Just some of the contributions that mikeyh brought to PA:TITANS

Discussion in 'PA: TITANS: General Discussion' started by ReddWolff, July 17, 2016.

  1. ReddWolff

    ReddWolff Member

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    1. The following changes contributed by mikeyh:
      Custom Server Reconnects and Improved Game Invites
      - fixed long standing issue where previously accepted game invite fails then later invite from same person teleports you into new game without confirmation
      - fixed invites to private games (missing uuid)
      - fixed buy missing content dialog description when a classic player is invited to a titans game
      - fixed game password lost after refresh, selecting system, settings, etc
      - added logging to api.net
      - added game info to session, connect_to_game and various scenes for custom server reconnects, improved invites and mods (will reduce number of hacks by mods)
      - added serverType / game_server_type (local|uber|custom)
      - added serverSetup / game_server_setup (game|replay|loadsave)
      - added gameType / game_type (Galactic War|Ladder1v1|FFA|TeamArmies)
      - added gameModIdentifiers / game_mod_identifiers (work in progress)
      - changed isLocalGame to use the same is_local_game session key everywhere
      - deprecated joinLocalServer / join_local_server in preference to isLocalGame / is_local_game
      - changed join_lobby helper to use isLocalGame
      - added serverType, serverSetup, gameType and gameModIdentifiers to join_lobby helper
      - added saving of reconnect_to_game_info in local storage
      - added timers in new_game and live_game to update timestamp of reconnect to game info
      - added reset of reconnect to game info when abandoning live game
      - added support for serverSetup, serverType and gameType to gw_play
      - added support for serverSetup, serverType and auto updated gameType to live_game
      - added reset of reconnect info and lobby info when leaving live game
      - changed save_game_utility to set isLocalGame, serverType and serverSetup
      - removed unused session observables in save_game_browser that might actually cause confusion
      - added support for serverSetup, serverType and gameType (limited) to replay_browser
      - added reset of reconnect info to replay_loading
      - added reconnect option to start menu (first pass) with 5 minute expiry
      - added game type, uuid and mod identifiers support to rejoinGame for uber servers
      - changed lobbyId and reconnectContent to use session
      - added directReconnect for local and custom servers (also supports uber servers if getGameWithPlayer fails)
      - refactored game invites (from latest pa chat)
      - added auto updating lobby status to game invites
      - added auto updating of game password to game invites
      - added auto updating of game mods to game invites (in progress)
      - added cancelling of game invites when inviter leaves game lobby or game starts with no free spectator slots
      - added game_invite_update and cancel_game_invite xmpp commands
      - added canInviteToChat checks for existing lobby contact and pending invites
      - moved some context menu logic out of uberbar html into model (from pachat)
      - fixed lobbyContacts to correctly update in new_game based on current players and spectators
      - fixed empty spectators (playersWithoutArmies) in new_game
      - added spectatorCount and emptySpectatorSlots
      - added lobbyFormat to new_game (first pass)
      - added sendLobbyStatus to update uberbar
      - added support for resetting reconnect_to_game_info and invite lobby info when leaving, kicked or disconnected from new_game
      - added serverModsUpdated and serverModsLoaded
      - changed default GW new game to include time
      - changed default save name to include time
      - updated to latest knockoutjs 3.4.0 (from 3.3.0)
      - added ready deferred to db knockout extender so that consumers can reliably know when indexed db data is loaded (or not)
      Allow changing AI commanders from client mods.
      Add custom server support to the server browser.
      Start Hook and Placeholder Scene for Community Mods.
      Changed global spectator chat default to team chat.
      Fix for live game alt-tab backspace reload
      Changed Start Hook and Community Mods Scene To Support Offline
      - changed start hook to try a remote load and if that fails try the download cache for offline support
      - changed community mods scene to load from download cache (remote code automatically downloads latest to cache)
