GM Script: chatglove - a floating game chat - version 1.6.16

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Re: GM Script: chatglove - a floating game chat - version 1.

Postby tkr4lf on Mon Aug 20, 2012 2:02 pm

dwilhelmi wrote:Unfortunately, the problem with having multiple tabs open would require practically a rewrite of how the chatsniffer works, and I don't have the time at the moment to do that. For now, we just have to say that if you have multiple tabs open, it is going to mess up your new chat count.

However, the other issue still on the table is when the chat count is unreliable, and multiple tabs are not open.

One piece of information that would help me to track this down, for anybody who has experienced this issue: does the number of new chats jump up suddenly, or simply not decrement or go up just by 1. For example, lets say you start off with 5 unread chats, and they are all valid unread chats. As you click through them, do you see unread chats go down to 4, then 3, then 2, then at some point BOOM it is back up to 5? Or is it more like 5, then 4, then back up to 5, and it never gets lower than 4 or 5 while you are reading your chats? I hope that makes sense...

Basically, I am trying to track down if the data gets corrupted somehow, resulting in a large number of false positives all at once, or if a game simply fails to mark itself as read when you are on that page, causing the overall count to not decrease when you move on. Knowing this would help me track the problem down.

I've had this issue from time to time. Usually for me, it is the first one.

Say I login, I have 5 unread chats. I check them all, the blue number goes away. Then I'll go do something else, read the forum or whatever, and suddenly it will pop back up with 5 new chats. I'll go through them and they are the same ones I checked when I first logged in. Sometimes it only does this with one game, sometimes it's up to 11 games. Other times it doesn't do this at all. It's pretty strange.

It's not a big deal either way, just a minor annoyance. Hope this helped.
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby agentcom on Sun Aug 26, 2012 3:39 pm

Just thought of a possible solution to the problem of chats reappearing when a person has only 1 window open and is browsing in a linear manner. I noticed that the "Game Chat" button is one of the last things to appear on the page after it loads. IF the problem could possibly be caused by CG not loading all the information before someone navigates away, perhaps it would be best to make the very last line of the code be to show that button. Then it would be impossible to click on the Game Chat button until CG had run through all its calculations.

Any chance that would help?
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby darth emperor on Sun Aug 26, 2012 5:47 pm

Hey, thanks for maintaing the script... I didn't know pressing game chat it would take you, to the game :lol:

I'm wondering, the problem of the the (read) unread chat, could be related to the cache?
Because, once I had like 5 (no) new game chats, and everytime I pressed all chat read, at the
next click it would come again to 5 new game chats. Then I pressed all chat read, cleared my cache
and the problem was solved, until the next day.
Last edited by darth emperor on Fri Aug 31, 2012 10:21 am, edited 2 times in total.
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby dwilhelmi on Sun Aug 26, 2012 7:51 pm

darth emperor wrote:Hey, thanks for maintaing the script... I didn't know pressing game chat it would take you, to the game :lol:

I'm wondering, the problem of the the (read) unread chat, could be related to the cache?
Because, once I had like 5 (no) new game chats, and everytime I pressed all chat read, at the
next click it would come again to 5 new game chats. Then I pressed all chat read, cleared my cache
and the problem was solved, until the next day.

I wouldn't think so, but anything is possible.
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby darth emperor on Fri Aug 31, 2012 10:16 am

Maybe its only to me, but I realized, that the random chats its just (99%) appearing in games of 6 or more players. And two of my biggest games
Game 9704340
Game 8719342
ALWAYS (or 93% of the times) appears. But curiosly, is not in all my games of 6 or more players, just in some.


EDIT: Ok I realized, what's the difference between the games of 6 or more players that ussually appears against the ones that never appears. And that is.... that in the latters one practically there hasn't been any chat line (not more than 10) while the formers has a lot of lines

EDIT2: That makes me realize that my games under 6, don't have many lines (except few) but the ones who has, it appears, not many times but they do... (1%)
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby ender516 on Fri Aug 31, 2012 6:02 pm

I wonder if this is at all related to the (relatively recent) feature of showing only the latest few lines of chat?
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby agentcom on Tue Sep 04, 2012 10:59 am

darth emperor wrote:Maybe its only to me, but I realized, that the random chats its just (99%) appearing in games of 6 or more players. And two of my biggest games
Game 9704340
Game 8719342
ALWAYS (or 93% of the times) appears. But curiosly, is not in all my games of 6 or more players, just in some.


