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Improve Ping/CPU display #1663

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TheKeyBlue
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I seperated ping and CPU rating.
Ping should be fixed now and show only when a ping of >500.
I added some text to explain the color coding of the ping bar. (translations required)

fixes #1652

@TheKeyBlue
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This is how it looks like btw.
pingcpu

Will rebase soon

local COLUMN_POSITIONS = {1, 21, 47, 91, 133, 467, 537, 607, 677, 749}
local COLUMN_WIDTHS = {20, 20, 45, 45, 229, 59, 59, 59, 62, 51}
local COLUMN_POSITIONS = {1, 21, 47, 91, 133, 395, 465, 535, 605, 677, 749} -- {1, 21, 47, 91, 133, 467, 537, 607, 677, 749}
local COLUMN_WIDTHS = {20, 20, 45, 45, 257, 59, 59, 59, 62, 62, 51} -- {20, 20, 45, 45, 229, 59, 59, 59, 62, 51}

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Remove comments please

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Oops. Forgot about those.
Removed them.

@CookieNoob
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it would be nice to show the ping bar for a player also, when he has connection issues with someone else (at least to the host).
very simplified example: (Player 1 is the host)
Player 1 has 400 ping to Player 2
Player 1 has 400 ping to Player 3
Player 2 has 700 ping to Player 3
host doesn't see any ping warning even though some players have bad connections.
I am not entirely sure how it would be displayed in the best way but it would be nice to have some indication for that. Could be either a ping map (just as a table where all pings are listed) or a diagram (ofc more fancy) with lines in different colors indicating the ping or something completely different.

@aeoncleanse aeoncleanse changed the base branch from develop to deploy/fafdevelop December 30, 2016 21:14
@aeoncleanse
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338dbf4

@HUSSAR-mtrela
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HUSSAR-mtrela commented Dec 31, 2016

@CookieNoob @TheKeyBlue you could offset the player-to-host ping (the existing yellow bar) by a few pixels to the top and then you could place a second bar below the yellow bar to visualize worst/highest player-to-other-player ping with a number of the other player next to the the bar. This way, each player line will have two ping bars.

Alternatively, you could do some more intuitive diagram for showing ping between all players. This way, we can clearly see that player 2 has connection issues with other players: 3 and 5
faf-pingdiagram
note that in this design, I moved columns with players' colors next to the ping diagram for better visualization and lookup of players.

@Exotic-Retard
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i think that while it would be more intuitive, it would also take up a lot of space, too much likely, especially since you need more rows for more players, and we can play 16 player games now.

@HUSSAR-mtrela
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HUSSAR-mtrela commented Dec 31, 2016

Well, the lobby UI does not scale up based on the window/screen size and that should be corrected (e.g. see code in UnitsManager.lua) because we will run into limitations in displaying other info (e.g. players with long names spill over the map preview into the column with Ready status). In mean time, we can show this ping diagram in a new popup and by default just show:
image

@aeoncleanse
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It doesn't scale because of the way it's implemented, using static (If scaled) bitmaps. It's stupid, but anything else would require a massive overhaul. I am very tempted to redesign it to a 1080p minimum at some point mind...

@speed2CZ
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speed2CZ commented Jan 1, 2017

Sorry but I dont see requiring 1080p at minimum real any time soon, unless you want another outrage in aeolus like changing default keys.

@Exotic-Retard
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i think some popup would be best, that mockup you showed would probably give sensory overload and takes up way too much space for the time its going to be used

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6 participants