Commit Graph

35 Commits

Author SHA1 Message Date
Christof Petig
15b11d9154 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remove outdated economic simulation code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
1cb6101326 lock on streams to allow parallel send 2021-03-12 09:25:12 +01:00
Marcel
5d32690fbf Merge branch 'xMAC94x/server_parallize' into 'master'
handle msg as part of the servers state for best parallelisation. also include agent there

See merge request veloren/veloren!1878
2021-03-11 21:52:18 +00:00
Marcel Märtens
a3e6cf3815 handle msg as part of the servers state for best parallelisation. also include agent there 2021-03-11 19:09:21 +01:00
Marcel Märtens
381bb5eef0 fix tracy 2021-03-11 17:05:17 +01:00
Marcel Märtens
a98e72c391 Auth requests are now done async, the register system is fetching it, via a PendingLogin component
The auth server no longer allows the protocol to be specified. we enforce `https` for the auth server, so DO NOT provide a auth url with `https://` but without.
correct is now `auth.veloren.net`
incorrect is: `https://auth.veloren.net`
2021-03-11 17:05:02 +01:00
Marcel Märtens
f8b7d96066 git push -fTransport ChunkRequests and Chunkupdates in a own stream. ChunkUpdates are very big and having them in a own stream, helps slow clients to keep up with entity syncs and
lagging a bit behind on terrain. Which is fine. Block Places and Block Pickup are not handled in this stream, as they go through the standart route of event handling.
2021-03-11 14:50:46 +01:00
ccgauche
67b24294d6 Change Ecs access system to allow write accesses to be used + reintroduced get_player_name 2021-03-10 19:36:53 +01:00
ccgauche
10e5620642 Moved back register to a system 2021-03-09 21:16:23 +01:00
Marcel Märtens
4ebfbdde0f Move Specs code to own common_ecs create, put tracy and macros into common_base 2021-03-09 00:54:01 +01:00
Marcel Märtens
f353f14703 change Name from VSystem to System 2021-03-08 13:15:00 +01:00
Marcel Märtens
6b88545481 restructure server metrics
- 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
2021-03-08 11:51:13 +01:00
Marcel Märtens
c515fece28 Implement a VSystem trait that can be implemented by Systems.
It will autodo some things, like track start and time and export those in system metrics
Add a origin and implement it for all Systems in Veloren
2021-03-08 11:51:04 +01:00
ccgauche
db9991ce6d Adressed all comments 2021-03-01 22:24:02 +01:00
ccgauche
dbd4d70b79 Lots of improvement in pointer management (switched from i32 to u64) + New event implemented 2021-03-01 19:00:44 +01:00
Sam
d5ccc33abc Factored out duplicate code into closures, consolidated ability handling logic to a single function. 2021-02-19 18:45:48 -05:00
Monty Marz
ac60bf5794 Better visuals for skill button labels, don't show "0 EXP" in the SCT
Made functions that were called every frame significantly cheaper.

Final UI fixes.
2021-01-19 08:08:29 -05:00
Sam
c0c45a1996 Purged stats, including level and experience 2021-01-19 08:07:23 -05:00
Ben Wallis
aef2637288 Refactored loadout to have public functions for each slot instead of requiring callers to use the _INDEX consts 2021-01-08 19:12:09 +00:00
Joshua Barretto
a4b9230f03 fixed Cargo.lock conflict
Fixed `crossbeam-queue` being referenced  twice in the lockfile
2021-01-07 20:25:12 +00:00
Joshua Barretto
023888f560 Updated changelog, fmt and clippy fixes 2020-12-13 17:40:15 +00:00
Joshua Barretto
f8c8e342e6 Moved common networking code to common/net, clippy fixes 2020-12-13 17:23:45 +00:00
Marcel Märtens
ccb01e1898 adjust fmt and clippy after toolchain upgrade 2020-12-10 14:53:01 +01:00
Marcel Märtens
e398cca53c move common_state into common_sys 2020-12-01 13:46:28 +01:00
Marcel Märtens
add7922653 Move Systems out of common into common_sys
This requires to move `State` into a own crate called `common_state` which depends on `common` and `common_sys`
2020-12-01 13:44:07 +01:00
Sam
9b4fa4e961 Started moving loading of ability manifest to an ecs variable. 2020-11-12 21:24:34 -06:00
Sam
c48c022f7e Separated out health from stats component. 2020-11-04 19:22:04 -06:00
Marcel Märtens
3d9c3e481e Undo one Componenet per Stream and instead use Client.
In order to keep the performance we made it Internal Mutability and use a `Mutex` per Stream, till `Stream.send` is no longer `&mut self`.
The old solution didn't rely on this, but needed multiple Components instead which zest didn't liked
2020-11-03 08:56:08 +01:00
Marcel Märtens
00456c8373 extract a Presence Component, which is server only and has state of Player and Client. Presence is only valid for Clients that are in game 2020-11-03 08:56:02 +01:00
Marcel Märtens
6bb74c9c6f Fix clients are disconnecting GRACEFULLY by removing the Disconnect Request from a client, a client now sends a TERMINATE message directly 2020-11-03 08:55:54 +01:00
Marcel Märtens
37d08e93ca review:
- fix wording in error msg
 - find better name for structs
 - unify errors and cleanup code with `(|| {foo?; Some(())})()` pattern
 - fix the negative PlayersOnline, it was caused by having a gracefull shutdown AND a timeout error. we now unregister the client when he issues TERMINATE
2020-11-03 08:55:51 +01:00
Marcel Märtens
9ba19a1cd9 implement lazy_msg which only serialize + compress AT MAX ONCE if the same msg is send to multiple participants 2020-11-03 08:55:46 +01:00
Marcel Märtens
2290efd219 remove clippy warnings no longer needed 2020-11-03 08:55:44 +01:00
Marcel Märtens
e9be36c993 replace the single message system with 5 message systems. one per stream to handle less ECS systems PER msg system.
As the MAIN message system was already on 25 of the max of 26 possible Ressources
2020-11-03 08:55:42 +01:00
Marcel Märtens
9459ccf61b working on implementing seperated msg system.
Does compile, but only reach connection till character screen.
Full play not yet possible
2020-11-03 08:55:36 +01:00