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Re: [Bug 1165620] Re: GMCP chokes on ANSI

 

This is the JSON being sent:

{ "num": 20026, "name": " [1;35mMidgaardian Publishing House Reception Area
[0;37m", "zone": "gaardian", "terrain": "city", "details":
"bank,safe,questor", "exits": { "n": 20028, "e": 32451, "s": 20029, "w":
20027, "u": 20031, "d": 32418 }, "coord": { "id": 0, "x": 30, "y": 20,
"cont": 0 } }


Testing it both in http://jsonlint.com/ and http://www.jslint.com/, it says
it is invalid. GMCP defines that JSON is to be used for the complex
messages - not a custom protocol. So with the JSON invalid, Mudlets JSON
parser chokes on it.


Is there any chance Aardwolf devs would be willing to make fixes to their
implementation?

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https://bugs.launchpad.net/bugs/1165620

Title:
  GMCP chokes on ANSI

Status in Mudlet the MUD client:
  New

Bug description:
  Mudlet 2.1, Win7 x64

  I don't believe this is a duplicate of #1110243.

  It appears that mudlet fails to capture certain GMCP messages when
  ANSI sequences are embedded. An easy place to test this is on Aardwolf
  MUD. Create a new character, and from the starting room (the "recall"
  location) head 4 south. Note that this room sends gmcp.room.info just
  fine (as will all rooms with the default room name color). Now, step 1
  west. Note that the room name has a different color. Looking at
  gmcp.room.info, you will still see the info from the _previous_ room -
  Mudlet's GMCP has failed to capture the ANSIfied roomname string ( I
  confirmed with folks using other clients that the gmcp data is in fact
  being sent correctly).

  On this particular mud, there is a workaround available by doing a
  sendGMCP("rawcolor on"), and then parsing out the in-game custom color
  codes with a bit of string manipulation. However, others on the mud
  mentioned coming across similar issues on other muds that embed ansi
  sequences.

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