Nicole L
Nicole L
We should make use of [Clippy](https://github.com/rust-lang/rust-clippy) for static analysis in the project. This will likely take some minor setup: * Clear out any existing warnings/errors it highlights. * Configure warning...
The current workflow for modifying the Rust client code is extremely cumbersome: 1. Close Unity. 2. Make changes to the mahjong-shared crate. 3. Run the `build_shared` script to build the...
The default project setup used the Lightweight Render Pipeline which has since been superseded with the [Universal Render Pipeline](https://unity.com/srp/universal-render-pipeline). The upgrade process should be fairly trivial since we have no...
After implementing support for discarding tiles was added in 1a1d760, the game has started to hang when entering a match. This doesn't happen every time, but it does seem to...
Currently only the Rust portion of the codebase is built as part of the CI pipeline. We should also build client code, including generating the shared Rust code that's used...
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...
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...
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...
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...