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 agentcom on Tue Jul 17, 2012 5:17 pm

sherkaner wrote:CG actually loads the page (with you as a user), and checks whether the id of the last chat equals the one it remembers as the last chat you've seen. So it shouldn't notice opponent's chat.


OK, so how long should it take to record that I've "seen" the chat when I am looking at the game? Seems like this should take a millisecond.

I wait until my browser tells me that it has loaded the page and then a second or two longer. That is, most (all?) browsers have an icon that they display while a page is loading. There is also a "stop loading" button that will be available during this period. I wait until the loading icon goes away and the stop loading icon turns into a refresh icon. I would think that the script would have completed whatever it needs to do by then or shortly after.
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby sherkaner on Wed Jul 18, 2012 1:20 am

agentcom wrote:
sherkaner wrote:CG actually loads the page (with you as a user), and checks whether the id of the last chat equals the one it remembers as the last chat you've seen. So it shouldn't notice opponent's chat.


OK, so how long should it take to record that I've "seen" the chat when I am looking at the game? Seems like this should take a millisecond.

I wait until my browser tells me that it has loaded the page and then a second or two longer. That is, most (all?) browsers have an icon that they display while a page is loading. There is also a "stop loading" button that will be available during this period. I wait until the loading icon goes away and the stop loading icon turns into a refresh icon. I would think that the script would have completed whatever it needs to do by then or shortly after.


I don't think that's the problem, scripts execute on dom ready (which is when the page becomes visible, but doesn't wait for images to be loaded) and they should only take maybe 0.2 seconds. If you have BOB and the log is huge of a game, it can be longer though. But you would be blocked anyway. So normally it should have saved the correct information.
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby agentcom on Wed Jul 18, 2012 4:15 pm

Well whatever it is, it's very annoying. I can post as much info as you need, but we have now reached the outer limits of any technical knowledge that I have about this. Thank you for putting it in easy-to-understand language though.
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby Dako on Thu Jul 26, 2012 12:54 am

I think I know how to reproduce that.

Try that.
1. Have more than 5 new chats (just for testign purposes, number of unread chats is irrelevant)
2. Open 1st unread chat.
3. Type there something (might not be a necessary step)
4. Open new tab of CC
5. Start browsing unread chat from the new tab (don't close or do anythign with the 1st tab)
6. Then close the 2nd tab and focus on the 1st tab
7. Do some actions in the first tab (ie post a chat, or hit "R" for refresh)

Actual result - all games browsed from 2nd tab remain unread. At least i got it like that just now and this is what I was doing. Hope that helps.
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby dwilhelmi on Thu Jul 26, 2012 9:23 am

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

Postby agentcom on Mon Jul 30, 2012 3:13 pm

dwilhelmi wrote:\

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...



More like the latter 2. It will go down by 1, but it quickly starts popping back up. An example might be:

10, (click), 9, (click), 8, 9, (click), 8, (click), 7, (click), 6, (click), 7, 8, (click), 7, (click), 6, (click), 5, (click), 4, 5, (click), 4, (click), 3, (click), 2, 3, 4, 5, (click), 4, (click), 3, (click), 2, (click), 1, (click), none

(click) is where I click the "Game Chat" button to move on to the next chat. After a click it always (or at least nearly always) goes down by 1. But it will seem to get repopulated while I am reading the chat. The sequence above would be a particularly bad episode with 18 clicks to get through the 10 chats plus maybe a couple legit new chats that pop up. Another note is that the number may not ALWAYS go up by one. Obviously, sometimes when it refreshes itself it picks up on more than 1 "new" chat (legit or not).

Final thought ... is there any way that legit new chat somehow reanimates the old chat? I'll have to check whether this has ever occurred where it exclusively cycles through old chat. One of these days when I have 20 or so game chats to read, I'll post a more detailed summary with time stamps.
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby Gillipig on Tue Jul 31, 2012 7:01 am

With the risk of being a whining bitch. What's the use? I've used the chat quite a lot and I've never felt the need of this script.
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby Denise on Tue Jul 31, 2012 12:19 pm

dwilhelmi wrote:Yes, I am retiring for an indeterminate amount of time. If anybody is interested in taking over support for chatglove, feel free to shoot me a PM.


