-
Notifications
You must be signed in to change notification settings - Fork 2
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Add a command to convert existing local pins to server pins #17
Comments
+1 for this suggestion. |
Greetings, just converting local pins to server pins is pretty trivial and should easily be done. About the duplicate thing: /convertpins all The first and last command are pretty straight forward, but it will probably result in not everyone being happy with the detection of duplicate pins, so it will probably still require either cleanup of duplicate serverside pins or adding missing serverside pins after running that command. I am planning to start developing the command feature tomorrow, maybe I'll get an idea. If you have any input Id be happy to hear :) Cheers |
Yeah, I'm not sure how well it would work either 😄
Great question. I have no good answer to this, because as you say, maybe a "close" radius would suit me & my friends, and wouldn't suit others.
In my group of players, neither of us use the same icons, so that wouldn't work. Same goes for text. The three commands would probably be a good idea.. Thinking the You could make the "detect duplicate" option optionable, so the default |
For the duplicate prevention, I would say just ignore any pins where the icon is overlapping when fully zoomed in. Any pins that already exist server-side can be considered authoritative, and text can be fixed manually on the resulting single pin. Another consideration: It might be wise to add some server-side configuration options to determine who is allowed to add/remove pins from the server. (Mainly important for the convert/import feature, but would be useful in general) There is already an opt-in on the server and for each user, but I could see vandalism issues popping up on public servers unless an explicit allow list is also implemented. |
Another couple of options to consider: An option to silently ignore duplicate pins that are 100% overlapping, at all times. This would eliminate duplicates from other mods (such as Locator), which might not be able to use their own duplicate prevention mechanisms if the pins are stored server-side An option to ignore pins from AutoMapPins altogether, as they are added and removed automatically in bulk and could place unnecessary strain on the server. |
Greetings, I consolidated the ideas into a list of tasks to get a better overview:
For the last two points I will create a new issue, the first three issues belong to this ticket and I will start working on those. Cheers |
The three commands are implemented, currently living on branch 17-pin-commands. I made the duplicateRadius configurable and it defaults to 15.0. I'll take a look at other pin mods tomorrow (locator, automappins) and try to work out a sane behavior for ssm. I hope to be able to test friday/saturday and have a RC ready sometime during the day. Cheers |
Pushed an RC2 today, with a small bugfix. I also changed the command from /convertpins removelocaldupes to /convertpins ignorelocaldupes since I feel this conveys the actual action better. Remove would imply that the local duplicates are being removed by the command when in fact they stay but are just not uploaded to the server. I didn't encounter any other issues while testing today so I hope I can push that out as a new version tomorrow. |
I get the following errors when connecting to my dedicated server with WeylandMod.Core enabled on the client side
This doesn't seem to happen when loading into a world locally and switching between characters. The map syncs, pins sync, etc |
Do you mean absolutely no plugins on the client and only SSM on the server? Is that something that's happening now with RC builds or with the official release builds? Cheers |
It happens with rc2. I haven't tested release builds. SSM on the dedicated server by itself SSM, WeylandMod.Core and MMHOOK_assembly_valheim on the client
Any other combination of mods without WeylandMod seems to work fine |
Greetings, Yes, I can reproduce that error, but I also discovered the following: When running no SSM at all, I still experience a crash when using no serverplugins and only WeylandCore on the client.
(Logfile with naked server and only weylandCore clientside) Cheers |
I was able to reproduce the error under those conditions as well. It does indeed appear to be an issue with WeylandMod itself. |
When using /deletealllocalpins, I get the following error:
Tested under a bunch of different conditions. It will delete one pin and then throw the error. Running the command subsequent times will continue to delete one pin at a time. |
Greetings, are you running RC2? I think I addressed this already. This should only happen in RC1 Cheers |
Yep. RC2 |
Oh, I fixed a similar issue in RC2. I just uploaded RC3 which addresses this: https://github.com/Mydayyy/Valheim-ServerSideMap/archive/rc3-1.3.0.zip |
The text was updated successfully, but these errors were encountered: