First-Person Ray-bans: Historians discuss Black Ops 1 and 2 - by Bob Whitaker Blogs - 28 June 2016 - 8:21am
Historians Bob Whitaker, Christopher Dietrich, and Joseph Parrot discuss Call of Duty Black Ops 1 and 2. Topics include the Cold War, the CIA, Jonas Savimbi, Manuel Noriega, Black Ops lawsuits, and secret operations.
Categories: Game Theory & Design

How do you hand-off your game for smooth trailer-production? - by M. Joshua Cauller Blogs - 28 June 2016 - 8:21am
Most folks need a trailer yesterday, but shortening the gap between "yesterday" and "two weeks from now" means that you might need to take a few steps to ensure a quicker transition. 
Categories: Game Theory & Design

VR Game Composer: Music Inside the Machine - by Winifred Phillips Blogs - 28 June 2016 - 8:20am
Continuing an ongoing multi-part series on the relationship between music creation and the VR environment, this article explores how composers can use stand-alone virtual reality music applications to create original compositions in a virtual space.
Categories: Game Theory & Design

Cheeky Monkey Media: Drupal and Masonry, without the tears of Frustration

Planet Drupal - 28 June 2016 - 8:16am
Drupal and Masonry, without the tears of Frustration micah Tue, 06/28/2016 - 15:16

I recently had to create a new layout that mimicked the Pinterest layout. Masonry to the rescue! (sorta...) With Drupal already crapping out the content via views, we could just use the Masonry views plugin right? Sorta. Well, it worked. ... sorta. There were problems, and I don’t like problems, only solutions.

I like a very NON-hacky way of doing things. Masonry views worked for the desktop screen size but failed miserably for anything smaller. We were working with a responsive design, so it was unacceptable. There was simply just no amount of tweaking the options and CSS that it came with, that I was happy with. I’m also not a fan of CMS plugins controlling layout. There tend to be crappy implementations and far less control. I don’t speak for everything, of course, just my experience.

I wanted to control.. as much as I could. So I abandoned the views plugin, and just decided to use the raw jQuery plugin, and use my own CSS.

This assumes ya know how to use requireJS and jQuery plugins.

Categories: Drupal

Meridian Miniatures Summer Sale Happening Now

Tabletop Gaming News - 28 June 2016 - 8:00am
With how hot it is, I know I’m not really interested in running around outside. So spending my time inside, tinkering with minis seems like the best bet to beat the summer heat. Meridian Miniatures is certainly here to help with that, too, as they’ve got their Summer Sale happening now. Until July 4th, you […]
Categories: Game Theory & Design

Janez Urevc: We loved Drupal Developer Days!

Planet Drupal - 28 June 2016 - 7:27am
We loved Drupal Developer Days! slashrsm Tue, 28.06.2016 - 16:27

Last week part of the MD Systems team attended Drupal Developer Days in Milan.

Italian style dinner at Navigli in Milano. #drupaldevdays

— Dragan Eror (@draganeror) June 23, 2016

I'd like to invite you to check our blog post to see how we liked it.

Categories: Drupal

Cryptic.Zone: Extending Drupal's Node.js Integration

Planet Drupal - 28 June 2016 - 7:24am

The Node.js integration Drupal module offers an API that allows developers to add real-time push notification functionality to their modules. Real-time communication could enable features like chat, pop-up notifications, or real-time content update. Chatroom is a great example of how a module can leverage Node.js. 

Categories: Drupal

Ninja High School RPG Up On Kickstarter

Tabletop Gaming News - 28 June 2016 - 7:00am
For a lot of us, high school was a decade or more ago. Also, it probably had a lot fewer ninjas than we’d really hoped there would be. But for 30 years, Ninja High School, the comic, has been our own fantasy high school, where there’s ninjas all over. Well, we couldn’t make our own […]
Categories: Game Theory & Design

Star Wars Armada Fleet Commander Contest Announced

Tabletop Gaming News - 28 June 2016 - 6:00am
If you’re like me, you have spent a lot of time looking over stats for models in a game you play and endlessly coming up with different builds for your teams/armies/fleets. “I could take X, and that’d give me points for Y, but not enough for Z.” and so forth and so on. Well, Fantasy […]
Categories: Game Theory & Design

Amazee Labs: Impressions from Drupal Developer Days in Milano

Planet Drupal - 28 June 2016 - 5:37am
Impressions from Drupal Developer Days in Milano

Last week, Sebastian and I attended Drupal Developer Days in Milan. An international group of 400 people gathered for a full-week conference in Italy to work and talk about Drupal 8.

Josef Dabernig Tue, 06/28/2016 - 14:37

The local team put up an outstanding conference, featuring a complete program with a week of sprints, high-quality talks and a lot more to like.


We could only attend from Thursday to Sunday, but the event already started Tuesday with 100 sprinters working on initiatives to move Drupal 8 and its contributed modules forward.

A look at the sprint planning sheet highlights the variety of topics that different sprinters have been working on.

The UX sprint was probably the biggest one with Gábor Hojtsy, Peter Droogmans (attiks) and Bojhan attending. I was especially excited to see ifrik and Rachel Lawson (rachel_norfolk) work on improving the organization of the Drupal admin UI. See their plan issue “Restructure the Admin interface” for further details on that.

A lot has been improved related to the UX process of Drupal. You can find a good read here, follow the DrupalUX twitter account and get more info on the initiative page.  

The multilingual initiative has been sprinting as well. Check out the great #d8mi initiative page to find out more. Gábor Hojtsi even presented his experiences with the initiative at the WordCamp Europe in Vienna, the same weekend.

Related to the media initiative, Christian Fritsch from the Thunder core team has been sprinting together with people like Janez Urevc. Check out the initiative page or follow via twitter for more info.

The Search API sprints were packed again. Thomas Seidl, Markus Kalkbrenner, Joris Vercammen, Mattias Michaux and Christian Spitzlay amongst others have been working on issues for Search API, Facets, Search API Solr and Search API Solr Multilingual.

A lot more had been sprinted on during the week, almost impossible to give a precise overview. Some examples are Drupal Commerce 2 with Bojan Živanović, GraphQL with Sebastian Siemssen, Paragraphs with Miro Dietiker. As part of the #d8rules initiative, yanniboi and various others helped out with issues and we will announce our next initiative meeting soon via the #d8rules twitter account.

Sprints are really the key element that allow for collaboration between so many great minds. Its great to see more and more camps taking in sprints as part of their program and having Drupal Developer days as the leading format in that area.


There was a great variety in keynote topics. We built it, now what good is it? by Jeffrey A. McGuire, Evangelist at Acquia gave a deep dive into the new features of Drupal 8 and what they mean to our customers. Making a Drupal shaped dent in the universe by Bojan Živanović, Development Lead at Commerce Guys is a talk to show how cross-community has developed over the recent years. With Drupal getting off the island, Commerce 2 for example is taking a very forward-thinking approach by developing features not as Drupal modules but small, interoperable PHP libraries first.

On Friday, Data Triangulation: Moving beyond Qual and Quant by Razan Sadeq, User Researcher at Spotify brought in the perspective of an expert working for a big product. Razan was able to show by real world examples from her work at Spotify how UX can be driven by data successfully.

Following up, there was Transforming the experience: pixel by pixel by Alessia Rullo, Software solutions user experience lead at Hewlett Packard. In her keynote, Alessia talks about aesthetic considerations with regards to web design and UX.

Saturday’s keynote was Automating Access to Development by Jessica Rose, Developer Relations at DreamFactory Software. Jessica brought together a variety of interesting topics such as diversity and automation.


Check out the program to find a list of outstanding sessions being presented during the “talk days” of the conference from Thursday to Saturday.

Sebastian’s talk Decoupling Drupal with GraphQL & Relay was packed as usual and gave a great opportunity to share the details about how we build a decoupled architecture based on GraphQL and Relay that talks to Drupal as a datasource. The slides are up already.

I was excited to be able to talk about our experience at Amazee of using Scrum for project management. SOS - We need a Scrum process! Going from specification to collaboration is a walk through of how we managed the whole process of introducing the process and was a great opportunity to share hands-on experience of the learnings we had so far. You can find the slides here.

