Description
In the current implementation, we add a Timestamp to the message structure when we're processing it.
The problem is that we're not sure when the message actually gets processed, throwing off the sequence of messages in situations where combat is involved.
Solution
- As soon as an event is received: grab the current timestamp
- Immediately build up the entire message structure, delay processing till the last moment (the hacks we do for rolls/emotes, etc.)
- Check whether we're in combat/loading : push to queue or process
- Check whether we're leaving combat/loading: process queue
- During queue processing, validate the situation on every message, break the loop when the data is considered secret
- Only do the required processing when pushing it to the display window: (both on refresh/push)
Description
In the current implementation, we add a Timestamp to the message structure when we're processing it.
The problem is that we're not sure when the message actually gets processed, throwing off the sequence of messages in situations where combat is involved.
Solution