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ケッセル retweeted
一週間の #AndroidDev 開発関連ニュースをお届けする #AndroidDagashi、第432回を公開しました! #Androidjp Compose Multiplatform と WebView, Booking.com の KMP 活用事例, Android開発で必要以上に時間を食う作業は?, など androiddagashi.github.io/iss…
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เหมือนเป็นแค่ webview ไหมนะ 😳
โพสต์คุณปาล์มโหดสัส - มีแอปชื่อ AI Passport อยู่จริงๆ - ชื่อเต็มมันคือ Plan B AI Passport! - แอปนี้ออกมาก่อนโครงการ TH-AI Passport เป็นปี!! - ใน Play Store ลบไปแล้ว!!! - แต่เว็บสำเนาแอป apkpure ยังมีไฟล์อยู่!!!! - กดอ่าน description เหมือนกับโครงการฯ เป๊ะเลย ทั้งคอนเซปต์ รายละเอียด ยันชื่อแอป!!!!! นี่แหละ ไม่ล็อก ยอมแล้ว เชื่อแล้ว facebook.com/share/1UF929ttZ…
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Why don’t I use #Firefox on Android? I use Firefox on Linux all the time, so why not on my phone? On Android, over 90% of browsers are Chromium-based. Only a small fraction are Gecko-based forks. And I’ve found that basically any Chromium browser or Android WebView performs better than Firefox. This post only refers to Firefox on Android, since it is the only one that actually ports Gecko to mobile. iOS Firefox is not really relevant here anyway, since due to platform restrictions it still uses WebKit under the hood. Problems with Firefox on Android: - Slow. Especially on mid-to-low-end devices. With the same 5 extensions installed, Firefox animations lag, while Chromium stays smooth. - Cluttered browsing history UI. Instead of a full list, it auto-groups entries. - Weak web sandboxing. From a strict security perspective, Firefox Android is hard to recommend; it lacks proper sandbox isolation compared to Chromium. - Web compatibility issues. Some pages break layout-wise. Some social platforms even serve legacy or degraded layouts specifically for Firefox Android. - UI inconsistency. Since Android 12, Google introduced more motion and transitions (like overscroll effects), but Firefox hasn’t really caught up. Dark mode sometimes requires a restart to apply. The UI still feels slightly “plastic” instead of fully modern/flat. - No per-site zoom. For sites like Reddit or Hacker News with small fonts, I end up relying on uBlock Origin CSS tweaks to resize text. - It also collects user data by default and may push “remote improvments” and experiments into the browser.
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Replying to @LmhdbAi
一看到内置webview,都觉得是垃圾
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Replying to @zuhaitz_dev
is this a chromium or webview instance or you using something else for rendering?
If you add a miniapp link to collect input it still works, you can also do it by parsing a session's webview link to message which will be exactly as whatsapp flow
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How does @OpenAI make the best app for desktop and cli for coding but the WebView has gone to shit. Have they really just stopped working on the website or don't they use it like Claude doesn't use their app to see how shit it is.
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For best performance in the #QANONSEC secure search Android app, and performance as intended, please upgrade your Webview build on your Android device to WebView 'Canary'.
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Replying to @TotalWorldApps
Most “CORS issues” here are actually iOS WebView auth flow design problems. Keep wallet auth server-side and keep the WebApp layer thin.
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Replying to @natein
Ну что ты идея перейти хотя бы на нативный WebView судя по всему не прижилась, тот же tauri заглох и не зашёл сообществу хотя старт у него было неплохой Ну я всё ещё считаю что это большой провал операционных систем, и по этой причине мы имеем очень жирные приложения Ну не можешь ты победить html css, нужно возглавить его А сейчас если ты захотела бы сделать например себе программу и распространять её и тебя бы не было особо вариантов кроме как тащить за собой хром
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iksn retweeted
Ya kan, bener, ternyata biang keroknya apa guys yg bikin Zoom beraat? Walau dia native… iyaps. WebView Selalu biang keroknya itu 👇👍🏽
Replying to @lynxluna
Zoom kalau saya rename WebViewnya ngga jalan. Padahal dulu bisa aja dimatiin dengan dihapus zWebViewnya. Cuman di Linux yang bisa dimatiin WebViewnya.
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Replying to @DailyMiliastra
Yeah, this system is webview based i think, and lag really hurts.
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Replying to @WindowsLatest
You guys know that its just a webview app. and you can just use the website. Helps to know doesn't it
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We also shipped wx-accessible-webview, which finally cracks accessible web views in wxPython for NVDA and JAWS, and we gave it away. Huge thanks to @JeffBishop who started Quill, @mikedoise, and the whole community who built this with us.
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Reverie Field Update - Stability, Session Archive, Auctions, Player Ranks, Farm polish, Relic systems and a much stronger game core A large Reverie Field update is now live. Over the last cycle, a huge part of the game was reworked under the surface: performance, listening-session reliability, settlement safety, Economy Log consistency, Relic Market flows, Auctions, Secret Phrases, Farms, Discord achievements, public profiles, Player Ranks and many mobile UI issues. The main goal of this update was simple: make the game feel safer, faster, clearer and more trustworthy during normal play. A lot of Reverie Field happens in long sessions. Players listen for hours, return after Android background mode, collect farms, craft relics, merge inventory, use the market, open public profiles, sync Discord achievements and interact with several economy layers at once. That created real pressure on the old monolithic game flow. This update is a major step toward making those systems more stable. Performance and stability A major part of this patch was focused on performance. The game now uses a much more careful request flow. Several heavy reads were delayed, deduplicated or moved out of the most sensitive paths. Starting a listening session should no longer be blocked by unnecessary Profile or multiplier refreshes before the first audio starts. Many UI refreshes are now staged instead of firing a large burst of requests at the same time. Database and Redis usage were also tuned. Connection pools were reduced to safer values, background jobs were isolated more cleanly, Redis calls now use safer timeout and pool settings, and many repeated calls now use short-lived cache layers where it makes sense. External network work, such as Discord role syncs and some notifications, is now pushed away from critical gameplay transactions. The game should not make a player wait for a Discord request or a webhook while an important purchase, mint, relic action or listening settlement is being committed. The Farm, Market, Profile, WOS limits, wallet balances and several economy endpoints also received caching and request-deduplication improvements. This should reduce those moments where unrelated screens suddenly feel slow because too many systems are refreshing at once. There were also client-side improvements. Large global icon replacement passes were reduced or avoided in sensitive UI areas, especially around Farms and Harvest. Some image and data loading now waits for a better moment instead of competing with login, Start Listening or map opening. In short: the game should feel less “spiky”, less overloaded and more responsive, especially when moving between Profile, Farms, Market, Relics and Listening. Listening sessions are now much more durable Listening is the heart of Reverie Field, so this part received one of the biggest reliability upgrades. The server now treats Redis as the fast runtime layer, but not the only source of truth. Listening sessions are also protected by durable MySQL snapshots and settlement ledgers. This means a long session is much safer if Redis TTL expires, the browser goes to background, a server restarts, or the player comes back after Android suspended the WebView. The settlement flow is now much more idempotent. Points, listening time, seasonal listening time and Relic Fragment rewards are tracked through durable accounting records, so retrying a Stop request should not duplicate rewards, but it also should not silently lose them. The Economy Log flow was also strengthened. Previously, there were cases where points and relics could be awarded, a bot notification could be sent, but the public Economy Log summary could fail to appear. That was confusing and made some players think they had lost rewards. The new flow makes the Economy Log summary part of the same reliable settlement structure and can also rebuild missing summaries from durable ledger data. Relic drops from listening are now protected as well. The game records not only successful relic drops, but also honest misses. This prevents repeated retry attempts from rerolling the same eligible session segment until a relic appears. It also protects against duplicate relic generation if a timeout happens after the server already committed the result. Previous Session Archive The old technical recovery popup has been replaced with a clearer session archive. After starting a new listening session, the game can now show a detailed summary of the previous one: when it started, when it ended, how much time was recorded, how much time was reward-bearing, how many Points and Relic