Client Parsing?

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16 Aug 2013 22:48 #21 by plamzi
Replied by plamzi on topic Client Parsing?

Tijer wrote: not a problem just thought id let ya know...


Easy fix. Take a look?

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18 Aug 2013 20:17 #22 by plamzi
Replied by plamzi on topic Client Parsing?
There's now the ability to send straight up HTML from the server. You just need to preface your HTML ">" and "<" brackets with an ASCII ESC char (decimal "\027", hex "\x1B") so the client would know not to turn them into literal &lt and &gt characters.

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24 Aug 2013 13:31 #23 by Tijer
Replied by Tijer on topic Client Parsing?
see stuffs changed a lot here... cant seem to work out HOW to connect to my mud from here now though! Unless im being completely brain dead!!!

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24 Aug 2013 13:37 #24 by dentin
Replied by dentin on topic Client Parsing?
I can't either; I click on the game name and it does something, but when I click on the actual play button, nothing happens. It just sits there. How do you make the client start the connection?

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24 Aug 2013 13:38 #25 by Tijer
Replied by Tijer on topic Client Parsing?
glad its not only me then :)

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24 Aug 2013 13:58 #26 by plamzi
Replied by plamzi on topic Client Parsing?

dentin wrote: I can't either; I click on the game name and it does something, but when I click on the actual play button, nothing happens. It just sits there. How do you make the client start the connection?


Does it work when you're not logged into the site? Which browser? Do you see any js errors?

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24 Aug 2013 14:22 #27 by dentin
Replied by dentin on topic Client Parsing?
It seems to work when I'm not logged in, but when logged in the big connect window doesn't show up. I'm currently using Firefox 23 on Ubuntu.

I have to leave for an extended period of time; sorry if I don't respond further for a few days.

-dentin

Alter Aeon MUD
www.alteraeon.com

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24 Aug 2013 15:05 #28 by plamzi
Replied by plamzi on topic Client Parsing?
Fixed. Thanks for reporting, guys.

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24 Aug 2013 15:10 #29 by Tijer
Replied by Tijer on topic Client Parsing?
appears to be working now for Chrome also!!

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24 Aug 2013 17:03 #30 by Lyanic
Replied by Lyanic on topic Client Parsing?
I'm getting some strange results with colors on my game now. Here's a screenshot:



You can ignore the names (aside from a description of approximately what color they should be), since those are just my internal tags for them. The issue is that some show up, and some don't at all - they're just default text color.

Also, should MXP clickable links be working yet? Specifically something like this: #<send href="help combat">COMBAT#</send>

If you want something to test against, you can check the 'colors' and 'areas' commands.

Of course, it's possible that some of these issues are on my end. I have a somewhat complex client negotiation process on connection. I saw that you added a TTYPE response to identify the MUDPortal client. I haven't added any special code to handle that yet.

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24 Aug 2013 17:28 #31 by plamzi
Replied by plamzi on topic Client Parsing?
I'll look into the colors issue.

MXP clickable links should be working. Let me know where to see one that doesn't.

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24 Aug 2013 18:58 #32 by Lyanic
Replied by Lyanic on topic Client Parsing?
The xterm256 colors on 7th Plane look MUCH BETTER now. Thanks.

As for MXP clickable links: the 'areas' command. However, I think the issue is that MXP still isn't getting negotiated correctly. I'm going to run some tests on my end, and I'll get back to you about that.

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26 Aug 2013 14:14 #33 by Tijer
Replied by Tijer on topic Client Parsing?
Are you going to ever make background colors work? One of my test muds, which i originally added 256 color to, replacing all other versions of color refuses to show background colors. Also MXP links dont seem to work there.. (they used to) the muds not listed on this site, but the address is godwars.net port 2770...

Would also appear that the client is reporting its self as MUDPortal Client 1.0, when it should be MudPortal Client, and have 1.0 in the version field, you can see this when you type "FInger (yourname)" in the mud. Also MXPVersion is not being set, not sure if this is an actual requirement or not.

I like hades_kane, have a "colorlist" command which pretty much works exactly the same as his, theres some wierd stuff happening with the background colors, with random characters appearing in there....

Also i am seeing strange characters when the MUD is trying to detect client, this MAY be due to the way i have my client detection working...

Am pretty certain clickable MXP linkes USED to work, but they werent actually ending properly.. so it was making everything an MXP link after being set!

The Client is coming along nicely, theres just a few niggles left, but seeing as its only been 2 weeks since its been active, good work! Can't wait to see what else you are going to be doing with it :)

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27 Aug 2013 14:44 #34 by plamzi
Replied by plamzi on topic Client Parsing?
Yes, we will be supporting background colors. It would help to get the address of a server that uses them heavily.

Your test MUD seems to be sending links that are not in compliant MXP format. It wraps HTML <a> tags in MXP sequences. The client would understand those only if each < and > is escaped and the MXP wrapper is removed.

Strange characters during detection should go away soon. Client will get better at identifying itself and its MXP version.

There should be no more breaking of ASCII escape sequences, e. g. when you type the "colorlist" command.

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02 Sep 2013 16:30 #35 by Lyanic
Replied by Lyanic on topic Client Parsing?

Lyanic wrote: As for MXP clickable links: the 'areas' command. However, I think the issue is that MXP still isn't getting negotiated correctly. I'm going to run some tests on my end, and I'll get back to you about that.

Yeah, MXP isn't getting negotiated for 7th Plane. I'm still not sure why. It's possible the issue is partly on my end, but it works fine with all the major desktop clients that support MXP.

Also, when I connect with the MP client now, I get an extraneous 'U' above the client detection line. I'm not sure where that's coming from.

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02 Sep 2013 18:19 #36 by Tijer
Replied by Tijer on topic Client Parsing?
Lookin good, just a few background colors not working 100%, and also Background 256 colors not working at all!! :) Coming along really nicely tho, MUCH MUCH MUCH better than the FMUD client that people were using to connect to MUDs via websites!

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02 Sep 2013 18:25 #37 by plamzi
Replied by plamzi on topic Client Parsing?
Lyanic,

Test MXP negotiation for 7th Plane now?

Tijer,

Which background colors (ANSI) are not working?

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02 Sep 2013 18:27 #38 by Tijer
Replied by Tijer on topic Client Parsing?
i think its the white colour code being regarded as a dark colour thats causing it to not work properly, as with ansi cant use dark colours with background ansi!!

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02 Sep 2013 21:15 #39 by plamzi
Replied by plamzi on topic Client Parsing?

Tijer wrote: i think its the white colour code being regarded as a dark colour thats causing it to not work properly, as with ansi cant use dark colours with background ansi!!


Can you guide me to a specific test case where I can see the problem? Thanks.

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02 Sep 2013 22:36 #40 by Lyanic
Replied by Lyanic on topic Client Parsing?

plamzi wrote: Lyanic,

Test MXP negotiation for 7th Plane now?

Still no. The extraneous 'U' character is gone, though.

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