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Give User Notify some time to sound in init phase
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Authored by ffffffff on Aug 21 2017, 10:32 PM.

Details

Reviewers
elexis
Summary

dont nerve sound messages user nick if return to lobby (from history)

Test Plan

test

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Event Timeline

ffffffff created this revision.Aug 21 2017, 10:32 PM
elexis edited edge metadata.Aug 21 2017, 10:54 PM

So the correct feature description would be "don't ping people if their nick appears in a historic lobby chat message?".

Use case seems correct. One receives an acoustic notification once, therefore is informed that there is a relevant message, even if one joins a game and returns to the lobby quickly, or restarts 0ad quickly.

But what if one is pinged while playing a game, then returns to the lobby? Then no sound is played - but there should, right?

elexis requested changes to this revision.Aug 25 2017, 1:07 AM

Agree that we don't want more than one sound per chat message.
But we should have at least one sound per chat message that contains the nick, so that we don't miss anything.
In case someone plays a game, is then pinged and then returns to the lobby, there won't be a ping (but it should inform the user that someone mentioned him while he was playing).

New Plan:
Once D819 is implemented, you will be able to distinguish between chat notifications that have been parsed at least once and ones that weren't parsed yet.
So don't use a JS global, but add a boolean to the "all messages" queue that indicates whether the chat message is a historic or new message and execute the ping accordingly.

This revision now requires changes to proceed.Aug 25 2017, 1:07 AM