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6541
Features / Re: Template skeleton!
« on September 6th, 2011, 04:08 PM »
Well, in the case of Wedge, the actual subtemplate list is an array as well, such that multiple sub templates can exist.
There are already pages where this happens; on the board index, for example, each item of the info center is a separate template that's added to the sidebar template list.
I don't recall anywhere else I split the templates up, but that's mostly just down to not having gotten round to it.
In other news, I made use of this multiple list facility in WedgeDesk earlier today to add a new item to the end of the unread/unreadreplies page without having to fake it up as a template layer as SimpleDesk had to, so it can definitely be done.
There are already pages where this happens; on the board index, for example, each item of the info center is a separate template that's added to the sidebar template list.
I don't recall anywhere else I split the templates up, but that's mostly just down to not having gotten round to it.
In other news, I made use of this multiple list facility in WedgeDesk earlier today to add a new item to the end of the unread/unreadreplies page without having to fake it up as a template layer as SimpleDesk had to, so it can definitely be done.
6542
Features / Re: Template skeleton!
« on September 6th, 2011, 03:57 PM »
Hahahaha, just as I finally get round to posting, you've beaten me to it!
Yeah, eval is an evil beast at the best of times.
I like the notion of having the sidebar outside of the content and encapsulating the overall page in the manner demonstrated.
Hmm. I think I'd prefer it not to be an entirely new theme if possible, such that if it can be done inside a skin, that would seem to me to be preferable, ugliness aside. But I'm no themer, I don't make themes, so my view on the mechanics of it are mostly irrelevant.
Yeah, eval is an evil beast at the best of times.
I like the notion of having the sidebar outside of the content and encapsulating the overall page in the manner demonstrated.
Hmm. I think I'd prefer it not to be an entirely new theme if possible, such that if it can be done inside a skin, that would seem to me to be preferable, ugliness aside. But I'm no themer, I don't make themes, so my view on the mechanics of it are mostly irrelevant.
6543
Plugins / Re: Converting WedgeDesk
« on September 6th, 2011, 01:13 PM »I've always been wondering... Are you working on WedgeDesk because you can't get rid of it in your head, even though you stopped working on SimpleDesk to... focus on Wedge?
This way, I can build it to not require any edits, and gradually convert it to make use of the newer add-on manager, whereupon I know it's working as it should be, without having to fix a bajillion things and not really knowing what's to blame and what's broken.
Plus it gives me a good way to apply my theory of how add-ons should work in a real and practical way; there aren't many plugins as big and complicated as SimpleDesk is, that integrate as tightly (but cleanly) as SD does to SMF, and believe me when I say it does an insane number of things, some of which I don't think have been done before or since.
For example, it actually modifies the language editor code, so that when you see the list of language files to edit, SD's are at the top and with 'nice' names for each file, not the mashup filename you normally get (and that happened because I was fed up dumping language files into the main languages folder and wanted to keep SD's language files to itself, in a very definite move that echoes how I want Wedge's add-ons to work)
As for the sidebar, I'm going to move all the SD profile sidebar items into the regular sidebar, and be done with it, so the problem goes away.
Posted: September 6th, 2011, 01:07 PM
Re the name, I'm honestly not sure. WedgeDesk seemed natural but I don't worry about saying it many times fast - SimpleDesk pretty much fails that test too.
Mind you, the repo name is wedesk so maybe I'll end up switching it to that... Don't know, not really bothered by it at this stage...
6544
Plugins / Converting WedgeDesk
« on September 6th, 2011, 12:02 PM »
In advance, I'm sorry. Most people probably aren't that interested, but I need to just take a moment to clear my mind, and I find the best way to do that is to book-end what I've just done, so that I can close off one part and open another.
Although I've described WD as less of a port and more of a rewrite of SimpleDesk for Wedge, I did actually have a greater plan in mind from the start: to make SimpleDesk/WedgeDesk run on Wedge with as little fuss as possible, and slowly convert things over time to Wedge's style.
Now I've started that, I found out just how much fun this process is going to be :P Partly because I want it to work but also if I'm working on the plugin system that binds the two together, I want to be reasonably sure that I'm chasing down bugs in the plugin system rather than bugs in the plugin itself. Been there, done that, do not wish to repeat.
