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IRC Log for 2012-03-07

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00:02:14raptor Quit (Ping timeout: 245 seconds)
00:07:18zoomber_mbp Quit (Quit: zoomber_mbp)
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00:59:16raptorbug:
00:59:32raptorchat << >> doesn't always show in 016
00:59:37raptorwas that fixed?
03:36:24sam686 Quit (Ping timeout: 245 seconds)
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06:19:29sam686bye raptor (it is past midnight my timezone)...
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11:26:10watusimoto!bug
11:26:10BFLogBotTo 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
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16:05:43raptorwatusimoto: in response to your e-mail
16:06:23raptori only remember that we deliberated on whether to keep the count or not, and that we have changed it in the database back and forth
16:06:33raptori don't remember why we ended on just the boolean
16:06:46raptorfor swtichedTeamCount
16:07:31raptori think i may have changed it to an int at one point in anticipation of keeping track better
16:07:48raptorbut may have changed it back to be consistent with the code..
16:07:53raptori'd say change it to whatever
16:15:29watusimotook
16:17:37raptori'm afraid i didn't get to work on much last night - we decided to clean-up all our finances after doing taxes
16:18:46watusimotogood idea
16:19:05watusimotodo you know the diff between a smallint(5) and smallint(11)?
16:19:14watusimotoand int(11)
16:19:14raptor6?
16:19:17raptoroh
16:19:19watusimotoas I thought
16:19:23raptoryeah...
16:19:30raptorignore the number parts...
16:19:40watusimotoI know smallint is 16 bit int and int is 32 bit
16:19:51raptorthe number is evil
16:19:53watusimotoboth signed
16:19:54watusimotoyes
16:20:09raptorit represents 'display width'
16:20:19watusimotonot some sort of bit count
16:20:30raptorno
16:20:51raptorand it is evil
16:20:55watusimotoI concur
16:21:05watusimotook no worries
16:21:18raptorit doesn't affect storage size, but you may get back what looks like a wrong number
16:21:32raptorliek int(5)
16:22:08raptorit'll hold 32bit numbers, but if you do a query on every possible number, you'll get lots of duplicats because it'll only display to you 5 digits
16:22:58raptori don't even mess with it, just keep the default
16:23:44raptorwait
16:24:40raptori'm wrong, it won't prevent the display of larger numbers
16:25:04raptorhmmm... maybe they changed the behavior since i last ran into a problem with it..
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16:37:19watusimotoI hate uncompiled languages
16:37:31watusimotoa simple typo derails things as a runtime error
16:37:33watusimotofrustrating
16:40:27raptorwhich language are you talking about?
16:56:05watusimotoin this case ruby/rails
16:56:15raptorso interpreted langs
16:56:17watusimotobut its a general complaint
16:56:20raptordie perl die
16:56:39watusimotoit's why I added the variable limitations for bots/levelgens
16:56:49watusimotorequiring vars to be declared before use
16:56:55raptoralthough i think SQL is probably one of the worst
16:57:04watusimotoin so many ways
17:00:17Watusimoto_ has joined
17:00:29watusimotohey -- there I am!
17:00:35raptorhaha
17:00:50watusimotoI suppose that means my son is playing computer games
17:00:58watusimotowhich means my wife is off to her luxembourgish class
17:01:05raptorha!
17:01:12raptorand he's supposed to be studying, right?
17:01:17raptor:)
17:01:24watusimotono, he's allowed to play when neither parent is home
17:01:36watusimotoit's his incentive to cling less to the apron strings
17:02:10watusimotocomputer games can be a very wonderful and powerful incentive
17:02:17watusimotouse it wisely, dad
17:02:22raptorhehe, ok
17:02:34raptormy two year old already freaks out when he can't do things for himself...
17:02:42watusimotothe trick, I thiknk, is to make it rare enough to still be valuable
17:03:08watusimototwo year olds generally freak out over everything
17:03:27watusimotoit's their nature
17:03:51watusimotoalas
17:03:55raptoryes - i've been struggling with value of things - the parents-in-law give too much and therefore devalue things like toys
17:04:13raptorso we give about 90% away to other families...
