make
Undefined symbols for architecture x86_64:
"_gethostbyaddr_r", referenced from:
_enet_address_get_host in unix.o
"_gethostbyname_r", referenced from:
_enet_address_set_host in unix.o
ld: symbol(s) not found for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
make: *** [manamobile.app/Contents/MacOS/manamobile] Error 1
Currently the player can walk everywhere, including off the map. The client should take the collision layer into account.
This is probably only needed for the local player. Other entities are controlled from the server and move by short distances, so they may already never visibly walk on blocked space.
Currently it is only possible to select existing characters on an account. It should of course be possible to create new characters and to delete existing ones.
The necessary server communication is already implemented in AccountClient, which provides createCharacter and deleteCharacter methods. There is also the HairDB providing access to valid hair styles, but no way yet to get the valid range for hair colors and no way yet to obtain the list of attributes that may need to be specified (but as far as I am concerned this last part can also be dropped, or is at least not critical to have in the first version).
For some reason equipment sprites start failing to show up quite soon and after a while of walking around and warping even the base sprite can go missing.
This issue was already happening before the switch to Qt Quick 2.
Rather than loading all the databases separately, the client should start loading settings.xml and go on from there. It should wait with switching to the character selection page until all settings have been loaded (so the current paths.xml loading state can be changed to a settings.xml loading state).
For performance reasons it would be good if the implementation allowed downloading multiple included files in parallel.