After several hours last night and 3 hours pretty much solid this morning, I've actually got it to the stage where it will install using the old package manager. It's still broken in a number of exciting ways (can't post as I haven't converted the richedit stuff, JS is broken because I haven't integrated the JS minifer or jQuery stuff, and most of the templates are still broken) but it is actually beginning to come together.
There are some... interesting behaviours that I need to fix though.
Notably, uninstall is broken due to caching and what looks like a bug in the remove hook routine, and the side menu implementation in the profile area conflicts in a fun way with the current sidebar code, namely that the sidebar thinks it's collapsed within the area of the left menu (even though it's aligned to the right of the left menu, and when you hover it goes even further into the middle of the screen!)
There's not a lot to share in the way of screenshots. It looks like Wedge running a very broken SimpleDesk, which is what it is. But progress is being made.
Although I've described WD as less of a port and more of a rewrite of SimpleDesk for Wedge, I did actually have a greater plan in mind from the start: to make SimpleDesk/WedgeDesk run on Wedge with as little fuss as possible, and slowly convert things over time to Wedge's style.
Now I've started that, I found out just how much fun this process is going to be :P Partly because I want it to work but also if I'm working on the plugin system that binds the two together, I want to be reasonably sure that I'm chasing down bugs in the plugin system rather than bugs in the plugin itself. Been there, done that, do not wish to repeat.
After several hours last night and 3 hours pretty much solid this morning, I've actually got it to the stage where it will install using the old package manager. It's still broken in a number of exciting ways (can't post as I haven't converted the richedit stuff, JS is broken because I haven't integrated the JS minifer or jQuery stuff, and most of the templates are still broken) but it is actually beginning to come together.
There are some... interesting behaviours that I need to fix though.
Notably, uninstall is broken due to caching and what looks like a bug in the remove hook routine, and the side menu implementation in the profile area conflicts in a fun way with the current sidebar code, namely that the sidebar thinks it's collapsed within the area of the left menu (even though it's aligned to the right of the left menu, and when you hover it goes even further into the middle of the screen!)
There's not a lot to share in the way of screenshots. It looks like Wedge running a very broken SimpleDesk, which is what it is. But progress is being made.
6545
Plugins / Re: Mods, support and so on
« on September 6th, 2011, 09:36 AM »Just spitballing here, but based on the promise of SMF's package manager "portal" (for lack of a better term), what if the wedge add-ons section had the ability to put in repository-like links?
Yeah, the idea is for us to do something more groundbreaking with it, but there is still the problem of actually getting sites added to them in the first place. All the mods that actively work with such repositories have to add them themselves on installation.
and as long as the wedge forum software had hooks to some gateway-type client piece that mods could put on their hosting sites, the management of subscriptions and such could still be done externally between mod writers and forum admins with the portal piece possibly supporting user/pass logins for retrieval of purchased subscriptions.
(edit: or if you want to get away from user/pass management, maybe each wedge install gets a uniquely generated identifier that the repository client can grant/deny download access)
Arantor, perhaps I didn't get the idea of the placeholders across in the right way. I didn't mean that there would be the download for the mod and a link to an outside site.
However I think that the convenience of a central directory (of sorts) of mods outweighs that. It's better them to find it and be redirected than them never knowing it was available in the first place, IMO.
Want premium WP themes and mods? There's no shortage of them at all, even though by their own admission they prefer free (and WP is GPL so free is pretty much a requirement anyway, meaning you pay for support rather than the resource itself). And the network effect pretty much validates the whole premium gig on WP anyway.
The same can't be said for SMF; there are I think 3 sites offering premium themes and 2 offering premium[1] and that to me says there's a problem with the ecosystem.
Which give you full authority to pick who you want, and kick off who you don't. And since the project are your pets it seems to reason that you'd only want to pick the best for the job. People who you knew would get the job done.
To be brutally honest, I reviewed dozens and dozens of mods for SMF, and I never approved a great many of them, simply because they weren't up to standard, with a large percentage simply not even working in the first place, let alone reasonably tested.
In regards to the badges, there is the possibility of advertising the "Approved" badges in the same way that nightly builds or beta software could: It's not that they are unsafe, they just haven't been tested, so you should test them out yourself before putting them into a production environment
When you say experience do you mean from the Cust Team? Because if so then there is no reason why you have to follow in the same path. It seems to me that if you were to adopt a rule about eligibility for MotM then you would stick to it, or hell any rule really.
Although I came to regret a great many things that happened during my time with SMF, I'm damned if I'm going to repeat their mistakes, and that's one of the things that I see as a mistake. The phrase at this point is simply, "Who watches the watchers?"
In another related note, there is one issue with people approving mods: who approves them when it's an approver releasing a mod? Another approver?[3]
Just adding on here, it might be better to reward those modders who provide good quality mods than worry about offending those who don't.
I like the idea of advancing from a support topic to a board. Give those the room that need it. Very smart.
What I really like about things like this is simply that they're not huge tasks to implement, meaning that we can actually implement it pretty quickly, and if it turns out that it isn't working that well, we can think about something else. The real success isn't whether something is a success, but how quickly you can move on through failures.
It seems to me that the audience for Wedge would be more capable of handling the occasional mod support here and there. Though I guess the argument could be made that even if they could...would they?
Which means that as much as we might notionally have this minimum tech knowledge level to cope with, the reality is less clear cut, and we are going to end up fielding non technical users' questions and problems, which includes mod support.
You also ask probably the most important question at the end there. Even if they could, would they? The answer is probably not. sm.org is the evidence here: of the people who offer support on mods, those providing support tend to be in the category of offering support on well documented/well known problems, or general functionality issues - not on debugging and cases that actually need support. Sure, there were and are a few people that do actually do support on mods that is a bit more than just helping users who don't bother to read support materials like the mod's page or FAQ, but they're so few and far between it's unreal.[5]
Sorry about not quoting. I'm just trying to get through this post and then head to bed.
I have no problem with it being hosted here where Apple host both paid and free from one server as well as Google's Market.
But at the same time you do get abuses there, where people publish free, limited versions of apps and then proceed to sell the paid, less crippled/less irritating versions. It's not so bad for Apple where they actually sanity check stuff before it enters the marketplace though.
I guess I'm looking for some way to provide all the good stuff (choice for users, encouragement for premium resources) without all the bad (abuse).
Before anyone starts accusations of profiteering out of a platform, there is a valid point to be made: in any ecosystem, market forces do apply. If a paid mod is sufficiently desirable, there's enough demand that supply will inevitably pick up for it - if WedgeDesk gets exceptionally popular while paid, I would imagine that a free competitor would emerge for it, and that's how it's supposed to work.
The problem was that there was this overriding mentality at sm.org that if one exists, that's good enough, even if it isn't necessarily the best way to do it. But if there is encouragement to build things that work, and work really well, the problem does actually go away for the most part, because normally the only reason for alternatives to crop up is if something actually doesn't work that well to start with.
Consider: for years, Ad Management was the ad mod to use. After a while, SimpleAds turned up and took away a decent number of users, because it didn't have the same barriers to entry as Ad Management did - then Ad Management came back and upped its game. Competition is, really, a wonderful thing for spurring on development.
| 1. | Well, it depends if you call 'paid' premium or not. One of them is premium, one of them is paid and so dearly wanting to be premium. |
| 2. | Team members being able to feature their own work at will devalues the rest of the material featured, and team members not being able to feature their work limits their motivation to write that quality of material. |
| 3. | There is more than one mod of mine that I ended up approving because no-one else would. Not because there was anything wrong, but simply because no-one actually reviewed them. |
| 4. | The idea was that it would tone down the attitude that was building, except that it didn't because the team didn't care about it much, to the point where they considered it mostly a dumping ground. Half the time no-one seemed that interested in approving posts in that board, the other half the time, they never bothered to deal with inflammatory posts even when they approved them. |
| 5. | Look for posts by people like feline, if you're wondering what I'm getting at, where the support isn't just answering questions that have already been asked/answered before, but actual bug hunting and how to perform improvements. |
6546
Plugins / Re: Mods, support and so on
« on September 6th, 2011, 03:05 AM »What I felt work with the way that SMF handled mods was that all of the mods were open to having normal community members support them.
It's a given that modders will eventually stop supporting their mods
then might I suggest letting those modders that want to link to their own site be able to have a placeholder in the mods section here to link back to?
Secondly, it doesn't solve what I can only describe as the vbgamer problem, where a lot of free mods exist pretty much solely to drive clients to paid mods.
It would still keep all of the available mods in one, central location, and the modders are free to handle payment and support as they wish.
At least if mod authors don't have that luxury and do their own self promotion, there's no chance of bias or being seen to promote premium works. It's a tough nut to crack.
