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Experimental online multiplayer game

Results 13 online-fps issues
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Sometimes on startup we'll get an error message like the following: ``` thread '' panicked at 'Unable to find "Cylinder Pivot" node for revolver', libcore\option.rs:989:5 note: Run with `RUST_BACKTRACE=1` for...

bug

The late init functionality (see [`waiting_late_init.rs`](https://github.com/randomPoison/online-fps/blob/ac9ba5a9a0522bd01267688a75774c68cb7a2dac/client/src/waiting_late_init.rs) and [`late_init.rs`](https://github.com/randomPoison/online-fps/blob/ac9ba5a9a0522bd01267688a75774c68cb7a2dac/client/src/systems/late_init.rs)) is generally useful functionality for Amethyst games that load glTF assets (or any other model assets). We should split it into its...

If the client disconnects from the server (e.g. because the server has shut down), the client will no longer respond to close events. ## Repro Steps 1. Run the server...

bug

Right now we have some cumbersome code that converts between `std::time::Duration` and an `f32` in seconds. This is a natural conflict since most game code wants time represented as an...

enhancement
good first issue

Currently, `Serialized` requires the message being sent be owned data, which requires that we make a copy of any game state in order to send it as part of a...

enhancement
good first issue
networking

The only way of sending messages currently is with the `Serialized` adapter. While this works for my use case, it doesn't support custom serialization strategies, which is something that we'll...

enhancement
good first issue
networking

If a connection goes too long without receiving any data from the other side, then we should consider the connection as having disconnected. This means removing it from the `open_connections`...

enhancement
networking

Right now, connection listener tries to send messages without waiting for the send to complete. This results in messages not being sent when they should be. This is especially dangerous...

enhancement
networking

The initial design for sumi's connections was based off of tokio's [`UdpSocket`](https://docs.rs/tokio-core/0.1.11/tokio_core/net/struct.UdpSocket.html) and the futures built on top of it (e.g. [`UdpFramed`](https://docs.rs/tokio-core/0.1.11/tokio_core/net/struct.UdpFramed.html)). I originally wanted `Connection` to behave like a...

enhancement
networking

Once we've completed the open issues related to sumi, we should move sumi to its own repo. It'll be easier to manage it's development separately of the game, and it'll...

networking