These are chat archives for Spring-Chobby/Chobby

28th
Jun 2016
GoogleFrog
@GoogleFrog
Jun 28 2016 08:01
gajop are you going to make the Spring.Start work?
I dislike the contents of Chobby.sdd\LuaUI\widgets\chobby\components
I don't see why that folder exists
or why the contents are how they are
I feel like each component should be a widget and communicate via WG
its like you are reimplemeting the widget handler inside gui_chili_lobby
many of the classes feel like widgets. They are full of magic numbers and are only designed to be instantiated once. Like the battle window.
the rest of the classes feel like things which should be classes, they are more like extensions of chili though
Gajo Petrovic
@gajop
Jun 28 2016 08:06
The reasons are historical, but you're right, I'd like if they were plain widgets, you have my permission to make it like that. The only problem is when components are right couples, such as through inheritance or parent<->child
GoogleFrog
@GoogleFrog
Jun 28 2016 08:06
such as ListWindow
Gajo Petrovic
@gajop
Jun 28 2016 08:06
tightly coupled*
GoogleFrog
@GoogleFrog
Jun 28 2016 08:06
many things extend Component. This class just seems to be a reimplentation of widget handler
list window makes sense as a class which is written in components and then used by many widgets
instead of being extended by them
Gajo Petrovic
@gajop
Jun 28 2016 08:07
Yes, things like battle list/room should be widgets
So yeah, development should move towards a more widget-like method
But it's still very important to have common classes
It seems like not all messages are getting through, I'll continue when I get back to my desktop
GoogleFrog
@GoogleFrog
Jun 28 2016 08:30
what do you need to get the windows Spring.Start working?
GoogleFrog
@GoogleFrog
Jun 28 2016 08:35
I'm going to add functions to the ZK wrapper
functions which seem useful
rather than the current close to the metal versions
or perhaps to the spring wrapper
either way, I'll do one and then try to do the other
and then possibly try to rewrite components to use less silly wrapper functions
GoogleFrog
@GoogleFrog
Jun 28 2016 08:45
the differences in wrapper between ZK and uberserver are that ZK uses json everywhere whereas uberserver sometimes requires you to use explode to get a table of usernames
and then if those functions are overridden in wrapper you need to copy the whole function because the arguments change
I want to restructure it to get rid of this
GoogleFrog
@GoogleFrog
Jun 28 2016 09:36
gajop I am getting error 403 so I don't think i have push permissions

git.exe push --progress "origin" master:master

remote: Permission to Spring-Chobby/Chobby.git denied to GoogleFrog.
fatal: unable to access 'https://github.com/Spring-Chobby/Chobby.git/': The requested URL returned error: 403

git did not exit cleanly (exit code 128) (16146 ms @ 28/06/2016 7:37:49 PM)

Gajo Petrovic
@gajop
Jun 28 2016 09:40
back...!
going to tackle things in reverse chronological order
first regarding permissions, you didn't accept the team invite i think
second for the table exploding in both wrapper and interface -> I think it's bad, and something i noticed when i was designing liblobby, it would be great if you could restructure it
third, if possible try to make a common wrapper (you can introduce more abstractions inbetween the current interfaces and wrappers if you need), divergence will suck
fourth, regarding windows Spring.Start, i'll attempt another fix today and tell you when you can try it out; i need to know how it's not working, or what happens exactly (I think I'm just passing one argument wrong)
GoogleFrog
@GoogleFrog
Jun 28 2016 09:46
I tried to push my commit which was to make a common wrapper
Gajo Petrovic
@gajop
Jun 28 2016 09:47
yeah looks good
GoogleFrog
@GoogleFrog
Jun 28 2016 09:48
Licho talked to me and he thinks your MM was similar to what he has in mind
and is thinking about whether to switch to chobby
Gajo Petrovic
@gajop
Jun 28 2016 09:49
that sounds good; it would be even better if he can communicate on the MM proposal so we can make a single protocol
Jose Luis
@TurBoss
Jun 28 2016 09:58
@gajop i made a mistake
a user leaving the channel removes channel from my channels
i made a fix
GoogleFrog
@GoogleFrog
Jun 28 2016 09:59
gajop do you think we can store the explode distinction in Interface.lua somehow?
whoops
Jose Luis
@TurBoss
Jun 28 2016 10:00
thx!
