ID:69038
 
Resolved
Fixed in 455
BYOND Version:440
Operating System:Windows XP Home
Web Browser:Firefox 3.0.10
Status: Resolved (455)

This issue has been resolved.
Descriptive Problem Summary:
When you create a double macro and hold the macro down then you let go the double macro keeps going even when your not holding it down depending on how long you hold it down for

Expected Results:
Just to make it so that when you make a double macro it doesnt keep going like it does


Does the problem occur:
Every time? Or how often? Happens everytime
In other games?Yeah in all games
In other user accounts? Yes on all accounts
On other computers? And yes on all computers

When does the problem NOT occur?
I was told it doesnt happen on byond version 4.35 but im not 100% sure

Whats a double macro o.O
Falacy wrote:
Whats a double macro o.O

A double macro is when you enter 2 verbs into 1 macro so it looks like this..
For example i will use attack and push

Attack\nPush the 2 verbs are "Attack" and "push" which will both be used in the same macro
Probably because its entering 2 commands, and BYOND only sends 1 per tick.
Falacy wrote:
Probably because its entering 2 commands, and BYOND only sends 1 per tick.

yeah i know, but the version i downgraded to of byond which is version 4.35 doesnt do it and all the other version above do that im aware of...
did you try it for yourself?
Probably due to this fix in 436: In certain high-volume input situations like button mashing, key-up events could sometimes be lost.
Seems like a bug in the sense it did was you expected, then following an update no longer did as you expected. It may be deferred though.
As Falacy noted, this issue is occurring due to another fix. Unfortunately there doesn't appear to be an obvious way to handle both cases well, and since the other (with macro events being lost) is more common, it gets priority. We'll have to give it more thought. Deferred for now.
This really needs to be fixed.
Even with 443 it isn't fixed yet and it really should.
This issue was deferred not because we don't understand what's happening, but because we've gone back and forth in the command queuing behavior on different versions and there seems to be no ideal solution. If the client is set to drop all duplicated commands and not just copies of the most recent one, the problem then becomes that up-key macros can be lost. That is actually a worse problem.

Therefore this has been deferred until we can figure out a better option that will satisfy both issues, instead of fixing one and breaking the other.
I don't intend to leave this issue on the back burner indefinitely. As soon as a solution can be found that satisfies both aspects of the problem (double-command macros being processed, and up-key macros being lost), I will happily implement it. If you want to speed that along, suggestions for alternate behaviors would be most welcome.
Remove client-sided macros, or at least multi-command ones. These people are complaining because they can't effectively abuse them to get some sort of boost in a game.
There is a time and place for multi-command macros; the feature exists because developers explicitly requested it. The people who are running into problems are developers who want this functionality but without its current drawbacks, and for their sake this is definitely something that needs a fix, not feature removal. I'm sure abusers will have similar problems, but their concerns are not an issue.
Developers requested client sided multi-command macros? I find that unlikely. Macros in general are something developers should be handling in their entirety. Its even possible for them to bring up an options screen, like any real game, that would allow players to change the keys available for the macros they want.
This whole comment thread has gone way off track. Short of suggestions for improving the existing functionality to cover all the bases properly, there is no need for continued discussion. I'd ask everyone to please keep further comments limited to how to address this issue.