15:34 <+Amaranth> It knows you can't cheat so all of the players share in running the server 15:34 < Grum> it cheats a lot 15:34 < dx> oh. 15:34 < edk> let's play the pbunny quotes about threading game 15:34 < edk> so, what are the problems with threads except they are too hard for you? :) 15:35 <+Amaranth> Fixed size map, fixed client, no central server 15:35 < dx> sick burn 15:35 < edk> so, what are the problems with threads except they are too hard for you? :) 15:35 < edk> oops 15:35 < edk> edk: i was planning to use separate threads for entities 15:35 < edk> it can run thousands of threads if it needs 15:35 < pbunny> thousands != thread for every entity 15:35 < pbunny> sheesh 15:35 < edk> people hating threads and mutexes just had a few occasions when they failed to design mutex pattern well and their code sucked 15:35 <+Amaranth> edk: Obviously the ideal is a thread per chunk 15:35 < dx> >not a thread per block 15:35 <+md_5> Nah thread power entity 15:36 < Grum> depends on the definition of a chunk 15:36 < ShaRose> 2 threads for every entity! 15:36 <+Amaranth> Grum: Current definition, don't go redefining words :D 15:36 <+md_5> I'm out 15:36 <+md_5> Bye 15:36 <+md_5> Have fun 15:36 < dx> bye 15:36 < edk> md_5: o/ 15:36 <+md_5> Don't commit suicide 15:36 < edk> might be hard 15:37 <+md_5> Call the helpline and explain situation 15:37 < dx> loling 15:37 <+Amaranth> This dota stream switches from enya to bastion OST to tom petty for the music between games 15:37 <+Amaranth> This is some kind of tournament too 15:37 < SinZ> md_5: they would give you the bullet... 15:39 <+Amaranth> btw the feature I was thinking of to run .class files directly was the binfmt kernel module 15:39 < pbunny> edk: any more of compromat? 15:40 <+Amaranth> Amaranth: no, stack allocation is malloc :) 15:40 <+Amaranth> Quote of the year right there 15:40 < dx> what's a heap 15:41 <+Amaranth> edk: It isn't threads but I think I still win 15:41 < dx> Amaranth: unrelated, were you the one who was asking here for ideas on how to have less-than-1-byte-per-block efficient in-memory chunk storage? 15:41 < dx> months ago probably 15:41 < edk> Amaranth: *hands over crown* 15:41 <+Amaranth> dx: Less than 3 bytes per block actually 15:42 < dx> hm, right 15:42 <+Amaranth> dx: I ended up settling on a system that is a slightly more advanced version of what someone did for CraftBukkit in MC 1.1 times 15:42 < dx> Amaranth: mc beta 1.1? details? 15:42 <+Amaranth> Not beta 1.1 15:42 <+Amaranth> https://github.com/amaranth/CraftBukkit/blob/5e0112aa5be186c1a7b258fc7a6295af1fc3e07a/src/main/java/org/bukkit/craftbukkit/util/Palette.java 15:43 < dx> oh, so pre-anvil 15:43 <+Amaranth> afaik there is no MC code in that file so it's safe to look at :P 15:43 < dx> lol "safe to look at" 15:43 <+Amaranth> dx: Yeah but a part of the change to implement this in 1.1 involved converting chunks to a cube stack anyway and still working on 16^3 sections 15:45 <+Amaranth> Oh wow line 33 in that file is kind of derp 15:45 <+Amaranth> Oh well :P 15:45 < dx> heh 15:47 < dx> Amaranth: hmm not sure if i'm getting it right, you're limiting the data type of the block array to 4 / 8 / 16 bits depending on what's used, and, uh, what's the "palette" for? 15:47 < dx> oh wait 15:48 <+Amaranth> hehe 15:48 < dx> if there's a palette, then the block array can be up to 15 different kinds of blocks with any data and it's stored as nibbles, right? 15:49 <+Amaranth> Not even close 15:49 < dx> if i got it right then i like it 15:49 < dx> aw :( 15:49 < pbunny> Amaranth: you can allocate a stack (of some emulated function) with malloc. 15:49 < dx> pbunny: what's your definition of stack? 15:50 < pbunny> dx: memory area with arguments passed to function (and return value iirc) 15:50 <+Amaranth> dx: The actual block data is stored in the palette, one entry per unique id/data/light/skylight value in the chunk section. The blocks array contains indices into the palette array 15:50 <+Amaranth> dx: Think GIF 15:50 < dx> Amaranth: oh, yeah, that's what i meant, but didn't consider that light/skylight would be there too. nice 15:51 <+Amaranth> Since each palette entry has 4 bytes available and we only need 3 I use the last byte is a counter for efficiency 15:51 <+Amaranth> Except I special case the counter getting to 255 and consider it "permanent" and no longer change the count 15:52 < dx> Amaranth: but wouldn't including light (from torches maybe) expand the palette a lot? 15:53 <+Amaranth> dx: This is Grum's argument too :D 15:53 <+Amaranth> iirc he wanted it to only be for id/data and store lighting separately 15:54 <+Amaranth> But there are more cases where storing lighting like this uses less memory than cases where it uses more, I think 15:54 < dx> yeah, either method could be more efficient in different cases 15:54 < dx> definitely true for naturally generated worlds, but for a flat one where everything is player built, you're going to have torches on everything 15:55 < pbunny> isn't it optimal to store light in ready-to-send-to-clients format? 15:55 < pbunny> so you can just deflate a chunk and send 15:55 < pbunny> without additional operations 15:55 < dx> we're talking about something you'd never consider, in-memory storage optimization 15:56 <+Amaranth> dx: You still have to have over ~900 unique blocks out of the 4096 possible before this starts using more memory iirc 15:56 <+Amaranth> More memory vs the current vanilla implementation anyway 15:57 <+Amaranth> dx: But anyway, when you asked about it where you wanting to see if I figured anything out or wanting to report something you figured out? :) 15:57 < dx> Amaranth: wanted to see if you figured it out :P 15:57 <+Amaranth> ah 15:58 <+Amaranth> Well due to the count system there can be scenarios where I have duplicate entries in the palette and bloat RAM usage 15:58 <+Amaranth> Since the binary search was modified to consider empty entries a match 15:59 < dx> 'empty entries'? of the palette? 15:59 <+Amaranth> But overall the count helps to ensure I avoid having to call compressPalette so much 15:59 <+Amaranth> Yeah 15:59 <+Amaranth> I use the last byte of the palette entry as a counter of how many blocks in the chunk are using it 16:01 <+Amaranth> Any improvement ideas are welcome though 16:03 < dx> compressPalette looks like a harmless loop that iterates over blocks and copies each one to a new object 16:04 <+Amaranth> But remember each call to setRawData calls getEntryPosition 16:05 < dx> oh, getEntryPosition 16:05 < dx> i had no idea who to blame for the performance hit :D 16:05 <+Amaranth> getEntryPosition and the things it calls are where all the magic is 16:06 <+Amaranth> But also where most of the CPU time is :P 16:07 <+Amaranth> It's most commonly just a binary search over the palette though 16:07 <+Amaranth> And the palette usually isn't very big so it's log N with a tiny N 16:15 -!