Rick added his first STO class yesterday, which highlighted a few flaws in the documentation but since my entry into the equation was “well I’m sending it to the host but not getting anything back” I was somewhat encouraged. It would have been a trivial matter to get it rolled into the server for him but I was in one of those hell-bent on making stupid mistakes.
All I actually had to do was extend one class and clone a second, and having not worked with the STO code for a bit I didn’t stop to take the 30s reading that would have told me the work was already done :) Then I got hellbent on calling the class something different than I’d just called.
A fresh review of the code (i.e. this morning, after coffee) tells me that despite my efforts to screw it up, the architecture eventually prevented me, although I could have derived my class from another descendant which would have provided me with a piece of functionality rather than my having to duplicate it, and I might still switch it over.
Also spent a bunch of time analyzing some issues with part of our netcode1 stack (to be honest, reassuring myself its not something I’ve caused or netcode2 is causing; which it isn’t).
With my renewed ability to build auth servers, and the fact that at some time refitted a bunch of the auth code, I was able to finally expose a bunch of essential diagnostic info to bloo. Its simultaneously uber cool and tear-jerkingly basic/fundamental. I hope it’ll make Rafter smile, in that “omfg finally?” way.
Still got some OIC work to do; need to move the remaining brigade commands to the BrigadeController propose/veto system instead of the voting system, set up a limit of proposals per player, and make the chat permissions system use the player’s effective rank (i.e. O1) when fetching their command list, but not when working out their permissions – so they get the /commands without picking up the ‘is hc staff’ flag.