#bitfighter IRC Log

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IRC Log for 2012-05-24

Timestamps are in GMT/BST.

00:02:33IAmBeard has joined
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02:55:17raptori guess watusimoto didn't say if my fix was good for him..
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13:29:54raptormorning
13:34:49raptorwatusimoto / Watusimoto_: did my latest fix help your ALT + TAB problem?
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17:26:09raptorgood morning! again!
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17:57:00Watusimotohi
17:57:08raptorhello
17:57:13Watusimotohaven't tested your fix yet, can't quite update yet
17:57:26Watusimotonew lua theory that I'm testing
17:57:39raptortheory?
17:57:48Watusimotonew idea why it's broken
17:58:04raptorit was because of the solar eclipse the other night?
17:58:06WatusimotoI'll be away all next week, and it would be nice is this problemw as behind me so I wasn;t thinking about it
17:58:11Watusimotoprobably
18:19:37raptorhmmm... sam686's server like to go down a lot now
18:21:29raptori've been thinking - do we need to send unique ids with each authenticated player in the game?
18:22:01raptori say that because you can log on four times on a nexus map with the same registered user
18:22:11raptorand get the 25 flags badge
18:22:39raptorbecause we compare usernames, which will be different if four of the same name sign on
18:22:49raptorif we also had a unique id attached, we could compare that...
18:34:31Watusimoto Quit (Ping timeout: 260 seconds)
18:39:42IAmBeardsounds like you need a server auth token system
18:40:39IAmBearda good way is when a user logs in, their token is updated to something like sha1( username + unix_timestamp + some_salt_like_string )
18:40:48IAmBeardand when you logout, the token clears
18:40:56IAmBeardand every token needs to be unique
18:43:48raptori'm not sure that would fix the current problem: we need a way to tell that all users with the same login are the same person
18:44:19raptori was thinkng something as simple as passing along the phpbb id to each client if they're logged in
18:46:20IAmBeardso when you log in after launching bitfighter, it doesn't actually track if you've logged in?
18:47:19raptorit does
18:47:30IAmBeardso all it does right now is say "yup, that's the right username and password, now I know where to send some stats"
18:47:50raptorit adds an 'authenticated' flag
18:48:25raptorthe problem comes in when you join a server twice: the server renames one of you so everyone has a unique name
18:49:04raptoractually i need to do a little more research: there *may* be a way to tell it is the same individual, but i'm just not sure yet
18:49:39IAmBeardit may be good for the server to reject same-names
18:49:51IAmBeardit encourages people to create an account, or at least do a unique name
19:16:32IAmBeardnot related to bitfighter, but pretty awesome for anyone who grew up on star trek; http://www.buildtheenterprise.org/
19:17:57raptorinteresting...
19:24:57Watusimoto has joined
20:29:42Watusimotouh... sure!
20:29:50Watusimototo id comparison
20:30:17raptorhi
20:30:40raptori was thinking something as simple as just keeping track of the phpbb id on the PlayerInfo object (is that what it is called now?)
20:30:44Watusimotoyou're proposing comparing usrer ids to prevent the 1 user connects 4 times badge hack?
20:30:49raptoryes
20:30:53Watusimotosure
20:31:00raptorok
20:31:06Watusimotowhy not?
20:31:15Watusimotoeasy, low cost
20:31:28raptorno reason: i just like to discuss any feature changes
20:32:03Watusimotomaybe you could see if there were another id we could remove (I think we send at least one id somewhere)
20:32:20Watusimotothough I could be mistaken
20:33:38raptoras far as i know the server is always comparing user names because they are guaranteed to be unique
20:38:14Watusimotoyes, i think that's right
20:38:38Watusimotobut then the server will change the name, and send the altered name to the master?
20:39:42raptoryeah - that may be a problem, too: master gets the altered name, but also the authenticated status
20:40:09raptorso raptor.0 can be authenticated but show up in the high score list...
20:41:32IAmBeardi still think it's a good idea to just reject same-name users on the server
20:41:51IAmBeardand first startup, build some sort of profile with a unique name
20:42:09raptor^^ and that's another possibility, except when a client crashes he'll be locked out of a server until the old connection is kicked
20:42:48IAmBeardor when they connect after a crash, the old connection gets a ping, and if there is no response, then it's dropped
20:43:13IAmBeardessentially if you're registered and connect a second time, the old connection should always be dropped
20:43:24IAmBeardsince you're registered, it's almost a guarantee that it's the actual user
20:43:47raptoruntil your little brother logs in as you on the downstairs computer... :)
