Open lebaphi opened 1 month ago
Hello @lebaphi - the PlayWright testing is currently failing for this. That's quite understandable, since so much as changed.
So, I suggest we (well, you ;-) ) change the CI workflow to comment out the PlayWright testing until this branch is mature, then we will reinstate it.
I can see 'Core Mapping' from admin page of game 'P10-Test' . But we still in implementing, so I don't check more on this.
Nice work so far @lebaphi 😀
@IanMayo Do you think we should change the 'Delete' icon to '...' icon. And we can have 2 actions (Delete / Duplicate) for each renderer . So that, we can create duplicated renderer and edit properties which we want to change. So it save time for creating.
@IanMayo Do you think we should change the 'Delete' icon to '...' icon. And we can have 2 actions (Delete / Duplicate) for each renderer . So that, we can create duplicated renderer and edit properties which we want to change. So it save time for creating.
Thanks @Tristina1788 - that's a good idea, but we currently only have the two renderers and don't expect them to be duplicated. Let's defer the suggestion for the future.
@IanMayo @lebaphi
https://github.com/serge-web/serge/assets/107697044/dd7344c0-e553-44b1-8635-cee836cc9828
@lebaphi @IanMayo
@lebaphi @IanMayo We should remove column 'Icon'. And we still don't have the way to update 'Others' because it's not in edit form
https://github.com/serge-web/serge/assets/107697044/e5421b40-06f5-47e2-ac08-61134d9f14b2
I've just done some testing @lebaphi - it's looking good. Note: for the EnumProperty
the game designer needs to provide a list of values (choices
), and for NumberProperty
there should be an optional Format
attribute that controls how the numbers are shown.
Oh, and there should be a lines
attribute for a StringProperty
.
For string and enum properties there should be a string default
attribute, and a numeric one for number properties.
@lebaphi User role with 'View Props' = false, 'Edit/Remove Feature' = false, 'Move/Resize Feature' = false, user still can see props and edit/remove , move/resize feature
https://github.com/serge-web/serge/assets/107697044/a87874e6-2db5-4a00-95f7-e028da710e31
@lebaphi User role with 'View Props' = false, 'Edit/Remove Feature' = false, 'Move/Resize Feature' = false, user still can see props and edit/remove , move/resize feature
Thanks for the @Tristina1788 . I'll start off on the failure to use the props permission. The mapping permissions may require some trickery we haven't done before (allowing a user to move features from one force but not the other).
@lebaphi @IanMayo The list roles in force is not correct
@lebaphi @IanMayo The list roles in force is not correct
Yes, we should show the role name
, rather than id
Hello @lebaphi - for the mapping channel editor in the admin pages, the text inside the badges/lozenges is really small. I know you had to do that to fit them in the UI. But, it is possible to trim down the whitespace padding in the badge, so the text can be a little larger?
@lebaphi @IanMayo I get white screen after updating properties of renderer.
Steps :
https://github.com/serge-web/serge/assets/107697044/4b4253c9-840a-4321-ba53-852d7dde756d
Stesp:
https://github.com/serge-web/serge/assets/107697044/466a1301-d30e-46c2-b250-bac906801a11
@lebaphi @IanMayo
Now 'Zoom numbers are reverted after changing another field' is fixed. I can update these values as expected.
Role get correct names
https://github.com/serge-web/serge/assets/107697044/6f566818-56b2-4a1c-acf2-b797461652fd
@Tristina1788 - the new renderer
issue should be fixed in my last commit.
@Tristina1788 - the
new renderer
issue should be fixed in my last commit.
@IanMayo Yes, the issue on new renderer is fixed now : https://app.screencast.com/NwfECxUDvz7v6
So is this ready to go @Tristina1788 ?
@IanMayo @lebaphi We still have some issues here :
We should not limit zoom value from 1->20 , it should be the number > 0 and don't have limit for max
if so, i think we shouldn't use dropdown list, it should be input text. What do you think @IanMayo @Tristina1788 ?
@lebaphi @IanMayo
https://github.com/serge-web/serge/assets/107697044/cf82f01c-9605-4b47-96ea-e3323a183cdf
https://github.com/serge-web/serge/assets/107697044/db62f6be-3f33-421c-96a8-320c0a709130
https://github.com/serge-web/serge/assets/107697044/0c1f9e38-da68-4678-8a03-03692fdd813e
=> the channel data does not have the green force, so we don't display it here
=> some participants does not have role, so what do you think @IanMayo ?
=> We can add tooltip and @IanMayo can design details for each permission, but only admins can access this page and I think admin are the one who understand what these permissions mean, do we need more tooltip?
=> this is because you are adding 2 core renderers => it renders 2 times. Should we allow to add 2 renderers which has the same kind @IanMayo ?
=> the channel data does not have the green force, so we don't display it here
@lebaphi @IanMayo I think 'Force' should get from 'Force' tab . So it should has all force or enable to add all force. How do you think?