- bitcraft [~bitcraft@66.254.199.58] has joined #mcdevs 16:21 * TkTech reads the backlog 16:21 * TkTech cries laughing 16:22 < SinZ> wb 16:22 -!- Zachoz is now known as Zachoz|Away 16:24 < TkTech> Amaranth, Is that even worth it? The size vs time doesn't seem like it would be. 16:24 <+Amaranth> TkTech: That is the question 16:24 <+Amaranth> It is a rather large reduction in memory usage 16:25 <+Amaranth> Rough measurements of overall server memory usage make me think somewhere around 60% reduction 16:25 <+Amaranth> (in a "typical" world) 16:26 < TkTech> When would you use it? Just on recently-used sections you want to keep in memory? 16:26 < TkTech> (but not active sections) 16:26 <+Amaranth> I haven't had time to finish verifying it works correctly though let alone measure the memory and CPU differences precisely 16:27 <+Amaranth> TkTech: I would use it everywhere :P 16:27 <+Prf_Jakob> online compression? 16:27 <+Prf_Jakob> or what? 16:27 <+Amaranth> Prf_Jakob: More or less 16:27 < TkTech> Amaranth, Everything is just speculation until you've got it working, but at a guess I don't think it'll be worthwhile for active sections. 16:27 <+Amaranth> TkTech: Well it definitely works 16:28 <+Amaranth> I can load existing maps and generate new ones with apparently no issues 16:28 <+Amaranth> TkTech: I know it'll just more CPU, the question is how much and is that worth the RAM savings 16:29 <+Prf_Jakob> if you can offload the compression to another CPU then its totally worth it 16:29 < TkTech> Prf_Jakob, I haven't heard good things about Java and multicore. 16:29 <+Amaranth> My unit test has me fairly confident it is all working correctly but I haven't done a lot of in game testing 16:29 < TkTech> Amaranth, Right, I get that, I'm just speculating that it'll be worthwhile for less-active chunks. 16:32 <+Amaranth> TkTech: Well for reading chunk data I don't see it being noticeably slower 16:33 < TkTech> Amaranth, Keep in mind there are a few servers with 100+ users. They can easily toss more RAM at the problem, but disk contention and CPU will become the problem. 16:33 <+Amaranth> TkTech: Oh, I'm well aware 16:33 < TkTech> Amaranth, I just think it should be configurable/tunable, don't just turn it on for everything always 16:33 <+Amaranth> Sure 16:33 -!- conehead [~conehead@unaffiliated/conehead] has joined #mcdevs 16:36 <+Amaranth> TkTech: Although depending on the benchmark data that may not be needed either 16:37 <+Amaranth> But the plan was to make it configurable just if nothing else from a "this might destroy your world" perspective if it ever got added to something 16:57 -!- Calinou [~Calinou@unaffiliated/calinou] has joined #mcdevs 17:17 -!- bitcraft [~bitcraft@66.254.199.58] has quit [Quit: Computer has gone to sleep.] 17:21 -!- dexter0 [~dexter0@c-24-23-138-192.hsd1.ca.comcast.net] has quit [Quit: exit(0);] 17:30 -!- Calinou [~Calinou@unaffiliated/calinou] has quit [Remote host closed the connection] 17:43 -!- dexter0 [~dexter0@c-24-23-138-192.hsd1.ca.comcast.net] has joined #mcdevs 18:01 -!- Calinou [~Calinou@unaffiliated/calinou] has joined #mcdevs 18:04 < toqueteos> oh god, why did notch invent his own new trigonometry? fuck him! 18:05 < SinZ> howso 18:05 < Calinou> you can't fuck notch, he's married 18:05 < SinZ> ^ 18:05 < TkTech> Calinou, He's divorced. 18:05 < Calinou> I know :P 18:05 < Calinou> lol 18:05 < Calinou> ez married him for the money :> 18:05 < TkTech> Is that a Republican "I Know"? 18:05 < toqueteos> correct me if i'm wrong please 18:05 < Calinou> no, I said "I know" while wearing iron armor, not diamond armor 18:06 < Calinou> only republicans use diamond armor 18:06 -!- dexter0 [~dexter0@c-24-23-138-192.hsd1.ca.comcast.net] has quit [Ping timeout: 260 seconds] 18:06 < SinZ> uhh, wern't they engaged before Minecraft went huge 18:06 < toqueteos> whenever a server sees a PlayerLook (0x0C) packet it should send Entity Look (0x20) to nearby players, am i right? 18:06 < TkTech> SinZ, Yes, Calinou is just being retarded. 18:07 -!- superjoe [~andy@static-72-89-161-75.nycmny.fios.verizon.net] has joined #mcdevs 18:09 < Calinou> in august 2011 or so 18:09 < Calinou> MC was already huge 18:10 -!- dexter0 [~dexter0@c-24-23-138-192.hsd1.ca.comcast.net] has joined #mcdevs 18:10 < SinZ> well, not nearly as huge as it is now, and they were engage long before then 18:11 < SinZ> engaged* 18:16 -!- Yoshi2_ [~chatzilla@xdsl-78-35-194-158.netcologne.de] has joined #mcdevs 18:18 -!- Yoshi2 [~chatzilla@xdsl-78-35-205-16.netcologne.de] has quit [Ping timeout: 256 seconds] 18:18 -!- Yoshi2_ is now known as Yoshi2 18:33 -!- bitcraft [~bitcraft@66.254.199.58] has joined #mcdevs 18:33 -!- mappum [~mappum@c-67-170-21-29.hsd1.wa.comcast.net] has joined #mcdevs 18:47 -!- Knux14 [52ff93e6@gateway/web/freenode/ip.82.255.147.230] has joined #mcdevs 18:48 < Knux14> Hi everyone 18:51 -!- Morrolan [Morrolan@morrolan.ch] has quit [Ping timeout: 272 seconds] 18:53 -!- Morrolan [Morrolan@morrolan.ch] has joined #mcdevs 18:57 < TkTech> Prf_Jakob, Oo, planetary control. 18:59 <+Prf_Jakob> I hope they deliver on what they promised 19:00 < TkTech> Prf_Jakob, Uh oh, friendly fire. 19:00 < TkTech> All it takes is one dick with a Dreadnaught… 19:03 -!- Knux14 [52ff93e6@gateway/web/freenode/ip.82.255.147.230] has quit [Quit: Page closed] 19:09 -!- BizarreCake [~BizarreCa@46.121.251.157] has quit [Read error: Connection timed out] 19:14 -!- bitcraft [~bitcraft@66.254.199.58] has quit [Quit: Computer has gone to sleep.] 19:14 -!- BizarreCake [~BizarreCa@46.121.251.157] has joined #mcdevs 19:38 -!- bitcraft [~bitcraft@66.254.199.58] has joined #mcdevs 19:47 < toqueteos> guys how are floats packed into a single byte? http://wiki.vg/Protocol#Spawn_Named_Entity_.280x14.29 i searched and i found nothing... 19:48 < Thinkofdeath> toqueteos: https://github.com/thinkofdeath/netherrack/blob/master/player/event.go#L21 19:49 < toqueteos> Thinkofdeath: hey! it's on github, congrats 19:49 < Thinkofdeath> :) 19:49 < toqueteos> so that's that weird 2p/256 step thingy 19:50 < Thinkofdeath> yeah 19:50 < toqueteos> jesus 19:50 < toqueteos> thanks buddy 19:50 < toqueteos> why do you convert to int yaw but not pitch? 19:50 < Thinkofdeath> I think the pitch should be the same as yaw it just hasn't been an issue yet 19:51 < toqueteos> oh i see 19:51 < toqueteos> "don't touch it if it's working" 19:51 < Thinkofdeath> :P 19:53 < toqueteos> Thinkofdeath: your UnsafeConnection interface is HUGE 19:53 < Thinkofdeath> I'm changing it at some point 19:54 < toqueteos> le agenda feis 19:54 < toqueteos> oups, wrong channel 20:07 < zutto> intresting, someone actually doing something with go 20:08 < Thinkofdeath> Two people :) 20:15 -!- BizarreCake [~BizarreCa@46.121.251.157] has quit [Ping timeout: 256 seconds] 20:17 < TkTech> zutto, Lots of go projects for minecraft. 20:18 < zutto> i dont really pay attention to minecraft projects.. or any new projects actually 20:19 < zutto> but go is supposed to become "the new C", and its intresting to see if it falls like dart did 20:20 < Kyle> TkTech: double the wild TkTech 20:21 < toqueteos> im the other Go guy 20:22 < zutto> i see 20:29 -!- Paprikachu [~Paprikach@178.112.133.230.wireless.dyn.drei.com] has joined #mcdevs 20:33 -!- Calinou [~Calinou@unaffiliated/calinou] has quit [Remote host closed the connection] 21:18 -!- Cay [~OlofLarss@s83-177-171-150.cust.tele2.se] has quit [Read error: Connection reset by peer] 21:28 -!- Paprikachu [~Paprikach@178.112.133.230.wireless.dyn.drei.com] has quit [Remote host closed the connection] 21:33 -!- Eric1212 [~Eric1212@bas3-guelph22-1176206193.dsl.bell.ca] has joined #mcdevs 21:33 -!- Eric1212 [~Eric1212@bas3-guelph22-1176206193.dsl.bell.ca] has quit [Max SendQ exceeded] 21:40 < TkTech> toqueteos, Well, it's not just you two, there's 27+ public minecraft-related go repos on github alone. 21:40 < toqueteos> i was late, Thinkof.. said 2 people 21:41 < toqueteos> there's chunkymonkey and a lot of forks abandoned 21:52 -!- Eric1212 [~Eric1212@bas3-guelph22-1176206193.dsl.bell.ca] has joined #mcdevs 21:52 -!- Eric1212 [~Eric1212@bas3-guelph22-1176206193.dsl.bell.ca] has quit [Max SendQ exceeded] 21:58 -!- Eric1212 [~Eric1212@bas3-guelph22-1176206193.dsl.bell.ca] has joined #mcdevs 21:58 -!- Eric1212 [~Eric1212@bas3-guelph22-1176206193.dsl.bell.ca] has quit [Max SendQ exceeded] 22:04 -!- Yoshi2 [~chatzilla@xdsl-78-35-194-158.netcologne.de] has quit [Quit: ChatZilla 0.9.90 [Firefox 20.0.1/20130409194949]] 22:36 -!- bitcraft [~bitcraft@66.254.199.58] has quit [Quit: Computer has gone to sleep.] 23:53 -!- Xaardas [~tach@p5B2525EE.dip0.t-ipconnect.de] has quit [Quit: Tschuess und bis Bald] 23:57 -!- Extreme7 [~extreme@ool-4579abf1.dyn.optonline.net] has joined #mcdevs --- Day changed jeu. avril 25 2013 00:29 -!- toqueteos [~toqueteos@96.Red-81-34-156.dynamicIP.rima-tde.net] has quit [Quit: Nettalk6 - www.ntalk.de] 00:30 -!- eddyb [~eddy@unaffiliated/eddyb] has quit [Quit: Konversation terminated!] 00:32 -!- edlothiol [~edlothiol@2a02:810b:80c0:27:f2de:f1ff:fe78:51cf] has quit [Ping timeout: 256 seconds] 00:32 < TkTech> Dinnerbone, I'd love to know what you pay in bandwith for sticking an image on twitter from your own site :> 00:54 -!- sadimusi [~sadimusi@77-57-175-131.dclient.hispeed.ch] has quit [Ping timeout: 256 seconds] 00:54 -!- sadimusi [~sadimusi@77-57-175-131.dclient.hispeed.ch] has joined #mcdevs 00:54 -!- mode/#mcdevs [+v sadimusi] by ChanServ 00:57 -!- Zachoz|Away is now known as Zachoz 01:00 -!- feepbot [~feepbot@p579E48CA.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 01:00 -!- feepbot [~feepbot@p579E5F41.dip0.t-ipconnect.de] has joined #mcdevs 01:13 -!- kcj [~casey@unaffiliated/kcj] has joined #mcdevs 01:14 -!- yorick [~yorick@oftn/member/yorick] has quit [Remote host closed the connection] 01:31 -!- kcj [~casey@unaffiliated/kcj] has quit [Read error: Connection reset by peer] 01:58 -!- dexter0 [~dexter0@c-24-23-138-192.hsd1.ca.comcast.net] has quit [Quit: exit(0);] 02:34 -!- superjoe [~andy@static-72-89-161-75.nycmny.fios.verizon.net] has quit [Quit: Leaving] 02:44 -!- Extreme7 [~extreme@ool-4579abf1.dyn.optonline.net] has quit [Read error: Connection reset by peer] 02:48 -!- dexter0 [~dexter0@c-24-23-138-192.hsd1.ca.comcast.net] has joined #mcdevs 03:45 -!- TomyLobo [~foo@91-64-168-142-dynip.superkabel.de] has quit [Quit: Standby mode...] 03:49 -!- Guest18764 [znc@184.154.203.43] has quit [Quit: CraftBook. 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joined #mcdevs 07:27 -!- Cay [~OlofLarss@s83-177-171-150.cust.tele2.se] has joined #mcdevs 08:25 -!- jspiros [~jspiros@2001:470:1f07:f30::1] has joined #mcdevs 08:28 -!- conehead [~conehead@unaffiliated/conehead] has quit [Quit: Computer has gone to sleep.] 08:40 -!- superjoe [~superjoe@cpe-24-193-23-236.nyc.res.rr.com] has quit [Quit: Leaving] 08:40 -!- superjoe [~superjoe@cpe-24-193-23-236.nyc.res.rr.com] has joined #mcdevs 09:00 -!- mappum [~mappum@c-67-170-21-29.hsd1.wa.comcast.net] has quit [Ping timeout: 260 seconds] 09:20 -!- superjoe [~superjoe@cpe-24-193-23-236.nyc.res.rr.com] has quit [Ping timeout: 258 seconds] 09:32 <+md_5> pbunny if you join #spigot on espernet I have a friend for you 09:32 <+md_5> trying to make his MC server cater for a stupid amount of players >:D 09:32 < Zachoz> lol ^ :P 09:32 <+md_5> almost as stubborn as you 09:37 -!- edlothiol [~edlothiol@2a02:810b:80c0:27:f2de:f1ff:fe78:51cf] has joined #mcdevs 10:03 -!- Paprikachu [~Paprikach@80.120.175.113] has joined #mcdevs 10:07 < pbunny> md_5: "stupid amount of players" - more than 100? 10:07 < pbunny> okay boss 10:07 <+md_5> pbunny more than ten times that 10:07 < pbunny> i am going to support thousands 10:07 <+md_5> also vanilla server can run 450 players at full speed 10:07 < pbunny> md_5: it can't. 10:08 < pbunny> otherwise there would be such servers 10:08 < pbunny> currently i haven't seen >100 players max 10:08 <+md_5> well you havent looked hard enoug 10:08 < pbunny> link plz 10:08 <+md_5> http://gontroller.com/ 10:08 <+md_5> been there, worked with owner, seen 20tps @450 10:08 <+md_5> suck it iup 10:09 <+md_5> (I program a customized fork of the stock server) 10:09 <+md_5> (emphasis on performance) 10:09 <+md_5> (so not quite vanilla, but still shitty old java where you cant use malloc to allocate stack memory) 10:10 < pbunny> why not use good language then? 10:10 -!- ashka [~postmaste@pdpc/supporter/active/ashka] has joined #mcdevs 10:10 -!- ashka [~postmaste@pdpc/supporter/active/ashka] has quit [Excess Flood] 10:10 < pbunny> using java for performance is like using wheelchair for karate 10:12 -!- ashka [~postmaste@pdpc/supporter/active/ashka] has joined #mcdevs 10:12 -!- ashka [~postmaste@pdpc/supporter/active/ashka] has quit [Excess Flood] 10:12 < jast> using C to 'fix' a problem of algorithmic complexity is like buying the most expensive car there is to be faster than light 10:12 < Flemmard> pbunny: i'm sure jackie chan can use a wheelchair for that .. :P 10:12 <+md_5> why did I start this 10:13 < jast> md_5: insanity is hard to resist when it keeps knocking at your door ;) 10:13 < pbunny> jast: java problems lie in its interpretativeness, range checking, exceptions, oop, etc 10:13 < pbunny> not algorithms 10:13 < pbunny> you can implement any algorithm in C 10:13 < jast> that is not at all what I was talking about 10:14 < pbunny> jast: java doesn't have threads ... 10:14 < pbunny> that alone is a reason to dump it 10:14 < jast> I'm not a java fan by any stretch... but not using java doesn't solve the problems that aren't caused by java in the first place 10:14 < jast> threads are pretty worthless anyway 10:14 < pbunny> right. who needs 2 cores nowadays 10:15 < pbunny> jast: the problems with vanilla server is not algorithm complexity 10:15 <+md_5> jast this is coming from a guy who didnt know most java code is compiled to native code not interpreted 10:15 < pbunny> the problem is slow performance of algorithms that are implemented in java 10:16 <+md_5> HOTSPOT COMPILES IT TO NATIVE CODE JUST AS WELL AS GCC DOES 10:16 < pbunny> because java does many useless stuff like range checking etc 10:16 < jast> people who use threads are all like, hey, threads are so much more lightweight than processes, lolol, let's use threads to fix everything 10:16 < pbunny> md_5: please don't caps 10:16 < pbunny> take medicine whatever 10:16 < jast> (light green threads excluded) 10:16 < jast> md_5: if it's JIT it doesn't exist! 10:16 <+md_5> > has been in this channel for longer than you have been able to program C 10:16 < pbunny> jast: i use threads to utilize multiple CPU cores. 10:16 <+md_5> please dont tell me off 10:17 < pbunny> > has been programming in C when md_5 wasn't even born 10:17 <+md_5> jast processor can run 1/0 threads at once 10:17 <+md_5> just thread everything for better scalability 10:17 < jast> md_5: that's a poor argument. just because others are using poor arguments, you don't have to stoop to that, too. :} 10:17 < pbunny> md_5: no. 10:17 < pbunny> please stop thinking out stuff about me 10:17 < jast> md_5: NaN 10:17 < pbunny> i am going to use thread number that is equal to number of cpu cores. 10:18 < pbunny> well, at most - 3 times the cores number 10:18 < pbunny> for better load balancing 10:18 <+md_5> why would you use 3 times the core number 10:18 < jast> the problem with vanilla server is not algorithmic complexity, but the problem with your server will be 10:18 < pbunny> md_5: server will run many worlds 10:18 <+md_5> when processors can only run core*2 with hyperthreading 10:18 < jast> you'll notice once it goes live 10:18 < pbunny> i don't want to implement cross-world thread chunks 10:19 < pbunny> so, if number of worlds will be >= number of cores, every world will get only 1 thread 10:19 < pbunny> and, as some worlds will be much heavier than others, everything will be unbalanced 10:19 < pbunny> if i will run more threads, i can assign more threads to heavy worlds 10:20 < pbunny> the only alternative is implementing cross-world chunk handling in threads 10:21 < pbunny> there will be many worlds, i.e. temprary dream worlds 10:21 < pbunny> temporary * 10:22 < pbunny> they will be unique to any player asleep 10:23 < jast> so, I've been wondering... how are you going to do global light updates for a 10000x10000 world during sunrise/sunset 10:23 < jast> where the lighting changes every <20 ticks 10:28 < pbunny> jast: server doesn't send light updates during sunrise/sunset 10:28 < pbunny> client handles it itself 10:28 < pbunny> server only updates lighting for caves, torches, etc 10:29 < pbunny> otherwise it would be a traffic hog 10:29 < jast> the server needs to know the new light level at cave entrances, below overhangs, etc., doesn't it? 10:29 < pbunny> jast: there is "light" field, and "skylight" field 10:29 < pbunny> and they are persistent during day time changes 10:29 < jast> yeah, and skylight influences light 10:29 < pbunny> yeah. 10:29 < pbunny> its persistent 10:29 < pbunny> its relative to day time 10:29 < jast> yes, but not exactly 10:29 < pbunny> totally exactly. 10:30 < jast> suppose you have a cave entrance and there's a torch somewhere near it 10:30 < jast> so the blocklight of a nearby block will be max(skylight,attenuated-light-of-torch) 10:30 < pbunny> yes, so? 10:30 < jast> never mind 10:30 < pbunny> :) 10:49 -!- Jailout20001 [~Jailout20@unaffiliated/jailout2000] has joined #mcdevs 10:52 -!- Jailout2000 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[~jckf@wolfram.jckf.no] has joined #mcdevs 15:14 -!- Jckf_ [~jckf@2001:470:27:155::2] has quit [Ping timeout: 240 seconds] 15:15 -!- Paprikachu [~Paprikach@80.120.175.113] has quit [Remote host closed the connection] 15:17 -!- Zachoz is now known as Zachoz|Away 15:21 < pbunny> anybody feels like helping me find annoying deadlock condition? 15:21 < pbunny> :) 15:24 < pbunny> md_5: maybe you 15:25 -!- Calinou [~Calinou@unaffiliated/calinou] has quit [Remote host closed the connection] 15:25 < pbunny> the funny thing is - deadlock doesn't happen when i run server through valgrind's drd tool (which detects such conditions) 15:26 < jast> threads are sooo simple, amirite 15:26 < pbunny> ah, it happened. drd haven't found any problems though 15:27 < jast> well, it obviously detects only *some* race conditions 15:32 -!- toqueteos [~toqueteos@12.Red-79-152-10.dynamicIP.rima-tde.net] has joined #mcdevs 15:34 < pbunny> hm, i think it couldn't detect it because i lock with trylock polling there 15:34 < pbunny> sometimes trylock fails forever though 15:51 < pbunny> http://dpaste.org/9k7Gj/raw/ 15:51 < pbunny> deadlock happened on line "locking chunk 3x0 from chunk 1x0" 15:51 < pbunny> any ideas? 15:52 < edk> I don't know 15:52 < edk> threads are very easy, but since you are the only person smart enough to think so, you'll have to manage 15:53 < pbunny> i never said threads are easy 15:53 < pbunny> so, any ideas? 15:54 < edk> well, I might make a diagram of my locking logic 15:54 < edk> it usually simplfies things 15:54 < edk> i'm not going to trawl through your debug log 15:54 < pbunny> :/ 15:55 < pbunny> diagram is impossible due to complexity 15:55 < jast> it's not like a debug log would help anyway 15:55 < pbunny> jast: its more readable than my C code to you 15:56 < jast> ... and suddenly I'm no longer interested in trying to help 15:56 < pbunny> ? 15:56 < pbunny> i pasted the log because its easy to read 15:56 < pbunny> i respect your time. 15:57 < jast> well, it's easy to read, but probably doesn't contain the necessary information 15:58 < jast> the problem with debug logs is that you don't know which information you have to add if you don't know where the problem happens ;) 15:59 < pbunny> the deadlock happens in MUTEX_SAFELOCK(safelocked,&chunk->entities_mutex,&xchunk->entities_mutex); after several seconds of stress-testing by 10 clients 15:59 -!- zh32|offline is now known as zh32 15:59 < pbunny> MUTEX_SAFELOCK is function that uses trylock poll with unlocking own mutex, sleeping, then locking again 15:59 < pbunny> this purpose was to prevent deadlocks -.- 16:00 < edk> what happens if two MUTEX_SAFELOCK calls do that at once? 16:00 < pbunny> edk: some of them succeeds first 16:00 < pbunny> one * 16:01 < pbunny> they sleep by random intervals 16:01 < pbunny> http://dpaste.org/Wzmy5/ 16:02 < pbunny> are deadlocks possible there? 16:03 -!- bitcraft [~bitcraft@66.254.199.58] has joined #mcdevs 16:04 < edk> probably 16:04 < pbunny> how? 16:04 < edk> i can't be bothered to work it out :P 16:04 -!- XAMPP_ [~XAMPP@199.254.116.102] has joined #mcdevs 16:04 < edk> fwiw, your debug call invokes undefined behaviour 16:04 < pbunny> ? 16:04 < pbunny> why? 16:05 < edk> %p has to be a void pointer 16:05 < edk> (i don't think this is likely to be the issue at all, just mentioning it) 16:05 < pbunny> no, i never pass NULL mutexes 16:05 < jast> pretty much every compiler will automatically cast that 16:05 < pbunny> aah 16:05 < pbunny> no, gcc haven't issued any warnings 16:06 < jast> I think it takes a few extra options for gcc to complain about that 16:06 < jast> it's kind of pointless to warn about that anyway 16:06 < pbunny> edk: no, deadlock isn't happening in safelock() 16:06 < pbunny> its somewhere else.. 16:06 < edk> then you're making two mutexes wait for each other 16:07 < edk> i can't possibly figure out which ones from your log 16:07 < edk> sorry 16:07 < edk> two threads holding mutexes wait for each other * 16:07 -!- XAMPP [~XAMPP@botters/xampp] has quit [Ping timeout: 258 seconds] 16:07 < pbunny> safelock() unlocks own mutex while waiting 16:08 < pbunny> so other safelock can succeed during that period 16:08 < pbunny> then first safelock() will wait on locking own mutex 16:08 < pbunny> hmm, it actually happens somewhere in safelock 16:09 < pbunny> and it looks like it deadlocks in 2 safelocks simultaneously 16:09 < pbunny> o.O 16:09 < pbunny> any better way to implement safelock() ? 16:13 < edk> without seeing how you use it in your code, "don't" would be my first instinct 16:13 < pbunny> don't lock anything? 16:13 < edk> don't use safelock 16:13 < pbunny> what to use then? 16:13 < pbunny> i need a way to lock other chunk's mutex while keeping own mutex locked 16:14 < edk> then you need to make sure that chunk is not also trying to lock your mutex 16:14 < edk> i don't think any simple function like safelock can solve that problem. 16:15 < edk> especially where you let go of your own mutex. both chunks could do it at once, both "win", and both not be able to get their own mutex back 16:15 < pbunny> both chunks can't win. 16:15 < pbunny> trylock always happens while own mutex is locked 16:16 < pbunny> see the function 16:16 < edk> true. i guess the deadlock is more complex then 16:16 < edk> but again, i can't really work this out without seeing your code 16:16 < edk> and i don't want to anyway, i have better things to do 16:18 < pbunny> i will try unlocking more stuff 16:19 -!- Guest2411 [~exe@85.28.181.103] has quit [Ping timeout: 268 seconds] 16:19 < pbunny> i.e. don't keep mutexes for entities_count locking during entire loop 16:19 < pbunny> locked * 16:19 < pbunny> its sufficient to lock->get entities_count->unlock at the end of every iteration i think 16:50 -!- kev009 [~kev009@tempe0.bbox.io] has joined #mcdevs 16:50 -!- mode/#mcdevs [+v kev009] by ChanServ 16:50 < pbunny> lol, fixed by not keeping entities_mutex locked during loop 16:50 < pbunny> not deadlocks now 16:50 < pbunny> no * 16:55 < pbunny> shouldn't cause any problems, right? :) 16:55 < pbunny> per-entity mutexes are being locked before modification 16:57 -!- BizarreCake [~BizarreCa@46.121.251.157] has quit [Quit: Leaving] 17:11 -!- exe [~exe@85.28.181.103] has joined #mcdevs 17:11 -!- exe is now known as Guest94889 17:19 < pbunny> hehe, server with world with 100 players each teleporting randomly within 160x160x256 area every second uses 10mb of RAM and 1% CPU 17:19 < pbunny> oh, its 11MB now 17:19 < pbunny> Grum: how is your java doing 17:20 < pbunny> and yeah, its running in 100+ threads now, in production it will consume less resources 17:22 -!- dexter0 [~dexter0@c-24-23-138-192.hsd1.ca.comcast.net] has quit [Quit: exit(0);] 17:25 < pbunny> 44MB for 500 clients :3 17:39 -!- BizarreCake [~BizarreCa@46.121.251.157] has joined #mcdevs 17:44 -!- Calinou [~Calinou@unaffiliated/calinou] has joined #mcdevs 17:45 -!- conehead [~conehead@unaffiliated/conehead] has joined #mcdevs 17:52 -!- dexter0 [~dexter0@c-24-23-138-192.hsd1.ca.comcast.net] has joined #mcdevs 18:05 -!- bitcraft [~bitcraft@66.254.199.58] has quit [Ping timeout: 256 seconds] 18:12 -!- dexter0 [~dexter0@c-24-23-138-192.hsd1.ca.comcast.net] has quit [Quit: exit(0);] 18:12 < rom1504_> pbunny: you implemented basics functionnality ? 18:13 < rom1504_> building, destroying blocks for example ? 18:15 -!- shoghicp [~shoghicp@77.225.6.14] has joined #mcdevs 18:18 < rom1504_> if trolls.lv:1337 is up to date, it seems not 18:20 -!- dexter0 [~dexter0@c-24-23-138-192.hsd1.ca.comcast.net] has joined #mcdevs 18:27 -!- umby24 [~umby24@cpe-66-69-92-104.satx.res.rr.com] has quit [Ping timeout: 256 seconds] 18:28 -!- umby24|offline [~umby24@cpe-66-69-92-104.satx.res.rr.com] has joined #mcdevs 18:28 -!- umby24|offline is now known as umby24 18:39 < pbunny> rom1504_: i am remaking the server 18:39 < pbunny> everything except mobs and plants growth is implemented in first version 18:39 < pbunny> i will take it from there 18:44 < pbunny> rom1504_: trolls.lv:6666 is the up-to-date first version of server 18:44 < pbunny> but it's buggy 18:44 < pbunny> feel free to test 18:46 < rom1504_> well when i connected it seemed i kept teleportating, and when I left clic I was kicked with a "we will warn the FBI" kind of message ^^ 18:47 < rom1504_> oh 18:47 < rom1504_> no ok 18:47 < rom1504_> i connected to trolls.lv:1337 18:47 < rom1504_> i'll try trolls.lv:6666 18:48 -!- Not-001 [~notifico@198.199.82.216] has quit [Ping timeout: 258 seconds] 18:49 -!- pbunny [pbunny@stdout.lulzsec.com] has quit [Read error: Connection reset by peer] 18:55 -!- pbunny [pbunny@stdout.lulzsec.com] has joined #mcdevs 18:57 -!- yorick [~yorick@oftn/member/yorick] has joined #mcdevs 19:00 -!- Paprikachu [~Paprikach@178.112.97.221.wireless.dyn.drei.com] has joined #mcdevs 19:13 -!- Yoshi2_ [~chatzilla@xdsl-81-173-161-187.netcologne.de] has joined #mcdevs 19:15 -!- Yoshi2 [~chatzilla@xdsl-87-78-24-39.netcologne.de] has quit [Ping timeout: 256 seconds] 19:15 -!- Yoshi2_ is now known as Yoshi2 19:27 < pbunny> is it ok to send client multiple named entities (0x14) with same names? 19:27 < pbunny> second client sometimes gets weird epilepsy problem when first is already there 19:33 < Grum> pbunny: oh so you did implement redstone fully? 19:33 < Grum> and worldgeneration? 19:33 < Grum> and relighting of areas? 19:34 < pbunny> Grum: world generation - yes, come and have a look 19:34 < pbunny> relightning - partially 19:34 < pbunny> redstone not yet 19:34 < Grum> fluids? 19:34 < pbunny> ? 19:34 < Grum> water/lava? 19:34 < Grum> their interactions? 19:34 < pbunny> yes, without physics 19:34 < pbunny> no. 19:35 < pbunny> your point? 19:35 < Grum> any physics at all? 19:35 < pbunny> yes. 19:35 < pbunny> i.e. of dropped items 19:35 < Grum> no water-flows i guess? 19:35 < pbunny> no. 19:35 <+ammar2> his point is you're doing a fraction of the work the vanilla server does. Now is not the time to be flaunting around cpu usage/mem usage 19:35 < pbunny> ammar2: sure. 19:36 < Grum> also 44mb for 500 clients, they are all in the same area then 19:36 < pbunny> Grum: no, they were teleporting randomly to random 0-10 chunks z and 0-10 chunks x 19:36 < pbunny> they got chunks bulk, entity updates etc 19:37 < pbunny> 1 time per second per client 19:37 < Grum> how much bandwidth did that generate? 19:37 < pbunny> haven't measured 19:37 < pbunny> its localhost 19:37 < Grum> how much chunks loaded around each player? 19:37 < Grum> the normal 19x19? 19:37 < pbunny> Grum: radius is 2 for now 19:37 -!- mappum [~mappum@c-67-170-21-29.hsd1.wa.comcast.net] has joined #mcdevs 19:37 < Grum> yeaaah ok 19:37 < pbunny> i tested mutexes mainly 19:38 < pbunny> they were teleporting between random chunks hosted by different threads 19:38 < Grum> they've had 500+ people on the 'java server' too with viewdistance of 2 :) 19:38 < pbunny> Grum: ok, just connect to trolls.lv:6666 19:38 < pbunny> there's a near-complete world 19:38 < pbunny> and it uses like 120MB now 19:38 < pbunny> for everything 19:38 < Grum> what protocol version? 19:38 < Grum> 1.5.1? 19:38 < pbunny> yes 19:38 < pbunny> protocol version 60 19:39 < pbunny> you will have to register there though 19:39 < pbunny> ( no email confirmation yet ) 19:49 -!- Thinkofdeath [~Thinkofde@184.82.146.24] has quit [Read error: Connection reset by peer] 19:51 < pbunny> ok, it isn't stable as i mentioned :) thats why second version is needed 19:52 < pbunny> btw memory usage jumped to 1.6GB 19:52 < pbunny> probably somebody teleported somewhere 19:52 < Grum> little bug? 19:52 < pbunny> i think its just generating the map 19:53 < pbunny> i restarted it 19:53 < pbunny> please don't teleport around 19:53 < Grum> i dont? 19:53 < Grum> i dont even know how to do that 19:53 < Grum> i just disconnected 19:53 < Grum> i was baking iron 19:53 < pbunny> ammar2: was it you? :p 19:54 < pbunny> Grum: various hacks work there, no checking yet 19:54 <+ammar2> pbunny: hmm? 19:54 < pbunny> anybody can teleport if client allows it 19:54 <+ammar2> I connected for a few minutes, tp'd to you two 19:54 < pbunny> ammar2: maybe tp'ed somewhere wrong :) 19:54 < pbunny> ram usage was 1.6GB when it froze 19:54 <+ammar2> o_O 19:57 < pbunny> Grum: are you aware of client bug that shows player's head at yaw 0 regardless of what was received in 0x14 ? 19:57 < pbunny> i have to send headlook packet after 5-10 ticks 19:57 < pbunny> only then head is displayed correctly 19:58 < pbunny> otherwise new player sees heads of all current players turned at 0 until they move or turn 19:59 < Grum> nope, but there are so many weird bugs in that protocol :P 19:59 < pbunny> its more a client thingie :p 20:00 < Grum> same difference for me 20:07 -!- Thinkofdeath [~Thinkofde@184.82.146.24] has joined #mcdevs 20:19 -!- BizarreCake [~BizarreCa@46.121.251.157] has quit [Quit: Leaving] 20:24 -!- conehead [~conehead@unaffiliated/conehead] has quit [Quit: Textual IRC Client: www.textualapp.com] 20:26 < toqueteos> hmm may i ask you pbunny how did you got other players moving around working? 20:31 < pbunny> toqueteos: i send entity move, entity look, entity movelook, entity teleport and/or entity headlook (depending on data changed) to nearby players when player's position and/or angle changes 20:32 < pbunny> ah, and entity velocity 20:32 < toqueteos> sorry i did ask that wrong, i send an 0x14 but it seems to do nothing 20:33 < pbunny> 0x14 is used to spawn player initially, not move it 20:33 < toqueteos> i already send all those you mentioned to all others players whenever somea ction is found 20:33 < pbunny> is the player spawned? 20:33 < toqueteos> what do you mean? 20:34 < toqueteos> each player does login succesfully, can move around, use chat, etc.. but if 2+ people login, they can't see each other 20:36 < pbunny> toqueteos: you send 0x14 wrong then 20:36 < toqueteos> yep, seems so :( 20:36 < pbunny> toqueteos: may i see the code of sending 0x14? 20:36 < toqueteos> yeah sure 20:38 < toqueteos> pbunny: it's not my current version because i refactored it to another place but.. this should give you an idea https://github.com/toqueteos/minero/blob/master/server/handle_cd.go#L82 20:38 < toqueteos> after that 0x14 i should send to all nearby players entity move, look, movelook, teleport, etc.. packets right? 20:38 -!- mappum [~mappum@c-67-170-21-29.hsd1.wa.comcast.net] has quit [Read error: Connection reset by peer] 20:38 -!- mappum [~mappum@c-67-170-21-29.hsd1.wa.comcast.net] has joined #mcdevs 20:39 -!- edlothiol [~edlothiol@2a02:810b:80c0:27:f2de:f1ff:fe78:51cf] has quit [Remote host closed the connection] 20:39 < toqueteos> there's lots of stuff hardcoded in there, i'm sorry 20:39 < Thinkofdeath> toqueteos: If you want to check if it spawned look at the entity debug on minecraft debug screen (the E: part) 20:39 < Thinkofdeath> *entity count 20:40 < toqueteos> Thinkofdeath: E doesn't change 20:40 < Thinkofdeath> Still 0/1 ? 20:40 < toqueteos> yup 20:41 < toqueteos> but I think I'm sending something ahead of type or some metadata is missing, i'll toy with it a bit more 20:41 < toqueteos> ahead of time* 20:51 -!- cathode|alt [~cathode@c-76-105-184-52.hsd1.or.comcast.net] has joined #mcdevs 20:52 -!- shoghicp [~shoghicp@77.225.6.14] has quit [Quit: Leaving.] 20:52 -!- cathode [~cathode@c-76-105-184-52.hsd1.or.comcast.net] has quit [Read error: Connection reset by peer] 20:53 -!- yorick [~yorick@oftn/member/yorick] has quit [Remote host closed the connection] 20:53 -!- yorick [~yorick@oftn/member/yorick] has joined #mcdevs 20:53 < pbunny> toqueteos: 0x14 is enough to spawn a player 20:53 -!- Cay [~OlofLarss@s83-177-171-150.cust.tele2.se] has quit [Read error: Connection reset by peer] 20:53 -!- Calinou [~Calinou@unaffiliated/calinou] has quit [Remote host closed the connection] 20:53 < toqueteos> then it's a metadata thing 20:54 < pbunny> toqueteos: write 0 0 127 as meta 20:54 < pbunny> try it 20:55 < pbunny> ( 3 bytes ) 20:55 -!- morrolan_ is now known as Morrolan 20:57 < toqueteos> pbunny: yay! works 20:58 < toqueteos> crappy metadata impl, it didn't write 127.. 21:00 -!- cathode|alt is now known as cathode 21:00 < toqueteos> thanks pbunny, thanks so much 21:00 < pbunny> toqueteos: client expects at least 1 item of metadata 21:01 < toqueteos> pbunny: i was sending [0 0] only :/ 21:01 < pbunny> :) 21:02 < toqueteos> actually.. i was writting 0 0 127, what the heck 21:08 < toqueteos> now player movement is a bit jerky but almost everything works 21:08 -!- superjoe [~andy@static-72-89-161-75.nycmny.fios.verizon.net] has joined #mcdevs 21:15 -!- Paprikachu [~Paprikach@178.112.97.221.wireless.dyn.drei.com] has quit [Remote host closed the connection] 21:15 < pbunny> toqueteos: sending entity velocity removed jerkiness for dropped items' jerkiness for me 21:15 < pbunny> may work for players 21:16 < toqueteos> let met try 21:18 < pbunny> any way to spawn named entity without name? 21:18 < pbunny> i tried with "" but the small gray rectangle is still showing above player 21:18 < toqueteos> oh that thing 21:18 < toqueteos> it's on metadata, you can hide the plate 21:19 < toqueteos> Index 6, byte: Show name 21:19 < toqueteos> If 1, the nameplate will be displayed over the entity. 21:19 < pbunny> wow, thx 21:19 < toqueteos> you're welcome :) 21:20 < toqueteos> pbunny: question, do you actually use entity rel move? 21:21 < pbunny> toqueteos: i use it if it moved not more than 3.6 blocks from last (last tick) position iirc 21:21 < pbunny> if more - i use teleport 21:21 < pbunny> toqueteos: be careful with relmove for players though. players send absolute doubles to server 21:22 < pbunny> if you just calculate relative values and send to other players, a float error may accumulate 21:22 < pbunny> in time other players will start seeing the player not where he actually is 21:23 < pbunny> toqueteos: use something like http://dpaste.org/jMWTU/raw/ to workaround 21:24 -!- TobiX_ is now known as TobiX 21:24 < pbunny> this should calculate float errors server side and compensate calculated relatives 21:24 < pbunny> worked for me 21:25 < toqueteos> brb for dinner, i'll check that out in a moment pbunny, thanks! 21:29 < pbunny> toqueteos: are you sure about show name metadata? 21:29 < pbunny> i send 6 0 127 and rectangle is still there 21:29 < toqueteos> http://wiki.vg/Entities#Entity_Metadata_Format 21:29 < pbunny> yes. 21:29 < pbunny> maybe it is meant for Index 5, string: Name ? 21:29 < toqueteos> i just copied it 21:30 < toqueteos> i havent tested it, yet 21:30 < pbunny> nm, empty rectangle is okay for now 21:30 < toqueteos> maybe you have to send it inside entity metadata 21:31 < toqueteos> right after a 0x14 packet 21:31 < toqueteos> in NMC everything is possible.. 21:31 < pbunny> yep 21:31 < pbunny> disabling gray rectangle is not primary task now, i am doing other things 21:37 < Thinkofdeath> The nameplate can only be disabled on non-player entities 21:39 < toqueteos> really? isnt there a plugin in bukkit to do just that (on players)? 21:40 < Thinkofdeath> Don't think so 21:40 < Yoshi2> I think the game will not show the player's name if that player is sneaking 21:43 < Thinkofdeath> Doesn't it just make it semi-transparent when sneaking? 21:47 < Yoshi2> I'm not sure if the name becomes semi-transparent when you are close to the player, but I remember the name disappearing when you are a distance away from the player 21:47 < Yoshi2> but it's been a while since anybody tried to sneak around me 21:53 -!- Eric12 [~Eric1212@bas3-guelph22-1176206193.dsl.bell.ca] has joined #mcdevs 21:56 < Guest94889> http://blocks.allowed.org/game/game.html?server=c38cee69f924e0c0280e83abd4c49230&x=4808&y=5179 21:56 < Guest94889> join! 21:58 -!- Yoshi2 [~chatzilla@xdsl-81-173-161-187.netcologne.de] has quit [Quit: ChatZilla 0.9.90 [Firefox 20.0.1/20130409194949]] 22:12 -!- bitcraft [~bitcraft@66.254.199.58] has joined #mcdevs 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timeout: 268 seconds] 23:29 -!- bitcraft [~bitcraft@38.sub-70-194-135.myvzw.com] has joined #mcdevs 23:52 -!- bitcraft [~bitcraft@38.sub-70-194-135.myvzw.com] has quit [Quit: Computer has gone to sleep.] 23:59 -!- gmazoyer_ [~Respawner@cr.gravitons.in] has quit [Ping timeout: 264 seconds] --- Day changed ven. avril 26 2013 00:09 -!- tallest_red [~CNZ@ip98-169-197-57.dc.dc.cox.net] has joined #mcdevs 00:09 -!- Prf_Jako1 [~jakob@c-3b27e155.1214-1-64736c20.cust.bredbandsbolaget.se] has joined #mcdevs 00:09 -!- mode/#mcdevs [+v Prf_Jako1] by ChanServ 00:11 < toqueteos> pbunny: index 6, type byte isnt 192 0 127?? 00:12 < toqueteos> nvm, read that the other way 00:15 -!- Netsplit *.net <-> *.split quits: Peterman, tallest_redd, +Prf_Jakob, sharvey, moshee, Ghoul_, Adam01 00:15 -!- Netsplit over, joins: sharvey, Ghoul_, Peterman, Adam01, moshee 00:20 -!- Prf_Jako1 is now known as Prf_Jakob 00:46 -!- gmazoyer [~Respawner@cr.gravitons.in] has joined #mcdevs 00:58 -!- superjoe 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closed the connection] 14:30 -!- Thinkofdeath [~Thinkofde@184.82.146.24] has quit [Remote host closed the connection] 14:42 -!- BizarreCake [~BizarreCa@46.121.251.157] has quit [Read error: Connection reset by peer] 14:48 -!- toqueteos [~toqueteos@121.Red-83-59-215.dynamicIP.rima-tde.net] has quit [Quit: Nettalk6 - www.ntalk.de] 15:49 -!- act4 [81ea53c7@gateway/web/freenode/ip.129.234.83.199] has joined #mcdevs 16:03 -!- toqueteos [~toqueteos@121.Red-83-59-215.dynamicIP.rima-tde.net] has joined #mcdevs 16:22 < toqueteos> hi there mcdevs 16:28 < Jailout20001> well hi 16:31 -!- zutto [~sami@a91-152-187-162.elisa-laajakaista.fi] has quit [Read error: Operation timed out] 16:34 -!- conehead [~conehead@unaffiliated/conehead] has joined #mcdevs 16:39 -!- yorick [~yorick@oftn/member/yorick] has joined #mcdevs 16:44 -!- Krenair [~Krenair@wikimedia/Krenair] has quit [Excess Flood] 16:44 -!- Krenair [~Krenair@ZNC.MonsterProjects.org] has joined #mcdevs 16:44 -!- Krenair 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[~toqueteos@121.Red-83-59-215.dynamicIP.rima-tde.net] has quit [Read error: Connection reset by peer] 23:17 -!- toqueteos [~toqueteos@121.Red-83-59-215.dynamicIP.rima-tde.net] has joined #mcdevs 23:17 -!- Calinou [~Calinou@unaffiliated/calinou] has quit [Remote host closed the connection] 23:47 -!- conehead [~conehead@unaffiliated/conehead] has joined #mcdevs --- Day changed sam. avril 27 2013 00:24 -!- mpa1212 [~luke@c-76-113-242-244.hsd1.mn.comcast.net] has joined #mcdevs 00:36 < toqueteos> any git wizards around? 00:39 <+Prf_Jakob> I know a bit of git yes, shot 00:40 < toqueteos> ok.. so i did a terrible ting 00:40 -!