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Releases: Terkwood/BUGOUT

🤯 The Aftermath

24 Oct 22:35
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This release cleans up some spots where the code quality was unsatisfactory. It does not effect user experience.

  • gateway: fix deprecated time call (#426, #413)
  • Use XREADGROUP in gateway & botlink, upgrade their redis dep (#302, #310, #420, #423, #427)
  • Simplify redis-streams crate (#421)

💑 Multiplayer Micro-Stack

22 Oct 20:23
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v0.9.0

This release provides multiplayer functionality using a memory-efficient design: Redis and Rust. (#174)

🏤 Simplify Redis Streams Reads

18 Sep 20:44
2d99cba
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  • Removes unnecessary storage of message IDs in favor of XREADGROUP (#312, #318, #319)
  • Adds a resource-efficient implementation of the game lobby protocol written in Rust, using Redis Streams 🦀 🍬 (#184)
  • Adds a few system administration scripts (#311, #309, #308, #307, #303) and update image choices
  • Adds a code of conduct and contribution note
  • Create CHANGELOG.md
  • Parameterize tinybrain model input (#328)

🔩 Maintenance Minima

11 May 16:17
e15b279
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This release minimizes some of the code related to Redis Streams processing (#232).

We duplicated the MIT License used in the upstream Sabaki project into our local "browser" folder.

🧠 the stickybrain

10 May 17:17
8bab372
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the stickybrain

This release makes the tinybrain sticky: if its botlink counterpart goes offline, tinybrain will faithfully attempt to reconnect, for as long as necessary (#247). Using a small systemd script, tinybrain will also start-up automatically whenever its home location has power (#234)

maintenance log

This release also cleans up some redis streams code (#294), optimizes Dockerfiles to use fewer build caches (#296), and makes a fix to the packer scripts (#295).

🦟 Bugfix Friday

08 May 15:24
4b97087
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Bugfix Friday

  • Fixes a bug in the synchronization system (#285)
  • Fixes an issue where duplicated move made events can cause the player to see a "Your opponent passed" dialog twice in a row (#279, #286)

🧯Prevent idle player from passing

06 May 09:41
9315f74
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You can no longer hang the game by passing when it isn't your turn (#277).

📥 Sync browser with service layer

05 May 15:42
99ec273
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Description

This release solves a difficult-to-reproduce deadlock state reported in #136. It fixes favicon.ico rendering in (at least) Firefox mobile/android (#169).

Sync Flow

We introduce a REQSYNC / SYNCREPLY flow which allows the client to reconcile its state with the service layer under the following circumstances:

  • client is ahead of the service layer by one move (in which case the service layer issues a MAKEMOVE command on behalf of the client)
  • service layer is ahead of the client by one move (in which case the client accepts the missed move from the service layer)

Miscellany

This release adds several system administration scripts (advancing #176).

⛑️ Fix multiplayer crash

29 Apr 18:56
d796e11
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This release resolves a multiplayer crash condition uncovered in #228, and touches up various documentation.

💈 Remove connection pool clones

24 Apr 20:00
8ddfd88
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This is a maintenance release which removes unnecessary clones of Redis connection pools across various services (#209).