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Allow players to join mid game and fix away players from being pulled into a race - #3

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Allow players to join mid game and fix away players from being pulled into a race#3
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As the title suggests

Currently WIP need to set myself up a dev environment first to see if I can figure this out

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In regards to the above commit, we still need to account for players who are away getting assigned host, as they then cannot toggle this back off until they are no longer host again. The server controls host state (I think) so its possible that we just force the player into non-away status when being appointed host, or just do not select them when auto selecting a host if the game blocks setting an away person as host.

Also need to figure out what the game does if everyone leaves the lobby apart from the away person, who does host get assigned to then?

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This seems to work after some preliminary testing, the matchmaking filter is difficult to test without a lot of players so going to push this onto live but I cant see why it wouldnt work and it does not crash the game at all. It is definetly taken into account by the game according to TTY logs however.

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Add copy buttons to all
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(function() {
function addCopyButtons() {
document.querySelectorAll('pre code').forEach(function(codeBlock) {
if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;
codeBlock.parentElement.setAttribute('data-copy-added', 'true');
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btn.textContent = 'Copy';
btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';
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btn.onclick = function() {
navigator.clipboard.writeText(codeBlock.textContent).then(function() {
btn.textContent = 'Copied!';
setTimeout(function() { btn.textContent = 'Copy'; }, 1500);
});
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codeBlock.parentElement.style.position = 'relative';
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});
}
addCopyButtons();
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observer.observe(document.body, { childList: true, subtree: true });
})();
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Allow players to join mid game and fix away players from being pulled into a race by derole1 · Pull Request #3 · ennuo/Bombd · GitHub
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Allow players to join mid game and fix away players from being pulled into a race - #3

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Allow players to join mid game and fix away players from being pulled into a race#3
derole1 wants to merge 22 commits into
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As the title suggests

Currently WIP need to set myself up a dev environment first to see if I can figure this out

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In regards to the above commit, we still need to account for players who are away getting assigned host, as they then cannot toggle this back off until they are no longer host again. The server controls host state (I think) so its possible that we just force the player into non-away status when being appointed host, or just do not select them when auto selecting a host if the game blocks setting an away person as host.

Also need to figure out what the game does if everyone leaves the lobby apart from the away person, who does host get assigned to then?

@derole1

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This seems to work after some preliminary testing, the matchmaking filter is difficult to test without a lot of players so going to push this onto live but I cant see why it wouldnt work and it does not crash the game at all. It is definetly taken into account by the game according to TTY logs however.

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Allow players to join mid game and fix away players from being pulled into a race by derole1 · Pull Request #3 · ennuo/Bombd · GitHub
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Allow players to join mid game and fix away players from being pulled into a race - #3

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Allow players to join mid game and fix away players from being pulled into a race#3
derole1 wants to merge 22 commits into
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As the title suggests

Currently WIP need to set myself up a dev environment first to see if I can figure this out

@derole1

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In regards to the above commit, we still need to account for players who are away getting assigned host, as they then cannot toggle this back off until they are no longer host again. The server controls host state (I think) so its possible that we just force the player into non-away status when being appointed host, or just do not select them when auto selecting a host if the game blocks setting an away person as host.

Also need to figure out what the game does if everyone leaves the lobby apart from the away person, who does host get assigned to then?

@derole1

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This seems to work after some preliminary testing, the matchmaking filter is difficult to test without a lot of players so going to push this onto live but I cant see why it wouldnt work and it does not crash the game at all. It is definetly taken into account by the game according to TTY logs however.

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Highlight search terms from Google/DuckDuckGo/Bing referrer (function() { var ref = document.referrer; var terms = []; if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) { var url = new URL(ref); var q = url.searchParams.get('q') || url.searchParams.get('p'); if (q) { terms = q.split(/\s+/).filter(function(t) { return t.length > 2; }); } } if (terms.length === 0) return; var style = document.createElement('style'); style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }'; document.head.appendChild(style); function highlight(node) { if (node.nodeType === 3) { // text node var text = node.textContent; var found = false; terms.forEach(function(term) { var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\]\\]/g, '\\') + ')', 'gi'); if (regex.test(text)) { found = true; var frag = document.createDocumentFragment(); var parts = text.split(regex); parts.forEach(function(part, i) { if (i % 2 === 0) { frag.appendChild(document.createTextNode(part)); } else { var span = document.createElement('span'); span.className = 'userscript-highlight'; span.textContent = part; frag.appendChild(span); } }); node.parentNode.replaceChild(frag, node); } }); } else if (node.nodeType === 1 && node.childNodes) { // element var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT']; if (!skipTags.includes(node.tagName)) { Array.from(node.childNodes).forEach(highlight); } } } highlight(document.body); // Re-highlight on dynamic content var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1 || node.nodeType === 3) highlight(node); }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Allow players to join mid game and fix away players from being pulled into a race by derole1 · Pull Request #3 · ennuo/Bombd · GitHub
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Allow players to join mid game and fix away players from being pulled into a race - #3

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derole1 wants to merge 22 commits into
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derole1:lobby-join-state-changes
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Allow players to join mid game and fix away players from being pulled into a race#3
derole1 wants to merge 22 commits into
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derole1:lobby-join-state-changes

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@derole1

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As the title suggests

Currently WIP need to set myself up a dev environment first to see if I can figure this out

@derole1

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In regards to the above commit, we still need to account for players who are away getting assigned host, as they then cannot toggle this back off until they are no longer host again. The server controls host state (I think) so its possible that we just force the player into non-away status when being appointed host, or just do not select them when auto selecting a host if the game blocks setting an away person as host.

Also need to figure out what the game does if everyone leaves the lobby apart from the away person, who does host get assigned to then?

@derole1

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This seems to work after some preliminary testing, the matchmaking filter is difficult to test without a lot of players so going to push this onto live but I cant see why it wouldnt work and it does not crash the game at all. It is definetly taken into account by the game according to TTY logs however.

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Strip utm_, fbclid, gclid, etc. from all links on page (function() { var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content', 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid', 'ref', 'ref_src', 'source', 'medium', 'campaign']; function cleanUrl(url) { try { var u = new URL(url, window.location.origin); var changed = false; trackingParams.forEach(function(p) { if (u.searchParams.has(p)) { u.searchParams.delete(p); changed = true; } }); return changed ? u.toString() : url; } catch (e) { return url; } } function cleanLinks() { document.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } cleanLinks(); var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1) { if (node.tagName === 'A') cleanLinks(); node.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + ' Allow players to join mid game and fix away players from being pulled into a race by derole1 · Pull Request #3 · ennuo/Bombd · GitHub
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Allow players to join mid game and fix away players from being pulled into a race - #3

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Allow players to join mid game and fix away players from being pulled into a race#3
derole1 wants to merge 22 commits into
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derole1:lobby-join-state-changes

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@derole1

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As the title suggests

Currently WIP need to set myself up a dev environment first to see if I can figure this out

@derole1

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In regards to the above commit, we still need to account for players who are away getting assigned host, as they then cannot toggle this back off until they are no longer host again. The server controls host state (I think) so its possible that we just force the player into non-away status when being appointed host, or just do not select them when auto selecting a host if the game blocks setting an away person as host.

Also need to figure out what the game does if everyone leaves the lobby apart from the away person, who does host get assigned to then?

@derole1

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This seems to work after some preliminary testing, the matchmaking filter is difficult to test without a lot of players so going to push this onto live but I cant see why it wouldnt work and it does not crash the game at all. It is definetly taken into account by the game according to TTY logs however.

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Allow players to join mid game and fix away players from being pulled into a race by derole1 · Pull Request #3 · ennuo/Bombd · GitHub
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Allow players to join mid game and fix away players from being pulled into a race - #3

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derole1 wants to merge 22 commits into
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derole1:lobby-join-state-changes
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Allow players to join mid game and fix away players from being pulled into a race#3
derole1 wants to merge 22 commits into
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derole1:lobby-join-state-changes

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@derole1

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As the title suggests

Currently WIP need to set myself up a dev environment first to see if I can figure this out

@derole1

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In regards to the above commit, we still need to account for players who are away getting assigned host, as they then cannot toggle this back off until they are no longer host again. The server controls host state (I think) so its possible that we just force the player into non-away status when being appointed host, or just do not select them when auto selecting a host if the game blocks setting an away person as host.

Also need to figure out what the game does if everyone leaves the lobby apart from the away person, who does host get assigned to then?

@derole1

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This seems to work after some preliminary testing, the matchmaking filter is difficult to test without a lot of players so going to push this onto live but I cant see why it wouldnt work and it does not crash the game at all. It is definetly taken into account by the game according to TTY logs however.

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Allow players to join mid game and fix away players from being pulled into a race by derole1 · Pull Request #3 · ennuo/Bombd · GitHub
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Allow players to join mid game and fix away players from being pulled into a race - #3

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derole1 wants to merge 22 commits into
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Allow players to join mid game and fix away players from being pulled into a race#3
derole1 wants to merge 22 commits into
ennuo:mainfrom
derole1:lobby-join-state-changes

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@derole1

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As the title suggests

Currently WIP need to set myself up a dev environment first to see if I can figure this out

@derole1

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In regards to the above commit, we still need to account for players who are away getting assigned host, as they then cannot toggle this back off until they are no longer host again. The server controls host state (I think) so its possible that we just force the player into non-away status when being appointed host, or just do not select them when auto selecting a host if the game blocks setting an away person as host.

Also need to figure out what the game does if everyone leaves the lobby apart from the away person, who does host get assigned to then?

@derole1

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This seems to work after some preliminary testing, the matchmaking filter is difficult to test without a lot of players so going to push this onto live but I cant see why it wouldnt work and it does not crash the game at all. It is definetly taken into account by the game according to TTY logs however.

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Universal Dark Mode - works on any site (function() { var enabled = true; function applyDarkMode() { if (!enabled) return; // Create style element if it doesn't exist var style = document.getElementById('universal-dark-mode-style'); if (!style) { style = document.createElement('style'); style.id = 'universal-dark-mode-style'; document.head.appendChild(style); } // Dark mode CSS - inverts colors but preserves images/video style.textContent = ' /* Invert everything except media */ html { filter: invert(1) hue-rotate(180deg) !important; background: #1a1a2e !important; } /* Restore images, videos, iframes, canvas */ img, video, iframe, canvas, svg, picture, [style*="background-image"] { filter: invert(1) hue-rotate(180deg) !important; } /* Preserve specific elements that should not be inverted */ .no-dark-mode, .no-dark-mode *, [data-theme="light"], [data-theme="light"], .ace_editor, .ace_editor *, .CodeMirror, .CodeMirror *, .monaco-editor, .monaco-editor *, .markdown-body pre, .markdown-body pre *, .highlight, .highlight *, pre code, pre code * { filter: none !important; } /* Fix common UI elements */ .modal, .popup, .dropdown-menu, .tooltip, .popover { filter: invert(1) hue-rotate(180deg) !important; background: #2d2d44 !important; border-color: #444 !important; } /* Scrollbars */ ::-webkit-scrollbar { background: #1a1a2e !important; } ::-webkit-scrollbar-thumb { background: #444 !important; } ::-webkit-scrollbar-thumb:hover { background: #555 !important; } /* Selection */ ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; } ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; } '; } function removeDarkMode() { var style = document.getElementById('universal-dark-mode-style'); if (style) style.remove(); } // Toggle with Alt+Shift+D document.addEventListener('keydown', function(e) { if (e.altKey && e.shiftKey && e.key === 'D') { e.preventDefault(); enabled = !enabled; if (enabled) { applyDarkMode(); console.log('[Universal Dark Mode] Enabled'); } else { removeDarkMode(); console.log('[Universal Dark Mode] Disabled'); } } }); // Apply on load applyDarkMode(); // Re-apply on dynamic content var observer = new MutationObserver(function(mutations) { if (enabled && !document.getElementById('universal-dark-mode-style')) { applyDarkMode(); } }); observer.observe(document.head, { childList: true }); console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle'); })(); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })(); Allow players to join mid game and fix away players from being pulled into a race by derole1 · Pull Request #3 · ennuo/Bombd · GitHub
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Allow players to join mid game and fix away players from being pulled into a race - #3

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Allow players to join mid game and fix away players from being pulled into a race#3
derole1 wants to merge 22 commits into
ennuo:mainfrom
derole1:lobby-join-state-changes

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@derole1

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As the title suggests

Currently WIP need to set myself up a dev environment first to see if I can figure this out

@derole1

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In regards to the above commit, we still need to account for players who are away getting assigned host, as they then cannot toggle this back off until they are no longer host again. The server controls host state (I think) so its possible that we just force the player into non-away status when being appointed host, or just do not select them when auto selecting a host if the game blocks setting an away person as host.

Also need to figure out what the game does if everyone leaves the lobby apart from the away person, who does host get assigned to then?

@derole1

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This seems to work after some preliminary testing, the matchmaking filter is difficult to test without a lot of players so going to push this onto live but I cant see why it wouldnt work and it does not crash the game at all. It is definetly taken into account by the game according to TTY logs however.

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