#bitfighter IRC Log

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IRC Log for 2014-05-13

Timestamps are in GMT/BST.

00:54:25Flynnn Quit (Quit: This computer has gone to sleep)
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01:51:48raptoronwards! to more CMake fixes!
02:39:49raptorclipper is the coolest library...
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03:56:28raptorneat!: http://arstechnica.com/security/2014/05/how-to-stash-secret-messages-in-tweets-using-point-and-click-steganography/
04:01:56BFLogBot Commit: 6d68f4e51b82 | Author: buckyballreaction | Message: Allow building of bitfighter if ALURE isn't found. Also do some cleaning up of the CMakeLists and add more status messages when searching for libraries
05:07:07raptoralmost have alure building in-tree on Windows...
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06:02:26BFLogBot Commit: b66fd63e2291 | Author: buckyballreaction | Message: Compile ALURE statically on Windows. One less DLL that nobody know how to compile...
06:06:20raptoryay, it still works in Linux
06:06:26raptorand with that, good night!
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15:25:00raptorgood morning!
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15:30:09Nothing_Muchmornin'
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17:54:50Watusimoto_Warning to anyone compiling Bitfighter on Windows... you need to completely rebuild the cmake project after updating!
17:55:43raptorWARNING
17:56:00raptoryes... did I make you lose time?
17:56:12raptor(sorry, if so)
17:56:38raptorbut you should be happy to know that we have one less DLL!
17:58:07Watusimoto_no worries; I fully support the change, and it only slowed me for a minute
17:58:23Watusimoto_but I was expecting that because I actually read the changelog...
17:58:31Watusimoto_if I hadn't been, I would have been puzzled
17:58:33raptorhooray!
17:58:51raptorthere is another change I need to make, but I'm not sure I can with how we have our resources laid out
17:59:20raptorbasically I need to allow the dedicated server to compile even if SDL is not found
17:59:41raptorhowever, we managed both the client and dedicated server in the same CMakeLists.txt
18:00:02raptorunder the same directory -
18:00:29raptorthis seems like a case where we may want divide up our sources into sub-folders 'client' 'shared' 'dedicated' etc..
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18:01:08raptorbut i'm not sure i'd like it that way... modularization has benefits and shortfalls
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20:55:30raptorhello again
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22:12:02amgine123hello
22:13:20amgine123anything new ?
22:13:26raptorhi
22:13:40raptornope, just plugging away at sub-projects
22:14:07amgine123ok if you need to test anything call me
22:15:46raptorsure, will do - but it will probably be a long while
22:19:06raptorkaen: I'm thinking about removing lua-vec completely from the repo... do you see any problem with that?
22:19:23raptorI know you have a fallback to it - but should ever even happen with our in-tree luajit?
22:19:38raptor*should that
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22:21:17amgine123@raptor any word on my idea of a of my automatic reset system for when BF or the BF master crashes ?
22:23:54kaenraptor: nope. I just put it in for the off chance that lua-vec wouldn't build on some platform (maybe mobile?)
22:24:00kaener, luajit
22:24:16kaenamgine123: I assure you that is implemented as well as it possibly can be
22:25:26Watusimoto_hi raptor -- just to answer your earlier query -- I'm not sure I like the idea of partitioning the sources
22:25:38Watusimoto_and hi everyone else who had no earlier queries
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22:29:52raptorhi
22:30:00raptormodularization is the future!
22:30:05raptoror maybe, the past!
22:30:17raptornext year's fad!
22:30:21Watusimoto_very odd -- I am testing three different ways of loading levels, and our current method seems fastest, despite its illogicality
22:30:53raptorthe don't make things like they used to
22:31:08Watusimoto_I am adding a hash computation of level hash at hosting time
22:31:09amgine123not really when the site or master crashes it takes forever to get back up you could have te site ping itself and if it times out maybe have the site reset itself or somthing that might fix bolth problems
22:31:49Watusimoto_so the fastest method is to read 4k of the file, extract level data from there, then re-read the whole file and compute the hash
22:32:14Watusimoto_this is faster than reading the whole file once, extracting the level data from the resulting string, then hashing that string
22:33:31Watusimoto_(I am trying two variants of that, with different attempts at optimizing memory management for the string)
22:34:01Watusimoto_my conclusion is that, at least with my ssd drive, reading the file is faster than allocating memory.
22:34:07Watusimoto_which seems... odd
22:34:10raptorodd
22:34:21amgine123besides dont oyu always have to manualy reset the master server when it crashes ?
22:34:27raptorwhat is your goal with hashing the level?
22:35:00raptoramgine123: if the host computer that runs the master server reboots, master already starts automatically
22:35:02Watusimoto_if we have a hash, then we can send that to clients along with a level list, perhaps allowing them to show a preview if they have one cached
22:35:06amgine123btw my BF still crashes when hosting cause unkown i even deleted all levels and reset teh ini
22:35:21raptorso a fingerprinting system
22:35:24Watusimoto_yes
22:35:37Watusimoto_and perhaps they can request a preview from the master if they don't have one cached
22:35:53raptori think the fingerprint should be based off of loaded game attributes or objects, instead of raw level data... because of newlines
22:36:14raptorwell... hmmm...
22:36:14Watusimoto_that would make loading much slower
22:36:37raptorwe already use a database id
22:36:41Watusimoto_the newlines in the level file will not change system-to-sytem
22:37:03Watusimoto_the database id is different
22:37:04raptorunless one uses pastie!
22:37:24raptorso i should stop thinking about uniqness and instead think about caching
22:37:29Watusimoto_yes -- if one uses pastie, one might get a different fingerprint
22:37:31raptorok
22:37:40raptorwell... let me check something..
22:37:58raptorok
22:38:06Watusimoto_I don't know if that would actually be a problem in practice
22:38:09raptorso unreal tournament does the following:
22:38:25Watusimoto_it might be if requesting a fingerprint from the central server
22:38:38Watusimoto_or rather using a fingerprint to request a preview
22:38:40raptorif you join a server and it has server resources you don't have, then it grabs the md5sum of the server resources and goes to your 'cache' folder looking for it
22:38:48Watusimoto_yes
22:38:53raptorif you have it, it won't download the server copy
22:38:57Watusimoto_yes
22:39:05Watusimoto_that's what I was thinking of, more or less
22:40:07Watusimoto_except that possibly you would only get previews of levels you had already loaded; i.e. the previews would be generated and cached locally the first time you play a level
22:40:28Watusimoto_rather than having the server transmit them somehow
22:41:42Watusimoto_but I'm not sure it's all worth it
22:42:36Watusimoto_calculating the hash at load time is pretty cheap, surprisingly
22:46:06raptorwhat hashing method are you using? md5?
22:46:10raptorcrc32? :)
22:48:19amgine123afk type ? Xd
22:49:47Watusimoto_md5
22:49:59raptorok, that's a quick one
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22:57:41amgine123@raptor i think someday we should have a way to retrieve server info so it shows players bots and server name regaldless of ping being timed out but ping would still read -999
22:58:01amgine123is that possible to have some sort of alterinitive way to retrteive info ?
22:58:06raptoryep, that's already an logged issue
22:59:28amgine123alright i was thinking about it in more depth but couldnt think of a solutiuon
23:03:22amgine123any ideas ?
23:03:34amgine123its hard to retrive info when you cant connect to the computer....
23:04:16fordcarsPunch through firewalls?
23:04:24fordcarsIt'll take longer though
23:04:26raptora few ideas - probably involving the master server as a relay...
23:04:36fordcarsOh
23:05:02raptorbut yeah, like fordcars says, it's difficult to get a server to divulge info when you can't connect
23:05:32fordcars*like amgine said :)
23:06:43raptoryes.. uh.. yes
23:06:48raptorok, back in a bit..
23:28:44amgine123I said that already raptor XD
23:47:24amgine123"its hard to retrive info when you cant connect to the computer...."
23:48:40fordcarsWhoa, I just contaminated a bunch of servers
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