21:58 < nickelpro> Where you used to use the session id with the session server 21:58 < nickelpro> you now use the access token and profile ident 21:59 < Thinkofdeath> barneygale: It changed 21:59 < Thinkofdeath> The old system needed that 22:00 < nickelpro> Oh ya, forgot 1.7 doesn't use it anymore 22:03 < barneygale> ah right 22:03 < barneygale> OK 23:20 <+md_5> Thinkofdeath have you got the player online sample to work? 23:21 <+md_5> {"version":{"name":"1.7.2","protocol":4},"players":{"max":1,"online":0,"sample":[{"name":"asdasd","id":"34ea7d84-4b20-4a2d-a83f-62e9c24b16b3"}]},"description":"Just another BungeeCord - Forced"} 23:22 < Thinkofdeath> md_5: yep 23:22 < Thinkofdeath> I'll test with yours 23:22 <+md_5> why isnt mine working then? 23:22 <+md_5> I copied your json exactly 23:22 <+md_5> array inside players 23:22 <+md_5> called sample 23:22 <+md_5> with name and id 23:23 <+md_5> Thinkofdeath http://files.md-5.net/s/RhtF.png 23:23 < Thinkofdeath> md_5: Yours works for me 23:23 <+md_5> hm 23:23 <+md_5> how do I see the sample? 23:23 <+md_5> mouse over? 23:24 < Thinkofdeath> http://i.imgur.com/MNl8LIO.png 23:24 < Thinkofdeath> Mouse over number of players 23:24 <+md_5> oh 23:24 * md_5 tests 23:24 <+md_5> ah 23:25 < Thinkofdeath> Btw description works the same as chat e.g {"text":"Hello", "color":"red"} 23:26 < Thinkofdeath> And since color codes are getting removed you might not want to use just a string for it --- Day changed sam. nov. 02 2013 01:23 < nickelpro> From the wiki "Velocity is believed to be in units of 1/8000 of a block per server tick (50ms);" 01:23 < nickelpro> Server ticks are 50ms now? 01:24 < SinZ> 20 tps 01:24 < Fenhl> so yes 01:24 < nickelpro> And client ticks are 20ms right? 01:28 < SinZ> client tries to get as much fps as possible, but will stop when it hits the limit set in settings 01:30 < redstonehelper> I think server ticks ≠ world ticks ≠ client ticks 01:31 < nickelpro> SinZ: Not rendering, for physics, ie entity velocity calculations 01:45 <+md_5> https://www.youtube.com/watch?v=7kOY0l1qFZ8 relevant, in case anyone hasnt seen 01:48 < Cubix> LOL 01:57 < umby24> lol 02:46 < iBotPeaches> since mc4p isn't working yet, on the new 1.7, as you are digging which I think is either 0x07 or 0x25, what is the packet that causes that block to fall into item form? is that an object spawn packet? 03:38 < nickelpro> Is there any reason 0x24 Block Action uses a short for Y instead of a ubyte? Or just because Mojang? http://wiki.vg/Protocol#Block_Action 03:58 <+md_5> cause mojang 03:59 < SinZ> nickelpro: means the world can be taller in the future? iunno 05:16 < Not-002> [Craft.Net] SirCmpwn pushed 1 commit to 1.7.x [+0/-0/±1] http://git.io/lomv-g 05:16 < Not-002> [Craft.Net] SirCmpwn 2de05f3 - Don't flush BufferedStream if not initialized 13:31 < wow4201> Whatsss up 13:39 < Thinkofdeath> the sky 14:47 < Lukeroge> right 14:47 < Lukeroge> freenode 14:51 < Lukeroge> http://i.imgur.com/17KNOF5.png 14:54 <+ammar2> nice glasses 14:57 < SinZ> http://sinz.mca.d3s.co/scr/2013-11-03_00-56-56.jpg 15:03 < dx> Lukeroge: http://dump.dequis.org/C-ECN.png 15:04 < SinZ> not sure if photoshop or if it happened 15:04 < dx> thanks! 15:06 < dx> who's that, anyway? 15:07 < SinZ> no idea 15:07 < dx> let's assume it's pbunny 15:07 < SinZ> mmk 15:38 < Not-002> [fCraft] fragmer * r2278 2 files : Added Player.RefreshEntity() method, that causes all observers to despawn and respawn the player's entity. 15:39 < Not-002> [fCraft] fragmer * r2279 2 files : Changing capitalization of player's name via /SetInfo now updates the in-game name immediately (instead of on next map load/rejoin). 16:24 < barneygale> Under what circumstances would I call yggdasil's validate and invalidate methods? 16:29 < barneygale> Also, what sort of format does the mojang client use for clientToken? 16:35 < Thinkofdeath> barneygale: clientToken is a UUID 17:36 <+clonejo> Doesn't Mediawiki have a forgot password button? 17:40 < Thinkofdeath> clonejo: http://wiki.vg/Special:PasswordReset 17:44 <+clonejo> Thinkofdeath: perfect, thanks 17:45 <+clonejo> seems I registered without a mail address >.< 17:46 <+clonejo> So back to password bruteforcing for now … 17:47 <+clonejo> in :-) 17:48 < Thinkofdeath> :) 17:48 <+clonejo> You can't even supply the wiki with an email address. 17:49 < Thinkofdeath> ... really? I didn't realise lol 18:40 < Krenair> clonejo, our newer versions allow resetting by email address 18:41 < Krenair> I thought 1.21 did but... hm 18:46 < Krenair> gah, it's been available for a few versions but it's off by default: https://www.mediawiki.org/wiki/Manual:$wgPasswordResetRoutes 21:26 <+md_5> who is this> http://i.imgur.com/Os6Rxpe.jpg 21:34 <+clonejo> nice one! 21:38 < pdelvo> md_5 haha great! :D 22:05 < TkTech> md_5: Either you're calling yourself out or you have a stalker... 22:06 <+md_5> its not me 22:06 < TkTech> Did you see the video of the kid asking if the forge guys had autism? 22:07 <+ammar2> oh god, the awkwardness after the question 22:07 <+md_5> I havent watched any videos 22:07 <+ammar2> md_5: http://www.tubechop.com/watch/1609359 22:09 <+md_5> dafaq 22:09 <+md_5> who are the panelists ammar2 ? 22:10 <+ammar2> md_5: modders, computercraft/forge/mineZ/kainzo et al 22:10 <+md_5> ammar2 http://files.md-5.net/s/mXO5.png 22:10 <+md_5> who is who? 22:11 <+ammar2> I have no idea, the 2 guys on the left primarily answered the forge questions 22:11 < TkTech> Took me 3 tries to finish that video. Had to kept pausing it. 22:11 <+ammar2> computercraft guy, lazer and kainzo are to the right of the frame 22:13 < dx> http://dump.dequis.org/evtqx.png 22:14 <+ammar2> oh god 22:14 < TkTech> ... 22:14 <+md_5> no 22:14 <+md_5> thats a joke 22:14 <+md_5> it has to be 22:15 < dx> :D 22:15 < dx> sorry, i had to do it 22:15 <+ammar2> doesn't dexter0 attend a lot of minecons? 22:15 <+md_5> dx that is you in the picture? 22:15 < dx> nah 22:15 < dx> i just gimped it 22:16 < dx> someone linked that pic a few hours ago and, well, i couldn't resist 22:16 < dx> still no idea who that is 22:17 < Morrolan> Whoever took one of those two pictures could just ask him. :P 22:17 <+ammar2> dx: make a cross list of people here and in #md_5 22:17 <+ammar2> Morrolan: they're from the stream 22:17 < Morrolan> Oh, I see. 22:17 < dx> ammar2: such complex set theory application 22:18 < Morrolan> Also, darn, those are some big glasses. 22:18 <+ammar2> yeah, those are google glasses 22:18 < dx> 18:18 -!- Irssi: #md_5: Total of 1 nicks [1 ops, 0 halfops, 0 voices, 0 normal] 22:18 <+md_5> #md_5 on espernet 22:18 < dx> well according to my irc client, i'm that guy 22:18 < dx> md_5: shhh 22:18 < Morrolan> ammar2: Nah, I recognized those. I was talking about the Psychonauts-style glasses which the girl next to him is wearing. 22:18 <+ammar2> oh 22:18 <+ammar2> yeah 22:19 < Morrolan> Speaking of Google Glass, though - wasn't it only distributed to a select few bloggers? 22:19 <+ammar2> nope, you can buy a test version 22:19 <+ammar2> or could at least 22:22 < TkTech> Could, can't get em anymore. 22:22 < TkTech> The dev version was fairly expensive IIRC. 22:22 < dx> >>> mcdevs.intersection(md_5) 22:22 < dx> set(['', 'EdGruberman', 'MonsieurApple', 'ashka', 'md_5', 'Brottweiler', 'Thinkofdeath', 'mbaxter', 'boozaa', 'Tux', 'LaxWasHere', 'Zachoz', 'Eviltechie', 'jamietech', 'ammar2', 'Jckf', 'GunfighterJ', 'nyuszika7h', 'dx', 'dexter0', 'zh32|away', 'SirCmpwn']) 22:22 < dx> OH DAMMIT 22:22 < dx> i just pinged a bunch of people 22:22 < nyuszika7h> hi :P 22:22 <+md_5> lol 22:22 < dx> SORRY EVERYONE 22:22 < Thinkofdeath> yep 22:22 <+md_5> hm 22:22 <+md_5> Its not Ed 22:22 <+md_5> its not Apple 22:22 <+md_5> its not md_5 22:22 <+md_5> its not thinkodeath 22:22 <+ammar2> not Thinkofdeath 22:22 <+md_5> its not mbax 22:23 <+md_5> its not lax, not zach, not evil 22:23 <+ammar2> not t.ux 22:23 < dx> it's probably ammar2 or md_5 22:23 <+md_5> not jamie, not ammar, not gunfighter, not dx, not sir 22:23 <+ammar2> not jamie 22:23 <+md_5> I bet you its dexter0 22:23 <+ammar2> confirmed for dexter0 22:23 <+ammar2> he was at last years minecon too 22:23 < dx> it could be '' 22:23 < dx> that guy is everywhere 22:24 <+ammar2> I can probably find dexter from last year's minecon q&a 22:24 <+ammar2> brb 22:28 < GunfighterJ> k 22:28 < redstonehelper> 17:45, "hello #mcdevs" :D http://www.twitch.tv/mojang/b/475864771 22:30 < Thinkofdeath> http://www.twitch.tv/mojang/b/475864771?t=17m45s for the lazy 22:31 < dx> damn that place is full of nerds 22:31 < GunfighterJ> what are we looking for? 22:31 < GunfighterJ> oh, nevermind 22:31 < GunfighterJ> the google glass guy, who is that? 22:31 < Morrolan> Yea, he's being tracked down at the moment, redstonehelper. ;D 22:31 < dx> GunfighterJ: that guy is the reason you got pinged 22:31 < Morrolan> ammar2's sifting through old photos. 22:31 < GunfighterJ> ah 22:32 < Thinkofdeath> Well it could be dexter0 http://www.reddit.com/r/Minecraft/comments/1pakbz/rminecrafts_official_whos_going_to_minecon_thread/cd0elej 22:32 <+ammar2> I have to listen to like 10 pre-prubescent kids asking about dragons first 22:32 <+ammar2> before I can get to dexter0, he asked a question about sandboxing and the mod api 22:32 < TkTech> So, so many stereotypes colliding in that room. 22:33 < Morrolan> It's a very interesting collection of people, yea. 22:33 < Morrolan> Plus an astonishing amount of weapons. *snrk* 22:35 < TkTech> Quick, expel them all and add them to the no-fly list! 22:35 < TkTech> I find the number of people with various visible disabilities interesting. 22:36 <+ammar2> here I am watching ron weasley babble about redstone on a saturday night 22:36 <+ammar2> thx internet 22:38 < Morrolan> Haven't seen too many of those, though I only glance at the stream every now and then. 22:39 < GunfighterJ> I would watch the stream, but everytime I open it my roommate screams across the apartment that I am making his LOL ping spikes up 22:39 < Morrolan> Haha. 22:39 < dx> GunfighterJ: here's the solution http://lartc.org/lartc.html 22:40 < dx> ...somewhere in that page 22:40 < GunfighterJ> what exactly am I looking for? :P 22:41 < dx> some way to make his ping stay low while you watch streams 22:41 < Morrolan> A way to cut your roommate off without him finding out it was you. 22:41 < Morrolan> Oh. 22:41 < GunfighterJ> QOS :D 22:42 < dx> yep, that 22:43 < dx> i was messing with that the other day 22:43 < dx> apparently my android phone can set up iproute2 traffic control rules just fine 22:44 < dx> i was really close to turning my 3g connection into something usable, but then my landline connection returned and i lost interest in messing with tc anymore 23:05 <+ammar2> aww yea 23:05 <+ammar2> I've done it 23:05 <+ammar2> confirmed for dexter0 23:07 <+ammar2> https://www.dropbox.com/s/0oxue33vujlcutk/Screenshot%202013-11-03%2003.06.17.png 23:07 <+ammar2> http://i.imgur.com/Os6Rxpe.jpg 23:07 < Thinkofdeath> \o/ 23:07 <+ammar2> http://dump.dequis.org/evtqx.png 23:07 < Thinkofdeath> Now we can sleep :) 23:08 < dx> nice 23:08 < dx> thanks ammar2 23:08 < dx> now we just have to ban dexter0 for being pbunny --- Day changed dim. nov. 03 2013 01:41 < nickelpro> Does the client send the new json message format or just use strings? 01:41 < nickelpro> for chat 01:42 < zml> nickelpro: just strings: http://wiki.vg/Protocol#Chat_Message_2 01:43 < nickelpro> zml: So can clients color chat with the old control codes? Or are they totally cut off from text formatting? 01:45 < zml> nickelpro: wiki doesn't say, try it 01:45 < nickelpro> zml: Actually starting Minecraft is becoming more and more of a hassel, just figured I'd try asking first 01:50 < zml> client doesn't seem to let users type it 01:50 < zml> but say command in the server console allows it, so the protocol still allows it 01:51 < nickelpro> Notchian client never let players type control codes did it? 01:51 < nickelpro> zml: Anyway, thanks a bundle 01:52 < zml> I seem to remember being able to type control chars in older versions 01:54 < Fenhl> I think Notchian server kicks clients which send § 01:55 < Fenhl> might be outdated info though 01:57 < greymerk> it gets filtered by the chat allowed characters 01:57 < greymerk> i know because it's the reason you can't anvil repair an item with a coloured name 01:57 < greymerk> Dinnerbone even said it was intended in response to a bug report regarding colored item names 01:59 < nickelpro> Should have just updated client chat to the new json format 02:04 < zml> they added a vanilla command to send json chat to the server 02:05 < nickelpro> zml: What is it? 02:05 < Fenhl> tellraw 02:07 < iBotPeaches> Fenhl: just sent §, not kicked 02:07 < Fenhl> cool 02:07 < iBotPeaches> Though, how long will that work, no clue 02:39 * Eviltechie stabs dx 04:33 < Eviltechie> curse java's signed bytes 04:46 < nickelpro> Speaking of signed bytes, http://wiki.vg/Protocol#Player_Digging, Player Digging Clientbound 0x07 has Y as a signed byte, but that can't be right can it? 04:46 < nickelpro> Not big enough 05:21 < umby24> its the block position 05:21 < umby24> max world height is 256, blocks cant be any higher than that 05:21 < umby24> so a byte works 06:42 * Eviltechie rips his hair out over image blending 06:44 < nickelpro> umby24: It's a signed byte, max value is 127 06:44 < umby24> hm you do indeed have a point there 06:45 < nickelpro> All other packets have Y as an unsigned byte or larger 06:45 < nickelpro> except for relative ones 06:46 < nickelpro> Pretty sure Player Digging isn't relative though, otherwise it wouldn't bother with ints 06:46 < nickelpro> I _think_ it's just a mistake in the wiki, don't feel like digging through the client source to find out 08:48 <+ammar2> nickelpro: its an unsigned byte, fixing 09:42 < Not-002> [MCPP] RobertLeahy pushed 7 commits to 1_7_protocol [+19/-24/±22] http://git.io/kIh4Pg 09:42 < Not-002> [MCPP] RobertLeahy 0f443b5 - Networking Fix - Empty Sends 09:43 < Not-002> [MCPP] RobertLeahy 2388017 - Network Fix - Adding Callbacks to Already-Completed Sends 09:43 < Not-002> [MCPP] RobertLeahy 9c711f4 - Makefile Improvement 09:43 < Not-002> [MCPP] RobertLeahy 0edafd4 - RSA Key Handling Improvements 09:43 < Not-002> [MCPP] RobertLeahy 5cfb7c7 - Network Improvements 09:43 < Not-002> [MCPP] RobertLeahy d18ec78 - Authentication API 09:43 < Not-002> [MCPP] RobertLeahy fff6de8 - Command Line Front-End Improvements 16:25 < woder> im having some trouble with packet 2 in the login state; some times it looks like this: http://pastebin.com/sbA3MjL2 others like this http://pastebin.com/DWbKnX9u (the Byte: thing is what my varint read method prints when it reads the bytes before it makes an int with them) 16:26 < woder> the structure is varint varint varint data varint data right? 16:27 < zml> woder: yeah -- check that you are decoding varints correctly and handling strings correctly (utf-8) 16:27 < woder> I don't think it would be the encoding though since some times the varint is way too big 16:29 < woder> zml: the first two varints look fine yes? 16:30 < zml> yeah 16:31 < woder> so what could be going wrong with the third? 16:45 < Thinkofdeath> woder: Are you sure its packet 0x02? 16:46 < woder> it should be, it comes after I send the encryption response 16:48 < Thinkofdeath> Could you show your code? 16:51 < woder> what part of it? 16:51 < Thinkofdeath> reading 16:51 < woder> one second 16:51 < Thinkofdeath> Although if it works on other packets it should be fine 16:53 < woder> https://github.com/woder/TorchBot/blob/Torchbot.1.7.x/src/me/woder/network/Packet.java 16:53 < woder> its all there 17:02 < Thinkofdeath> Not sure where its going wrong 17:02 < Thinkofdeath> Have you tried using http://wiki.vg/Debugging and seeing what the server sends? 17:04 < woder> I did at one point but I lost the screenshot 17:15 < woder> Thinkofdeath: it should be showing packets right? 17:15 < Thinkofdeath> in the console, yeah 17:33 < woder> Thinkofdeath: server side: http://pastebin.com/BspTv4by bot side: http://pastebin.com/U0yGmbPJ 17:36 < Thinkofdeath> Well the packet length is correct 17:36 < Thinkofdeath> But the first string should be 32 bytes not 16 17:38 < woder> so whats wrong? 17:38 < Thinkofdeath> I think the mistake might be in readData() but i'm not sure 17:39 < Thinkofdeath> Maybe not but your packet skipping code is wrong but that shouldn't effect this because your not skipping packets 17:40 < woder> hm, ok gonna have to fix that 17:40 < Thinkofdeath> This part c.in.read(trash, 0, len) 17:40 < Thinkofdeath> because len includes the packet id 17:41 < Thinkofdeath> and you have already read that so you read an extra byte 17:41 < woder> yeah, I see that 17:42 < woder> that shouldn't be affecting the loginsuccess though 17:42 < Thinkofdeath> yeah still looking 17:44 < Thinkofdeath> Try changing readVarInt's readByte() to read() 17:46 < woder> made a difference, is my encoding wrong too? 17:46 < Thinkofdeath> that looks ok to me 17:47 < woder> looks like this now http://pastebin.com/fg5SYV9u 17:49 < Thinkofdeath> The first string should be "f7add61cc8df4ca3b5cbe789cbed3328" (if your in online mode) 17:50 < Thinkofdeath> Maybe your encryption handling is wrong 17:51 < woder> using the same encryption as in 1.6, did it change? 17:52 < Thinkofdeath> nope 17:54 < woder> I don't know why that would have broken then :c 17:54 < Thinkofdeath> I think I might of spotted it 17:55 < Thinkofdeath> https://github.com/woder/TorchBot/blob/Torchbot.1.7.x/src/me/woder/bot/Client.java#L334 Here you enable encryption and change this.in to the new datainputstream 17:56 < Thinkofdeath> https://github.com/woder/TorchBot/blob/Torchbot.1.7.x/src/me/woder/network/NetworkHandler.java#L25 but here you store the unencrypted datainputstream and use that one in loginsuccess 17:56 < woder> ah, that would explain it 18:00 < woder> Thinkofdeath: works now! thank you so much :D 18:01 < Thinkofdeath> np :) 23:43 < umby24> packet 0x39, Play, Clientbound, "the latter 2 bytes.." 23:44 < umby24> there's only one byte, the "latter 2" are floats. 23:47 < Thinkofdeath> They got changed to floats 23:47 < Thinkofdeath> I forgot to update the text :P --- Day changed lun. nov. 04 2013 00:14 < umby24> k :P 13:17 < chickenfeed> Can anyone help me with some protocol information? 13:35 < woder> can someone tell me what this means:http://pastebin.com/NdH4WEWj 13:36 < iBotPeaches> You sent a bad packet, could be for lots of reasons 13:37 < iBotPeaches> (wrong length, missing length, wrong packet struct, etc) 13:37 < chickenfeed> iBotPeaches are you very familiar with the new 1.7 protocol? 13:38 < iBotPeaches> chickenfeed: my wrapper works on 1.7, if thats enough familiarity 13:38 < chickenfeed> Probably :) I have a question about the protocol 13:38 < chickenfeed> On the wiki protocol page, some fields of packets are now varint and some are still int 13:38 < chickenfeed> Is this accurate or has the page been only half updated? 13:39 < iBotPeaches> accurate 13:39 < chickenfeed> Interesting 13:39 < chickenfeed> The same field in multiple packets is now two different data types then 13:39 < chickenfeed> ie entityID 13:40 < iBotPeaches> i guess, never noticed 13:40 < chickenfeed> Well thanks for clearing that up 13:41 < chickenfeed> I'm adding all the new packets into my code right now and I noticed something a bit strange...:P 13:43 < woder> iBotPeaches: could it be that im not sending a packet that its expecting? 13:54 < iBotPeaches> woder: nope, the packet you are sending is malformed 13:55 < woder> alright, gotta try and find where im sending a packet now... 20:59 < ellisvlad> WinstonTheCat: You are sending JSON with bad syntax, double and triple check that the JSON that you are sending is valid with this http://jsonlint.com/ 21:00 < ellisvlad> WinstonTheCat: Check any Chat/Kick/Etc. packets. The syntax needs to be right ;) 21:02 < ellisvlad> Meanwhile, Woo! http://puu.sh/58NmS.png Proper cross platform threading with zombie thread detection/killing system :D 21:19 < Drainedsoul> you have one thread just for listening? 22:06 < ellisvlad> ;D 22:11 < ellisvlad> I can take down the listener thread without taking down or kicking the players, then relaunch it on another port or whatever ;) 22:12 < dx> that doesn't have anything to do with the fact that it's a thread 22:20 < ellisvlad> Haha, meh, just the way I set it up :P 23:48 < dav1d> clonejo: http://s.dav1d.de/monitor2.jpg 23:50 < clonejo> :-) 23:50 < clonejo> dav1d: ^ 23:51 < dav1d> :D 23:51 < dav1d> so happy 23:51 < dav1d> 44hz 23:51 < dav1d> *144 23:51 < dav1d> when playing CS:GO such a huge difference in comparison to the old 23:51 < dav1d> also on colors (when not playing) 23:51 < Flemmard`> where the nerd finds the use of books 23:51 < dav1d> awesome 23:52 < Flemmard`> :p 23:52 < dav1d> Flemmard`: actually the books of my roommate :D 23:52 < dav1d> the lower is "The art of exploitation", I think that fits xD 23:52 < Flemmard`> ahah, yeah think so 23:52 * dav1d so happy^^ 23:55 < clonejo> dav1d: http://imgur.com/xWEU6G3 23:56 <+sadimusi> :D 23:56 < dav1d> :D 23:56 < dav1d> clonejo: where are you?^^ 23:57 < dav1d> at home? (aachen)? 23:57 < dav1d> or at home home 23:58 < Flemmard`> or at home home home ? 23:58 < Flemmard`> :P 23:58 < Flemmard`> we need to go deeper! 23:58 < dav1d> I wasn't aware he has so many homes :P 23:58 < barneygale> anyone know why /tellraw exists? 23:58 < dav1d> for colors 23:58 < dav1d> ah no 23:58 < barneygale> why not /sayraw then? 23:58 < dav1d> because no infront of the manage 23:59 < dav1d> *message 23:59 < dav1d> no idea why I wrote manage 23:59 < dividuum> clonejo, that looks like a hackerspace... 23:59 < dav1d> also possible^^ 23:59 < barneygale> dav1d, I don't understand 23:59 < dav1d> don't you have the senders name before the message with /tell? 23:59 < barneygale> Yeah, you do. But why can't you /sayraw {json message} 23:59 < ellisvlad> ahh!! http://puu.sh/58XJ3.jpg --- Day changed mar. nov. 05 2013 00:00 < dav1d> barneygale: but say is for everyone and tell for a person? 00:00 < barneygale> For everyone 00:00 < barneygale> same as /say 00:00 < dav1d> o.O 00:00 < barneygale> /say sends a [Server] message to all in-game 00:00 <+sadimusi> we need to go deeper! http://d.pr/i/WLeR 00:01 < dav1d> barneygale: I am pretty sure tellraw can send to a single player 00:01 < dav1d> e.g. in commandblocks 00:01 < barneygale> dav1d: I know. I want to send to /all/ players 00:01 < dav1d> ./tellraw @p {} 00:01 < dav1d> then use @a? 00:01 < dav1d> I am confused 00:01 < dav1d> didn't you just ask why tellraw exists in the first place? 00:01 < barneygale> Oh right, it's used for single-player map-making? 00:01 < clonejo> dav1d: this CCC Aachen 00:01 < clonejo> *this is 00:01 < dav1d> ah 00:02 < barneygale> I was just wondering why "tell" was the only command to get a "raw" version 00:02 < dav1d> ah ok 00:02 < dav1d> nvm then 00:02 < dav1d> doesn't /tellraw @a do what you want? 00:02 < dividuum> greetings from a inhabitant of ccc karlsruhe :-] 00:02 < ellisvlad> sadimusi: hehe 00:02 < barneygale> dav1d: this is for a console wrapper. I thought it only expanded things like @a from command blocks, right? 00:03 < Flemmard`> https://dl.dropboxusercontent.com/u/27861013/IMAG0125.jpg and deeper. 00:03 < barneygale> Oh crikey, it expands those things from command-line too?! 00:03 < barneygale> good stuff. 00:04 < Thinkofdeath> barneygale: I think bukkit used to disable that though 00:04 < Thinkofdeath> Not sure 00:04 < dav1d> ah 00:04 < barneygale> hm 00:04 < dav1d> barneygale: mark2? 00:04 < barneygale> yeah 00:07 < clonejo> Flemmard`: I could put that on the iMac next to me… 00:08 < Flemmard`> we could continue a long time with that lol 00:09 <+sadimusi> Flemmard`: lolcats in the favorites? :D 00:09 < Flemmard`> ahah yeah, got a lot of things in my fav's 00:11 < Flemmard`> not worse than ellisvlad and his "LOL poop" 00:11 < Flemmard`> :P 00:12 < dividuum> http://i.imgur.com/o6z1OiM.jpg another layer 00:12 < ellisvlad> snazzy pi :P 00:13 < dividuum> yeah. info-beamer.org/pi is one of my projects 00:13 < dav1d> these cables would make me crazy 00:13 < Flemmard`> that's a bit cliché no? beer glass everywhere, alcohol bottle, hard drives everywhere, and (emacs?) .. :P 00:13 < dav1d> looks more like sublime? 00:13 < dividuum> vim 00:14 < dav1d> ah 00:14 < Flemmard`> vim sorry :P 00:14 < dav1d> but sublime colorscheme? 00:14 < dividuum> hm. default i think. can't remember setting it 00:15 < dividuum> set background=dark. But that's all 00:15 <+sadimusi> dividuum: how are you able to use this mouse thing? 00:16 < dav1d> I don't wanna imagine how you play fps games with that 00:16 < clonejo> dividuum: isn't that a Microsoft mouse right next to your Apple keyboard? 00:17 < dividuum> it's a logitech trackball 00:17 < dividuum> it's awesome. no more mouse pain 00:17 < dividuum> i even play minecraft with it :-] 00:17 <+sadimusi> what pain? 00:17 < dav1d> so inaccurate 00:17 < dav1d> I mean, how do you aim at someones head :P 00:18 < dividuum> not really rsi or anything, but pain in my lower arm 00:18 < dividuum> since i switch to that trackball and a keyboard without those stupid number pad, it's gone 00:18 < dav1d> numpad! 00:18 < clonejo> I had that after playing Cookie Clicker … 00:18 < dav1d> clonejo: I cheated :D 00:18 < greymerk> diablo 2. 00:19 < dav1d> Game.earn(99999999999999999) 00:19 < dav1d> done 00:19 < dividuum> i automated cookie clicker in one line of javascript :) 00:19 < dav1d> dividuum: you don't even need to autmate that^^ 00:19 < dav1d> *automate 00:19 < dividuum> hehe 00:19 < dav1d> (note Game.earn doesn't even trigger the cheater achievment) 00:19 < clonejo> Flemmard`: who needs beer if you can have mate 00:20 < dividuum> yeah. that's not beer. forgot to respond to that :-) 00:22 < dividuum> miners-movies.com is now updated to 1.7.2 using my own packet parser/generator in python 00:26 <+sadimusi> Flemmard`: you've broken the chain! :P 00:34 < ellisvlad> Wow, that is erally cool dividuum 00:35 < ellisvlad> *really 00:35 < dividuum> thanks for testing :-) 00:35 < dividuum> i'm always open for feedback 00:35 < ellisvlad> Are there commands to get back to the lobby area after recording? 00:36 < dividuum> yes. /stop 00:36 < ellisvlad> oh right :P Missed that 00:36 < dividuum> but that is only told you in chat after you recorded for one minute 00:36 < dividuum> i'll include a notice after 5 seconds, so players will know that 00:37 < ellisvlad> That was really cool, I can't think of much else to improve :P 00:38 < ellisvlad> It would be nice if there were a few recording accounts for donators or something :P So you don't have to give your minecraft login 00:39 < dividuum> yeah. i hate that there's no other way to do that :-( 00:39 < ellisvlad> Hmm.. 00:40 < dividuum> i'm only using them to get a access token from the authserver. i discard the credentials immediately 00:40 < dividuum> i'm not sure about providing accounts. they might be misused. not sure how to prevent that 00:42 < dividuum> i really want openid or something like that. that would solve this "give my your credentials" problem. but i looks like that won't happen 00:42 < ellisvlad> :/ 00:43 < dividuum> another way to get access tokens without asking for credentials would be, if the auth server supported jsonp or cors. 00:44 < dividuum> then i could implement that call in javascript. oh well :-\ 00:44 < ellisvlad> I guess you could post a request directly to https://authserver.mojang.com/authenticate and use JS to get the accessToken? But that's pretty much what's already happening on the server, I guess 00:45 < dividuum> yeah. but the same origin policy prevents that 00:46 < dividuum> that's normally a good thing :-) 00:47 < ellisvlad> :P 00:47 < ellisvlad> Oh yeah, forgot about that 00:59 < Drainedsoul> ellisvlad: How will you listen on multiple ports/multiple endpoints/multiple address families? 01:36 <+sadimusi> dividuum: A JS solution wouldn't be much better, nobody would check the code every time they visit 01:36 <+sadimusi> dividuum: plus it still sets a bad example 01:38 < dividuum> :-( 01:39 <+sadimusi> dividuum: openID/OAuth would of course be nice, but it won't happen in the foreseeable future 01:40 < dx> well, we also thought we wouldn't get packet length headers in the foreseeable future 01:41 <+AndrewPH> openid/oauth for minecraft has been requested since 2009 01:42 < nickelpro> dx: When we finally got packet length headers it was in the most annoying way possible 01:42 < dx> nickelpro: shhhhhhhh 01:42 < nickelpro> They'll probably give us a non-conforming oauth1 implementation 01:43 < dx> implying oauth1 is bad 01:43 < nickelpro> It's the non-conforming part that's bad 01:44 < dx> okay then 01:44 < nickelpro> oauth1 isn't bad, just hard to implement 01:44 <+sadimusi> oauthX is pretty bad 01:44 < dx> but if you wanted a non-conforming implementation, just go with oauth2 01:44 < Drainedsoul> nickelpro: What's wrong with length headers? 01:44 < nickelpro> Drainedsoul: variable length 01:44 < Drainedsoul> what's wrong with that 01:45 < dx> it annoys him 01:45 < nickelpro> Makes building them require way too many memcpy's 01:45 < dx> that's all 01:45 < Drainedsoul> lol how 01:45 < Drainedsoul> what kind of messed up architecture are you using where you're memcpying bytes to build a varint 01:45 < nickelpro> You don't know how much space it's going to take before you build the whole packet, but the header has to be at the front of the buffer 01:45 < Drainedsoul> oh for outgoing, that's just one memmove 01:46 < nickelpro> "Most annoying way possible", a length header can't be _that_ annoying 01:47 < dx> just think of the countless bytes that are being saved! 01:47 < Drainedsoul> I just don't consider it to be more or less annoying than anything else. You just abstract it away and it's almost the same as anything else 01:47 < dx> that's a good point 01:50 < dexter0> you could do it with 0 mem-moves/cpys if you're working in a low level language like C. 01:50 < Drainedsoul> In what way? Unless you're going to perform two sends 01:51 < dexter0> VM tricks 01:51 < nickelpro> dexter0: what? 01:51 < dexter0> build the pack - the length header on a page boundary, then add the length header at the end of the previous page and modify the pointer to the start of your buffer accordingly. 01:52 < dexter0> packet* - 01:52 < Drainedsoul> somehow I doubt that'll be faster than a memmove/-cpy 01:52 < nickelpro> ya... 01:52 < dividuum> why does that have to be at a page boundary? 01:52 < dx> or just start building the packet at byte 5 or so 01:53 < Drainedsoul> and then you have to memmove it forward to fit the length header in 01:53 < dexter0> that would work to if you're being realistic, I was being pedantic 01:53 < dx> :D 01:53 < dx> dexter0: oh btw sorry for turning you into pbunny 01:53 < dexter0> lol 01:54 < nickelpro> I was giggling my ass off 01:54 < Drainedsoul> ultimately if you're looking for ways to make your code run faster, I don't think a single memcpy/memmove should be what you're looking at 01:54 < dexter0> I saw the caps. Nice detective work ammar2. 12:07 < Paprikachu> why on earth is there still a level cap for anvils 12:07 < Paprikachu> that's so ridiculously stupid 12:08 < Paprikachu> Dinnerbone - please, for the love of god - remove this cap, it's completely pointless 12:09 < jast> while you're at it, remove the zombie cow king, too 12:11 < Paprikachu> i just managed to work around the maximum enchantment levels in bukkit using reflections 12:11 < Paprikachu> but now i cant combine them in survival to get, say, thorns 10 12:14 < Paprikachu> do i really have to write a patch for bukkit 12:37 < barneygale> anyone know if the players list returned in a server ping is the full list? 12:37 < barneygale> the json field is "sample" which suggests not 12:55 < Cabraca> afaik grum said the list contains 12 players 12:56 < Cabraca> but there are alternative use cases: http://zh32.de/screen/66.png 14:14 < nyuszika7h> 12:08:42 Paprikachu │ Dinnerbone - please, for the love of god - remove this cap, it's completely pointless 14:15 < nyuszika7h> Paprikachu: +1, it's annoying, it could be increased at least 14:15 < nyuszika7h> I guess it encourages you to toss the item after it wears out, or repair it without using an anvil, and lose the enchants 14:15 < nyuszika7h> more challenge 14:15 < nyuszika7h> you can't just keep the same item forever 14:16 < Thinkofdeath> nyuszika7h: Please don't ping the devs 14:16 < nyuszika7h> sorry 14:32 < Paprikachu> nyuszika7h: when you have end grinders, it's just annoying having to make new items every time, but you will have enough enchants and exp anyways 14:32 < Paprikachu> so you might as well keep items 14:33 < nyuszika7h> might be true, I've never really got that far legit 14:34 < Paprikachu> with a good end grinder you can get to lvl 30 within a minute 14:34 < nyuszika7h> nice :O 14:34 < nyuszika7h> end grinder as in a grinder in the end? 14:34 < Paprikachu> yes 14:34 < redstonehelper> enderman xp farm 14:34 < nyuszika7h> ah 14:34 < redstonehelper> endermen spawn, fall to 1 heart, you kill them and collect the xp 14:34 < redstonehelper> optimally, you get xp faster than you can pick up xp 14:34 < Paprikachu> on a factions server that's usually the thing you go for within the first week 14:36 < Paprikachu> you can get fully enchanted armor within a few hours of farming exp. 16:05 < TobiX> Paprikachu: IIRC Etho's new ender grinder gets you level 30 in ~20 seconds :) 16:05 < Paprikachu> w/e 16:06 < Paprikachu> mine isnt completed yet :) 16:07 < TobiX> Or was it 20 seconds from "all enderman dead" -> "grinder is filled to spawn limit"? Can't quite remember... 20:57 < ellisvlad> 0.0 ... I could cry right now... I've been staring at the same code for the last two hours, trying to think why it doesn't work... Meant to do ((PData >> 2) & 3) instead of ((PData >> 2) & 2)... fml. 21:31 < bilde2910> I know that feeling 23:58 < SinZ> Dinnerbone, Grum: is there a reason why music.menu in sounds.json have no sounds attached to it? --- Day changed mer. nov. 06 2013 03:06 < Not-002> [MCPP] RobertLeahy pushed 7 commits to 1_7_protocol [+1/-0/±16] http://git.io/0vlihA 03:06 < Not-002> [MCPP] RobertLeahy 72b825e - Connection Shared Code 03:06 < Not-002> [MCPP] RobertLeahy 1bbcc80 - SendState to Shared Network Header 03:06 < Not-002> [MCPP] RobertLeahy 17f6c99 - Network Bugfixes 03:06 < Not-002> [MCPP] RobertLeahy 0a686ad - Data Provider Settings Helper 03:06 < Not-002> [MCPP] RobertLeahy e06ed94 - Network Rewrite Integration 03:06 < Not-002> [MCPP] RobertLeahy 5e6ee72 - Handshake/Ping Updates 03:06 < Not-002> [MCPP] RobertLeahy b5e87fa - Makefile Update 03:24 < WizardCM> \o/ 03:46 < WizardCM> anyone know of a dummy server that can be used to verify a user owns a certain account to register on a website? like, they attempt to connect and it kicks them with a "one time password" 03:59 < barneygale> WizardCM: https://github.com/barneygale/authserver 03:59 < barneygale> not updated for 1.7 yet, should be within a few days 04:00 < barneygale> oh wait yeah I did update it for 1.7 04:00 < barneygale> how did I forget that?! 04:00 < barneygale> I'm writing a new version based on a more general protocol library 04:17 < WizardCM> damn internet being unstable 04:33 < TkTech> WizardCM: Did you see barneygale's response? 04:33 < WizardCM> unfortunately not 04:33 < barneygale> WizardCM: https://github.com/barneygale/authserver 04:33 < barneygale> sounds like what you need 04:33 < WizardCM> i saw that one :P 04:33 < WizardCM> guess MY response to that didn't come through 04:34 < barneygale> afraid not 04:34 < WizardCM> barneygale: oooh, fancy. the only issue now is that I don't know python :P 04:34 < barneygale> ah right 04:34 < barneygale> well I can't help you much with that 04:35 < WizardCM> haha didn't expect you to :P 04:35 < barneygale> as far as I know mine is the only piece of software which does it this way. you could perhaps write something for bungeecord, idk 04:35 < greymerk> if you know java, then learning python just means unlearning half of java :) 04:35 < barneygale> roll your own in java if you like ;) 04:36 < WizardCM> greymerk: well i know enough java to get by, as i just completed my first year of java programming at university :P 04:36 < Drainedsoul> WizardCM: If you completed a first year Java course at a university, it's very likely that you know next to nothing about Java. 04:37 < WizardCM> i know the barebones basics 04:37 < WizardCM> amazing how slowly they teach it 04:37 < barneygale> yeah you probably just learnt /programming/ plus a few datatypes. It's easy to transfer that to python 04:37 < WizardCM> i mean, 1 WEEK on arrays? 04:37 < Drainedsoul> it's just my experience that Universities are very poor at teaching anything useful 04:37 < barneygale> The demo is pretty straightforward: https://github.com/barneygale/authserver/blob/master/demo.py 04:37 < barneygale> Drainedsoul: depends on the university and module. I learnt a bunch of useful stuff in some, and almost nothing in others 04:38 < WizardCM> i learned VB in high school, so i know my way around certain things 04:38 < WizardCM> in no way am i experienced though 04:38 < Drainedsoul> if you learned VB my advice is to just bleach that part of your memory 04:39 <+AndrewPH> WizardCM: lol that slow learning crap is so silly, "I'm gonna spend a week telling you that an array is like a basket of stuff!" 04:40 < Drainedsoul> Well universities/other learning institutions operate -- either rightly or wrongly -- under the assumption that everyone coming in is totally ignorant with respect to the subject-at-hand, unless they can tack some sort of high school prereq onto it 04:40 < WizardCM> Drainedsoul: would you hate me if i told you i much prefer coding in VB than I do in java? xD 04:40 < Drainedsoul> unfortunately for programming this isn't really feasible 04:40 < Drainedsoul> WizardCM: That actually raises a question of which I think is a worse language: VB or Java? Think I'm going to have to go with VB though... 04:41 < barneygale> I don't know much about VB but gut instinct says it must be worse 04:41 < Drainedsoul> well VB.NET at the very least exposes most/all of the features of the .NET framework, which probably gives it a bit of an edge on Java, even though syntactically it's an abomination (among other reasons) 04:43 < greymerk> Java is also a virtual machine and a set of tools. It's not just a language. But the two are coupled together. I believe scala is like another language for the virtual machine, isn't it? 04:43 < barneygale> yeah compiles to jvm bytecode 04:44 < greymerk> ahh cool. i know you can use it with MCP for modding now but i haven't taken a look at it yet. 05:12 < WizardCM> this is going to be a really dumb question, but how would i use demo.py? 05:14 < Drainedsoul> what do you mean "how would [you] use [it]"? 05:14 < WizardCM> i have 0 python knowledge 05:14 < WizardCM> and want to know how to set up https://github.com/barneygale/authserver 05:15 < Drainedsoul> do you have python 2.7, pycrypto, and twisted? 05:15 < WizardCM> pycrypto is apparently already installed, and i installed twisted 05:15 < Drainedsoul> and python 2.7? 05:15 < WizardCM> python 2.7.3 is also installed, yes 05:16 < Drainedsoul> I don't use Python, but my understand is that you just invoke the python interpreter and give it demo.py as a command line argument 05:20 < WizardCM> ah, i see 05:20 < WizardCM> stop 1, success! http://wizrd.tk/i2xbhu 10:03 < Valdiralita> was the login sequence changed with 1.7 or just the packets for the login? 10:15 < WizardCM> the entire network backend was changed in 1.7 10:15 < Thinkofdeath> Valdiralita: http://wiki.vg/Protocol#Login Its mostly same 10:15 < Thinkofdeath> Start and End changed but the main part stayed the same 10:16 < Valdiralita> ah there it is, ty. 10:16 < Valdiralita> http://wiki.vg/Protocol_FAQ#What.27s_the_normal_login_sequence_for_a_client.3F 10:17 < Valdiralita> was the only one i found, which is out of date 10:17 < Thinkofdeath> Feel free to update it :) 10:17 < Valdiralita> ;) 10:17 < Thinkofdeath> Never got around to it 10:18 < Valdiralita> first ill update my client 10:18 < Thinkofdeath> Valdiralita: Just so you know, the session servers changed 10:19 < Thinkofdeath> Valdiralita: http://wiki.vg/Protocol_Encryption#Client 10:20 < Valdiralita> i see, thanks 16:02 < WizardCM> barneygale: you around? 16:03 < WizardCM> good news, using your script i now have a fully working authenticator! :D 16:03 < barneygale> excellent :D 16:03 <+sadimusi> WizardCM: what are you using it for btw? 16:04 < WizardCM> wordpress account creation authentication 16:04 < WizardCM> ensuring the player owns the account they claim to have control of :P 16:04 < WizardCM> means no more players pretending to be others, and no bots being able to create accounts freely 16:04 < barneygale> If you're doing I/O, try to use twisted's libraries (e.g. twisted.web.client.getPage for HTTP) otherwise you'll block the main thread 16:05 < WizardCM> it's mostly mysql and php get 16:05 < barneygale> that's why you can either return a string or a Deferred 16:05 < WizardCM> i will probably play with it more later 16:05 < WizardCM> http://wma.im/register if you want to see it in action 16:05 < barneygale> it's not a big deal, especially if you're contacting a local server 16:05 < WizardCM> yep all local stuff 16:06 < WizardCM> i had a lot of fun building responses based on what the mysql server returned 16:06 <+sadimusi> why not standard port? 16:06 < WizardCM> because it tells me i'm running the main server on the same port 16:07 <+sadimusi> use a srv record then 16:07 < WizardCM> i'll do that when i'm more awake tomorrow 16:07 <+sadimusi> :D 16:07 < WizardCM> never messed with srv records before :P 16:08 < WizardCM> spent most of today on this functionality alone 16:08 < WizardCM> and it's not perfect 16:08 < WizardCM> as it doesn't do the time check i want to do yet 16:08 < WizardCM> like, a 1 hour time limit between creating an entry for a possible user and actually authenticating 16:08 < WizardCM> kept trying to get it to work but the select statment was just returning true regardless 16:08 <+sadimusi> makes sense 16:09 <+sadimusi> the srv record should be pretty straight-forward 16:09 < WizardCM> then i also need to create somethign to purge the sql table of un-verified entries once a day, to allow players to retry if they've taken too long 16:09 < WizardCM> something* 16:10 <+sadimusi> wouldn't it be easier to just run a cronjob every hour or so and clean out old entries? 16:10 <+sadimusi> that would solve the time limit as well 16:10 < WizardCM> yeah i'll probably do it that way 16:11 < WizardCM> i love little projects like this 16:12 < WizardCM> amazing how helpful a single semester in database concepts can be for this sort of thing 16:12 <+sadimusi> is the site so slow just because it's hosted on the other site of the planet? 