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| 01:51:48 | raptor | onwards! to more CMake fixes! |
| 02:39:49 | raptor | clipper is the coolest library... |
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| 03:56:28 | raptor | neat!: http://arstechnica.com/security/2014/05/how-to-stash-secret-messages-in-tweets-using-point-and-click-steganography/ |
| 04:01:56 | | BFLogBot 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 |
| 05:07:07 | raptor | almost have alure building in-tree on Windows... |
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| 06:02:26 | | BFLogBot Commit: b66fd63e2291 | Author: buckyballreaction | Message: Compile ALURE statically on Windows. One less DLL that nobody know how to compile... |
| 06:06:20 | raptor | yay, it still works in Linux |
| 06:06:26 | raptor | and with that, good night! |
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| 15:25:00 | raptor | good morning! |
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| 15:30:09 | Nothing_Much | mornin' |
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| 17:54:50 | Watusimoto_ | Warning to anyone compiling Bitfighter on Windows... you need to completely rebuild the cmake project after updating! |
| 17:55:43 | raptor | WARNING |
| 17:56:00 | raptor | yes... did I make you lose time? |
| 17:56:12 | raptor | (sorry, if so) |
| 17:56:38 | raptor | but you should be happy to know that we have one less DLL! |
| 17:58:07 | Watusimoto_ | no worries; I fully support the change, and it only slowed me for a minute |
| 17:58:23 | Watusimoto_ | but I was expecting that because I actually read the changelog... |
| 17:58:31 | Watusimoto_ | if I hadn't been, I would have been puzzled |
| 17:58:33 | raptor | hooray! |
| 17:58:51 | raptor | there is another change I need to make, but I'm not sure I can with how we have our resources laid out |
| 17:59:20 | raptor | basically I need to allow the dedicated server to compile even if SDL is not found |
| 17:59:41 | raptor | however, we managed both the client and dedicated server in the same CMakeLists.txt |
| 18:00:02 | raptor | under the same directory - |
| 18:00:29 | raptor | this seems like a case where we may want divide up our sources into sub-folders 'client' 'shared' 'dedicated' etc.. |
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| 18:01:08 | raptor | but i'm not sure i'd like it that way... modularization has benefits and shortfalls |
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| 20:55:30 | raptor | hello again |
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| 22:12:02 | amgine123 | hello |
| 22:13:20 | amgine123 | anything new ? |
| 22:13:26 | raptor | hi |
| 22:13:40 | raptor | nope, just plugging away at sub-projects |
| 22:14:07 | amgine123 | ok if you need to test anything call me |
| 22:15:46 | raptor | sure, will do - but it will probably be a long while |
| 22:19:06 | raptor | kaen: I'm thinking about removing lua-vec completely from the repo... do you see any problem with that? |
| 22:19:23 | raptor | I know you have a fallback to it - but should ever even happen with our in-tree luajit? |
| 22:19:38 | raptor | *should that |
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| 22:21:17 | amgine123 | @raptor any word on my idea of a of my automatic reset system for when BF or the BF master crashes ? |
| 22:23:54 | kaen | raptor: nope. I just put it in for the off chance that lua-vec wouldn't build on some platform (maybe mobile?) |
| 22:24:00 | kaen | er, luajit |
| 22:24:16 | kaen | amgine123: I assure you that is implemented as well as it possibly can be |
| 22:25:26 | Watusimoto_ | hi raptor -- just to answer your earlier query -- I'm not sure I like the idea of partitioning the sources |
| 22:25:38 | Watusimoto_ | and hi everyone else who had no earlier queries |
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| 22:29:52 | raptor | hi |
| 22:30:00 | raptor | modularization is the future! |
| 22:30:05 | raptor | or maybe, the past! |
| 22:30:17 | raptor | next year's fad! |
| 22:30:21 | Watusimoto_ | very odd -- I am testing three different ways of loading levels, and our current method seems fastest, despite its illogicality |
| 22:30:53 | raptor | the don't make things like they used to |
| 22:31:08 | Watusimoto_ | I am adding a hash computation of level hash at hosting time |
| 22:31:09 | amgine123 | not 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 |
| 22:31:49 | Watusimoto_ | 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 |
