Refer a Friend
Page 4 of 4 First ... 2 3 4

Thread: Timer

  1. #31
    It looks like the node.js delayed-response solution (on localhost) stopped working.
    I had the node.js hosted on another system in my network, but around v4.8, it stopped. Note that the default URL from Mattekure still works (but due to distance, I would prefer running my own).
    As Mattekure uses a https URL, and returning a 301 redirect instead of the 200 status, I modified the node.js configuration to do the same, but without any luck.

    When starting the Timer, FGU asks with the usual pop-up to connect to the URL, but then - no connection is ever made.
    Host name resolves (from the system running FGU) without issue, changing the URL to an IPv4 address also does not do the trick.
    When calling the same URL with curl, I get responses (seeing it in the server logs), but FGU does not reach out.
    Anyone any clue? Is FGU doing some URL checking now or rejecting non-HTTPS, or self-signed certificates?

  2. #32
    Quote Originally Posted by Arnagus View Post
    It looks like the node.js delayed-response solution (on localhost) stopped working.
    I had the node.js hosted on another system in my network, but around v4.8, it stopped. Note that the default URL from Mattekure still works (but due to distance, I would prefer running my own).
    As Mattekure uses a https URL, and returning a 301 redirect instead of the 200 status, I modified the node.js configuration to do the same, but without any luck.

    When starting the Timer, FGU asks with the usual pop-up to connect to the URL, but then - no connection is ever made.
    Host name resolves (from the system running FGU) without issue, changing the URL to an IPv4 address also does not do the trick.
    When calling the same URL with curl, I get responses (seeing it in the server logs), but FGU does not reach out.
    Anyone any clue? Is FGU doing some URL checking now or rejecting non-HTTPS, or self-signed certificates?
    When I saw your message, I tried it real quick on my system and it's still working for me. I see the 'Server is responding...' messages when the Timer is contacting my Node server hosting delayed-response. Maybe a firewall rule got activated or something? Unsure. Anyway, good luck with it... but it does seem to be communicating and the Timer is working for me in localhost mode.

  3. #33
    Thanks for confirmation. I am really curious as why curl on WSL does respond, but Fantasy Grounds does not on the same URL from the same system. Will continue to search, now it is confirmed it is not caused by FGU.

    *** Update ***
    When you mentioned "firewall", I both checked Windows Firewall (I think outgoing TCP was anyhow on the whitelist) and pulled out Wireshark just to make sure.
    Traffic is not even generated by FGU. Must be something with changing
    Code:
    LOCALHOST_TIMER_URL = "http://pihole:1803"
    (yep, I run this on my pihole), which causes FGU to not like it. Will continue digging but have somewhat run out of ideas. Really strange how it changed from one week to the other.

    *** Update 2 ***
    I traced the issue back to the startTimer() function (which is called properly with the LOCALHOST_URL) where the FGU function Interface.openURL(getTimerUrl(), startTimerLoop) is called.
    The getTimerURL() provides the right URL (and causes the security pop-up window to confirm the same URL should be opened), but the call back function startTimerLoop() is never called (see the developer description of interface - it should be executed after the URL request completes successfully).
    According to Moon Wizard, the openURL is a pass-through to the underlying Unity API which in turn calls the OS handling of URLs. This I checked as well, and it works for Mattekure's URL - so I don't see any reason why my URL is not even called for unless
    1. Unity engine handles URLs differently now
    2. FGU introduced additional security checks on URLs
    Anyone any (other) idea?
    Last edited by Arnagus; August 21st, 2025 at 14:36.

  4. #34
    Is this extension truly the only way to utilize a consistent timer/delay in 2026 v5? I keep hearing “FG is mono-threaded” as the reason why there’s no way to incorporate one of programming’s most basic capabilities.

    The only other option (for animation) is a very specific (older) version of a webp file, and it doesn’t support transparency layers. For example, to make an animated campfire on a map record, I had to scale an animated square cut-out of the campfire overtop the fuller (logs sticking out, glow, etc; requiring transparency), static png token (FG wouldn’t let me get it perfect either—no matter the combination, it was always 1 pixel off in every direction).

    At this moment, I’m searching for a solution to crafting UI elements that have a professional fade-in and fade-out effect when turned on or off—but that seems to require a timer, not unlike prior attempts at making animation through rendering multiple frames one after the other (although less intensive).


    I just…I still can’t wrap my head around a unity project being unable to incorporate any instanced delay or timer.
    Last edited by Thinkcrown; January 8th, 2026 at 16:28. Reason: Grammar

  5. #35
    Quote Originally Posted by Madge View Post
    Is this extension truly the only way to utilize a consistent timer/delay in 2026 v5? I keep hearing “FG is mono-threaded” as the reason why there’s no way to incorporate one of programming’s most basic capabilities.

    The only other option (for animation) is a very specific (older) version of a webp file, and it doesn’t support transparency layers. For example, to make an animated campfire on a map record, I had to scale an animated square cut-out of the campfire overtop the fuller (logs sticking out, glow, etc; requiring transparency), static png token (FG wouldn’t let me get it perfect either—no matter the combination, it was always 1 pixel off in every direction).

    At this moment, I’m searching for a solution to crafting UI elements that have a professional fade-in and fade-out effect when turned on or off—but that seems to require a timer, not unlike prior attempts at making animation through rendering multiple frames one after the other (although less intensive).


    I just…I still can’t wrap my head around a unity project being unable to incorporate any instanced delay or timer.
    From past conversation, I remember that SmiteWorks deliberately does not include a timer. If I remember correctly, and I am simplifying, they were concerned about the performance penalty from repeatedly polling instead of adding a DB handler for updates.

  6. #36
    Actually, this begs the question:

    How are the animated turn-order markers rendered?

    They’re animated, have consistent timing in said animation, and they also use transparency (I imagine—if each frame is a single bitmap).

    (Interesting, mccartysr. Thank you for sharing.)

  7. #37
    LordEntrails's Avatar
    Join Date
    May 2015
    Location
    -7 UTC
    Posts
    19,000
    Blog Entries
    9
    Check the test channel. The new character pop up text might have capabilities that you are interested in.

    Problems? See; How to Report Issues, Bugs & Problems
    On Licensing & Distributing Community Content
    Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
    Note, I am not a SmiteWorks employee or representative, I'm just a user like you.

Page 4 of 4 First ... 2 3 4

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Fantasy Grounds Merchandise

Log in

Log in