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Changes to ignoring messages. #598
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/ignore none seems to imply that it also unignores all players you may have ignored, which it doesn't. Confusing name. |
Can you suggest a better name for It's really easy to spam blockdefinition messages so fast they break the chatbox so yes they need to go. How about CPE Messages, okay, I don't see a flag for that is it under |
A better name doesn't come to mind at the moment, but I'm also not sure why the option is even necessary since there aren't too many flags to begin with. |
There aren't may flags, but there's no way to reliably turn them on or off. |
What exactly do you mean by that your chatbox becomes broken and that you are required to close the game to fix the issue? |
“All you can do is toggle them, half a second later your chatbox is broken any you have to close ClassiCube (not just disconnect) to fix it.” |
If you send too many messages to ClassiCube it's chatbox will break. But to actually break it you create a medium sized messagebox, I'd guess maybe a thousand commands, each of which sends a chatty message or two. You'll need to turn off the command spam check (and maybe the block spam). By the end of it the chat box has random slices of previously sent text displayed. I'd say it looks like a ring buffer has overflowed and it's pointers have got misaligned. Classicube doesn't as a whole doesn't crash but the chatbox stays broken until the program is restarted. |
that does sound like a genuine clientside issue, but what does it have to do with ignore toggles though? and how and why are you creating message boxes (i assume you mean message blocks) with thousands of commands inside? |
For something like this I need to reliably turn off the chattering of the various commands even if the client doesn't break 100's of almost identical messages are not useful. I can't do that if all the message block can do is toggle them. How: I'm just using a sendcmd from the console like this:
I've actually got a named pipe attached to the console, but pasting was working fine too, for smaller files. Why: it lets me script things using tools I'm used to. Oh, and my record is about half a gigabyte of message block, though that wasn't intentional, I just didn't notice my script had broken. Luckily I was passing most of the data to a custom C# command class so it didn't crash the server. Just made the machine a little sluggish for a minute. |
So if I'm understanding correctly, you want a way to turn off chat when using a scripted command sequence, then turn it back on? this unusual use case could be achieved with a very simple custom command. Then the first command you run would be /ignoreeverything true, last command /ignoreeverything false Are you in the ClassiCube discord btw? It would probably be easier to figure out how to solve your issues in a live chat |
Okay I missed your "assuming ..." bit. I'll move that bit into the custom extension as you don't like it. I'v made the changes but will do a little testing of them tomorrow, before I push them, as I seem to be a bit tired. 🙁 |
sorry for the confusion. i edited my example command a bit late, i mistakenly thought p.Ignores.All worked on literally all chat. the current version of it would work for drawoutput though. |
No problem, I think I'll stop trying to control the messages on the fly and just make sure to always use Zombie builder Bob rather than my user. BTW: Is there a suggested method of creating a player (that I can |
Already shown by prompt. "Place or break two blocks to determine the edges." No news is good news. "Created a new " + scope + " custom block"... "Duplicated the {0} custom block "... "Copied the {0} custom block "... Any error or warning will be shown, but if the message is expected it is suppressed, for example, a missing block for block remove command is not a problem.
Rename to BlockdefChanges
Three commits ...
The first adds
/ignore none
to untick all flag style ignores.The second adds a message to
/ignore list
if you're ignoring nothing what so ever.The third adds more messages to the list suppressed by Ignores.DrawOutput in the classes: