Comments (2)
Connection crashes are handled correctly now. Since we have no supervisor for the player processes we can't remove their player record when those crash. (If we want to avoid a supervisor we can also use try/catch.)
Reopen if you think this is worth an issue.
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Future solution: Have a supervisor for those player processes.
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Related Issues (20)
- Invalid usernames are accepted and passed to clients HOT 1
- Sending negative string lengths HOT 1
- Building limitations HOT 2
- Invalid block IDs
- Signs HOT 1
- Generating block metadata when placing HOT 3
- No blocks should be allowed to be placed at a space some entity already occupies HOT 1
- Inventory HOT 1
- Item entities HOT 2
- Mnesia HOT 1
- broadcast crouching/not crouching to other players
- add absolute ints as a packet parameter
- send update time packets
- better build system HOT 1
- Invisible entities HOT 1
- configuration system HOT 1
- choose open source license HOT 1
- choose backend for chunk storage and caching
- Do proper protocol encryption
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