You could ask Foxglove if she wants it back. She's actively playing now, I believe.
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby agentcom on Tue Aug 07, 2012 1:16 am

Denise wrote:
dwilhelmi wrote:Yes, I am retiring for an indeterminate amount of time. If anybody is interested in taking over support for chatglove, feel free to shoot me a PM.


You could ask Foxglove if she wants it back. She's actively playing now, I believe.


She's in at least 1 game against me, so I can verify this.
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby Foxglove on Fri Aug 10, 2012 3:27 pm

Denise wrote:
dwilhelmi wrote:Yes, I am retiring for an indeterminate amount of time. If anybody is interested in taking over support for chatglove, feel free to shoot me a PM.


You could ask Foxglove if she wants it back. She's actively playing now, I believe.


Sorry, I no longer have the time (or desire) to freely contribute to script maintenance.

(I will cry on the inside if chatglove stops working and we're not able to use it anymore!)
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby agentcom on Fri Aug 17, 2012 8:32 pm

Detach chat. Reattach. Can't post public messages. No matter whether the box is ticked or not, it only goes to teams. Detaching it again and I can post public while it is detached, but not after I reattach it. NBD just FYI.
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby ender516 on Fri Aug 17, 2012 10:43 pm

agentcom wrote:Detach chat. Reattach. Can't post public messages. No matter whether the box is ticked or not, it only goes to teams. Detaching it again and I can post public while it is detached, but not after I reattach it. NBD just FYI.

I am not able to replicate this problem. See Game 11502346. The message at CC Time: 2012-08-17 23:35:28 was done while chat was detached, while the one at CC Time: 2012-08-17 23:36:09 was done after restoring it. I did have to clear the checkbox after restoring, and as always, the box is checked again after posting (team-only is the default in a team game like that one). I am using FF 14.0.1 and Greasemonkey 0.9.22.
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby agentcom on Sat Aug 18, 2012 1:23 pm

Game 11406840

Copy of Game chat

2012-08-18 13:20:53 - agentcom: Trying to recreate a problem I'm having with chat. Ignore below this line - Attached, public
2012-08-18 13:21:00 - agentcom [team]: Attached, Team
2012-08-18 13:21:09 - agentcom [team]: Detached, team
2012-08-18 13:21:14 - agentcom: Detached, public
2012-08-18 13:21:23 - agentcom [team]: Attached, public
2012-08-18 13:21:30 - agentcom [team]: Attached, team
2012-08-18 13:21:35 - agentcom [team]: attached public
2012-08-18 13:21:50 - agentcom: Detached public
2012-08-18 13:21:57 - agentcom [team]: Detached team
2012-08-18 13:22:08 - agentcom [team]: Attached, team
2012-08-18 13:22:14 - agentcom [team]: Attached, public
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby ender516 on Sun Aug 19, 2012 12:07 am

I wonder if it is complicated by the fog feature.
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Re: GM Script: chatglove - a floating game chat - version 1.

Postby agentcom on Mon Aug 20, 2012 1:11 pm

Could be related to my previous problem, but I just hit "back" and my game chat jumped up from about 8 (most of which, I'm sure were repeats anyway) all the way up to 48! So it basically reset my entire count without me doing anything. I don't know if it was going back that did this or what, but I thought I'd let you know.

Edit: by the way, it took me 51 clicks to scroll through 48 games. That's 3 games that got reanimated during my click-through. Also, only 1 of all those games appeared to have new chat. This isn't a big deal considering that I saw it reset, but prior to the reset the count was at 8 or 9, so among those 8 or 9 that popped up in the last 2 hours or so, 7 or 8 were repeats.
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