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Prioritize end date #488
Prioritize end date #488
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Everything here is all over the place, but nowhere where it should be. Besides the translation file changes that entirely don't belong here, I've noticed changes like For a start, I'd recommend trying to do some cleanup and removing the translation files from the diff, and reverting the |
I did revert the translation changes manually, I don't know why they are in the diff, The files should be the same. The rest of the code wasn't written by me, I'll look into it. |
update: You're right, The Language files had Windows instead of Unix line endings - reverted that too. I searched around, taking individual lines from the function as well as the function name, and couldn't fine from where |
Any updates on this? Looking forward to using this setting |
I'd like to point out that this setting applies only to games that aren't added to the priority list, as ignoring said list would cause it to not make much of a sense. This also means that the "Priority only" setting has to be unchecked for it to work, otherwise only the priority list will be used. Because of the above, having two separate checkboxes for this addition makes no real sense either, and it'd probably need to be transformed into a Combobox, from which the user can select either "Priority only", or one of several other modes for picking the non-priority campaigns order, first of which would be this "Prioritize soonest" option. Other modes could then be added later as needed. Since my dark mode implementation isn't getting much of a progress due to difficulties I've encountered along the way, I'll try to work on this instead. |
A funny thing I've discovered/remembered/re-learned while working with the implementation of this feature, is that the miner's reload flow is:
A single game can have multiple active campaigns to it, so the sorting process has to either be able to modify the existing priorities as they're generated, or the sorting has to be a two step process - first the campaigns are combined into per-game groups and sorted within each group, then the winner of this sorting is used in the 2nd sort, to generate priorities. I'm still figuring out the implementation details, so I haven't decided which approach to take, and it'll take a while before this is available. Still, it seems like a simpler thing to implement than the dark mode PR I've been working on so far. |
I have a "working" prototype. Working as in something that's supposed to work, and doesn't crash - currently testing it. Before I can push it, I need to implement translations for the new options, for now it's just hard-coded English. It will be something that can be translated though. Should the inventory view remain being sorted by campaign's end time, or should it follow the overall application sorting? |
Thanks for working on this, looks great!
I could see that being useful so you know what the miner will be working on next, but okay with leaving it as is for now and doing that as a separate enhancement? Either way is good for me |
"Separate enhancement" would require sorting them inside the GUI, which kinda sucks implementation-wise. The reason they're sorted in the GUI right now, is because they're sorted before being displayed at all - once they're added though, changing their place requires a whole lot of additional logic, keeping track of where each campaign row is, and updating that requested. As an easy modification, I can do one sort that cannot be changed, and for now, I'm leaving it at the start and end timestamps determining the campaigns order. Just wanted to ask if someone saw it more fit to order them by the same order the miner uses to build it's internal |
Closed by a30e8d3. In case someone would be wondering what the new options are:
Using any option other than "Priority list only" considers all campaigns/games that can be mined, working like the old "Priority only" option unchecked. TODO:
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#486