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  1. #1

    You guys exhaust me - another bug in TEST

    I've spent more than 10+ hours chasing these down and getting you to fix them. I'm exhausted by it and no longer have the will to care any more.

    You have my code - you go figure it out. Combat group extension code:

    Code:
    -- function to set old_eyes and select token options
    function setOldEyesSelectToken(tokenCT, nodeCT)
    	if tokenCT.isActive() then
    		if Session.IsHost then
    			local nDU = GameSystem.getDistanceUnitsPerGrid();
    			local nSpace = math.ceil(DB.getValue(nodeCT, "space", nDU) / nDU);
    			if OptionsManager.isOption("OLD_EYES", "faction") then
    				-- Faction/space underlay
    				local sFaction = DB.getValue(nodeCT, "friendfoe", "");
    				if sFaction == "friend" then
    					tokenCT.addUnderlay(nSpace, "3F" .. ColorManager.COLOR_TOKEN_FACTION_FRIEND);
    				elseif sFaction == "foe" then
    					tokenCT.addUnderlay(nSpace, "3F" .. ColorManager.COLOR_TOKEN_FACTION_FOE);
    				elseif sFaction == "neutral" then
    					tokenCT.addUnderlay(nSpace, "3F" .. ColorManager.COLOR_TOKEN_FACTION_NEUTRAL);
    				else
    					tokenCT.addUnderlay(nSpace, "3F00FFFF");			
    				end
    			elseif not OptionsManager.isOption("OLD_EYES", "off") then
    				local sHexRBG = OptionsManager.getOption("OLD_EYES");
    				tokenCT.addUnderlay(nSpace, "3F" .. sHexRBG);
    			end
    		end
    		if OptionsManager.isOption("SELECT_OWNERS_TOKEN", "on") then
    			local sOwner = DB.getOwner(nodeCT);
    			-- if this has an owner sent request to select token - otherwise assume host controlling
    			if sOwner and sOwner ~= "" then
    				local msgOOB = {};
    				msgOOB.type = OOB_MSGTYPE_USERSELTOK;
    				msgOOB.sNodeCT = DB.getPath(nodeCT);
    				-- deliver message to the host for processing on it (can't do a lot of updates to DB from clients)
    				Comm.deliverOOBMessage(msgOOB, sOwner);
    				-- if this was a turn generated from host then it too must be updated on its select so vision/centering is triggered
    				if Session.IsHost then
    					-- make the selected item when active CT entry is set. 
    					local imageControl = ImageManager.getImageControl(tokenCT, false);
    					if imageControl then
    						imageControl.clearSelectedTokens();
    						imageControl.selectToken( tokenCT, true ) ;
    					end
    				end
    			else
    				-- make the selected item when active CT entry is set. 
    				local imageControl = ImageManager.getImageControl(tokenCT, false);
    				if imageControl then
    					imageControl.clearSelectedTokens();
    					imageControl.selectToken( tokenCT, true ) ;
    				end
    			end
    		end
    	end
    end
    No longer sets the active token underlay color.

    Screenshot_1.png

    So this shot has got me, and as they say in the recent season of "Only Murders in the Building" I've scrawled my death indicator next to where my extension fell...

    Screenshot_2.png
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  2. #2
    pindercarl's Avatar
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    Quote Originally Posted by SilentRuin View Post
    I've spent more than 10+ hours chasing these down and getting you to fix them. I'm exhausted by it and no longer have the will to care any more.

    You have my code - you go figure it out. Combat group extension code:

    Code:
    -- function to set old_eyes and select token options
    function setOldEyesSelectToken(tokenCT, nodeCT)
    	if tokenCT.isActive() then
    		if Session.IsHost then
    			local nDU = GameSystem.getDistanceUnitsPerGrid();
    			local nSpace = math.ceil(DB.getValue(nodeCT, "space", nDU) / nDU);
    			if OptionsManager.isOption("OLD_EYES", "faction") then
    				-- Faction/space underlay
    				local sFaction = DB.getValue(nodeCT, "friendfoe", "");
    				if sFaction == "friend" then
    					tokenCT.addUnderlay(nSpace, "3F" .. ColorManager.COLOR_TOKEN_FACTION_FRIEND);
    				elseif sFaction == "foe" then
    					tokenCT.addUnderlay(nSpace, "3F" .. ColorManager.COLOR_TOKEN_FACTION_FOE);
    				elseif sFaction == "neutral" then
    					tokenCT.addUnderlay(nSpace, "3F" .. ColorManager.COLOR_TOKEN_FACTION_NEUTRAL);
    				else
    					tokenCT.addUnderlay(nSpace, "3F00FFFF");			
    				end
    			elseif not OptionsManager.isOption("OLD_EYES", "off") then
    				local sHexRBG = OptionsManager.getOption("OLD_EYES");
    				tokenCT.addUnderlay(nSpace, "3F" .. sHexRBG);
    			end
    		end
    		if OptionsManager.isOption("SELECT_OWNERS_TOKEN", "on") then
    			local sOwner = DB.getOwner(nodeCT);
    			-- if this has an owner sent request to select token - otherwise assume host controlling
    			if sOwner and sOwner ~= "" then
    				local msgOOB = {};
    				msgOOB.type = OOB_MSGTYPE_USERSELTOK;
    				msgOOB.sNodeCT = DB.getPath(nodeCT);
    				-- deliver message to the host for processing on it (can't do a lot of updates to DB from clients)
    				Comm.deliverOOBMessage(msgOOB, sOwner);
    				-- if this was a turn generated from host then it too must be updated on its select so vision/centering is triggered
    				if Session.IsHost then
    					-- make the selected item when active CT entry is set. 
    					local imageControl = ImageManager.getImageControl(tokenCT, false);
    					if imageControl then
    						imageControl.clearSelectedTokens();
    						imageControl.selectToken( tokenCT, true ) ;
    					end
    				end
    			else
    				-- make the selected item when active CT entry is set. 
    				local imageControl = ImageManager.getImageControl(tokenCT, false);
    				if imageControl then
    					imageControl.clearSelectedTokens();
    					imageControl.selectToken( tokenCT, true ) ;
    				end
    			end
    		end
    	end
    end
    No longer sets the active token underlay color.

    Screenshot_1.png

    So this shot has got me, and as they say in the recent season of "Only Murders in the Building" I've scrawled my death indicator next to where my extension fell...

    Screenshot_2.png
    Checking in the Live build with your sample campaign, I don't see the underlay for the token active in the CT. The "Highlight token for Old Eyes (on turn)" option is set to magenta. Is there another button, knob, or switch that I need to set for the extension?

  3. #3
    Don't know what you mean. Anything with active turn will have that underlay so it can better be seen with "old eyes".

    This is my LIVE - if you have something else going on - I have no idea. Your describing what I see in TEST which is nothing. LIVE works. When I gave you campaign (and extensions/modules I used so you had exact test I'm running) it looked something like this and one of the CT entries had an active turn. Thus - magenta underlay.

    Screenshot_3.png

    And in TEST - no underlay.

    Screenshot_4.png

    I can't see why any Unit test code you have to run through FGU is not picking up the errors I have to find by luck. Anything in here should be being tested with some automation to insure the calls all still work as per any dev team who provides calls to 3rd parties. Nothing I end up finding is something a unit test would not have already found. Except it takes me way longer and pure luck to notice it.

    https://fantasygroundsunity.atlassia...+API+Reference
    Last edited by SilentRuin; Yesterday at 13:44.
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  4. #4
    pindercarl's Avatar
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    Quote Originally Posted by SilentRuin View Post
    Don't know what you mean. Anything with active turn will have that underlay so it can better be seen with "old eyes".

    This is my LIVE - if you have something else going on - I have no idea. Your describing what I see in TEST which is nothing. LIVE works. When I gave you campaign (and extensions/modules I used so you had exact test I'm running) it looked something like this and one of the CT entries had an active turn. Thus - magenta underlay.

    Screenshot_3.png

    And in TEST - no underlay.

    Screenshot_4.png

    I can't see why any Unit test code you have to run through FGU is not picking up the errors I have to find by luck. Anything in here should be being tested with some automation to insure the calls all still work as per any dev team who provides calls to 3rd parties. Nothing I end up finding is something a unit test would not have already found. Except it takes me way longer and pure luck to notice it.

    https://fantasygroundsunity.atlassia...+API+Reference
    There was an error with the updater when I switched to the Live channel. I can reproduce the underlay now. Thanks.

  5. #5
    pindercarl's Avatar
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    Submitted a fix. Should be addressed when the next Test build is updated.

  6. #6
    Quote Originally Posted by pindercarl View Post
    Submitted a fix. Should be addressed when the next Test build is updated.
    There was a check update in TEST but this fix must not have been in in as it remains the same issue.
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  7. #7
    pindercarl's Avatar
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    Quote Originally Posted by SilentRuin View Post
    There was a check update in TEST but this fix must not have been in in as it remains the same issue.
    There will be an updated post in https://www.fantasygrounds.com/forum...ease-FG-v4-6-0 whenever a new build is pushed. Any other updates would be for rulesets or products.

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