- API behavior switched!
- the `Network` no longer holds a copy of participant, thus if the return of `connect` (before `Arc<Participant>, now `Participant`) got dropped, the `Participant::Drop` is triggered!
- you can close a Participant async via `Particiant::disconnect()`, no more need to know the network at this point
- the `Network::Drop` will check and drop not yet disconnected Participants.
- you can compare Participants via PartialEq, if they are true they point to the same endpoint (it checks remote_pid)
- Note: multiple Participants are only supported in theory, wont work yet
Additionally:
- fix some `debug!`
- veloren-client will now drop the participant gracefully on shutdown
- rename `error` to `debug` when 2 times Bparticipant shutdown is called, as it is to be expected in a async runtime
* Added chat message when an item is picked up
* Changed InventoryUpdateEvent::Collected to InventoryUpdateEvent::Collected(Item) to facilitate the client being aware of what was picked up
* Added SfxInventoryEvent enum to allow different sounds to be used based on the item type. The RON mapping/de-serialization doesn't support matching on structs so we have to give it fixed enum values which are determined in TryFrom<&InventoryUpdateEvent> for SfxEvent
* Refactored InventoryManip::Pickup arm of match in inventory_manip::handle_inventory for clarity/better warning messages
* Fixed a bug that prevented the CollectFailed event from being raised when a player's inventory is full
* Added a panic for the situation where an item is pushed into the players inventory and then the deletion of the entity fails as this would indicate an item dupe bug - this could potentially be reworked to pull the item back from the player's inventory but this seems like there's be a more correct transactional way to do this.
* Added two temporary sounds to prove the per-item sound functionality (pickup sounds for Swords and Staffs)
- Handle/notify the client of errors during character load by returning to character select with the error, clean up client and server states
- Add player_uuid check when loading character data.
- Completely removed both `log` and `pretty_env_logger` and replaced
with `tracing` and `tracing_subscriber` where necessary.
- Converted all `log::info!(...)` et al. statements to just use the
shorthand macro i.e. `info!`. This was mostly to make renaming easier.
data associated with a character, rather than individually as we were
planning to do with stats/inv/etc... This removes potential for DB locking when we deal with each individually, and we
should have plenty of room for additional writes within the transaction.
big combined updates.
- Add a timer to the stats persistence system and change the frequency
that it runs to 10s
- Seperate the loading of character data for the character list during
selection, and the full data we will grab during state creation. Ideally
additional persisted bits can get returned at the same point and added
to the ecs within the same block.
- Update client code to use persisted stats
- Add a system for stats persistence
- Add a basic scheduler to control duration between execution of
persistence systems
- Make the character screen load with an empty character list from the server, send event to the server for character creation with data, but not yet saving them to the DB.
- Working but messy character saving to DB
- Add the character_data to the client, rather than keep it in the GLobalState.