UnityLobby - Page 23

UnityLobby

Discuss everything related to running Spring on your chosen distribution of Linux.

Moderator: Moderators

Locked

What would u like to see implentent next (after next release should be tomorrow or day after at most)???

Poll ended at 20 Jul 2006, 01:04

Direct IP Multiplayer Games
7
54%
Chatroom (chat only for the moment)
1
8%
More Options for Configure Section
2
15%
More Options for Skirmish Section i.e colors teams spectators etc
3
23%
 
Total votes: 13

Word
Posts: 80
Joined: 12 Jun 2006, 09:59

Post by Word »

Kloot wrote: I don't know the version of the interpreter you have, but if it accepts code-structures like that I don't think I should upgrade mine :wink:
Kloot, personally I took that as a pry. That and hollowsoul getting bugged left and right and sent incomptetent bug reports up until recently (mostly thanks to your recent appearance) lead him to write the frustrated post.

Getting upset over something like this is really pointless anyway..
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Post by Kloot »

If HS felt my reports were incompetent/not wanted/trivial/whatever or that I was bugging him too much, he could have at least had the courtesy to PM me about it (which he obviously expected me to do as well, despite NEVER making that clear until now) rather than throwing a huge public tantrum over one damn comment that I did not in any way mean offensively. To me, this came so far out of left field it seemed to have orbited the planet.

I'm done here, in any case. Not upset, just disappointed.
Last edited by Kloot on 28 Nov 2006, 15:06, edited 1 time in total.
Chojin
Posts: 141
Joined: 04 Oct 2006, 11:22

Post by Chojin »

Ok, no further need to go around and praise this lobby program.
Hollowsoul's attitude will make it lonesome software in near future anyways.
User avatar
clericvash
Posts: 1394
Joined: 05 Oct 2004, 01:05

Post by clericvash »

Personally i think hollow should be able to do as he wishes, it is after all his program.

And i think he has been really good to us for all his free time he has given to this cause.

And tbh, i don't see much of a problem to go ranting over about his reply, seemed fine to me.

I just hope one way or another this program gets finished, has come a long way since i was last here.
own3d
Posts: 129
Joined: 25 Aug 2006, 16:31

Post by own3d »

I adapted this from GNU Gnash


Currently this program is under heavy development and although many features work, not all features work correctly.

About the snapshots from SVN. These are unsupported executables as they are based on a SVN snapshots! Please DO NOT file bug reports on these executables!
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Some minor changes uploaded there.
Nothing to major unless u want to get back on lobby to chat without it bailing on u

  • Changes:

    Added comboboxs to Battle List to select your side

    Fixes:

    Fix to load up null flag if country flag is not there
    Fix typo for changing user battle_id when leaving a battle

    Todo Later:

    Update code for lobby protocol changes ...
    i.e map names & hashcode for map
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

UnityLobby: Updated support for newer BATTLEOPENED & UPDATEBATTLEINFO
Basicly updated support for those protocols shouldnt see the hashcode for the map in question anymore.
Just need to fix up the code to host a battle & should be back on track then
User avatar
clericvash
Posts: 1394
Joined: 05 Oct 2004, 01:05

Post by clericvash »

Good work hollow, glad to see your still working away :).
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Some more minor commits.
  • Fixed Hosting a battle ( due to Betalord added lobby support for map hashcodes 8) )
    Not tested yet, as havent upgraded yet.

    Added code to store the map hashcodes in Map Listing (not visible to user)
*****************************
Now for the main question....
  • Option 1)
    Do i bug user when encounters a multiple map archive ?
    And offer to remove the offending files if user has permission to remove them ?

    If user picks no. Would need then need to limit those maps to single player only.
  • Option 2)
    Or do i just force user to remove them either manully / automaticly & refuse to run otherwise ?

    Option 1 will require more coding
    Option 2 will require less coding
Either way want to have it coded by tomorrow at latest so if u using UnityLobby might want to make your case.
Chojin
Posts: 141
Joined: 04 Oct 2006, 11:22

Post by Chojin »

I vote for Option 2, if
  • Option 3)
    Ignore multiple map archive completely and log a message in the $Local-equivalent of TASClient.
is not not a valid option...?
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Post by imbaczek »

TASClient takes the first map from every multimap archive (I believe); guess that's required for compatibility (dunno how it's done in the code, though.)
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Not because of compat, but because it doesn't know there are multiple maps in the archive when scanning the first map of the archive.

