Author Topic: JCloisterZone 3.1 (playonline/hostmode)  (Read 22637 times)

Offline farin

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Re: JCloisterZone 3.1 (playonline/hostmode)
« Reply #15 on: January 25, 2015, 03:42:28 AM »
Let's move forward

http://www.jcloisterzone.com/builds/JCloisterZone-3.1.0-beta1.zip

what's new - feature freeze, let's fix it only
important is ability to continue online games
if you leave geme, close app etc you may continue your game (within next 15 days limit)
also timeout was fixed, so connection is permanent
and i made a network protocol optimization (which is potencial source of bugs)

what is missing to regular release
- proper testing
- fix graphic glitch with chat panel & windows
« Last Edit: January 25, 2015, 03:44:27 AM by farin »

Offline Decar

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Re: JCloisterZone 3.1 (playonline/hostmode)
« Reply #16 on: January 25, 2015, 07:23:38 AM »
Looks good, got it running on my microserver.

Did notice the AI/localplayer images don't change when you click a 'Play Online' game though.
Small typo on the landing screen too:  Conenct  == Connect

Offline SRBO

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Re: JCloisterZone 3.1 (playonline/hostmode)
« Reply #17 on: January 26, 2015, 10:02:09 AM »
PC gamers cant be removed

Offline Decar

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Re: JCloisterZone 3.1 (playonline/hostmode)
« Reply #18 on: January 26, 2015, 10:44:19 AM »
Quick Question:

I'm running the new beta on Ubuntu (using the OpenJDK which might be the problem).  My machine has just multiple interfaces on it. 

Currently JCZ is binding to the loopback address on 127.0.0.1, which means it's useless for incoming web traffic.

Is it possible to force JCZ to bind to a particular interface (or all interfaces)?

Offline farin

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Re: JCloisterZone 3.1 (playonline/hostmode)
« Reply #19 on: January 26, 2015, 11:39:59 AM »
Decar - server uses InetAddress class which by defautl bind's to all addresses.

public InetSocketAddress(int port) {
     this(InetAddress.anyLocalAddress(), port);
}

so - one options is that you have eg OpenJDK which can behaev different way - but i don't think, or it can be some configuration issue on your machine, please recheck
I can try it on my Ubuntu, by i haven't it reachable today

Offline Decar

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Re: JCloisterZone 3.1 (playonline/hostmode)
« Reply #20 on: January 26, 2015, 12:07:37 PM »
Thanks for the fast response Farin,  a reboot sorted me out!  Should have tried that first!

Offline farin

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Re: JCloisterZone 3.1 (playonline/hostmode)
« Reply #21 on: January 26, 2015, 12:48:02 PM »
about "AI/localplayer images don't change", it was because server don't reply properly - respectivelly there was some trouble with it
after database clear and server restart all is ok, so i hope it will happen again in short time to be able analyze it :)


Offline farin

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Re: JCloisterZone 3.1 (playonline/hostmode)
« Reply #22 on: January 30, 2015, 06:27:09 AM »
Well, I think I can't get more from beta testing. Let's move forward in public

http://jcloisterzone.com/builds/JCloisterZone-3.1.0.zip
or
http://jcloisterzone.com/builds/JCloisterZone-3.1.0.tgz

changes:
play online feature - play through public webserver
Mage and Witch (Mini #5) expansion
tile rotation behavior changed - tile is rotated to first valid position
added play again button
show tunnel tokens supply in control panel
CornCicles ui - don't ask if there is not deployed any follower of that kind (if no player can perform any action)
click on tile in control panel triggers rotation
take board screenshot (pull request by Decar)
game setup dialog (you can get included expansion/rules during game)
improved image quality (Tunnel, Corn Circles, Festival, Flier)
server can be run without ui - just run SimpleServer.main()
fix: if game folder is not writeable, system APPDATA dir (win) or ~/.jcloisterzone (unix) is used
fix: Cathars escape is not allowed for builder
fix: beep sound playback in Linux
fix: bazaar & builder & end of turn. (ArrayIndexOutOfBoundsException / unused auctioned tiles in hand when game over)

Using in old fashion way should be save, play online is still one big experiment, but i hope it is quite stable :-)

Offline danisthirty

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Re: JCloisterZone 3.1 (playonline/hostmode)
« Reply #23 on: January 30, 2015, 06:42:13 AM »
This is an exciting list of updates farin! I for one am looking forward to playing with Mage and Witch  :(y)

Is there any limit to the number of games that can take place concurrently on the public webserver? Perhaps we could test this with the weekly game(s) on Sunday?