Gajo Petrovic
@gajop
Jun 28 2016 10:01
well nvm lol
@TurBoss : make another PR regarding my comment
GoogleFrog
@GoogleFrog
Jun 28 2016 10:01
I'll make the interfaces switchable based on server
although, I'm not sure how to do that
in a nice way that is
Jose Luis
@TurBoss
Jun 28 2016 10:03
@gajop the server doesnt send onleft for you own user
Gajo Petrovic
@gajop
Jun 28 2016 10:03

@GoogleFrog do you think we can store the explode distinction in Interface.lua somehow?

The problem is currently how things are being invoked, since the wrapper's callin is called first, we have to do the explode there first

which is not ideal
GoogleFrog
@GoogleFrog
Jun 28 2016 10:03
does the wrapper ever need to be called first?
Gajo Petrovic
@gajop
Jun 28 2016 10:04
i think so
GoogleFrog
@GoogleFrog
Jun 28 2016 10:04
or should we make a pre-wrapper is which called first-first
and explodes the things from ubserver
Gajo Petrovic
@gajop
Jun 28 2016 10:04
i think i did that somewhere, one sec
no, guess not Oo
but yeah, there should be a function that gets called first and just does the parsing
GoogleFrog
@GoogleFrog
Jun 28 2016 10:05
the structure of listeners makes it hard to switch between interfaces
Gajo Petrovic
@gajop
Jun 28 2016 10:06
yep
once listeners are setup you can't just switch and expect things to work
GoogleFrog
@GoogleFrog
Jun 28 2016 10:06
maybe we should fix listeners first
Gajo Petrovic
@gajop
Jun 28 2016 10:06
they could be separated from the interface object
i've made it so it does
you don't get it from the server, but instead you get it locally
Jose Luis
@TurBoss
Jun 28 2016 10:08
ahh ok
Gajo Petrovic
@gajop
Jun 28 2016 10:08
this is so there's less coupling between UI elements
Jose Luis
@TurBoss
Jun 28 2016 10:12
sry i think is done the in right way
Gajo Petrovic
@gajop
Jun 28 2016 10:13
yeah looks better
Jose Luis
@TurBoss
Jun 28 2016 10:13
thx
i'm working on the private chat disconect
Gajo Petrovic
@gajop
Jun 28 2016 10:14
just have it print a line
very simple
alternatively could also change the color in the tab
Jose Luis
@TurBoss
Jun 28 2016 10:14
ive made a table that stores your private chats
when you sayprivate sayexprivate saidprivate saidexprivate
and on remove user check if is on the table
is right?
Gajo Petrovic
@gajop
Jun 28 2016 10:16
what? :P
Jose Luis
@TurBoss
Jun 28 2016 10:16
also if you close the tab etc...
Gajo Petrovic
@gajop
Jun 28 2016 10:16
i don't think i understood
are you doing Spring-Chobby/Chobby#35 ?
Jose Luis
@TurBoss
Jun 28 2016 10:17
yes
Gajo Petrovic
@gajop
Jun 28 2016 10:17
all you have to do is print a line in the private chat's console's textbox saying that a user is offline
same thing if he comes online
nothing to do with sayprivate stuff
GoogleFrog
@GoogleFrog
Jun 28 2016 10:17
does JOINED call for yourself on ubserserver?
