407 Commits

Author SHA1 Message Date
juliancoffee
5bd4dcc167 Extract common/src/assets.rs to own crate
This gives us ability to use assets-related code in i18n without
depending on whole veloren-common
2021-05-09 13:12:26 +03:00
juliancoffee
696136fffc Use hashbrown 2021-05-09 13:12:26 +03:00
juliancoffee
53314e8961 Remove unused dependencies 2021-05-09 13:12:26 +03:00
juliancoffee
333754b2e6 Extract voxygen/src/i18n.rs into own crate
- New crate (i18n), currently under voxygen directory
- Updated CI to run localization test from i18n, not from voxygen
2021-05-09 13:12:26 +03:00
juliancoffee
b4bd196837 use hashbrown instead of std::collections 2021-05-09 13:12:26 +03:00
juliancoffee
6bc6f6bbba Extract localization test to binary
- Implement `--all` option
- Implement `--lang <code>` option
- Implement `--verify` command
2021-05-09 13:12:25 +03:00
Marcel Märtens
87cf347377 limit tokio threads to 1/4 of num_cpus
make sure that rayon has at least 2 threads even on 1cpu systems to increase stability
2021-05-04 21:06:11 +02:00
Marcel Märtens
9fefdcbbca rayon::join creates a global threadpool, which is only used in /world
instead just use the same threadpool for everything
helps with debugging problems with GDB
using threadpool.install() to also be used when `into_par_iter()` is called
2021-05-04 21:06:07 +02:00
Samuel Keiffer
101fb498a5 Merge branch 'sam/minotaur' into 'master'
Overhauled Minotaur

See merge request veloren/veloren!2193
2021-05-04 16:26:08 +00:00
Sam
344e8c8a67 Made buff commands exhaustive 2021-05-04 09:54:28 -04:00
Marcel Märtens
059765bd0c fix error handling in networking and switch to hashbrown, fixing #1118 2021-05-04 15:29:42 +02:00
Marcel
f53c7bdfaa Merge branch 'xMAC94x/quic' into 'master'
Cleanup network, remove some unwraps, add experimental (disabled) Quic support

See merge request veloren/veloren!2221
2021-05-04 00:16:05 +00:00
Avi Weinstock
d858c629ce Optimize CompressedData with Vec::with_capacity, and move obsolete formats from common_net into the compression benchmark. 2021-05-03 00:09:24 -04:00
Avi Weinstock
15feb08a85 Address MR 2207 review comments.
- Add metrics for which branch of the compression heuristic was taken.
- Reduce the threshold for the heuristic.
- Deduplicate code for dealing with lazy messages.
- Make jpeg dependency only scoped to the compression benchmark.
- Remove commented code.
2021-05-03 00:09:24 -04:00
Avi Weinstock
f93bab85ee Experiment with 256-color palette "tripng" encoding, and Lanczos interpolation for "quadpng". 2021-05-03 00:09:24 -04:00
Avi Weinstock
7f16d73217 Get PngPngPngJpeg terrain working in the actual game. 2021-05-03 00:09:24 -04:00
Avi Weinstock
9abbfee18b Move compression helpers to common_net::msg::compression and experiment with more image formats at more site kinds. 2021-05-03 00:09:24 -04:00
Avi Weinstock
1d2b2f99d4 Add JPEG, PNG, and mixed compression for terrain. 2021-05-03 00:09:24 -04:00
Marcel Märtens
cecf3e5fd0 switch network/protocol to hashbrown (5% perf increase) 2021-04-29 19:12:57 +02:00
Marcel Märtens
4d360a871c protocoladdr change for listen and connect
(remove a loop in quic protocol which wasnt a actual loop)
2021-04-29 15:58:34 +02:00
Marcel Märtens
e8b7485abe Quic: We had the followuing problem:
- locally we open a stream, our local Drain is sending OpenStream
 - remote Sink will know this and notify remote Drain
 - remote side sends a message
 - local sink does not know about the Stream. as there is (and CANT) be a wat to notify local Sink from local Drain (it could introduce race conditions).

One of the possible solutions was, that the remote drain will copy the OpenStream Msg ON the Quic::stream before first data is send. This would work but is complicated.

