344 lines
22 KiB
HTML
344 lines
22 KiB
HTML
<?xml version="1.0" encoding="UTF-8" ?>
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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<html xmlns="http://www.w3.org/1999/xhtml">
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<head>
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<meta http-equiv="Content-Type" content="text/html; charset=UTF-8" />
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<title>PYX: Changelog</title>
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<link rel="stylesheet" type="text/css" href="cah.css" media="screen" />
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</head>
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<body>
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<ul>
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<li>1 June 2018:<ul>
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<li>Play history links are now provided for users and games. Assuming you have not opted out
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from persistent play history logging and still have your persistent ID cookie, you can view
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every game you've played on the device you are connecting from since the beginning of March.
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Regardless of opting out or not, you can view every game you've played in the current session,
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or every round in a game, with the links provided when you log in or join a game.</li>
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</ul></li>
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<li>5 April 2018:<ul>
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<li>Bugfixes from last week's release (most notably, no more "undefined" before your name if you
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reload the page).</li>
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<li>Minor updates to the chat filter settings to make it less strict, and an additional chat
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filter (you cannot use the same word too many times in the same message).</li>
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<li>Back-end support for other features which will be enabled soon.</li>
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</ul></li>
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<li>27 March 2018:<ul>
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<li>You may now provide a password-like identification code when connecting to positively
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identify yourself and make it difficult for someone to impersonate you. Details are on
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<a href="https://github.com/ajanata/PretendYoureXyzzy/wiki/Identification-Codes">the GitHub
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wiki.</a><ul>
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<li><strong>This is optional, and if you choose to not do so, everything will work the same as
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it always has.</strong></li>
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<li><strong>Do not use a password you use on any other site.</strong></li>
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<li>The value you enter in the identification code box will be combined with your username
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and a server secret and converted into an 11 character code.</li>
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<li>Users that have an identification code will have a + in front of their name in chat.
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Hover your mouse over their message to see their 11 character code.</li>
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<li>You may also use the <span style="font-family:monospace">/whois</span> command in the chat
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to view information about a user, including their 11 character code.</li></ul></li>
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<li>Images on CardCast cards is now supported in a safe manner. Cards will need updated to work
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with this format. Information on how to use it is on the
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<a href="https://github.com/ajanata/PretendYoureXyzzy/wiki/Cardcast#images-on-cards">GitHub
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wiki.</a></li>
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<li><strong>Automatic chat moderation has been added.</strong> This is fairly crude, and limits
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the following behavior:<ul>
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<li>(Global only, if enabled) Messages may not contain large amounts of non-Latin characters
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(emoji spam, etc.).</li>
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<li>(Global only, if enabled) CAPS LOCK IS NOT ALLOWED EITHER.</li>
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<li>(Global only, if enabled) Once your message is a certain length, you have to actually use
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multiple words.</li>
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<li>Global and game chats now have different messages-per-unit-time settings and counters.
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</li>
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<li>You may not repeat the same message multiple times in a row.</li>
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<li>Certain characters and words will cause a message to be silently dropped (that is, instead
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of returning an error message to the person who typed it like all of the previous things will,
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the server will just ignore the message altogether so that user does not know their message
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was ignored). There are currently two things on this list, and no, I'm not telling you what
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they are, and no, they're not actually in Git either.</li>
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</ul></li>
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</ul></li>
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<li>1 March 2018:<ul>
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<li>Added reconnection to the card database server after it restarts. This really should have
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been done years ago... This is what caused all of the errors while trying to start a game with
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locally-stored decks.</li>
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<li>The "view cards" page has been re-enabled.</li>
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<li>Full games sort to the bottom of the game list.</li>
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<li>Added more metrics logging. Sounds boring, but it's important for the long-term viability
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of these servers.</li>
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<li>All official CAH cards through Q3 2017 have been added, and deck names and contents have
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been shuffled accordingly. Any cards not currently in any official decks are now removed.
