Merge pull request #59 from aknorjaden/master

Added Market Seeding SQL for Metropolis for testing
+ Added sql script for market seeding. Seeds The Forge region with ships and skills, but it can be easily configured.
@regionid changes region id,
@saturation is percentage of stations to be seeded.
"categoryID in (16, 6)" changes categories to seed.
* change market saturation from 20% to 60%
Fixing error on client logoff: "Unable to remove 1 from <id>"
* revert m_attributemap from private to protected
Update ModuleEffects.cpp

I dunno how can work without this line...(110-114)
 c++ is not my favourite languages so pls if I make a shit say to me why too ;)
Merge pull request #63 from titorus/master

This is definitely needed.  Great find!

This was not found nor is a problem since no data is populated in the tables that this code pulls data from.  We would have seen a crash at this point once we started putting data into those tables.  Now we won't have a crash since you found this problem.

Thanks a million!

-- Aknor
More work to make flagAutofit work to auto-fit modules dropped onto the middle of the fitting window in the client, but more work is needed.  In this update, functions were added to grab the slot bank effectID value for a module from the dgmTypeEffects table, methods in the ModuleManager class to check slot bank ID, and code in InventoryBound and Ship classes to bubble these calls to check slot availability down into the ModuleManager class.
Forgot to add ModuleContainer::GetAvailableSlotInBank() implementation in the cpp file.  It would not build without this.  Now it's there so builds work.  Further work needed to implement this function in ModuleContainer to actually check whichever slot bank is being queried for an available slot, then a slot is picked and returned to the caller.
Merge branch 'master' of https://github.com/evemuproject/evemu_server
Merge pull request #60 from positron96/market2

Actually, this change is not really necessary, though I'll pull it in.  Any of these options can be easily set using EVEmu Control Panel under the Market tab to create a new seed_market.sql yourself with whatever market saturation you want from 0% to 100% of stations in a region, whichever items you want and for whichever races you want.  Go take a look at that tab in EVEmu Control Panel and you'll see what I mean.

-- Aknor
Merge pull request #61 from positron96/fix-item0

Okay, positron96, thanks for reverting the private to protected on those maps.  I'm pulling this in now.  Very nice work again!

-- Aknor
Corrected ModuleContainer class functions AddModule() and RemoveModule() to return boolean instead of nothing so that it is possible to return errors or success when using these functions in ModuleManager.  Completed implementation of ModuleContainer::GetAvailableSlotInBank() method to search specified slot bank for an available module slot, returning that slot flag or an illegal flag value if no slot is available.
Finally fixed Module Auto-fit, where you drag either a single module, or a stack of modules, onto the center of the fitting window and the server automatically chooses a slot to fit it into, if one is available in that bank, then fits it.  Fixed issues with dragging a stack onto the center of the window where the stack disappeared and nothing appeared in the slots.  Tested draging singles and stacks onto all three slot banks.  Everything seems to work just fine, even when trying to drag stacks or singles into center when entire slot bank is full.  The fit is rejected and modules left in inventory window.
Merge branch 'master' of https://github.com/evemuproject/evemu_server
Fixed server shutdown crash reported by positron96 that I introduced by explicitly calling ItemFactory's destructor in eve-server.cpp.  This has been removed and messages re-arranged.  I also took out the 'press the ENTER key to continue...' since it no longer makes sense.  The server shuts down, saves all items, then the server window closes with no errors or crashes.  It should be noted that only the Release build will automatically close the server window.  There was nothing to address the other shutdown crash related to RefPtr.  I have no idea what that is nor have I ever observed it.  ItemFactory destructor messages were simplified as well.
Fixed uint64 constants in packet_types.h by adding LL suffix instead of L
* fix long constant warning in APICharacterDB
* fix long const warning in ClientSession
* fix incorrect usage of new_tuple (PyRep* arguments are expected, but ints are passed)
* fix long consts warning

(Browser does not work anyway, probably protocol has changed in crucible)