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Pre-Release 5.3.0-beta7: ChangeLog pass
* Python 3.10 in more places. * Re-ordered entries, both into 'Plugin Developers' section, and grouping for e.g. Inara, EDDN, "obvious users thing", "less obvious user things". * Linked to issues where relevant.
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ChangeLog.md
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ChangeLog.md
@ -13,7 +13,7 @@ produce the Windows executables and installer.
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**As a consequence of this we no longer support Windows 7.
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This is due to
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[Python 3.9.x itself not supporting Windows 7](https://www.python.org/downloads/windows/).
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[Python 3.10.x itself not supporting Windows 7](https://www.python.org/downloads/windows/).
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The application (both EDMarketConnector.exe and EDMC.exe) will crash on
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startup due to a missing DLL.**
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@ -34,40 +34,31 @@ Pre-Release 5.3.0-beta7
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features specific to Python 3.10 (or 3.9). Let us restate that we
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absolutely reserve the right to commence doing so.
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* "File" -> "Status" will now show the new Odyssey ranks, both the new
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categories and the new 'prestige' ranks, e.g. 'Elite I'. Closes
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[#1369](https://github.com/EDCD/EDMarketConnector/issues/1369).
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* We now use UTC-based timestamps in the application's log files. Prior to
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this change it was the "local time", but without any indication of the
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applied timezone. Each line's timestamp has ` UTC` as a suffix now, and we
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are assuming that your local clock is correct *and* the timezone is set
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correctly such that Python's `time.gmtime()` yields UTC times.
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This should make it easier to correlate application logfiles with in-game
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time and/or third-party service timestamps.
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* All communication with remote web servers and APIs now uses the same custom
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"User-Agent" header to make attribution to this application clear.
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* The process used to build the Windows installers should now always pick up
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all the necessary files automatically. Prior to this we used a manual
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process to update the installer configuration which was prone to both user
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error and neglecting to update it as necessary.
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* We now include [FDevIDS](https://github.com/EDCD/FDevIDs) as a
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sub-repository, and use its files directly for keeping some game data up to
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date. This should hopefully mean we include, e.g. new ships and modules
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for loadout exports in a more timely manner.
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* We now use UTC-based timestamps in the application's log files. Prior to
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this change it was the "local time", but without any indication of the
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applied timezone. Each line's timestamp has ` UTC` as a suffix now, and we
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are assuming that your local clock is correct *and* the timezone is set
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correctly such that Python's `time.gmtime()` yields UTC times.
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This should make it easier to correlate application logfiles with in-game
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time and/or third-party service timestamps.
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* Running `EDMarketConnector.exe --reset-ui` will now also reset any changes to
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the application "UI Scale" or geometry (position and size).
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* Inara: Use the `<journal log>->Statistics->Bank_Account->Current_Wealth`
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value when sending a `setCommanderCredits` message to Inara to set
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`commanderAssets`.
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the application "UI Scale" or geometry (position and size). Closes
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[#1155](https://github.com/EDCD/EDMarketConnector/issues/1155).
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This should cause Inara and EDMC to agree on the Commander's current total
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assets credits figure, and thus prevent it bouncing between two values.
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* Inara: Send a `setCommanderRankPilot` message when the player logs in to the
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game on-foot. Previously you would *HAVE* to be in a ship at login time
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for this to be sent.
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Thus, you can now relog on-foot in order to update Inara with any Rank up
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or progress since the session started.
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* "File" -> "Status" will now show the new Odyssey ranks, both the new
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categories and the new 'prestige' ranks, e.g. 'Elite I'.
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* If the application fails to load valid data from the `NavRoute.json` file
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when processing a Journal `NavRoute` event, it will attempt to retry this
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operation a number of times as it processes subsequent Journal events.
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@ -79,14 +70,24 @@ Pre-Release 5.3.0-beta7
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We will also now *NOT* attempt to load `NavRoute.json` during the startup
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'Journal catch-up' mode, which only sets internal state.
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* EDDN: We now compress all outgoing messages. This might help get some
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particularly large `navroute` messages go through.
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Closes [#1348](https://github.com/EDCD/EDMarketConnector/issues/1155).
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If any message is now rejected as 'too large' we will drop it, and thus
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not retry it later. The application logs will reflect this.
