#bitfighter IRC Log

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IRC Log for 2012-03-06

Timestamps are in GMT/BST.

00:38:34raptor has joined
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00:49:13Zoomber has joined
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00:49:21Zoomberhey raptor
00:49:23Zoombersam686
01:26:32raptorhi Zoomber
01:29:45Zoomberhey raptor
01:29:52raptorhi
01:32:27sam686hi
01:53:04raptor Quit (Ping timeout: 245 seconds)
02:00:23raptor has joined
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03:44:50sam686now i starting to here complaints that afk players in a server, even though they don't respawn, are included in game stats...
03:45:20raptornot sure what to do about that...
03:46:06raptormaybe have a flag that says they played at least 25% of the match or something?
05:09:39raptorhi sam686, you around?
05:25:00sam686now i am..
05:27:13raptorold 015a aren't getting update messages, i think - MasterServerConnection::readConnectRequest has changed - 015a clients are detected as servers
05:27:52sam686the old 015a uses the old master
05:28:35raptorah that's right
05:28:40raptorso i don't need to worry..
05:30:12sam686the old 015a master appears to be running, but with a bug that seems to keep a bunch of servers / players listed
05:30:51sam686have fun reading this old master: http://eykamp.com/bitfighter/bitfighterStatus.json
05:31:10raptoroh wow, it's growing
05:32:26sam686the old master appears to have a bug in TNL, that when milliseconds overflows, it doesn't auto-disconnect the connections to client / server
05:32:57sam686i think i might have fixed it for 017 in TNL..
05:33:01raptoryou fixed that right?
05:33:05raptori think i remember you did..
05:34:00sam686at least the old 015a master displays outdated version..
05:53:59BFLogBot - Commit 42196fcd6680 | Author: buckyballreaction | Log: Update master server to use an INI file for its settings (master.ini)
05:54:46raptorman that was work
05:58:56raptorsam686: maybe we should auto kick from the server if someone has been idle for a whole game?
05:59:19sam686maybe, not sure...
06:03:41Zoomberwhen will karamazovapy get back on here
06:03:53sam686on another side, i am trying to start programming my own 3D game, partially from stratch. http://sam686.maxhushahn.com/upload/my_cpp_program.PNG i have some process, though..
06:04:03Zoomberas raptor works viciously on his coding, I work viciously on my synth-ing
06:04:23raptorsam686: neat!
06:04:51sam686i haven't seen karamazovapy on the forum (his forum last visited date is a few days ago)
06:07:46raptoruh oh, past my curfew
06:07:50raptorgood night all!
06:08:40raptor Quit ()
06:09:31Zoomberhey sam686, did you ever try working on that animated text rotater in game?
06:12:17sam686i haven't...
06:13:03sam686i was spending most of my time, trying to make my new 3D game or program...
06:16:01Zoombercan you still give it a shot?
06:18:16sam686maybe, but probably not tonight...
06:19:45Zoomberdo you just not want to do it?, I can try to do it myself, I'm just really busy right now working with my music, and don't really have the time to, nonetheless probably the skill to get past whatever problem i encounter when trying to do it.
06:20:09ZoomberI feel like it would be as easy as copying whatever code there is for speedzones into text-items, but i couldn't know for sure
06:22:06sam686i probably don't want do do it... as i am thinking what good does it do if it doesn't affect gameplay?
06:22:39Zoomberwhat if we did it with barriers?
06:23:26sam686i am not sure if it is possible to move barriers in the middle of game, due to the way the barrier data is send to client
06:23:45Zoomberits sent differently than a speedzone is?
06:23:48sam686if barriers did get moved (like in /edit mode), it fails to update to client
06:24:01Zoomberyou cant pivot a barrier?
06:24:06Zoomberlike, circular one point?
06:24:54sam686barrier is send through some S2c commands, making updading in mid game difficult
06:25:26sam686most other opjects uses Ghostable system which allows setBitMask / packUpdate to work in mid game
06:25:46Zoomberahh
06:26:48sam686TextItem and LineItem happen to be in the ghostable system, allowing easy update to position of text . lines
06:28:24sam686a second problem with barriers is how a 20 point barrier (not polygon barrier) get split into 19 individual 2-point barriers while server loading level.
06:35:17sam686i need to get to bed, bye..
06:41:24sam686 Quit (Ping timeout: 245 seconds)
08:15:16Zoomber Quit (Quit: Zoomber)
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14:58:58watusimoto!bug
14:58:58BFLogBotTo enter a bug, please make sure it is reproducible and then go to http://code.google.com/p/bitfighter/issues/list | Also, see current running bug list: http://bitfighter.org/wiki/index.php/Running_Bug_List
15:02:14raptorhi
16:23:48watusimotohi
16:23:55raptorhi
16:25:38watusimotohi
16:26:34raptormaster.ini should help in the long run...
16:26:50watusimotoyeah, I was surprised to see you did that
16:26:55raptori wasn't quite sure what to do about the motd, but I think I handled most cases of previous use that i could find
16:27:02watusimotonot too hard, I hope?
16:27:16raptornope, it was actually easier than i thought
16:27:20raptorthat INI class is nice
16:27:45watusimotoyes; we've improved it gradually over time
16:28:09watusimotowe should see if we can push the results upstream; not sure to what extent we infected it with S32 and the like
16:28:34watusimotoI know I renamed a bunch of methods
16:28:42raptorI've personally refactored 80% of that class
16:28:45watusimotoand did a lot of formatting
16:28:53watusimotowell, ok then
16:29:08watusimotomaybe we can spin it off as a fork of the original
16:29:13watusimotoor maybe we can not worry about it
16:29:13raptorbecause all the internal variables did make sense...
16:29:22raptorkeys were values, and sections were keys
16:29:25raptoretc
16:29:34watusimotoright
16:29:41watusimotothat was very confusing
16:29:53raptornot any more!
16:30:00watusimoto:-)
16:30:27watusimotoso I found that there are only 2^10 (1024) different keys for stringTableEntries
16:30:37watusimotonot sure what happens when those are exhausted
16:30:59raptorinteresting
16:33:47watusimotoyou can store more, but transmission is limited to 10 bits
16:36:05watusimotolooks like it uses some variant of reusing indexes, but not on a most recent used basis
16:36:29watusimotoor maybe... tere's a lot of complex logic going on
16:36:40watusimotoConnectionStringTable::writeStringTableEntry if you care
16:37:07raptorsometimes I feel like this still isn't our code...
16:37:27watusimotothe network stuff certainly isn't; and that's a good thing :-)
16:37:34raptorhehe, yep
16:39:24watusimotoI'll try to get saving of level stats working tonight
16:39:37raptorthat's all that's really left, right?
16:39:55raptor(for 017)
16:43:29watusimotolevel stats, achievement working, playerStats insertion (which is really easy)
16:43:42raptoroh yeah, the achievement
16:43:47watusimotoachievement is mostly working, but untested
16:43:52raptordo you know how you want it to be displayed?
16:43:55watusimotoI *think* all the protocols are in place
16:44:01watusimotodisplay on scoreboard for now
16:44:05watusimotonext to player's name
16:44:16watusimotoand at some point in forums
16:45:33watusimotolooks like achemevent saving is in place on master
16:45:42watusimotojust need to call s2mAcheivementAchieved() under the right circumstances
16:46:02watusimotomaybe reading from the database is still needed
17:31:49watusimoto Quit (Ping timeout: 260 seconds)
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18:18:17raptorare all three of us actually here at the same time?
18:25:26BFLogBot - Commit e4b959fca5bb | Author: watusim...@bitfighter.org | Log: Level stats SHOULD make it to master -- need to rebuild master to test
18:25:34raptorwant me to rebuild?
18:26:53Watusimotosure -- I tried doing it myself, but things got messy
18:27:41WatusimotoI did hg pull and got abort: repository default not found!
18:28:19raptordid you do it in the 'bitfighter' directory?
18:28:32raptorcompiling
18:28:57Watusimotoyes
18:29:23Watusimotogot yr msg
18:29:29raptorreally!>?
18:29:54Watusimotoyes
18:30:03raptorgreat!
18:30:07raptori've always wanted to do that...
18:30:29Watusimoto:-)
18:31:13raptorcompilied
18:31:16raptorcompiled
18:31:20raptorand restarted
18:31:58Watusimototesting
18:32:29WatusimotoCRASH
18:32:49raptormaster is still up
18:37:29Watusimotoproblem is something on server (not master)
18:37:37Watusimotohasn't even tried to communicate yet
18:37:54Watusimotoserver game's getConnectionToMaster(); is coming back NULL
18:39:03Watusimotostats may have been sent...
18:39:29Watusimotochecking db...
18:40:10Watusimotoseems to work
18:40:37raptorpotato
18:41:12Watusimotook, I see the problem
18:41:21Watusimotoit takes a while for server to connect to master
18:41:33Watusimotobut it wants to send stats the moment the level loads
18:54:21Watusimotodo we want to keep a count of how often we see a level in level stats?
18:54:52raptorexplain
18:55:10raptorcan't we just determin that from a query?
18:55:28WatusimotoI don't write duplicate entries to the db
18:55:50raptorbut a game is tied to a level, right?
18:55:58Watusimotoserver doesn't send repeated data, and master checks db to avoid dupe levels
18:56:04raptorso we can count the games that point to that level?
18:56:07WatusimotoI don't think it is yet
18:56:11Watusimotobut will be, yes
18:56:19Watusimotooh, that's true
18:56:27LordDVG has joined
18:56:39raptorok, if the game -> level, then we're good, i think
18:56:47Watusimotothat will tell us completed games with that level, which I suppose is a reasonabble metric
18:57:00Watusimotoright now, only level name is stored with game
18:57:13Watusimotoat some (near) future point, we'll need to change that to level_id
18:57:18raptorthat should probably change to id or hash
18:57:21Watusimotobut we need some level data first
18:57:27raptorah yes
18:57:29Watusimototo join up the older data
18:57:30raptorthat's right
18:57:36raptorwe discussed this, huh...
18:57:40raptorwe'd have to wait
18:57:45Watusimotobut yes, we'll get a freq count that way, so that works
18:58:00WatusimotoI was thinking of a scheme where everytime a level gets loaded we'd count it
18:58:07Watusimotobut there is no real point to that
18:58:19Watusimotowe do grab level info when a level is loaded
18:58:26Watusimototo try to build the database faster
18:58:37raptoryeah, because the same level is loaded a million times everytime i host
18:58:39Watusimotobut there will be levels without games pointing to them
18:58:49raptorand i always switch to antoher
18:58:54Watusimotoright -- don't want a million entries in the level tab;e
19:05:55Watusimotoare we saving gameType as int rather than string?
19:06:05WatusimotoI think it should be string
19:06:11Watusimoto(in level stats file)
19:06:47raptorthere is some enum somewhere that it maps to
19:06:56raptoralways been like that i think..
19:07:30raptori think we save as string somewher ein the database
19:08:07raptorstats_game.game_type
19:09:26WatusimotoI changed it to string; maybe I should change it back to int... we send it to server as string
19:09:41Watusimotowhat's the downside to storing the string?
19:09:47Watusimotomore disk space?
19:09:57sam686string take up more space in mem
19:10:12raptora little, but it would make sense to store as int if it was an ID to another table with the strings in it
19:10:28Watusimotohow do we go from the string we have on the master to the id we write in the table?
19:10:36Watusimotoi.e. can we do it in one query?
19:10:36raptorstats_game_type
19:10:53raptoruhh
19:10:57raptorwhich query?
19:11:23Watusimototell you what
19:11:31Watusimotoone of you guys can rewrite this method:
19:11:31WatusimotoDatabaseWriter::insertLevelInfo
19:11:38Watusimototo write the correct int
19:12:19Watusimotochange the table back to an int column; I'll delete all the records I've written in there so the table will be clean
19:12:26Watusimotoacutally, I'll just change the column to int
19:12:32Watusimotoas I have the page open
19:13:09raptorwhat table are you editing?
19:13:36raptorwe save game_type in stats_game
19:13:42raptormaybe we shouldn't?
19:14:05Watusimotook
19:14:16Watusimotostats_level
19:14:27WatusimotoI just changed the game_type from string to int
19:14:32WatusimotoI can change it back to string
19:14:36Watusimotoand everything will work
19:14:40Watusimotoor we can leave it as int
19:14:53raptorah.. stats_level
19:14:54Watusimotoand change DatabaseWriter::insertLevelInfo to make that write an int (currently it tries to write a string)
19:15:00Watusimotothose are our two choices
19:15:06raptorso we have duplicate data in the DB
19:15:16raptorbecasue we keep game_type in stats_game
19:15:21raptoras a string
19:15:26Watusimotomaybe we can remove that eventually
19:15:33Watusimotowhen we get things hooked together
19:15:35raptoreventually remove and replace with level id
19:15:37raptor?
