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@slitherrr
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Suggested tweak from a friend/server host. This doesn't echo to IRC if the chat starts with /, more expected behavior from a command.

Suggested tweak from a friend/server host.
@MrMarvin
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Why wouldn't we want to relay "/commands" to IRC?
If this is solely used for user facing chat extension I can see that. But I would rather use it as an out-of-game command an control thing where admins can see whats going on. Maybe we should make the behavior configurable?

@slitherrr
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I'm an idiot and keep commenting on my "real" account.

Anyway, we were just using it for user-facing purposes, so this was feedback based on that. I can see the value in your use-case, although in that case you'll probably want the channel name not to be echoed, too. I can work configuration for both of those into the pull

@slitherrr
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On another note, do you think there would be value in giving commands through IRC? I'd be all kinds of worried about the non-authenticated nature of it, personally, but I can see it being attractive to someone.

@MrMarvin
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Yep I thing there would. We already discussed that some days ago.. an approach was that we'd like to have a more central place (say the player_manager) in which each player can create/view a token that can be used by external sources (like the IRC channel / msg) to authenticate as that user.

@SargeZT
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SargeZT commented Feb 21, 2014

I had a discussion with another user yesterday. It seems like the simplest way to solve the authentication issue would be just assuming that ops are admins and voiced users are mods.

Presumably the channel the bot is joining is under the server owner's control.

@slitherrr
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Sounds like a pretty great way to handle it, to me. I might take a crack at this this weekend, and reorganize a bit to cut down on rewriting once SPy3k solidifies

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3 participants