Comments (23)
The last_spent key has been removed in version 1.158, so this information becomes depreciated.
from foei.
Thank you for your report, I will look into these 2 bugs!
A list of members you've previously sniped and how much profit you take in total from that person and from that day/week?
🤣
That would be funny, but as I am pretty limited in my time, I don't think this will make it (it does not help you in saving time...)
@paskyorg Thank you for your info, I'll take a look to see if I can replace it by something else (or remove the 'last updated'). I already saw some other things that got changed recently in their payloads...
from foei.
@veger No problem :) Haha yeah would be a funny feature but wont give any big advantages in time!
from foei.
As improvement:
A list of members you've previously sniped and how much profit you take in total from that person and from that day/week?
Sorry. What is "sniped"? I'm spanish and I don't understand some words in context. Does it referer to motivate/polish, trade, plunder or gb investments?
from foei.
gb investments: you take a GB place (usually lower than 1.9 boost) and make profit
from foei.
The version issue is solved (I messed up the v0.4.0 release; added a space accidentally)
from foei.
I checked, last_spend
is still available and being properly used.
But, GBs that do not have a new level open, do not include this value, resulting in the Invalid date
message. I'll fix this.
from foei.
Thank you let me test latest build @veger
from foei.
The new version message has been fixed, however I don't think last_spend is returning something.
As you can see these GB's are open for a new level
from foei.
Hm... Interesting. Maybe depending on server (beta?) this got changed? I only play/test on non-beta servers.
When I look at the JSON payload of GreatBuildingsService.getOtherPlayerOverview
I can see the last_spend
:
[{
"city_entity_id": "X_ProgressiveEra_Landmark1",
"last_spent": 1565091941,
"level": 4
}]
(removed current_progress
, entity_id
, max_progress
and name
for brevity and anonymity)
You can check the payloads in the 'debug console' of the extension when debug option is enabled
from foei.
Oh, I checked the server version I am playing on and it is (still) 1.157
.
Can you provide an (anonymous) JSON payload of GreatBuildingsService.getOtherPlayerOverview
? (Or send original/non-anonymous by email) So I can see what I can do about this...
from foei.
(I moved the request to "keep a list of sniped people" to #11)
from foei.
{"responseData":[{"entity_id":**, "city_entity_id":"X_VirtualFuture_Landmark2", "name":"Himeji Castle", "level":18, "current_progress":****, "max_progress":1512, "player":{"canSabotage":false, "player_id":******, "name":"******", "avatar":"portrait_id_****", "__class__":"OtherPlayer"}, "__class__":"GreatBuildingContributionRow"},
No last_spend too be found
from foei.
I see... I wonder how the game will sort the GBs, to show the active ones on top in the GB dialog.
Maybe they added another message we need to capture?
I think I'll have to wait until I get upgraded to 1.158 to figure this out
from foei.
I checked all messages, none provided. Maybe they do it server side now and just provide it in order?
from foei.
What I have seen previously is the list is sent in order (the order being when the current player last donated). last_spent
was the helpful item to see if the building was active or not. This should have lined up with the order from the other player overview result.
from foei.
so in this new version we cannot show anymore if the GB is active or not... 😞 (I use(d) it a lot)
from foei.
So what if we put #11 and combine it with a feature that shows a great building is active? If the data gets stored of all GB's you see, you know if it has changed from your last visit. This way there can be a flag on GB's that it has been changed since your last visit. Then you'll know it's active and if you haven't already checked if you can make profit from it.
from foei.
The GB data is already stored, first time all GBs are shown, next only the active ones.
Biggest problem is how to 'detect' a new visit...? Clicking to open the dialog, opening a GB itself, spending FPs, all refreshes the 'visit'. So it will never show as active.
I do have some idea how to solve this, but it is fairly complex (and probably error prone), I'll first wait and see what 1.158 brings and if there is something to use (instead)
from foei.
A few years ago I made a python script and used the current_progress
and level
keys. All these values were stored in a dictionary (like a javascript object). If either of the two keys changed, then the GB had been updated. The problem with this is that it is more complicated than the previous way and need more coding and storage management.
from foei.
yes, and it still does not say when it got updated, unless you check them all frequently...
from foei.
But atleast you know if the person is active and if you have to re-check the building if you can snipe it. I check atleast once a day, even if you check once in every few days you'll know if a person is still active. Else you'll have to visit every city to check if they have old collects
from foei.
The extension is now able to track last_spend
by itself, using the information of previous visists. So it is (much) less accurate (depending on how many times you visit the others)
from foei.
Related Issues (20)
- Fix/improve Boost information HOT 1
- Extension in chrome gets disabled HOT 2
- Make attack/defense boost more clean
- Show/hide Arc profits in GB tab HOT 1
- MacOS support
- Guild Tab HOT 1
- Inactive friends HOT 2
- Keep track of people you sniped
- Grab building and unit info from game HOT 6
- Images of goods in function processRawGoodsPlunderData HOT 1
- View and calculate all the collections in the city HOT 1
- QUOTA_BYTES_PER_ITEM HOT 7
- Change the way you check that a player is active HOT 1
- Any bans reported yet? HOT 1
- Should this be a public project? HOT 1
- code not checking for the existence of armyDetails.battles HOT 2
- Not storing enemy army/fight info HOT 3
- Mac HOT 4
- Hi there,
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from foei.