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jaseweston
approved these changes
Apr 30, 2021
scripts/examples/complex_world.json
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| [ | ||
| "broadcast_message", | ||
| { | ||
| "remaining_uses": "inf", |
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probably we don't actually want these to have inifinite use, but..
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Nice job with all the fixes!
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Fair - I imagine it would be a possible vector for someone to infinitely increase the size of something, and then suddenly nobody can enter a room anymore. I'll update this
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Overview
Tackles a number of issues that have arisen in the final hours. Enough work to have pushed us back a bit, but there's less and less that can be wrong. Ended up being more disparate changes than I'd normally like in a single PR, but nothing too crazy
complex_world.json, such that they should all be functioning.use_eventsemantics to be able to consider backup events, should allremaining_usesof an event be consumed. (This allows us to put additional events that will occur infinitely, but only after the bounded event is used)._=_route, which I'm still not sure where it comes from other than it being an artifact of doing a login through facebook/play/so that the hash router doesn't appear concatenated with playUseEventflow to store the processed events in, such that on replay we don't parse them out again. This also changes howview_asoperates forUseEvent, as these events are now all stored in the root event.DEBUGchat turn, regardless of safety.Implementation
complex_world.jsonon_usedicts in theon_usefunction, we now continue to search if we discover an event, but the max uses have already been consumedrun_server, but then a change to theMapJsonBuilderto ensure that the argument is passed over to the content loggers via thegraph._optfield.HashRouterfor the game. Need to actually figure this out still though./playself.eventsentry, which ends up able to be bundled into a JSON like any other events.GenerativeHeuristicModelSoul.observe_eventfunction, such that we early-exit if underlying functions do take actions.skip_safetyattribute toSpeechEventwhich allows them to skip the dialogue safety check. Uses this in theDEBUGresponse.Testing
Played around in the game world and tested some use events. Checked the logs that ended up saved on the backend. Checked routes. Tested completing quests, ensured that the experience is now retained.
Didn't get to check the scrolls, as I didn't stumble upon them in my testing.