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authorFreeyorp <TheFreeYorp@NOSPAM.G.m.a.i.l.replace>2013-05-13 05:50:47 +1200
committerFreeyorp <TheFreeYorp@NOSPAM.G.m.a.i.l.replace>2013-05-13 05:54:46 +1200
commit87c39afe86d077f06b9adce5c0759fb932ad02e3 (patch)
tree796489558b5f7e442522682ddfc42333ac921974
parent4c7034f4dbae545fe731e08151256092404f5a67 (diff)
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Fix trellis-chart redrawing
No elegant solution presents itself immediately. This isn't too bad, but should be replaced - while more specialised charts could be added to the chart renderlet, it's fragile and matters become problematic if more modules require the renderlet as well.
-rw-r--r--public/js/mv/connect.js7
-rw-r--r--public/js/mv/parse.js2
2 files changed, 9 insertions, 0 deletions
diff --git a/public/js/mv/connect.js b/public/js/mv/connect.js
index aba4c33..38fcd0b 100644
--- a/public/js/mv/connect.js
+++ b/public/js/mv/connect.js
@@ -59,6 +59,11 @@ var mv = function(mv) {
delete users[d.id];
updateUsersStatus();
});
+ /*
+ * Remember the old renderlet
+ * FIXME: Find a more elegant way to do this
+ */
+ var f = dc.renderlet();
dc.renderlet(function() {
/* Hook a listener into dc's rendering routine. If it rerenders, broadcast the change. */
if (netrendering) {
@@ -66,6 +71,8 @@ var mv = function(mv) {
return;
}
socket.emit("filter", { filters: mv.charter.filters() });
+ /* Call the old renderlet */
+ f();
});
}
function setOwnFilters(filters) {
diff --git a/public/js/mv/parse.js b/public/js/mv/parse.js
index 65c409c..ac4e332 100644
--- a/public/js/mv/parse.js
+++ b/public/js/mv/parse.js
@@ -147,6 +147,7 @@ var mv = function(mv) {
var pcData = mobData[pc] || (mobData[pc] = {});
(pcData[wpn] += damage) || (pcData[wpn] = damage);
(pcData.total += damage) || (pcData.total = damage);
+ return true;
}
function checkMobMobDmg(e) {
var d = e.match(/^^(\d+\.\d+) PC(\d+) (\d+):(\d+),(\d+) MOB-TO-MOB-DMG FROM MOB(\d+) (\d+) TO MOB(\d+) (\d+) FOR (\d+)/);
@@ -164,6 +165,7 @@ var mv = function(mv) {
var pcData = mobData[pc] || (mobData[pc] = {});
(pcData[wpn] += damage) || (pcData[wpn] = damage);
(pcData.total += damage) || (pcData.total = damage);
+ return true;
}
function checkMobDeath(e) {
var d = e.match(/^(\d+\.\d+) MOB(\d+) DEAD/);