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[Bug 1005006] [NEW] gmod doesn't re-enable modules on reconnecting

 

Public bug reported:

When using gmod to enable a GMCP module and you reconnect (using
Games->Reconnect) then the modules loaded through gmod won't get
reactivated.

Step to simulate this (on Achaea):
1) Make a script for gmcp.IRE.Rift.Change event that displays gmcp.IRE.Rift.Change
2) Enable the rift module with gmod.enableModule("user", "IRE.Rift")
3) Confirm you get the gmcp events by outrifting something
4) Reconnect to the server
5) The gmcp events won't be received anymore when you outrift something, not even if you enable the module again with gmod.enableModule
6) It'll work again when you manually enable the rift module, bypassing gmod: sendGMCP([[Core.Supports.Add ["IRE.Rift 1"] ]])

** Affects: mudlet
     Importance: Undecided
         Status: New

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https://bugs.launchpad.net/bugs/1005006

Title:
  gmod doesn't re-enable modules on reconnecting

Status in Mudlet the MUD client:
  New

Bug description:
  When using gmod to enable a GMCP module and you reconnect (using
  Games->Reconnect) then the modules loaded through gmod won't get
  reactivated.

  Step to simulate this (on Achaea):
  1) Make a script for gmcp.IRE.Rift.Change event that displays gmcp.IRE.Rift.Change
  2) Enable the rift module with gmod.enableModule("user", "IRE.Rift")
  3) Confirm you get the gmcp events by outrifting something
  4) Reconnect to the server
  5) The gmcp events won't be received anymore when you outrift something, not even if you enable the module again with gmod.enableModule
  6) It'll work again when you manually enable the rift module, bypassing gmod: sendGMCP([[Core.Supports.Add ["IRE.Rift 1"] ]])

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