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Releases: ocadotechnology/aimmo

0.8.2.b3350

21 Dec 11:40
03ed8e3
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0.8.2.b3350 Pre-release
Pre-release
Merge branch 'master' into development

0.8.2.b3342: Button hotfix (#936)

21 Dec 10:05
1ce268c
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Pre-release
* add updating state

* remove debug console log

* Merge branch 'development' into run_code_loading

* circular progress inherits it’s coor from the parent button

* disable button when updating

* implementation of runcodebutton states (tests failing)

* fix proptypes not working

* fix/add tests

* add test case

* add logic for buttons error state (read desc.)

This would occur when the frontend cannot communicate with the server, the way this is usually handled is via a timeout. I've added an epic & reducer that will set a timeoutStatus to true after 20 seconds of inactivity from the server (there's an error though). The game should "un-timeout" when it receives a request, this still needs to be done, along with the visuals of the button and the popup message.

* moved timeoutStatus into game

* timeout state changes to true when no response received after x seconds

* Simplified approach to just detect when gameState is not being received

* cleanup

* map timeoutStatus state to button prop

* cleanup++

* tests for error state

* bump version

* fix failing tests

* Button hotfix

* bump version

* Merge branch 'development' into run_code_loading

0.8.1.b3336: new line (#935)

20 Dec 14:13
cddeb73
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Pre-release
* new line

* updating minor version

0.8.0.b3328: merge master into development (#933)

20 Dec 09:57
7304a6e
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* Update minikube status check (#846)

* Update logic to check whether minikube is already running.

* Updated except to check for CalledProcessError.

* Merge branch 'master' into minikube-run-start

* Merge development into master (#862)

* trying to find where the avatar admin display is breaking (#851)

* trying to find where it's breaking

* restart codeclimate - blank commit

* Setup Versioning (#849)

* test version 0.1.0

* Merge branch 'master' into versions

* try wihtout multiple deployment provider setup

* Remove if

* add job name to deploy stage

* Github versioning with releases

* Merge branch 'master' into versions

* test deploy step

* remove file option

* Make sure travis releases are prereleases

* Test deploy to PyPi

* specify branch for PyPi

* again

* only run deploy step once

* Merge branch 'master' into versions

* Merge branch 'development' into versions

* test release stage

* replace before_deploy with script

* remove extra indentation

* close second if statement

* Make bash script more resilient

* fix bash script syntax error

* Try using export

(commentted out python tests to make travis build faster for testing)

* Comment out job name

* comment out the whole test job

* move tag script into it’s own file

* test duplicate providers with different branch conditions

* test PyPi deploy with tags: true

* try bash script condition for PyPi

* fix bash script error

* Test deploy on tags

* try seeing if setting Travis tag gives use the corrent pypi number

* fix bash export statement

* push git tag before release

* Target correct commit on github releases

* bump up version number

* get ready for PR, switch branch from versions to development

* Update contributing guidelines

* Update versioning pipeline details

* Merge development into versions

* C-001 solution (#848)

* get docker for mac working

change ingresses namespace

change get_game_url_base_path

use docker for desktop ip

* begun creation of roles

* C-001 fixed

Attempted to replicate the security flaw C-001 as per the test report after implementing RBAC. The console shows a 503 upon attempting to replicate the issue, the user's consoles shows a 111 (connection refused). This leads to the conclusion the the issue has been resolved, however further testing may be needed.

* Moved role/account yamls to their own folder

Put them all in an rbac folder to keep the in one easy to find place

* Added a comment to describe the process

added a string to describe how to set up docker-desktop with extensions, and make use of RBAC. These steps may need to be automated, or included in the setup process. Minor issues still exist however.

* added reference to source of information

just so other's can find it easily if needed.

* Update worker account

* updated game_creator_role and minor changes

moved the game creator to the nginx namespace and updated it's role to reflect this, the ClusterRoleBinding gives the permissions of the game creator's permissions scope of the whole cluster (hence why it was moved out of reach of the worker pods, just incase there is a way for workers to gain access outside of their pod)

* Fixed game creator rc yaml not applying role binding

* change role binding namespace

* updated version

* Delete nginx-ingress folder

* Revert "get docker for mac working"

This reverts commit 017620a59842adca44dca4ad1f999e1cae07d93f.

# Conflicts:
#	aimmo_runner/minikube.py

* Automate applying the accounts and roles

* fix travis build fail attempt

* Testing build fail

* More travis build tests

* travis build fix attempt++

* Update travis kubernetes version

* change kubernetes to ealier patch version

Kubernetes needs to be version 1.9.4 not 1.9.6

* Tests

* various changes

* Merge branch 'development' into c-001

* Resolve merge conflicts

* Merge remote-tracking branch 'origin/c-001' into c-001

* Fix issues created from merge conflicts

* Replacing versioner in setup.py

* minor change

* change to restart code climate

* pep8

* Docker for local mode (#859)

* Reduce image sizes for docker images

* bump version

* Stop turn slowdown (#857)

* Identified a potential point of slowdown

Turn processing is already done concurrently, but data fetching for all the workers was not, so i have changed this in the hopes it will speed up turn times and the number of users increases.

* Rethinking approach

difficult to implement concurrent solution to the code in question, rethinking approach.

* Added comments to where things need changing

added a couple of comments to explain what need's to be done in various places that i've identified that could slow down turns.

* Turn times had been sped up

Solution has been to create a timed process populated with daemon threads, this forces the main source of the slowdown into a 2 second window. However this has highlighted a big issue, the requests take more than 2 seconds a significant proportion of the time and as a result many actions become wait actions, also there needs to be a degree of garbage collection to prevent the creation of a potentially server ending amount of processes

* Cleanup

game runs turns at consistent 3 seconds locally even with 10 people, which in the past seem to cause the game to crash. Avatars seem to be able to respond in the 2 second limit, however we may want to increase this duration to make it more reliable.

* Merge branch 'development' into stop_turn_slowdown

* update version

* Minor changes

* Grammar changes

* reviewable changes

* Bump version number

* Reviewable changes++

* Merge branch 'development' into stop_turn_slowdown

* pep8

* Merge remote-tracking branch 'origin/stop_turn_slowdown' into stop_turn_slowdown

* Merge master into development (#861)

* Update minikube status check (#846)

* Update logic to check whether minikube is already running.

* Updated except to check for CalledProcessError.

* Merge branch 'master' into minikube-run-start

* Merge branch 'master' into development

* Merge branch 'development' into update-Development

0.8.0.b3322: Merge master into development (#931)

19 Dec 16:45
59fabec
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* Update minikube status check (#846)

* Update logic to check whether minikube is already running.

* Updated except to check for CalledProcessError.

* Merge branch 'master' into minikube-run-start

* Merge development into master (#862)

* trying to find where the avatar admin display is breaking (#851)

* trying to find where it's breaking

* restart codeclimate - blank commit

* Setup Versioning (#849)

* test version 0.1.0

* Merge branch 'master' into versions

* try wihtout multiple deployment provider setup

* Remove if

* add job name to deploy stage

* Github versioning with releases

* Merge branch 'master' into versions

* test deploy step

* remove file option

* Make sure travis releases are prereleases

* Test deploy to PyPi

* specify branch for PyPi

* again

* only run deploy step once

* Merge branch 'master' into versions

* Merge branch 'development' into versions

* test release stage

* replace before_deploy with script

* remove extra indentation

* close second if statement

* Make bash script more resilient

* fix bash script syntax error

* Try using export

(commentted out python tests to make travis build faster for testing)

* Comment out job name

* comment out the whole test job

* move tag script into it’s own file

* test duplicate providers with different branch conditions

* test PyPi deploy with tags: true

* try bash script condition for PyPi

* fix bash script error

* Test deploy on tags

* try seeing if setting Travis tag gives use the corrent pypi number

* fix bash export statement

* push git tag before release

* Target correct commit on github releases

* bump up version number

* get ready for PR, switch branch from versions to development

* Update contributing guidelines

* Update versioning pipeline details

* Merge development into versions

* C-001 solution (#848)

* get docker for mac working

change ingresses namespace

change get_game_url_base_path

use docker for desktop ip

* begun creation of roles

* C-001 fixed

Attempted to replicate the security flaw C-001 as per the test report after implementing RBAC. The console shows a 503 upon attempting to replicate the issue, the user's consoles shows a 111 (connection refused). This leads to the conclusion the the issue has been resolved, however further testing may be needed.

* Moved role/account yamls to their own folder

Put them all in an rbac folder to keep the in one easy to find place

* Added a comment to describe the process

added a string to describe how to set up docker-desktop with extensions, and make use of RBAC. These steps may need to be automated, or included in the setup process. Minor issues still exist however.

* added reference to source of information

just so other's can find it easily if needed.

* Update worker account

* updated game_creator_role and minor changes

moved the game creator to the nginx namespace and updated it's role to reflect this, the ClusterRoleBinding gives the permissions of the game creator's permissions scope of the whole cluster (hence why it was moved out of reach of the worker pods, just incase there is a way for workers to gain access outside of their pod)

* Fixed game creator rc yaml not applying role binding

* change role binding namespace

* updated version

* Delete nginx-ingress folder

* Revert "get docker for mac working"

This reverts commit 017620a59842adca44dca4ad1f999e1cae07d93f.

# Conflicts:
#	aimmo_runner/minikube.py

* Automate applying the accounts and roles

* fix travis build fail attempt

* Testing build fail

* More travis build tests

* travis build fix attempt++

* Update travis kubernetes version

* change kubernetes to ealier patch version

Kubernetes needs to be version 1.9.4 not 1.9.6

* Tests

* various changes

* Merge branch 'development' into c-001

* Resolve merge conflicts

* Merge remote-tracking branch 'origin/c-001' into c-001

* Fix issues created from merge conflicts

* Replacing versioner in setup.py

* minor change

* change to restart code climate

* pep8

* Docker for local mode (#859)

* Reduce image sizes for docker images

* bump version

* Stop turn slowdown (#857)

* Identified a potential point of slowdown

Turn processing is already done concurrently, but data fetching for all the workers was not, so i have changed this in the hopes it will speed up turn times and the number of users increases.

* Rethinking approach

difficult to implement concurrent solution to the code in question, rethinking approach.

* Added comments to where things need changing

added a couple of comments to explain what need's to be done in various places that i've identified that could slow down turns.

* Turn times had been sped up

Solution has been to create a timed process populated with daemon threads, this forces the main source of the slowdown into a 2 second window. However this has highlighted a big issue, the requests take more than 2 seconds a significant proportion of the time and as a result many actions become wait actions, also there needs to be a degree of garbage collection to prevent the creation of a potentially server ending amount of processes

* Cleanup

game runs turns at consistent 3 seconds locally even with 10 people, which in the past seem to cause the game to crash. Avatars seem to be able to respond in the 2 second limit, however we may want to increase this duration to make it more reliable.

* Merge branch 'development' into stop_turn_slowdown

* update version

* Minor changes

* Grammar changes

* reviewable changes

* Bump version number

* Reviewable changes++

* Merge branch 'development' into stop_turn_slowdown

* pep8

* Merge remote-tracking branch 'origin/stop_turn_slowdown' into stop_turn_slowdown

* Merge master into development (#861)

* Update minikube status check (#846)

* Update logic to check whether minikube is already running.

* Updated except to check for CalledProcessError.

* Merge branch 'master' into minikube-run-start

* Merge branch 'master' into development

* Merge branch 'master' of https://github.com/ocadotechnology/aimmo into development

# Conflicts:
#	.travis.yml
#	Pipfile.lock
#	aimmo-game-creator/Dockerfile
#	aimmo-game-worker/Dockerfile
#	aimmo-game/Dockerfile
#	aimmo-game/simulation/worker_managers/kubernetes_worker_manager.py
#	aimmo-game/simulation/worker_managers/worker_manager.py
#	aimmo/admin.py
#	aimmo_runner/minikube.py
#	game_frontend/yarn.lock
#	rbac/game_creator_role.yaml
#	version.txt

* Merge branch 'development' into update-development

0.8.0.b3309: Run code button states (#927)

19 Dec 14:08
cebdf27
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* add updating state

* remove debug console log

* Merge branch 'development' into run_code_loading

* circular progress inherits it’s coor from the parent button

* disable button when updating

* implementation of runcodebutton states (tests failing)

* fix proptypes not working

* fix/add tests

* add test case

* add logic for buttons error state (read desc.)

This would occur when the frontend cannot communicate with the server, the way this is usually handled is via a timeout. I've added an epic & reducer that will set a timeoutStatus to true after 20 seconds of inactivity from the server (there's an error though). The game should "un-timeout" when it receives a request, this still needs to be done, along with the visuals of the button and the popup message.

* moved timeoutStatus into game

* timeout state changes to true when no response received after x seconds

* Simplified approach to just detect when gameState is not being received

* cleanup

* map timeoutStatus state to button prop

* cleanup++

* tests for error state

* bump version

* fix failing tests

0.7.2.b3288: Update AIMMO UI Colors (#924)

11 Dec 15:51
02318c9
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* Update AIMMO UI Colors

* update snapshot and version number

* Merge branch 'development' into run_code_loading_button

# Conflicts:
#	version.txt

0.7.1.b3284: Optimise workers (#920)

11 Dec 15:21
526d182
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Pre-release
* Added timeout to run_turn, and begun optimisation of worker

* update how output is captured from user's code

* Begun migration from Flask to aiohttp

* remove comments

* fix string append

* fix async_map

* timing startup times

* Merge branch 'development' into optimise_workers

* remove timeit's and comments+logging

* Merge branch 'development' into optimise_workers

* remove flask and requests

* removed addition to output log

* added doc string

* pep8

* pep8++

* pep8++

* Fixed doc string inconsistency

* minor changes

* removed unnecessary print

* removed potentially confusing comment

* update frontend deps

* print host and port to logs on startup

* bump version

* Merge branch 'development' into optimise_workers

0.7.0.b3275

11 Dec 12:06
d3f679a
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0.7.0.b3275 Pre-release
Pre-release
Add a loading spinner for the game until the first game state is rece…

0.6.0.b3246: Created template tag to find user's playable game (#919)

10 Dec 16:49
6b72791
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* Added template tag for getting a user's playable games.