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| 02:11:56 | | BFLogBot_ Commit: c276345ace | Author: watusimoto | Message: Fix rendering |
| 02:11:58 | | BFLogBot_ Commit: b01e448ef7 | Author: watusimoto | Message: Fix cooldown marker |
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| 03:25:41 | Nothing_Much | watusimoto: would UDP still be used for Bitfighter? |
| 03:30:11 | Nothing_Much | http://repo.openpandora.org/?page=detail&app=bitfighter I remember this :o |
| 03:42:11 | Watusimoto_ | yes |
| 03:42:23 | Watusimoto_ | we use udp almost exclusively |
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| 04:59:46 | | BFLogBot_ Commit: 0cc23193f9 | Author: watusimoto | Message: Team locking UI in place... still has no real effect, but status is now tracked and broadcast to all users |
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| 11:10:10 | raptor | good day! |
| 11:10:36 | koda | day good! |
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| 13:02:03 | watusimoto | good morning sunshine! |
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| 14:06:15 | raptor | it's quite cloudy: http://air.utah.gov/currentconditions.php?id=np |
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| 14:46:46 | watusimoto | I tried adding glshim to Bitfighter last night, and had very little success |
| 14:46:52 | watusimoto | I had to do a total revert |
| 14:47:31 | raptor | i'm not sure you'll be able to do it on windows unless you have an ES implementation |
| 14:47:47 | raptor | also, it would require c++ code changes - only cmake changes |
| 14:48:02 | watusimoto | part of my problem is that there was next to 0 docum,entation about how to use glshim |
| 14:48:02 | raptor | sorry, would *not* require c++ code changes to the bitfighter code |
| 14:48:08 | watusimoto | i.e. how to integrate into a project |
| 14:48:22 | watusimoto | I figured we'd add it to the build (via cmake), and perhaps change some includes |
| 14:48:37 | raptor | yeah - because you only compile it and link against it |
| 14:48:46 | raptor | no include changes |
| 14:48:49 | watusimoto | so no include changes |
| 14:48:55 | watusimoto | ok |
| 14:48:59 | raptor | instead it becomes the opengl provider |
| 14:49:17 | watusimoto | so we add glshim and remove opengl |
| 14:49:22 | raptor | i compiled it 2 days ago and it provides a libGL.so just like any other implementation |
| 14:49:25 | watusimoto | and magically things will work |
| 14:49:51 | watusimoto | so it wouldn't even show up in the visual studio project the way, for example, speex does |
| 14:50:01 | raptor | yes... but there has to be an ES implementation for glshim to link against, which I don't think exists on desktop windows |
| 14:50:07 | raptor | nope |
| 14:50:12 | watusimoto | yeah, ok |
| 14:50:32 | watusimoto | so what do we do? just include the code and add a compile option, then find somewhere to try it? |
| 14:50:37 | watusimoto | and call it done? |
| 14:50:56 | raptor | yeah, it would end up as a CMake option like -DUSE_GLSHIM_FOR_GLES2=1 |
| 14:51:13 | raptor | then our cmake system would load an compile that instead of search for opengl |
| 14:51:21 | watusimoto | or -DUSE_GLES2 ? |
| 14:51:32 | watusimoto | well, whatever |
| 14:51:36 | raptor | sure... |
| 14:51:58 | watusimoto | ok, well, that sounds pretty darned easy. too easy, almost |
| 14:52:19 | raptor | yeah. so easy that i wonder if it'll work in the end.. |
| 14:52:47 | raptor | i updated my system and have the new Mesa drivers, which include a GLES2 software implementation |
| 14:52:59 | koda | IT’S A TRAP |
| 14:53:16 | raptor | so I could theoretically compile it to my software ES 2 libraries and see if it'll really work |
| 14:53:46 | raptor | koda: which trap? :) |
| 14:53:58 | koda | so easy that’s it’s a trap |
| 14:54:25 | watusimoto | alright... I'll set that project aside and do no further work on gles2 |
| 14:54:54 | watusimoto | koda = dr. cynical |
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| 15:35:43 | raptor | OH NO |
| 15:36:01 | raptor | Spock is dead! |
| 16:30:28 | watusimoto | a terrible day |
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| 18:22:35 | watusimoto | quick question: |
| 18:22:45 | watusimoto | I am implementing the "lock teams" feature |
| 18:23:00 | watusimoto | wherein teams can be locked and will not change until they are "unlocked" |
| 18:23:27 | raptor | hi |
| 18:23:39 | watusimoto | skylark wrote up a description of how it would work, and he suggested that you have to specify the number of games the lock would be in effect for |
| 18:24:02 | watusimoto | he likes to overspecify things, and I don't want users to have to do that, but it does raise a good question |