Fragments were credited, whether a relic was found, whether there was a penalty, and whether the session was safely recorded in the Economy Log. Session time is shown in the player’s local time when possible, so the summary should be much easier to understand. This is meant to reduce confusion around background mode, reconnects, force-stops, short sessions and 4-hour auto-stops. A zero-reward or reduced-reward session should no longer look like something simply disappeared. Android and reconnect improvements Several Android/WebView edge cases were improved. Heartbeat TTL was increased to make normal background behavior less punishing. The server now relies more carefully on the last confirmed heartbeat, and reconnect logic no longer overwrites the original start time of an existing session. If a previous session needs to be finalized before a new one starts, the game now tries to close it safely first. The Reset Session action was also made safer and clearer: instead of simply deleting local session state, it finalizes what can be finalized and then allows the player to start fresh. Short sessions are now cleaned up properly, and the UI should no longer stay stuck with an old local session ID after the server has already closed it. Anti-abuse protection is still active, but fingerprint handling was made less fragile for normal mobile-network changes. Relic Market and Auctions The Relic Market received one of the largest feature upgrades: Relic Auctions. Players can now use Auction as a dedicated trading mode, separate from the normal Market and off-market offers. Auctions support timed listings, bids, buyout, escrow handling and automatic settlement. Bids are held safely. If another player outbids you, the previous leading bid is refunded. Buyout finishes the sale immediately. Timed auctions now close automatically after the timer ends when the Auction Room refreshes. If there were no bids, the relic unlocks and returns to the seller. If there was a winning bid, the relic moves to the winner and the seller receives SONO. The confusing manual Finalize button was removed from the normal player flow. Players should not need to guess who must press Finalize or when. The system now handles ended timed auctions in a much clearer way. Auction time handling was also corrected. The client now follows server-provided remaining time instead of guessing from local timezone parsing, which should prevent the old “client says ready, server says not ended yet” mismatch. Auction filters were separated from Market filters, so switching between Market and Auction should no longer break the view or hide valid auctions because of old filter state. Auction notifications were also improved, including cleaner Telegram/Discord formatting and a separate auction channel path. Market level gates and Grandmaster Relic protection Market access is now more clearly gated. Listing and buying relics through the main Market require level 50. Auction creation and bidding also require level 50. Off-market word offers open earlier, at level 30. Grandmaster Reset counts as endgame access where appropriate. Grandmaster Relics received stronger protection. They cannot be system-sold, listed on the Market, traded through Market flows or placed in Auction. This should prevent accidental or abusive movement of one of the most important endgame relics. Batch Market purchases The Market now supports combined purchases. Players can select multiple relic listings and buy them together in one action. The server processes the total SONO payment safely while still preserving individual sale records for history and Economy Activity. The UI now has a clearer combined-purchase selector with better mobile/fullscreen styling, selected-card highlights and a compact summary panel. Secret Phrases Secret Phrases received several important fixes. The biggest one concerns seasonal reset. Previously, a phrase completed once in a season could block a later legitimate reward after a seasonal reset, because the old completion ledger did not understand reward generations correctly. Now the reward logic is generation-aware. A first completion and a valid post-reset recompletion are treated separately, while paid Unbind still cannot be abused to farm the same reward repeatedly. A dedicated reward ledger makes Secret Phrase rewards more idempotent. If a request breaks after only part of a reward is applied, a retry should complete the missing part instead of paying the whole reward twice. There is also a reconciliation path for older missed post-reset rewards where the game can safely detect confirmed cases and restore them. Ambiguous cases are intentionally left for manual review instead of being paid blindly. Paid Secret Phrase Unbind was added as well. A phrase-bound relic can be unbound for 5000 SONO. This uses action locks, wallet locks, database row locks and an idempotency key, so double-clicks or repeated requests should not double-charge the player. The old historical completion ledger remains intact, so Unbind cannot reset the reward history for farming. The UI now updates Secret Phrase slots, Relics, balances and progress immediately after Unbind instead of requiring a manual refresh. Relic crafting, merging and upgrades Relic crafting and upgrading received several important changes. Crafted relics now have a stronger Craft-school bias by default. Single craft and batch craft write dominant school data more consistently. Relic Transmuter reduces that Craft bias, and a strong Relic Hunt setup can fully disable it, allowing school rolls to behave more freely again. Craft attempt purchasing was improved. The normal purchased-attempt cap remains limited, but players with the correct full Craft Daily school setup can unlock a much higher daily purchase cap. This gives advanced builds a clearer reason to assemble specialized crafting sets. Craft and batch craft upgrade odds were also adjusted, especially for high-end routes. Rare-to-Epic and Legendary upgrade paths were tuned down from earlier values, while Simple-to-Rare remains more accessible. Relic upgrades now go up to level 16. New affix thresholds and affix counts were added for different rarities. Higher-level upgrades, especially after level 7, are now designed to feel much more meaningful. The system now protects stronger saved affix values so that a weaker recalculation cannot overwrite a stronger snapshot after an expensive merge. Premium merge mode was also clarified: it preserves the target relic’s current affixes and school identity for an extra SONO fee, making it a safer option when upgrading valuable relics. New affixes were added and integrated into multiple systems, including Farm fill speed, Farm luck, relic upgrade chance and relic duplication chance. These modifiers now show more clearly in Active Resonance, Market/Profile views and Farm-related UI. Farms and Expeditions Farms received a major stability and performance pass. Farm state and map overview now use smarter short-lived shared snapshots and build locks. If one server process is already rebuilding a heavy Farm state, another process should not repeat the same expensive work at the same time. After Harvest or Upgrade, generation tokens make sure old stale data cannot be reused incorrectly. Farm modals now open faster by using already-known map overview data as an immediate preview while the full state loads in the background. Harvest responses also return compact authoritative patches, allowing the open modal, progress bar, map point, local snapshot and balances to update immediately. Harvest no longer invalidates heavy relic, talent, equipment and Active Resonance caches unless it actually changes something that requires that. This should reduce unnecessary load after normal resource collection. Farm UI also received several polish fixes. Resource icons should flicker less after Harvest. Farm Luck and Farm Fill Speed from affixes are now visible in the Farm/Active Resonance layers, so players can understand how their build affects the Farm system. Referrals and allied signals Referral links are now simpler and more direct. New referral links point to the main game domain and can open the player’s public profile directly. Old referral links still remain compatible for activation, so existing shared links are not wasted. A new Allied Signal Inspector was added to the Referrals tab. Players can paste a referral link, code, username or @username and check both directions of the relationship: whether they activated another player’s link and whether that player activated theirs. Mutual links are shown clearly as a confirmed allied signal. Collect Allied Vibes is now protected with the session password, bringing referral reward collection closer to other protected economy actions. Referral rewards and Grandmaster Reset interactions were also tuned, including stronger endgame multipliers where appropriate. Achievements, Discord and Player Ranks Achievements received a major expansion and a full presentation pass. New achievement branches were added for many systems, including Secret Phrases, Relic Quality, Relic Upgrades, Active Resonance walls, Epic and Legendary relic ownership, Farms, Auction milestones and Market milestones. The Achievement Archive was redesigned and made much larger on desktop. Mobile layout was also improved so progress circles, rank cards and achievement cards should no longer collide or overflow as easily. Achievements are now grouped more clearly. Active Resonance achievements, school-specific walls, same-school set depth, full 11-slot level walls and hidden slots are easier to understand instead of being buried in one long mixed list. A new Player Rank system was added based on achievement progress. The ranks are: Room Tone Witness Cable Label Scribe Boom Shadow Operator Aux Send Cartographer Patchbay Ghost Navigator Stem Print Custodian Mix Bus Diplomat Immersive Field Architect Final Master Archivist Each rank has its own visual identity, color profile and styling. Rank cards now appear in Profile, Achievement Archive and public profiles. Player Rank is not only cosmetic. It can also provide bonus value in gameplay, including final listening point bonuses and Farm harvest bonuses. The Listening Session popup and Farm harvest toast now explain those bonuses more clearly. Discord achievement sync was improved as well. Seasonal Discord achievements were also made more reliable by reading confirmed badge/ledger data instead of relying only on fragile season-entry fields. Public profiles and Leaderboard