When it sees the second/third/etc. map with the same checksum it ignores it.
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Using Map Count reported from unitsync to decide if UnityLobby needs to update map cache or not....

Blah .....
Was under impression TASClient just ignore the multi map archives completey :/
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Well, you can safely ignore them totally if you want, they are all being replaced by split up versions anyway...
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Think i just go lazy option for now & bug users to remove offending maps to avoid triggering the map check @ each startup....
Need to think about it tomorrow.
Trying to get Battle Code done for this weekend atm

Anyway another small commit
Basicly finished adding in support for /me /ME for lobby chat.
U can choose the color in options under name of ACTIONS i believe.
UnityLobby: Added Support for SAYBATTLEEX SAIDBATTLEEX
Added Support for SAYEX SAIDEX
Note no support for it in Battle Chat in Lobby Protocol
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Got to love 1 liners i.e
For faded options i.e when joining a battle & to prevent user from changing options.
Anyway back to coding to add this in since its a tad bit important.

Image
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Anyway another small commit done
  • Fixed Bug when joining a hosted battle.

    Added Code to fade out Game Options, when not founder of a battle
Image
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Just another small commit for when a host kicks u outof a battle.
And also updated readme for supported / missing lobby protocols
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Anyone care to lend a small hand.
Absolutely hate working out bitmasks.
Need bitmask to detect if user == bot
* MYSTATUS status
Sent by client to server telling him his status changed. Each bit has its meaning:
b0 = in game (0 - normal, 1 - in game)
b1 = away status (0 - normal, 1 - away)
b2-b4 = rank (see Account class implementation for description of rank) - client is not
allowed to change rank bits himself (only server may set them).
b5 = access status (tells us whether this client is a server moderator or not) - client is not
allowed to change this bit himself (only server may set them).
b6 = bot mode (0 - normal user, 1 - automated bot). This bit is copied from user's account
and can not be changed by the client himself. Bots differ from human players in that
they are fully automated and that some anti-flood limitations do not apply to them.
To figure out if battle is "in-game", client must check in-game status of the host.
Extract of sample of bitmask code in UnityLobby atm for an idea.
Just need a sample of code or bitmask number to use would save me alot of working out. If u understand it better than i do :)

Code: Select all

 isAway() =========================================================================================
# ==================================================================================================
#  Returns true if the user is "away",
#  and false if they are not.
# ==================================================================================================

	def isAway(self):
		status = self.status
		bitmask = 2
        
		status = bitmask & status
        
        
		#Bitwise AND
		#===================
		#2      = 000010
		#status = 010110
        
		#returns= 000010
        
        
		if status != 0:
			return True
		else:
			return False
            
# /end isAway() ====================================================================================



# inGame() =========================================================================================
# ==================================================================================================
#  Returns true if the user is in a game,
#  and false if they are not.
# ==================================================================================================

	def inGame(self):
		status = self.status
		bitmask = 1
        
		status = bitmask & status
		if status != 0:
			return True
		else:
			return False
            
# /end inGame() ====================================================================================




# getRank() ========================================================================================
# ==================================================================================================
#  Returns the users rank and updates the self.rank_image variable.
# ==================================================================================================

	def getRank(self):
            
		status = self.status
		bitmask = 0x1C
        
		status = bitmask & status
		status = status >> 2
        
		if self.admin() == False:
			self.rank_image = status + 5
		else:
			self.rank_image = 10

		return str(status)
            
# /end getRank() ===================================================================================



# admin() ==========================================================================================
# ==================================================================================================
#  Returns true if the user is admin
# ==================================================================================================

	def admin(self):
		status = self.status
		bitmask = 32
        
		status = bitmask & status
		if status != 0:
			return True
		else:
			return False
            
# /end admin() =====================================================================================
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Another small commit, but take note plz.

UnityLobby will now only list first map reported from unitsync.so with same checksum. This is for future use of map grading & to work same as TASClient.

Still need help with bitmasks
Locked

Return to “Linux”