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Is your feature request related to a problem? Please describe.
MSTACK spams a lot of messages which disappear relatively quickly.
Counter-intuitively, it also quickly fills the screen with information that can limit visibility.
The MSTACK should have an ability to refresh existing notifications to minimize noise.
Describe the solution you'd like
Goal
The player gets a notification on a subject.
When a new notification on the same subject arrives, it "refreshes" the message timer and visually moves up the stack.
Implementation
An API similar to:
localuuid=MSTACK:AddMessage("win_showreport")
-- some time in the future:MSTACK:UpdateMessage(uuid, "round_begintime")
-- further still:MSTACK:UpdateMessage(uuid, "round_selected")
MSTACK:UpdateMessage(uuid, "round_started")
MSTACK.keys = {}
local function notif()
local key = net.ReadString()
local msg = net.ReadString()
local uuid = MSTACK.keys[key]
if uuid then
MSTACK:UpdateMessage(uuid, msg)
else
MSTACK.keys[key] = MSTACK:AddMessage(msg)
end
end
net.Receive("ttt2_notif_push", notif)
or more likely something to do with MSTACK.msgs
Describe alternatives you've considered
ripping out things and replacing it with netmessages
Additional context
More difficult, as most of the MSTACK stuff has it, traces through exclusively client code:
Which, as an aside, makes it extremely difficult to send a client a message in their native language which includes parameter tokens that are also interpreted from their native language (e.g. a weapon name inside a notification regarding the weapon they're trying to lift originating from the server, referring to another language string -- this requires a lot of single-purpose netmessages that serve the same goal).
The text was updated successfully, but these errors were encountered:
Is your feature request related to a problem? Please describe.
Describe the solution you'd like
Goal
Implementation
An API similar to:
or something like:
which on the client, would manifest as:
or more likely something to do with
MSTACK.msgs
Describe alternatives you've considered
Additional context
More difficult, as most of the MSTACK stuff has it, traces through exclusively client code:
Which, as an aside, makes it extremely difficult to send a client a message in their native language which includes parameter tokens that are also interpreted from their native language (e.g. a weapon name inside a notification regarding the weapon they're trying to lift originating from the server, referring to another language string -- this requires a lot of single-purpose netmessages that serve the same goal).
The text was updated successfully, but these errors were encountered: