#bitfighter IRC Log

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IRC Log for 2011-09-26

Timestamps are in GMT/BST.

00:00:00Zoomber Quit (Quit: Zoomber)
00:18:00koda Quit (Quit: k thx bai)
03:04:00raptorsegfault when joining a dedicated server with the latest checkout...
03:04:00raptorat least when joining a bitmatch level
03:09:00raptorwait, maybe not...
03:11:00raptorok it was my fault for not matching packUpdate and unpackUpdate
04:37:00raptorsam686: you around?
04:38:00Flynnn has joined
05:02:00raptor Quit (Remote host closed the connection)
05:45:00Flynnn Quit (Quit: This computer has gone to sleep)
07:19:00kodax has joined
11:30:00watusimoto has joined
11:30:00ChanServ sets mode +o watusimoto
13:00:00watusimotohi
13:00:00sam686hi
13:40:00raptor has joined
13:40:00ChanServ sets mode +o raptor
13:40:00raptorbuenos
13:41:00raptorwatusimoto: recreating ClientRef from scratch, eh?
14:22:00watusimotoI have a new idea
14:22:00watusimotoreuse ClientInfo
14:22:00watusimotobut create ServerClientInfo that is a passthrough to the data already stored on the GameConnection
14:23:00watusimotoand ClientClientInfo that stores data locally
14:23:00watusimotoone used on client, one on server
14:23:00raptorIs getting rid of CLientRef completely still your goal?
14:23:00watusimotoThis will let me get rid of some casting I don't like
14:23:00watusimotoMy goal is to replace ClientRef, as I've already gotten rid of it
14:24:00watusimotoand things stopped working :-)
14:24:00watusimotoNow I understand what it was for, but I think the implementation was unclear and hid that fact
14:24:00raptoroh yeah? what was it for?
14:24:00watusimotoI think breaking it into two bits will reduce data duplication and make the usage clear
14:25:00watusimotowe store info about clients in 3 places
14:25:00watusimoto1) on local client itself, obviously needs to know what team plazer is on, player name, etc.
14:25:00watusimoto2) on server... obviouslz server needs to know about different clients that are connected
14:25:00raptoryes
14:25:00watusimotoand 3) each client needs to have info about all the othe rclients connected
14:26:00watusimotoin 1 & 2, all the info needed is on gameConnection
14:26:00watusimotobut clients dont have gameconnection for other clients
14:26:00watusimotoso we need to store that data somewhere
14:26:00watusimotoenter clientInfo
14:26:00raptorinteresting
14:26:00watusimotoor rather clientClientInfo
14:26:00watusimotoit was case 3 that was confusing me
14:27:00raptorhow does each client acquire that data in the first place?
14:27:00watusimotoso on server, clientInfo will just request data from underlzing connection
14:27:00watusimotoin which case?
14:27:00raptor3
14:27:00watusimotoserver provides it
14:27:00raptorlike how di each client populate... ah...
14:27:00watusimotoin onClientConnect or something
14:27:00watusimotoI foret the name -- dont have code here
14:28:00raptorthat's ok
14:28:00raptorjust curious
14:28:00watusimotoi am using swiss kezboard, so forgie the crazy spelling
14:28:00raptorno problem
14:28:00watusimotoso before, in cases 1 & 2, ClientRef copied the data from the gameconnection on to the clinetRef
14:28:00watusimotothis led to confusion because sometimes wed be grabbing data form one place, sometimes from another
14:29:00watusimotoand it made following the dataflow difficult
14:29:00raptoryeah - that's what I never understood
14:29:00watusimotonow this new design will eliminate all that data duplication
14:29:00raptorthat's good
14:29:00watusimotobut will provide a nice clean interface for obtaining it
14:29:00watusimotothe interface will be ClientInfo
14:30:00watusimotowith the ServerClientInfo and ClienClientINfo implemenations, as described
14:30:00watusimotoI hope this will work
14:30:00watusimotobut I'll have to redo about 8 hours worht of tedius editing to find out
14:31:00watusimotomaybe 4 hours
14:31:00raptorugh
14:31:00watusimotowhat we'll ebnd up with is a clientInfo that looks a lot like clientRef used ot
14:31:00watusimotobut I'll be happier
14:32:00watusimotoand maybe it will be easier for you to understand what's going on
14:32:00watusimotowhich is an important goal
14:32:00watusimotothis has helped me understand
14:32:00watusimotoit was a real snarl before
14:32:00watusimotoso that's mz project for tonight
14:33:00raptorok
14:33:00watusimotoanyway... I thought about implementing original adventure as a chatbot in game
14:33:00watusimotoso you could play adventure inside bitfighter
14:33:00raptorha!
14:33:00watusimotoa little like my elizy experiment
14:33:00watusimotoeliza
14:33:00raptorone of these days i'll get into the LUA stuff...
14:34:00raptori have lots of ideas
14:34:00watusimotobut I'm not doing that
14:34:00watusimotolike what?
14:34:00karamazovapyI started building a bot-based adventure level
14:34:00karamazovapybut it was a bit of a waste without being able to place bots in specific places
14:34:00raptorI have a host of geometric scipt ideas like k's that could be added to the editor
14:35:00watusimotoah yes... maybe we can get plugins working for 016
14:35:00raptorbut right now my project has been coding secondary active components for modules
14:35:00watusimotogod luck
14:35:00watusimotocan't find the exclamation on this +"*ç%& kb
14:35:00raptorI've got it mostly done... but my unpackUpdate/packUpdate isn't matching...
14:35:00watusimotooops
14:36:00raptorwhich really stinks
14:36:00raptorbecause those methods say little about what's going on..
14:36:00raptorsam686 was good at those, maybe he can help if he shows up
14:37:00Zoomber has joined
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14:37:00Zoomber Quit (Client Quit)
14:38:00sam686 is now known as Guest12208
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14:41:00kodax is now known as berseksheep
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14:42:00koda is now known as kodax
14:42:00sam686what do you expect? ping timeout of 258 seconds == 4.3 minutes, i lagged out of IRC...
14:42:00raptorhi sam686
14:43:00sam686i guess that happens when using /nickserv release name...
14:43:00watusimoto:-)
14:43:00raptorhey sam686, I'm having a problem match pack/unpack Update methods with my code for secondary active module components
14:44:00raptorcould you take a look if you have time? I have a diff...
14:44:00sam686ok
14:44:00raptorhttp://208.107.52.15/upload/111temp.diff
14:44:00raptorin the Ship class
14:45:00raptorit compiles
14:45:00raptori'm off by one bit somewhere...
14:45:00raptorspent an hour last night trying to figure out where
14:57:00kodax is now known as sheepluv2
15:11:00sam686I see the problem, ship.cpp line 1080 of raptor's diff, because of adding one more bit, and if shouldWritePosition is false, then that damages the packUpdate with only 3 stream->writeFlag(false);
15:11:00raptorlooking...
15:13:00sam686simply adding one more stream->writeFlag(false);
15:13:00sam686 (to make it 4 total) in line 1080, fixes the pack / unpack problem
15:14:00raptorOOOOOOHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
15:14:00raptorgood catch
15:14:00raptori'm going to document that piece...
15:16:00raptorthanks sam686!
15:17:00raptornow i can get on with my life...
15:17:00sam686good
15:17:00raptor:)
15:26:00sheepluv2 is now known as koda
15:26:00koda is now known as kodax
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18:57:00raptori think j2ee will be the death of me...
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23:49:00Zoomberhey raptor, are you there?
23:50:00raptorhi
23:51:00Zoombercan we change the master server to move all ping timed out servers to the bottom of the list?
23:51:00Zoomberim sick of going online to find half the screen covered in PING TIMED OUT unconnectable servers
23:51:00raptorhaha
23:51:00raptoryeah, we all are
23:51:00raptorI think we had plans to change it to show the server name instead
23:51:00Zoomberi just got an email from AT&T saying my network unintentionally violated the acceptable use policy
23:52:00raptorsam686: did we ever change the master server to show server names instead of 'ping timed out'?
23:52:00raptorwhat
23:52:00sam686Can't make master change client's sorting, sorting is spesific to clients pinging, currently only master sends list of IP address to clients...
23:52:00Zoomberraptor: should I be concerned of this? http://pastebin.com/DT91hnbK
23:52:00sam686but, can make master send more stuff instead of only IP address..
23:53:00Zoombershould make the master be the one that sends the queries
23:53:00Zoomberthe pings can come directly from client to server
23:53:00raptorI think clients need to know if a server cannot be pinged
23:53:00raptorin the list
23:53:00Zoomberdidnt i say that though?
23:53:00raptorso maybe the '999' is enough?
23:53:00ZoomberLet the servers ping the clients directly
23:53:00Zoomberi think 999 is enough
23:53:00sam686why should master send ping to servers, when all servers are connected to master anyway, and knows the names..
23:54:00Zoomberthat way, if the master can't retrieve the name, maybe its a crashed or terminated server?
23:54:00raptorZoomber: I would contact them if you used IRC from that server and tell them what it was for (was it Pointblank?)
23:54:00Zoomberraptor, that is MY ip
23:54:00Zoombermy home internet
23:55:00sam686if server terminated, it should get disconnected immediately, in a server crash, it may delay up to 40 seconds, then time out and unlist from game lobby..
23:55:00raptoroh...
23:55:00raptorZoomber: well call them and tell them you always use IRC, but to help with an opensource project on freenode
23:57:00raptorZoomber: also ask them what network the bot was connecting to - then you can verify
23:58:00sam686raptor, maybe you can connect to freenode port 7000, using SSL, so your ISP won't see encrypted data..
23:59:00raptori already do - port 6697
23:59:00raptorbut might be good for zom
23:59:00raptorZoomber:
23:59:00raptorfor Zoomber
23:59:00raptori mean
23:59:00Zoomber Quit (Ping timeout: 252 seconds)

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