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- User Since
- Dec 21 2016, 1:38 PM (294 w, 1 d)
Jul 6 2022
Jun 25 2022
Looks neater. I don't think I had a particularly good reason to use recursion here.
Jun 24 2022
Think this looks fine.
Jun 19 2022
Jun 18 2022
I didn't realise we had this feature... I'm in favour, random should be random.
Jun 17 2022
Jun 14 2022
Jun 13 2022
Jun 12 2022
TryToConnectWithXmpp -> TryToConnectViaLobby to match the SetupConnection call (and because XMPP is basically the lobby client).
GetCameraDirection -> GetCameraOrientation for consistency with C++
@edoput How do you want to appear in the credits?
Seems like you could fix a few listing problems while at it, but this gets a +1 for being a good idea.
Per https://trac.wildfiregames.com/wiki/Coding_Conventions, we have Prefer global variables over singletons, because then they're not trying to hide their ugliness. It's definitely something I kind of like, because singletons by design make it annoying to have two of something, and that can occasionally be useful.
Think this is generally a fairly good first use case, but I believe you could write simpler code, particularly since this bit doesn't really require us to optimise it to death.
I'll make a minor tweak to avoid double-messages but I think this looks good
Jun 10 2022
Jun 9 2022
Lint
This should fix that case as well.
Thanks Stan
Jun 4 2022
Probably won't have time to fix it until Monday FYI
Jun 3 2022
Jun 2 2022
I've written about this fairly extensively, and I think the main problem with capturing is that it's boring as hell. Your units don't even fight. I actually think the only legitimate use is sneak-capture. We need a complete revamp of the 'capture' logic to represent breaking-in, defender vs attacker losses, and control of the building as a non-abstract concept IMO for it to work.
Jun 1 2022
default in the cpp
Add a specific test for multi-space words. It is indeed not collapsed.
I've de-activated the 'ignore space' logic in those cases, kind of arbitrarily. It seemed more coherent.
Remove the TaskManager destructor change, merging once green.
You're right, I forgot how this bit worked.
May 31 2022
I need to get some more time to actually think about the implications here, but I think this looks generally workable.
Hey, thanks for the patch. This does simplify the control-flow, particularly the last block that is kind of awkward.
I think however it would be more natural to have a QueryConnectionDetails function that encapsulates the ip/port finding logic, and call that (which can return immediately if g_xmppClient is not there), then simply setup the connection in the flow. That method should probably be a class method of CNetClient.
May 30 2022
Only remove the 'player defeated' plot twist.
*L" " to L' '
Thanks for fixing this Stan, didn't have time
May 25 2022
I realise this is getting somewhat bikesheddy, but a more complete response:
General high level notes:
I need this information in game to set a default rotation during the game. The current "reset camera" feature resets the camera rotation to the default values present in the config but these values are not available in game for the user to set.
Unrelated, but this sounds like you could just read the config values?
May 24 2022
May 23 2022
It sounds like this is just reporting those warnings, yeah, so I think you can go ahead
May 22 2022
I ran into an actual bug while updating the tests following rP26889, gonna add tests in the fix for that instead.
Mh, yes. The scenario I had in mind is the reverse: you are allied to some guy, then you remove that alliance at the last second, and you instawin because the timer isn't reset.
The tests now show an asymmetry between the left & right align, which I don't think was there before. Need to investigate.
May 21 2022
There is some related code in D3507.
May 19 2022
Yes, that's a bit of a question.
(This is exactly why I push for D3886)
May 18 2022
Recap of a talk with Mozilla SM devs today on their Matrix chat:
- JS-WASM & JS-C++ interop can ultimately be expected to have about the same 'cost'. A dev said that the large cost was that IonCompiled code needed to dump registers in a GC-aware manner, in case the C++/Wasm call triggered a GC.
- C++ <-> WASM interop is currently not implemented, and would have to go through JS, which I think makes the whole idea too inefficient right now. Though implementing c++ <-> wasm direct interop might be relatively easy to implement.
- Given that we're gonna need the above in any case for the engine, this sounds like a somewhat complex path to optimisations.
May 17 2022
May 16 2022
God this code is a mess.
May 15 2022
This one should work
Still learning lua