17:07:44watusimotogood thinking
17:08:25watusimotowe carefully coordinate to make sure we don't get too much uselsess crap
17:08:35watusimotosometimes more successfully than others
17:08:52raptorman i wish - the mom-in-law is a compulsive buyer
17:09:11watusimotomy brother, for instance, sent 4 remote controlled helicopters for christmas (2 for each boy)
17:09:18raptorwow
17:09:20watusimotoI'd say coordination didn't work there
17:09:26raptorhaha
17:09:33watusimotoI sent him a great suggestion too
17:09:38raptoroh no
17:09:38watusimotoah well, next year
17:09:52watusimotosome new tiles for carcassone board game
17:10:03watusimotowould have cost him 25% as much and been more fun
17:10:11raptori don't think i've played that..
17:10:31watusimoto2 copters broke the first day (it's why he sent 4), and now they're afraid to play with the other lest they break too
17:10:41watusimotocarcassone is a great game for kids
17:10:57watusimotoit's a fairly fun game overall, and you can dumb it down even for a 3-4 yr old
17:11:13watusimotothey can just put the parts together like a puzzle for starters
17:11:23raptorneat!
17:11:24watusimotothen you can introduce rules as appropriate
17:11:30raptorthe layout can be different each time?
17:11:34watusimotoyes
17:11:40raptorthat's excellent!
17:12:04watusimotoit's the whole point of the game, actually
17:12:25watusimotonot my fave, but adults can play when the kids are in bed
17:12:26watusimotohttp://boardgamegeek.com/boardgame/822/carcassonne
17:12:38watusimotoI'm out of here... back later
17:12:42raptorlater
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19:59:46BFLogBot - Commit afd01bdeaef5 | Author: watusim...@bitfighter.org | Log: Another achievement icon
19:59:47BFLogBot - Commit 895888c13dff | Author: watusim...@bitfighter.org | Log: Another assert to test for authentication bugs
19:59:49BFLogBot - Commit 62315ea2245d | Author: watusim...@bitfighter.org | Log: Write missing stats to database... as usual, compiles, but untested
20:11:22raptoroooo changes
20:29:19Watusimoto_hey raptor; no hurry, but when you get a chance, could you update the master so we can test those changes?
20:29:27raptordoign so now
20:29:27Watusimoto_but really, no hurry
20:29:31Watusimoto_great
20:31:16raptorok up and running
20:42:48raptorstill hasn't crashed...
20:44:09raptorok completed a game...
20:47:21raptorbut on my dedicated: Database error accessing sqlite databse: table stats_player has no column named asteroid_crashes
20:49:23Watusimoto_did you rebuild the sqlite database?
20:49:29Watusimoto_the columns have changed
20:49:41raptorprobably not...
20:49:50Watusimoto_I *think* I updated the sql table def at the end of database.cpp
20:49:57Watusimoto_just delete your sqlite database and all should be good
20:50:00raptorok
20:51:01raptorit rebuilt, but now it says: Database error accessing sqlite databse: table stats_player has no column named kill_count
20:52:13Watusimoto_oh look; killcount isn't in our sql table def!
20:52:35raptoroops
20:53:20Watusimoto_ok, it is now
20:54:47raptorhave you ahd a chance to look at the new master.ini?
20:54:57BFLogBot - Commit 640a67fa400e | Author: watusim...@bitfighter.org | Log: Add missing column
20:56:43Watusimoto_not in great detail, but I did look it over
20:56:47Watusimoto_it looks great
20:56:58raptori hope it does everything you originally intended
20:57:05Watusimoto_you can actually tell what stuff is supposed to do!
20:57:10raptorif not, it should be a lot easier to add things...
20:57:15Watusimoto_is the master running?
20:57:28raptoryep
20:57:32Watusimoto_then it's probably doing its job :-)
20:57:41raptorhaha, ok
20:57:44Watusimoto_do we still reread it every 5 seconds
20:57:45Watusimoto_?
20:57:48raptoryes
20:57:52raptorand i've tested it
20:57:55raptorworks well
20:57:57Watusimoto_that's something we should fix
20:58:02LordDVG Quit (Remote host closed the connection)
20:58:04raptoras well as teh motd file
20:58:04Watusimoto_I mean that's the intended behavior
20:58:10raptor?
20:58:29Watusimoto_There is a case somewhere for making it not reread unless the INI has changed
20:58:40Watusimoto_I found an easy way to determine that
20:58:50Watusimoto_hell, it may still be on source forge bug list
20:58:54raptorby date?
20:59:11raptormodification time, i mean
20:59:18Watusimoto_I don't remember how it works. There is some linux function for telling if a file has been updated
20:59:22Watusimoto_I think
20:59:40Watusimoto_anyway... it's so low priority I didn't even copy the case over I think
20:59:59Watusimoto_it just... bugs me sort of
21:04:03raptori put a script at /home/master: update_recompile_master.sh
21:04:23raptorit pulls, cleans, compiles, kills old process, starts new in background
21:04:30raptorfor you
21:23:25sam686 has joined
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21:27:31raptorok
21:27:38raptorgame 32329
21:27:45raptorSELECT * FROM `stats_player` WHERE stats_game_id = 32329
21:27:57raptorall of us were authenticated and even showed within the game
21:28:15raptorbut only two of us show as authenticated in the DB
22:06:42Watusimoto_clearly a bug in there somewhere
22:07:00Watusimoto_who's server was that on?
22:08:29sam686 Quit (Ping timeout: 245 seconds)
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22:20:15raptori was on sam686's
22:24:30Watusimoto_the validation process is very complex
22:24:35Watusimoto_and, apparently, error prone
22:25:04raptorall four of us had underlines
22:25:17Watusimoto_really
22:25:22Watusimoto_well, that's helpful
22:25:34raptorand, we all had 4 underlines on bitfighter.org json
22:25:48Watusimoto_that's different
22:25:57Watusimoto_oh, but also in game
22:25:57Watusimoto_ok
22:26:12raptoryes, sorry for not being specific
22:26:18Watusimoto_so when players connect, the server tells them if they are authenticated or not
22:26:23Watusimoto_so each player knows
22:26:29Watusimoto_about themselves
22:26:36Watusimoto_and they get a token
22:26:55Watusimoto_then they connect to the game server, they tell the server their validation status
22:27:04Watusimoto_if they say they are not valid, it ends there
22:27:19Watusimoto_if they say they are valid, they give the token, and the server goes off to the master to check
22:27:50Watusimoto_if the master confirms, the server tells all the other players that the checked player is authenticated
22:27:57Watusimoto_and the underlines get drawn
22:28:15Watusimoto_so if there were underlines in the game, that means the game server knew everyone was valid
22:28:24Watusimoto_and should have reported that with the stats
22:28:45Watusimoto_you're sure everyone had underlines, right?
22:28:49raptoryes
22:28:52Watusimoto_because if so...
22:29:04Watusimoto_that implies that it is the stats-saving step that is the problem
22:29:16Watusimoto_because in this case, the server clearly knew
22:29:30Watusimoto_so I'll look at that step
22:29:47Watusimoto_if my logic is correct, you;ve just dramatically narrowed the problem
22:33:35raptorwell great
22:33:50raptori just tried again with 6 authenticated people..
22:33:56raptorand all show up fine in the DB
22:34:12Watusimoto_I love intermittent problems
22:35:55raptorhowever that map i got people to cooperate and vot on a restart, and the time limit was unlimited
22:36:04raptorboth tests were on bitmatch
22:36:20raptorthe first one game ended normally
22:38:08raptorcould the server be loosing (or clearing) client data at the end of the map at the same time it sends the stats?
22:38:50raptoroh! another difference was that I restarted master in the middle of the match...
22:38:57raptorin the first test
22:39:40Watusimoto_first test = 4 player game with 2 errors, 2nd test = 6 player game with no errors?
22:39:45raptorcorrect
22:39:57raptorboth non-team bitmatch
22:40:13Watusimoto_restarting master _might_ be a probelm
22:40:28Watusimoto_though that hardly accounts for the large number of problems we've seen
22:41:15Watusimoto_shouldn't be a factor, thogh, because validation status comes from the server
22:41:29raptorthat's what i thought
22:41:38Watusimoto_did you restart in the middlle, or righ tnear the end?
22:41:39raptorunless...
22:42:04raptorthey may have started the level with two people when master was down
22:42:15raptorby the time i joined there was 2 min left and three others
22:42:39raptorbut now i'm doubting whether i saw the underlines...
22:42:59Watusimoto_what I don;t know is if or how players get revalidated after master restarts; it takes some time to reconnect after master connection is lost
22:43:26Watusimoto_I think restarting is a red herring
22:43:43Watusimoto_we rarely restart the master, yet there are lots of validation errors
22:43:44sam686oh, one problem is if a client joins a server first, while not authenticated, as usual, i don't think a client ID is sent to server if client is not authenticated..
22:44:00Watusimoto_perhaps not
22:44:15Watusimoto_but when client does get validated, he sends that info on to the server
22:44:49sam686what if the client have just connect to master and got authenticated, while connected to master
22:44:53Watusimoto_so if player joins, but isn't validated, then a minute later the server comes online and validates him, that info should get distributed properly
22:45:18raptorok - i was just informed that footloose (one of the two who where not is_authenticated) said she wasn't underlined
22:45:20sam686i should look at some code and look at the paths...
22:45:22Watusimoto_I;m not sure I understand your question -- did I answer it?
22:45:47Watusimoto_how would she know?
22:46:00raptorand the other (BlackBird), said he logged in when master was down and wasn't underlined either
22:46:43raptorthey were apparently discussing it before i got there...
22:46:48raptor(i'm talking to them now)
22:46:53Watusimoto_ok, let's try this. shut down the master, I'll connect, restart master, you host, and I'll join a game. Let's see if I get underlined.
22:47:06raptorok
22:47:12Watusimoto_that's the scenario, right?
22:47:15raptorright
22:47:25raptormaster is down
22:47:27Watusimoto_using the lastest code, or 016 release?
22:47:37raptor016 is ok?
22:47:38sam686on which version, 017 i guess?
22:47:42raptor017
22:47:46raptorgo with 017
22:47:50Watusimoto_that's the unreleased version
22:47:51Watusimoto_ok
22:47:58Watusimoto_on sec
22:48:07raptorwant me to connect as well?
22:48:11raptorwith master off?
22:48:24Watusimoto_sure
22:48:38Watusimoto_ok, I'm on
22:48:49Watusimoto_can't connect to master
22:49:07Watusimoto_but I'll need to connect to connect to your game
22:49:15sam686try /connect 208.107.12.78:28000 ?
22:49:20raptorok
22:49:25raptorsam686 that's yours?
22:49:30sam686yes
22:49:51Watusimoto_sending challenge request...
22:50:03sam686raptor connected to mine...
22:50:13raptorok i'm connected
22:50:15raptormaster is up
22:50:23Watusimoto_can't connect to 208...
22:50:39Watusimoto_my connection to master looks hung
22:50:47Watusimoto_that's still sending challenge request
22:51:10raptorhuh
22:51:12raptori connected
22:51:14Watusimoto_ok, well, you guys play a quick game; perhaps reset clock to make it go faster, I'll try connecting normally
22:51:35sam686did you do /connect 208.107.12.78 (make sure you type it right in server list area)
22:51:40raptorWatusimoto_: is authenticated
22:51:55Watusimoto_I'm not even connected!
22:52:04raptori'm watching master logs
22:52:14raptorit says you just authenticated
22:52:20Watusimoto_I'm still in join screen
22:52:22Watusimoto_oh, I see
22:52:23Watusimoto_yes
22:53:10Watusimoto_what horrible lag!
22:54:00sam686i see "Master Server - Sending challenge request" staying there forever on my screen (instead of blinking on / off)
22:54:17raptorsam686 you just authenticated
22:54:24raptor(according to master logs)
22:54:32raptorwait
22:54:34raptordisconnect
22:54:51Watusimoto_I disconnected
22:54:56sam686thats when i connected with my second client..
22:54:57Watusimoto_is taht what you wanted?
22:55:25raptorsorry, no, i was talking about sam686
22:55:28Watusimoto_ha
22:55:48raptorsam686 were you in editor?
22:56:01raptori don't see the stats from the game
22:56:37raptorprorbably because your host never connected..
22:56:41sam686parhaps i ran into a same problem as the old master (connection never dies on its own)
22:58:40Watusimoto_looks like our game didn't get written
22:59:02raptorsam never got connected, so his server did send
22:59:21Watusimoto_ok
22:59:26raptordnd't
22:59:29raptor*didn't
22:59:31raptori mean
22:59:32Watusimoto_got it
23:00:59Watusimoto_ok, well, that test told us zilch
23:00:59raptornext test?
23:01:01raptornot sure how to do it...
23:01:11Watusimoto_why didn't sam's server connect to master?
23:01:16raptori have no idea
23:01:29raptori think he started it with master down
23:01:36Watusimoto_well, it still seems unlikley this is the main problem
23:01:39raptorbut it never connected afterwards
23:01:49Watusimoto_every n seonds server checks and shoud connect
23:01:53sam686trying to find out... not sure why the attemt to connect to master never quits and just do nothing...
23:02:09Watusimoto_didn't work for me on client end, either
23:02:17raptori connected...
23:02:36Watusimoto_you started while master was down?
23:02:42raptoryes
23:03:11Watusimoto_so if server never connected to master, it couldn't verify auth status
23:03:20Watusimoto_so no underlines
23:03:22raptorcorrect - i was never underlined
23:03:34raptorbut i looked at diagnostics and it said i was connected
23:03:39Watusimoto_right
23:03:54Watusimoto_you knew you were ok, but server doesn't trust you
23:04:04Watusimoto_it needs to verify itself
23:04:06raptoryep
23:04:21raptormaybe server should verify all players every 'n' seconds, too?
23:04:26Watusimoto_so the problem may be somewhere in the chain of authentication
23:04:47Watusimoto_once sever connects to master, it should (I think) verify all players
23:04:59Watusimoto_once they're verified, they're verified
23:05:12raptorso if master does down in the middle, and someone connects
23:06:07Watusimoto_in MasterServerConnection::onConnectionEstablished():
23:06:14Watusimoto_ for(S32 i = 0; i < mGame->getClientCount(); i++)
23:06:14Watusimoto_ if(mGame->getClientInfo(i)->getConnection()) // robots don't have GameConnection
23:06:14Watusimoto_ mGame->getClientInfo(i)->getConnection()->requestAuthenticationVerificationFromMaster();
23:06:34Watusimoto_that needs a little cleanup
23:09:10Watusimoto_associated comment:
23:09:12Watusimoto_/ Check if we have any clients that need to have their authentication status checked; might happen if we've lost touch with master
23:09:12Watusimoto_ // and clients have connected in the meantime. In some rare circumstances, could lead to double-verification, but I don't think this
23:09:12Watusimoto_ // would be a real problem
23:09:24Watusimoto_this is exactly what we want to happen
23:09:42raptorhmmm
23:11:29Watusimoto_so when game server connects to master, it verifies all auth stati
23:11:52Watusimoto_or at least all the ones it hasn't yet checked
23:14:50sam686so i see a problem in TNL in "if", that i can try to fix... NetInterface::processConnections() (netInterface.cpp line 329)
23:15:00sam686the variables i see is mLastTimeoutCheckTime = 0, TimeoutCheckInterval = 1500, getCurrentTime() = 0x86076ba1
23:15:30sam686mostly, a problem with mLastTimeoutCheckTime somehow staying zero...
23:19:04Watusimoto_it shouldn't stay at 0
23:19:50sam686i think i found the fix (and i didn't ever need to restart bitfighter, thanks to edit and continue debugging)
23:24:59sam686i fount a segfault on my 016 server http://sam686.maxhushahn.com/upload/text1203/120307_17-03-59.txt
23:25:18raptorhotswap?
23:31:28Watusimoto_ugh falling asleeop
23:31:41Watusimoto_will read chat comments in am
23:31:57raptorgood night!
23:32:02raptorgood catch sam686
23:32:18sam686i found a fix to nexus crash..
23:32:24raptoris that when a bot hits a nexus?