EDIT: Ok I realized, what's the difference between the games of 6 or more players that ussually appears against the ones that never appears. And that is.... that in the latters one practically there hasn't been any chat line (not more than 10) while the formers has a lot of lines

EDIT2: That makes me realize that my games under 6, don't have many lines (except few) but the ones who has, it appears, not many times but they do... (1%)


I agree that it seems to happen much more often with games with lots of chat. For example, my Battle Royales games and games that go into 30+ rounds seem to reappear almost every time.
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby agentcom on Tue Sep 25, 2012 10:29 pm

Once again ....

I tried to get a count again. It said I had 15. About 10 or 11 of those were actual new chat. About 4 were repeats, where I was the last person to say anything. And about 3 or 4 came back to life while I was looking at those 15. Just now I'm seeing that there are two more, let's have a look ....

Game 11616389 Came back to life
11617226 Came back to life
And now all of a sudden there are 3 more
[Game]11374529 [/Game]
[Game]11517685 [/Game]
[Game]11589305 [/Game]
All back from the dead

This is really frustrating. Happens on a daily basis.
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby chapcrap on Wed Sep 26, 2012 3:42 pm

I don't have all of the issues that agentcom keeps reporting. I mean, occassionally I had it happen a couple of times, but it rarely happens.
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby agentcom on Wed Oct 17, 2012 9:30 pm

I think I've ruled out my main suspect. I couldn't get over the thought that my computer was just moving so slowly that I was moving off the page before CG had time to update. But recently, I've been paying attention to how many chats pop up right when I sign in to CC. I'll have zeroed them out the day before (or whenever the last log-in was) and I'm still getting a bunch popping up right when I log in. I doubt this really helps narrow the issue down.

Now my main suspect is really long games or games with lots of chat. But I'm afraid that most of my games fall into that description, so I'm not even sure that that's it.
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby chapcrap on Fri Oct 19, 2012 4:30 pm

agentcom wrote:I think I've ruled out my main suspect. I couldn't get over the thought that my computer was just moving so slowly that I was moving off the page before CG had time to update. But recently, I've been paying attention to how many chats pop up right when I sign in to CC. I'll have zeroed them out the day before (or whenever the last log-in was) and I'm still getting a bunch popping up right when I log in. I doubt this really helps narrow the issue down.

Now my main suspect is really long games or games with lots of chat. But I'm afraid that most of my games fall into that description, so I'm not even sure that that's it.

I haven't had an issue that I know of in quite a while.
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby FreeFalling123 on Tue Dec 11, 2012 7:08 pm

I'm sure there has been a solution to this problem but I keep getting my chatglove stuck on the top where I can't get it down and then I can't use it.. I don't remember how I've gotten it down but this time it's not working... I can reset it and put it back to normal but not use the detachable chat box.

edit: re-downloaded it now I have a reset chat option.. not sure how my first download didn't get that feature.
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby ViperOverLord on Mon Feb 25, 2013 12:55 am

I think it would be very helpful if chat glove didn't alert BOB snaps in the Game Chat. I just wanna see chat. Someone taking a snap, I can just see when my turn comes up. So it's a time waste to go through games that are just snaps.
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby ender516 on Mon Feb 25, 2013 1:35 pm

I think chatglove works based on the number of posts in the game chat, without examining the details. I don't see a practical way to weed out snaps.
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby ViperOverLord on Tue Feb 26, 2013 12:34 am

ender516 wrote:I think chatglove works based on the number of posts in the game chat, without examining the details. I don't see a practical way to weed out snaps.


I'm not a programmer. But I figured there's possibly away to omit anything that starts with http and then that would get rid of snaps and perhaps the odd random link.
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby ender516 on Tue Feb 26, 2013 12:50 am

ViperOverLord wrote:
ender516 wrote:I think chatglove works based on the number of posts in the game chat, without examining the details. I don't see a practical way to weed out snaps.


