Forum Discussion

o0netquik0o's avatar
o0netquik0o
Rising Ace
4 years ago

All Scripts Without Evil - Official Test Thread - V3 Manifest





Hi all!
I'm opening this thread because I'm working on editing many scripts and removing use of "executing remote code or arbitrary strings". Why? Well soon most browsers will enforce Manifest V3 use for Extension or Addon (this 'should' not apply to people relying on GreaseMonkey/tamperMonkey... not really sure about that anyway). Well, as maintainer of CnCTA SoO (SinsofOmission) SCRIPT PACK as a browser extension i will switch to Manifest V3 before January 2023

https://developer.chrome.com/docs/extensions/mv3/mv2-sunset/

that means that all codes bundled with my extension (so also scripts) should not "execute external logic using chrome.scripting.executeScript({code: '...'}), eval(), and new Function()".

https://developer.chrome.com/docs/extensions/mv3/mv3-migration-checklist/

As you know many scripts (including the most used by the community) use "new Function" or "Function" syntax to implement modding on CnCTA gamebase code.

Now, I have two options: 1. Retire CnCTA SoO (SinsofOmission) SCRIPT PACK browser extension and keep updating scripts on github 2. Try to definitely modify all scripts to have "NO EVIL" function execution. First option is easier, the second one is really difficult mission.

As you may know, easy things don't suit me, so i will try to take the second road.

This thread is dedicated to scripts that have "Evil" inside and will give you the exorcised version of each one ( as long as i manage to do that within January 2023).

I ask you to help me in this purpose by only testing the proposed script versions in order to verify that they work as expected.

Important Note:
As I will have to modify a lot of code for many scripts I will no longer be able to update them based on the old "Evil" code. So whether you use the extension or not I think it is in your interest to help verify the operation of each script
. If I fail in my purpose I do not guarantee that I will continue to update and correct the scripts in the future, also because I do everything for free. o:)

Work is ongoing so I will update this post with new entries.


- TA_infernal_wrapper.user.js - v1.43
(ALL NEW VERSION - NOEVIL and removed iterations)
https://github.com/netquik/CnCTA-SoO-SCRIPT-PACK/blob/master/TA_infernal_wrapper.user.js

- TA_MovableMenuOverlay.user.js - v1.0.6
(NOEVIL + Fixes + 22.2 Ready)
https://github.com/netquik/CnCTA-SoO-SCRIPT-PACK/blob/Testing/TA_MovableMenuOverlay.user.js

- TA_ADDON_City_Online_Status_Colorer_SC.user.js - v0.7.2
(NEW NOEVIL + Fixed - note: it does not include much original useless code)
https://github.com/netquik/CnCTA-SoO-SCRIPT-PACK/blob/Testing/TA_ADDON_City_Online_Status_Colorer_SC.user.js

- TA_TheMovement.user.js - v1.0.5
(NEW CODE NOEVIL + BUGFIX)
https://github.com/netquik/CnCTA-SoO-SCRIPT-PACK/blob/Testing/TA_TheMovement.user.js

- TA_Zoom.user.js - v1.0.3
(NEW CODE NOEVIL)
https://github.com/netquik/CnCTA-SoO-SCRIPT-PACK/blob/Testing/TA_Zoom.user.js

- TA_BaseShare.user.js - v22.05.03
NOEVIL
https://github.com/netquik/CnCTA-SoO-SCRIPT-PACK/blob/Testing/TA_BaseShare.user.js

- TA_POIs_Analyser.user.js - v2.0.6
NOEVIL
https://github.com/netquik/CnCTA-SoO-SCRIPT-PACK/blob/Testing/TA_POIs_Analyser.user.js

- TA_CityMoveInfoExtend.user.js - v22.04.28
NOEVIL
https://github.com/netquik/CnCTA-SoO-SCRIPT-PACK/blob/Testing/TA_CityMoveInfoExtend.user.js

TA_TACS.user.js - v3.75
https://github.com/netquik/CnCTA-SoO-SCRIPT-PACK/blob/master/TA_TACS.user.js
- Patch for 22.2
- NOEVIL for all code
- New Fixes for simulation + ReplayBar + Date hidden
- New SkipSimulation Function

TA_Tiberium_Alliances_Battle_Simulator_V2 - v22.05.12
https://github.com/netquik/CnCTA-SoO-SCRIPT-PACK/blob/master/TA_Tiberium_Alliances_Battle_Simulator_V2.user.js
- Patch for 22.2
- NOEVIL for all code
- New Fixes for simulation + ReplayBar + Date hidden
- New SkipSimulation Function