Are Geeks from Mars and Geekettes from Venus? - I was glad to be invited for a panel discussion on gender & diversity in tech led by Alessandra Petromilli. Together with Razan Sadeq, Kristof Van Tomme, Alessia Rullo and Jessica Rose we had inspiring discussions around the topic.


Besides the great experience of  sprinting & watching sessions, conferences are mainly about connecting with others from the community. The Drupal Dev Days team has made great effort to make sure all the required facilities to make this happen were provided. I’d like to especially highlight the quality of food. Good catering with healthy options makes sure that attendees don’t dehydrate and get the vitamins required to stay energetic over days and avoid the Drupal Flu.

The social program featured a Night at the museum @ Leonardo3, Galleria Vittorio Emanuele II with inspiring looks at all the impressive work that Leonardo Da Vinci did. Also many thanks to the Italian community for inviting everyone on Thursday evening for the official social event at a great bar in Milano!

I was really excited to see #TourDeDrupal bringing together a motivated group of 8 cyclers. We rode over 50km along the Martesana canal and back into the city. On Sunday, Riccardo Bessone and I had the pleasure of cycling along Lago de Como and experiencing true retro cycling up to Madonna del Ghisallo.

Volunteers & Sponsors

It was especially great to see this size of event to be realized in Italy. In 2011 I had first met Claudio Beatrice (omissis) at DrupalCamp in Brixen/Bressanone with less than 50 attendees. The Italian community has organized a couple of camps over the last years and now, with Drupal Dev Days, they could really show that an international camp with 400 people can happen really well in Italy.

A successful Drupal event wouldn’t be possible without a lot of effort being put into the event. Having organized a DrupalCamp myself, I know how much of your free time you need to sacrifice to make it happen. A big thank you to Claudio (omissis), Marco (mavimo), Riccardo (bessone).

Here’s the full list of volunteers: Alessandra Petromilli, Alessandro Sibona, Andrea Pescetti, Antje Lorch, Chandeep Khosa, Chiara Carminati, Claudio Beatrice, Edouard Cunibil, Fabiano Sant'ana, Guillaume Bec, Julien Dubois, Kester Edmonds, Luca Lusso, Marcello Testi, Marco Moscaritolo, Paolo Libanore, Pierluigi Marciano, Riccardo Bessone, Simone Lombardi, Tamer Zoubi, Yan Loetzer, Yi Yuan, Zsófi Major.

Also many thanks to all the sponsors.

Upcoming events

Which events are coming up after dev days? Here’s my short list:

Where are the next Drupal Dev Days going to be? Get in touch via the twitter account, they'll soon announce how new locations can sign up for the next year.

If you are interested in organizing a similar event, you might also be interested in checking the following presentation: Drupal Camp Organization: The Good Parts by Zsófi Major. Her slides are up already.

Thanks again to all the volunteers of Drupal Dev Days Milan. Amazee Labs was glad to be a sprint sponsor. More pictures can be found on our flickr album. See you again soon!

Categories: Drupal

Bitcoin: Energy-efficient security mechanisms for digital currency

Virtual Reality - Science Daily - 28 June 2016 - 4:22am
A new cryptographic puzzle has been developed that might one day be used as a security mechanism for digital currency such as bitcoin. It consumes significantly less energy than the method used to date, say researchers.
Categories: Virtual Reality

BIC Fest 2016 Returns to Busan for Korea's Best Indie Showcase - by Marc Flury Blogs - 28 June 2016 - 2:31am
Busan Indie Connect Festival 2016 will be held in Busan, Korea this September 9th-11th. Indie devs from around the world will converge on the second largest metropolis in Korea and exhibit their games. Submissions are open now and until Friday, July 1st.
Categories: Game Theory & Design

CKEditor Track Changes

New Drupal Modules - 28 June 2016 - 1:54am

This module enables the Track Changes plugin from in your WYSIWYG. The plugin provides the option to track the changes (additions / deletions) made to your editor's text, with the support of multi-user changes, meaning, changes will be colored differently for each user and will show the user information, enabling you to see exactly who is the change owner.

The operations supported by the plugin are:

Categories: Drupal

The Golden Circle: A different perspective on game design. - by Maxime Babin Blogs - 28 June 2016 - 1:48am
I transpose Simon Sinek's idea of the golden circle into game design language in order to figure out how the parts of a game concept influence each other from a replay value perspective.
Categories: Game Theory & Design

To Absalom, and Beyond: Interviewing James L. Sutter about Starfinder

Gnome Stew - 28 June 2016 - 1:00am

A few weeks ago, Paizo announced it was making a new game: STARFINDER. With an exciting science fantasy setting, an OGL license, crunch building on the Pathfinder system, and a great team spearheading the effort, Starfinder looks likely to please plenty of Pathfinder veterans and new converts alike.

However, we won’t be able to get our grubby hands on it until August 2017! As we gnomes are famously short on patience, I decided to acquire the next best thing: James L. Sutter’s precious time and energy.

The wonderful James L. Sutter, Starfinder’s Creative Director, gave a great interview delving into many of the details of this new game – from fluff to crunch to game support. Gnome Stew fans suggested lots of questions over social media, and for that I thank you all! Some questions were answered in Christopher Helton’s EN World interview, so I’ve left those off as an exercise for the reader.

Without further ado, enjoy James’ peek into this star-studded universe of adventure and discovery.

Feel and Flavor

Gnome Stew (GS): How would you describe the tone/flavor of Starfinder’s setting? At its heart, this game is really about exploration, seeing worlds no one’s ever seen before 

James Sutter (JS): It’s science fantasy, so if you’ve got a spectrum with Spelljammer on one end and Star Trek on the other, we’re right in the middle. Tonally, I think that Star Wars is a pretty decent comparison—while we’ve got significantly more magic than just Jedi, and I like more moral ambiguity than Star Wars usually presents, I think that feeling you get the first time you watch the Mos Eisley cantina scene is key to bringing you into the mystery of a huge, diverse universe. There are a ton of different styles of science fiction and science fantasy being blended together in Starfinder—everything from space horror like Alien or Event Horizon to Firefly-esque comedic escapades to the political drama of The Expanse—but at its heart, this game is really about exploration, seeing worlds no one’s ever seen before.

If we could do for space opera what Shadowrun did for cyberpunk, I’d be thrilled.

GS: What will the interplay between technology and magic be in this setting? Is there a gradient there, or are technology and magic fairly distinct?

JS: Technology and magic are still distinct practices, but there’s plenty of fun blending there—you can slap a magazine emblazoned with magic runes into your laser rifle to change what it does, or cast a spell that shorts out someone’s power armor. Magic’s become less common due to the rise of technology—it’s still around, it’s just not everyone’s first choice for everything anymore.

GS: Pathfinder has taken some great steps toward LGBTQ+ inclusion in its diverse representations of characters, and showcases characters that draw visual inspiration from non-Western regions. Can we expect to see more of this in Starfinder? Presumably the thousands of years of separation between “modern-day” Golarion and Starfinder will present interesting options to really play with how culture has changed and how totally new alien cultures have materialized.  Our agenda is that RPGs are for everyone, and we’re gonna try our best to make everyone feel welcome. Period.  

JS: Absolutely! The issue of representation is hugely important to me, and to a lot of people here at Paizo—we want to reflect a game world that’s as diverse as our audience. (Or more so, really—I’m assuming there aren’t a ton of alien bug-people or floating brains out there buying our books, but you know, no judgment.) So you’ll continue to see us doing our damnedest to present characters of different ethnicities, genders, sexualities, ages, body types, and so on.

I think it’s actually even easier to do so in a futuristic setting like Starfinder, because human cultures are no longer constrained or defined by geography, and suddenly you’ve got all these aliens around. In my experience, people tend to define “us vs. them” based on whatever the largest visible difference is. So while prejudice doesn’t cease to exist in the setting, if your next-door neighbor is a reptoid or a giant talking rhino-thing, are you even going to notice the skin color of another human? Are you going to care about your brother marrying a man when your sister’s marrying a sentient jellyfish?

People sometimes ask if we’re pushing an agenda at Paizo, and my answer is always: Oh my, yes. Our agenda is that RPGs are for everyone, and we’re gonna try our best to make everyone feel welcome. Period.

GS: How do you intend to deal with the tricky balance you need to strike between careening across different planets and providing local plot hooks? Is there a general philosophy of where you will leave room for players and GMs to world-build vs. important established locations?

JS: While Pathfinder is in many ways about exploration, Starfinder puts an even greater focus on it. In Starfinder, you’re going to have Golarion’s solar system as the well-defined core of the setting—your home base, which defines what’s “normal.” Beyond that, we’re going to give you a smattering of known worlds to get your creative engine pumping, and of course we’ll be detailing new locations as they get explored in Starfinder Adventure Path. But one of the core principles of Starfinder is that it’s outward-facing—your society has only recently gotten access to faster-than-light travel, and there are a hundred billion potential worlds out there for you to explore. So while some people may opt to play games that stay within the solar system, and we’re going to pack that setting section with ripe adventure hooks, our assumption is that most folks are going to want to blast off for points unknown at least occasionally. Which is great, because as a GM, creating new worlds and adventure locations is one of the best parts of the game!

GS: A key feature of Starfinder’s setting is that Pathfinder’s homeworld, Golarion, has vanished (perhaps in a puff of logic), and the giant Absalom Station sits in its place. This makes integrating Pathfinder proper a bit interesting – will Starfinder have advice on integrating with existing Pathfinder campaigns, or blending the two settings in interesting ways?

JS: Starfinder will have advice on converting certain rules aspects—we expect people to be able to grab creatures from the Pathfinder RPG Bestiaries and use them in Starfinder with minimal effort—but we’re not assuming people will straight-up integrate their campaigns. Starfinder, while similar to Pathfinder in many ways, is a totally standalone game with key differences—if your Pathfinder barbarian runs around the space station with a sword and no shirt, he’s gonna get torn up by some first-level soldier with an assault rifle. As he should. Plus, this game is set thousands of years in Golarion’s future, so while there will be plenty of elements carried forward—some overtly, some with a wink and a nudge—the characters living in this world aren’t generally going to care about what happened on Golarion in 4716. Do I expect that people will want to do time-traveling games that jump back and forth between the two systems? Undoubtedly, and I think it’ll be a lot of fun. But first and foremost, we’re building Starfinder to be Starfinder.



GS: Changes are coming to the mechanics. Do you feel like there’s a trend that the new system details are moving toward, for instance toward heavy or lighter rules? Toward fewer or more rules?

JS: It’s really easy in game design to say “more options is always better,” especially when there’s a vocal crew of players willing to pay you for them. But what often gets overlooked is that the same complexity that enchants some gamers presents a huge wall to others who just want to sit down and play without wading through a million options. So while I wouldn’t say that the rules are necessarily heavier or lighter, I am really dedicated to taking a look at how many options the system actually needs. If you can make a game fun and robust with 150 feats, can you do it with 100? That’s also a very practical question for us, because we’re trying to squeeze a game system that’s in some ways larger than Pathfinder—because it includes starships, etc.—plus setting material into a single core rulebook. So I’d say that we’re looking to make the rules more streamlined where possible, but still making sure people have plenty of toys to play with.

GS: Are these changes accommodating the difference between fantasy and space-fantasy, or are some of the changes more general improvements on an engine that’s been out there a while?

JS: The Pathfinder RPG engine is really, really interconnected, which means we have to be careful which threads we pull, especially since we’ve still got backward compatibility as a major goal. For the most part, the rules changes are all about finding ways to better model a science fantasy world and create fun new features. But whenever we find something that could be improved relatively easily without breaking anything, we’re of course exploring that option.

GS: Will Starfinder use or draw on any of the experimentation in alternative rules from Pathfinder Unchained?

JS: Unchained definitely informed the way we’re thinking about things, but we’re not doing a lot of direct lifting.


GS: Will there be a Starfinder Reference Document, like the Pathfinder Reference Document?

JS: That’s the plan!

