(02:39:02) scythetwirler: anything dealing with having enough/not enough space for joining should be instaupdate
(02:39:14) scythetwirler: anything else should be second priority
(02:39:21) scythetwirler: is that good enough? :P
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Dec 16 2023
Dec 15 2023
This diff only reduces messages when the playerassignment changes. That aren't that much. compared to scroling through the maps.
Dec 10 2023
Dec 9 2023
Dec 7 2023
Dec 6 2023
@wraitii: Can we get that merged?
Jul 8 2023
In D4987#215619, @Norse_Harold wrote:Consider that ACLs currently work with non-lobby hosted games as well as lobby hosted games.
Jun 8 2023
Jun 7 2023
Un-comment essential line.
I tried it out with a lobby instance running locally and unfortunately it doesn't work yet. All I get is a "Error: Request timed out." message when trying to change the password, while no password change related message is being sent to the XMPP server.
May 20 2023
Might be slightly better form to do the check in a separate match clause, for explicitness (and simplifies the regex somewhat, and we don't really care that much about performance).
Apr 9 2023
We now publish the infrastructure code used to deploy the lobby (https://github.com/0ad/lobby-infrastructure) and this code includes the systemd unit files to run the bots as well: https://github.com/0ad/lobby-infrastructure/tree/master/roles/lobby_bots/templates
Oct 23 2022
Sep 11 2022
As there haven't been any more feedback on this revision and we had various cases where people got confused which code is the current one, I went ahead and committed the changes now.
Sep 2 2022
I am in a bit of a pickle. Should this be committed regardless of string freeze?
Jul 6 2022
Yes, that's still relevant. I just opened a PR with a fix for that: https://github.com/0ad/lobby-bots/pull/10
Mar 7 2022
In D1661#193330, @Stan wrote:@Dunedan anything still useful here?
Sep 14 2021
In D4262#181756, @Langbart wrote:20:51 < Langbart> @tell Dunedan In D4262 I would like to include "Engine.SendGetBoardList();" to get the top100 players for autocompletion. Is this an idea that causes more stress on network traffic and should not be included?
Jun 12 2021
Found the lobby bots mentioned in the licensing information for the tools and removed it there as well.
Jun 1 2020
And in case it wasn't clear from the code, the trigger script spawns wolves, the wolves receive Move orders making the wolves attack the players units - so basically zombie wolves. It was added to make the map less boring. The wolves are Domestic because currently only Domestic animals can follow move orders […]
May 31 2020
Sorry, but I don't get your point. Clearly non-domestic animals are as controllable right now as are domestic animals. So what's the problem with this patch from your point of view?
May 30 2020
May 20 2020
If it needs to be a breaking change anyway, why not to remove the whole logic for generating the actual password by hashing the username and password and instead just using the password as password? Wouldn't this result in the same logic as other XMPP clients use as well?
May 18 2020
Looks good given the current constraints for the password generation logic. 👍
May 7 2020
@user1 : Did you verify the code now doesn't just apply but also works with this patch?
Mar 7 2020
In D2630#111282, @Stan wrote:I believe the patch doesn't have the correct root folder. I assume those files are in source/tools/lobby?
I can't apply the patch to current SVN. Am I doing something wrong or is it incomplete?
Feb 29 2020
In D2630#111116, @elexis wrote:I would suggest to rename "utils" to LimitedDict or similar, otherwise it invites developers to add many unrelated things. We can see in binaries/data/mods/public/gui/common/functions_utility.js an example of this, and then the difficulty to split it into logically cohesive components accumulates.
Feb 28 2020
The following revisions are lost because of this:
r22460 | 2019-07-12 13:40:40 -0400 (Fri, 12 Jul 2019) Fix lineendings. (partially lost)
r21927 | 2018-11-07 12:32:21 -0500 (Wed, 07 Nov 2018) The files in this path were not marked as moved in rP21926...
Nov 11 2018
As already mentioned I don't see a benefit in using a sysvinit script. I'd just use one systemd service template for each bot and one systemd service instance per bot instance.
Such a systemd template would look like:
[Unit] Description=XPartaMuPP Pyrogenesis/0 A.D. Lobby Bot %i Documentation=https://trac.wildfiregames.com/ After=network.target ejabberd.service
Nov 7 2018
Why to use systemd services to call sysvinit init scripts? Why not just using systemd services? That'd make everything easier.
In D1659#65939, @elexis wrote:We need two bots per room, not two bots per server.
In D1659#65912, @elexis wrote:The pid/logfile is handled by systemd.
There is one logfile and pidfile per bot, at least one bot per room, but one systemd service handling all bots.
I don't see a better place to put them rather than the directory for that room for that bot, do you know one?
(Every bot instance needs an own code copy to provide the correct version for everyroom).
Nov 6 2018
In D1659#65867, @elexis wrote:Perhaps it makes sense to have the bots in the same python installation package.
Nov 3 2018
In D1659#65858, @elexis wrote:A folder named XpartaMuPP should not contain EcheLOn.
I propose to use a separate folder for XPartaMupp and EcheLOn. The directory is becoming quite messy. Not going to upload a diff with moved files, but I do propose:
Sep 30 2018
@user1: Do you have any more details regarding this?
