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Fix formatting, Update CHANGELOG, turn overflow checks on for dev
profile
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06ea29bd4c
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@ -47,6 +47,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Fixed region display name
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- Fixed region display name
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- Fixed the bow fire rate
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- Fixed the bow fire rate
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- Healthbars now flash on critical health
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- Healthbars now flash on critical health
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- Fixed ghosts when going back to character screen
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### Removed
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### Removed
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@ -14,10 +14,10 @@ members = [
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# default profile for devs, fast to compile, okay enough to run, no debug information
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# default profile for devs, fast to compile, okay enough to run, no debug information
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[profile.dev]
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[profile.dev]
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opt-level = 2
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opt-level = 2
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overflow-checks = false
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overflow-checks = true
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debug-assertions = true
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debug-assertions = true
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panic = "abort"
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panic = "abort"
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debug = false
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debug = false
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codegen-units = 8
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codegen-units = 8
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lto = false
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lto = false
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incremental = true
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incremental = true
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@ -28,7 +28,7 @@ use common::{
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msg::{ClientMsg, ClientState, PlayerListUpdate, ServerError, ServerInfo, ServerMsg},
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msg::{ClientMsg, ClientState, PlayerListUpdate, ServerError, ServerInfo, ServerMsg},
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net::PostOffice,
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net::PostOffice,
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state::{BlockChange, State, TimeOfDay},
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state::{BlockChange, State, TimeOfDay},
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sync::{Uid,UidAllocator, WorldSyncExt},
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sync::{Uid, UidAllocator, WorldSyncExt},
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terrain::{block::Block, TerrainChunkSize, TerrainGrid},
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terrain::{block::Block, TerrainChunkSize, TerrainGrid},
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vol::{ReadVol, RectVolSize, Vox},
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vol::{ReadVol, RectVolSize, Vox},
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};
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};
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@ -36,8 +36,8 @@ use log::{debug, error};
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use metrics::ServerMetrics;
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use metrics::ServerMetrics;
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use rand::Rng;
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use rand::Rng;
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use specs::{
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use specs::{
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join::Join, world::EntityBuilder as EcsEntityBuilder, Builder, Entity as EcsEntity, RunNow,
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join::Join, saveload::MarkerAllocator, world::EntityBuilder as EcsEntityBuilder, Builder,
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SystemData, WorldExt, saveload::MarkerAllocator,
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Entity as EcsEntity, RunNow, SystemData, WorldExt,
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};
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};
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use std::{
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use std::{
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i32,
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i32,
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@ -413,8 +413,12 @@ impl Server {
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}
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}
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}
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}
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if state
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if state.ecs().write_storage::<Client>().get_mut(entity).is_some() {
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.ecs()
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.write_storage::<Client>()
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.get_mut(entity)
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.is_some()
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{
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state
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state
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.ecs()
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.ecs()
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.write_storage()
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.write_storage()
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@ -576,7 +580,12 @@ impl Server {
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ServerEvent::Respawn(entity) => {
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ServerEvent::Respawn(entity) => {
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// Only clients can respawn
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// Only clients can respawn
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if state.ecs().write_storage::<Client>().get_mut(entity).is_some() {
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if state
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.ecs()
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.write_storage::<Client>()
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.get_mut(entity)
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.is_some()
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{
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let respawn_point = state
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let respawn_point = state
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.read_component_cloned::<comp::Waypoint>(entity)
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.read_component_cloned::<comp::Waypoint>(entity)
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.map(|wp| wp.get_pos())
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.map(|wp| wp.get_pos())
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@ -596,7 +605,7 @@ impl Server {
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.ecs()
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.ecs()
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.write_storage()
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.write_storage()
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.insert(entity, comp::ForceUpdate)
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.insert(entity, comp::ForceUpdate)
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.err().map(|err|
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.err().map(|err|
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error!("Error inserting ForceUpdate component when respawning client: {:?}", err)
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error!("Error inserting ForceUpdate component when respawning client: {:?}", err)
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);
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);
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}
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}
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@ -750,19 +759,16 @@ impl Server {
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// Easier than checking and removing all other known components
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// Easier than checking and removing all other known components
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// Note: If other `ServerEvent`s are referring to this entity they will be
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// Note: If other `ServerEvent`s are referring to this entity they will be
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// disrupted
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// disrupted
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let maybe_client =
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let maybe_client = state.ecs().write_storage::<Client>().remove(entity);
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state.ecs().write_storage::<Client>().remove(entity);
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let maybe_uid = state.read_component_cloned::<Uid>(entity);
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let maybe_uid =
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let maybe_player = state.ecs().write_storage::<comp::Player>().remove(entity);
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state.read_component_cloned::<Uid>(entity);
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if let (Some(mut client), Some(uid), Some(player)) =
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let maybe_player =
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(maybe_client, maybe_uid, maybe_player)
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state.ecs().write_storage::<comp::Player>().remove(entity);
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{
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if let (Some(mut client), Some(uid), Some(player)) = (
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// Tell client its request was successful
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maybe_client, maybe_uid, maybe_player,
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client.allow_state(ClientState::Registered);
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) {
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// Tell client its request was successful
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client.allow_state(ClientState::Registered);
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// Tell client to clear out other entities and its own components
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// Tell client to clear out other entities and its own components
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client.notify(ServerMsg::ExitIngameCleanup);
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client.notify(ServerMsg::ExitIngameCleanup);
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let entity_builder =
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let entity_builder =
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state.ecs_mut().create_entity().with(client).with(player);
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state.ecs_mut().create_entity().with(client).with(player);
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