GS: It’s great to see that Starfinder will have an OGL license, allowing for 3rd party products. Will it also be establishing anything like the DriveThruRPG Community Content programs, like the Dungeon Master’s Guild, or offering other kinds of community support?

JS: It’s still pretty early days yet. We’re really committed to making it easy for third party publishers to work with the Starfinder rules, and we’re all about community support, but right now we’re honestly running around like muppets just getting the game together!

GS: Pathfinder’s Adventure Paths have been well-made and hugely popular, and it has been announced that Starfinder will have APs coming as well. Can you speak on the direction the team is taking for Starfinder APs? Will there be a subscription service?

JS: Starfinder APs will be very much like Pathfinder APs, and we hope that you’ll subscribe! They’ll come out every month, so you’ll be getting two complete adventure paths a year, just like with Pathfinder. The books themselves will be a bit smaller, but they’re going to be your primary vector for all things Starfinder—in addition to the adventures, they’ll also have setting information, new rules systems, new monsters, etc. Unlike with Pathfinder, where we have a bunch of different product lines, Starfinder’s going to have a much smaller number of releases—mostly just the adventure path. So instead of getting your rules from one line, your setting info from another, and so on, you can subscribe to just one line and get pretty much everything.

GS: Are there any plans (or hopes) for expanding into a line of fiction, like Pathfinder Tales, or Pawns?

JS: Of course there are hopes! As the guy who’s been in charge of the Pathfinder novels since their inception, I’d love to bring my two babies together. But as I have to keep reminding myself: Make the game first. If the game’s popular, well, then the sky’s the limit!

Final Thoughts

GS: What would you say to folks on the edge of buying in to the brave new galaxy of Starfinder?

JS: It’s space mages with laser guns fighting cybernetic ninjas with energy blades. It’s rat-people and androids exploring new worlds, digging up ancient supertech and making first contact with weird aliens. It’s spaceship dogfights and god-run megacorps. And if you know how to play Pathfinder, you already know most of how to play this game.
If that doesn’t hook you, well… we’ll just have to agree to disagree. If you change your mind, I’ll be over here in the corner, quietly making “pew! pew!” noises…

GS: Thank you so much James! Consider me strongly #TeamPewPew.

Can’t get enough Starfinder? Follow James on Twitter @jameslsutter and keep an eye on Paizo’s Starfinder blog posts.

What do you think about Starfinder? Will you be a pew-pew-ing with me and James next summer?

Categories: Game Theory & Design

Miloš Bovan: Midterm evaluation of GSoC Mailhandler project

Planet Drupal - 28 June 2016 - 12:58am
Midterm evaluation of GSoC Mailhandler project

As usual, Tuesday is the day to update you on the progress of Google Summer of Code 2016 project - Mailhandler.

Last week both mentors and students had to fill Google Summer of Code midterm evaluation. The evaluation happened after 5 weeks of work and consisted of questions about the chosen organization, program, mentors (for students) and students (for mentors).

I am happy to announce that I have passed the midterm evaluation. Yay! I would like to give thanks to my mentors Primož and Miro. They were supporting me with reviews, ideas and suggestions in the past weeks. I hope we will continue the great cooperation in the second phase of the project as well. Here is the review I received from my mentors:

Miloš is very diligent and capable of self organising. There were no instances where we needed to remind him of his obligations or upcoming milestones. This goes equally for the technical as for the non-technical side of the project. He is always prepared to investigate the subject very carefully and find the best solutions to his knowledge. As a result his code never feels sloppy or produced just for the sake to make progress. He genuinely cares about the project. Being very goal oriented he sometimes neglects the discussion part slightly. This could be improved by requesting more feedback before jumping to implementation.

This week, GSoC students will continue the coding until the final evaluation which is scheduled for the second part of August 2016.

Back to the project updates. The last meeting with my mentors was very productive. We were talking about the weekly goal and had the broader discussion about the second phase of the project.

