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Release 0.4.0 (#648)
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Changes for 0.4.0 release.

Included a couple of small fixes for release checklist while I was at
it.

Work on #647
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markmandel authored Nov 15, 2022
1 parent 452bdf2 commit 1d414cb
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168 changes: 162 additions & 6 deletions CHANGELOG.md

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4 changes: 2 additions & 2 deletions Cargo.toml
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Expand Up @@ -19,7 +19,7 @@ members = [".", "./macros", "./agones"]

[package]
name = "quilkin"
version = "0.4.0-dev"
version = "0.4.0"
authors = ["Mark Mandel <[email protected]>", "Ifeanyi Ubah <[email protected]>", "Erin Power <[email protected]>"]
license = "Apache-2.0"
description = "Quilkin is a non-transparent UDP proxy specifically designed for use with large scale multiplayer dedicated game server deployments, to ensure security, access control, telemetry data, metrics and more."
Expand All @@ -38,7 +38,7 @@ test = true

[dependencies]
# Local
quilkin-macros = { version = "0.4.0-dev", path = "./macros" }
quilkin-macros = { version = "0.4.0", path = "./macros" }

# Crates.io
arc-swap = { version = "1.5.1", features = ["serde"] }
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3 changes: 3 additions & 0 deletions README.md
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Expand Up @@ -29,6 +29,9 @@ Not to be used in production systems.

### Releases

* v0.4.0 ([guides](https://googleforgames.github.io/quilkin/v0.4.0/book/),
[api](https://googleforgames.github.io/quilkin/v0.4.0/api/quilkin/),
[macros](https://googleforgames.github.io/quilkin/v0.4.0/api/quilkin_macros/))
* v0.3.0 ([guides](https://googleforgames.github.io/quilkin/v0.3.0/book/),
[api](https://googleforgames.github.io/quilkin/v0.3.0/api/quilkin/),
[macros](https://googleforgames.github.io/quilkin/v0.3.0/api/quilkin_macros/))
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4 changes: 2 additions & 2 deletions build/templates/release-issue.md
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Expand Up @@ -25,13 +25,13 @@
so that the source is archived in the container image.
- [ ] Reset checklist back to "run `make` to submit the cloud build", and start from there again.
- [ ] Run `cd macros && cargo publish --dry-run --allow-dirty` and ensure there are no issues.
- [ ] Run `cargo publish --dry-run --allow-dirty` and ensure there are no issues.
- [ ] Run `cargo clippy` in the root directory, and ensure there are no issues.
- [ ] Add a release item to README.md "Documentation" > "Releases" list with related links in reverse chronological
order.
- [ ] Remove any `data-proofer-ignore` attributes from links in the documentation in `./docs`.
- [ ] Submit these changes as a PR, and merge with approval.
- [ ] Create a [Github release](https://github.com/googleforgames/quilkin/releases/new) using the
[Github release template](./github-release.md).
[Github release template](https://github.com/googleforgames/quilkin/blob/main/build/templates/github-release.md).
- [ ] Populate the tag with `v{version}`, description, and relevant changelog sections.
- [ ] Attach all the remaining cloud build artifacts to the release.
- [ ] Run `git remote update && git checkout main && git reset --hard upstream/main` to ensure your code is in line
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2 changes: 1 addition & 1 deletion docs/src/quickstarts/agones-xonotic.md
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Expand Up @@ -100,7 +100,7 @@ What we will do in this step, is run Quilkin locally as a client-side proxy to c
sent up to our Xonotic servers that are expecting compressed data.

First, grab a copy of the Quilkin configuration
<a data-proofer-ignore href="https://github.com/googleforgames/quilkin/blob/{{GITHUB_REF_NAME}}/examples/agones-xonotic-sidecar/sidecar-compress.yaml">client-compress.yaml</a>
<a href="https://github.com/googleforgames/quilkin/blob/{{GITHUB_REF_NAME}}/examples/agones-xonotic-sidecar/sidecar-compress.yaml">client-compress.yaml</a>
locally. This has the Compress filter already configured, but we need to fill in the address to connect to.

> Rather than editing a file, this could also be sent through the [xDS API](../xds.md), but it is easier to
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2 changes: 1 addition & 1 deletion macros/Cargo.toml
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Expand Up @@ -16,7 +16,7 @@

[package]
name = "quilkin-macros"
version = "0.4.0-dev"
version = "0.4.0"
authors = ["Erin Power <[email protected]>"]
license = "Apache-2.0"
description = "Quilkin is a non-transparent UDP proxy specifically designed for use with large scale multiplayer dedicated game server deployments, to ensure security, access control, telemetry data, metrics and more."
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