Gajo Petrovic
@gajop
Jun 28 2016 10:18
@GoogleFrog : no i think JOIN is called
GoogleFrog
@GoogleFrog
Jun 28 2016 10:18
right
ZK server calls both a join and a joinedUserChannel
Gajo Petrovic
@gajop
Jun 28 2016 10:18
joineduserchannel?
ah
that's JOINED i guess
GoogleFrog
@GoogleFrog
Jun 28 2016 10:19
JoinChannelResponse and ChannelUserAdded are both called for ZK. So is the expected behaviour to not call ChannelUserAdded on self?
which is both JOIN and JOINED
to use the overly short ubserserver notation
Gajo Petrovic
@gajop
Jun 28 2016 10:20
i'd prefer common behavior, either way
either call two functions at different times or call only one function, JOINED
i think there's no need to call JOIN for self and JOINED for both self and others
(no need for JOIN in that case)
GoogleFrog
@GoogleFrog
Jun 28 2016 10:24
I think there is some elegance to calling both
a callin which says when a user joined a channel is used for channel list management
a callin which tells you when you joined a channel is used to tell you when to display the channel data
Jose Luis
@TurBoss
Jun 28 2016 10:28
@gajop where is stored the userName currently in privatechat?
GoogleFrog
@GoogleFrog
Jun 28 2016 10:28
its probably not stored
if anything it will be in self.channels
Jose Luis
@TurBoss
Jun 28 2016 10:29
ok i'll search
Jose Luis
@TurBoss
Jun 28 2016 10:29
thx!
GoogleFrog
@GoogleFrog
Jun 28 2016 10:31
OnTASServer looks like a function to be replaced by a wrapper
Gajo Petrovic
@gajop
Jun 28 2016 10:32
definitely
GoogleFrog
@GoogleFrog
Jun 28 2016 10:32
it has arguments (protocolVersion, springVersion, udpPort, serverMode) but none of the callins seem to care about those
also the ZK equivalent called Welcome sends engine, game and game version
which don't seem relevant either
except for engine, in both cases
because then we can send a warning when you are using the wrong engine to launch chobby
I'm basically doing a batch find in widgets for AddListener and looking for weird names/usage
Gajo Petrovic
@gajop
Jun 28 2016 10:34
in that case keep in mind that OnClients thing should be nuked
GoogleFrog
@GoogleFrog
Jun 28 2016 10:34
so ignore that callin?
Gajo Petrovic
@gajop
Jun 28 2016 10:34
that's probably very inefficient/bandwidth intensive for uber
i'm thinking ignore callin + remove GUI that relies on it
GoogleFrog
@GoogleFrog
Jun 28 2016 10:35
ah
ZK server doesn't have an onClients
I use it here though
function Interface:_JoinChannelResponse(data)
-- JoinChannelResponse {"ChannelName":"sy","Success":true,"Channel":{"Users":["GoogleFrog","ikinz","DeinFreund","NorthChileanG","hokomoko"],"ChannelName":"sy"}}
if data.Success then
self:_OnJoin(data.ChannelName)
self:_OnClients(data.ChannelName, data.Channel.Users)
end
end
Interface.jsonCommands["JoinChannelResponse"] = Interface._JoinChannelResponse
ehh
I'll get a link
Gajo Petrovic
@gajop
Jun 28 2016 10:37
hm
no i think i made a mistake
onclients is ok
it's onchannels that's not wanted
the one that gives you a list of all channels on the server
GoogleFrog
@GoogleFrog
Jun 28 2016 10:38
a lot of the ZK interface is just calling uberserver interface functions, I'll clean it up as the interface to chobby starts to make more sense
Gajo Petrovic
@gajop
Jun 28 2016 10:38
and provides you a GUI to join a channel by clicking on it (and all server channels are sorted by player count)
GoogleFrog
@GoogleFrog
Jun 28 2016 10:38
ah
I am fimiliar with that
Gajo Petrovic
@gajop
Jun 28 2016 10:38
i think it's not needed
GoogleFrog
@GoogleFrog
Jun 28 2016 10:38
OnChannel
OnEndOfChannels
Gajo Petrovic
@gajop
Jun 28 2016 10:38
yeah
GoogleFrog
@GoogleFrog
Jun 28 2016 10:38
and between those things uberserver sends out a list of all channels
ZK doesn't do that so no change was required
for the interface
OnChannel adds a channel
OnEndOfChannels tells the chili when to make a list of channel buttons
and I know from experience that things work fine if neither of these are ever called
Gajo Petrovic
@gajop
Jun 28 2016 10:40
also the new server picking thing @TurBoss added will need to be reworked UI-wise later, it shouldn't be in the "front picture", but rather an advanced option/settings thing you can pick (as most people won't be changing that)
GoogleFrog
@GoogleFrog
Jun 28 2016 10:40
yes
well I don't plan to include the option in my eventual release chobby fork
I'm not thinking about UI design at the moment
just backend functionality and examples of all the things a UI would need to do
my end goal is to have a standard looking RTS menu with a MP button which causes login/register
Gajo Petrovic
@gajop
Jun 28 2016 10:42
it's important to keep these things in mind as we'll get used to them
GoogleFrog
@GoogleFrog
Jun 28 2016 10:42
as in so we can change them later?
Gajo Petrovic
@gajop
Jun 28 2016 10:43
yeah i'm not sure where you'll want to go with UI layout; i think games will want to configure stuff differently
yes
i've looked at https://springrts.com/phpbb/viewtopic.php?f=10&t=33252&p=567510 when designing the general layout of chobby
I think DOTA & LOL have pretty good layouts
GoogleFrog
@GoogleFrog
Jun 28 2016 10:45
I like the SWL one
but I am not sure what I'd do with the freedom of chili
Gajo Petrovic
@gajop
Jun 28 2016 10:45
the current SWL one, really?
GoogleFrog
@GoogleFrog
Jun 28 2016 10:45
the SWL design is effectively DOTA but you see a standard RTS menu at the start and clicking on menu options creates tabs
idk what current is
GoogleFrog
@GoogleFrog
Jun 28 2016 10:46
I'm talking about the react SWL which was then forked for a ZK version
that link is the awful one
yes, two layers of tabs
or sort of 3
this is what I am talking about http://weblobby.springrts.com/zkwl/index.html
Gajo Petrovic
@gajop
Jun 28 2016 10:47
the reason i like the DOTA one is that it shows you all the important stuff on one screen
GoogleFrog
@GoogleFrog
Jun 28 2016 10:48
yea, I am not so sure about the ZKWL one now
because I know that more is possible with chili
Gajo Petrovic
@gajop
Jun 28 2016 10:48
in general i don't like chat being hidden in a tab
GoogleFrog
@GoogleFrog
Jun 28 2016 10:49
that was unavoidable with ZKWL
Gajo Petrovic
@gajop
Jun 28 2016 10:49
if there's a lack of space I even prefer LoL's design where it's a popup you can minimize
but ideally i'd just keep it always visible like DOTA
GoogleFrog
@GoogleFrog
Jun 28 2016 10:50
one thing to consider is lurkers
the current playerbase likes to have a small lobby open to sometimes chat or play
and the ability to do that is somewhat useful
hence the ability to minimize a fullscreen standard game-type lobby into a chat and battle list
Gajo Petrovic
@gajop
Jun 28 2016 10:51
yes and chobby certainly doesn't aim for that kind of userbase
GoogleFrog
@GoogleFrog
Jun 28 2016 10:52
can you say what it aims for?