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The PAX panel sets have also been removed.</li>
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</ul></li>
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<li>13 August 2017:<ul>
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<li><strong>Global chat is disabled.</strong> Far too spammy, far too shitty. Go shitpost
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somewhere else, or at least take it to a game chat.</li>
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<li>Added metrics logging. This will allow analysis over what cards are played often, and
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regional trends. See the next bullet point for details. Your username and chat will
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<strong>never</strong> be stored permanently.</li>
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<li><a href="privacy.html"><strong>Hey, this is important:</strong> Read the privacy page for
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details about what gameplay information is collected and how it's shared.</a></li>
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</ul></li>
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<li>3 May 2015:<ul>
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<li>The game list automatically updates once per minute now, instead of several times per
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second. You can still click the Refresh Games button in the top left corner at any time.</li>
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<li>Chat flood protection has been made more strict.</li>
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<li>Other back-end changes to attempt to get the AWS bill in control.</li>
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<li><strong>All locally-stored custom card sets have been removed.</strong> You must use
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Cardcast for custom card sets now.</li>
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<li>The 5th and 6th Expansions, PAX Prime 2014 Panel, 10 Days or Whatever of Kwanzaa,
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and Science packs have all been added.</li>
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</ul></li>
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<li>21 February 2015:<ul>
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<li>Servers now run in Amazon Web Services. This is going to cost me more, but at least it
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should be more stable and not take down my other stuff when it does go down...<ul>
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<li>I am still tweaking server settings in AWS. It likely is going to be unstable for another
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week or two while I fine-tune cost and performance.</li></ul></li>
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<li>Card set filters are fixed.</li>
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<li><span style="font-family:monospace">/removecardcast</span> is fixed.</li>
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<li>Connect and disconnect notices are disabled server-wide. This was a major source of
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bandwidth and processing time.</li>
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<li><strong>You can start a game without using any local card sets.</strong>You must have at
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least 50 black cards and (20 times player limit) white cards to be able to start a game.</li>
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<li>Several other back-end performance and code maintainability improvements.</li>
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<li><strong>Custom card sets will be removed from local storage in the near future.</strong>You
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will have to use Cardcast to use custom card sets. If a card set you want is not already in
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Cardcast, you can attempt to extract it from
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<a href='https://github.com/ajanata/PretendYoureXyzzy/blob/737b468/cah_cards.sql'>the last
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version of the database dump which contains them</a> and add it to Cardcast yourself; I will be
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unable to provide help in doing so.</li>
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<li>At roughly the same time, all officially released Cards Against Humanity sets which are not
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already in the system will be added as local decks.</li>
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<li>Remaining known issues and high priority features:<ul>
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<li>Leaving a game as a spectator doesn't work right.</li>
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<li>Game owners still can't kick players from their game.</li>
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<li>Actually saw a deadlock the other night, so that needs fixed.</li>
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</ul></li>
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</ul></li>
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<li>11 August 2014:<ul>
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<li>Loading decks from <a href="http://www.cardcastgame.com/">Cardcast</a> is now supported in a
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preview release. See <a href="https://github.com/ajanata/PretendYoureXyzzy/wiki/Cardcast">the
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wiki</a> for instructions. A better UI will hopefully happen before too long, but you can see
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how long it took to get any sort of custom deck loading implemented...</li>
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<li>Please go make your own card sets there! It's a really cool site.</li>
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<li><strong>If you submitted a card set which is currently hosted locally on PYX, please add it
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to Cardcast and let me know when you have done so, so that I may remove it from the local list
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to de-clutter the page.</strong> I will list Cardcast codes for previously-hosted decks for a
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period of time so that users may continue to find them.</li>
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</ul></li>
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<li>7 April 2014:<ul>
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<li>Exploits avoiding the maximum limits for game options have been fixed. No more games with
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9001 blank white cards.</li>
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</ul></li>
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<li>23 February 2014:<ul>
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<li>Some minor bugfixes, including one which should prevent the entire server from dying if a
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single background task gets stuck.</li>
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<li>Some minor performance improvements.</li>
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<li><a href="http://houseofcardsagainsthumanity.com/">House of Cards Against Humanity</a> is now
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available.</li>
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</ul></li>
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<li>26 January 2014:<ul>
