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NeoUI - Blacklist servers #1270
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NeoUI - Blacklist servers #1270
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I've also changed the selected visuals which is now white background, black text for better contrast. I may also apply this for the rest when applicable but this is enough for the server list for the time being. |
sunzenshen
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I notice that adding a server to the blacklist from the server browser works fine, but when adding an item to the blacklist either via hostname/ip or containing string that the game freezes for a solid second, most noticeable if the menu background music is playing in the background. This is regardless of the pause music on window unfocus so the game going out of focus is probably not the problem |
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@AdamTadeusz I intend to get rid of the legacy button once all its features fully implement in NeoUI (just tags and auto retry I think). |
@AdamTadeusz I don't really have the issue with freezing for a second, it's instant for me. |
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perhaps its a windows only issue, ill check if I can replicate it again |
stutterWhenAddingToBlackList.mp4 |
* Uses are own blacklist: ntre_server_blacklist.txt * Format is similar to SDK's blacklist, except it can deal with by "name contains" blacklisting and uses uint64 serialization for time instead * New blacklist tab which have its own dedicated list * Import which can also work with SDK's blacklist, but export is strictly NT;RE blacklist only * fixes NeotokyoRebuild#1268
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@AdamTadeusz I figured it out, there's the ability to check the DNS/server if it's given a hostname and try to resolve it. On Windows it have a second timeout to resolve it, in the case where a valid hostname given (like an "example.com" site), then it doesn't freeze, if it's invalid like "123abc" then it does freeze a bit. The only change I've done is to only do it if hostname/IP filter selected so shouldn't affect string based filtering anymore. Also by the way, you can see the same behavior exhibited by the legacy blacklist custom hostname/IP add dialog also. |
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just out of curiosity, what do we gain from resolving the hostname? Since we don't display whether the hostname is valid or not anywhere would it make sense to just skip this altogether? |
Mostly cause it's stored and compared as IP+port so hostnames have to resolve it to be usable for filtering. I think it's unlikely hostname will be used anyway as it's usually IP+port when people are dealing with servers and kind of on the player to provide a connectable hostname anyway. |


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Ws2_32.libto link to tier1Toolchain
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