| 22:32:14 | Watusimoto_ | this is faster than reading the whole file once, extracting the level data from the resulting string, then hashing that string |
| 22:33:31 | Watusimoto_ | (I am trying two variants of that, with different attempts at optimizing memory management for the string) |
| 22:34:01 | Watusimoto_ | my conclusion is that, at least with my ssd drive, reading the file is faster than allocating memory. |
| 22:34:07 | Watusimoto_ | which seems... odd |
| 22:34:10 | raptor | odd |
| 22:34:21 | amgine123 | besides dont oyu always have to manualy reset the master server when it crashes ? |
| 22:34:27 | raptor | what is your goal with hashing the level? |
| 22:35:00 | raptor | amgine123: if the host computer that runs the master server reboots, master already starts automatically |
| 22:35:02 | Watusimoto_ | 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 |
| 22:35:06 | amgine123 | btw my BF still crashes when hosting cause unkown i even deleted all levels and reset teh ini |
| 22:35:21 | raptor | so a fingerprinting system |
| 22:35:24 | Watusimoto_ | yes |
| 22:35:37 | Watusimoto_ | and perhaps they can request a preview from the master if they don't have one cached |
| 22:35:53 | raptor | i think the fingerprint should be based off of loaded game attributes or objects, instead of raw level data... because of newlines |
| 22:36:14 | raptor | well... hmmm... |
| 22:36:14 | Watusimoto_ | that would make loading much slower |
| 22:36:37 | raptor | we already use a database id |
| 22:36:41 | Watusimoto_ | the newlines in the level file will not change system-to-sytem |
| 22:37:03 | Watusimoto_ | the database id is different |
| 22:37:04 | raptor | unless one uses pastie! |
| 22:37:24 | raptor | so i should stop thinking about uniqness and instead think about caching |
| 22:37:29 | Watusimoto_ | yes -- if one uses pastie, one might get a different fingerprint |
| 22:37:31 | raptor | ok |
| 22:37:40 | raptor | well... let me check something.. |
| 22:37:58 | raptor | ok |
| 22:38:06 | Watusimoto_ | I don't know if that would actually be a problem in practice |
| 22:38:09 | raptor | so unreal tournament does the following: |
| 22:38:25 | Watusimoto_ | it might be if requesting a fingerprint from the central server |
| 22:38:38 | Watusimoto_ | or rather using a fingerprint to request a preview |
| 22:38:40 | raptor | if 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 |
| 22:38:48 | Watusimoto_ | yes |
| 22:38:53 | raptor | if you have it, it won't download the server copy |
| 22:38:57 | Watusimoto_ | yes |
| 22:39:05 | Watusimoto_ | that's what I was thinking of, more or less |
| 22:40:07 | Watusimoto_ | 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 |
| 22:40:28 | Watusimoto_ | rather than having the server transmit them somehow |
| 22:41:42 | Watusimoto_ | but I'm not sure it's all worth it |
| 22:42:36 | Watusimoto_ | calculating the hash at load time is pretty cheap, surprisingly |
| 22:46:06 | raptor | what hashing method are you using? md5? |
| 22:46:10 | raptor | crc32? :) |
| 22:48:19 | amgine123 | afk type ? Xd |
| 22:49:47 | Watusimoto_ | md5 |
| 22:49:59 | raptor | ok, that's a quick one |
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| 22:57:41 | amgine123 | @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 |
| 22:58:01 | amgine123 | is that possible to have some sort of alterinitive way to retrteive info ? |
| 22:58:06 | raptor | yep, that's already an logged issue |
| 22:59:28 | amgine123 | alright i was thinking about it in more depth but couldnt think of a solutiuon |
| 23:03:22 | amgine123 | any ideas ? |
| 23:03:34 | amgine123 | its hard to retrive info when you cant connect to the computer.... |
| 23:04:16 | fordcars | Punch through firewalls? |
| 23:04:24 | fordcars | It'll take longer though |
| 23:04:26 | raptor | a few ideas - probably involving the master server as a relay... |
| 23:04:36 | fordcars | Oh |
| 23:05:02 | raptor | but yeah, like fordcars says, it's difficult to get a server to divulge info when you can't connect |
| 23:05:32 | fordcars | *like amgine said :) |
| 23:06:43 | raptor | yes.. uh.. yes |
| 23:06:48 | raptor | ok, back in a bit.. |
| 23:28:44 | amgine123 | I said that already raptor XD |
| 23:47:24 | amgine123 | "its hard to retrive info when you cant connect to the computer...." |
| 23:48:40 | fordcars | Whoa, I just contaminated a bunch of servers |
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