| 18:24:30 | raptor | I think it should just be a server flag |
| 18:24:31 | watusimoto | if teams are locked, is there a way in which they can become unlocked without an admin issuing the unlock command? |
| 18:24:45 | raptor | and the admin shuffling may re-lock teams |
| 18:24:45 | watusimoto | e.g. all players quit; teams should become unlocked |
| 18:25:05 | watusimoto | admins can change teams during a locked games |
| 18:25:08 | raptor | nope, just a server flag that sticks until the server is restarted or the flag is toggled |
| 18:25:38 | raptor | if a player joins during lock phase, they stay with those teammates |
| 18:25:54 | watusimoto | if admin locks teams, and everyone quits, it makes no sense that teams wiould still be locked if someone new wanders in |
| 18:26:04 | raptor | admin can shuffle/change other players, and that will reset the lock to the new configuration |
| 18:26:09 | watusimoto | yes |
| 18:26:14 | watusimoto | that is clear |
| 18:26:26 | raptor | i think lock stays on the server |
| 18:26:31 | raptor | even if all players leave |
| 18:26:47 | raptor | so when they come back teams are still locked... and maybe a warning is issued somewhere |
| 18:26:50 | watusimoto | I don't think there is a use case for a perpetually locked server |
| 18:27:06 | raptor | that's why it should just be a toggle |
| 18:27:22 | watusimoto | I've implemented it as a togge |
| 18:27:32 | watusimoto | lockTeams / unlockteams |
| 18:27:49 | watusimoto | but I like the idea of locks expiring somehow |
| 18:28:16 | watusimoto | because someone joining a locked server would be lame |
| 18:28:18 | raptor | i'm not sure i do... but i can see the case where if all teams leave, the lock is released |
| 18:28:27 | watusimoto | (assuming no ongoing games, of course) |
| 18:28:36 | raptor | well we already have allowteamchanging flag |
| 18:28:44 | watusimoto | ok, well it is clear that the lock should expire when everyone quits |
| 18:28:57 | watusimoto | so that's one case |
| 18:29:09 | watusimoto | should it expire if all admins quit? |
| 18:29:14 | raptor | no |
| 18:29:30 | watusimoto | but then teams could get really unbalanced, with no way to restore balance |
| 18:29:49 | watusimoto | even quitting and rejoining (if I implement as per skylark's spec) |
| 18:29:53 | raptor | how so? |
| 18:30:03 | watusimoto | ok, 6 players playing |
| 18:30:04 | raptor | when rejoining they'd be added to the smallest team |
| 18:30:08 | watusimoto | on a locked server |
| 18:30:14 | watusimoto | 3 on one team quit |
| 18:30:22 | watusimoto | now it's 3 v 0 |
| 18:30:24 | watusimoto | forever |
| 18:30:48 | raptor | so maybe the lock breaks when off-balance is > 1 ? |
| 18:31:16 | watusimoto | I was thinking if the admin who placed the lock is on, then the lock should stay in place, even with really unbalanced teams |
| 18:31:35 | watusimoto | to me, that seems reasonable |
| 18:31:53 | raptor | yes, i agree |
| 18:32:08 | watusimoto | so the slightly more ambiguous case |
| 18:32:16 | watusimoto | one admin quits, while another joins |
| 18:32:38 | watusimoto | there is still an admin available, but they may not know what's going on |
| 18:32:49 | watusimoto | I was thinking in that case, we'd alert them to the lock periodically\ |
| 18:32:58 | raptor | maybe trigger an announcement with new players about the team lock? |
| 18:33:06 | watusimoto | like when players quit and balance is out-of-whack |
| 18:33:16 | watusimoto | maybe |
| 18:33:45 | watusimoto | I also think the lock should not expire for a minute or so after admin leaves, just in case there's a network hiccup |
| 18:33:49 | watusimoto | and he rejoins |
| 18:34:39 | watusimoto | ok, I think I'll need to write up some test cases |
| 18:34:49 | watusimoto | because this is getting complex |
| 18:35:05 | raptor | it honestly sounds waaay more complicated than the work i'd want to put into it |
| 18:35:16 | watusimoto | or maybe lock only works for a few games; and has to be renewed periodically |
| 18:35:33 | watusimoto | which is what skylark proposed |
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| 18:36:51 | watusimoto | we could alert the admin :"Lock expires at the end of this game... issue /lockteams to renew for another 3 games" |
| 18:37:08 | raptor | or require an argument /lockteams 3 |
| 18:37:18 | watusimoto | that was actually his exact proposal |
| 18:37:41 | watusimoto | /lockteams -1 |
| 18:37:48 | watusimoto | retroactive unlock |
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| 21:33:10 | raptor | integrating glshim... |
| 21:34:27 | watusimoto | yay!! |
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