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License: Other
Destiny.gg chat front-end
License: Other
It seems only emotes up to Tier 4 are displayed.
Sync your time (Windows Settings -> Time & Language -> Date & Time -> Sync now.)
When a users time is out of sync with the real time, (e.g. 5m ahead) the poll will think that it is finished.
As the start time for the poll is based on the server timestamp while ending the poll is based on the client time.
I was playing around with adding a new flair to indicate newer accounts, and thought it was interesting.
Especially when the stream is covering some contentious topic like Covid-19 or redpill stuff and you see the new users making accounts just to get mad.
Thought it was a cute idea, and the data should be readily present with the createdDate
field in the WS messages.
Another contributor started working on this with #211, but their PR has since been abandoned. You can refer to that PR's comments for guidance on what needs to be done.
Probably a good idea to run them as part of the workflow for new PRs, but especially so because changes introduced in #182 only validate the CHAT_COMMANDS
constant in unit tests. It's assumed valid at runtime.
When proxying WS connections through Cloudflare, the connections will be terminated when Cloudflare's servers restart. Cloudflare signals this action by sending a 1001
status code to clients. Chat clients should listen for this signal and handle the event in a way that's transparent to the user.
Noticed this while refreshing today during a poll.
When you focus a user, only that user's messages should be highlighted, even when watching mode is enabled. Clicking on an empty space in chat should unfocus that user, as usual, and once again highlight only messages from users watching the same stream.
Just like how nsfw and spoiler mark links with a red underline, "spoilers" should also mark links as it's as popular (if not more) when referring to something as a spoiler
Allow highlighting chat by clicking on flairs. When there is gym talk, you can click on a gym flair to only highlight those messages. Same for different levels of subs or other flairs.
When chat is flying by the time it takes to hover on an emote for the tooltip to appear takes way too long.
Would be great if tooltip was displayed instantly on hover.
Ignored users who post polls still show up. If a user is hard ignored, anything they post should be hidden, including polls.
If you open chat without anything embedded, then toggle watching mode, history messages from users who weren't embedding anything are highlighted, but new messages (including your own) are dimmed. Embedding something, then removing the embed fixes the issue.
Render a small button/icon beside each embeddable link. Clicking the button should embed the content.
Sorry if the title sounds condescending, I don't mean it that way, I'm aware this project has quite a few years under it's belt. Not only that but it's also pretty robust and seems to work really well.
I've been wanting to start a project myself recently - something a bit more frontend-y - and re-making the dgg chat ui seems like a nice place I could start.
The tools/frameworks I planned to go with are;
If I were to get an MVP or some sort of early POC to show with this, would it be considered for use going forward?
Changes to text shadows were made relatively recently (#95) for compatibility with rainbow usernames. This reduced the visibility of the text over some backgrounds.
Divide the regex per-platform to it's easier to read. Maybe have a separate entry for each platform within a single capture group? Add a comment above the regex that lists an example hash link for each platform.
Some users deliberately post extremely long links for attention. If a link exceeds a certain number of characters, automatically shorten it and insert an ellipsis to indicate that its shortened.
from destinygg/chat-bot#69 (nice)
cmdBANINFO()
is incorrectly converting timezones for temporary bans
https://github.com/destinygg/chat-gui/blob/master/assets/chat/js/chat.js#L1529
Opening a ChatMenuFloating while there is a poll running will position it incorrectly.
I'm not sure if you guys are taking pull requests, but it was bothering me that Destiny's chat had two sorted lists (capitalized names and non-capitalized names) in its user list.
I am interested in contributing to this project, and so I cloned the repo and followed the steps in the readme to get started.
I tried running install and start and receiving this error:
ERROR in ./fonts/AmongUs-Regular.ttf 1:0
Module parse failed: Unexpected character '' (1:0)
You may need an appropriate loader to handle this file type, currently no loaders are configured to process this file. See https://webpack.js.org/concepts#loaders
(Source code omitted for this binary file)
@ ./node_modules/css-loader/dist/cjs.js!./node_modules/sass-loader/dist/cjs.js!./node_modules/postcss-loader/dist/cjs.js!./assets/chat/css/style.scss 14:0-79 27:73-102
@ ./assets/chat/css/style.scss 2:12-189 9:17-24 13:15-29
@ ./assets/demo.js 2:0-30
I tried this on node versions 19.x.x, 12.9.0, and 6.x.x to no avail. The package.json states that node version 5 is required, but that is likely not accurate.
I also tried running the "glue" and "tld" scripts to see if this was relevant.
onboarding steps should be more clear in the readme to prevent this from happening. . I will continue debugging this and update here if I am unable to unblock myself, and submit a PR to improve the readme if so.
Both commands use very similar logic and have a lot of duplicate code.
Create a class with a single public method that takes a URL and returns a hash link. Use URL to parse the URL, then parse its pathname
, searchParams
, etc. as necessary to extract relevant data. The class must be unit tested as well. When finished, refactor the two commands to use this class when building hash links.
Opening the chat, then switching to a different window/app for a little while results in chat becoming unpinned (scrolled up with "More messages below" at the bottom) when you return to the chat window.
Make the window open with a right click rather than a left click.
Styles should be split up per component and combined into a single file with SASS/Webpack on build.
So it seems that Tier 5s can use WEOW emote (p2w emotes grr).
When users that don't have permission to use the emote and it makes a combo, itll display that emote as a combo. This is probably unintended (but still fun).
It seems #270 didn't fix this issue entirely, only made it happen less frequently.
Probably caused by a MUTE
event in chat history overriding the muted error sent to clients on connect.
Over the past month or so, I've noticed that leaving the site open for a indetermined length of time (>3-5 hours) even in the background can cause performance issues cross pc with a laggy mouse, and generally unresponsive situation pc wide. However, the second I close the site all said performance issues cease. If I wait a few minutes and reboot the site (or close down my browser and boot it up again) the issue usually stops, but I've had it happen at least 12 times over the past month across two different pcs. My theory is a memory leak, but it's a hunch off of similar issues in my projects.
Highlighting users by flair, introduced in #75, relies on the :has
pseudo-class. Unfortunately, it's disabled in Firefox unless the user digs through their settings in about:config
and enables it.
The highlight logic should be refactored such that it doesn't rely on :has
, if possible.
This is possible now that the content a user is embedding is present in the payload of their messages.
As of 5/26/2023, messages in chat are being wrapped up into an emote combo and hidden from view. As far as I can tell it only occurs if a emote is used, a message is written then more emotes, which will wrap it inside the combo and remove the message from view.
Currently, the section only displays the last few messages from the user. Modify the section such that it displays all their messages present in the chat history. While the window remains open, the list of messages should be updated as the chat history changes, i.e., when new messages from the user come in or their old messages expire.
I was a little annoyed because there was a MOTD in DGG that had dates in it when Destiny was on vacation, but I deleted the message and immediately lost the dates.
I think it would be nice if instead of removing the MOTD entirely it was toggleable in some way.
I wrote a quick Tampermonkey script to fix the issue for me; it's janky but gives you an idea of what I was thinking.
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