More specifically, we discussed the possibility to introduce the user context as a core feature of Inmail. I was writing about Inmail’s concept of plugins (analyzers, deliverers, handlers). Each analyzer has an option to analyze the mail message that is being processed and update the properties of a shared result object. This would allow collaboration between Inmail analyzers. To discuss different approaches, I created an issue on this topic. For now, the properties are updated on MailhandlerAnalyzerResult object.

Based on the discussion with mentors, we decided to split huge MailhandlerAnalyzer into several smaller analyzers. A pull request with the implementation can be followed on Github. The following analyzers were created (sorted by defaults execution order):

  • PGP (Pretty Good Privacy) analyzer analyzes the PGP-signed email messages, verifies the signature, parses the mail body and sets the sender. Although there is specific BodyAnalyzer, for signed messages we have to parse the mail body to extract the signed text and PGP signature.

  • Entity type analyzer - we have a concept of detecting an entity type and bundle information for the mail subject. For now, we only support: [node][{node_type}]. Later on, we will extend it to support comments entities too. The purpose of this analyzer is to recognize [{entity_type}][{bundle}] pattern, extracts the metadata information, do the validation and update the subject - without metadata.

  • Sender analyzer uses a well-known feature of Mailhandler for Drupal 7. It extracts the mail address from From mail header field and finds the corresponding user. It is worth to mention that user is only set in case the user context is not already populated (by some other analyzer). This prevents us from changing the user context when it is set by PGPAnalyzer, for instance. Also, since this method is not entirely safe - From mail address can be faked by a malicious user, this analyzer is disabled by default.

  • Footer analyzer detects the mail footer/signature in a mail body and updates footer and body properties. Two most used footer separators are supported. This analyzer was described in the previous blog post.

  • Body analyzer works with the actual mail body. It has pretty limited functionality. It removes the white spaces before and after the body string using PHP’s standard method trim(). Also, in case processed body is not received as HTML, it replaces new lines \r\n with <br /> HTML tag. As the analyzer was implemented as a plugin, it can be easily extended.

MailhandlerNode is becoming much “cleaner”. Our algorithm has 3 steps:

  1. Get MailhandlerAnalyzerResult which contains the result of all Mailhandler analyzers

  2. Authenticate and authorize a user

  3. Create a node.

The original complexity from one analyzer is now shared between 5 independent Inmail analyzers. This architectural simplification was made thanks to the great Drupal 8 plugin API. If you are more interested in exploring this topic, published a great article about Drupal 8 plugin system.

Next week, I am going to work on extending the test coverage for the module. The plan is to create one kernel test per each created analyzer. The existing MailhandlerNodeTest will serve as a general test of all Mailhandler analyzers and MailhandlerNode handler. Also, I will provide additional test coverage of the Mailhandler’s user interface.


Milos Tue, 06/28/2016 - 09:58 Tags Open source Drupal Google Summer of Code Drupal Planet Add new comment
Categories: Drupal

Tales from the Rocket House: Seeking Treasure, Not Battle

RPGNet - 28 June 2016 - 12:00am
Is combat a fail condition in D&D?
Categories: Game Theory & Design

G2A, Piracy, and the Four Currencies - by Lars Doucet Blogs - 27 June 2016 - 11:07pm
I never thought the day would come where I would passionately argue that fans should pirate my game rather than pay for it, but here we are.
Categories: Game Theory & Design

DrupalCon News: Expanding Drupal's Horizons

Planet Drupal - 27 June 2016 - 3:43pm

We already know that Drupal is more than just PHP. Now that the community has embraced the "proudly found elsewhere" mantra with the adoption of software projects outside the Drupal ecosystem, we're looking even further beyond. We want to hear about all the interesting ideas and projects you've been working on at the fringes of Drupal. We're not only interested in technical solutions, but also thoughts around what we can learn as a community from all the other people out there building things on the Internet.

Categories: Drupal

Attiks: Dream Fields for Drupal 8 - part 2

Planet Drupal - 27 June 2016 - 2:36pm

Follow up post, to catch up read the first post

This time I went to Drupal Dev Days in Milan to work some more on the new Field UI proposal. @Bojhan a UX specialist suggested to use images/tiles to make it easier to use, he started working on designing some images, while I adapted the code.

By Peter Droogmans

Categories: Drupal


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