19:15:39raptoryes
19:15:40raptorok
19:16:06Watusimotoif we go with the int in stats_level, someone else will need to figure out how to get the int from the string
19:16:15Watusimotobecause I am way too fried to figure that out
19:16:36Watusimotothough I'm sure it's easy, SQL is NEVER easy for me
19:16:56Watusimotoif we go with string, I can change the db back to string, and this case can be closed
19:17:15Watusimotoif we go with int, we can close the case after the table gets written properly
19:17:21Watusimotoso there are our options
19:17:25raptorwe'd need another table that has id -> game_type name
19:17:39WatusimotoI have about 10 minutes to participate in this decision
19:17:44raptorgo with whatever easiest for now
19:17:52Watusimotostring is easist
19:18:00WatusimotoI can change the table now -- I have the window open
19:18:01raptorbecause we need loads of level data before we can properly re-normalize again
19:18:29Watusimotoyes, but that is an unrelated issue
19:18:44Watusimotook -- anyone object to storing gameType as string?
19:18:47raptornah
19:18:51Watusimotogoing once...
19:18:54sam686 Quit (Ping timeout: 245 seconds)
19:18:57raptorhaha
19:19:15WatusimotoI should give him a second to reconnect
19:20:17Watusimotosam?
19:20:25sam686 has joined
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19:20:33BFLogBot - Commit eff95dd821be | Author: watusim...@bitfighter.org | Log: Address connection to master issues when sending level stats -- now seems to work propery in all tested cases
19:20:36Watusimotohi sam686
19:20:36raptoradvanced SQL should only be done in the morning with a focused mind
19:20:39Watusimotogoing twice
19:20:58Watusimotosold!
19:21:29raptori was thinking the two issues were related, because in my head i figure we should do all clean-up at once
19:21:57raptorboth stats_game -> level, and normalizing the gametype data
19:23:06Watusimotowell, we still can
19:23:16Watusimotonone of this is irreversible
19:25:12Watusimoto!bug
19:25:12BFLogBotTo enter a bug, please make sure it is reproducible and then go to http://code.google.com/p/bitfighter/issues/list | Also, see current running bug list: http://bitfighter.org/wiki/index.php/Running_Bug_List
19:25:36BFLogBot - Commit 560c0193b378 | Author: watusim...@bitfighter.org | Log: Update table schema for sqlite
19:27:44Watusimotoso if a player is the only player in a game, and they are away from their machine, such that the respawn message is up, should the game automatically suspend itself?
19:28:59raptorsam686 brought up the issue last night that some players are just idling happily in several games in a row - and their count goes up in the high scores
19:29:16Watusimotointeresting
19:29:24Watusimotoa different issue
19:29:45raptoralso, when a new level starts (and this happened in the BBB) idling players are not taken into account when bulding teams
19:29:58raptorthere was one game where it was 5 on 5, and my team had 3 idlers
19:30:02raptorthe other, none
19:30:10Watusimotoah, idlers are added to teams, you mean?
19:30:15raptoryes
19:30:27raptori bringing up the issue of idlers as a whole
19:30:36Watusimotoso what do we do about that?
19:30:38raptorand the many problems...
19:30:52raptori was thinking that if you're idling when cycle level happens, you're kicked
19:30:57raptoras one solution
19:30:59Watusimotowe could add idlers to teams last, so at least at the beginning, the number of players was equal
19:31:15Watusimotoor maybe if you idle an entire game
19:31:30Watusimotoa kind of escalation: idle -> kick
19:31:37raptoryes
19:31:54raptorthen we'd have to keep track of how long you are idling
19:31:54Watusimotobecause you could legit'ly idle at the end of a game
19:32:00raptoragreed
19:32:07Watusimotojust set a flag on client info
19:32:14raptormy idea is very aggresive
19:32:18Watusimotoset it to false at beginning of game
19:32:27Watusimotoset it to true as soon as player is active
19:32:36Watusimotoat end of level, kick everyone with flag == false
19:32:59raptorso a one way switch for the level
19:33:14Watusimotobut what happens if person hosting is idle?
19:33:18Watusimotodoes the game end?
19:33:53raptorthat's interesting because i've been on a server where that happened - someone was showing off some levels and told everyone they'd be back after a while
19:34:00raptorwe played several levels with them idling
19:34:07raptormaybe exclude hoster
19:34:17Watusimotomaybe you shouldn't get kicked, but should go into a nether state
19:34:25raptorobserver!
19:34:30Watusimotohow about this
19:34:44Watusimotoat beginning of level, idlers aer not added to teams, and are not counted as players
19:35:01Watusimotoas idlers unidle, then get added to weaker team, just like they joined
19:35:23Watusimotothat fixes sam's observation, and your problem as well
19:35:27raptorthat's good
19:35:38Watusimotoso they're connected, but only sort of
19:35:50Watusimotothat leaves my case
19:35:57Watusimotoonly one player, who is idle
19:36:01Watusimotoshould game suspend?
19:36:10WatusimotoI vote yes
19:36:13raptorsure
19:36:34raptori somehow missed the 'only one player' part the first time
19:36:35Watusimotook then. I'm adding thsoe two cases to the running bug list
19:36:48Watusimotobecause they seem like bugs introduced by our new features
19:37:01Watusimotothen I'm working on dinner
19:37:02raptorok
19:37:07raptoryum
19:38:16raptorit always bothers me when eclipse crashes...
19:38:30raptorit's like my faith in the world has been smashed
19:39:50Watusimotook, done
19:39:58Watusimotobut only 4 items on that list, even with the new ones
19:40:08Watusimotoand one is trivial
19:40:46Watusimotolater guys
19:40:51raptorbye
19:45:34Watusimoto Quit (Ping timeout: 260 seconds)
19:57:53zoomber_mbp has joined
20:35:38zoomber_mbp Quit (Quit: zoomber_mbp)
20:37:23LordDVG Quit (Remote host closed the connection)
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21:00:55Watusimoto has joined
21:05:22Watusimotook, who can explain this to me?
21:05:27WatusimotoI run this query on the database
21:05:29WatusimotoSELECT COUNT( * )
21:05:29WatusimotoFROM `stats_player`
21:05:29WatusimotoWHERE player_name = 'sam686'
21:05:29WatusimotoAND is_authenticated =0
21:05:33Watusimotoand I get back...
21:05:40Watusimoto451
21:05:50WatusimotoI would assert I should get back 0
21:06:03Watusimotoor maybe a small number if there were a problem at the beginning
21:06:24raptorforgot group by
21:06:40raptorgroup by player_name
21:06:40Watusimotodid I?
21:06:55WatusimotoI think sam686 should always be authenticated
21:07:03raptoroh
21:07:05raptorsorry
21:07:26raptori am working with HTTP return codes at work, and i interpreted 451 as something else... :)
21:07:44Watusimotoah
21:08:16Watusimotoraptor has 56 unauthenticated
21:08:41raptormaybe our authenticated logic is borken?
21:08:45raptorin the game?
21:09:20Watusimotoalmost half my entries are unauthenticated
21:10:07raptorha!
21:10:20raptorall of mine occur from about when we released 016
21:10:53raptorthat woudl sure skew the stats
21:11:08raptordoes a game server correctly hold the is_authenticated value?
21:11:11Watusimotowhat do you mean?
21:11:25raptori've noticed some times that people's underlining doesn't show
21:11:25Watusimotoall are clustered around that one date?
21:11:34raptorall are since jan. 29
21:11:48Watusimotohow about mine and sam's?
21:12:30raptoryours are all since jan. 29
21:12:35raptorwait!
21:12:38raptorwrong year...
21:13:33raptormost are from jan to april 2011 for you
21:13:35Watusimotowell, player authentication status is very complex
21:13:56Watusimotoany later than april?
21:14:07raptorSELECT insertion_date
21:14:08raptorFROM `stats_player`
21:14:10raptorWHERE player_name = 'watusimoto'
21:14:11raptorAND is_authenticated =0
21:14:13raptorORDER BY insertion_date
21:14:14raptorLIMIT 0 , 300
21:15:09raptorsame with me: most are last year jan - may
21:15:31raptoryou have only one instance since release of 016, i have none
21:15:33Watusimotook
21:15:47Watusimotowell they are ongoing, so whatever the issue is hasn't been fixed
21:16:02WatusimotoI've not really played since 016
21:16:13sam686maybe there was a problem with authentication back then (including not showing underlined names when connecting through punching through firewall)
21:16:23raptorsam has had 6 instances since 016
21:16:34Watusimotothey seem to be grouped
21:16:49raptormaybe on a particular server
21:16:50raptor?