Instead we now just mark such streams as "potentially open" and we listen for the first DataHeader to get it's SID.

add support for unreliable messages in quic protocol, benchmarks
2021-04-29 15:58:23 +02:00
Marcel Märtens
fd5d1ffaf3 remove some unused deps Yuri found 2021-04-25 20:18:20 +02:00
Avi Weinstock
c1c7f748ef Move terrain compression code to common_net and disable redundant LZ4 compression on the terrain stream. 2021-04-20 23:24:24 -04:00
Avi Weinstock
67ae3494c4 Compress terrain chunks with deflate. Includes a benchmark showing that this makes them around 70% smaller, and is the same speed as LZ4. 2021-04-20 23:23:53 -04:00
Imbris
1ab842523d Rename common-sys to common-systems and rearrange common-state slightly 2021-04-20 15:25:04 -04:00
Marcel Märtens
302769d086 remove authc from common::net 2021-04-20 01:30:23 +02:00
Marcel Märtens
05d0eb9db4 seperate sys/state 2021-04-20 01:30:17 +02:00
Yusuf Bera Ertan
33c00839e9
build: use git keyboard-keynames to fix nix build error 2021-04-17 21:37:22 +03:00
Imbris
8b41409227 Use separate crate to compile anim as a cdylib to avoid compiling both all the time and improve voxygen pipelining 2021-04-16 21:58:59 -04:00
DaforLynx
4d74fe9d7c Normalize + shrink all sfx; tweaks to combat music; change footstep sounds 2021-04-16 00:35:13 +00:00
Ben Wallis
1fbea66a66 * Replaced diesel with rusqlite and refinery
* Added "migration of migrations" to transfer the data from the __diesel_schema_migrations table to the refinery_schema_history table
* Removed all down migrations as refinery does not support down migrations
* Changed all diesel up migrations to refinery naming format
* Added --sql-log-mode parameter to veloren-server-cli to allow SQL tracing and profiling
* Added /disconnect_all_players admin command
* Added disconnectall CLI command
* Fixes for several potential persistence-related race conditions
2021-04-13 22:05:47 +00:00
Adam Blanchet
329d480706
Display keys based off of scancodes
Queries the OS to translate physical keyboard scancodes into
Strings that can be shown in the UI.
Addresses issues #861 and #354
2021-04-13 11:16:47 +02:00
Marcel Märtens
7d8c85ff07 update deps 2021-04-10 15:53:00 +02:00
Imbris
fd30663156 Merge branch 'vfoulon80/behavior-component' into 'master'
New Component: Behavior

See merge request veloren/veloren!2033
2021-04-08 19:16:28 +00:00
Louis Pearson
275296b15e Add CustomPath to Travel enum
Defines a custom path to follow, instead of using one from the World.
Airships use this to slightly adjust their course to reduce collisions.
2021-04-08 04:19:02 -06:00
Vincent Foulon
c33e73bbed use bitflags instead of HashSet 2021-04-07 17:37:21 +02:00
Monty Marz
c0b7952eb9 Crafting Tabs and more item tags 2021-04-04 13:02:27 +00:00
Marcel Märtens
7afa77a06f move tracing code to own crate 2021-03-30 16:35:36 +02:00
João Capucho
449243539e
Update cpal
Fixes the alsa distortion in some configs
2021-03-29 11:33:27 +01:00
Marcel Märtens
9702d1c835 update dependencies and fix audio issues
fixed #1027
fixed #1033
fixed #1020
fixed #1017
fixed #1029
fixed #1025
fixed #807
fixed #816
fixed #1004
fixed #1005
2021-03-29 09:45:00 +02:00
Marcel Märtens
8838bddefe update toolchain to nightly-2021-03-22 2021-03-22 16:41:04 +01:00
Marcel Märtens
2445f692c7 update asset_manager 2021-03-22 12:37:38 +01:00
Marcel Märtens
9fe28b038a update dependencies 2021-03-21 22:53:44 +01:00
Marcel Märtens
fcb00df6b8 Change the version number to 0.9 2021-03-20 13:07:09 +01:00
Imbris
af56fb272b More voxel collision speedups by reducing the common cases from 5 to 3 voxel iterations 2021-03-18 21:20:22 -04:00
Bryant Deters
6c55b8cbb3 scan_fmt -> 0.2.6 2021-03-15 17:48:21 -05:00
Avi Weinstock
ef1ebbcdce Add machinery for storing component buffers for interpolation. 2021-03-14 23:20:47 -04:00
Christof Petig
4cdfab236a Implement /price_list (work in progress), stub for /buy and /sell
remove outdated economic simulation code

remove old values, document

add natural resources to economy

Remove NaturalResources from Place (now in Economy)

find closest site to each chunk

implement natural resources (the distance scale is wrong)

cargo fmt

working distance calculation

this collection of natural resources seem to make sense, too much Wheat though

use natural resources and controlled area to replenish goods

increase the amount of chunks controlled by one guard to 50

add new professions and goods to the list

implement multiple products per worker

remove the old code and rename the new code to the previous name

correctly determine which goods guards will give you access to

correctly estimate the amount of natural resources controlled

adapt to new server API

instrument tooltips

Now I just need to figure out how to store a (reference to) a closure

closures for tooltip content generation

pass site/cave id to the client

Add economic information to the client structure
(not yet exchanged with the server)

