I figured I'd dreg this old cow out of her well again and see if I can resuscitate the poor beast. As such, I did a couple of tests just to see what would happen... and to see if the proper behaviour can be ascertained and implemented.
All data in this post applies to Mushclient v5.05.
Introductory image: http://imgur.com/5F2KDlZ
Note: These are the same few output lines, screenshotted at different moments! The difference is in toggling the Output UTF-8 setting.
The code above is executed on ARXmush, a MUSH based on the Evennia codebase. From what I was able to ascertain, it treats input and output as UTF-8, but since no codebase is without flaws, I am approaching this as if both could contain bugs.
Also worth noting is that font choices also affect how characters appear. If a character is not available for the current font, it shows up as a block with a question mark. From the images above, it appears as if the Local Echo in the 'UTF-8: ON' case suffers from this. The font in question is Consolas, a quite popular font released by Microsoft several years ago.
Assumptions based on screenshots above:
1) Input control -> Local Echo conversion is bugged in some way. (The character we are looking for CAN be displayed, yet we see a ? block character instead.)
2) Input control -> Sent-Data-Over-Network is of the same encoding as what the game expects.
3) Game supports UTF-8 for input and output, although perhaps not implemented correctly
Of the above, only 1) excludes the game we are connected itself as a source of problems. However, we expect the local output to always visually match the input window. While it makes sense that the Local Output needs to be converted to whatever 'language' we speak to the game, other evidence suggests that the game does speak the correct language. Additionally, tests lead me to believe that this setting holds no relevance in terms of processing any kind of input. (Which makes sense.)
Conclusion: input text box codepage should be converted correctly to the output codepage.
In order to make sure things on the wire match our expectations, let's run a few packet traces.
Packet Debug (Output UTF-8: ON)
(Yes, there's also encoding issues in the packet debug. But let's ignore that for now.)
Packet Debug (Output UTF-8: OFF)
(It appears the encoding issues here are not relevant to the setting! For the sake of not accidentally confusing the packet debugs, I used 'tosti' as my test string here.)
All data in this post applies to Mushclient v5.05.
Introductory image: http://imgur.com/5F2KDlZ
Note: These are the same few output lines, screenshotted at different moments! The difference is in toggling the Output UTF-8 setting.
The code above is executed on ARXmush, a MUSH based on the Evennia codebase. From what I was able to ascertain, it treats input and output as UTF-8, but since no codebase is without flaws, I am approaching this as if both could contain bugs.
Also worth noting is that font choices also affect how characters appear. If a character is not available for the current font, it shows up as a block with a question mark. From the images above, it appears as if the Local Echo in the 'UTF-8: ON' case suffers from this. The font in question is Consolas, a quite popular font released by Microsoft several years ago.
Assumptions based on screenshots above:
1) Input control -> Local Echo conversion is bugged in some way. (The character we are looking for CAN be displayed, yet we see a ? block character instead.)
2) Input control -> Sent-Data-Over-Network is of the same encoding as what the game expects.
3) Game supports UTF-8 for input and output, although perhaps not implemented correctly
Of the above, only 1) excludes the game we are connected itself as a source of problems. However, we expect the local output to always visually match the input window. While it makes sense that the Local Output needs to be converted to whatever 'language' we speak to the game, other evidence suggests that the game does speak the correct language. Additionally, tests lead me to believe that this setting holds no relevance in terms of processing any kind of input. (Which makes sense.)
Conclusion: input text box codepage should be converted correctly to the output codepage.
In order to make sure things on the wire match our expectations, let's run a few packet traces.
Packet Debug (Output UTF-8: ON)
Sent packet: 21 (13 bytes) at dinsdag, februari 07, 2017, 11:02:21
pose «Test».. 70 6f 73 65 20 ab 54 65 73 74 bb 0d 0a
Incoming packet: 62 (19 bytes) at dinsdag, februari 07, 2017, 11:02:22
Iona «Test».[0 49 6f 6e 61 20 c2 ab 54 65 73 74 c2 bb 1b 5b 30
m.. 6d 0d 0a
(Yes, there's also encoding issues in the packet debug. But let's ignore that for now.)
Packet Debug (Output UTF-8: OFF)
Sent packet: 12 (14 bytes) at dinsdag, februari 07, 2017, 11:24:07
pose «Tosti».. 70 6f 73 65 20 ab 54 6f 73 74 69 bb 0d 0a
Incoming packet: 7 (20 bytes) at dinsdag, februari 07, 2017, 11:24:07
Iona «Tosti».[ 49 6f 6e 61 20 c2 ab 54 6f 73 74 69 c2 bb 1b 5b
0m.. 30 6d 0d 0a
(It appears the encoding issues here are not relevant to the setting! For the sake of not accidentally confusing the packet debugs, I used 'tosti' as my test string here.)