21:16:53Watusimotowhich suggests that auth has failed on a server for some reason and doesn't get corrected
21:17:02Watusimotomaybe...
21:18:06Watusimotoluckily, we can probably correct the historical stats pretty easily if we want
21:18:22Watusimotosince we have a list of everyone who is authenticated
21:19:14Watusimotounless a server is hacked, names that are authenticated once should always be authenticated, at least since the date of first authentication
21:20:09sam686i think there is code in master that prevents faking authentication = true in game reports (as in, master checks if that id and player name is connected to master)
21:20:18raptori think there is a bug somewhere..
21:21:17WatusimotoI think so too
21:23:47raptormore analysis: http://pastie.org/3536552
21:24:11raptornumber of 'infringements' per server
21:24:28Watusimotomy my guess is that this only happens on remote servers
21:24:40raptori don't think so
21:24:47Watusimotoor perhaps strike the word only
21:24:48raptor136 counts on Sam Test
21:24:59Watusimotobut is sam hosting sam test?
21:25:00raptorthat seems like it would be local
21:25:11raptorsam686? did you host Sam Test?
21:25:25raptoralso 'barf's home' is always local
21:25:29Watusimotoor run it as a dedicated server on your local machine?
21:25:42sam686i sometimes host Sam Test (if my ip address is 208.107.12.78)
21:25:53sam686but i don't always host "sam test"
21:26:49raptori know for sure that 'stay away i'm editing' was hosted through the editor by me :)
21:26:52Watusimotobut clearly many of those are not servers managed by one of us; i.e. they are at least partially remote servers
21:26:59raptoryes
21:27:13Watusimotogames done from editor should not have stats logged for them, right?
21:27:20raptornot since 016, no
21:27:25Watusimotoah
21:27:32Watusimotobefore yes?
21:27:35raptorcorrect
21:27:49raptorand it wasn't corrected until we almost released 016
21:31:02Watusimotoit's probably not a problem with remoteclientinfos
21:36:10Watusimotobut I'm kind of at a loss right now on how to figure out where the problem is
21:36:16raptorumm
21:36:30raptori think some are showing up as authenticated as well that shouldn't be
21:36:41raptorrun:
21:36:43raptor select distinct player_name
21:36:45raptor from stats_player
21:36:46raptor where is_authenticated = 1
21:36:54raptorand you'll see some name that shouldn't be there..
21:38:58Watusimotolike anyone .0
21:39:25raptorlike 'ihateyouyamenu13'
21:39:44raptor.0 is probably another bug
21:40:04raptorbecause if you r client crashes, you come back and the server renames you as .0 even though you are authenticated
21:40:14raptorbut then it sends the re-name to master at the end
21:46:20Watusimotobut these can't be mostly crash bugs
21:47:07raptori wonder if there is a problem with pack/unpack update
21:47:13raptorsomething not entirely in sync
21:47:39Watusimotothere are checks
21:47:54Watusimotoif they are not in sync bit-for-bit, it asserts
21:48:16raptoroh yeah... but what does it do when compiled without TNL_DEBUG?
21:49:30Watusimotogood question
21:49:36raptortry the best it can?
21:50:10raptormaybe we should have sam686 or someone put up a 'Crash Me' server
21:50:16raptorthat runs in gdb
21:50:54WatusimotoI don't think it's a bit problem
21:51:01Watusimotoall the other stats look uncorrupted
21:51:40Watusimotothere are enough places where weird stuff can creep in with the authentication
21:51:59raptorcreep creep
21:52:34BFLogBot - Commit 220e68ca2dc7 | Author: watusim...@bitfighter.org | Log: Add special case assert to try to trap auth bug
21:53:06Watusimotoat least with this checkin we'll see the problem if it happens on our servers
21:53:29Watusimotonot sure if that will really help or not
21:53:51WatusimotoI'm falling alseep; that;s the best I can manage right now
21:53:55raptorok
21:53:59raptorgood night
21:54:04sam686ok..
21:54:47raptori'll still be here for a while..
23:48:54Watusimoto Quit (Ping timeout: 272 seconds)

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