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Git mirror of the 0 A.D. source code (http://trac.wildfiregames.com/browser)
Home Page: http://play0ad.com
License: Other
This project forked from badmadblacksad/0ad
Git mirror of the 0 A.D. source code (http://trac.wildfiregames.com/browser)
Home Page: http://play0ad.com
License: Other
We need to truncate nicks to a certain length and disallow some characters otherwise code-breakage and unintended action may occur.
Example: try "/nick ?" in the lobby chat box.
I was disconnected from the lobby (see #15), when I tried to chat, I got the following assertion failure from the GUI.
Call stack:
https://gist.github.com/historicbruno/6945237
When a player disconnects from a game and re-joins the lobby any games which they were previously in that are still in progress should be shown. Unfortunately this got broken with some changes to support leaderboards. This should be fixed before we commit this to SVN. See TODO in sendGameList in bot.
Implement the ability to connect to a game hosted behind a closed firewall.
The current spam filter works rather poorly, it should filter profanity and be a little more intelligent with tracking user patterns. It would probably be wise to consiter moving it server-side.
It would be preferable to to display ratings alongside the nicks in the userlist.
We should enable TLS by default and provide a config option (and a warning if disabled) to change that setting.
Even better would be figuring out why it fails for some.
We use non power of two textures in the new GUI but these are not widely compatible. The textures should be converted to powers of two.
Certain symbols in chat can cause un-desired behavior. sanderd17 has reported UTF-8 symbols can cause this.
Don't allow nicks to contain spaces.
We should remove need for a client to register for updates and just use presence stanzas. (Fixing this should also fix #5 )
I had been connected to the lobby for a while, at some point I was disconnected (nobody could see me there and I couldn't see them come and go), but I received no notice. I thought I was still connected, so at the least it should detect this and disconnect me (preferably attempt a few reconnects if possible).
ABI incompatibilities cause the lobby to not compile on Windows. A wrapper needs to be written to fix this.
The UI locks up when connecting to the lobby and especially when there are problems connecting, it can freeze for 15 seconds on my system. Frozen UIs really annoy me, if there's no other way, maybe we could consider threading the lobby network handling?
Keeps looping. etc.
We don't want to keep stacking GUI pages with Engine.PushGuiPage and Engine.PopGuiPage. We should review our use and replace as many instances as possible with Engine.SwitchGuiPage.
We should use RedFox|'s cryptographic function to avoid further dependencies.
His code is here: https://gist.github.com/JoshuaJB/6471422
We shouldn't allow games to have identical names and we should tell the user somehow.
Steps to reproduce:
This doesn't occur in SVN, so must have been introduced as part of our changes.
We should split the reason for a kick or ban and notify the affected user. This will most likely require disallowing spaces in nicks.
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