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Cerryl Newbie
Joined: 30 Jul 2011 Posts: 9
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Posted: Sat Oct 29, 2011 7:17 pm
#show in trigger breaking MXP |
Afternoon, all. My MUD recently updated to a new "version," and ever since that change any trigger that executes the #show command is causing MXP to malfunction until I reconnect to the MUD. It does not occur on #echo but does occur on #showprompt. It also does not occur on #capture. I have been unable to get it to happen any way except by using #show in a trigger. Manually using #show also causes no issues. Sample output prompt before the issue happens:
Code: |
<1709hp 1189sp 1304st> |
And a sample output prompt after the issue:
Code: |
<1709</V>hp 1189</V>sp <V St>1304</V>st> |
That is just a sample. MXP code is thereafter broken for everything in the game. It essentially displays all MXP tags instead of executing them.
While the fact that this did not occur before the MUD updated its code might suggest a MUD problem, I would note two things: a) this issue is CMUD-specific; and b) this only ever occurs after a trigger executes the #show command. These two things lead me to believe there may be an issue within CMUD. Has anyone experience something similar and does anyone have suggestions for how to possibly fix it? I can change everything to #echo, but I rather prefer #show because it prints to the window where the trigger originated instead of the current window. Any ideas?
For reference, the MUD in question is Materia Magica. |
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Cerryl Newbie
Joined: 30 Jul 2011 Posts: 9
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Posted: Sat Oct 29, 2011 7:28 pm |
In an effort to try to further narrow this down, I place MXP in debug mode and checked the prompt text before and after the trigger firing. The result is as follows. Before:
Code: |
<<V Hp>1709</V>hp <V Sp>1189</V>sp <V St>1303</V>st> |
After:
Code: |
<<V Hp>1709</V>hp <V Sp>1189</V>sp <V St><V St>1304</V>st> |
For some reason, an extra <V St> tag is displaying after the trigger fires. This is happening with other things as well. For some reason, CMUD stops parsing the tags and just displays them to the window. |
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Rahab Wizard
Joined: 22 Mar 2007 Posts: 2320
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Posted: Sun Oct 30, 2011 3:22 pm |
Can you show us the actual code for this #SHOW command that seems to be breaking things?
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Cerryl Newbie
Joined: 30 Jul 2011 Posts: 9
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Posted: Wed Nov 02, 2011 12:08 am |
Any code at all. #show Hello will do this. I can create a trigger that fires on my character's name and executes the command: #show Hi
That trigger alone causes MXP to malfunction. |
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Anaristos Sorcerer
Joined: 17 Jul 2007 Posts: 821 Location: California
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Posted: Wed Nov 02, 2011 2:58 am |
Help us help you. Copy/paste the offending trigger either directly or in xml format. There is no other way to try to work out what the problem is. We need you to give us some specific code.
For instance, you are creating (or updating) a variable with MXP. There might be a conflict since st is an MXP tag. No way to tell unless we can look at what you have coded. |
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_________________ Sic itur ad astra. |
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Cerryl Newbie
Joined: 30 Jul 2011 Posts: 9
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Posted: Wed Nov 02, 2011 3:14 am |
I can literally create any trigger I want and insert the code #show Hello and it will break MXP. I am manipulating no variables or doing anything but triggering off any expression whatsoever and executing the command #show with any text behind it.
Code: |
#trigger {Cerryl} {#show Hello} |
This trigger will break MXP whenever it sees my character name. I can trigger from any expression. It is arbritrary. As long as I execute the #show command via that trigger (regardless of whatever else the trigger executes), MXP breaks until I reconnect to the MUD. Posting a specific trigger is arbitrary because it doesn't matter what the trigger contains. I can create a blank settings file, connect to the MUD, create the above trigger, and as soon as it sees my character name and executes the #show command MXP does not work and shows up as above.
The text I coded in my original post is not significant because all MXP in the entire game breaks. Every MXP tag in the game is no longer parsed after that point. Extra MXP tags are displayed everywhere. I was just illustrating what happens when it stops working.
For example, normally when I look at a particular room it may look like the following:
Code: |
A Dark Antechamber - - -
(-------------------------------------------------) W <---(M)---> E
- - -
The room is darkened and has an eerie feel to it. Sometimes you think
you hear laughter or even the sound of combat near you as you timidly stand
here. Other times you think you might have just heard the echo of a meeting
of the minds or a intimate conversation. Sometimes you hear nothing but the
haunting quiet that abounds here. Your mind begins to wander and you wonder
if you really heard anything at all. As you brush your hand along the walls
trying to get a feel for the room, you can actually feel the carved markings
in the walls. A chill runs down your spine as you get the feeling that this
room leads to something very important.
An opening rose blossom glimmers in the light.
[Clan 143] (Q) **Hatred is here.