20:44:07IAmBeardin my version, signing in and out will be a little more managable
20:44:21IAmBeardso that sort of issue shouldn't be that bad
20:46:07raptorwell, what do you think Watusimoto, should we disallow the same user on any given server twice?
20:46:20Watusimotono
20:46:27Watusimotobecause
20:46:52Watusimotoif you get disconnected, the server doesn't realize right away; it would suck to have to wait until the server timed out for you to rejoin
20:47:02Watusimotohowever
20:47:24Watusimotowe could change it that if a registered player connects, and is already connected, the already-connected client gets kicked
20:47:59Watusimotofor unregistered players, we could just disallow the same username, forcing them to change names manually
20:48:13IAmBeardwell, a reconnect would be like ghosting on irc - because we can guarantee that a user/pass login is current...and for people not registered, then this encourages them to at least set a username beyond the default
20:48:14Watusimotoexcept it would kind of suck to have to leave the game altogether
20:48:46IAmBeardah, so we are on the same train of thought :)
20:49:30Watusimotoperhaps if you attempt to connect with unregistered name that is a dupe, the client could propose changing the name to bah.0 (or whatever) to allow player to rejoin immediately
20:49:46raptorpropose?
20:50:17Watusimoto"You cannot join because of duplicate user name. Change name to blah.o and retry?"
20:50:22WatusimotoYes No
20:50:33WatusimotoIf no, get dumped back to main menu
20:50:40Watusimotoif yes name changes, and retries
20:51:13IAmBeardis login even necessary before joining a game?
20:51:34raptorfor game lobby chat and editor testing
20:51:43IAmBeardah
20:51:44IAmBeard:)
20:52:59IAmBeardoh, i mean like the menu option
20:53:20IAmBeardso when youre' just in the menu, before even getting to the lobby, login is fairly unnecessary
20:53:56IAmBeardbut i suppose timing isn't a big deal
20:54:20IAmBeardwhen a user initially log in at the beginning of the app, we could just check to see if the name is not in use or registered
20:55:03Watusimotoif two players with same name want to play on separate servers, is that ok?
20:55:09Watusimotocurrently yes
20:55:19Watusimotoassuming unregistered name
20:56:48IAmBeardbut for statistics sake, it'd be easier to track unique names
20:57:33WatusimotoI don't feel strongly -- we could check if name is in use and reject if so (as we do with bad pw)
20:57:35raptoronly registered players really matter: there are a million ChumpChanges
20:57:42Watusimotowell that's the thing
20:58:05WatusimotoI agree with that statement
20:58:23Watusimotostats for unregistered names are kind of pointless
20:58:34Watusimotoexcept possibly game results
21:00:08IAmBeardbut it does stop a potential problem before it happens
21:00:32IAmBeardbut I do agree that it doesn't make a lot of sense for same-names in different servers
21:01:06raptori don't see a problem with unregistered players anywhere - if they are worried about stats, they should register and be done with it
21:01:29koda has joined
21:08:46Watusimotoyes; especially if they are playing with chumpChange
22:04:57IAmBeard Quit (Quit: Leaving)
22:19:23Watusimotothe lua stack seems to be being corrupted at some point. Not just wrong elements, but weird garbage that causes problems when investigated
22:20:25raptorreally?
22:21:41raptorsam686 was good at tracking down that last issue we had with bots + asteroids crashing with a messed up lua stack
22:25:15sam686 has joined
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22:25:48Watusimotothis is a whole nother level
22:28:43Watusimotothere's something wrong here
22:28:48Watusimotoit gets worse every time I run
22:28:52WatusimotoI'm doing a full rebuild
22:29:00raptorthat was a split-adjective
22:29:10raptoryay full rebuild
22:31:13WatusimotoI don't think it iwll help
22:32:00raptorhow far away from the beaten path (the last merge) are you?
22:33:42Watusimotoonly one file
22:40:11Watusimotorebuild didn;t help; will try restarting ide
22:40:18raptorha
22:55:03koda Quit (Quit: koda)
23:01:59raptorok, heading home
23:02:13raptor Quit ()
23:07:32BFLogBot - Commit 0e18590bfd18 | Author: watusim...@bitfighter.org | Log: Debugging tools: Add dumpTable method, improve dumpStack (now includes optional message)
23:07:34BFLogBot - Commit 8affadeeed5e | Author: watusim...@bitfighter.org | Log: Improve debugging code
23:07:35BFLogBot - Commit e09e4bb8e882 | Author: watusim...@bitfighter.org | Log: Minor improvements to debugging code
23:07:37BFLogBot - Commit f4076c4a0c7f | Author: watusim...@bitfighter.org | Log: Including more debugging code
23:07:38BFLogBot - Commit c5595616af02 | Author: watusim...@bitfighter.org | Log: Merge
23:20:55Watusimoto Quit (Ping timeout: 260 seconds)
23:44:01raptor has joined
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23:44:44raptorhe left!
23:49:52raptorwell, let's see what happens when s_bot is run...

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