TA_Maelstrom_ADDON_Basescanner_AIO - v1.8.19
https://github.com/netquik/CnCTA-SoO-SCRIPT-PACK/blob/Testing/TA_Maelstrom_ADDON_Basescanner_AIO.user.js
- NOEVIL for all code

OTHER TA_Maelstrom_ADDON_Basescanner SYNC - v1.8.13

@nefrontheone @iguanaworld



03/05/22
Now work should be accomplished (miss testing)
all scripts included in CnCTA SoO (SinsofOmission) SCRIPT PACK should be NOEVIL
except

- TA_The_Green_Cross_Combat_Simulator.user.js
- TA_Battle_Simulator_V2_OLD.user.js
- TA_KlickitlikeShing0.user.js

These scripts will be removed in next version of the PACK
They simply does not work (Errors and such)

19 Replies

  • "nefrontheone;c-2217912" wrote:
    TA_Maelstrom_ADDON_Basescanner_AIO - v1.8.13
    https://github.com/netquik/CnCTA-SoO-SCRIPT-PACK/blob/master/TA_Maelstrom_ADDON_Basescanner_AIO.user.js


    It's a robust and very efficient scanner but unlike its predecessor which was slow, this version is like Super Slow Motion. O:-)


    yes that is because of growth rate calculation per every city.. in future version i will eventually add an option to disable that function at choice
  • Ops, that reminds me that I had to talk to you about adding new functionality to the scanner and I completely forgot. :-(

    Let's see if I can explain it correctly.

    · We launch the scanner and it shows us the list of results
    · We reorder the results by greater amount of credits
    · We choose the first result and simulate the attack
    · At that moment we see that it costs too much to repair and we cancel the attack
    · We return to the scanner, we put a discard mark and choose the next target
    ...

    Is it possible to do something so that those objectives that we have marked as "Discarded" appear with another color in the following scans?

    To avoid wasting time repeating simulations on something that we had already ruled out.



    It should be something temporary, when we close the browser everything is reset and that's it.
    It is possible that the next time we play we do have the resources to attack these objectives.
  • well it seems not easy to do.. maybe give me more info in pvt. i will look into that and how to disable growrate at choice .. this will happen during next weeks :expressionless:
  • It is something that would be useful to me but I do not know if it would be useful to other people.
    And of course, without time for completion, here it cannot be demanded, only request for its study. ;-)
  • Okay, okay, I get it.

    It is that you can mark one (or several) of the objectives that come out after performing the scanner. So when you launch for the second time (consecutive times) the scanner will show those that you do not want to attack/use.

    It could be a good idea but it seems like a lot of work for you alone. 8-D
  • TA_Maelstrom_ADDON_Basescanner_AIO - v1.8.15
    B)
    https://github.com/netquik/CnCTA-SoO-SCRIPT-PACK/blob/Testing/TA_Maelstrom_ADDON_Basescanner_AIO.user.js

    - Disable GrowRate Opt
    - New Rule Out check for base list
    - Reorder Columns Save State
  • note that disabling grow rate does't seem to speed up things as expected (but your tests with plenty of bases should give the final word) .. as i look to performance test result it seems that most time is spent in animation framing of the game while switching to all cities around... well that is for basic version and for AIO.. maybe skipping grow rate calculation based on code of chertosa (that is well heavy) can speed up things on older machines. Let me know guys. As you read above i take the opportunity to add a feature that can be useful to all. If you reorder columns in the basescanner table it will be saved for next time. @nefrontheone for you feature request only you can say if it is adequate.
  • @nefrontheone for you feature request only you can say if it is adequate.


    For me that option is working great. 8-D
  • IMPORTANT BUG FIXES

    TA_Maelstrom_ADDON_Basescanner_AIO 1.8.19
    Bug fixes for timers + new GR Function + (older versions sync)
    https://github.com/netquik/CnCTA-SoO-SCRIPT-PACK/blob/Testing/TA_Maelstrom_ADDON_Basescanner_AIO.user.js

    TA_TACS.user.js 3.75
    Bug fixes for timers + Report Watch
    https://github.com/netquik/CnCTA-SoO-SCRIPT-PACK/blob/Testing/TA_TACS.user.js

    TA_Tiberium_Alliances_Battle_Simulator_V2.user.js 22.05.12
    Bug fixes for timers + Report Watch
    https://github.com/netquik/CnCTA-SoO-SCRIPT-PACK/blob/Testing/TA_Tiberium_Alliances_Battle_Simulator_V2.user.js

About Tiberium Alliances Technical Issues

Having problems running the game or a script? Get help with Command and Conquer: Tiberium Alliances with the community!1,659 PostsLatest Activity: 3 days ago