[Clan 143] [AWAY] Yunalesca is resting here. |
If I then create the following trigger:
Code: |
#trigger {A Dark Antechamber} {#show Hello} |
I get the following when I look at the room:
Code: |
A Dark Antechamber - - -
Hello
(-------------------------------------------------) W <---(M)---> E
- - -
The room is darkened and has an eerie feel to it. Sometimes you think
you hear laughter or even the sound of combat near you as you timidly stand
here. Other times you think you might have just heard the echo of a meeting
of the minds or a intimate conversation. Sometimes you hear nothing but the
haunting quiet that abounds here. Your mind begins to wander and you wonder
if you really heard anything at all. As you brush your hand along the walls
trying to get a feel for the room, you can actually feel the carved markings
in the walls. A chill runs down your spine as you get the feeling that this
room leads to something very important.
<get name="a silver rose" desc="a silver rose">An opening rose blossom glimmers in the light.</get>
[Clan 143] (Q) **Hatred</pers> is here.
[Clan 143] [AWAY] Yunalesca</pers> is resting here. |
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Anaristos Sorcerer
Joined: 17 Jul 2007 Posts: 821 Location: California
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Posted: Wed Nov 02, 2011 3:45 am |
Well, it looks like you are playing in a MUD that uses server-side MXP. So I would have them look at the problem first. If they determine that problem is client-side then we can work on that. To me, there seems to be a conflict between the server tags and the tags that CMUD define as default. Just a guess.
Note that <V hp>1709</V>... creates variables for you. <V> is the short name for the <VAR> tag. That is why I think there is a conflict. The St variable might be getting hijacked by the <ST> tag which is the short name for the <STATS> tag. |
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_________________ Sic itur ad astra. |
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Cerryl Newbie
Joined: 30 Jul 2011 Posts: 9
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Posted: Fri Nov 04, 2011 1:50 am |
I'm having a difficult time buying that the game has anything to do with it. MXP works perfectly fine for every other client that supports it. CMUD is the only client having issues. They did update some MXP with their recent update, but again, CMUD is the only client having problems. Also, as mentioned, this only happens after executing the #show command via a trigger. I'm failing to see how the MUD could be responsible for an issue that only occurs after the client executes a trigger.
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Scirkhan Apprentice
Joined: 14 Sep 2007 Posts: 167 Location: aztx
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Posted: Fri Nov 04, 2011 8:35 am |
Just wanted to add something. Have you reproduced this in a new character session, configuration, etc?
Also, Anaristos post looks very informative. Note the cause being the client. Good luck :( I don't know anything about MXP |
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Cerryl Newbie
Joined: 30 Jul 2011 Posts: 9
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Posted: Sat Nov 05, 2011 6:25 pm |
Yes, the error occurs when I create a brand new, blank character session with the only setting being the new trigger that executes #show. Another member on these forums also PM'd me and was easily able to reproduce the error with a blank settings file.
Secondly, I have spoken with the game administrator. Here is his response:
Quote: |
Well - we've had some settings in our MXP that weren't technically correct, but CMUD/ZMUD forgave and other clients had to code around (such as MUSHClient) and did so rather bitchily, if you read their forums.
So I redid some of the way MXP was handled which is more in lines with the actual published specs. So it's possible that in making it technically accurate may have caused us to discover a bug that they didn't anticipate. |
This really seems to be a client-side issue that I'm really not sure what to do with at this point. Nothing I have tried inside the client has been able to fix it. The damning evidence to me, as already pointed out, is that a client action is causing it to work abnormally and that it is not reproduceable on any other client. |
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Scirkhan Apprentice
Joined: 14 Sep 2007 Posts: 167 Location: aztx
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Posted: Sat Nov 05, 2011 8:28 pm |
Well, I hope someone fixes it. It's always good to have bugs fixed.
Maybe Anaristos was right. |
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Cerryl Newbie
Joined: 30 Jul 2011 Posts: 9
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Posted: Sat Nov 05, 2011 9:42 pm |
Indeed. I will talk to them and see if they are willing to experiment with changing the variable name to something else.
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Anaristos Sorcerer
Joined: 17 Jul 2007 Posts: 821 Location: California
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Posted: Sun Nov 06, 2011 12:27 am |
To test my theory, click on Preferences then choose MXP. Select the MXP Elements tab above, then below select the System tab. Scroll down until you see the entry for <stat... and uncheck it. Save the properties.
Try doing the #SHOW and see what happens. I would restart CMUD after saving the preferences. |
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_________________ Sic itur ad astra. |
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Cerryl Newbie
Joined: 30 Jul 2011 Posts: 9
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Posted: Sun Nov 06, 2011 1:48 pm |
No dice. I think the problem is larger than just the command prompt since MXP is breaking for the entire game. The prompt was just an example of what I am getting. Items in a room and players/mobs are also screwed up as shown in my post on 1 Nov. Anything with an MXP tag on it essentially stops parsing correctly.
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