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Analyzed over 3 years ago. based on code collected about 4 years ago.
Posted over 13 years ago by SEWilson
I'm wanting to implement "FTL". This is how I intend to implement it within Mubox.Total CAS (Control-Alt-Shift) States = 2^3 = 8 Group Members (including "active client")To keep things simple, these will be automatically assigned as Mubox Clients ... [More] need them. A Mubox Client's "CAS Modifiers" will be displayed in the Mubox Server UI next to the Client IP Address. These "CAS Modifiers" identify the client as a specific target, during Multicast the CAS Modifiers for the "Active Client" are used as part of the broadcast to all clients. Thus, all clients know which client is "Active".1. Commands will be added to Muboxer which allow you to change the "CAS Modifiers" for each Group Member. These will be persisted to saved vars and shared among all group members for auto-generation of "MBXCAS" macro.2. A new macro ("MBXCAS") will be generated using "CAS Modifiers" to determine how to /target in-combat. This macro can be added as an Action Button for /click and key-binding access, depending on your 'FTL-style'.3. A new "Keyboard Configuration" UI is necessary that lets us "opt-in" certain keys for "CAS Modified" behavior. These are the only keys that will be sent with CAS Modifiers. [Less]
Posted over 13 years ago by SEWilson
fixing nullref exception
Posted over 13 years ago by SEWilson
added "/minvite" command and corrected MBXINVITE macro, expanded "/mbx help" command to document all commands
Posted over 13 years ago by SEWilson
pre-1.4 - adding "MBXINVITE" macro to Muboxer Add On, anyone that sets themselves as leader via /mfollow will be added to the MBXINVITE invite list, this is to ease party recomposition between sessions.
Posted over 13 years ago by SEWilson
work in progress to track down a bug where a client goes "catatonic" because the rsa keys dont match up, have not been able to reproduce
Posted over 13 years ago by SEWilson
bug fix for 'first-time' "Game Isolation" users, which was resulting in a crash on Launch
Posted over 13 years ago by SEWilson
pre-1.4 CLK event support, added logging
Posted over 13 years ago by SEWilson
Workaround:In Client UI Configure "Isolation" path as "C:\MBX\"Create a folder under C:\MBX\ that matches your client name, for example "TESTONE".Do this for all clients."C:\" in the above example refers to the same drive specified in the "Game Path" ... [More] option. If it is not "C:\" you will need to use what you have configured.I prefer D:\WoW\ and D:\MBX\ a dedicated SSD. Seems to work fine. Users with non-SSD drives should probably avoid symlinking/copying their files as it wears the drive down and can perform somewhat worse than running from a single shared copy. The downside of course is one extra step during login. [Less]
Posted over 13 years ago by SEWilson
For [local boxers] a "Mouse Click" needs to be handled as an atomic operation against each running Game Client, some games consume MouseDown/MouseUp events and infer the user operation (such as a mouse move, or a loss of input focus) and the result ... [More] can be annoying.A new option "Mouse Buffering", will be on by default. This will cause the Server to perform mouse handling internally, and perform its own inference on what the user is doing such as clicking versus dragging.A new network command "CLK" will be added, this will instruct the client to perform an atomic mouse click operation. It is the responsibility of the Client to synchronize itself against any other running applications.Mouse "Drag" actions will be sent as simple MouseDown/MouseMove/MouseUp events, and no effort will be made to handle drags atomically.A "Drag" begins if the user holds a mouse button down for more than 250ms. We will need to add an option to let the user configure this, or we can try to dynamically infer, with a max limit of 1000ms, before a "Drag" is enforced.If the user activates a different client and a "MouseDown" would leave the mouse 'open' and ambiguous, it must be 'closed' with a simulated "MouseUp". [Less]
Posted over 13 years ago by SEWilson
[workitem:2738]1. @server: Only Process Mouse Input Events if ClientList.Where(client=>client.IsLocal && HitTest(GetClientRect(client.GameWindowHandle) && .ClientRect, or when the ActiveWindow.IsLocal==False (e.g. remote mouse ... [More] control/event forwarding), all other events go to the OS/Desktop.2. @client: restrict "Active Client Coercion" to "via mouse click" via hit-testing, and do not perform coercion if the hit test count > 1 (e.g. ambiguous zone)3. @client: deprecate window activation "via getforegroundwindow polling mechanism" since this turns out to misbehave during ALT-TAB (manifests as a "missed switch" under high-load.) [Less]