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License: MIT License
Very Simple Twitch Chat integration for Godot
License: MIT License
Will be usefull get a disconect function for scenes/moments where you don't need waste resources in a node receiving messages. Maybe a disconect function in vsc is a good feature.
Now we can disconect removing the node and adding a new one. Its too shabby and only works on anon login
In a non auth flow we must send the close the websocket properly. Must be careful becuase on a auth flow you must free all the resources not only the websocket. The thing is, after login a channeld and logout we can lauch another login to the same channel or another one without problems. I don't see any LEAVE command or something like that but...
The add_message feature was added to the addon days ago and I think it's a good idea add that fuctionality to the chat dock to be tested and used for everyone
The feature is not implemented in the chat dock
The front can be a line_edit with a button with the new functionality attached to send the message.
Maybe it's a cool idea hide the line edit and the button until its needed to keep the chat/dock clean :)
There is no files about the author ( rothio ), coc and contributing stuff and I think is important as a free software. Also that makes super profesional look :)
For template files i think will be nice to get the same as vsc unity edition to keep the docs nice, with all the information and clean like: #1. We can add or remove parts and stuff.
Adding the files:
Which can be copied from another rothio's repo after a check.
Maybe this must be some separated issues but I decided to group them. And for some reason I cant put labels on this so read this like a discussion
I think a github action ziping the addon folder and uploading to github relases is a good feature for these reasons:
My proposal its to make a github action to make a zip with the addon folder only on "v*.." tags so in each tag a version will be realeases with that versioning
In order to be VST a "production ready" addon we need tests
There is no test framework neither testing suite
Gut seems to be a good testing famework ( https://gut.readthedocs.io/en/latest/ ) The idea is to add the framework as first step with a dummy test. The next step will be a series of small refactors to extract methods and test them
It's seems also we can attach it to PRs in order to keep the project robust and merge only the "safe" ones
In order to get more information about the failure flow at the api calls we need to return an error object with the information parsed to app
The api client returns nulls with no information about the error itself.
Since Godot is not static typed we can use it to return an response ( like an 'ok' for timeouts) or an object error (VSTError?) with the following params:
In the other hand if we took this aproach every response from the api must be casted to response or the error class. I think that add a lot of overhead so we can:
VST return no errors so far in some flows like joining a chat or raising the local server to the app
If you tries to connect to a empty chat or the IRC server returns an error the app/game doesn't get notify properly
Wa can use the same data object as described in #9 with the same structure for return the errors. The way to return the errors can be a new signal called on_plugin_error (TBD) and notify error through that.
We can change also the name of the other signals to match the godot code style taking advantage of these and being good (girl|boy)scauts o7
To keep the same style in all files at project and to make it easier for everyone follow the gdscript style, maybe its a good idea to use a linter such as gdLint
There is no linter in project
Adding the addon and make a simple how to/install doc file in docs
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