Worlds are identified by a UUID and every table is keyed by it, so many
worlds can share one database. The schema is created and migrated
automatically. Autosaves are written on a background tokio runtime; exit
saves block until done.
Singleplayer saves are one SQLite file per save game in the platform data
directory. The dedicated server takes --database URL (default
sqlite://saves/server.sqlite) and --world NAME|UUID.
BREAKING CHANGE: the rsn save format and the server's --save FILE option
are removed; existing saves are not migrated.
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
`cargo xtask pack [--target T] [--format zip|tar.gz] [--out-dir DIR] [--debug]`
builds the client and dedicated server and packs them with assets,
README and changelog into dist/station-<version>-<target>.(zip|tar.gz).
Windows targets default to zip, others to tar.gz.
Packaging uses a new `dist` profile (release + strip), which shrinks the
binaries considerably without changing regular release builds.
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
Bevy ECS workspace with three crates:
- game_core: rsn data definitions, components, Tiled map loader, protocol
- game_server: authoritative simulation, Rune scripting, persistence,
dedicated server binary
- game_client: rendering, UI and input; embeds the server for
singleplayer and hosting
Items, recipes, buildings and skills are defined in assets/data, behavior
in Rune scripts under assets/scripts, and maps are made in Tiled.
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>