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  1. Nov 18, 2019
  2. Nov 17, 2019
  3. Nov 14, 2019
  4. Nov 04, 2019
    • rswindell's avatar
      New features: · 33e71140
      rswindell authored
      - After a lost game, allow the use of (D)isplay to toggle the game board
        display from the normal (all cells uncovered) to the last state of the board
        and the number of remaining mines, difficulty level, and remaining time
      - (W)inners command now supports [All] option which displays the top-N winners
        of each level instead of only top-N winners for a specific difficulty level
      - New (B)est command displays your personal best win times
      - Display game times in fractional seconds (milliseconds), always
      - Upon winning a game, inform the player if the win is a high/ranked time for
        that difficulty level or a personal best time
      33e71140
  5. Nov 02, 2019
    • deuce's avatar
      Fix bug reported by Mortifis... · 0fb4ac0b
      deuce authored
      If you try to stay at the inn with a charisma of 100 or more, the innkeeper
      says he won't charge you... he doesn't but you don't stay at the inn either.
      0fb4ac0b
  6. Oct 30, 2019
    • rswindell's avatar
      Don't 0-pad the hour as it does butt-up against the user's location. · ac413e74
      rswindell authored
      Renamed the option noone_logged_on_fmt to nobody_logged_on_fmt (grammar).
      ac413e74
    • rswindell's avatar
      Even more loop-prevention paranoia: · 4fcf37b0
      rswindell authored
      If a packed messages contains no PATH or SEEN-BY lines, we can still detect
      and prevent a message loop by comparing the origin address in the packet header
      against the downlink's address and if it's a match, skip that downlink.
      It is still possible that a packed message header contains a different origin
      address than the packet header, and we're actually over-writing the packed
      messge header variable with the parsed Origin: line address (if there is one),
      so perhaps we'll want to compare the (actual) packed message header origin
      address too at some point in the future, if loops continue to be a problem.
      4fcf37b0
    • rswindell's avatar
      Make the logon list display optional: · 2b6aa7d1
      rswindell authored
      If show_logon_list is set to 'false' in the [logon] section of modopts.ini,
      don't show the logon (last few callers) list during logon.
      2b6aa7d1
  7. Oct 28, 2019
  8. Oct 27, 2019
    • rswindell's avatar
      More loop prevention: check a message's PATH in addition-to its SEEN-BYs in · cc14d426
      rswindell authored
      write_to_pkts():
      If for some weird reason a downlink's address is in the PATH, but not in the
      SEEN-BYs, detect as a loop and don't send to (add to an outbound pkt for) the
      downlink.
      
      This is an experimental change to see if it addresses the issue reported by
      Richard Williamson and Mark Lewis with regards to dupes in the COOKING
      echo from point nodes off 1:396/45.
      cc14d426
  9. Oct 26, 2019
    • rswindell's avatar
      Add a "mine" block-art splash screen. This one's not bad. · cf471447
      rswindell authored
      Add a few (badly drawn) "boom" splash screens, displayed when a mine is
      detonated.  I really would like an ANSI/block artist to replace or add to
      these with some decent art (Grymmjack, Kirkman?).
      Fixed a couple of cosmetic issues I noticed when watching the Minesweeper
      YouTube video back, e.g. extra digit on the count-down timer.
      Fixed a bug in place_mines() that could place one too-few mines on the board
      if the player were extra lucky (the initially selected cell was chosen for a
      random mine placement).
      When detonating a mine while cloning, display the detonated mine in the file
      board screen as detonated (and not a regular/undetonated) mine.
      cf471447
  10. Oct 24, 2019
    • rswindell's avatar
      Invoking a JavaScripot global hot key event handler (e.g. nodelist.js) *while* · c912ee30
      rswindell authored
      running a JavaScript module would crash (e.g. segfault) sbbs:
      Create and use a separate JS runtime, context, and global object/scope for
      global hotkey events. This means that the hotkey won't benefit from any
      previously loaded/required scripts, possibly effecting the performance of the
      first invocation of the hotkey handler. Subsequent JS hotkey events will reuse
      the same runtime/context/global, so they'll execute fast(er).
      
      One questionalbe change to js_execfile():
      With the JS_GC (garbage collection) call *before* the JS_ENDREQUEST() call, the
      process would crash in libmozjs. Moving the JS_GC() call to *after* the
      JS_ENDREQUEST() resolved this issue and I'm not clear why. This 'js_cx'
      parameter here is not always sbbs_t::js_cx. When called to handle a JS hotkey
      event, it's sbbs_t::js_hotkey_cx, so it shouldn't interfere with the
      sbs_t::js_cx being used by the currently executing JS module (shell or door).
      <scratches chin>
      c912ee30
    • rswindell's avatar
      aa2bcd61
  11. Oct 23, 2019
  12. Oct 21, 2019
  13. Oct 17, 2019
  14. Oct 16, 2019
  15. Oct 14, 2019
  16. Oct 13, 2019
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