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Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?

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#1 2016-02-14 02:23:25

Xfrogman43
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From: need to find a new home
Joined: 2015-02-15
Posts: 4,174

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I find it troubling that processor, or anybody, isn't telling us what they change in "init" or any message. I already changed width and height from 17 to 18 respectively some time ago and now it got changed AGAIN to 19 and 20 respectively. Please can you guys tell us what you change? I don't feel like going through the code just to find one change.


zsbu6Xm.png thanks zoey aaaaaaaaaaaand thanks latif for the avatar

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#2 2016-02-14 04:29:02

hummerz5
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From: wait I'm not a secret mod huh
Joined: 2015-08-10
Posts: 5,853

Re: Messages

yeah there's something about that

and whatever happened to the B&P suggestions thread? not to derail, I guess I'm just turning this into a witchhunt.

But really, a heads up would be great. Or add the data to the END of the message so it doesn't break existing bots.

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#3 2016-02-14 04:59:54

Xfrogman43
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From: need to find a new home
Joined: 2015-02-15
Posts: 4,174

Re: Messages

hummerz5 wrote:

and whatever happened to the B&P suggestions thread?

Maybe bots have died down https://wiki.everybodyedits.com/images/e/e5/003_tounge

hummerz5 wrote:

Or add the data to the END of the message so it doesn't break existing bots.

What do you mean?


zsbu6Xm.png thanks zoey aaaaaaaaaaaand thanks latif for the avatar

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#4 2016-02-14 05:17:22

hummerz5
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From: wait I'm not a secret mod huh
Joined: 2015-08-10
Posts: 5,853

Re: Messages

Well, the bot takes m.GetInt(20) for example. If they want to modify the init message to add more data, then make it [21] as opposed to [5] for example. The lack of an offset allows the bots to run. indefinitely...
the real issue to run into with this provision is the removal of data. Then the offset would break things when they move it back.

so ya

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#5 2016-02-14 12:42:23, last edited by den3107 (2016-02-14 12:43:46)

den3107
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From: Netherlands
Joined: 2015-04-24
Posts: 1,025

Re: Messages

Adding stuff to the end will make it much harder for the developers to make EE. Currently everything is somewhat organised, and it's best to keep it that way, if you'd make your own program it's also best to keep your protocol and variables organised.

You also don't have to dive into the AS3 code to know something simple like where the length/width is in the init message or where the player name is in the add message.
You can simply read out the init (or add) message and look where the values says your length and width.
I also made a little tool to make it a little bit more organised to view message contents, but it's perfectly doable from the debug screen in visual studio.

Edit: long story short: I think you're somewhat exegurating. Yes, it's be nice, mostly for new stuff, but things that move around can be found in 5 minutes max.
Besides, Thanel said that he will be working on actual documentation for when the Unity version comes out.

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#6 2016-02-14 17:54:24

Tomahawk
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From: UK
Joined: 2015-02-18
Posts: 2,847

Re: Messages

You could always write a swf parser to flag up any message changes after an update. Might be as simple as searching for "init" and getting the block of code below it, then comparing to the last version.


One bot to rule them all, one bot to find them. One bot to bring them all... and with this cliché blind them.

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#7 2016-02-14 20:07:23

den3107
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From: Netherlands
Joined: 2015-04-24
Posts: 1,025

Re: Messages

Tomahawk wrote:

You could always write a swf parser to flag up any message changes after an update. Might be as simple as searching for "init" and getting the block of code below it, then comparing to the last version.

Go ahead and try to decompile an swf programetically.
See you next year.

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#8 2016-02-14 22:30:18

Tomahawk
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From: UK
Joined: 2015-02-18
Posts: 2,847

Re: Messages

den3107 wrote:
Tomahawk wrote:

You could always write a swf parser to flag up any message changes after an update. Might be as simple as searching for "init" and getting the block of code below it, then comparing to the last version.

Go ahead and try to decompile an swf programetically.
See you next year.

JPEXS supports command line arguments, which can be used to open and decompile a swf:

java -jar ffdec.jar -export script "C:\decompiled" myfile.swf

That can be automated, at which point the plaintext only needs to be loaded in.


One bot to rule them all, one bot to find them. One bot to bring them all... and with this cliché blind them.

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#9 2016-02-14 22:54:15

Thanel
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Joined: 2015-02-18
Posts: 713

Re: Messages

I have started work on it so it should be ready sometime this week.
jJprwWJ.png
Takes some time to copy all the documentation, format it nicely, organize and search for errors ^^

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#10 2016-02-14 23:43:58, last edited by den3107 (2016-02-14 23:44:29)

den3107
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From: Netherlands
Joined: 2015-04-24
Posts: 1,025

Re: Messages

Thanel wrote:

I have started work on it so it should be ready sometime this week.

Hidden text

Takes some time to copy all the documentation, format it nicely, organize and search for errors ^^

Can I put suggestions about it here, or prefer me to wait when it actually comes out or send a PM?