as in if its a framework for games to use then they can configure it to do that
Gajo Petrovic
@gajop
Jun 28 2016 10:53
yeah but i think for people who just want to chat, standard irc-like lobbies will be much better
GoogleFrog
@GoogleFrog
Jun 28 2016 10:53
I think wanting to window the lobby is rare but I also think all users because then the old guard will complain about the bugs
whereas new players won't know how to report
*all users should use the same lobby
Gajo Petrovic
@gajop
Jun 28 2016 10:54
of course, but i think using the lobby to play games and to lurk are two rather different use cases
GoogleFrog
@GoogleFrog
Jun 28 2016 10:54
all you need to do is make sure that the lobby turns into a small window while retaining functionality
which is required for people with small screens regardless
for example with dota the large picture of the world could disappear and the friends list could be shrunk
windowed mode is just something I'm keeping in mind. So everyone uses the same lobby
Jose Luis
@TurBoss
Jun 28 2016 10:56
pzl check #41
GoogleFrog
@GoogleFrog
Jun 28 2016 10:56
and luckilly it is easy to scale chili to accomodate that, given the widgets are well written
Gajo Petrovic
@gajop
Jun 28 2016 10:56
i didn't know you could change dota's UI
GoogleFrog
@GoogleFrog
Jun 28 2016 10:56
I don't think you can change DOTAs UI
I was just looking at the picture
Gajo Petrovic
@gajop
Jun 28 2016 10:57
i think the main goal for chobby is to make a simple, clean and easy-to-use lobby, something Spring terribly lacks
GoogleFrog
@GoogleFrog
Jun 28 2016 10:57
because I also use DOTA as an example of good lobby design
although, there was an update a bit recently and I had trouble finding the play button
Gajo Petrovic
@gajop
Jun 28 2016 10:57
but part of it might require more infra work rather than just lobby client
i'd probably also remove most of the top left stats currently displayed
at least i think by default the lobby should be very simple with few things that can distract the player
and powerusers could enable widgets/settings for extra stuff
GoogleFrog
@GoogleFrog
Jun 28 2016 11:02
yea
Jose Luis
@TurBoss
Jun 28 2016 11:02
@gajop add me to the organization in read only :)
:P
GoogleFrog
@GoogleFrog
Jun 28 2016 11:13
uberserver has not nice behaviour
the ZK server says that the host of a battle joins it when the battle is opened
whereas afaik uberserver never says that the host joined, it sends them as the founder and expects lobbies to use that information there
it's like the channel situation. It's not clean
excluding a single special user from these general joined calls means things are being handled in two different ways when one way is sufficient
Gajo Petrovic
@gajop
Jun 28 2016 11:16
you can invoke it locally as convinience
@GoogleFrog I want to make Spring.Start work now
GoogleFrog
@GoogleFrog
Jun 28 2016 11:17
ok
Gajo Petrovic
@gajop
Jun 28 2016 11:17
can you tell me exactly what happens when you use the latest version of Spring?
does it at least open Spring itself with the default menu?
GoogleFrog
@GoogleFrog
Jun 28 2016 11:18
I've got 431 here
it opens the default menu
Gajo Petrovic
@gajop
Jun 28 2016 11:19
ok
GoogleFrog
@GoogleFrog
Jun 28 2016 11:24
when someone else joins a battle in uberserver is everyone sent their script password?
function Interface:_OnJoinedBattle(battleID, userName, scriptPassword)
Gajo Petrovic
@gajop
Jun 28 2016 11:24
i'd hope not lol
GoogleFrog
@GoogleFrog
Jun 28 2016 11:24
well interface says it is
and why is this called hashcode?
-- hashCode will be a string due to lua limitations
function Interface:_OnJoinBattle(battleID, hashCode)
[] means optional i think
in general best to refer to that doc
Jose Luis
@TurBoss
Jun 28 2016 11:27
@gajop I can only apply color to the date
GoogleFrog
@GoogleFrog
Jun 28 2016 11:27
I see, so the client sends the host a script password
Jose Luis
@TurBoss
Jun 28 2016 11:27
privateChatConsole:AddMessage("Notice: " .. userName .. " just diconnected", nil, nil, "\255\0\139\139")
GoogleFrog
@GoogleFrog
Jun 28 2016 11:28
except with ZK I think the host sends the script password
