xwords/xwords4/relay/scripts
Eric House f2c4c82129 a shot at no-conn connecting
Ideally the comms module wouldn't go through its connecting routine in
order to join a game. To that end I added a join() method to relay.py
and code to call it. Joins happen (pairing games, starting new ones,
etc.), but after that communication doesn't. First part of fixing that
would be to make cookieID persistent and transmit it back with the rest
of what join sends (since it's used by all the messages currently sent
in a connected state), but I suspect there's more to be done, and even
that requires a fair number of changes on the relay side. So all that's
wrapped in #ifdef RELAY_VIA_HTTP (and turned off.)
2017-11-10 21:34:02 -08:00
..
.gitignore ignore .pyc file 2013-01-02 21:13:36 -08:00
gcm_loop.py turn on feature where sent messages are marked rather than deleted. 2013-09-25 06:38:10 -07:00
gcm_msg.py add teaser to gcm message (matches android client change) 2015-07-11 07:04:24 -07:00
list-psql-users.sh script to list who's attached to the db 2013-01-27 08:30:02 -08:00
msgs.py first cut at script to fetch messages for a game 2014-03-12 19:45:07 -07:00
showgames.css draw alternating game lines in alternating colors 2012-01-16 12:13:35 -08:00
showgames.php display new column 2013-07-05 21:28:27 -07:00
showinplay.sh a shot at no-conn connecting 2017-11-10 21:34:02 -08:00
showmsgs.sh exit after showing usage 2011-12-06 18:50:04 -08:00
showrecent.sh tweak column display 2014-02-24 08:00:43 -08:00
threads_alive.py rough script to parse logs looking for threads that have hung (stopped logging) 2011-06-29 21:32:18 -07:00
track_games.sh tweak; add limit 2013-10-01 00:01:39 -07:00
track_room.sh script to trace history of one game in db by polling db and listing 2011-12-07 18:37:28 -08:00