Is here!
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Is here!
And #8 became #9 to fix a crash..
Please redownload it if you've already downloaded #8 or #9, or you'll find out that the expressions aren't accepted as correct syntax. I added a Client: prefix (to seperate with the server features when they're implemented) and MMF didn't like the colons.
Can you include a log of what you fixed/added/broke in each revision download Jamie?
I was working on another project that uses Lacewing::Webserver and I spent an hour and a half debugging a crash. By chance, I googled the last function in the call stack (which was an internal CRT function) and found a microsoft article about a bug in the version of the compiler I was using that could cause random crashes when using realloc.
I've updated my compiler and recompiled everything, so it's a good idea to redownload Lacewing now :)
Good work Jamie!
Quick release!
Hi Jamie,
Just wanted to say that the file on this link:
http://www.aquadasoft.com/Lacewing.zip
is corrupted. how ever It is ok on this link:
http://lacewing.aquadasoft.com/Lacewing.zip
With Regards
I've never linked to http://www.aquadasoft.com/Lacewing.zip - it's always been http://lacewing.aquadasoft.com/Lacewing.zip :)
I notice that there's still no "Is Host?" condition.
Are there any plans to add this? Would make life a lot easier especially transferring from older MOO applications.
Easy to make someone host when they first join the game, but then if they subsequently leave, all the other players have to send out messages before they find out.
Yeah, I'll consider it. The Lacewing protocol doesn't have any concept of hosts/channel masters though.
Here's something Villy and I made with the Lacewing beta #9 C++ library - http://webdeling.aquadasoft.com
Wow Webdeling is cool :)
In response to what dave26 said I think some sort of "Channel Master" feature would be very useful. I completely understand that the architecture of Lacewing is very different to that of the MooApi, however it would still be incredibly useful to know which user was the first to join a channel and therefore give them some small responsibility.
Take for example an IRC channel. The first user to join a channel (thus creating it) immediately becomes the admin and whoever joins next becomes a normal user.
A "Channel Master" feature would be useful in this situation.
True, although this could essentially be done in coding, it would be extremely helpful to have built in.
I don't think you could code Channel Masters in MMF2 because different applications will not recognize such things.
RickyRombo - Could you give me an example of how to code it in MMF? I was thinking of a few different ways but they all had flaws.
My first idea was to do a normal peer loop, and if returns no peers then you are the master. However weird things could happen where players could both join at exactly the same time, or lag could cause a player to think that they are the first one in when they are in fact not. Also when someone leaves, how do you tell who was the next person in?
I didn't look too closely at the Client IDs but could they be used to check who is the firs to join a channel? I couldn't work out how they were generated. Sometimes I would get a new ID and sometimes I would get the same ID when joining a server.
Well you are right, there are some ways it could be flawed, but the way I did it, in an "On Peer Connect", check how many peers there are, and if there is just one, then you are the master. I've also done message sending, eg. when you join you send "here". On the other user's end, if they receive they send back "ditto". If you receive no "ditto"s you are the channel master.
And yet another way is to limit what channels, or "chatrooms", you can join based on whether they've been created. In other words, a separate "Create chat" screen that checks to see (via "List Channels") if the channel you want to make doesn't already exist, then lets you join. If you want to join, it has to be on the Channel list.