Send SiteId to the client, prepare messages for economy request
Make client::sites a HashMap

Specialize the Crafter into Brewer,Bladesmith and Blacksmith

working server request for economic info from within tooltip

fully operational economic tooltips
I need to fix the id clash between caves and towns though

fix overlapping ids between caves and sites

display stock amount

correctly handle invalid (cave) ids in the request

some initial balancing, turn off most info logging

less intrusive way of implementing the dynamic tool tips in map

further tooltip cleanup

further cleanup, dynamic tooltip not fully working as intended

correctly working tooltip visibility logic

cleanup, display labor value

separate economy info request in a separate translation unit

display values as well

nicer display format for economy

add last_exports and coin to the new economy

do not allocate natural resources to Dungeons (making town so much larger)

balancing attempt

print town size statistics

cargo fmt (dead code)

resource tweaks, csv debugging

output a more interesting town (and then all sites)

fix the labor value logic (now we have meaningful prices)

load professions from ron (WIP)

use assets manager in economy

loading professions works

use professions from ron file

fix Labor debug logic

count chunks per type separately
(preparing for better resource control)

better structured resource data

traders, more professions (WIP)

fix exception when starting the simulation

fix replenish function
TODO:
- use area_ratio for resource usage (chunks should be added to stock, ratio on usage?)
- fix trading

documentation clean up

fix merge artifact

Revise trader mechanic

start Coin with a reasonable default

remove the outdated economy code

preserve documentation from removed old structure

output neighboring sites (preparation)

pass list of neighbors to economy

add trade structures

trading stub

Description of purpose by zesterer on Discord

remember prices (needed for planning)

avoid growing the order vector unboundedly

into_iter doesn't clear the Vec, so clear it manually

use drain to process Vecs, avoid clone

fix the test server

implement a test stub (I need to get it faster than 30 seconds to be more useful)

enable info output in test

debug missing and extra goods

use the same logging extension as water, activate feature

update dependencies

determine good prices, good exchange goods

a working set of revisions

a cozy world which economy tests in 2s

first order planning version

fun with package version

buy according to value/priority, not missing amount

introduce min price constant, fix order priority

in depth debugging

with a correct sign the trading plans start to make sense

move the trade planning to a separate function

rename new function

reorganize code into subroutines (much cleaner)

each trading step now has its own function

cut down the number of debugging output

introduce RoadSecurity and Transportation

transport capacity bookkeeping

only plan to pay with valuable goods, you can no longer stockpile unused options
(which interestingly shows a huge impact, to be investigated)

Coin is now listed as a payment (although not used)

proper transportation estimation (although 0)

remove more left overs uncovered by viewing the code in a merge request

use the old default values, handle non-pileable stocks directly before increasing it
(as economy is based on last year's products)

don't order the missing good multiple times
also it uses coin to buy things!

fix warnings and use the transportation from stock again

cargo fmt

prepare evaluation of trade

don't count transportation multiple times

fix merge artifact

operational trade planning
trade itself is still misleading

make clippy happy

clean up

correct labor ratio of merchants (no need to multiply with amount produced)

incomplete merchant labor_value computation

correct last commit

make economy of scale more explicit

make clippy happy (and code cleaner)

more merchant tweaks (more pop=better)

beginning of real trading code

revert the update of dependencies

remove stale comments/unused code

trading implementation complete (but untested)

something is still strange ...

fix sign in trading

another sign fix

some bugfixes and plenty of debugging code

another bug fixed, more to go

fix another invariant (rounding will lead to very small negative value)

introduce Terrain and Territory

fix merge mistakes
2021-03-14 03:18:32 +00:00
Marcel Märtens
e36d88d252 handle ticks in a seperate thread that tui on botclient 2021-03-12 11:08:24 +01:00
Marcel Märtens
0904563f6a move botclient to client/src/bin/bot
start it with:
 - (cd client && RUST_BACKTRACE=full RUST_LOG=trace VELOREN_USERDATA_STRATEGY=executable cargo run --bin bot --features="bin_bot")
2021-03-12 09:28:24 +01:00