#bitfighter IRC Log

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IRC Log for 2015-02-27

Timestamps are in GMT/BST.

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02:11:56BFLogBot_ Commit: c276345ace | Author: watusimoto | Message: Fix rendering
02:11:58BFLogBot_ Commit: b01e448ef7 | Author: watusimoto | Message: Fix cooldown marker
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03:25:41Nothing_Muchwatusimoto: would UDP still be used for Bitfighter?
03:30:11Nothing_Muchhttp://repo.openpandora.org/?page=detail&app=bitfighter I remember this :o
03:42:11Watusimoto_yes
03:42:23Watusimoto_we use udp almost exclusively
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04:59:46BFLogBot_ 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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11:10:10raptorgood day!
11:10:36kodaday good!
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13:02:03watusimotogood morning sunshine!
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14:06:15raptorit's quite cloudy: http://air.utah.gov/currentconditions.php?id=np
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14:46:46watusimotoI tried adding glshim to Bitfighter last night, and had very little success
14:46:52watusimotoI had to do a total revert
14:47:31raptori'm not sure you'll be able to do it on windows unless you have an ES implementation
14:47:47raptoralso, it would require c++ code changes - only cmake changes
14:48:02watusimotopart of my problem is that there was next to 0 docum,entation about how to use glshim
14:48:02raptorsorry, would *not* require c++ code changes to the bitfighter code
14:48:08watusimotoi.e. how to integrate into a project
14:48:22watusimotoI figured we'd add it to the build (via cmake), and perhaps change some includes
14:48:37raptoryeah - because you only compile it and link against it
14:48:46raptorno include changes
14:48:49watusimotoso no include changes
14:48:55watusimotook
14:48:59raptorinstead it becomes the opengl provider
14:49:17watusimotoso we add glshim and remove opengl
14:49:22raptori compiled it 2 days ago and it provides a libGL.so just like any other implementation
14:49:25watusimotoand magically things will work
14:49:51watusimotoso it wouldn't even show up in the visual studio project the way, for example, speex does
14:50:01raptoryes... but there has to be an ES implementation for glshim to link against, which I don't think exists on desktop windows
14:50:07raptornope
14:50:12watusimotoyeah, ok
14:50:32watusimotoso what do we do? just include the code and add a compile option, then find somewhere to try it?
14:50:37watusimotoand call it done?
14:50:56raptoryeah, it would end up as a CMake option like -DUSE_GLSHIM_FOR_GLES2=1
14:51:13raptorthen our cmake system would load an compile that instead of search for opengl
14:51:21watusimotoor -DUSE_GLES2 ?
14:51:32watusimotowell, whatever
14:51:36raptorsure...
14:51:58watusimotook, well, that sounds pretty darned easy. too easy, almost
14:52:19raptoryeah. so easy that i wonder if it'll work in the end..
14:52:47raptori updated my system and have the new Mesa drivers, which include a GLES2 software implementation
14:52:59kodaIT’S A TRAP
14:53:16raptorso I could theoretically compile it to my software ES 2 libraries and see if it'll really work
14:53:46raptorkoda: which trap? :)
14:53:58kodaso easy that’s it’s a trap
14:54:25watusimotoalright... I'll set that project aside and do no further work on gles2
14:54:54watusimotokoda = dr. cynical
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15:35:43raptorOH NO
15:36:01raptorSpock is dead!
16:30:28watusimotoa terrible day
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18:22:35watusimotoquick question:
18:22:45watusimotoI am implementing the "lock teams" feature
18:23:00watusimotowherein teams can be locked and will not change until they are "unlocked"
18:23:27raptorhi
18:23:39watusimotoskylark 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
18:24:02watusimotohe likes to overspecify things, and I don't want users to have to do that, but it does raise a good question
18:24:30raptorI think it should just be a server flag
18:24:31watusimotoif teams are locked, is there a way in which they can become unlocked without an admin issuing the unlock command?
18:24:45raptorand the admin shuffling may re-lock teams
18:24:45watusimotoe.g. all players quit; teams should become unlocked
18:25:05watusimotoadmins can change teams during a locked games
18:25:08raptornope, just a server flag that sticks until the server is restarted or the flag is toggled
18:25:38raptorif a player joins during lock phase, they stay with those teammates
18:25:54watusimotoif admin locks teams, and everyone quits, it makes no sense that teams wiould still be locked if someone new wanders in
18:26:04raptoradmin can shuffle/change other players, and that will reset the lock to the new configuration
18:26:09watusimotoyes
18:26:14watusimotothat is clear
18:26:26raptori think lock stays on the server
18:26:31raptoreven if all players leave
18:26:47raptorso when they come back teams are still locked... and maybe a warning is issued somewhere
18:26:50watusimotoI don't think there is a use case for a perpetually locked server
18:27:06raptorthat's why it should just be a toggle
18:27:22watusimotoI've implemented it as a togge
18:27:32watusimotolockTeams / unlockteams
18:27:49watusimotobut I like the idea of locks expiring somehow
18:28:16watusimotobecause someone joining a locked server would be lame
18:28:18raptori'm not sure i do... but i can see the case where if all teams leave, the lock is released
18:28:27watusimoto(assuming no ongoing games, of course)
18:28:36raptorwell we already have allowteamchanging flag
18:28:44watusimotook, well it is clear that the lock should expire when everyone quits
18:28:57watusimotoso that's one case
18:29:09watusimotoshould it expire if all admins quit?
18:29:14raptorno
18:29:30watusimotobut then teams could get really unbalanced, with no way to restore balance
18:29:49watusimotoeven quitting and rejoining (if I implement as per skylark's spec)
18:29:53raptorhow so?
18:30:03watusimotook, 6 players playing
18:30:04raptorwhen rejoining they'd be added to the smallest team
18:30:08watusimotoon a locked server
18:30:14watusimoto3 on one team quit
18:30:22watusimotonow it's 3 v 0
18:30:24watusimotoforever
18:30:48raptorso maybe the lock breaks when off-balance is > 1 ?
18:31:16watusimotoI was thinking if the admin who placed the lock is on, then the lock should stay in place, even with really unbalanced teams
18:31:35watusimototo me, that seems reasonable
18:31:53raptoryes, i agree
18:32:08watusimotoso the slightly more ambiguous case
18:32:16watusimotoone admin quits, while another joins
18:32:38watusimotothere is still an admin available, but they may not know what's going on
18:32:49watusimotoI was thinking in that case, we'd alert them to the lock periodically\
18:32:58raptormaybe trigger an announcement with new players about the team lock?
18:33:06watusimotolike when players quit and balance is out-of-whack
18:33:16watusimotomaybe
18:33:45watusimotoI also think the lock should not expire for a minute or so after admin leaves, just in case there's a network hiccup
18:33:49watusimotoand he rejoins
18:34:39watusimotook, I think I'll need to write up some test cases
18:34:49watusimotobecause this is getting complex
18:35:05raptorit honestly sounds waaay more complicated than the work i'd want to put into it
18:35:16watusimotoor maybe lock only works for a few games; and has to be renewed periodically
18:35:33watusimotowhich is what skylark proposed
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18:36:51watusimotowe could alert the admin :"Lock expires at the end of this game... issue /lockteams to renew for another 3 games"
18:37:08raptoror require an argument /lockteams 3
18:37:18watusimotothat was actually his exact proposal
18:37:41watusimoto/lockteams -1
18:37:48watusimotoretroactive unlock
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21:33:10raptorintegrating glshim...
21:34:27watusimotoyay!!
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