Gajo Petrovic
@gajop
Jun 28 2016 11:28
@TurBoss see how it's done in case of sayprivateex
Jose Luis
@TurBoss
Jun 28 2016 11:28
ok
sayexprivate is not there
:shipit:
Gajo Petrovic
@gajop
Jun 28 2016 11:29
explore it a bit, i have implemented emotes
GoogleFrog
@GoogleFrog
Jun 28 2016 11:30
I think your scriptpassword thing is working because you never generate one
Gajo Petrovic
@gajop
Jun 28 2016 11:30
either there or in BR window
yes i never generate it
GoogleFrog
@GoogleFrog
Jun 28 2016 11:31
on the ZK server I don't think clients send script passwords
they are given a script password upon joining the battle
Gajo Petrovic
@gajop
Jun 28 2016 11:32
imo it doesn't matter who does it, GUI needs not know about it -> implementation detail
and ye i think it's better if the server does it, less error prone
GoogleFrog
@GoogleFrog
Jun 28 2016 11:32
but the implementation has structure differences between protocols
I wasn't talking about the chobby knowing the different
well uberver seems to leave it up to clients
Gajo Petrovic
@gajop
Jun 28 2016 11:33
imo the only diff is that in the interface of uber you'd generate it and set it, and in the interface/wrapper of ZK you'd set it
GoogleFrog
@GoogleFrog
Jun 28 2016 11:33
yes
I want to keep the wrapper fully general though
I'm solving it
Gajo Petrovic
@gajop
Jun 28 2016 11:42
well get the whole line :P
Jose Luis
@TurBoss
Jun 28 2016 11:43
yay i'm trying
Gajo Petrovic
@gajop
Jun 28 2016 11:43
also chili does stupid things depending on your color
it automatically changes the shadow to be white
Jose Luis
@TurBoss
Jun 28 2016 11:43
yes seems hard to read
Gajo Petrovic
@gajop
Jun 28 2016 11:43
try a different color
i really dislike that behavior, it's so random
probably just need to put "\b" after the message
Jose Luis
@TurBoss
Jun 28 2016 11:44
is added in console.lua
Jose Luis
@TurBoss
Jun 28 2016 11:46
this is how /me looks
Gajo Petrovic
@gajop
Jun 28 2016 11:46
oh
that's wrong :D
Jose Luis
@TurBoss
Jun 28 2016 11:46
yay
yeah console needs to be improved/fixed
GoogleFrog
@GoogleFrog
Jun 28 2016 11:48
gajop does Remote requested quit: Connection attempt rejected: Wrong network version: 101, required version: 100 mean I suceeded? I tried to join a 100.0 game because that is all springies host
with the current engine
Gajo Petrovic
@gajop
Jun 28 2016 11:48
you tried to join a battle on ZK's server?
GoogleFrog
@GoogleFrog
Jun 28 2016 11:48
yes
Gajo Petrovic
@gajop
Jun 28 2016 11:49
i guess it's "right"
GoogleFrog
@GoogleFrog
Jun 28 2016 11:49
does 100.0 have spring.restart?
Gajo Petrovic
@gajop
Jun 28 2016 11:49
yes
GoogleFrog
@GoogleFrog
Jun 28 2016 11:49
ok I'll test with it
Gajo Petrovic
@gajop
Jun 28 2016 11:50
i've pushed the new test for Spring.Start a few minutes ago but seems it's taking forever to build on the buildbots
spring/spring@8389ba9
should at least give me some output if it doesn't work
GoogleFrog
@GoogleFrog
Jun 28 2016 11:51
[f=0000000] [liblobby] Error: [string "libs/liblobby/lobby/interface_zerok.lua"]:210: attempt to call field 'CalculateHash' (a nil value)
Gajo Petrovic
@gajop
Jun 28 2016 11:51
great
GoogleFrog
@GoogleFrog
Jun 28 2016 11:51
but only with 100.0
Gajo Petrovic
@gajop
Jun 28 2016 11:51
yeah you'll need 101
GoogleFrog
@GoogleFrog
Jun 28 2016 11:51
so does the engine lack it?
Gajo Petrovic
@gajop
Jun 28 2016 11:51
it seems so
GoogleFrog
@GoogleFrog
Jun 28 2016 11:52
well I can't test whether I can join games with script passwords then
I'll wait
Gajo Petrovic
@gajop
Jun 28 2016 11:52
that function was added/removed from the engine as kloot was removing md5 support and doing random things
GoogleFrog
@GoogleFrog
Jun 28 2016 11:52
or.. I can use 414 actually
Gajo Petrovic
@gajop
Jun 28 2016 11:52
can you setup compiling?
GoogleFrog
@GoogleFrog
Jun 28 2016 11:53
unlikely
Gajo Petrovic
@gajop
Jun 28 2016 11:53
ok then we have to wait
GoogleFrog
@GoogleFrog
Jun 28 2016 11:53
it would take at least 3 hours in any case
fine or i remove the "notice:"
GoogleFrog
@GoogleFrog
Jun 28 2016 11:59
why do you use springURL instead of scripts?
