Igor Kotrasiński
Igor Kotrasiński
I think this is expected behaviour in line with unittest.mock, as in: http://www.voidspace.org.uk/python/mock/patch.html#id1
I've been using it together with the `event_loop` fixture from pytest-asyncio. I made a `TimeSkipper` class that takes an event loop in constructor and works with its internals just as...
I noticed that my approach leads to deadlocks when used with `exhaust_callbacks`.
Related: https://github.com/FAForever/faf-aio-replayserver/issues/10 https://github.com/FAForever/faf-aio-replayserver/issues/14 https://github.com/FAForever/faf-aio-replayserver/issues/26 Replay format will probably change, too.
I believe there's a mapname in the lua replay header. Some data is duplicated between it and the json header, probably to make it easier for the client do parse...
This is the query that the legacy replayserver does to pull out info including the mapname: ``` "SELECT game_featuredMods.gamemod, gameType, filename, gameName, host, login, playerId, AI, team FROM `game_stats` LEFT...
I have a simple tool for serializing / deserializing a data format [here](https://github.com/Wesmania/dspbp). From what I remember this was just a convenience thing that would allow easily writing to either...
The player being shown ingame is not a client issue - it's an indicator that the server believes the ladder game is not yet over. I'm inclined to believe it's...
I know, a PR for that is pending. I can't merge it since my notebook died, I have no way to test and prepare a release. I should have a...
send_login function from _clientwindow.py governs uid generation. We should disable lobby_reconnector and terminate lobby connection in functions that call it if it returns false, instead of showing the login widget....