      - added a default back button to community mods scene just in case there is any failure loading cached
      Added Saving of Game Server Browser Filters
      - Refactored filters to use text: value (allows localisation)
      - Added local storage settings to save filters
      - Added filter defaults
      - Added reset filters button
      - Implemented filterRetiredGames with existing default
      Added Saving of Game Server Browser Filters
      Community Mods Integration
      Changed custom servers feed to be remotely configurable
      Added mod identifiers to server beacon
      Added support for custom commanders
      Replaced color_table.js with 32 color burntcustard version
      Added —max-players and —max-spectators command line options
      Added --server-password command line option
      - added SERVER_PASSWORD to main
      - added --server-password command line option to set SERVER_PASSWORD
      - changed empty state to check if server password specified
      - changed lobby state to validate server password if specified
      Improved custom server support and lobby chat history
      - added lobby chat history so hosts never lose messages when selecting system and new players joining lobby see recent chat history with MAX_LOBBY_CHAT_HISTORY of 100
      - added support for custom JSON messages in new lobby (will also add to playing)
      - added DEFAULT_LOBBY_NAME command line option
      - added DEFAULT_GAME_TYPE command line option
      - added some getMods helpers to server_utils
      - changed lobby beacon to use getModsForBeacon helper
      - changed empty beacon to use getModsForBeacon helper
      - added downloading_mod_data client message using getModsPayload helper
      - changed mount_mod_file_data to return mods using getModsPayload helper
      - added some uberId support for custom servers (work in progress)
      Custom commanders, lobby chat history, server mods status and mod helpers
      Custom commanders in server mods:
      - added custom commander support for server mods via commander_list.json and unit_list.json (both will be managed files in a future update to community mods)
      - changed commander utility to allow updates from server mods
      - added update of commanders in new game lobby when server mods are mounted
      - added update of commanders in new game cinematic when server mods are mounted
      Connect to game:
      - added downloading server mods message
      New game lobby:
      - added lobby chat history so hosts never lose messages when selecting system and new players joining lobby see recent chat history
      - changed gameType to use session (will now remember last selection)
      - added server mods status for hosts (uploading/downloading/mounting)
      - improved UI display of server mods and cheats (first pass)
      - added server mod description tooltips
      - deprecated combined updateActiveModAndCheatText
      - added updateMountedServerMods which is only called when changed
      - added updateActiveCheatText (may change to allow tooltips)
      - added setupAISkirmish for mods
      - replaced handleAISkirmishInitRule and exposed as checkAISkirmish for mods
      - added buildVersion
      - added isLocalGame, serverType and serverSetup from connect_to_game
      - added gameModIdentifiers set in connect_to_game from beacons, invites, etc which UI mods can use to determine what server mods will be mounted
      - added serverMods with the full modinfo from engine
      - added localChatMessage for mods
      - added mods message type
      - added serverModsState and serverModsStatus for upload / download / mount status for hosts and mods
      - added registerJsonMessageHandler and unregisterJsonMessageHandler for mods to send custom JSON messages via server
      - added registerHoldReady and unregisterHoldReady for mods to prevent ready
      - changed aiPersonalities to observable (breaking change and already handled by Queller AI)-
      Live game chat:
      - added spectator label for spectator only chat (first pass)
      - added check to prevent sending empty invalid chat messages
      APIs:
      - changed api.mods.getMounted to return array (breaking change from previous PTE)
      - changed api.mods.publishServerMods to return a promise
      - changed api.mods.sendModFileDataToServer to return a promise
      - changed api.mods.mountModFileData to return a promise
      Other:
      - fixed annoying white flash in player guide
      - improved tooltip visibility with an arrow you can actually see
      - changed gameModIdentifiers to observableArray
    2. wyao, June 1, 2016 Report
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  2. ReddWolff