profiles Leaderboard profiles are now much more useful. Players in the Leaderboard can open a public Field Profile with level, Points, listening stats, achievement count, balances, relic counts, talents, Active Resonance snapshot, equipped relics, rarity/quality/school data, affixes, active buffs, Farm Network info, previous season placement and achievement rank. Total Boost is shown more clearly, including cap information and real uncapped values where relevant. If Cap Lift is active, the profile can show that too. Long usernames and mobile layouts were improved so close buttons and profile headers stay usable. This makes public profiles much closer to a real player-build summary instead of a simple leaderboard card. UI polish and mobile fixes A large number of smaller UI problems were fixed across the game. Achievement popups are now more mobile-friendly. Active Resonance fullscreen scrolling was rebuilt several times until mobile browsers stopped trapping the player inside nested scroll containers. Sonic Relics tabs now behave better during long mobile scrolling. Public profiles handle long names more safely. The Farm modal was enlarged on desktop and made more useful. Preview icons were fixed so they do not overlap progress bars. Rank cards were centered and compacted. Relic Trade Patchbay was raised above the Sonic Relics fullscreen layer. Popups and toasts now appear above Secret Phrase windows more reliably. The Listening popup now handles auto-stop and 4-hour stop better. If the server returns a real session reward, the player sees the normal Listening Session popup instead of a confusing Previous Session summary. Security, request shield and origin protection The request shield and trusted IP handling were improved. The game now handles Cloudflare/trusted proxy headers more carefully, avoids trusting arbitrary spoofed forwarded IP values, and logs more useful shield diagnostic fields. The public HTML interface is also less likely to be blocked together with API calls during general rate-limit pressure, while heavy endpoints still keep stricter limits. The old domain is no longer treated as a normal public route into the game. The current client also includes stronger separation between the main game domain and legacy hosting behavior. Session password errors were made clearer and safer. A wrong password should no longer create a long-lived unlock state or leave the player stuck with a vague Network Error message. Wallet and economy actions received more lock protection in sensitive areas, including Market, Unbind, buy flows and mint/batch flows. Reward and balance clarity Several reward displays were improved. Listening session fragments, task rewards, Learn rewards, Long Take Legend milestones, Expedition bonuses, Active Resonance layers, Farm bonuses, Player Rank bonuses and Grandmaster-related multipliers are now explained more clearly in the UI. The goal is to make rewards feel less mysterious. When the player receives a bonus, the interface should increasingly show where it came from: Mining Pass, Sonic Explorer, Grandmaster Relic, Long Take Legend, Sonic Scholar, Active Resonance, Player Rank, Farm affixes or other systems. This update also fixes several cases where the UI was technically correct internally, but not clear enough for a player to understand what happened. What players should notice immediately The game should feel more stable during Start Listening, Stop Listening, reconnects and Android background usage. Previous sessions should be easier to understand. Economy Log records should be more reliable. Auction flow should be simpler: no confusing Finalize button, clearer Buyout, automatic timed settlement. Farm opening and Harvest should feel smoother. Achievement Archive and Player Rank should look better and explain progression more clearly. Public profiles should be more useful. Secret Phrase Unbind and post-reset rewards should behave more safely. Market and Auction views should be less visually confusing. Mobile layouts should be less cramped, especially in Active Resonance, Achievements, Farm and public profiles. Important note Anyone who reads to the end, let them write down how old they were when they got a computer. Reverie Field is still in active development and open beta. This update makes the core much stronger, but it also touches many large systems at once. Please report anything that looks strange: missing logs, unclear settlement summaries, Auction issues, rank display bugs, Farm desync, Secret Phrase problems or mobile layout glitches. A huge thank you to everyone who reported issues, sent screenshots, tested strange edge cases and helped trace what was really happening. This update is mostly about trust. If you spend time listening, crafting, collecting, building your relic setup, progressing achievements, trading relics or maintaining your Farm network, the game should do a better job of remembering it, explaining it and protecting it. #sono #reveriefield #webgaming
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Nah Man, its a Industry Problem, Devs Doing Bullsht WebView Slop that Eat 800MBs of you RAM Immediately for Background the fk Chrome Into Programs so they Can Build "Native" shit.
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