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* Inara: Use the `<journal log>->Statistics->Bank_Account->Current_Wealth`
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value when sending a `setCommanderCredits` message to Inara to set
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`commanderAssets`.
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NB: The EDDN Gateway was updated to allow messages up to 1 MiB in size
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anyway. The old limit was 100 KiB.
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This should cause Inara and EDMC to agree on the Commander's current total
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assets credits figure, and thus prevent it bouncing between two values.
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Closes [#1401](https://github.com/EDCD/EDMarketConnector/issues/1401).
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* Inara: Send a `setCommanderRankPilot` message when the player logs in to the
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game on-foot. Previously you would *HAVE* to be in a ship at login time
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for this to be sent.
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Thus, you can now relog on-foot in order to update Inara with any Rank up
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or progress since the session started.
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Closes [#1378](https://github.com/EDCD/EDMarketConnector/issues/1378).
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* Inara: We will now send the new idea of "credits in the Commander's wallet"
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when the delta from the last sent value is either 5% *or* at least
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@ -98,6 +99,30 @@ Pre-Release 5.3.0-beta7
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allowing richer commanders to also experience more frequent updates than
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was previously the case.
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Close [#1255](https://github.com/EDCD/EDMarketConnector/issues/1255).
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* Inara: You should once more see updates for any materials used in
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Engineering. The bug was in our more general Journal event processing
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code pertaining to `EngineerCraft` events, such that the state passed to
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the Inara plugin hadn't been updated.
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Such updates should happen 'immediately', but take into account that there
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can be a delay of up to 35 seconds for any data sent to Inara, due to how
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we avoid breaking the "2 messages a minute" limit on the Inara API.
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Closes [#1395](https://github.com/EDCD/EDMarketConnector/issues/1395).
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* EDDN: We now compress all outgoing messages. This might help get some
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particularly large `navroute` messages go through.
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If any message is now rejected as 'too large' we will drop it, and thus
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not retry it later. The application logs will reflect this.
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NB: The EDDN Gateway was updated to allow messages up to 1 MiB in size
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anyway. The old limit was 100 KiB.
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Closes [#1390](https://github.com/EDCD/EDMarketConnector/issues/1390).
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* EDDN: In an attempt to diagnose some errors observed on the EDDN Gateway
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with respect to messages sent from this application some additional checks
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and logging have been added.
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@ -130,15 +155,8 @@ Pre-Release 5.3.0-beta7
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- `this.coordinates is falsey, can't add StarPos`
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- `this.systemaddress is falsey, can't add SystemAddress`
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* Inara: You should once more see updates for any materials used in
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Engineering. The bug was in our more general Journal event processing
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code, such that the state passed to the Inara plugin hadn't been updated.
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Such updates should happen 'immediately', but take into account that there
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can be a delay of up to 35 seconds for any data sent to Inara, due to how
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we avoid breaking the "2 messages a minute" limit on the Inara API.
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Ref: [#1403](https://github.com/EDCD/EDMarketConnector/issues/1403)
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[#1393](https://github.com/EDCD/EDMarketConnector/issues/1393).
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Plugin Developers
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---
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@ -149,10 +167,22 @@ Plugin Developers
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See [Contributing.md->Text formatting](Contributing.md#text-formatting).
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* As noted above, prior to this version we weren't properly monitoring
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`EngineerCraft` events. This caused the `state` passed to plugins to not
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contain the correct 'materials' (Raw, Manufactured, Encoded) counts.
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* `config.py` has been refactored into a sub-directory, with the per-OS code
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split into separate files. There *shouldn't* be any changes necessary to
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how you utilise this, e.g. to determine the application version.
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All forms of any `import` statement that worked before should have
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unchanged functionality.
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* We now include [FDevIDS](https://github.com/EDCD/FDevIDs) as a
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sub-repository, and use its files directly for keeping some game data up to
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date. This should hopefully mean we include, e.g. new ships and modules
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for loadout exports in a more timely manner.
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* We will now include in the Windows installer *all* of the files that `py2exe`
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places in the build directory. We still do *not* yet include *all* of the
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Python 'stdlib', so open an issue on GitHub if something you need is
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@ -164,7 +194,7 @@ Plugin Developers
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packaged in the Windows installer.
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---
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5.3.0-beta2 through 5.3.0-beta6 were used internally, no public pre-releases.
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5.3.0-beta3 through 5.3.0-beta6 were used internally, no public pre-releases.
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---
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