    ReddWolff Member

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    Even more mikeyh fixes:
    Reworked uploading of server mods and added server browser hook
    - moved uploading of server mods by host into connect_to_game which fixes many issues with the new game lobby loading without server mods ready and the freezes while server mods are uploading and remounting
    - added needsServerModsUpload for hosts starting a game or joining a waiting custom server
    - added serverModsUploading while uploading and remounting server mods
    - changed server_state handler to upload server mods if needed before redirecting to new_game
    - added mount_mod_file_data handler to remount server mods once uploaded then redirect to new_game
    - added hook for community mods to server_browser.js (will be used to show missing companion mods prior to joining or spectating games)
    Fixed game over server freeze while writing replay
    - fixed server mods not mounted by client in replays
    - added downloading_mod_data client message once replay file is loaded
    - added client.downloadModsFromServer once replay file is loaded
    - fixed server freeze 30 seconds after game over while replay is being written which prevents chat, stats, review, etc
    - removed writing of replay after 30 seconds
    - added REPLAY_TIMEOUT defaulting to 10 minutes to main
    - added --replay-timeout command line option to set REPLAY_TIMEOUT on custom servers
    - added write replay after REPLAY_TIMEOUT seconds even if all clients not disconnected (allows enough time for chat, stats, review, etc)
    - added REPLAY_FILENAME with default of empty for Uber servers
    - added --replay-filename command line option to set REPLAY_FILENAME on custom and local servers
    - changed game_over to use REPLAY_FILENAME if provided
    - added UTCTIMESTAMP option for REPLAY_FILENAME to automatically name replays on custom servers
    Fixes for landing crash and can't join game with revised colour table (work in progress)
    - Fixed long standing can’t join game with empty slots issue caused by ubernet player disconnecting from lobby without leaving and calling removePlayerFromGame.
    - Added disconnected to removePlayer.
    - Added remove_disconnected_player message for host with ticket of player to be removed from game.
    - Revised colour table (work in progress).
    - Added helpers getRandomSecondaryColorIndexFor and self.getNextSecondaryColorIndexFor to colour manager.
    - Fixed null secondary colour in setPrimaryColorIndex with different numbers of secondary colours per primary colour and secondary colour no longer valid.
    - Changed setPrimaryColorIndex to use getRandomSecondaryColorIndexFor helper if secondary colour no longer valid.
    - Added mod_identifiers to ladder beacon.
    Fixes for can't join last game, empty systems and copyright info / layout.
    - Fixed long standing can’t join game with empty slots issue caused by ubernet player disconnecting from lobby without leaving and calling removePlayerFromGame.
    - Added remove_disconnected_player handler which calls removePlayerFromGame for disconnected player in lobby.
    - Fixed buildVersion not in new_game model.
    - Updated copyright in start to include full time period and rights for Uber.
    - Tweaked start layout of copyright, watermarks and view intro button.
    - Added save to storage extenders.
    Reworked replay_loading to support server mods in replays and saved games (first pass):
    - added pageSubTitle for detailed status
    - added gameModIdentifiers for server mods used in replay
    - added mods_info handler hook for community mods to load companion mods
    - added downloading_mod_data handler to show downloading server mods status
    - removed unused request_config and mod_msg_sv_ccl_set_replay_config handlers
    - added busy animation in connect_to_game
    - reworked sequence of events to support server mods in replays and saved games:
    -- wait for replay to fully load with server mods info
    -- process replay config
    -- wait for client to connect and send first heartbeat from replay_loading
    -- send mods info to client
    -- wait for send_mods request from client (allows client to mount missing companion mods)
    -- send mods to client with downloadModsFromServer
    -- wait for mod_data received
    -- send any cooked files to memory mount
    -- wait for memory_files_received
    -- generate armies
    -- create sim from replay
    -- move to playing state
    - added mods_info client message sent when replay is fully loaded and client sends heartbeat from replay_loading
    - added send_mods handler when client is ready to download server mods and any cooked files
    - added mod_data_received handler when server mods have been download and mounted on client
    Added metal spots count to planets in live game
    - added display of metal spots count to tooltip in planets summary
    - reduced size of planets summary tooltip to minimise overlap with preview
    - added metal spots count to planet list with localised metal tooltip
    - reduced height of planets list for large systems with many planets
    - exposed PlanetModel for modding
    - exposed planetThrusterString for modding
    Fixed look at player for spectators, minor focus issues and added right click for PIP:
    - fixed missing look at player for spectators
    - added right click show in PIP using lookAtPlayerIfKnownInPIP
    - changed track commander to use new track_commander handler in live game
    - added right click to track commander in PIP
    - added track_commander handler and trackCommander with optional holodeck to live game
    - added primary holodeck focus when handling planet clicks in live game
    - added primary holodeck focus when selecting sun in live game
    - added primary holodeck focus on commander spawn in live game
    - added updating of existing game options so observables can be used by mods in live game
    - tweaked showAlertPreview to support multiple PIPs
    Added additional planet info to selected system in new game lobby:
    - fixed and deleted old lobbyId observable in new_game
    - added planet radius, metal / custom metal, custom landing and custom csg in a tooltip
    - added planetTooltip for modding
    - added halleys required icon
    - exposed process system for modding
    - exposed processSystemPlayersText for modding
    - exposed processSystemPlayersCSS for modding
    - fixed editable econ rate for players
    - added highlight to econ rate when not 1.0
    Fixed fix for can't join empty slot issue
    wyao, June 1, 2016 Report
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  3. ReddWolff

    ReddWolff Member

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    Just thought that the community should be reminded of his contribution. Thanks for what you have done for the game mikeyh, you will be sorely missed.


    Quoted from mikeyh's last post:

    "The good news is that the servers have been prepaid for many many months and will be online for a long time.

    The not so good news is that I'm going to focus my time and energy elsewhere.

    The servers are monitored and if anything goes wrong there are adults who know how to get hold of me.

    The interesting news is that I'm going to make an example of some people.

    Act like babies and you'll be treated like babies.

    RLM should be ashamed of their members behaviour especially those on the RLM teamspeak channel.

    @@mot9001 your messages were heard loud and clear.

    Thanks for this note in pa chat:

    07:11:58 #Bayliss4ever im not changing anything
    07:12:16 #Bayliss4ever the realm teamspeak is now camp bayliss
    07:12:32 #Bayliss4ever the damage has been done

    After that you were muted before you could dig yourself a deeper hole.

    You did manage to squat overnight for 18 hours in pa chat taking up a slot that a real player could have used before I kicked you prior to the tournaments.

    That also applies to the other squatters. You know who you are and so do I.

    Yes the damage has been done.

    Anyone else who wants to troll me or pa chat can join bayliss. Just to be clear that is a threat.

    Your options will be:
    • buy a new copy of titans to support uber (recommended)
    • install mods manually (have fun with that)
    • beg Uber to change your uberId / uberName (good luck with that)
    • beg me to unban (not a chance)
    • complain more (make my day)
    I've unsubscribed from this thread and the forums so do not bother trying to contact me."
    Last edited: July 17, 2016
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  4. Alpha2546

    Alpha2546 Post Master General

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  5. lulamae

    lulamae Planetary Moderator

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  6. trashmanf

    trashmanf New Member

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    Thanks 1e6 for all the work you put into this mikeyh - I found this game late and its great that it's still improving. Almost 300 ppl active in my ladder bracket!! Really appreciate your bug fixes.
    tracert, elodea and ReddWolff like this.

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