Makes the what changed messages more detailed.
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Successful build - Chance fights ever on the side of the prudent.
Updating workspaces... Build (release)... Build (debug)... Running release tests... Running cxxtest tests (308 tests)....................................................................................................................................................................................................................................................................................................................OK! Running debug tests... Running cxxtest tests (308 tests)....................................................................................................................................................................................................................................................................................................................OK! Checking XML files...
I tried it as host and I got these messages on start hosting:
1 You have changed some settings
2 Angen has joined
3 Some player settings have been changed
4 You have changed som settings
If you meant these 1, 3, 4, so they are not random.
1 is related to resetReadyData("-host"); in updateGameAttributes()
3 is from resetReadyData("-settings-PlayerData"); in onClientJoin(newGUID, newAssignments)
4 I am not sure
3 you could eliminate if you can prevent to send it if you are the host
1 I think you could ignore first sending of this message because on host start it is changed as new settings are created
What does it show if I change every gamesetting while nobody set ready? Only the last setting changed or every setting changed? If it's the first, it seems misleading, if it's the last it seems too spammy, no?
binaries/data/mods/public/gui/gamesetup/gamesetup.js | ||
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174 | Not like that. |
If you keep changing the same settings, there is no message.
Consider this:
first
you disable spies, they get message, but you enable them back and they get no message
second
you can play with more options and they will be spammed
- maybe send the changes from more options only on OK pressed
Even when I was not ready I got every change message from more options.
binaries/data/mods/public/gui/gamesetup/gamesetup.js | ||
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174 | Good strings! Just the code style needs change. : ) |
Fixed these 3 bugs:
- 3 random messages the host gets when he starts hosting, how do I get rid of those?
- Scrolling too fast makes it cycle between the real message and another message
- The first proper message appears twice for some reason
binaries/data/mods/public/gui/gamesetup/gamesetup.js | ||
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164 | The wheather strings are half-sentences. Also it should be possible to clarify depending on the given value. For example "Wonder Victory timer something is now 20 minutes", or "Garrisoning heroes has been disabled". | |
174 | All strings must be moved to g_Dropdowns and g_Checkboxes. | |
1405 | I guess @Imarok would say that we want a gamesetup rewrite so that we can identify changed settings uniquely, not the resulting g_GameAttributes object. |
Successful build - Chance fights ever on the side of the prudent.
Updating workspaces... Build (release)... Build (debug)... Running release tests... Running cxxtest tests (308 tests)....................................................................................................................................................................................................................................................................................................................OK! Running debug tests... Running cxxtest tests (308 tests)....................................................................................................................................................................................................................................................................................................................OK! Checking XML files...
Successful build - Chance fights ever on the side of the prudent.
Updating workspaces... Build (release)... Build (debug)... Running release tests... Running cxxtest tests (308 tests)....................................................................................................................................................................................................................................................................................................................OK! Running debug tests... Running cxxtest tests (308 tests)....................................................................................................................................................................................................................................................................................................................OK! Checking XML files...
Even when I was not ready I got every change message from more options.
It shows a message if someone is ready or if this change is different from the last. The idea was to stop the host from changing some random setting then secertly changing the setting they want, however if you think it's too spammy I can simply make it if someone is ready.
I think it was this one: https://github.com/0ad/0ad/compare/master...Imarok:just_another_gamesetup_rewrite
binaries/data/mods/public/gui/gamesetup/gamesetup.js | ||
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147–171 | It's sufficient if we get a JS error message | |
177 | The lines above shouldn't be needed, at most one entry | |
456 | english strings in the GUI must be marked with translate() or equivalent | |
1455 | All of this shouldn't be here either but in g_Dropdowns and g_Checkboxes | |
1455 | All of this shouldn't be here either. It should be(come) possible to derive the changed setting directly. This is related to the rewrite by Imarok mentioned above. If someone wants to change a setting, only that one setting name should be sent by the server. Then we don't need to use black magic to find which setting changed. This will also allow other players to setup the game and giving privileges which settings they are allowed to change. I would say we must find a way to get Imarok to finish the rewrite, perhaps we have to threaten him to help him ;-) |
binaries/data/mods/public/gui/gamesetup/gamesetup.js | ||
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456 | They are marked with translate() in g_FormatChatMessage, do you want it moved? |
binaries/data/mods/public/gui/gamesetup/gamesetup.js | ||
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456 | It must, since the python script extracting the strings from all kinds of textual files, doesnt infer any logic, but reads those lines one by one and forgets about the next line right after |
binaries/data/mods/public/gui/gamesetup/gamesetup.js | ||
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456 | I was under the assumption it was a function, will fix. |
Successful build - Chance fights ever on the side of the prudent.
Updating workspaces... Build (release)... Build (debug)... Running release tests... Running cxxtest tests (308 tests)....................................................................................................................................................................................................................................................................................................................OK! Running debug tests... Running cxxtest tests (308 tests)....................................................................................................................................................................................................................................................................................................................OK! Checking XML files...
Successful build - Chance fights ever on the side of the prudent.
Updating workspaces... Build (release)... Build (debug)... Running release tests... Running cxxtest tests (308 tests)....................................................................................................................................................................................................................................................................................................................OK! Running debug tests... Running cxxtest tests (308 tests)....................................................................................................................................................................................................................................................................................................................OK! Checking XML files...
Successful build - Chance fights ever on the side of the prudent.
Updating workspaces... Build (release)... Build (debug)... Running release tests... Running cxxtest tests (308 tests)....................................................................................................................................................................................................................................................................................................................OK! Running debug tests... Running cxxtest tests (308 tests)....................................................................................................................................................................................................................................................................................................................OK! Checking XML files...
binaries/data/mods/public/gui/gamesetup/gamesetup.js | ||
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147 | Why system was removed? | |
147–171 | I don't think, that it's good to have many similar names: settings-*. It'd be better to have the one settings node, like: "settings": [ "host": ..., "map": ..., ... ] | |
1388 | These functions are pretty common, so they should be in common folder to be able use your code in other places (i.e. binaries/data/mods/public/globalscripts/utility.js). Also we use lower camel case in CC. | |
1405 | I agree with @elexis, we need to refactoring attributes. | |
1455 | To many similar code, we need to avoid it. |