Commit Graph

24 Commits

Author SHA1 Message Date
Marcel Märtens
381bb5eef0 fix tracy 2021-03-11 17:05:17 +01:00
Avi Weinstock
c984035976 MR 1775 review fixes.
- 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.
2021-02-14 11:13:56 -05:00
Avi Weinstock
232ddb0860 Polish trading implementation and address review comments.
- 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`
2021-02-14 11:11:35 -05:00
Avi Weinstock
aeb2398fc6 Trade implementation progress.
- Server messages now bring up the trade window.
- When a trade is declined, it closes the window on both clients.
2021-02-12 18:43:09 -05:00
Avi Weinstock
ae528124fc Trade implementation progress.
- State machine for modifying trades.
- ServerGeneral/ClientGeneral messages.
2021-02-12 18:43:09 -05:00
Avi Weinstock
e9b811b62b Plumb trade requests through the group invite UI, such that they can be accepted/declined without impacting the counterparty's movement. 2021-02-12 18:43:09 -05:00
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
bbe6e8be7c Improve Phyiscs speed of entity handling.
Before we had accessed velocities in a nested loop O(n²).
Now we copy it only once out of the ECS system and store it in a tmp Vec.
As we no longer need to hold a mut and imutable reference, we can iter of `&mut velocities` again in the outer loop.
Also improved many calculations called in the loop to make the check if 2 entities are to far apart as easy as possible
2020-11-04 11:53:09 +01:00
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
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
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
dd966dd00e remote all streams from Client and put it directly in the ecs system.
This commit does not run compile as the message sys now would requiere 30 imput parameters which is over the max of 26 :/
2020-11-03 08:55:35 +01:00
Marcel Märtens
2a7378b4ae pack together InGame, CharacterScreen and General variant in a single enum, as requested by zesterer.
His reason to reqeust that is, that there might not be a perfect disctinction in the future.
Now we need to send ServerGeneral over streams and do additional checking at various places to verify that not the wrong variant is send.
2020-10-12 11:27:21 +02:00
Marcel Märtens
ff374eab59 create a ServerMsg and ClientMsg enum and verify the state when in debug mode to benefit from the transition 2020-10-11 22:59:53 +02:00
Marcel Märtens
b1db5ef488 Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
 - Ping Stream, for seperate PINGS
 - Register Stream, only used till the client is registered, then no longer used!
 - General Stream, used for msg that can occur always
 - NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
 - InGame Stream, used for all GAME data, players, terrain, entities, etc...

This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.

This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-11 22:49:14 +02:00
Imbris
2608217e83 Make clippy happy, fmt even though it is set to fmt on save in my
editor...."
2020-08-08 01:16:35 +02:00
Imbris
390d289d35 Add timeout's to group invites, and configurable limit to group size
Fix a few group bugs, enable invite timeout and group limits in ui
2020-08-08 01:16:35 +02:00
Monty Marz
14b0d9a7fe group leader colouring, offset fix when debug menu is open,
fixed social tab visuals

text width limit

group interaction wording, group window adjustments
2020-08-08 01:15:58 +02:00
Monty Marz
28a8f847cc timeout visuals, various small fixes and two new items 2020-08-08 01:15:58 +02:00
Imbris
3a22b3694d New group UI functions 2020-08-08 01:14:19 +02:00
Imbris
0a8f148559 Fixes and tweaks for groups 2020-08-08 01:12:35 +02:00
Monty Marz
d9e3937a82 Basic UI
Basic ui for groups and group window
2020-08-08 01:12:35 +02:00
Imbris
10c3d01466 Add basic group functionality (no voxygen wiring yet) 2020-08-08 01:09:01 +02:00