- Xaardas [~tach@p5B25236E.dip0.t-ipconnect.de] has quit [Quit: Tschuess und bis Bald] 00:41 < toqueteos> i wanted to change a commit from 15 commits ago 00:41 < toqueteos> so i did a rebase and then used git push -f to update my github repo 00:41 < toqueteos> but i don't know why i wiped out all i did today on that repo 00:41 < toqueteos> why -> how* 00:56 < toqueteos> meh.. i lost today's work, i better redo it :( 00:56 -!- mpa1212 [~luke@c-76-113-242-244.hsd1.mn.comcast.net] has left #mcdevs [] 01:00 -!- feepbot [~feepbot@p579E5FC8.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 01:00 -!- feepbot [~feepbot@p579E5C83.dip0.t-ipconnect.de] has joined #mcdevs 01:04 -!- superjoe [~andy@static-72-89-161-75.nycmny.fios.verizon.net] has quit [Quit: Leaving] 01:17 -!- jspiros [~jspiros@hylia.us] has quit [Quit: new UPS] 01:35 -!- yorick [~yorick@oftn/member/yorick] has quit [Remote host closed the connection] 01:45 < TkTech> toqueteos, Next time don't ignore warnings about changing the past. 01:46 < toqueteos> the funnny thing is that all i did today wasn't on my dropbox.. it's not the first time i mess around with git 01:46 < toqueteos> i didn't have time to do a lot so only a thread safe list was lost 01:55 -!- TomyLobo [~foo@91-64-168-142-dynip.superkabel.de] has quit [Quit: Standby mode...] 02:02 -!- Zachoz|Away is now known as Zachoz 02:17 -!- mpa1212 [~luke@c-76-113-242-244.hsd1.mn.comcast.net] has joined #mcdevs 02:19 -!- dexter0 [~dexter0@c-24-23-138-192.hsd1.ca.comcast.net] has quit [Quit: exit(0);] 02:25 < mpa1212> Would tutorials from ~A year ago still be applicable to modding now or has the code changed too much? 02:33 < umby24> what does the tutorial cover? 02:33 -!- toqueteos [~toqueteos@121.Red-83-59-215.dynamicIP.rima-tde.net] has quit [Quit: Nettalk6 - www.ntalk.de] 02:33 -!- lahwran is now known as lahwran- 02:33 -!- lahwran- is now known as lahwran 02:44 < mpa1212> Just basic things like block properties and world gen, I'm just getting into modding. 02:46 < umby24> I don't know much about modding so I can't say for sure, but world gen and block properties shouldn't have changed too much, worldgen.. might have changed though 02:47 < SinZ> Well, alot of internal stuff of mc is getting changed, for the plugin API 02:47 < SinZ> and simply better code 02:48 < mpa1212> SinZ: Would it be worth it to try to learn the current system before they overhaul it? 02:50 < SinZ> you are asking in the wrong channel 02:52 < mpa1212> Ok, thanks. 02:57 -!- bitcraft [~bitcraft@38.sub-70-194-135.myvzw.com] has quit [Quit: Computer has gone to sleep.] 03:20 -!- jspiros [~jspiros@hylia.us] has joined #mcdevs 03:20 -!- jspiros [~jspiros@hylia.us] has quit [Client Quit] 03:20 -!- jspiros [~jspiros@hylia.us] has joined #mcdevs 03:56 <+md_5> someone tell him get reflog 04:00 -!- bitcraft [~bitcraft@38.sub-70-194-135.myvzw.com] has joined #mcdevs 04:10 -!- bitcraft [~bitcraft@38.sub-70-194-135.myvzw.com] has quit [Quit: Computer has gone to sleep.] 04:17 -!- mpa1212 [~luke@c-76-113-242-244.hsd1.mn.comcast.net] has left #mcdevs [] 04:39 -!- jspiros [~jspiros@hylia.us] has quit [Quit: Lost terminal] 04:40 -!- jspiros [~jspiros@hylia.us] has joined #mcdevs 05:01 -!- dexter0 [~dexter0@c-24-23-138-192.hsd1.ca.comcast.net] has joined #mcdevs 05:42 -!- zml2008 [~zml2008@66.172.27.40] has joined #mcdevs 05:50 -!- kcj [~casey@unaffiliated/kcj] has joined #mcdevs 06:55 -!- kahrl [~kahrl@p5B338A92.dip0.t-ipconnect.de] has quit [Quit: leaving] 07:00 -!- BizarreCake [~BizarreCa@46.121.251.157] has joined #mcdevs 07:21 -!- conehead [~conehead@unaffiliated/conehead] has quit [Ping timeout: 252 seconds] 07:35 -!- conehead [~conehead@unaffiliated/conehead] has joined #mcdevs 08:44 -!- umby24 is now known as umby24|offline 08:45 -!- mappum [~mappum@c-67-170-21-29.hsd1.wa.comcast.net] has quit [Ping timeout: 246 seconds] 08:56 -!- Cay [~OlofLarss@s83-177-171-150.cust.tele2.se] has joined #mcdevs 08:57 -!- conehead [~conehead@unaffiliated/conehead] has quit [Quit: Computer has gone to sleep.] 09:05 -!- Yoshi2 [~chatzilla@xdsl-87-78-25-78.netcologne.de] has joined #mcdevs 09:24 -!- lahwran is now known as lahwran- 09:24 -!- lahwran- is now known as lahwran 09:26 -!- nopresnik [65a035f7@gateway/web/freenode/ip.101.160.53.247] has joined #mcdevs 09:29 < nopresnik> edk: Are you there? 09:31 < nopresnik> Or, anyone else who could help with mark2? 09:37 -!- nopresnik [65a035f7@gateway/web/freenode/ip.101.160.53.247] has quit [Ping timeout: 245 seconds] 10:11 -!- TomyLobo [~foo@91-64-168-142-dynip.superkabel.de] has joined #mcdevs 11:14 -!- kcj [~casey@unaffiliated/kcj] has quit [Ping timeout: 256 seconds] 11:27 -!- SaberUK [~SaberUK@95.144.57.214] has joined #mcdevs 11:30 -!- SaberUK [~SaberUK@95.144.57.214] has quit [Remote host closed the connection] 11:34 -!- Matvei [~matvei_fr@znc.fcraft.net] has quit [Ping timeout: 240 seconds] 11:39 -!- Matvei [~matvei_fr@znc.fcraft.net] has joined #mcdevs 11:39 -!- mode/#mcdevs [+v Matvei] by ChanServ 12:05 -!- yorick [~yorick@oftn/member/yorick] has joined #mcdevs 12:09 -!- edlothiol [~edlothiol@2a02:810b:80c0:27:f2de:f1ff:fe78:51cf] has joined #mcdevs 12:41 -!- edlothiol [~edlothiol@2a02:810b:80c0:27:f2de:f1ff:fe78:51cf] has quit [Remote host closed the connection] 12:56 -!- pdelvo [~pdelvo@mcdevs/trusted/pdelvo] has quit [Quit: See you later] 13:00 -!- pdelvo [~pdelvo@mcdevs/trusted/pdelvo] has joined #mcdevs 13:00 -!- mode/#mcdevs [+v pdelvo] by ChanServ 13:44 -!- Xaardas [~tach@p5B2525A6.dip0.t-ipconnect.de] has joined #mcdevs 15:16 -!- ashka [~postmaste@pdpc/supporter/active/ashka] has joined #mcdevs 15:16 < ashka> hello there, I had a question about vanilla minecraft 15:17 < ashka> does it sends the hostname entered on the server list ? like, when you connect, it sends the address the user entered with the login packet, but does it do this with the list ping packet ? 15:18 -!- toqueteos [~toqueteos@7.Red-83-46-104.dynamicIP.rima-tde.net] has joined #mcdevs 15:18 -!- toqueteos [~toqueteos@7.Red-83-46-104.dynamicIP.rima-tde.net] has quit [Client Quit] 15:36 -!- edk [edk@unaffiliated/edk] has quit [Quit: edk] 15:43 -!- edk [edk@unaffiliated/edk] has joined #mcdevs 15:45 -!- BizarreCake [~BizarreCa@46.121.251.157] has quit [Read error: Connection reset by peer] 16:26 -!- Zachoz is now known as Zachoz|Away 16:53 -!- Calinou [~Calinou@unaffiliated/calinou] has joined #mcdevs 17:52 -!- bitcraft [~bitcraft@38.sub-70-194-135.myvzw.com] has joined #mcdevs 17:55 <+sadimusi> ashka: it does not 17:56 <+sadimusi> ashka: if you were planning to do anything related to virtual hosting, use DNS service records instead 17:57 < ashka> no, it was just to get some info for a bukkit plugin I'm currently making, which make use of so-called vhosts 18:09 -!- bitcraft [~bitcraft@38.sub-70-194-135.myvzw.com] has quit [Ping timeout: 260 seconds]