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<li>Several bugs have been fixed:<ul>
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<li><strong>Games should no longer reset when an idle player is kicked.</strong></li>
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<li>The judge should no longer have to re-judge when a player leaves during judging.</li>
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<li>The playing field should no longer visibly blank out when a player joins or leaves.</li>
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</ul></li>
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<li>The game host has a "stop game" button. If this is abused, it may be changed to only work
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in the first few rounds of a game.</li>
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<li>You can filter which games to display based on what card sets they are using. Under the
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Game List Filters tab, you can assign each card set to one of three statuses: Banned, Neutral,
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and Required. If a game uses <strong>any</strong> of your banned sets, it will not be shown. If
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a game does not use <strong>all</strong> of your required sets, it also will not be shown.</li>
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</ul></li>
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<li>22 December 2013:<ul>
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<li>What I have received so far of the Holiday Bullshit has been added. I will continue to add
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cards to this as I receive them.</li>
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<li>Several custom card sets have been added.</li>
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<li><strong>No further custom card sets will be accepted.</strong> Minor updates to existing
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ones may still be submitted, but I do not guarantee I will get to it in a timely manner. It is
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taking too much of my time to administer the custom cards sets; I'd rather focus the time on
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implementing a way for players to manage card sets in the game by themselves.</li>
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<li>Fixed a memory leak introduced in the last update that causes the server to massively slow
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down after a few days of running.</li>
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</ul></li>
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<li>1 December 2013 Mega-Update:<ul>
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<li>There are a <strong>lot</strong> of new things this time around. You can view the
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<a href="https://github.com/ajanata/PretendYoureXyzzy/commits/master">GitHub commit history</a>
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for full details, but here's a summary:<ul>
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<li>Spectator mode. The host can pick how many spectators the shall allow. Spectators do not
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participate in the game at all, even as Card Czar.</li>
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<li>Fill-in-the-blank White Cards. The host can pick how many of these to shuffle into the
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deck, and when they are played, you are prompted for the text to put on the card.</li>
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<li>/me chat command for emotes.</li>
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<li>Option to disable bouncy cards. We've all had a problem selecting the last card on the
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line; well now, you can uncheck a box up at the top right and they'll stop bouncing around.</li>
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<li>/sync chat command to re-sync the current game state without reloading the page. It should
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be harder to de-sync the client now, as well.</li>
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<li>Users are removed from the server if they have not done anything for an hour.</li>
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<li>Several more bug fixes and back-end improvements.</li>
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</ul></li>
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<li>The Fourth Expansion is up.</li>
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<li>As you have probably noticed in getting here, there is now a meta-lobby which allows you to
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choose between multiple servers. They should be identical other than the people playing on them:
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they are backed by the same card database.</li>
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</ul></li>
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<li>5 September 2013:<ul>
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<li tabindex="0">The Box Expansion and PAX Prime 2013 cards have been added. <strong>If you have
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any spares of these card numbers and are willing to part with them, it would be awesome if you'd
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<a href="mailto:ajanata@socialgamer.net?subject=13PAX+cards">email me</a> and send them to me,
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as I was unable to acquire them at PAX:</strong> 29, 30, 33, 34, 35, 36, 37</li>
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</ul></li>
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<li>7 August 2013:<ul>
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<li tabindex="0"><strong>The game list will not automatically update all the time now.</strong>
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You will need to start using the Refresh Games button. The game list will automatically update
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for new games, removed games, when games become passworded, or when you leave a game.</li>
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<li tabindex="0">A lot of custom card sets have been added.</li>
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<li tabindex="0">Cleaned up some error handling.</li>
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<li tabindex="0">Tried to fix some more of the server crashes.</li>
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</ul></li>
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<li>28 April 2013:<ul>
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<li tabindex="0">Version 1.3 of the base Cards Against Humanity game.</li>
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<li tabindex="0">Card sets are grouped by official or custom.</li>
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<li tabindex="0">You can <a href="viewcards.jsp">view all of the cards in the game</a>,
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including searching by text and filtering card set.</li>
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</ul></li>
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<li>20 April 2013:<ul>
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<li>A bunch of accessibility things for screen readers. If you are not using a
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screen reader, you don't care about any of this. If you are, tab to the next element for more
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information.
