UnityLobby - Page 28

UnityLobby

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

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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

imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Post by imbaczek »

Dunno what makes that happen, but the lobby prints something like this (didn't join any channel):

Code: Select all

clientstatus failure
<type 'instance'>
('invalid literal for int(): Present',)
invalid literal for int(): Present

clientstatus failure
<type 'instance'>
('invalid literal for int(): AFK',)
invalid literal for int(): AFK
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

@ imbaczek
Extremely odd exception error :/
Its trigger by clientstatus (or some def called inside clientstatus). Lobby Protocol for informing of clients status changed.

Strange thing is i had quick look over code & couldnt find any int() convertion that could be causing it. I try & leave run UnityLobby connectted to server later tonight. And hopefully with some extra print lines can narrow down more where the bug is.

@ Everyone else
Anyway small update. Started work on displaying Spectators. Though it be easier than coding for missing mod / map . But was wrong. Anyway got it sorted out finally...
Just need to update generating Script.txt & adding host as spectator as default and will commit

Only other changes is addition of

Code: Select all

Switch to -> 
   (sub menu)  
   Player  
   Spectator
to the pop-up menu containing Color / Kick Option.

Also coded support for fading various Popup Options for Color / Switch to / Kick depending on if its a bot / you / if u are a host or not a host.

Also fixed minor bug regarding ally number u were been assigned when adding yourself in Battle Player List. Was using team number instead of ally number.

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

Post by Word »

A UI Suggestion..perhaps a thing grey line seperating columns? not sure how hard/easy that would be though.
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

@ Word
Not supportted by pygtk (could be wrong, also dont fancy making a widget from scratch)
Could override the coloring of background for cells, but gets messy when peep use different gtk themes.

Can add ability to resize columns, and eventually get around to saving there sizes aswell.
Also if u sort the column, default behaviour for gtk is to grey the sorted column. (or whatever the color is for your gtk theme)

Anyway new commit to svn.
  • Mainly Displaying Spectators and small changes to popup menu.

    Default has host in battle. (could do with some hardcoded later for small speed improvement, will be next commit)

    Unable to add yourself to a battle multiple times now.

    Faded Options depending if online / offline / host. Stop u trying to kick yourself. Note no lobby protocol support for players yet. This is purely the GUI groundwork.

    Need to get support for missing map / mod, gonna do next. Before can start adding the rest of the BATTLE PROTOCOL.
Main things to test due to changes are creating battles.
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Anyway another status update

Just about got hosting side of UPDATEBATTLEINFO done.
Now to work on client side of it.

Basicly this means, when u are host u can now change the map & will be updated on other clients i.e TASClient. Also will update Spectator Count & whether battle is locked (new option to lock battle in Online Options above the host button).

Just need to code in client side, so when u arent host it will update map and code in support to display if map is missing.

note not committed yet
User avatar
clericvash
Posts: 1394
Joined: 05 Oct 2004, 01:05

Post by clericvash »

Awesome work dude, keep it up :D
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Err
No host any games while online plz !!!

Its possible to get banned due to client flooding while change values for Energy / Metal / Max Units.

Basicly if u use up/down page up/down or mouse to change values. The values are updated each time, which will can set off server banned you, because client == flooding server with updates.
Taken small break, while i think of a solution to this problem

edit:- Came up with a solution, thx for Betalord for thinking of it.
Anyway theres a timer thread that sends data to Lobby Server. Just need to scan the data, before it sends to for duplicate Battle Commands.
i.e no need to send 10 UPDATEBATTLEDETAILS when last one is the current one. And this should solve problem of getting banned & also reduce bandwidth usage a tiny bit. Which is always a good thing

Now just need to code it :/
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Another commit done
  • Code cleanup for Lobby.py

    Optimized sending of UPDATEBATTLEDETAILS (solves problem of getting
    banned from server, from flooding)

    Fixed issue when recieved u are host, receiving UPDATEBATTLEDETAILS,
    changing options. While u are still changing them (ignoring protocol,
    when hosting battle in question)

    Added Support for UPDATEBATTLEINFO (host side only)
@ imbaczek Finally encountered your bug with resetting Energy etc...

Basicly client would send updated battle info, then server would send UPDATEBATTLEINFO to all clients (including host). Which UnityLobby, would then update Energy values etc, while u were still changing them.
Fixed in commit, basicly now ignoring UPDATEBATTLEINFO when u are a host
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Another quick commit done, for upcoming release
  • Basicly a lobby version check, to see if compatiable, also minor change internal due to changes in ADDUSER. Nothing major, as wasnt using that info yet.

    Now on, if connect to a newer lobby server, that isnt support will disconnect with a Warning Dialog telling u & also displaying Lobby Server version & compatible ones
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Taking small break so though i post a screenshot.

Image

Small Preview of showing Number of Players, Max Players in Lobby Window.
Just need to add updating the Spectator Number in breakets beside it.

Also just about have supporting missing maps done, waiting on Betalord to come onto irc. So can ask question asked about something.

Once done UnityLobby will support UPDATEBATTLEINFO fully, so u can join a Battle, and maps etc will be updated.

edited:- updated screenshot
Last edited by hollowsoul on 30 Dec 2006, 22:42, edited 1 time in total.
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Commit done.
  • Support for changing Maps host & client side now.
    Support for displaying Missing Map, needs some work though (GUI wise)

    No support yet, to prevent user starting a game, with a missing map. Not a big issue as u can still only start single player games. But will sort it out in next commit.

    Showing Number of Users / Max Users (Spectators) in Lobby Window for Battles. Note Spectators is not supported & if u notice something like 15/12, its just some specatators in battle bringing number of players above max.
    Damn lobby protocol :)
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Another small commit done just minor things
  • Updated GLOBAL.py with more global variables, that user can
    alter with care. Remember if u up Energy to 20,000 dont complain at me when other clients are maxxed @ 10,000. Just something to bear in mind in the future.
    Basicly u can alter the defaults, i.e want MAX UNITS = 2000 instead of 500 by default.

    Bare in mind this, there will be a GUI feature in the near future for saving profile setups

    Upped Player Limit to 32. Teams & Allys = 16. Just realised abit hard to test against bots oh well better get multiplayer working soon. Not far off now
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Another few commits done
  • Minor fixes for hosting battle, was broken for awhile.

    Nothing to major, some CLIENTBATTLESTATUS code added, not in use yet.

    Main thing is automatic profile setup support, package maintainers plz read /trunk/UnityLobby/profiles/README.
    Basicly allows u create a small text file, that is reads required info & skips the Wizard at startup & creates the profile without any user input.
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Just an update of wip...
Nearly have sync status worked out GUI

Note same icons as in TASClient for sync status in player listings. Also used up the free space in the debug tab for more info for user.
i.e 'Good' 'Bad Checksum' 'Missing' for map & mod status.
So u be more aware of what is wrong for u.

Anyway here is a screenshot
Image
Image

Still some work left todo.
And adding code to check mod checksum when joining a battle.
Not to long till next commit

updated:- Added 2nd screenshot
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Another quick commit
  • Support for Displaying user sync status, also in debug tab displaying Map & Mod Sync Status. So easier to tell for user, whether its map or mod causing them problems

    Warning may be broken, no time to test. But cant be more broken than
    previous commit
Dont have time to test it more about to go out, but since previous commit broke adding AI's. It cant be worse.
own3d
Posts: 129
Joined: 25 Aug 2006, 16:31

Post by own3d »

hollowsoul wrote:Another quick commit
  • Support for Displaying user sync status, also in debug tab displaying Map & Mod Sync Status. So easier to tell for user, whether its map or mod causing them problems

    Warning may be broken, no time to test. But cant be more broken than
    previous commit
Dont have time to test it more about to go out, but since previous commit broke adding AI's. It cant be worse.
It just got worse, I just checked out svn again and recompiled the latest spring and its broken with a unity lobby mention.
http://pastebin.ca/298386

Its basically choking on unitsync part for some unknown reason. Hence why

Code: Select all

scons unitsync
yields the same error
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Report bug to maintas / mailing list. I dont work on unitsync itself, just use it.
Or try asking tvo about it on irc.

Also try using optimize=1, but even if it does work with that setting. U should still report the bug to someone.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

own3d: It's caused by some modifications to the build files: scons somehow chokes on files generated by the old versions of the build files.

Do:

Code: Select all

find /path/to/trunk/rts -name \*.os | xargs rm
and it should compiled fine.
own3d
Posts: 129
Joined: 25 Aug 2006, 16:31

Post by own3d »

Tobi wrote:own3d: It's caused by some modifications to the build files: scons somehow chokes on files generated by the old versions of the build files.

Do:

Code: Select all

find /path/to/trunk/rts -name \*.os | xargs rm
and it should compiled fine.
That worked and now its compiled, thanks.
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Another commit done,
Added Support for Lobby Protocol REQUESTBATTLESTATUS

Basicly when u join a battle, your details are send to other clients, going to work on MYBATTLESTATUS in awhile, so when u change them they are updated.

First i need to make a minor change, and start team / ally numbering @ 1 :/
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