16:13 < WizardCM> nah, it's more than that. it's being weird and i don't know why 16:14 <+sadimusi> what are you using? nginx with php over fastcgi? 16:14 * sadimusi is not very familiar with nginx+php 16:14 < WizardCM> definitely nginx+php, dunno about fastcgi because a friend set it up 16:15 <+sadimusi> it takes over 2s for me until the transfer even starts 16:16 < WizardCM> happens near instantly for me 16:16 < WizardCM> some pages occasionally take 5s or more 16:16 < Thinkofdeath> 2.41s here 16:16 <+sadimusi> is it hosted in australia? 16:17 < Thinkofdeath> Looks like it 16:17 < WizardCM> yes, hosted in australia 16:17 < WizardCM> a melbourne datacenter, to be more specific 16:18 <+sadimusi> my ping is ~380ms so that alone doesn't explain it 16:19 < WizardCM> yeah something is definitely strange 16:44 < ellisvlad> I remember there was some JS code somewhere that could convert rgb to minecraft map data colors... does anyone have the URL for the page I'm talking about favorited? 16:46 < dx> ellisvlad: http://jsfiddle.net/tVY6L/ 16:46 < ellisvlad> That's the one, thank you ;) 16:47 < Thinkofdeath> Sorry its messy 16:50 < clonejo> pdelvo: How's uni? 16:53 < dividuum> my miners-movies.com now supports analyzing recordings while it's running inside the browser with webgl and websockets anyone wants to test? :) 16:53 < dividuum> connect your minecraft to amdxlepdbv.v.miners-movies.com and type /analyze in chat, then follow the link 16:57 < ellisvlad> That is pretty cool 16:57 < dividuum> i'm intending to show stats like health, armor and more 16:57 < dividuum> so you can squeeze every information out of a recording :) 16:58 < ellisvlad> That looks really cool, just out of interest, how large is a minute of recording on a server like shotbow? o.0 16:59 < ellisvlad> (FileSize I mean) 16:59 < dividuum> let me see 16:59 < dividuum> one of my 33 minutes game is ~15mb 17:00 < ellisvlad> wow 17:00 < ellisvlad> nice 17:00 < dividuum> chunk update contribute the most to that 17:02 < ellisvlad> I can imagine :P 17:07 < Thinkofdeath> dividuum: Is it ment to look like this: http://i.imgur.com/4Jrcz2t.png 17:08 < dividuum> looks a little big. but otherwise, yes. 17:08 < dividuum> i'll tune that rendering in the next days and add more information to it 17:08 < Thinkofdeath> Also you might want to sent the time of day negative when you pause the recording 17:08 < Thinkofdeath> Otherwise the sun keeps moving 17:09 < dividuum> yeah. that item 8 on my current todo list :-] 17:09 < Thinkofdeath> :) 17:10 < dividuum> btw, since you're logged into the website, you can not also start the recordings from there 18:11 < ellisvlad> ...I really hope this will work... With no planning, I'm having a random stab at adding multiple world support to my server... 18:11 < ellisvlad> resolving lots of errors... I hope this will work :S 18:14 < ellisvlad> *Glances at Git... Last Commit 4 Days Ago...* Damn...This can only end badly... 19:54 < dividuum> Thinkofdeath, the sun/moon stops now, when you pause playback 19:54 < Thinkofdeath> Nice :) 20:05 < dividuum> it even handles the case when "time of day" is 0 : -P 20:06 < Not-002> [fCraft] fragmer * r2280 3 files : Updated CPE opcode list and packet-making functions. 21:01 < barneygale> md_5: do you have any inside info on when bukkit might be done? If not, any guesses? 22:37 < Not-002> [fCraft] fragmer * r2281 2 files : Made MetadataEntry struct (used by MetadataCollection) immutable. --- Day changed jeu. nov. 07 2013 04:43 < Not-002> [fCraft] fragmer * r2282 2 files : Cleanup and optimization in MetadataCollection class. 08:25 < Not-002> [fCraft] fragmer * r2283 2 files : Last round of work on MetadataCollection. Fixed .Remove() not removing zero-length groups. Improved documentation. 09:12 < Not-002> [fCraft] fragmer * r2284 8 files : Normalized capitalization of command aliases in /Help. Added "/BDB" as an alias for "/BlockDB". 09:25 < Not-002> [fCraft] fragmer * r2285 2 files : Improved code reuse between /Info and /BanInfo 09:40 < Not-002> [fCraft] fragmer * r2286 5 files : Added PreserveForeignMetadata config key (default: off). If enabled, any unrecognized metadata in ClassicWorld map files will be preserved when loading/saving. 21:22 < Thinkofdeath> md_5: Added BungeeCord's plugin channel to the wiki (someone asked for it) mind checking it over? http://wiki.vg/Plugin_channel/BungeeCord 21:29 <+md_5> Thinkofdeath : http://www.spigotmc.org/wiki/bukkit-bungee-plugin-messaging-channel/ 21:29 <+md_5> it would be easier to keep doc in one place 21:30 < Thinkofdeath> md_5: Damn it, didn't know about that thanks 21:32 <+md_5> yeah probs needs more link visibility 22:35 < nickelpro> From the wiki page on Metadata, if Living Entity extends Entity, why does its index start at 6? http://wiki.vg/Entities#Living_Entity 22:39 < Thinkofdeath> nickelpro: There isn't really a reason, it just is 22:40 < nickelpro> Thinkofdeath: So the server just sends it that way? Weird. Thanks 22:45 < umby24> Metadata is a fucking bitch to parse 22:47 < nickelpro> umby24: Really? Compared to slots and NBT I found it refreshingly straight forward 22:47 < umby24> getting it off the line is no problem 22:47 < umby24> but actually figuring out the values, their types, and storing everything appropriatly 22:48 < umby24> i've decided to just move on and leave it alone for now 22:48 < nickelpro> umby24: What language are you working in? 22:48 < umby24> c# 22:49 < umby24> you can't infer values based purly off of indicies due to them being different types and having different uses for different entities, so thats out. 22:50 < nickelpro> Oh I don't bother to decode each possible entity specific variation 22:50 < umby24> If you try some sort of function to dertermine for example if its a "living entity", it's not going to matter, because in certain cases I am receiving metadata before I know what the entity is 22:51 < umby24> so yeah.. Idunno 22:51 < nickelpro> I just through the whole thing in a list and let the user sort out what's going on 22:51 < nickelpro> throw* 22:52 < umby24> I'm tryigng to make this project a library that would be really simple to use, where the library would already parse and store any information you could possibly need 22:52 < umby24> inclusive of metadata, but oi. 22:53 < nickelpro> Ya I'm just doing protocol implementation atm, I've been using Barney Gale's code up until now but I need to update it all for 1.7 22:53 < umby24> yeah, I got everything 1.7 related working 22:53 < umby24> it stays on the server and stores a good bit of the information 22:53 < umby24> just, again, gotta get everything stored and working.. 22:53 < nickelpro> I just need to finish up object data and the new session system 23:50 < WinstonTheCat> I am trying to attempt a login on my offline private server 1.7.2; I get this returned after sending "Encryption Key Request" and get this in return "$ac7d58bf-3470-42be-b8be-cce71f1a4818" showing as packet ID 2, always 39 chars long. If it is what I should be getting, how do I use it for the Key Response? 