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<div style="position:absolute; left:-999999px" tabindex="0" id="screenreader-intro">
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I have spent a couple hours attempting to make this usable with screen readers. I have probably
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missed a few things, but I believe the game is actually playable now. You should be able to get
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to all of the interactive elements using only tab and shift tab, and all toggles should respond
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to the space bar. To select a card, tab to it and press the space bar. You will have to get to
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the Confirm Selection button to actually play it. I may eventually remove this requirement if
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the card is selected with the space bar. The list of games leaves some information that is
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visible out in an attempt to prevent each game from requiring a minute to read. You can still
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access that information by navigating through the elements directly. I attempted to make the
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notifications not be too chatty, but I may have failed. Please let me know if there are any
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major issues.
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</div>
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</li>
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</ul></li>
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<li>14 April 2013:<ul>
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<li>Fixed the game list sometimes showing the same game over and over, and not loading the list
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of card sets to display in game options.</li>
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<li>Made game list cards bigger, and fixed HTML entities displayed in them.</li>
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<li>Fixed even-numbered rows in the scoreboard not using the correct background color when
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displaying that the person won.</li>
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</ul></li>
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<li>13 April 2013:<ul>
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<li>Added client-side option to hide game password in the game options area. This is useful for
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streaming the game and not letting people see the password. ;)</li>
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<li>Added option to "not use" the idle timer. In reality, it just sets it to about 25 days.</li>
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<li>Internal cleanups.</li>
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</ul></li>
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<li>30 March 2013:<ul>
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<li>Increased the game limit to 200.</li>
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<li>Tweaking other settings to attempt to increase stability with more than 550 users.</li>
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<li>Fixed bug where inactive card sets were showing. That was just something stupid on my end.
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</li>
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</ul></li>
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<li>27 March 2013:<ul>
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<li>The Third Expansion and the PAX East packs, as well as a few more custom cards.</li>
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<li>Card sets have a description when you hover over them in the options panel.</li>
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<li>Administrators can send messages that show up in every game chat, so I can do announcements
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that everybody will see.</li>
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<li>Increased the game limit to 125.</li>
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</ul></li>
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<li>25 February 2013:<ul>
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<li>Per-game chats. Finally. Global chat is still there. I hope to make it highlight the tab
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when there is activity at some point.</li>
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</ul></li>
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<li>9 January 2013:<ul>
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<li>New stylesheet from timsookram.</li>
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<li>New card sets. The Holiday Pack was added about a month ago, the MLP pack got lost in the
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server migration and has been restored, and another custom card set has been added from the fine
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folks over at Very Serious. This card set has a decent amount of in-jokes, though, so you may
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want to skip it for now. I'll pull out the universally funny cards later into another set.
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<ul><li>I haven't forgotten about the other card sets that have been sent in. I'll get to
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those later this week. I did this card set first since it was sent to me in a format that I
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could import directly into the database.</li></ul>
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</li>
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<li>Plugged a hole that would let any especially crafty user pretend to be an administrator.
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This was done entirely at the firewall and web server level and required no code change to the
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game itself.</li>
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<li>Increased maximum game limit from 60 to 75.</li>
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</ul></li>
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<li>12 October, 5:00 AM UTC:<ul>
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<li>User Preferences. Click the button in the top-right corner and you can hide the connect
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and quit events, and ignore chat from specific users. These settings are remembered for the
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next time you play the game. The game also remembers what name you used last time you
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played.</li>
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<li>Games without a password will sort before games that do, so you can find them easier.</li>
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<li>Under-the-hood improvements.</li>
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</ul></li>
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<li>Early September, 2012:<ul>
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<li>The Second Expansion has been entered.</li>
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</ul></li>
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<li>29 August, 6:00 AM UTC:<ul>
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<li>Chat flood protection. You may only chat 5 times in any given 15 second period.</li>
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<li>Splitting game chat out will happen next, this was just an easy bandage.</li>
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</ul></li>
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<li>21 August, 6:00 AM UTC:<ul>
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<li>Ban list. Only admins can ban.</li>
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<li>Chat from admins shows up in blue.</li>
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<li>
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Currently, the admin list contains just me and a close friend. I am not taking applications.
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</li>
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<li>Performance and stability tweaks.</li>
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</ul></li>
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<li>7 July, 10:00 PM UTC:<ul>
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<li>Proper Card Set support. Currently, only I can define the cards and card sets, but I hope to
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eventually let users define their own. This leads into the next item...</li>
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<li><strong>The First Expansion</strong>! Sorry it took so long, I've been quite busy with real
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work lately. Whenever The Second Expansion rolls around, it will be much easier for me to add
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since I've put in the proper structure to deal with card sets.</li>
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<li>I still haven't had time to separate out chat per-game, but that is the next thing on the
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to-do list.</li>
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</ul></li>
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<li>15 June, 2:00 AM UTC:<ul>
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<li>I haven't forgotten about this! The First Expansion cards are typed up (you probably have
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seen them accidentally showing up), I just need to make a proper way to choose what card decks
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to use in games. I will try to do that this weekend! In the mean time, I've removed the dummy
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marker cards you've also probably noticed from showing up (and also the First Expansion cards).
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</li>
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</ul></li>
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<li>23 March, 7:00 AM UTC:<ul>
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<li><a href="https://github.com/ajanata/PretendYoureXyzzy/commit/368e890c07d29e1b810821ac6f76c983227ab7c1">
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Fixed a deadlock which caused the server to grind to a halt occasionally.</a> At least, I
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fixed one deadlock. I looked over the code a bit more closely to see if there were any other
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potential deadlocks, and didn't see any. I did go ahead and rework some of the other code to
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make it less likely. Hopefully this will fix the problems with the server randomly crapping
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out.</li>
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<li><a href="https://github.com/ajanata/PretendYoureXyzzy/commit/bc4f0818f18f106e92590c4510210fc28847ef58">
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Fixed the chat log in Opera.</a></li>
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</ul></li>
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<li>19 March, 4:20 AM UTC:<ul>
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<li>Added game passwords.</li>
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<li>Added Show Game Options button in-game to see the game's options. The host cannot change
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options while the game is in progress.</li>
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</ul></li>
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<li>18 March, 6:40 PM UTC:<ul>
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<li>Added version 1.2 Cards Against Humanity cards. Game host can choose between original, new,
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or both at once.<ul>
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<li>Cards that were slightly reworded in the new version were updated instead of replaced
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here, so even if you pick original you may get some newly reworded cards.</li>
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</ul></li>
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<li>Hopefully fixed a rare crashing issue.</li>
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</ul></li>
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<li>17 March, 1:30 AM UTC:<ul>
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<li>Fixed AFK timer skipping people who played at least one card for a multiple-PICK card.</li>
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<li>Increased AFK timeouts to 45 + 15 * PICK seconds and 40 + 7 * PICK * PLAYERS seconds.</li>
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</ul></li>
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<li>17 March, Midnight UTC:<ul>
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<li>Initial AFK timer support added. This will skip (or kick, if there are not enough players) a
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player that takes longer than 15 + 15 * PICK seconds to play, or skip a judge that takes longer
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than 20 + 5 * PICK * PLAYERS seconds to select a winner. If a player is idle for two consecutive
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rounds, they will be kicked from the game. All of these numbers are adjustable; if the timeouts
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are too long or too short, please let me know!</li>
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<li>The game host can specify the Awesome Point goal from 4 to 10.</li>
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<li>The game host can specify the maximum number of players in a game from 3 to 10.</li>
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</ul></li>
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</ul>
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</body>
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</html> |