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| 00:59:16 | raptor | bug: |
| 00:59:32 | raptor | chat << >> doesn't always show in 016 |
| 00:59:37 | raptor | was that fixed? |
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| 06:19:29 | sam686 | bye raptor (it is past midnight my timezone)... |
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| 11:26:10 | watusimoto | !bug |
| 11:26:10 | BFLogBot | To 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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| 16:05:43 | raptor | watusimoto: in response to your e-mail |
| 16:06:23 | raptor | i 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 |
| 16:06:33 | raptor | i don't remember why we ended on just the boolean |
| 16:06:46 | raptor | for swtichedTeamCount |
| 16:07:31 | raptor | i think i may have changed it to an int at one point in anticipation of keeping track better |
| 16:07:48 | raptor | but may have changed it back to be consistent with the code.. |
| 16:07:53 | raptor | i'd say change it to whatever |
| 16:15:29 | watusimoto | ok |
| 16:17:37 | raptor | i'm afraid i didn't get to work on much last night - we decided to clean-up all our finances after doing taxes |
| 16:18:46 | watusimoto | good idea |
| 16:19:05 | watusimoto | do you know the diff between a smallint(5) and smallint(11)? |
| 16:19:14 | watusimoto | and int(11) |
| 16:19:14 | raptor | 6? |
| 16:19:17 | raptor | oh |
| 16:19:19 | watusimoto | as I thought |
| 16:19:23 | raptor | yeah... |
| 16:19:30 | raptor | ignore the number parts... |
| 16:19:40 | watusimoto | I know smallint is 16 bit int and int is 32 bit |
| 16:19:51 | raptor | the number is evil |
| 16:19:53 | watusimoto | both signed |
| 16:19:54 | watusimoto | yes |
| 16:20:09 | raptor | it represents 'display width' |
| 16:20:19 | watusimoto | not some sort of bit count |
| 16:20:30 | raptor | no |
| 16:20:51 | raptor | and it is evil |
| 16:20:55 | watusimoto | I concur |
| 16:21:05 | watusimoto | ok no worries |
| 16:21:18 | raptor | it doesn't affect storage size, but you may get back what looks like a wrong number |
| 16:21:32 | raptor | liek int(5) |
| 16:22:08 | raptor | it'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 |
| 16:22:58 | raptor | i don't even mess with it, just keep the default |
| 16:23:44 | raptor | wait |
| 16:24:40 | raptor | i'm wrong, it won't prevent the display of larger numbers |
| 16:25:04 | raptor | hmmm... maybe they changed the behavior since i last ran into a problem with it.. |
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| 16:37:19 | watusimoto | I hate uncompiled languages |
| 16:37:31 | watusimoto | a simple typo derails things as a runtime error |
| 16:37:33 | watusimoto | frustrating |
| 16:40:27 | raptor | which language are you talking about? |
| 16:56:05 | watusimoto | in this case ruby/rails |
| 16:56:15 | raptor | so interpreted langs |
| 16:56:17 | watusimoto | but its a general complaint |
| 16:56:20 | raptor | die perl die |
| 16:56:39 | watusimoto | it's why I added the variable limitations for bots/levelgens |
| 16:56:49 | watusimoto | requiring vars to be declared before use |
| 16:56:55 | raptor | although i think SQL is probably one of the worst |
| 16:57:04 | watusimoto | in so many ways |
| 17:00:17 | | Watusimoto_ has joined |
| 17:00:29 | watusimoto | hey -- there I am! |
| 17:00:35 | raptor | haha |
| 17:00:50 | watusimoto | I suppose that means my son is playing computer games |
| 17:00:58 | watusimoto | which means my wife is off to her luxembourgish class |
| 17:01:05 | raptor | ha! |
| 17:01:12 | raptor | and he's supposed to be studying, right? |
| 17:01:17 | raptor | :) |
| 17:01:24 | watusimoto | no, he's allowed to play when neither parent is home |
| 17:01:36 | watusimoto | it's his incentive to cling less to the apron strings |