Gajo Petrovic
@gajop
Jun 28 2016 12:00
@GoogleFrog because it worked xP
people like to experiment with Spring.Restart/Spring.Reload... it still has odd behavior imo
e.g. depending on the arguments you pass to Spring.Restart, it might just reload instead
GoogleFrog
@GoogleFrog
Jun 28 2016 12:01
right
Gajo Petrovic
@gajop
Jun 28 2016 12:01
@TurBoss : Remove Notice and spell disconnected properly
Jose Luis
@TurBoss
Jun 28 2016 12:01
:D
Gajo Petrovic
@gajop
Jun 28 2016 12:01
although it's better to call it "has gone offline/online"
GoogleFrog
@GoogleFrog
Jun 28 2016 12:01
well I got it to connect to a ZK server game using script password and spring.restart
Gajo Petrovic
@gajop
Jun 28 2016 12:01
yeah it depends on the engine version ^^
if you only supplied the script.txt it actually uses Spring.Reload essentially
GoogleFrog
@GoogleFrog
Jun 28 2016 12:05
should I implement WrapperWrapper?
is that in fact the way to go?
also, while wrapper is the only thing with local data I have been using that data in interface
for example sometimes I need to send username with a command so I do self:MyUserName()
Gajo Petrovic
@gajop
Jun 28 2016 12:08
i think you may need something between interface and wrapper yes
GoogleFrog
@GoogleFrog
Jun 28 2016 12:08
this would be between wrapper and the server
it would call before wrapper
Gajo Petrovic
@gajop
Jun 28 2016 12:08
right, so there would be one wrapper for callouts and one for callins?
GoogleFrog
@GoogleFrog
Jun 28 2016 12:09
no, this is just to solve issues such as the explode problem
Gajo Petrovic
@gajop
Jun 28 2016 12:10
the explode problem is the callins stuff as i understood it
GoogleFrog
@GoogleFrog
Jun 28 2016 12:10
sure, but it is not implemented for that purpose in parituclar
GoogleFrog
@GoogleFrog
Jun 28 2016 12:21
[f=-000001] [ReloadOrRestart] Spring "C:\Users\Tim\Documents\My Games\Spring Dev\devEngine\spring.exe" should be restarting
[f=-000001] [ExecuteProcess] Windows start process arguments: PRING~2\DEVENG~1\spring.exeP쨍
[f=-000001] [ExecuteProcess] Error creating subprocess (2)
with 440
then nothing happened
actually, maybe frame number started going up
because then I quit and the next line is
[f=0000255] Quitting...
[f=0000255] [QuitAction] user exited to system
different gobbledygook is availible if I click a button lots of times
spring.exe
胆%IҾ`�

��IҾ`�
this is all after spring.exe here
[f=-000001] [ReloadOrRestart] Spring "C:\Users\Tim\Documents\My Games\Spring Dev\devEngine\spring.exe" should be restarting
[f=-000001] [ExecuteProcess] Windows start process arguments: PRING~2\DEVENG~1\spring.exe8��IҾ`��
[f=-000001] [ExecuteProcess] Error creating subprocess (2)
maybe you're off by one, missing the S in PRING and getting nonsense at the end
Gajo Petrovic
@gajop
Jun 28 2016 12:27
wow that makes so little sense
GoogleFrog
@GoogleFrog
Jun 28 2016 12:28
I did a bit of clicking and ended up with a crash http://pastebin.com/QvyTjFf0
Gajo Petrovic
@gajop
Jun 28 2016 12:28
ok pushed something else, try again when it gets going
maybe i did some really bad thing
Gajo Petrovic
@gajop
Jun 28 2016 12:53
441 is up
Gajo Petrovic
@gajop
Jun 28 2016 13:08
@TurBoss : the message cannot be nil btw
Jose Luis
@TurBoss
Jun 28 2016 13:08
oh so just concatenate?