@lebaphi @IanMayo
'Update permissions from admin page and the tools is lost some functions from gameplay' : it 's fixed
Label of property 's render is show wrong
=> the channel data does not have the green force, so we don't display it here
@lebaphi @IanMayo I think 'Force' should get from 'Force' tab . So it should has all force or enable to add all force. How do you think?
it should be the force in channel participant I think
@lebaphi @IanMayo
https://github.com/serge-web/serge/assets/107697044/8e463175-3722-42d9-8e29-91f4c25e265f
https://github.com/serge-web/serge/assets/107697044/97e78b61-58d0-4125-89d2-c1f6a0723fbb
@IanMayo @lebaphi
We have 'Add' for adding participant. But in 'Adding' form, new force don't show its role (Notice : update form can show its role)
is fixedhttps://github.com/serge-web/serge/assets/107697044/b167d202-7dd3-4da7-8af8-70cc7eca41c2
https://github.com/serge-web/serge/assets/107697044/46fee2fd-e094-4702-b003-00e2ed6869a7
@IanMayo @lebaphi
https://github.com/serge-web/serge/assets/107697044/54297dd8-d7a9-4a46-8eb5-eab78b583f36
Force dropdown list for Force properties should gets from 'Force' tab instead of input as enum values. @IanMayo @lebaphi How do you think? Because we can input incorrect name of Force and it will get invalid force to select.
This dropdown list is used for admin users to add or remove options for enum properties (we don't have this feature in the design), so we should not add constraints to it I think. What do you think? @IanMayo
Force dropdown list for Force properties should gets from 'Force' tab instead of input as enum values. @IanMayo @lebaphi How do you think? Because we can input incorrect name of Force and it will get invalid force to select.
This dropdown list is used for admin users to add or remove options for enum properties (we don't have this feature in the design), so we should not add constraints to it I think. What do you think? @IanMayo
Yes - this is a free-form control. In this case it is being used for force, but for now I'm ok with forcing the game-designer to enter the correct force id values.
Maybe we'll add a dedicated force
control type in the future, but not now.
Any other issues on this PR @Tristina1788 ?
Force dropdown list for Force properties should gets from 'Force' tab instead of input as enum values. @IanMayo @lebaphi How do you think? Because we can input incorrect name of Force and it will get invalid force to select.
This dropdown list is used for admin users to add or remove options for enum properties (we don't have this feature in the design), so we should not add constraints to it I think. What do you think? @IanMayo
Yes - this is a free-form control. In this case it is being used for force, but for now I'm ok with forcing the game-designer to enter the correct force id values.
Maybe we'll add a dedicated
force
control type in the future, but not now.Any other issues on this PR @Tristina1788 ?
@IanMayo We still has issues on 2 comments :
@IanMayo We still has issues on 2 comments :
Thanks @Tristina1788 - please help @lebaphi in getting them sorted.
@IanMayo We still has issues on 2 comments :
Thanks @Tristina1788 - please help @lebaphi in getting them sorted.
@lebaphi , @IanMayo Here are the remaining issues :
https://github.com/serge-web/serge/assets/107697044/7ee502d2-420a-44ee-a275-b146f333c711
https://github.com/serge-web/serge/assets/107697044/eda5172c-302a-4ec0-8dc6-d1e9b477aa4d
https://github.com/serge-web/serge/assets/107697044/b2e9e7a0-80c5-4cb6-8bc8-9c5ddcb2da7a
Thanks @Tristina1788 . Would you mind re-writing the paragraph that starts with The renderer shows on gameplay
? I'm afraid I don't understand the issue.
Thanks @Tristina1788 . Would you mind re-writing the paragraph that starts with
The renderer shows on gameplay
? I'm afraid I don't understand the issue.
@IanMayo I mean the properties of 'Important' , 'Phase', 'Force', 'Turn' are only enable to get config from admin until user update anything on these properties. With 'Turn' it can get description, label from config after updating, but 'Editable' is always true and don't get value from config. (Example my screencast, notice 'Important' , 'Phase', 'Force', 'Turn' show as these properties are editable until I try to update description of these properties, then back to gameplay, now these properties show correctly with config (Editable = false)) . If you 're still confuse on this, I will give more details.
Created new participant and login game play with this user and draw a shape. It will make the exist shape / core are disappeared.
Hi @IanMayo, I've just investigate and found the root cause is that the way we handle messages:
When we create a new shape on Green, it creates a new "Green" message, then when we log in to Umpire, we get the latest message in the list to render and it is a "Green" message => it shows nothing because the Umpire does not have permission on Green,
In case Umpire have permission on Green, it only shows the shapes of Green because we get the latest message.
What do you think?
Aah, thanks for debugging that @lebaphi
@Tristina1788 - could you edit the game (in admin pages) so that the umpire force can see green spatial data and props please?