1) Should a security issue occur, have a "Report to Mod Author" button. Although this has the chance of being spammed with support requests
Establishing a team to vet through the mods for you. I feel that with the way that you both have your system set up you wouldn't have any problems with lack of commitment or willingness to work with whoever you may choose for this team.
I suppose the real test is whether or not people actually start committing mods or not, other than me, before anything else...
all mods could be posted up but only the ones who were checked could have a "Approved by the Approval Team that Approves things" badge (though possibly less wordy). This eliminates the cry of those who felt their mods were taking too long to be approved, while still informing the public which mods were known to be ok to download.
The idea of having a "Recommended" badge, "Mod of the Month: July 2012" (if you choose to go down that route) badge
While I was on the Cust Team, I was incredibly productive but none of my mods were ever eligible *because* I was partly involved in picking the choice. And I find it very, very interesting to note how many mods are on sm.org's list of recommended mods that are from team members, i.e. they got theirs added to the list while they were on team.
"Most Downloads" badge would be something I totally support
About how authors would be able to support their own mods, would it be too much to offer them their own sub-forum that only contains one board for support that the mod author is moderator of?
Performance at that level is questionable, especially as some will no doubt be massive boards with many topics and some with few, if any, posts. Even that has impacts in things like performance, odd as it may sound. I just think that hundreds and hundreds of boards isn't entirely realistic. However, as a compromise, we could start off with a single topic and do some kind of 'convert to mod support board' gig later on.
Would the ability for mod authors to add Additional Authors who have the ability to update the mod and provide support be a possibility?
| 1. | The current state where the expectation of 2.0 bringing all the old modders back to update their mods, and unsurprisingly failing to do so was something I called months and months ago. |
| 2. | That's shocking, actually. When I first started posting on sm.org in spring 2009, there were ~1000 mods. By the end of 2009, a little over 6 months later, there were 1376 mods. There are currently 1791. It's gone from 300 in 6 months (~50 per month) to 400 in 18 months (~22 per month) |
6547
Plugins / Re: Mods, support and so on
« on September 6th, 2011, 02:00 AM »
Just heading off topic briefly, I came to the conclusion a long time ago that WD would probably want its own site going forward, so that even if I do a premium site, it will probably be its own thing anyway, which makes sense.
Tell you one thing I haven't seen done before that might be worth trying: just as DS and BlocWeb do/have done theme clubs, I'm tempted to see how well a mod club works out in the future, but yeah, I am sensing that premium mods should be done on their own site (heck, arantormods.com might actually reopen then!)
Tell you one thing I haven't seen done before that might be worth trying: just as DS and BlocWeb do/have done theme clubs, I'm tempted to see how well a mod club works out in the future, but yeah, I am sensing that premium mods should be done on their own site (heck, arantormods.com might actually reopen then!)
6548
Plugins / Re: Mods, support and so on
« on September 6th, 2011, 01:32 AM »Though I admitted got tired of having to register in multiple places to access things
I think you mentioned something like that on arantormods.com in the past
The problem this gets into is liability, in terms of the hosting site taking responsibility for the things that are made available, and I really didn't feel like tying myself into the whole vetting process, which may not take a huge amount of time per mod (when on the SMF Cust Team, I rarely spent more than 20 minutes per mod at a time, didn't really need to), though I was debating making paid mods exempt from needing vetting, unless they wanted to for the seal of approval.
I did since figure out how to handle the legal liability stuff, but there is always going to be the notion that the seller is somehow responsible even if the person you pay money to is only a retailer in the middle.
authors just creating add-ons then leaving them up to the "team"
Regardless I think all add-ons should have a license.
I cant think of a better solution other than using WedgeDesk
| 1. | I think 3 or 4 of mine went that way too, as at the time I was still around to update them, and having them under the team account legitimised them, which in the case of disable eval and the version emulation fudge for 1.1.x, I thought it fairly important. |
6549
Plugins / Re: Mods, support and so on
« on September 6th, 2011, 12:37 AM »
Fairly sure you did, but where I've been working on WedgeDesk, it's brought all that stuff up again, especially as WD is almost certainly going to be paid at this point.[1]
And that I'm going to be writing a lot of mods and I need some idea of how best people are going to want support, since I'm increasingly inclined to think that a single topic isn't really enough.[2]Quote That's the big thing for me, and it's why I'm contemplating whether WedgeDesk will end up with its own site or not.
I'm also not 100% sure whether I want to do entirely free mods or not. Don't get me wrong, I'm not going to go down the road of our friend and do free mods whose sole existence is to promote paid mods, but at the same time, I am going to be spending a lot of time writing things that are by definition not for everyone, and I'm not entirely sure it's fair on everyone else if I do that without encouraging some kind of contribution back.
Yes, I will be writing a lot of free mods, that can live here or wherever, but at the same time, I am going to be writing bigger mods that will require support resources and so on, that will likely be out of scope for what can be here, especially since I'm not going to be too happy trying to support everything at once.
Like I've said before, I'm quite happy to make mods for free and give them away but then there's the support aspect to contend with, and people love having free stuff and then expecting pro quality support on top, and I simply will not have enough time to cope with everything if I'm still developing for Wedge itself at that point, hence the money filter to filter out those who are genuinely serious about wanting what they want, enough to put their hands in their pockets for it.
The last thing I want to do is write a ton of mods, then proceed to burn out through not wanting to deal with all the support crap that inevitably goes with it, which then comes back into support resources being there for people ahead of time, which may or may not be supported in Aeva/Wedge Media and thus requiring custom coding anyway, or a custom site to deal with it all.
And that I'm going to be writing a lot of mods and I need some idea of how best people are going to want support, since I'm increasingly inclined to think that a single topic isn't really enough.[2]
- Paid mods should be allowed but with clear mentions. I don't know about downloading them from here, though... (payment gateway issues.)
I'm also not 100% sure whether I want to do entirely free mods or not. Don't get me wrong, I'm not going to go down the road of our friend and do free mods whose sole existence is to promote paid mods, but at the same time, I am going to be spending a lot of time writing things that are by definition not for everyone, and I'm not entirely sure it's fair on everyone else if I do that without encouraging some kind of contribution back.
Yes, I will be writing a lot of free mods, that can live here or wherever, but at the same time, I am going to be writing bigger mods that will require support resources and so on, that will likely be out of scope for what can be here, especially since I'm not going to be too happy trying to support everything at once.
Like I've said before, I'm quite happy to make mods for free and give them away but then there's the support aspect to contend with, and people love having free stuff and then expecting pro quality support on top, and I simply will not have enough time to cope with everything if I'm still developing for Wedge itself at that point, hence the money filter to filter out those who are genuinely serious about wanting what they want, enough to put their hands in their pockets for it.
The last thing I want to do is write a ton of mods, then proceed to burn out through not wanting to deal with all the support crap that inevitably goes with it, which then comes back into support resources being there for people ahead of time, which may or may not be supported in Aeva/Wedge Media and thus requiring custom coding anyway, or a custom site to deal with it all.
| 1. | Having looked at all the conversion work plus bugfixes plus new features, plus the fact I'm going to be the only one supporting it, anyway. |
| 2. | Unless it's threaded, but that's another road to travel entirely. |
6550
Plugins / Mods, support and so on
« on September 5th, 2011, 11:33 PM »
As I work on the plugin/add-on manager, I'm acutely aware that I'm going to be writing a whole lot of mods for it. Notably I'll be porting a bunch of mine from SMF, at least what I didn't include in the core.
And, you know me, I'm already planning ahead as to how best to provide for those mods, in terms of support resources, in terms of availability and so on.
This does, naturally, have wider implications for Wedge too; whether we host mods here on wedge.org or not, for example.
There are arguments for and against doing this, namely that there is an implied burden on us for mods made available here, even to the point of assuming liability for mods.
At the same time, I'm also mindful of the fact that I'm going to be providing mods that aren't free and will also need somewhere to support those too, if nothing else that's going to include WedgeDesk.[1]
So, I'm curious, what do people think?
There are a few things I'd like people to think about:
* hosting on wedge.org or a dedicated site with its own domain, the pros and cons attached to that
* mods being free/paid, and whether such sites should cater to either/both[2]
* should mods be vetted prior to being publicly available
* what resources both mod users and mod authors need in being able to use mods and any support issues that arise
Please, be as thorough as you can because that all reflects on what I get set up (since, ultimately, I'm going to be the one writing the mod site, and whether it ends up being a bolt-on to Aeva, or something more substantial or not) and the more detail means that we can get something together that accurately reflects the needs and desires of the community, rather than cobble something together that doesn't really work that well.
