limit of the sql query to 0.

If you take away translator rights, does the character show up there? (Is this list working, like, at all?)

Code:
SELECT module_userprefs.value, module_userprefs.setting, accounts.name FROM module_userprefs, accounts WHERE acctid = userid AND modulename = "signetd5" and acctid = 1 ORDER BY setting, value

Adjust if you are using a table prefix, and set in the number of the account you'd like to show up.
Using this SQL query, you (should) will get a list of of module userprefs belonging to that account. Is in this list any setting named "frhofnum"? What is its value?
11  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re: Signet Sale by DaveS on: September 13, 2017, 07:57:27 AM
Try to print the value of $pp after this line:
Code:
$pp = get_module_setting("frpp","signetd5");
12  Core Code Development Discussions / Core Development Discussion / Re: LotGD Rewrite (Daenerys) Weekly Updates on: September 13, 2017, 01:45:32 AM
Daenerys (LotGD Rewrite) Not-So-Weekly Update 09/13/2017

Progress
Sorry for the late update, we've been busy recently and code.lot.gd was offline for quite some while before we were able to complete version 0.3.0-alpha including modules.

The core and crate-graphql have now been updated to support custom action names (instead of automatically deriving the action just from scenes). This allows much more flexibility as presented in the new modules that we've released at the same time: A module to generate new days and one to allow gender selection upon new day! This lies the foundation for race and speciality selection later on.

List of modules
  • lotgd/module-village A basic module providing a default scene (the village scene)
  • lotgd/module-scene-bundle A module to extend the default village scene to showcase action directionalities
  • lotgd/module-new-day A module to provide a new day experience
  • lotgd/module-gender Allows gender selection upon new day without breaking the new day experience.

Heroes
The hall of heroes is collecting dust. Come join us! As always, there are
starter tasks, some of which can be completed even by programming n00bs:
https://github.com/lotgd/core/issues

There are also a few roles available if anyone wants one, some more accessible
than others:

  • Server sysadmin for our DigitalOcean instances. We need someone to help set up a sandbox server to experiment with. You can choose your own RPG theme if you like! Smiley
  • Scene coder. Someone to help port over the key scenes (like village, inn, etc.)
    to our new formats.
  • Fantasy writer (non-techncial). Once we get the code done, we need to create a compelling story
    to attract players. I have some ideas but it would be helpful to have someone think about
    this more extensively, write up a story line, non-player characters, etc. Inspire us
    to finish the code!

Next Goals
The next mile stone is to create a module to support forest fights! We will keep you updated!
13  Core Code Development Discussions / Core Development Discussion / Re: LotGD Rewrite (Daenerys) Weekly Updates on: March 14, 2017, 06:19:04 AM
Daenerys (LotGD Rewrite) Not-So-Weekly Update 03/14/2017

Progress
We've managed to wrap up the pre-release version v0.2.0-alpha. There are quite a few updates from different packages:

  • lotgd/core now has a basic Permission framework. Additionally, we've reworked the way scenes are connected to each other to be more explicitely and more intuitive. This change also allowed us to introduce ActionGroups properly.
  • lotgd/crate-graphql was updated to properly support the new connection api. Furthermore, the graphql scheme was reverted so that query.user.character is not a graphql edge anymore, but again a simple list of characters. Switching from relay to apollo on the client side gave as here more freedom in how we approach the graphql api.
  • Both example modules used to showcase our client, module-village and module-scene-bundle, have properly been updated to support the new scene connection api
  • lotgd/client-graphql-www has been reworked while switching from relay to apollo. We've cleaned up the code. The login-state and the selected character are now kept in LocalStorage, thus refreshing doesn't clear all the states anymore. Furthermore, instead of css directly, we now utilize a css preprocessor.

Please note that this pre-release is not ready for production. Currently, there is no control if the user doing the mutation is actually the owner of the character.

Heroes
A big thank you @grrrilla_ninja who has copied MightyE's weapon module and converted it to Pegasus' armor module. He is also a great help in giving input for the story for the main server. Some thanks also go to @pharis who gives us input in our slack channel.


If anyone wants to help - Come join us! As always, there are
starter tasks, some of which can be completed even by programming n00bs:
https://github.com/lotgd/core/issues

There are also a few roles available if anyone wants one, some more accessible
than others:

  • Server sysadmin for our DigitalOcean instances. We need someone to add a
    script to support https via Let's Encrypt to our http://code.lot.gd instance.
  • Scene coder. Someone to help port over the key scenes (like village, inn, etc.)
    to our new formats.
  • Fantasy writer (non-techncial). Once we get the code done, we need to create a compelling story
    to attract players. I have some ideas but it would be helpful to have someone think about
    this more extensively, write up a story line, non-player characters, etc. Inspire us
    to finish the code!

Next Goals
Now that client/crate and core are running properly, we start to improve in different areas to get to a minimum viable version. This includes proper api protection against unauthorized access and more modules to emulate typical lotgd game flow.
14  Coding Support / Coding Support Desk / Re: New Template Issues on: February 24, 2017, 04:00:17 AM
I included the {content} tag in the <div class="content"> section, however, it still shows up at the end of everything, after the footer. That's why I was thinking there was something else I had missed.

Maybe I was a bit unclear in my post. There is no {content} tag. All content gets placed after the header part, and before the footer part. No template that I know of has this content tag.

Quote
As for the whole HTML5 thing, though, thank you for pointing that out. (Seriously.) I had no idea it had been recommended since 2014, until I looked it up, just now. I stopped being a developer in 2009, and I was using this project to dust off my coding skills, before trying to work as a developer, again. So, it looks like I have to learn a language, now. lol

You're welcome. It's always hard to come back when technology advances so fast - luckily for you, lotgd didn't advance at all ... Wink which we are going to change.
15  Coding Support / Coding Support Desk / Re: New Template Issues on: February 24, 2017, 12:41:44 AM
As such, I've been building a new, more modern template, using XHTML, and everything works great except for one nagging issue.

XHTML isn't modern, it's just HTML defined via XML instead of SGML. I recommend to not use XHTML since it is far more strict and you don't have the control over all the HTML part, except if you re-write all modules you use yourself. Besides, XHTML has been abandoned by the W3. Instead, use HTML5.

Quote
Namely, all of the content areas, like the login section, village descriptions, and comment section, are being passed onto the page without getting placed into the content section. I've gone over all of the hooks that should be in the template, and none of them seem to be pulling from where the content actually is (for instance, there is no village* or race* hook pulling the descriptions). I've gone through everything I can think of, like pageparts, commentary, source, etc., etc., but can't seem to figure out how the info is being served. I've also tried moving the commented sections, like the login area, into the main page code, but it breaks the template, if you do.

You write to put the content using a {content}-Tag. Did you actually find this tag in any of the supplied templates? A good starting point is http://dragonprime.net/index.php?page=skins#template.

In short, each template (and both the popup and the normal part) consists of 2 template-parts - the header and the footer, depicted by <!--!header--> (<!--popuphead-->) and <!--footer--> (<!--popupfoot-->). The template engine reads the template file and breaks it at every <!--!, then reads the stuff between ! and --> and puts it in an array. Then, the engine starts to put the stuff together again.

It is important to note that there is no {content} in this template-engine. Everything that gets written to output (with output(), rawoutput(), whatever else) put between the header-part and the footer-part.

Code:
<!--header-->
<!DOCTYPE html>
<html>
<body>
<!--!footer-->
</body>
</html>

After fragmentation and putting the template together, lotgd simply prints something along the lines of
Code:
print($header . $output . $footer)
. The file you look for is (if I recommend it correctly) is lib/pageparts.php.
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