2017-09-07 Blinking Objects, Spacecraft Service and Network

Details about updates to Shores of Hazeron

2017-09-07 Blinking Objects, Spacecraft Service and Network

Postby Haxus » Thu Sep 07, 2017 9:52 am

Objects Blink Aboard Ship
While my ship was moving, various objects aboard it blinked in and out of the scene. This caused lag spikes when those objects returned to the scene. Code was fixed that determines when an object is in the scene.

Design Exchange Picture
The picture of the ship in the design exchange can now be panned by dragging and it can be zoomed by mouse wheeling. A splitter bar was added between the picture and the report to enable vertical resizing.

Spacecraft Upgrade Say Module
The modules page of the spacecraft services window now shows the currently installed module in each system.

Request Fuel Button
The procedure to refuel a spacecraft is not obvious to new players. A Request Fuel button was added to the services tab of the spacecraft services window. The button transmits a request for the appropriate type of fuel for the vehicle or spacecraft you are aboard. If you are not aboard either, it sends a generic request for all fuel, by category. The services tab was moved to the first tab position and rearranged a little.

Station Exploded When Towed
A station was towed from orbit and it exploded immediately. This likely resulted when a new station was built at that time, which decommissioned the towed station to maintain the empire station limit at the world. Stations in tow are now ignored when enforcing the empire station limit.

Area Restriction Snafus
Room area restrictions could create situations where a void space could not be found when needed, like for a new passenger when no spaces allow passengers. To remedy that, a restricted void space will be chosen when no unrestricted void space can be found.

Hull Streamlining
New ship designs have several options for hull streamlining: none, atmospheric, sea surface, submersible. Old ship designs have two choices: none and atmospheric. The features of all hull streamlining choices are now fully implemented. Increasing levels of hull streamlining do three things.
  • They increase the mass of the hull.
  • They have a greater resistance to atmospheric stress.
  • They have greater resistance to environmental decay, both from atmosphere and liquids.
Net Communications
A slight change was made to the envelope around every communications packet sent between the SoH clients and servers. The result is more efficient, saving one to five bytes per packet. It also simplifies the code wherever a packet is constructed, reducing the code by three lines, sometimes four.

That code spread a lot over the years, getting copies/pasted/reused all over the place. The work to fix it touched every bit of SoH code that talks on the network, every server, every client and some of the web components. All I can say is, "Just because you've taken three steps down the wrong road, it doesn't mean you have to take two more."

I tested as much as I can on the debug server grid: scene servers, mail servers and login servers. They seem to be working properly. The web components must wait until everything is updated to test them.

You will have to get an update to your SoH client. Due to the nature of this change, your current client may not give the usual version incompatibility message if it attempts to talk to the login servers after they get updated.
User avatar
Haxus
Site Admin
 
Posts: 2778
Joined: Fri Jan 14, 2011 8:00 pm

Re: 2017-09-07 Blinking Objects, Spacecraft Service and Netw

Postby AnrDaemon » Thu Sep 07, 2017 11:36 am

Haxus wrote:Net Communications

*shudders* I'm barely crawling out of a similar rewrite. One of the extensions the code was relying upon was removed from support. Every request now has to be rewritten, almost every file touched. I took this opportunity to make another big change I was hoping to slip under the table for years. Now the work is nearly complete.
Yak. Yak never changes.
AnrDaemon
 
Posts: 7498
Joined: Wed Jun 15, 2011 5:37 pm

Re: 2017-09-07 Blinking Objects, Spacecraft Service and Netw

Postby Haxus » Thu Sep 07, 2017 1:39 pm

I'm barely crawling out of a similar rewrite.

Crawling is a good word for it.

It was one of those pieces of code that I never wanted anyone else to see. :oops: There are not many of those left in SoH, if any.

After a few glitches getting things going, the servers appear to be happily loading data. Testing will commence when they are ready.

Woo hoo! It's a happy day. Status page shows a net loss of 2000 lines of code. It was meaty code too, none of it was blank lines or comment lines or { or } lines. It is so rare to get the opportunity to shed that kind of code. The stuff usually just keeps expanding the more you chew it, like octopus sushi.

Some day the old space ships and buildings will go away and take their ugly code with them. The space ship source is 33,000 lines. That's the part that could not be shuffled into a common base class that could be shared with the new space ships.
User avatar
Haxus
Site Admin
 
Posts: 2778
Joined: Fri Jan 14, 2011 8:00 pm

Re: 2017-09-07 Blinking Objects, Spacecraft Service and Netw

Postby Haxus » Fri Sep 08, 2017 4:24 pm

Later...

Comm Channels
Comm channels can now be opened in their own separate floating window.
  • Double click the channel tab to move the channel to its own window.
  • Channel window has two buttons: Close Channel and Return to Comm.
  • X on channel window returns it to the comm window.
  • On startup, all comm channels are restored as tabs.
  • Each comm window remembers its screen position; it will return there when the tab is double-clicked.
  • Spotting something on the current channel (Shift+~) sends the message on the current channel tab of the comm window and to each open channel window. Each window confirms transmission of that information, if it is an open channel that could be heard by anyone.
  • Open Channel to Sender button removed from comm window. Not sure why it was there since it operates on the selected message. It became ambiguous with multiple open channel windows. That command is still accessible on the menu that pops up when you right-click a message.
User avatar
Haxus
Site Admin
 
Posts: 2778
Joined: Fri Jan 14, 2011 8:00 pm

Re: 2017-09-07 Blinking Objects, Spacecraft Service and Netw

Postby AnrDaemon » Mon Sep 11, 2017 6:46 am

Haxus wrote:[*]Spotting something on the current channel (Shift+~) sends the message on the current channel tab of the comm window and to each open channel window. Each window confirms transmission of that information, if it is an open channel that could be heard by anyone.

I have a suggestion.
When a character "spotting on the current channel", show a list with buttons representing current player comm channels. Clicking a button will close the list and send the message into that channel. Closing the list without selecting a channel will send the message into the "thoughts" channel as if regular "spot" was pressed.
Yak. Yak never changes.
AnrDaemon
 
Posts: 7498
Joined: Wed Jun 15, 2011 5:37 pm

Re: 2017-09-07 Blinking Objects, Spacecraft Service and Netw

Postby Deantwo » Tue Sep 12, 2017 2:56 pm

Haxus wrote:Hull Streamlining
New ship designs have several options for hull streamlining: none, atmospheric, sea surface, submersible. Old ship designs have two choices: none and atmospheric. The features of all hull streamlining choices are now fully implemented. Increasing levels of hull streamlining do three things.
  • They increase the mass of the hull.
  • They have a greater resistance to atmospheric stress.
  • They have greater resistance to environmental decay, both from atmosphere and liquids.

This also applies for old-style spacecraft?

When you say they have "greater resistance to environmental decay", does that mean that atmospheric streamlining just reduces environmental decay a lot? Or does the streamlining make the spacecraft totally immune to environmental decay caused by the atmosphere?

You say it increases the mass of the hull, does that mean it takes up volume in the design? Or does it just make the ship heavier when calculating acceleration?
If it takes up hull volume, I would suggest it have a slider that you can adjust to allocated volume to it. Just like it was done with armor.
AnrDaemon is the solution to the [s]Fermi Paradox[/s] Hazeron suggestion flood problem, the great suggestion filter.
User avatar
Deantwo
 
Posts: 5006
Joined: Fri Jan 25, 2013 4:38 am
Location: Rævehale

Re: 2017-09-07 Blinking Objects, Spacecraft Service and Netw

Postby Haxus » Tue Sep 12, 2017 5:59 pm

It does not take hull volume. It increases the density of the hull.
User avatar
Haxus
Site Admin
 
Posts: 2778
Joined: Fri Jan 14, 2011 8:00 pm


Return to Updates

Who is online

Users browsing this forum: Bing [Bot] and 1 guest

cron