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#11 2016-02-14 23:52:10

Hexagon
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Joined: 2015-04-22
Posts: 1,213

Re: Messages

We're trying to programatically extract block info from the swf file https://github.com/Decagon/Termite but if EE could post an up-to-date documentation about that, that would be a much better solution.

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#12 2016-02-15 00:36:50, last edited by Thanel (2016-02-15 00:41:59)

Thanel
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Joined: 2015-02-18
Posts: 713

Re: Messages

den3107 wrote:

Can I put suggestions about it here, or prefer me to wait when it actually comes out or send a PM?

Sure you can share suggestions here unless you have something private to tell.

Hexagon wrote:

We're trying to programatically extract block info from the swf file https://github.com/Decagon/Termite but if EE could post an up-to-date documentation about that, that would be a much better solution.

Probably I could just copy the blocks list from ItemManager. Is that what you mean? I guess not.

Edit:
bool_1 from example output tells if block is owner only.
bool_2 tells if block has shadow.

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#13 2016-02-15 10:31:48

capasha
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Joined: 2015-02-21
Posts: 4,066

Re: Messages

I have already updated eeinformation and still are people lost over init, when I updated it like 4 days ago.

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#14 2016-02-15 10:47:13

Xfrogman43
Member
From: need to find a new home
Joined: 2015-02-15
Posts: 4,174

Re: Messages

capasha wrote:

I have already updated eeinformation and still are people lost over init, when I updated it like 4 days ago.

I bookmarked the old link, the one you posted in forums, and it changes whenever you update it apparently so that's why I was confused.

I would still like to see Thanel's thing when he's done though


zsbu6Xm.png thanks zoey aaaaaaaaaaaand thanks latif for the avatar

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#15 2016-02-15 17:01:18

den3107
Member
From: Netherlands
Joined: 2015-04-24
Posts: 1,025

Re: Messages

Thanel wrote:

I have started work on it so it should be ready sometime this week.

Hidden text

Takes some time to copy all the documentation, format it nicely, organize and search for errors ^^

Well, I personally really like how Capasha uses names. That way I quickly know what does what, with a couple exceptions, at which indeed the extra descriptions are extremely helpful: So perhaps add a 1-or-2-word title to each message?
Also things like Badges or smileys obviously also would be nice to have documented (for smileys preferably image too, but just name should do). Perhaps document them too and add a reference in the message documentation where applyable?

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#16 2016-02-15 20:10:59

Thanel
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Joined: 2015-02-18
Posts: 713

Re: Messages

Ok I'm done. https://github.com/Tunous/EverybodyEditsProtocol
I'm accepting pull requests/issues if you want to add something (like smileys) or something is hard to understand.

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#17 2016-02-15 21:33:28

capasha
Member
Joined: 2015-02-21
Posts: 4,066

Re: Messages

Thanel wrote:

Ok I'm done. https://github.com/Tunous/EverybodyEditsProtocol
I'm accepting pull requests/issues if you want to add something (like smileys) or something is hard to understand.

Looks good. I'm not that good at markdown.

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#18 2016-02-15 22:59:12

Xfrogman43
Member
From: need to find a new home
Joined: 2015-02-15
Posts: 4,174

Re: Messages

Why is

[13] UInt Chat Color

    The player's chat color.

Uint for color and not just color?


zsbu6Xm.png thanks zoey aaaaaaaaaaaand thanks latif for the avatar

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#19 2016-02-15 23:42:32, last edited by den3107 (2016-02-15 23:43:47)

den3107
Member
From: Netherlands
Joined: 2015-04-24
Posts: 1,025

Re: Messages

Xfrogman43 wrote:

Why is

[13] UInt Chat Color

    The player's chat color.

Uint for color and not just color?

Because Color is an object, not a type.
And since obviously it's made in AS3 and not C#, the objects won't be the same (if there even is a Color object in AS3)

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#20 2016-02-18 16:16:41, last edited by AK712 (2016-02-18 16:18:04)

AK712
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Joined: 2015-02-16
Posts: 94

Re: Messages

Where the derp did the world token go? D; None of my drawing bots work anymore, and I can't find it on the list... It used to be m.GetString(5) for m.Type == "init".


O4DmNuI.png

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#21 2016-02-18 16:20:32, last edited by Priddle (2016-02-18 16:20:50)

Priddle
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From: The Netherlands
Joined: 2015-02-15
Posts: 454

Re: Messages

AK712 wrote:

Where the derp did the world token go? D; None of my drawing bots work anymore, and I can't find it on the list... It used to be m.GetString(5) for m.Type == "init".

Take a look here: https://github.com/Tunous/EverybodyEditsProtocol

The Rot13 key was removed, so now you just use "b" to send blocks.

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#22 2016-02-18 16:23:07

AK712
Member
Joined: 2015-02-16
Posts: 94

Re: Messages

Wow, that's super nice now! Thanks //forums.everybodyedits.com/img/smilies/big_smile


O4DmNuI.png

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#23 2016-02-18 20:14:43

Processor
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Joined: 2015-02-15
Posts: 2,246

Re: Messages


I have never thought of programming for reputation and honor. What I have in my heart must come out. That is the reason why I code.

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Processor1455822883583842

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