Jul 8 2018
Mar 31 2018
In D1177#58260, @elexis wrote:Does this throw any kind of error if EcheLOn is offline? (Guess not, given how few code this diff changes)
Rebased to account for some lobby changes in SVN.
Mar 17 2018
Mar 11 2018
Feb 3 2018
In D897#52116, @Imarok wrote:If we recieve an unexpected lobbyauth token, we should just ignore it. Everything else will be far too complicated for no benefit.
In D897#51842, @Imarok wrote:Reply with an empty result.
Jan 27 2018
In D897#51174, @Imarok wrote:So this would be ok for you?:
The stanza currently sent will become a request of the type set.
The servers xmpp client will respond over xmpp with an ack or whatever that the receiver will just accept and ignore.
Jan 26 2018
In D897#50538, @Dunedan wrote:
- The child element of IQ-stanzas should be named query, instead of auth.
Jan 24 2018
Easy to answer:
- I wasn't aware that there are already other schemas for XML documents in 0ad (I might have searched for XSD only).
- XMPP extensions are usually defined using XSD (e.g. here is a random example: https://xmpp.org/extensions/xep-0092.html#schema)
In D897#50757, @Imarok wrote:Could you show me the part of the standard that says a response always must be a answer to a query? I couldn' t find it the last time I looked into it.
XSD for game results is still missing.
Jan 23 2018
In D897#50646, @Imarok wrote:Then most of our code is not valid. I think it's valid enough...
It's intended that he stanza sent is a response and not a request. Exactly to follow this request-response rule. (With the exception, that the request from the server wasn't sent via xmpp but via enet)
Jan 22 2018
In D897#50427, @Imarok wrote:It's missing cause the stanza is printed before gloox adds it.
Jan 21 2018
In D897#50124, @Imarok wrote:Edit: This is how an iq-stanza sent for lobby auth should look like:
SendIqLobbyAuth [<iq to='imarok@lobby.wildfiregames.com/0ad' id='uid-1f75c630-00000005' type='result'><auth xmlns='jabber:iq:lobbyauth'><token>CABE93B117739A47</token></auth></iq>]
Jan 15 2018
An alternative is to connect using a regular XMPP client instead of a second instance of 0ad. As the second XMPP client uses another resource identifier it's not causing any problems.
In D791#49737, @mapkoc wrote:Dunedan, I see a problem with that. If you open a second window and join multiplayer, both windows would fight to auto reconnect. Maybe it's best to give the user the decision.
For whatever reason the changes for EcheLOn were missing. This update to the patch adds them
Jan 14 2018
Why showing a dialog in the first place at all and not automatically reconnecting in the background (with exponential back-off, ...) and only showing a dialog of that continues to fail?
For me this patch doesn't work applied to current master. When setting up a new game with enabled "Require lobby authentication" the game setup page never opens and instead it gets stuck at the "Registering with server" dialog. What I can see in the background is that there is a IQ-stanza sent via XMPP, but this stanza doesn't even contain a recipient (and might have some other problems, but more on that once it works). For me it looks like the game tries to authenticate the hosting player as well. Is that intented?
Jan 12 2018
Step 1. Apply the patch and install python3-sqlalchemy-utils on the server.
Jan 9 2018
In D1208#49232, @Itms wrote:I'm facing a blocking issue before even testing this: I cannot install ejabberd from the backports on a fresh Debian VM...
Jan 8 2018
Jan 7 2018
@Itms: Apparently there is already a note in the README about the supported ejabberd versions. Enough for you to continue to review or even approve this patch?
I feel like this patch is in some kind of dead-lock right now.
Jan 6 2018
Improved docstrings
Fix diff
As suggested changed the if to a for loop.
Jan 5 2018
In D1197#48522, @elexis wrote:Can you try to take a look to unify that, preferably by just updating the pattern?
In D1197#48513, @elexis wrote:XEP numbers and links should be documented in the code (see ticket, see documentation of the function).
Jan 3 2018
I like the idea of optional message for created/finished games, but I'm not a big fan of the other two. What I'd rather like to see a brightness change get used for is for the message backlog when joining the room.
I think the dots and brightness per status add to much clutter to the chat window, especially as they dynamically adjust to the current player status. They also don't provide any information which isn't already available from the nick list.
Jan 1 2018
I tried it out and it works as advertised. While I like the idea in general I find the two-names-per-chat-message a bit too much. What about showing the lobby-username only in the summary screen and using the multiplayer name for the chat messages, no matter how the multiplayer game was set up?
Dec 30 2017
Dec 29 2017
In D280#47719, @elexis wrote:Dunedan if you have any code updates, please upload them.
Dec 28 2017
The README instructions are correct for ejabberd version 2.x but not later. I think we can start work on that in a trac ticket discussing changes (code and readme changes) needed for upgrading ejabberd.
I tried it out and it works like a charm. A little, but a really nice improvement. ?
Dec 27 2017
The following commands should work:
The following commands should work:
Dec 26 2017
+1 for min_message_interval for the lobby, because that does enforce such a limit on server side, thus not allowing a player to remove it.