Thanks for explaining it, that clears things up :) On Jan 21, 12:49 am, "pamela (Google Employee)" <[email protected]> wrote: > We have responded to this in the issue tracker, but I'll reiterate it > here. If a gadget delta contains more than 1 key, it is possible that > the gadget will receive multiple state callbacks, due to how the > changes to the wave data model are processed. We will look into > bundling the callbacks to make this a better experience for > developers, however. > > > > On Sun, Jan 17, 2010 at 7:27 AM, HaiColon <[email protected]> wrote: > > Ah, I haven't realized you wrote submitValue, I just read that as > > submitDelta, sorry ^^ > > > I already found a workaround for this bug as I mentioned in the first > > post. You just need to send a timestamp with every submitDelta() call > > and then let your code check if a callback with that timestamp in it > > was already applied and ignore it. > > > I only ignore the last state sent at the moment instead of keeping a > > list of timestamps that I already received. If what Doug wonders about > > is true (number of callbacks measure up to number of clients looking > > at the gadget), you would have to keep a list of the timestamps and > > then check if that list includes the new timestamp to make this > > workaround work. I'll try it with three Wave clients open tomorrow if > > no one has done so until then. > > > On Jan 16, 5:52 pm, jhouk <[email protected]> wrote: > >> Sounds like a regression bug then, since this wasn't how it behaved > >> last time I tried using submitDelta(). > > >> The way I got it to work for my code wasn't just that I condensed the > >> data update into a single value, it was that this allowed me to call > >> submitValue() instead of submitDelta(). > > >> Sounds like a pretty ugly bug. Maybe you can do something similar as > >> a workaround for now? > > >> Best, > >> --Justin > > >> On Jan 15, 8:23 pm, HaiColon <[email protected]> wrote: > > >> > I'm actually submitting four things with each call to submitDelta(), > >> > but I only get two callbacks instead of four so this can't be directly > >> > related. But it's interesting to see that combining two values into > >> > one worked for you, hopefully this additional info will help the Wave > >> > team to find the bug. > > >> > Here's the link to the bug report I filed if anyone wants to track > >> > it:http://code.google.com/p/google-wave-resources/issues/detail?id=623 > > >> > The bug report also links to this thread for additional information. > > >> > On Jan 16, 1:25 am, jhouk <[email protected]> wrote: > > >> > > Hi Chris, > > >> > > I don't suppose the delta that you're submitting is two values? I > >> > > found to my surprise when working with submitDelta for the first time > >> > > that my gadget got a callback from Wave for each value submitted in > >> > > the delta, instead of the entire delta object getting passed back to > >> > > the gadget in a single callback. > > >> > > Since the data I was submitting in my case was tightly coupled, I > >> > > combined the data into a single JSON string value and submitted it in > >> > > a single submitValue() call instead and it worked great. > > >> > > Hope this helps, > >> > > --Justin > > >> > > On Jan 14, 10:02 am, HaiColon <[email protected]> wrote: > > >> > > > I'm currently writing a multiplayer Match 3 style game for Google > >> > > > Wave > >> > > > (Match 3 = If three or more blocks/gems/whatever of the same color > >> > > > are > >> > > > aligned horizontally or vertically, those blocks are destroyed, > >> > > > giving > >> > > > you points. The blocks above the destroyed blocks fall down and the > >> > > > now empty space at the top is filled with new random blocks, giving > >> > > > the illusion of an endless supply of new blocks falling down. A game > >> > > > move can swap one block with another one that has to be 1 block to > >> > > > the > >> > > > left, the right, up, or down of it and the move has to cause the > >> > > > destroying of blocks or the move is invalid). > > >> > > > With every move made I do a submitDelta, submitting the game move. > >> > > > What's happening now is that first, Wave sends the last state that > >> > > > was > >> > > > sent through a prior call to submitDelta() (the game move before this > >> > > > one) and then it sents the new state that was submitted with > >> > > > submitDelta() just now, thus sending every submitDelta() twice. I > >> > > > verified with wave.log() that my code only sends one update so I'm > >> > > > 99.9% sure that it's not a bug in my code. > > >> > > > Is this the intended behavior, or a bug? And if it's intended, why is > >> > > > that so? :) I can't really think of any reason why this would be > >> > > > intended behavior but I may well be wrong. > > >> > > > To circumvent this behavior, I added a timestamp to every submitDelta > >> > > > () call and my code checks the timestamp and doesn't apply the > >> > > > changes > >> > > > it receives if it already received a state change with this > >> > > > timestamp. > >> > > > This seems to be working fine. Here's a video I made just now of the > >> > > > game in action with this workaround > >> > > > applied:http://www.youtube.com/watch?v=bdrBIW50N4k > > >> > > > Also, could someone shed a bit of light onto how Gadget state works > >> > > > exactly? From looking at the debug log in Wave, it seems that with > >> > > > every submitDelta, everything you ever stored in the gadget state is > >> > > > sent over the network, instead of just the parts you just submitted > >> > > > with submitDelta. Is this true? For my game this is a bit overkill. I > >> > > > have to store a few hundred (maybe thousand) pre-generated random > >> > > > colors for new blocks (those that replace destroyed blocks) so that > >> > > > every Wave user of the gadget sees the same new blocks in his Wave > >> > > > client when blocks are destroyed after a game move. I only need this > >> > > > list of colors transferred once every time you open the wave that > >> > > > contains the gadget, so sending it only once would suffice. It does > >> > > > look like Wave sends this list of random colors with every game move > >> > > > though, even if I don't access it with wave.gadgetState().get > >> > > > ("randomColors"). I hope I'm wrong about this ^^ > > >> > > > Thanks in advance for any information about this. > > >> > > > Cheers, > >> > > > Chris > > > -- > > You received this message because you are subscribed to the Google Groups > > "Google Wave API" group. > > To post to this group, send email to [email protected]. > > To unsubscribe from this group, send email to > > [email protected]. > > For more options, visit this group > > athttp://groups.google.com/group/google-wave-api?hl=en.
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