Offline rfielder

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Re: JCloisterZone 3.1 (playonline/hostmode)
« Reply #24 on: January 30, 2015, 07:35:18 AM »
I have not used Linux for many years.  Now have a virtual machine running Ubuntu on my main PC, since Pebble development is not supported under Windows.  Just for fun, would like to see how JCZ runs in that environment.

How does one start JCZ under Linux?  Just typing the name does not start it.  Or do I need to change attributes to tell the OS that it is an executable?

Thanks!
Robert Fielder
Brampton, Ontario, Canada  EST

Offline rfielder

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Re: JCloisterZone 3.1 (playonline/hostmode)
« Reply #25 on: January 30, 2015, 07:43:45 AM »
Sorry if I am late to the party, but just played my first game against the computer using 3.1.0.

One comment - the ending scoreboard can not be closed.  It can be minimized using the arrow in the corner, but you can't make it go away.  Is there a reason for this?

I like how it works now, but also wonder if the option to close the final scoreboard might not be useful at times.

P.S. - I won the game, so I guess the AI is still a bit weak, not up to the Hounk (how does one pronounce this?) or MrNumbers or Danisthirsty level...

Offline rfielder

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Re: JCloisterZone 3.1 (playonline/hostmode)
« Reply #26 on: January 30, 2015, 07:53:10 AM »
Second comment on 3.1 - I turned on the "Projected Points".  Did a search here, but found no previous mention of this feature.

Neat idea.  However, it does two things i don't understand.

First, it makes the player names disappear.  That was a bit disconcerting - is there a way to reorganize the display to retain the player names?

Second, it seems to calculate the score as if the game just ended, and all city pieces count 1 point.  Given that I had just started a game, placing a tile with a city generated 1 projected point.  Is this how it is intended to work?

Otherwise, Farin has provided a very nice upgrade! 

Yesterday, I played a three player game.  I am in Canada, Dan was in England, and Hounk was in Austria.  Wow!  And this is all thanks to Farin.  Very, very cool!

Offline rfielder

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Re: JCloisterZone 3.1 (playonline/hostmode)
« Reply #27 on: January 30, 2015, 07:55:30 AM »
Third comment on JCZ 3.1.....

When I start the game, the menu for Game has a checkmark beside Show Farm Hints.  However, the farm hints are NOT showing.

When I clicked on it, the checkmark went away, but nothing changed.  I clicked on it a second time, and farm hints did appear.

It would seem that the initial value for Farm Hints has a mismatch between the actual setting of the flag, and the displayed value of the flag.

Offline rfielder

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Re: JCloisterZone 3.1 (playonline/hostmode)
« Reply #28 on: January 30, 2015, 09:13:58 AM »
Fourth comment....

When Farin was able to implement the Ctrl-Z Undo tile placement, it was amazing!

However, you can not use this when you have no meeples of any sort left.

It would appear that this limitation on the use of the Undo command holds true for the new version.

There was a lot of discussion on how to work around this.  Is there any plan to allow Undo when you have no meeples to place?

Thanks!

Offline rfielder

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Re: JCloisterZone 3.1 (playonline/hostmode)
« Reply #29 on: January 30, 2015, 10:24:47 AM »
Fifth comment..... this is fun!

The final scoreboard has two buttons - Leave Game, and Play Again.

I would like to suggest a third button - New Game.

At this time, if you click on Leave Game, you can then click on the New Game button to start another game.  Why not skip the extra screen and click, and let a user go straight to the new game?

Thanks!


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