| 17:02:10 | watusimoto | computer games can be a very wonderful and powerful incentive |
| 17:02:17 | watusimoto | use it wisely, dad |
| 17:02:22 | raptor | hehe, ok |
| 17:02:34 | raptor | my two year old already freaks out when he can't do things for himself... |
| 17:02:42 | watusimoto | the trick, I thiknk, is to make it rare enough to still be valuable |
| 17:03:08 | watusimoto | two year olds generally freak out over everything |
| 17:03:27 | watusimoto | it's their nature |
| 17:03:51 | watusimoto | alas |
| 17:03:55 | raptor | yes - i've been struggling with value of things - the parents-in-law give too much and therefore devalue things like toys |
| 17:04:13 | raptor | so we give about 90% away to other families... |
| 17:07:44 | watusimoto | good thinking |
| 17:08:25 | watusimoto | we carefully coordinate to make sure we don't get too much uselsess crap |
| 17:08:35 | watusimoto | sometimes more successfully than others |
| 17:08:52 | raptor | man i wish - the mom-in-law is a compulsive buyer |
| 17:09:11 | watusimoto | my brother, for instance, sent 4 remote controlled helicopters for christmas (2 for each boy) |
| 17:09:18 | raptor | wow |
| 17:09:20 | watusimoto | I'd say coordination didn't work there |
| 17:09:26 | raptor | haha |
| 17:09:33 | watusimoto | I sent him a great suggestion too |
| 17:09:38 | raptor | oh no |
| 17:09:38 | watusimoto | ah well, next year |
| 17:09:52 | watusimoto | some new tiles for carcassone board game |
| 17:10:03 | watusimoto | would have cost him 25% as much and been more fun |
| 17:10:11 | raptor | i don't think i've played that.. |
| 17:10:31 | watusimoto | 2 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 |
| 17:10:41 | watusimoto | carcassone is a great game for kids |
| 17:10:57 | watusimoto | it's a fairly fun game overall, and you can dumb it down even for a 3-4 yr old |
| 17:11:13 | watusimoto | they can just put the parts together like a puzzle for starters |
| 17:11:23 | raptor | neat! |
| 17:11:24 | watusimoto | then you can introduce rules as appropriate |
| 17:11:30 | raptor | the layout can be different each time? |
| 17:11:34 | watusimoto | yes |
| 17:11:40 | raptor | that's excellent! |
| 17:12:04 | watusimoto | it's the whole point of the game, actually |
| 17:12:25 | watusimoto | not my fave, but adults can play when the kids are in bed |
| 17:12:26 | watusimoto | http://boardgamegeek.com/boardgame/822/carcassonne |
| 17:12:38 | watusimoto | I'm out of here... back later |
| 17:12:42 | raptor | later |
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| 19:59:46 | | BFLogBot - Commit afd01bdeaef5 | Author: watusim...@bitfighter.org | Log: Another achievement icon |
| 19:59:47 | | BFLogBot - Commit 895888c13dff | Author: watusim...@bitfighter.org | Log: Another assert to test for authentication bugs |
| 19:59:49 | | BFLogBot - Commit 62315ea2245d | Author: watusim...@bitfighter.org | Log: Write missing stats to database... as usual, compiles, but untested |
| 20:11:22 | raptor | oooo changes |
| 20:29:19 | Watusimoto_ | hey raptor; no hurry, but when you get a chance, could you update the master so we can test those changes? |
| 20:29:27 | raptor | doign so now |
| 20:29:27 | Watusimoto_ | but really, no hurry |
| 20:29:31 | Watusimoto_ | great |
| 20:31:16 | raptor | ok up and running |
| 20:42:48 | raptor | still hasn't crashed... |
| 20:44:09 | raptor | ok completed a game... |
| 20:47:21 | raptor | but on my dedicated: Database error accessing sqlite databse: table stats_player has no column named asteroid_crashes |
| 20:49:23 | Watusimoto_ | did you rebuild the sqlite database? |
| 20:49:29 | Watusimoto_ | the columns have changed |
| 20:49:41 | raptor | probably not... |
| 20:49:50 | Watusimoto_ | I *think* I updated the sql table def at the end of database.cpp |
| 20:49:57 | Watusimoto_ | just delete your sqlite database and all should be good |
| 20:50:00 | raptor | ok |
| 20:51:01 | raptor | it rebuilt, but now it says: Database error accessing sqlite databse: table stats_player has no column named kill_count |
| 20:52:13 | Watusimoto_ | oh look; killcount isn't in our sql table def! |
| 20:52:35 | raptor | oops |
| 20:53:20 | Watusimoto_ | ok, it is now |
| 20:54:47 | raptor | have you ahd a chance to look at the new master.ini? |
| 20:54:57 | | BFLogBot - Commit 640a67fa400e | Author: watusim...@bitfighter.org | Log: Add missing column |
| 20:56:43 | Watusimoto_ | not in great detail, but I did look it over |
| 20:56:47 | Watusimoto_ | it looks great |
| 20:56:58 | raptor | i hope it does everything you originally intended |
| 20:57:05 | Watusimoto_ | you can actually tell what stuff is supposed to do! |
| 20:57:10 | raptor | if not, it should be a lot easier to add things... |
| 20:57:15 | Watusimoto_ | is the master running? |
| 20:57:28 | raptor | yep |
| 20:57:32 | Watusimoto_ | then it's probably doing its job :-) |
| 20:57:41 | raptor | haha, ok |
| 20:57:44 | Watusimoto_ | do we still reread it every 5 seconds |
| 20:57:45 | Watusimoto_ | ? |
| 20:57:48 | raptor | yes |
| 20:57:52 | raptor | and i've tested it |
| 20:57:55 | raptor | works well |
| 20:57:57 | Watusimoto_ | that's something we should fix |
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| 20:58:04 | raptor | as well as teh motd file |
| 20:58:04 | Watusimoto_ | I mean that's the intended behavior |
| 20:58:10 | raptor | ? |
| 20:58:29 | Watusimoto_ | There is a case somewhere for making it not reread unless the INI has changed |
| 20:58:40 | Watusimoto_ | I found an easy way to determine that |
| 20:58:50 | Watusimoto_ | hell, it may still be on source forge bug list |
| 20:58:54 | raptor | by date? |
| 20:59:11 | raptor | modification time, i mean |
| 20:59:18 | Watusimoto_ | I don't remember how it works. There is some linux function for telling if a file has been updated |
| 20:59:22 | Watusimoto_ | I think |
| 20:59:40 | Watusimoto_ | anyway... it's so low priority I didn't even copy the case over I think |
| 20:59:59 | Watusimoto_ | it just... bugs me sort of |
| 21:04:03 | raptor | i put a script at /home/master: update_recompile_master.sh |
| 21:04:23 | raptor | it pulls, cleans, compiles, kills old process, starts new in background |
| 21:04:30 | raptor | for you |
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| 21:27:31 | raptor | ok |
| 21:27:38 | raptor | game 32329 |
| 21:27:45 | raptor | SELECT * FROM `stats_player` WHERE stats_game_id = 32329 |
| 21:27:57 | raptor | all of us were authenticated and even showed within the game |
| 21:28:15 | raptor | but only two of us show as authenticated in the DB |
| 22:06:42 | Watusimoto_ | clearly a bug in there somewhere |
| 22:07:00 | Watusimoto_ | who's server was that on? |
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| 22:20:15 | raptor | i was on sam686's |
| 22:24:30 | Watusimoto_ | the validation process is very complex |
| 22:24:35 | Watusimoto_ | and, apparently, error prone |
| 22:25:04 | raptor | all four of us had underlines |
| 22:25:17 | Watusimoto_ | really |
| 22:25:22 | Watusimoto_ | well, that's helpful |
| 22:25:34 | raptor | and, we all had 4 underlines on bitfighter.org json |
| 22:25:48 | Watusimoto_ | that's different |
| 22:25:57 | Watusimoto_ | oh, but also in game |
| 22:25:57 | Watusimoto_ | ok |
| 22:26:12 | raptor | yes, sorry for not being specific |
| 22:26:18 | Watusimoto_ | so when players connect, the server tells them if they are authenticated or not |
| 22:26:23 | Watusimoto_ | so each player knows |
| 22:26:29 | Watusimoto_ | about themselves |
| 22:26:36 | Watusimoto_ | and they get a token |
| 22:26:55 | Watusimoto_ | then they connect to the game server, they tell the server their validation status |
| 22:27:04 | Watusimoto_ | if they say they are not valid, it ends there |
| 22:27:19 | Watusimoto_ | if they say they are valid, they give the token, and the server goes off to the master to check |
| 22:27:50 | Watusimoto_ | if the master confirms, the server tells all the other players that the checked player is authenticated |
| 22:27:57 | Watusimoto_ | and the underlines get drawn |
| 22:28:15 | Watusimoto_ | so if there were underlines in the game, that means the game server knew everyone was valid |
| 22:28:24 | Watusimoto_ | and should have reported that with the stats |
| 22:28:45 | Watusimoto_ | you're sure everyone had underlines, right? |
| 22:28:49 | raptor | yes |
| 22:28:52 | Watusimoto_ | because if so... |
| 22:29:04 | Watusimoto_ | that implies that it is the stats-saving step that is the problem |
| 22:29:16 | Watusimoto_ | because in this case, the server clearly knew |
| 22:29:30 | Watusimoto_ | so I'll look at that step |
| 22:29:47 | Watusimoto_ | if my logic is correct, you;ve just dramatically narrowed the problem |
| 22:33:35 | raptor | well great |
| 22:33:50 | raptor | i just tried again with 6 authenticated people.. |
| 22:33:56 | raptor | and all show up fine in the DB |
| 22:34:12 | Watusimoto_ | I love intermittent problems |
| 22:35:55 | raptor | however that map i got people to cooperate and vot on a restart, and the time limit was unlimited |
| 22:36:04 | raptor | both tests were on bitmatch |
| 22:36:20 | raptor | the first one game ended normally |
| 22:38:08 | raptor | could the server be loosing (or clearing) client data at the end of the map at the same time it sends the stats? |
| 22:38:50 | raptor | oh! another difference was that I restarted master in the middle of the match... |
| 22:38:57 | raptor | in the first test |
| 22:39:40 | Watusimoto_ | first test = 4 player game with 2 errors, 2nd test = 6 player game with no errors? |
| 22:39:45 | raptor | correct |
| 22:39:57 | raptor | both non-team bitmatch |
| 22:40:13 | Watusimoto_ | restarting master _might_ be a probelm |
| 22:40:28 | Watusimoto_ | though that hardly accounts for the large number of problems we've seen |
| 22:41:15 | Watusimoto_ | shouldn't be a factor, thogh, because validation status comes from the server |
| 22:41:29 | raptor | that's what i thought |
| 22:41:38 | Watusimoto_ | did you restart in the middlle, or righ tnear the end? |
| 22:41:39 | raptor | unless... |
| 22:42:04 | raptor | they may have started the level with two people when master was down |
| 22:42:15 | raptor | by the time i joined there was 2 min left and three others |
| 22:42:39 | raptor | but now i'm doubting whether i saw the underlines... |
| 22:42:59 | Watusimoto_ | 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 |
| 22:43:26 | Watusimoto_ | I think restarting is a red herring |
| 22:43:43 | Watusimoto_ | we rarely restart the master, yet there are lots of validation errors |
| 22:43:44 | sam686 | oh, 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.. |
| 22:44:00 | Watusimoto_ | perhaps not |
| 22:44:15 | Watusimoto_ | but when client does get validated, he sends that info on to the server |
| 22:44:49 | sam686 | what if the client have just connect to master and got authenticated, while connected to master |
| 22:44:53 | Watusimoto_ | 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 |
| 22:45:18 | raptor | ok - i was just informed that footloose (one of the two who where not is_authenticated) said she wasn't underlined |
| 22:45:20 | sam686 | i should look at some code and look at the paths... |
| 22:45:22 | Watusimoto_ | I;m not sure I understand your question -- did I answer it? |
| 22:45:47 | Watusimoto_ | how would she know? |
| 22:46:00 | raptor | and the other (BlackBird), said he logged in when master was down and wasn't underlined either |
| 22:46:43 | raptor | they were apparently discussing it before i got there... |
| 22:46:48 | raptor | (i'm talking to them now) |
| 22:46:53 | Watusimoto_ | 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. |
| 22:47:06 | raptor | ok |
| 22:47:12 | Watusimoto_ | that's the scenario, right? |
| 22:47:15 | raptor | right |
| 22:47:25 | raptor | master is down |
| 22:47:27 | Watusimoto_ | using the lastest code, or 016 release? |
| 22:47:37 | raptor | 016 is ok? |
| 22:47:38 | sam686 | on which version, 017 i guess? |
| 22:47:42 | raptor | 017 |
| 22:47:46 | raptor | go with 017 |
| 22:47:50 | Watusimoto_ | that's the unreleased version |
| 22:47:51 | Watusimoto_ | ok |
| 22:47:58 | Watusimoto_ | on sec |
| 22:48:07 | raptor | want me to connect as well? |
| 22:48:11 | raptor | with master off? |
| 22:48:24 | Watusimoto_ | sure |
| 22:48:38 | Watusimoto_ | ok, I'm on |
| 22:48:49 | Watusimoto_ | can't connect to master |
| 22:49:07 | Watusimoto_ | but I'll need to connect to connect to your game |
| 22:49:15 | sam686 | try /connect 208.107.12.78:28000 ? |
| 22:49:20 | raptor | ok |
| 22:49:25 | raptor | sam686 that's yours? |
| 22:49:30 | sam686 | yes |
| 22:49:51 | Watusimoto_ | sending challenge request... |
| 22:50:03 | sam686 | raptor connected to mine... |
| 22:50:13 | raptor | ok i'm connected |
| 22:50:15 | raptor | master is up |
| 22:50:23 | Watusimoto_ | can't connect to 208... |
| 22:50:39 | Watusimoto_ | my connection to master looks hung |
| 22:50:47 | Watusimoto_ | that's still sending challenge request |
| 22:51:10 | raptor | huh |
| 22:51:12 | raptor | i connected |
| 22:51:14 | Watusimoto_ | ok, well, you guys play a quick game; perhaps reset clock to make it go faster, I'll try connecting normally |
| 22:51:35 | sam686 | did you do /connect 208.107.12.78 (make sure you type it right in server list area) |
| 22:51:40 | raptor | Watusimoto_: is authenticated |
| 22:51:55 | Watusimoto_ | I'm not even connected! |
| 22:52:04 | raptor | i'm watching master logs |
| 22:52:14 | raptor | it says you just authenticated |
| 22:52:20 | Watusimoto_ | I'm still in join screen |
| 22:52:22 | Watusimoto_ | oh, I see |
| 22:52:23 | Watusimoto_ | yes |
| 22:53:10 | Watusimoto_ | what horrible lag! |
| 22:54:00 | sam686 | i see "Master Server - Sending challenge request" staying there forever on my screen (instead of blinking on / off) |
| 22:54:17 | raptor | sam686 you just authenticated |
| 22:54:24 | raptor | (according to master logs) |
| 22:54:32 | raptor | wait |
| 22:54:34 | raptor | disconnect |
| 22:54:51 | Watusimoto_ | I disconnected |
| 22:54:56 | sam686 | thats when i connected with my second client.. |
| 22:54:57 | Watusimoto_ | is taht what you wanted? |
| 22:55:25 | raptor | sorry, no, i was talking about sam686 |
| 22:55:28 | Watusimoto_ | ha |
| 22:55:48 | raptor | sam686 were you in editor? |
| 22:56:01 | raptor | i don't see the stats from the game |
| 22:56:37 | raptor | prorbably because your host never connected.. |
| 22:56:41 | sam686 | parhaps i ran into a same problem as the old master (connection never dies on its own) |
| 22:58:40 | Watusimoto_ | looks like our game didn't get written |
| 22:59:02 | raptor | sam never got connected, so his server did send |
| 22:59:21 | Watusimoto_ | ok |
| 22:59:26 | raptor | dnd't |
| 22:59:29 | raptor | *didn't |
| 22:59:31 | raptor | i mean |
| 22:59:32 | Watusimoto_ | got it |
| 23:00:59 | Watusimoto_ | ok, well, that test told us zilch |
| 23:00:59 | raptor | next test? |
| 23:01:01 | raptor | not sure how to do it... |
| 23:01:11 | Watusimoto_ | why didn't sam's server connect to master? |
| 23:01:16 | raptor | i have no idea |
| 23:01:29 | raptor | i think he started it with master down |
| 23:01:36 | Watusimoto_ | well, it still seems unlikley this is the main problem |
| 23:01:39 | raptor | but it never connected afterwards |
| 23:01:49 | Watusimoto_ | every n seonds server checks and shoud connect |
| 23:01:53 | sam686 | trying to find out... not sure why the attemt to connect to master never quits and just do nothing... |
| 23:02:09 | Watusimoto_ | didn't work for me on client end, either |
| 23:02:17 | raptor | i connected... |
| 23:02:36 | Watusimoto_ | you started while master was down? |
| 23:02:42 | raptor | yes |
| 23:03:11 | Watusimoto_ | so if server never connected to master, it couldn't verify auth status |
| 23:03:20 | Watusimoto_ | so no underlines |
| 23:03:22 | raptor | correct - i was never underlined |
| 23:03:34 | raptor | but i looked at diagnostics and it said i was connected |
| 23:03:39 | Watusimoto_ | right |
| 23:03:54 | Watusimoto_ | you knew you were ok, but server doesn't trust you |
| 23:04:04 | Watusimoto_ | it needs to verify itself |
| 23:04:06 | raptor | yep |
| 23:04:21 | raptor | maybe server should verify all players every 'n' seconds, too? |
| 23:04:26 | Watusimoto_ | so the problem may be somewhere in the chain of authentication |
| 23:04:47 | Watusimoto_ | once sever connects to master, it should (I think) verify all players |
| 23:04:59 | Watusimoto_ | once they're verified, they're verified |
| 23:05:12 | raptor | so if master does down in the middle, and someone connects |
| 23:06:07 | Watusimoto_ | in MasterServerConnection::onConnectionEstablished(): |
| 23:06:14 | Watusimoto_ | for(S32 i = 0; i < mGame->getClientCount(); i++) |
| 23:06:14 | Watusimoto_ | if(mGame->getClientInfo(i)->getConnection()) // robots don't have GameConnection |
| 23:06:14 | Watusimoto_ | mGame->getClientInfo(i)->getConnection()->requestAuthenticationVerificationFromMaster(); |
| 23:06:34 | Watusimoto_ | that needs a little cleanup |
| 23:09:10 | Watusimoto_ | associated comment: |
| 23:09:12 | Watusimoto_ | / Check if we have any clients that need to have their authentication status checked; might happen if we've lost touch with master |
| 23:09:12 | Watusimoto_ | // and clients have connected in the meantime. In some rare circumstances, could lead to double-verification, but I don't think this |
| 23:09:12 | Watusimoto_ | // would be a real problem |
| 23:09:24 | Watusimoto_ | this is exactly what we want to happen |
| 23:09:42 | raptor | hmmm |
| 23:11:29 | Watusimoto_ | so when game server connects to master, it verifies all auth stati |
| 23:11:52 | Watusimoto_ | or at least all the ones it hasn't yet checked |
| 23:14:50 | sam686 | so i see a problem in TNL in "if", that i can try to fix... NetInterface::processConnections() (netInterface.cpp line 329) |
| 23:15:00 | sam686 | the variables i see is mLastTimeoutCheckTime = 0, TimeoutCheckInterval = 1500, getCurrentTime() = 0x86076ba1 |
| 23:15:30 | sam686 | mostly, a problem with mLastTimeoutCheckTime somehow staying zero... |
| 23:19:04 | Watusimoto_ | it shouldn't stay at 0 |
| 23:19:50 | sam686 | i think i found the fix (and i didn't ever need to restart bitfighter, thanks to edit and continue debugging) |
| 23:24:59 | sam686 | i fount a segfault on my 016 server http://sam686.maxhushahn.com/upload/text1203/120307_17-03-59.txt |
| 23:25:18 | raptor | hotswap? |
| 23:31:28 | Watusimoto_ | ugh falling asleeop |
| 23:31:41 | Watusimoto_ | will read chat comments in am |
| 23:31:57 | raptor | good night! |
| 23:32:02 | raptor | good catch sam686 |
| 23:32:18 | sam686 | i found a fix to nexus crash.. |
| 23:32:24 | raptor | is that when a bot hits a nexus? |
| 23:32:59 | sam686 | no, it is when void NexusGameType::shipTouchFlag(Ship *theShip, FlagItem *theFlag) with a null shipFlag |
| 23:34:09 | sam686 | or not, i guess the problem only occurs to my modified code of void NexusGameType::shipTouchFlag(Ship *theShip, FlagItem *theFlag) |
| 23:35:15 | sam686 | this is what i have for shipTouchFlag on my 016 server (with the fix) http://sam686.maxhushahn.com/upload/text1203/120307_17-03-45.txt |
| 23:35:55 | sam686 | it was there to support dropping a million flags with only 100 NexusFlagItem |
| 23:37:00 | raptor | ah ok |
| 23:38:18 | sam686 | by the way, is this a good idea for dropping a million flags? http://sam686.maxhushahn.com/upload/drop_million_flags.png |
| 23:38:31 | sam686 | it prevents server overload |
| 23:38:47 | raptor | yeah... i like it |
| 23:38:50 | raptor | Watusimoto_? |
| 23:39:28 | raptor | do you draw the number if it's only one? |
| 23:39:39 | Watusimoto_ | zzzzzz |
| 23:39:52 | raptor | what do you think of sam686's idea? |
| 23:39:53 | Watusimoto_ | yes? |
| 23:40:09 | Watusimoto_ | million flags idea? |
| 23:40:09 | raptor | modification to the flag-dropping system... |
| 23:40:39 | raptor | yes |
| 23:40:45 | sam686 | it will only create up to 100 flag item, beyond that, it just counts up on each flag items |
| 23:41:03 | Watusimoto_ | maybe... would only want that for extreme cses |
| 23:41:12 | Watusimoto_ | and even then...maybe don't draw the numbers |
| 23:41:42 | Watusimoto_ | just pretend there are several independent flags with same velocity and dir; |
| 23:42:05 | sam686 | ok, with the numbers of dropped flags not shown? |
| 23:42:07 | Watusimoto_ | if there are enough flags floating around no one will know the difference |
| 23:42:13 | Watusimoto_ | yes |
| 23:42:37 | Watusimoto_ | but if you have two flags with same speed and direction, no need for two independent objects, I suppose |
| 23:43:07 | Watusimoto_ | so if you drop 10,000 flags, some are bound to be on top of one another |
| 23:43:19 | Watusimoto_ | but does this actually happen? |
| 23:43:30 | raptor | on the 'fast nexus' map |
| 23:43:38 | raptor | it's one of the most popular ones |
| 23:43:41 | Watusimoto_ | don't know that one |
| 23:43:43 | sam686 | it saves a ton of calculation with only 100 flagItems each having about 1% of count |
| 23:43:52 | Watusimoto_ | but I'll trust you |
| 23:43:59 | raptor | it's a community built map |
| 23:44:00 | Watusimoto_ | might want more than 100 objects |
| 23:44:10 | raptor | continuously changing |
| 23:44:14 | Watusimoto_ | right |
| 23:44:18 | sam686 | hou much objects? |
| 23:44:30 | Watusimoto_ | you want it to look like 10000 flags |
| 23:44:48 | Watusimoto_ | 500??? |
| 23:44:53 | sam686 | our TNL Ghostconnection system is limited to 1024 Ghost Objects at once (per client) |
| 23:45:10 | Watusimoto_ | what happens when more than 1024? |
| 23:45:16 | raptor | funky things |
| 23:45:31 | Watusimoto_ | 300??? |
| 23:45:34 | raptor | like invisible objects |
| 23:45:38 | sam686 | the extras will appear to be not visible (and shooting will be invisible with no sound, too) |
| 23:46:25 | Watusimoto_ | could look at how many objects on level, reserve 100 for bullets, and use the rest for flags? |
| 23:46:43 | | koda has joined |
| 23:46:44 | Watusimoto_ | so... in short... |
| 23:46:55 | Watusimoto_ | I like the idea; if done right, no one will be the wiser |
| 23:47:25 | Watusimoto_ | I think the trick is to make it feel like all 10000 flags have been dropped |
| 23:47:43 | sam686 | actually, 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) |
| 23:47:52 | Watusimoto_ | even if they are condensed into a smaller number of actual objects |
| 23:47:54 | raptor | you'd have to crash the server to do that... :) |
| 23:48:34 | Watusimoto_ | I have to sleep |
| 23:48:40 | Watusimoto_ | I am going to sleep |
| 23:48:42 | raptor | good night |
| 23:48:44 | Watusimoto_ | either here or somewhere else |
| 23:48:48 | raptor | yes, yes you are |
| 23:48:52 | Watusimoto_ | there's no stopping it at this point |
| 23:49:03 | Watusimoto_ | later |
| 23:49:11 | raptor | bye |
| 23:55:08 | | Watusimoto_ Quit (Ping timeout: 265 seconds) |
| 23:55:34 | | BFLogBot - Commit 8e52e76e8408 | Author: sam8641 | Log: Fix TNL problem causing connection to never be checked for timeout and disconnect |