Caveat: I do already have certain ideas in my head already for how all these things can be attended to. I want to know, as far as possible without biasing anyone, whether my ideas are spot-on or wildly off base.
All I will say is that mod support should, theoretically, be easier due to fewer support issues and version bumps.
And, you know me, I'm already planning ahead as to how best to provide for those mods, in terms of support resources, in terms of availability and so on.
This does, naturally, have wider implications for Wedge too; whether we host mods here on wedge.org or not, for example.
There are arguments for and against doing this, namely that there is an implied burden on us for mods made available here, even to the point of assuming liability for mods.
At the same time, I'm also mindful of the fact that I'm going to be providing mods that aren't free and will also need somewhere to support those too, if nothing else that's going to include WedgeDesk.[1]
So, I'm curious, what do people think?
There are a few things I'd like people to think about:
* hosting on wedge.org or a dedicated site with its own domain, the pros and cons attached to that
* mods being free/paid, and whether such sites should cater to either/both[2]
* should mods be vetted prior to being publicly available
* what resources both mod users and mod authors need in being able to use mods and any support issues that arise
Please, be as thorough as you can because that all reflects on what I get set up (since, ultimately, I'm going to be the one writing the mod site, and whether it ends up being a bolt-on to Aeva, or something more substantial or not) and the more detail means that we can get something together that accurately reflects the needs and desires of the community, rather than cobble something together that doesn't really work that well.
Caveat: I do already have certain ideas in my head already for how all these things can be attended to. I want to know, as far as possible without biasing anyone, whether my ideas are spot-on or wildly off base.
All I will say is that mod support should, theoretically, be easier due to fewer support issues and version bumps.
| 1. | I have been making a to-do list for it, which I'm slightly bothered to note has reached 29 items, most of which are features I want to implement, rather than bugs, though there are some bugs I've noted that I want to fix. |
| 2. | There are some other matters that are relevant, such as who is legally liable in the event of trouble, but I suspect that can be worked around. |
6551
Features / Re: New revs - Public comments
« on September 5th, 2011, 09:21 PM »
No worries :) It's a big week for me too with the new plugin manager code...
6552
Features / Re: New revs - Public comments
« on September 5th, 2011, 09:12 PM »PS: Pete... I know you're not as used to committing as I am (), but could you please think of posting your changelogs...?
6553
Off-topic / Re: Doctor Who
« on September 5th, 2011, 05:55 PM »but generally its so targeted towards kids that I loose interest
I don't buy the River stuff, not really, for one she feels like SHE is the oldest in the series and not Matt..
If you watch the end in this episode, notice how they discuss where to go next..was there ever such dull small-talk between Tennant and companions? I don't think so.
Remember also that it can't be too OTT in terms of adult stuff given its timing, makes it quite hard to be 'for adults' as well as 'for kids', and I think seasons 5 and 6 have been quite well balanced in that respect (season 5 especially, IMO)
6554
Off-topic / Re: Doctor Who
« on September 5th, 2011, 01:20 PM »
Well, I rewatched it last week from the beginning (and ep 9 isn't out here yet), and it got better over time, but I'm waiting to see what ep 9 brings.Quote We didn't find it boring, and Liz very definitely didn't... was a bit too scared to be bored.Quote At least one person I know calls them cousins even when they aren't. 'Williams' is just a pretty common surname, and I bet Moffat just forgot that Rhys' surname was that - DW series 5 didn't begin filming until months after TW series 3 had been shown.
As for this week's Doctor Who... Boring.
The TW guy is called Rhys Williams.
The DW guy is called Rory Williams.
Is it me or... IS THERE A PATTERN??
6555
Archived fixes / Re: Remove nested quotes is broken
« on September 4th, 2011, 01:07 PM »Heck, I don't even know if recursive regex won't start failing if we end up removing the size limit on posts like Pete suggested this week...
PHP has its own time limit, of course, but there is also a secondary performance limiter in regexp which is the backtrack limit. For those not so hot on regexp, every time the engine steps through an expression that it's started to match (first character matches, second character matches, third character doesn't, for example), it has to go back to where it started to re-evaluate the next character, which is a backtrack.
There is a limit on the number of backtracks allowed in a single overall call to the preg_ functions, and it's usually pretty high (I seem to recall the default being 100k or so), but when you get recursive calls, particularly if the input is designed so it would quite badly end up backtracking as many times as possible (this is known as the pathological case, or the grounds for ReDoS), it starts to hit that limit.