23:32:59sam686no, it is when void NexusGameType::shipTouchFlag(Ship *theShip, FlagItem *theFlag) with a null shipFlag
23:34:09sam686or not, i guess the problem only occurs to my modified code of void NexusGameType::shipTouchFlag(Ship *theShip, FlagItem *theFlag)
23:35:15sam686this is what i have for shipTouchFlag on my 016 server (with the fix) http://sam686.maxhushahn.com/upload/text1203/120307_17-03-45.txt
23:35:55sam686it was there to support dropping a million flags with only 100 NexusFlagItem
23:37:00raptorah ok
23:38:18sam686by the way, is this a good idea for dropping a million flags? http://sam686.maxhushahn.com/upload/drop_million_flags.png
23:38:31sam686it prevents server overload
23:38:47raptoryeah... i like it
23:38:50raptorWatusimoto_?
23:39:28raptordo you draw the number if it's only one?
23:39:39Watusimoto_zzzzzz
23:39:52raptorwhat do you think of sam686's idea?
23:39:53Watusimoto_yes?
23:40:09Watusimoto_million flags idea?
23:40:09raptormodification to the flag-dropping system...
23:40:39raptoryes
23:40:45sam686it will only create up to 100 flag item, beyond that, it just counts up on each flag items
23:41:03Watusimoto_maybe... would only want that for extreme cses
23:41:12Watusimoto_and even then...maybe don't draw the numbers
23:41:42Watusimoto_just pretend there are several independent flags with same velocity and dir;
23:42:05sam686ok, with the numbers of dropped flags not shown?
23:42:07Watusimoto_if there are enough flags floating around no one will know the difference
23:42:13Watusimoto_yes
23:42:37Watusimoto_but if you have two flags with same speed and direction, no need for two independent objects, I suppose
23:43:07Watusimoto_so if you drop 10,000 flags, some are bound to be on top of one another
23:43:19Watusimoto_but does this actually happen?
23:43:30raptoron the 'fast nexus' map
23:43:38raptorit's one of the most popular ones
23:43:41Watusimoto_don't know that one
23:43:43sam686it saves a ton of calculation with only 100 flagItems each having about 1% of count
23:43:52Watusimoto_but I'll trust you
23:43:59raptorit's a community built map
23:44:00Watusimoto_might want more than 100 objects
23:44:10raptorcontinuously changing
23:44:14Watusimoto_right
23:44:18sam686hou much objects?
23:44:30Watusimoto_you want it to look like 10000 flags
23:44:48Watusimoto_500???
23:44:53sam686our TNL Ghostconnection system is limited to 1024 Ghost Objects at once (per client)
23:45:10Watusimoto_what happens when more than 1024?
23:45:16raptorfunky things
23:45:31Watusimoto_300???
23:45:34raptorlike invisible objects
23:45:38sam686the extras will appear to be not visible (and shooting will be invisible with no sound, too)
23:46:25Watusimoto_could look at how many objects on level, reserve 100 for bullets, and use the rest for flags?
23:46:43koda has joined
23:46:44Watusimoto_so... in short...
23:46:55Watusimoto_I like the idea; if done right, no one will be the wiser
23:47:25Watusimoto_I think the trick is to make it feel like all 10000 flags have been dropped
23:47:43sam686actually, it is only when there is 1024 objects currently visible in a client (doesn't count the objects that is not being ghosts at the moment, such as flag items too far away to see)
23:47:52Watusimoto_even if they are condensed into a smaller number of actual objects
23:47:54raptoryou'd have to crash the server to do that... :)
23:48:34Watusimoto_I have to sleep
23:48:40Watusimoto_I am going to sleep
23:48:42raptorgood night
23:48:44Watusimoto_either here or somewhere else
23:48:48raptoryes, yes you are
23:48:52Watusimoto_there's no stopping it at this point
23:49:03Watusimoto_later
23:49:11raptorbye
23:55:08Watusimoto_ Quit (Ping timeout: 265 seconds)
23:55:34BFLogBot - Commit 8e52e76e8408 | Author: sam8641 | Log: Fix TNL problem causing connection to never be checked for timeout and disconnect

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