- get rid of old SysTimers for each system in favour of VSystem tracking
- move metrics generation from lib.rs to own system
- code cleanup
- remove time tracking in common::sys
Instead of keeping Runtime and manually spawn a task on `drop` this task is spawned at start and will wait to be triggered.
The `drop` methods then wait for completion, UNLESS they are in a async context, then they MUST NOT BLOCK (deadlock potential), so they defer it to the Runtime and HOPE for the runtime to exist long enough.
This get rid of the weird `block_in_place` which is only accessable with `rt-multi-threaded` and has some disadvantages.
We also wont requiere the runtime to be active all the time. Though its needed for a clean shutdown
- now last digit version is compatible 0.6.0 will connect to 0.6.1
- the TCP DATA Frames no longer contain START field, as it's not needed
- the TCP OPENSTREAM Frames will now contain the BANDWIDTH field
- MID is not Protocol internal
Update network
- update API with Bandwidth
Update veloren
- introduce better runtime and `async` things that are IO bound.
- Remove `uvth` and instead use `tokio::runtime::Runtime::spawn_blocking`
- remove futures_execute from client and server use tokio::runtime::Runtime instead
- give threads a Name
This stores the components as children of the item that contains them via the DB's `parent_container_item_id` feature, and ensures that things are loaded in a good order with breadth-first search.
Squahed fixes:
- Fix some constraint violations that occurred when swapping inventory items.
- Comment out recipes for modular weapons.
- Make update_item_at_slot_using_persistence_key and is_modular more idiomatic.
- Add changelog entry.
- Document `defer_foreign_keys` usage.
Removed weapons that were duplicated in weapons and npc_weapons from npc_weapons.
Added migration to convert npc_weapons that ended up in anyone's inventory to weapon version.
Consolidated debug boost and possess sticks into one debug_stick, and renamed the admin sword (with name cultist_purp_2h_boss-0) to admin_sword
- completly switch to Bytes, even in api. speed up TCP by fak 2
- improve benchmarks
- speed up mpsc metrics
- gracefully handle shutdown by interpreting Ok(0) as tokio::tcpstream closed now.
- fix hotloop in participants by adding `Some(n)` to fix endless handing.
- fix closing bug by closing streams after `recv_mgr` is shutdown even if now shutdown is triggered locally.
- fix prometheus
- no longer throw when a `Stream` is dropped while participant still receives a msg for it.
- fix the bandwith handling, TCP network send speed is up to 1.5GiB/s while recv is 150MiB/s
- add documentation
- tmp require rt-multi-threaded in client for tokio, to not fail cargo check
this is prob stable, i tested over 1 hour.
after that some optimisations in priomgr.
and impl. propper bandwith.
Speed is up to 2GB/s write and 150MB/s recv on a single core
sync add documentation
- better logging in network
- we now notify the send of what happened in recv in participant.
- works with veloren master servers
- works in singleplayer, using a actual mid.
- add `mpsc` in whole stack incl tests
- speed up internal read/write with `Bytes` crate
- use `prometheus-hyper` for metrics
- use a metrics cache
- Implementing a async non-io protocol crate
a) no tokio / no channels
b) I/O is based on abstraction Sink/Drain
c) different Protocols can have a different Drain Type
This allow MPSC to send its content without splitting up messages at all!
It allows UDP to have internal extra frames to care for security
It allows better abstraction for tests
Allows benchmarks on the mpsc variant
Custom Handshakes to allow sth like Quic protocol easily
- reduce the participant managers to 4: channel creations, send, recv and shutdown.
keeping the `mut data` in one manager removes the need for all RwLocks.
reducing complexity and parallel access problems
- more strategic participant shutdown. first send. then wait for remote side to notice recv stop, then remote side will stop send, then local side can stop recv.
- metrics are internally abstracted to fit protocol and network layer
- in this commit network/protocol tests work and network tests work someway, veloren compiles but does not work
- handshake compatible to async_std
switch to `tokio` and `async_channel` crate.
I wanted to do tokio first, but it doesnt feature Sender::close(), thus i included async_channel
Got rid of `futures` and only need `futures_core` and `futures_util`.
Tokio does not support `Stream` and `StreamExt` so for now i need to use `tokio-stream`, i think this will go in `std` in the future
Created `b2b_close_stream_opened_sender_r` as the shutdown procedure does not need a copy of a Sender, it just need to stop it.
Various adjustments, e.g. for `select!` which now requieres a `&mut` for oneshots.
Future things to do:
- Use some better signalling than oneshot<()> in some cases.
- Use a Watch for the Prio propergation (impl. it ofc)
- Use Bounded Channels in order to improve performance
- adjust tests coding
bring tests to work
* Remove tweak feature
* Remove const-tweaker
* Update tiny_http
* Update bitvec to 0.21.0
* Downgrade euc to avoid conflict with vek 0.12.0
* Require exactly vek 0.12.0
* Update all other dependencies automatically based on these changes
* Update gilrs to latest at the request of Ada Lovegirls
* Update meshing benchmarks to new criterion API
- Separate `invite` machinery from `group_manip` into it's own thing (includes renaming `group_invite` to `invite` where applicable).
- Move some invite/trade machinery to `ControlEvent`.
- Make `TradePhase` a proper enum instead of a bunch of bools.
- Make `TradeId` a proper newtype.
- Remove trades from `Trades` on accept (previously was only on decline).
- Typo fixes/misc cleanup.
- Add bullet point for trading to the changelog.
- Fix item swapping edge case
- Document more assumptions/edge cases
- fmt and clippy
- s/ServerGeneral::GroupInvite/ServerGeneral::Invite/
- Use `Client::current` in `Client::is_dead`
- Accept/decline buttons that submit the proper messages
- A phase2 screen that renders the (item, quantity) pairs as text
- More checks in the trade state machine server-side.
Eliminated extra stagger state
Responding to more comments
Move poise character state changes to character behavior system
Move poise out of JoinTuple/Data
Finish up comments (various fixes)
Adjust lvl up msg fade
Add female humanoid names WIP
Changed text formatting when skill is max level. Added message to show you have 0 skill points available.
Addressed a lot of comments.
various changes to UI
- fix skillbar offset
- remove CR indicators for group members
- add CR indicators to group member frames
- use unified CR indicator icon
Exp reward tweaks.
Fixed flamethrower range skill description.
Fixed error in converting FK to entity_id from character_id.
Giant match statements in persistence.
Tweaked roll.
Changed how skills and skill groups were assigned in the skillset builder so it's format more closely followed loadout builder.
fixed incorrect translation used on axe double strike regen skill
Changed migration so that skills and skill groups foreign key to entity_id instead of character_id
* Improved server error message for character load errors.
* Added server logging for item asset load errors during character load.
* Fixed character select error message dialog not supporting long messages.
added sandraptor glider
added sandraptor glider
stuff
working on other raptor gliders
adding file and placeholder model (copy of morpho) for monarch butterfly gliders
adding models for snow and wood raptor gliders
added a proper model for the monarch glider
adding crafting recipies for raptor gliders, and raptor feather item for the recipe. Made monarch and morpho rare drops in cave loot table
made raptors drop their feathers
fmt
- Modified energy and speed scaling of sword, axe, and hammer combo melees.
- Nerfed bow basic attack knockback. Buffed bow damage and energy regen.
- Corrected xp values for theropods. Removed unnecessary function for xp increase per level.
- Guards no longer flee at low health.
- Buffed sword spin.
- Nerfed axe spin and sword dash moderately.
- Dash now takes a little time to reach full speed. Sword M2 and hammer M1 damage values tweaked.