[MOD] WebGL Ship Display

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Bas
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Re: [MOD] WebGL Ship Display

Post by Bas » Thu Feb 25, 2016 14:13

prometh wrote:
Wed Feb 24, 2016 18:54
Looks nice. Just out of curiousity... Installing the DB tables in the mod settings worked or did you have to import them manually?
I pressed "Install/Update DB" button manually.

Just catched one problem.
I'm using "eve_sso" mod for comments.
When "Use WebGl ship Display" option activated comments not shown.

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prometh
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Re: [MOD] WebGL Ship Display

Post by prometh » Thu Feb 25, 2016 19:50

Nice catch unfortunately i have no idea yet what breaks it. Its not related to the eve_sso but comments are broken in general. Its not just graphics and its not the php part of the mod but actually the java script part that breaks comments.
Salvoxia can you help me out here, how are comments loaded? Some ajax script? because i think they are loaded asyncronously.

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prometh
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Re: [MOD] WebGL Ship Display

Post by prometh » Thu Feb 25, 2016 20:21

Ok i tried something that seems to work:

coud you try opening the webgl/shipdisplay.js file and replace the very last line

Code: Select all

onload = onDocumentLoad;
with

Code: Select all

window.onDomReady = initReady;

      function initReady(fn)
      {
        if(document.addEventListener) {
          document.addEventListener("DOMContentLoaded", fn, false);
        }
        else {
          document.onreadystatechange = function(){readyState(fn)}
        }
      }

      function readyState(func)
      {
        if(document.readyState == "interactive" || document.readyState == "complete")
        {
                func();
        }
      }

window.onDomReady(onDocumentLoad);


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Salvoxia
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Re: [MOD] WebGL Ship Display

Post by Salvoxia » Thu Feb 25, 2016 20:28

Hi,

that would explain it. The comments are indeed loaded asynchronously using a javascript function getting called via the "onload" property of the body element. If that got overwritten the comments never would have been loaded.

Code: Select all

<body style="height: 100%" onload="xajax_getComments(90728);">
Best Regards,
Salvoxia

Bas
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Re: [MOD] WebGL Ship Display

Post by Bas » Fri Feb 26, 2016 13:21

Yeah, I thought as much.
Probably this was cause of some lags with page loading. Will test...

Thank you, guys.

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prometh
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Re: [MOD] WebGL Ship Display

Post by prometh » Mon Feb 29, 2016 18:54

Updated to 3.7 code base. Fixed some minor issued.


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anchorhead
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Re: [MOD] WebGL Ship Display

Post by anchorhead » Sun Mar 13, 2016 22:36

Hello,

I have this error on one particular kill (scimitar)

WARNING [2] Invalid argument supplied for foreach()
Error on line 283 in file /var/xxxxx/xxxx/mods/ship_display_tool/Libs/Fitting.class.php
PHP xxxxxxx, EDK 4.2.20.0 (YC-118-2 1.0)
File: /xxx/mods/ship_display_tool/Libs/Fitting.class.php, line: 283, class: EDKError, function: handler
File: /xxx/mods/ship_display_tool/Libs/Fitting.class.php, line: 123, class: Fitting, function: buildSettings
File: /xxx/mods/ship_display_tool/init.php, line: 332, class: Fitting, function: buildFit
File: /xxx/common/includes/class.pageassembly.php, line: 80, function: call_user_func_array
File: /xxxx/common/includes/class.pageassembly.php, line: 44, class: pageAssembly, function: call
File: /xxx/common/kill_detail.php, line: 1766, class: pageAssembly, function: assemble
File: /xxx/common/index.php, line: 323, function: include
File: /xxx/index.php, line: 25, function: include

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Salvoxia
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Re: [MOD] WebGL Ship Display

Post by Salvoxia » Sun Mar 13, 2016 23:05

Hi,

that's caused by missing dogma information about new items. This error will "correct itself" as soon as the database update is out (soon, I promise!). It's not specific to the WebGL version of this mod. But I agree the core code could be make more robust to not throw errors if it encounters missing information.

On a side note: Since dogma information is now available via CREST, the mechanism that fetches unknown items from the API will be adapted to fetch the dogma information as well.

Best Regards,
Salvoxia

anchorhead
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Re: [MOD] WebGL Ship Display

Post by anchorhead » Sun Mar 13, 2016 23:29

ok thanks for info, is there a temporarly solution for don't show this error ?

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prometh
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Re: [MOD] WebGL Ship Display

Post by prometh » Sun Mar 13, 2016 23:52

anchorhead wrote:
Sun Mar 13, 2016 23:29
ok thanks for info, is there a temporarly solution for don't show this error ?
You could try to figure out which module is causing the problem (most likely a new or tiericided one) and add it to the ignore list in the init file, probably takes longer to find all of them than the update takes.

Edit: I think I made up the word 'tiericided'...


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