[E] Simultaneous Collaboration

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AceAttorneyMaster111
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[E] Simultaneous Collaboration

Post by AceAttorneyMaster111 »

Mia and Maya are making a case.
:mia: opens the editor
:maya: opens the editor
:mia: makes some changes to the dialogue, saves
:maya: makes a new profile, saves
:mia: refreshes the page, but her edits don't exist, only Maya's.

What's happening is that the trial data when saving replaces the previous trial data rather than changing it. Even though Maya's change had nothing to do with Mia's, the trial data was overwritten. This has happened to me previously, and recently it happened again. There should probably be a new feature for real-time collaboration, but this would include an entire change to the editor and saving code.
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Re: [E] Simultaneous Collaboration

Post by kwando1313 »

That's not a bug.

It's also a pretty standard issue (because of a lack of version control (or rather, that there's an issue with coordination of stuff)). And... Well, I'm guessing it might be possible to add versioning because the trial editor data is a giant JSON file, so it might be able to merge it nicely? Not sure though.
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Enthalpy
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Re: [E] Simultaneous Collaboration

Post by Enthalpy »

Moved to "Comments and Ideas" as this is, indeed, not a bug.

As for how you would actually improve this, good luck coming up with a viable idea! Almost anything would be a major change to the code, and I'm already short on time and long on things to fix.
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Re: [E] Simultaneous Collaboration

Post by GanonZD »

I assume there are browser extensions that can handle this in an ad-hoc way.
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Re: [E] Simultaneous Collaboration

Post by Unas »

It's been part of my long term plans for AAO evolution to better handle these simultaneous edit scenarios, but given my current involvement in the AAO development, long term means really long term...

Anyway, the idea to handle that is to get the list of changes performed by the user in the editor, and try to reapply them on the current trial source file, which should be simple enough if the parallel edits are small, but would require also the ability to detect and solve conflicts : this is the complicated part.

In fact, the code to get the diff of changes performed by the user is already mostly ready : the BufferWrapper, currently only used in the player to save "hidden" status changes on frames and CE elements, could be applied in the editor as well if tested extensively enough. (Its splice method is the biggest part, that is currently not tested enough and might cause issues)
But as I said, the hardest part is to actually enable merging changes in case of edition conflict...
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