Gajo Petrovic
@gajop
Jun 28 2016 13:08
i'd rather it fail in case a nil is supplied
yes
GoogleFrog
@GoogleFrog
Jun 28 2016 14:01
you prefer failures?
see, I code defensively for stuff like this
check all the data
Gajo Petrovic
@gajop
Jun 28 2016 14:02
a failure can help us detect error in the usage
it would be much worse if we had silent, nearly invisible errors
GoogleFrog
@GoogleFrog
Jun 28 2016 14:15
for now
although when users use this all errors are silient
450 works
Gajo Petrovic
@gajop
Jun 28 2016 14:15
spring starts?
GoogleFrog
@GoogleFrog
Jun 28 2016 14:15
stuff gets printed though
yes
Gajo Petrovic
@gajop
Jun 28 2016 14:15
can you show me whats printed?
GoogleFrog
@GoogleFrog
Jun 28 2016 14:15
no
idk what it is
Gajo Petrovic
@gajop
Jun 28 2016 14:15
oO
GoogleFrog
@GoogleFrog
Jun 28 2016 14:15
spring starts and this overrides my infolog
Gajo Petrovic
@gajop
Jun 28 2016 14:16
"this" being?
GoogleFrog
@GoogleFrog
Jun 28 2016 14:16
the act of spring starting
Gajo Petrovic
@gajop
Jun 28 2016 14:16
aha
so technically we need to have a separate infolog
GoogleFrog
@GoogleFrog
Jun 28 2016 14:16
yea, if we ever want to get a useful infolog
Gajo Petrovic
@gajop
Jun 28 2016 14:17
well I'll leave the LOG thing in the engine for now as I'm still not 100% confident about the way this is being done
tested only with one argument now i think
not sure if it's still correct if you'd pass more
but in any case it's just a single line :p
GoogleFrog
@GoogleFrog
Jun 28 2016 14:26
how is downloading maps and games going to work?
does spring support downloading rapid stuff? Is it just a matter of implementing?
Gajo Petrovic
@gajop
Jun 28 2016 14:26
yeah it already might work
it's not that well tested but implementations exists
a better GUI is needed of course, and automatic download when joining rooms like it currently does
GoogleFrog
@GoogleFrog
Jun 28 2016 14:30
so it currently downloads upon room joining?
Gajo Petrovic
@gajop
Jun 28 2016 14:30
no
currently it only downloads for queues (MM) stuff
GoogleFrog
@GoogleFrog
Jun 28 2016 14:30
well I have no idea how this UI works
Gajo Petrovic
@gajop
Jun 28 2016 14:30
let's just say it's mostly not implemented then
all there is right now (besides the download thing that shows progress in the top right corner), is this example downloader GUI: https://github.com/Spring-Chobby/Chobby/blob/master/LuaUI/widgets/chobby/components/downloader.lua#L41
GoogleFrog
@GoogleFrog
Jun 28 2016 14:32
ah
I already have swiw
Gajo Petrovic
@gajop
Jun 28 2016 14:34
I guess #42 would be an important issue to tackle next
the lobby work requires is probably much less than potential engine stuff if it doesn't work outright
GoogleFrog
@GoogleFrog
Jun 28 2016 15:15
this was my plan for battle rooms http://imgur.com/4JAlLNU
its not my current plan
however I think it would be useful to implement something like the playerlist in the top left
Gajo Petrovic
@gajop
Jun 28 2016 15:37
@GoogleFrog : I assume that was mainly for skirmish?
well a similar thing could be used for MP BRs as well
i have started working on it, but probably real work will have to wait for sunday
the other option is that you group people into teams as your pic shows
but i think i'd rather have left <-> right in case of non-FFA games
Gajo Petrovic
@gajop
Jun 28 2016 15:42
maybe.. at least in ZK it would make the UI a bit more stable (team sizes are always changing which causes the UI elements to jump around
that's my main annoyance with ZKL for example, UI elements are always popping up and disappearing,
i think maybe a scrollpanel could be used and have enough room without it for a 5v5
will need to think on this :P
this is what i mean on the left/right separation: http://i.imgur.com/6jq5xXN.jpg
i think this should definitely be a part of the ZK (game) loading screen ^^
Jose Luis
@TurBoss
Jun 28 2016 21:34
how is to close a issue with a PR?
Closes #30 in the pR?