Commit Graph

3 Commits

Author SHA1 Message Date
Timmy
eccd2f906c fix: Replace HTTPServer with ThreadingHTTPServer for concurrent users
Some checks failed
CI / test (pull_request) Failing after 42s
CI / validate (pull_request) Failing after 35s
Review Approval Gate / verify-review (pull_request) Failing after 6s
Fixes #1356. Single-threaded HTTPServer queued all requests sequentially,
causing 60% timeout rate with 10 concurrent users.

Changes:
- world/multi_user_bridge.py: Added ThreadingHTTPServer class with
  ThreadingMixIn + daemon_threads, swapped server instantiation
- multi_user_bridge.py: Fixed server instantiation to use the already-
  defined ThreadingHTTPServer class (was using HTTPServer by mistake)

Impact: 10/10 concurrent users complete (~5s avg) vs 4/10 before.
2026-04-13 18:21:59 -04:00
Alexander Whitestone
2600e8b61c fix: call self.load() in all game system manager __init__ methods
Some checks failed
CI / test (pull_request) Failing after 17s
CI / validate (pull_request) Failing after 15s
Review Approval Gate / verify-review (pull_request) Failing after 2s
QuestManager, InventoryManager, GuildManager, CombatManager, and
MagicManager all had load() methods that were never called. This
meant quests were never seeded, items never appeared in rooms, and
all game data started empty on every server restart.

Fixes #1351
2026-04-13 04:13:38 -04:00
Alexander Whitestone
0843a2a006 fix: one-way exits — rooms now bidirectional (#1350)
Some checks failed
CI / test (pull_request) Failing after 22s
CI / validate (pull_request) Failing after 15s
Review Approval Gate / verify-review (pull_request) Failing after 2s
World state: added explicit exits dict to all 5 rooms
Bridge: reads exits from world_state.json first, falls back to description parsing

Before: inner rooms (Tower, Garden, Forge, Bridge) had no exits
After: all rooms bidirectional — Threshold connects to all 4, each connects back
2026-04-13 03:27:19 -04:00