I'm not a programmer. But I figured there's possibly away to omit anything that starts with http and then that would get rid of snaps and perhaps the odd random link.

The reason I think it is not practical is that it would require loading each new chat entry in a game and deciding whether or not to report it. This would make the script much slower than simply testing whether or not the number of chat entries has increased.
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby sherkaner on Tue Feb 26, 2013 4:21 am

Hmm, I'm not sure, but I think chatglove loads the whole pages anyway at the moment, so it can know the contents of the chat (though it does need some specific logic for that).
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby chapcrap on Sat Mar 02, 2013 4:49 pm

I'm not sure that I'm in favor of that. Sometimes I want to look after a teammate has snapped to berate them for the crappy dice they got...or something of the nature.

Something that would be helpful is if it would not count your own chat. I've had times where, for whatever reason, my chat has reset and a pages show up that I have already read. If I could weed out games where the last post was my own, that would be great.
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby ViperOverLord on Mon Mar 11, 2013 4:58 pm

chapcrap wrote:I'm not sure that I'm in favor of that. Sometimes I want to look after a teammate has snapped to berate them for the crappy dice they got...or something of the nature.

Something that would be helpful is if it would not count your own chat. I've had times where, for whatever reason, my chat has reset and a pages show up that I have already read. If I could weed out games where the last post was my own, that would be great.


bob preserves everything and is not generally as time sensitive as actual chat. Plus the chat glove allows for pms of anything urgent as it is. Seeing snaps is not as high of priority and you can check the bottom of the active games at any time if you're wanting to browse game progressions.
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby Doc_Brown on Mon Mar 25, 2013 12:04 pm

agentcom wrote:I think I've ruled out my main suspect. I couldn't get over the thought that my computer was just moving so slowly that I was moving off the page before CG had time to update. But recently, I've been paying attention to how many chats pop up right when I sign in to CC. I'll have zeroed them out the day before (or whenever the last log-in was) and I'm still getting a bunch popping up right when I log in. I doubt this really helps narrow the issue down.

Now my main suspect is really long games or games with lots of chat. But I'm afraid that most of my games fall into that description, so I'm not even sure that that's it.


Was there ever any updates on this? As far as I can tell, chatglove appears to be nearly random in which games it marks as having new chat. It has never failed to report when there actually is new chat, but pretty much every time I visit the site, it will indicate that about half my games have new chat. The majority of the time there is nothing new. If I step through each of the games, sometimes it will suddenly incorrectly mark games I'd just visited as again having new chat. Can you tell me where the number of chat lines are stored? Maybe I can manually check that file periodically to see if something is getting changed and try to track down what's going on.
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby iamkoolerthanu on Tue Apr 02, 2013 8:35 pm

chapcrap wrote:Something that would be helpful is if it would not count your own chat. I've had times where, for whatever reason, my chat has reset and a pages show up that I have already read. If I could weed out games where the last post was my own, that would be great.


Maybe for you it's different, but for me that only happens when I make a new post in game chat when I have another game open in another tab. A minor annoyance at most, would be awesome if it was fixed though.

Otherwise, I have nothing but great things to say about this addon, I use it constantly!!
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby chapcrap on Tue Apr 02, 2013 8:36 pm

I'm not having any issues with chatglove. It is the one script I wish would be implemented into the site the most though, so I could move from computer to computer without worrying about it.
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby iamkoolerthanu on Tue Apr 02, 2013 8:59 pm

chapcrap wrote:It is the one script I wish would be implemented into the site the most though, so I could move from computer to computer without worrying about it.

+1

It is literally the only reason I play CC strictly from my laptop. I never access the site, ever, from anywhere else, except if I know I am getting an important PM or need to respond in the forums.
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby Cyndo on Sat May 25, 2013 7:42 am

anyone having trouble with chat notifier not working? Started last night. Also happening to a few other people I play with. Have tried disabling and re=enabling.... Is there a conflict by any chance because of cc maintenace last week?
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby catnipdreams on Sat May 25, 2013 11:04 am

Cyndo wrote:anyone having trouble with chat notifier not working? Started last night. Also happening to a few other people I play with.

It's not working for me, and it is not working for some other players that I know. I can still detach chat, but I am not getting notifications of new chat.
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