- Mar 04, 2018
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Atanamo authored
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- Jan 28, 2018
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Atanamo authored
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- Mar 30, 2017
- Mar 29, 2017
- Aug 17, 2016
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Atanamo authored
Regarding new game statuses 5 and 6 - running and paused post-game.
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- Mar 25, 2016
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Atanamo authored
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- Mar 20, 2016
- Mar 14, 2016
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Atanamo authored
This change isn't even listed in the changelog, but fatal: io.sockets.adapter.rooms[<room name>] seems to be an Object of type Room now, having a the list of its sockets in an property "sockets". Before version 1.4.0, the map of sockets was directly accessable by the call (there was no Room object)... Moved logic for iterating the room's sockets to a new method _iterateEachJoinedSocket() though. So future changes to the API (which are very likely) can be modified on one place in the code...
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- Mar 13, 2016
- Feb 26, 2015
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Atanamo authored
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- Feb 24, 2015
- Feb 23, 2015
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Atanamo authored
* Refactored the class again to use weights instead of sizes for rating entries * Simplified sub routines to be more efficient * Initializing helper object and doing checks in client event listeners TODO: Move settings for flooding protection to config
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- Feb 22, 2015
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Atanamo authored
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- Feb 21, 2015
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Atanamo authored
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Atanamo authored
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Atanamo authored
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Atanamo authored
* Always show number of players * Hide players list, if it is empty, allow overwrite by using css class "secret" * Have four "formSection" containers in server tab * Added css class for tab pages * Tab title/channel name is now contained in span tag * Tab headers having tooltips showing the channel name
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- Feb 19, 2015
- Feb 17, 2015
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Atanamo authored
On disconnect, sockets are in no rooms anymore - even before kicking them out manually. Because of that, removeClient() did cancel in beginning... But anaway, we have to remove the client from the unique users list - so force it.
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Atanamo authored
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Atanamo authored
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Atanamo authored
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Atanamo authored
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Atanamo authored
This will temporary leave the channel...
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