Skip to content

Releases: evolutionleo/Warp

v3.6 JSDoc support and WebSocket server!

04 Oct 19:28
0cfdd8a
Compare
Choose a tag to compare

This release introduces JSDoc documentation for the entirety of the JavaScript server, which enables really convenient auto-completion similar to TypeScript.

Another new big feature coming with v3.6 is the WebSocket server (JavaScript only for now), and a basic WebSocket client in HTML/JS

Enjoy! (and be sure to report any bugs/ask questions on the Discord server)

- Evoleo

GMOF v3.5: logging system & 2 important fixes

14 Sep 11:21
56811eb
Compare
Choose a tag to compare

Sorry it took so long to put up an official release :p

Changelog:
This release introduces a custom function called trace() to the server-side (both JS and TS), that will work similar to console.log(), in addition to also dumping everything into a log file.
Also fixes a major bug with broadcastList()/broadcastAll()/broadcastLobby() server-side that would ignore the "notme" argument.
Finally, v3.5 introduces a fix for a rare TCP bug/edgecase that would sometimes occur when the server is run on a remote machine/with latency

So, uhm, enjoy!
- Evoleo

TypeScript Server Updated!

14 Jun 22:03
Compare
Choose a tag to compare

I ported the entire thing to TypeScript!

...and added typings for EVERYTHING!

(For those who don't know, basically TypeScript (TS for short) is like JavaScript, but with strong typing and cool intellisense.)

  • The version is superior to the regular JavaScript one in a lot of ways, however:

  • if you're only starting out, it can be a lot to take on at once and I really recommend you to try picking up JS (EmptyServer.zip) first

  • I published a pre-release with the TypeScript before, but now I'm more confident in it because I actually made a jam game with it and it turned out quite nice (would be even better if I didn't put all the physics logic on the client)

  • Also I added a workaround that would reduce crashes server-side AND a safety try-catch both client- and server- side so that in case something goes wrong the whole thing still won't crash violently

Experimental TypeScipt Server

08 Jun 22:02
Compare
Choose a tag to compare
Pre-release

so I translated the whole thing to TypeScript
and replaced all CommonJS syntax with ES6 modules syntax in the TS version
and added path aliases (e.g. "#entities/" instead of "././../internal/entities/")

The latter two may or may not have taken me >6 hours of debugging insane BS un-googleable bugs

Anyways, I made this for a personal project and thought I had to share it.

The code is unpolished, sometimes crappy, and you can find commented versions of my previous tries to make it work
For some places I can't really give you a proper answer to "Why?" other than "Because apparently it only works this way??"

For experienced (and very patient) programmers only

Use at your own risk, it may or may not break the moment you touch any internal code/tsconfig.json/package.json, and you'll have to fix it yourself, I warned you :D

(Everything except TypeScript.zip is left untouched and is not experimental, so you can use the old files normally)

🔥 Broadcasting Hotfix 🔥

04 Jun 15:51
Compare
Choose a tag to compare

Fixes a bug that would make the server fail when c.broadcastAll() or c.broadcastLobby() were called (forgot to add this. at the beginning of a method call)

🔥 Lobby Play hotfix 🔥

04 Jun 14:49
Compare
Choose a tag to compare

Fixes an issue with the "lobby play" command, that would not send expected data

🎉v3.0 Major Release🎉

03 Jun 19:58
64c5c7d
Compare
Choose a tag to compare

This release adds some new functionality, namingly:

  • Lobbies and Maps
  • Accounts and Profiles
  • Saving/Loading data
  • Config system

Also it fixes a major bug that would crash the game when played with slight latency over network (TCP would sometimes just cut the packets in half, so I made a work-around that would stick them back together)

v2.1 Major bug fix

03 May 13:04
f2ebf62
Compare
Choose a tag to compare

If wouldn't let the client receive more than 2 packets from the server at a time. Now it's fixed

Please update to this version, as you might encounter some cursed issues otheriwse

TypeScript Server + Bug Fix

08 Apr 21:32
Compare
Choose a tag to compare

Release Notes:

1) Adds a server in TypeScript

2) Fixes a bug that would prevent client from receiving 2+ messages fired at the same time from the server

TypeScript Server

18 Feb 06:55
4dbb148
Compare
Choose a tag to compare
TypeScript Server Pre-release
Pre-release

This release adds TypeScript server from pull commit #3

Warning: This wasn't fully tested yet and might be not production-ready

Use beta at your own risk!