fix some bun related issues
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7159558e5e
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2 changed files with 14 additions and 10 deletions
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@ -36,7 +36,7 @@ export class Server {
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async start(port: number) {
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async start(port: number) {
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this.server = Bun.listen<{dataBuffer?: Buffer}>({
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this.server = Bun.listen<{dataBuffer?: Buffer}>({
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hostname: "localhost",
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hostname: process.env.HOST!,
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port: +process.env.PORT!,
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port: +process.env.PORT!,
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socket: {
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socket: {
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data: (socket, data) => {
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data: (socket, data) => {
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@ -67,7 +67,9 @@ export class Server {
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open: (socket) => {
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open: (socket) => {
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socket.data = {}
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socket.data = {}
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},
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},
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close(socket) {},
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close: async (socket) => {
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await this.removeUser(socket, "Disconnected");
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},
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drain(socket) {},
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drain(socket) {},
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error(socket, error) {},
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error(socket, error) {},
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},
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},
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18
readme.md
18
readme.md
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@ -8,9 +8,10 @@
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2. entierly cloud based (meaning you can host it anywhere)
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2. entierly cloud based (meaning you can host it anywhere)
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3. extremely extensive plugin system
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3. extremely extensive plugin system
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4. solid implementation of sockets in deno and how to patch them together
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4. solid implementation of sockets in deno and how to patch them together
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5. DENO!! It's not node, and a classic server.
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5. Bun!! It's not node, and a classic server
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6. very fast
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### setup tutorial (be warned it's not the easiest)
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### setup tutorial
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1. configure .env file to look something like
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1. configure .env file to look something like
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@ -20,13 +21,14 @@ HASH=RandomHashIlIke
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OPS=["Me"]
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OPS=["Me"]
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ONLINEMODE=true
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ONLINEMODE=true
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MAIN=main
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MAIN=main
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HOST=0.0.0.0
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```
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```
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NOTE: if you are running inside of a cloud provider, just set these as your
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NOTE: if you are running inside of a cloud provider, just set these as your
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environment variables
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environment variables
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3. install deno
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2. install bun
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4. run `deno run --allow-env --allow-net --allow-read index.ts`
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3. run `bun index.ts`
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### insipration taken from:
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### insipration taken from:
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@ -36,10 +38,10 @@ environment variables
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### issues:
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### issues:
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1. Properly queue up map saves instead of just blantantly saving whenever
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1. ~~Properly queue up map saves instead of just blantantly saving whenever
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possible
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possible~~ it now saves to disk, IO is very fast and shouldn't cause issues anymore
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2. massive performance issues, running more than 100 something accounts makes
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2. ~~massive performance issues, running more than 100 something accounts makes
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the server instead insane amounts of cpu (most likely multithreading needed)
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the server instead insane amounts of cpu (most likely multithreading needed)~~ the server is now async so it's way quicker (untested)
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3. no cpe support! i want to get all of the above issues fixed before
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3. no cpe support! i want to get all of the above issues fixed before
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implementing CPE support
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implementing CPE support
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4. no IP cooldown connections (no block cooldown either), no anticheat
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4. no IP cooldown connections (no block cooldown either), no anticheat
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