User Details
- User Since
- Aug 30 2017, 9:44 PM (290 w, 1 d)
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
Sep 14 2021
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
I can't apply the patch to current SVN. Am I doing something wrong or is it incomplete?
Feb 29 2020
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.
Nov 6 2018
Nov 3 2018
Sep 30 2018
@user1: Do you have any more details regarding this?
Jul 8 2018
Mar 31 2018
Rebased to account for some lobby changes in SVN.
Mar 17 2018
Mar 11 2018
Feb 3 2018
Jan 27 2018
Jan 26 2018
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)
XSD for game results is still missing.
Jan 23 2018
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
Jan 21 2018
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.
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
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
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
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.
Oct 26 2017
Oct 25 2017
Oct 22 2017
Oct 21 2017
Added myself to the credits.
Oct 9 2017
Sep 13 2017
First: the PMs containing "secureLobbyAuth: " are filtered out, so no player will receive Thema.
Sep 12 2017
- The files included in the patch are the only XML-files in the whole 0ad-repo with encoding ISO-8859* (except for ./binaries/data/mods/public/gui/common/init.xml, which already got deleted in f2c16d1cdae273df86530a6b49b4a6c6cdee3549)
- checked with: find ./ -iname '*.xml' -exec grep -l -i -E 'encoding=.*iso-8859' {} \;
- None of the files above contains non-ASCII-characters:
- checked with: for f in $(find ./ -iname '*.xml' -exec grep -l -i -E 'encoding=.*iso-8859' {} \;); do grep --color='auto' -H -P -n '[\x80-\xFF]' $f; done
A custom iq stanza would be the cleanest way to implement it (and avoid the secureLobbyAuth: string), but sounds like work.
Sep 10 2017
Sep 9 2017
I've no knowledge of the background of this, so please bear with me that's a stupid question, but why is there the need for a separate handshake, when each player is already authenticated to the lobby with its unique XMPP JID? Can't that, or something derived from it, be used as GUID?