Aah, thanks for debugging that @lebaphi
@Tristina1788 - could you edit the game (in admin pages) so that the umpire force can see green spatial data and props please?
@IanMayo @lebaphi Yes, if I added permission umpire force can see green, it will shows green items. But the issue is the exist item of red force, umpire force are lost.
@IanMayo @lebaphi Yes, if I added permission umpire force can see green, it will shows green items. But the issue is the exist item of red force, umpire force are lost.
Yep, that is the issue that I said in the 2nd part, because we only get last message in the list to render @IanMayo, you can see it here https://github.com/serge-web/serge/blob/develop/client/src/Components/local/atoms/core-mapping/index.tsx#L141
But the last message does not includes item of red or umpire because this message was created in green force.
@IanMayo @lebaphi Yes, if I added permission umpire force can see green, it will shows green items. But the issue is the exist item of red force, umpire force are lost.
Yep, that is the issue that I said in the 2nd part, because we only get last message in the list to render @IanMayo, you can see it here https://github.com/serge-web/serge/blob/develop/client/src/Components/local/atoms/core-mapping/index.tsx#L141
But the last message does not includes item of red or umpire because this message was created in green force.
@lebaphi , @IanMayo I think the exist items should be kept. (Example red force create some new items, login from Umpire force, the exist items and new items can be showed)
@IanMayo @lebaphi Yes, if I added permission umpire force can see green, it will shows green items. But the issue is the exist item of red force, umpire force are lost.
Yep, that is the issue that I said in the 2nd part, because we only get last message in the list to render @IanMayo, you can see it here https://github.com/serge-web/serge/blob/develop/client/src/Components/local/atoms/core-mapping/index.tsx#L141 But the last message does not includes item of red or umpire because this message was created in green force.
@lebaphi , @IanMayo I think the exist items should be kept. (Example red force create some new items, login from Umpire force, the exist items and new items can be showed)
I think so, I just want to discuss with @IanMayo about the solution.
@lebaphi @IanMayo
https://github.com/user-attachments/assets/9e5756f3-90eb-44d3-a0b2-450f24907e22
Now the default properties on 'Core'/'Milsym' are correct with properties from UI. But after updating 'Editable' of MilSym's properties gets from Core, not from 'Milsym'
Hi @Tristina1788, to make the field editable, in addition to updating user editable field in Renderer tab, you need to update Edit permission in Participant tab. The field will be disabled if the user does not have Edit permission
@lebaphi @IanMayo
https://github.com/user-attachments/assets/53002aed-9ac8-4d20-ae87-9f9d31dc89da
https://github.com/user-attachments/assets/2521e70b-034c-4980-9561-054cfd011ac7
https://github.com/user-attachments/assets/b3c29ee7-933a-4e57-bcd9-fb1bcfdc696b
We still have some issue belows :
New properties shows on filter as id of properties instead of label
https://github.com/user-attachments/assets/d6037f7f-39fb-4734-a17c-c95d41c9bb55
https://github.com/user-attachments/assets/7d9210cb-74a8-4cbb-bcb9-aa8228b0bb25
User doens't have permission 'View pros', 'Edit/remove Feature', 'Move/resize Feature' still can view pros, edit/remove item, move/resize item
I think this is an issue of @IanMayo 🤣
User doens't have permission 'View pros', 'Edit/remove Feature', 'Move/resize Feature' still can view pros, edit/remove item, move/resize item
I think this is an issue of @IanMayo 🤣
Sure @lebaphi - will look at it tomorrow morning
User doens't have permission 'View pros', 'Edit/remove Feature', 'Move/resize Feature' still can view pros, edit/remove item, move/resize item
I think this is an issue of @IanMayo 🤣
Sure @lebaphi - will look at it tomorrow morning
No worries @IanMayo, I fixed it
After remove properties, this property is still on the exist core/Milsym and show as ID. We should also remove the property on core/Milsym on gameplay.
When you create a new property and then create a new shape, it will be saved to the database (new shape with new property). Therefore, when you remove that property, "deleted" property still exists in the created shape, the new changes only applies to new shapes. If you want to fix this behavior, when an admin deletes a property, I think we should look up this property of each feature in the feature collection and then delete it. What do you think @IanMayo
After remove properties, this property is still on the exist core/Milsym and show as ID. We should also remove the property on core/Milsym on gameplay.
When you create a new property and then create a new shape, it will be saved to the database (new shape with new property). Therefore, when you remove that property, it still exists in the shape as a property. If you want to fix this behavior, when an admin deletes a property, I think we should look up this property of each feature in the feature collection and then delete it. What do you think @IanMayo
Aah, thanks for taking the time to explain that @lebaphi .
There isn't an easy answer. But, let's separate "game design" from "game play". The properties are most likely to change during the game design phase before features are added. Features will only really be created during game play. I do not believe we have to update/fix existing features to reflect properties being added or removed. The current set of "valid" properties are only observed when creating a new feature.
Fixes #2971