1.3.5602
Send Network Message Action / Network Message Trigger Improvements
Infrastructure changes have been rolled out that significantly improve the performance of sending and receiving network messages. This can be used to build a network of interconnected EyeAuras instances that perform actions together, such as remote control, multiboxing, and similar setups.
There are now multiple hubs in each region (RU/EU), and the system will try to choose the one closest to your physical location. This should noticeably reduce latency, especially for RU/CIS users, who previously sometimes used EU servers even for internal traffic. Select the hub closest to you, and the new routing rules will try to use the server in that region that provides the best latency.

As with any infrastructure change, there is always a chance that something might break. If you notice increased latency (or even just higher perceived latency), or something does not work as expected, please let me know.
Latency
In addition to deploying extra servers and adjusting routing, I also changed how network messages are processed, which should further improve overall latency. You can now see the latency for each message directly next to its timestamp. Latency is calculated using the sender's and receiver's local time (in UTC, so the time zone does not matter), which means the value may be somewhat inaccurate if the clocks are not synchronized.
In my own testing, latency dropped from ~100ms to ~20ms after the server-side changes.
US Servers
As far as I know, there are not many users in the US right now, so expanding the infrastructure into a US region is mostly a matter of financial viability. Everything is technically ready, though, so when the time comes, I will add US servers.
Actions / Overlays / Triggers Can Now Be Ignored
Every action, trigger, and overlay can now be Ignored. This is controlled by the checkbox to the left of its name and, effectively, makes the ignored entity behave as if it does not exist.
- For triggers, they are excluded from all evaluations.
- For actions, they are skipped even if the action block is executed.
- For overlays, the overlay is closed and unloaded.
This is especially useful when debugging or configuring something and you want to temporarily disable part of an aura.
P.S. This change does not affect C# scripting.
BUG FIXES / IMPROVEMENTS
- [Text Search] Fixed(?) a crash related to out-of-bounds memory access in Tesseract.