926d334082
Till now, we just dropped the TCP connection and registered this as a clean shutdown. The prodocol reader intereted this and send a Frame::Shutdown frame to it's local processor. This is ofc wrong. So now the protocol reader will detect a Frame::Shutdown frame and send it over. if the Tcp connection gets closed it will return an Error up. The processor will then pick up this error and request a unclear shutdown and notifies the user. Also when doing a clean shutdown we are sending a Frame::Shutdown now to the remote side to trigger this behavior. Before we wrongly added the feature of only using a `select` in channel. This is WRONG, as it could mean that the write maybe fails, but the read still had some Frames buffered which then get dropped. Its fixed now by the clean shutdown mechanims defined before. Also when a channel is closed now inside a participant we are closing the whole participant as a protection. However, we must not close the recv channel as the `handle_frames_mgr` might still be working on them, so we only stop writing/sending. Debugging this also let me introduce some smaller fixes: - PID in tests are now 0 and 1+1*64+1*64*64+... this makes the traces appear as AAAAAA and BBBBBB instead of ABAAAA and ACAAAA - veloren client now better seperates between clean shutdown and unclear shutdown. - added a new type: C2pFrame for `(cid, Result<Frame, ()>)` - wrong frames inside the handshare are not counted in metrics - |
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.cargo | ||
.gitlab | ||
assets | ||
chat-cli | ||
client | ||
common | ||
network | ||
nix | ||
server | ||
server-cli | ||
tools | ||
voxygen | ||
world | ||
.dockerignore | ||
.gitattributes | ||
.gitignore | ||
.gitlab-ci.yml | ||
.rustfmt.toml | ||
.tokeignore | ||
Cargo.lock | ||
Cargo.toml | ||
CHANGELOG.md | ||
CONTRIBUTING.md | ||
LICENSE | ||
README.md | ||
rust-toolchain |
Welcome To Veloren!
Veloren is a multiplayer voxel RPG written in Rust. Veloren takes inspiration from games such as Cube World, Minecraft and Dwarf Fortress. The game is currently under heavy development, but is playable.
Development
Currently the communication of contributors happens mainly on our official Discord server. You can join it to keep up with the development, talk to us or contribute something yourself. Anyone who shows genuine effort to help is welcome in our team. You don't have to know how to program to contribute!
Useful Links
Sign Up - Here you can create an online account for Veloren. This will be needed to play on auth-enabled servers, including the official server.
The Book - A collection of all important information relating to Veloren. It includes information on how to compile Veloren and how to contribute.
Future Plans - Go here for information about Veloren's development roadmap and what we're currently working on.
Official social media and websites
Get Veloren
We provide 64-bit builds for Linux, Mac, and Windows, which can be downloaded on the official website: https://www.veloren.net
Due to rapid developement stable versions become outdated fast and might be incompatible with the public server.
If you want to compile Veloren yourself, follow the instructions in our Book.
F.A.Q.
Q: How is this game licensed?
A: It's free to play, modify and distribute. Forever. Since it is a community project, we decided to license it under the GNU GPL 3.0 license which means it will always stay free and open source.
Q: What platforms are supported?
A: Veloren can run on Windows, Linux and Mac OS on all architectures (although x86_64 is our main focus). It's probably possible to compile Veloren on/for BSD, Fuchsia and others as well.
Q: Do you accept donations?
A: You can support the project on our OpenCollective Page.
Credit
Many thanks to everyone that has contributed to Veloren's development, provided ideas, crafted art, composed music, hunted bugs, created tools and supported the project.
Sponsorship
We are extremely proud to be sponsored by Digital Ocean.
Their support allows us to build and reliably power our shared backend services.