23:56 < Thinkofdeath> WinstonTheCat: Offline servers don't go through the encryption process --- Day changed ven. nov. 08 2013 00:11 < WinstonTheCat> Oh right, and I see now but missed the text below the login process which says that. Packet 2 I'm receiving is a success. Thanks 01:25 < umby24> java.io.IOException: Bad packet id 6 01:25 < umby24> server bound 01:29 < Thinkofdeath> umby24: I'm guessing your in the wrong state 01:30 < umby24> yeah, fixed that. My respawning still isn't working right though :P 02:14 < clonejo> lol: http://wiki.vg/index.php?title=Protocol&diff=5168&oldid=5152 02:18 < clonejo> undoing … 02:20 < clonejo> m( 02:20 < clonejo> I should go to bed, I'm already confusing the revisions. 02:21 < clonejo> wait, no -.- 02:21 < clonejo> I _was_ right :P 08:50 <+SirCmpwn> TkTech: fyi, my +v overrides my +q, in case you wanted to change that 09:01 < SinZ> Oh, welcome back 09:02 <+SirCmpwn> I've been here for a while, convinced TkTech to let me in with a +q 09:02 <+SirCmpwn> going to respect that and stop talking now 10:56 < Thinkofdeath> SirCmpwn: Your "C# AES/CFB support with bouncy castle on Mono" example on http://wiki.vg/Protocol_Encryption seems to be a dead link could you point it to the new location? 11:04 < TobiX> Thinkofdeath: Works for me 11:05 < Thinkofdeath> TobiX: https://github.com/SirCmpwn/Craft.Net/blob/master/Craft.Net/AesStream.cs 404's for me 11:23 < TobiX> Thinkofdeath: Oh, never mind. I clicked only the sample code gist link m( 13:52 < SuperSpyTX> TobiX, https://github.com/SirCmpwn/Craft.Net/blob/master/source/Craft.Net.Networking/AesStream.cs new link 13:53 < SuperSpyTX> Thinkofdeath, ^ 13:53 < Thinkofdeath> SuperSpyTX: Thanks 17:07 < dividuum> when is it ok to send custom plugin messages from client to server? right after JoinGame seems to confuse BungeeCord :-) 17:12 < Thinkofdeath> I'm pretty sure you can send them as soon as you get into the play state 17:12 < Thinkofdeath> Bungeecord may be different 17:12 < dividuum> ok. thanks 18:34 < dividuum> I now support login with an access token (instead of username/password) on miners-movies.com. Sounds better? 22:44 <+md_5> <dividuum> when is it ok to send custom plugin messages from client to server? right after JoinGame seems to confuse BungeeCord :-) 22:44 <+md_5> yeah you cannot send them at login or status anymore 22:44 <+md_5> mojang disabled that and grum wouldnt listen when I cried to him about it 22:45 <+md_5> we had to rework ip forwarding to use the handshake packet, now its a bitch for users to enable 22:45 < Thinkofdeath> md_5: JoinGame is Play 22:45 < dividuum> i send them in the play state 22:45 < Thinkofdeath> "right after JoinGame" 22:45 < dividuum> *sent 22:45 <+md_5> they work fine then 22:45 < dividuum> i'm getting "Internal server error" or something. It's the shotbow lobby, if that helps 22:45 < dividuum> didn't look further into it 22:46 <+md_5> dividuum at the moment shotbow isnt running mainline bungeecord, they are using a hacked together piece of crap 22:46 <+md_5> not really surprised it doesnt work :p 22:46 < dividuum> hehe 22:47 < dividuum> i guess the "hacked" part is related to the 1.7 -> 1.6 translation? 22:48 < Thinkofdeath> Yeah its supports both 1.6 and 1.7 at the same time 22:56 < barneygale> md_5: how does the new system work? 22:56 < barneygale> the pluginmessage one 22:56 <+md_5> barneygale sends a nul delmited host: in the handshake packet 22:56 <+md_5> to get real IP 22:57 < barneygale> oh god 22:57 < barneygale> *sigh* any news from bukkit? 22:58 < Cubix> md_5: why not just append it to end of packet as another string? 22:58 <+md_5> Cubix there isnt a good reason to? 22:58 <+md_5> same net effect 22:59 < Cubix> yeah, but without null delimiter hack 22:59 <+md_5> instead you get modified packet hack which willl actually BREAK an unsupported server 22:59 <+md_5> ie: terminate connection 23:00 <+md_5> using null delmiter on an unsupported server just leads to fudged vhost data 23:00 < barneygale> null was chosen just because it won't appear in either strings 23:00 < barneygale> right? 23:00 < barneygale> no weird null handling on the server? 23:00 < Cubix> packets are length prefixed so well-behaved server should just ignore rest of payload 23:00 < barneygale> Cubix: that would be weird 23:00 <+md_5> Cubix no, a well behaved server will realise it couldnt properly decode a packet 23:00 < dividuum> or assert out :-) 23:00 <+md_5> and throw an exception 23:00 < barneygale> yeah, what md_5 said 23:01 < barneygale> even my hacky server throws an exception if there's extra data on the end 23:04 < barneygale> md_5: what about bukkit plugins getting the host field? 23:04 < barneygale> does bukkit have a method for that? 23:04 <+md_5> barneygale it strips out the second half :p 23:04 <+md_5> so plugins are unaffected 23:04 < barneygale> oh nice, you agreed that with them? 23:05 <+md_5> no? 23:05 <+md_5> bukkit hates my guts why would they do that 23:05 <+md_5> only spigot has IP forwarding 23:05 < barneygale> oh, you mean the plugin has to strip it out? 23:05 <+md_5> no 23:05 <+md_5> bungee does not IP forward unless its told to 23:05 < barneygale> Oh, I see 23:05 <+md_5> if you tell it to, its assumed you are running spigot 23:06 < barneygale> Is that new for 1.7, or has always been the case? 23:06 <+md_5> its new 23:06 < barneygale> what a pain in the arse 23:06 <+md_5> before we could just send a pluginmessage 23:06 <+md_5> and bukkit would ignore it 23:06 < barneygale> yeah, I remember the old pluginmessage method 23:06 <+md_5> but now because grum prevented plugin messages during login 23:06 <+md_5> we have to make users explicitly enable it 23:06 < barneygale> that's sad 23:07 <+md_5> and when I told grum he said that IP forwarding was not a valid justification for re allowing it 23:07 < barneygale> I sometimes feel that, given a situation with no benefits/drawbacks except the development community being somewhat in favour of one thing, they'll go for the other thing 23:08 < barneygale> s/situation/choice 23:09 <+AndrewPH> benefits: people won't go 'omg y dun bunge can use mi ip but spigget cna!' 23:11 < barneygale> I was talking about mojang 23:12 <+AndrewPH> so was I 23:12 <+Amaranth> They definitely seem to do things with the intent of making things harder for the modding and custom software groups 23:12 <+AndrewPH> you overestimate the average server owner 23:13 <+Amaranth> Perhaps because they don't want them to exist, at least once they have their own stuff 23:13 <+Amaranth> Or just because they don't care and do what is easier for them 23:14 <+md_5> Amaranth it is literally 4 lines of code for them 23:14 <+md_5> they just need to define a packet ID for the pluginmessage in the other protocols --- Day changed sam. nov. 09 2013 00:27 < TkTech> Anyone happen to use both JIRA and Alfred? 05:12 < Luqman> hey, is http://wiki.vg/Protocol accurate for 1.7.2 ? 05:14 < barneygale> should be 05:15 < Luqman> i was looking at the packets being sent by the official minecraft client with wireshark 05:16 < Luqman> and after the handshake it sends: [Packet Len, 0x0, string:username] 05:16 < Luqman> but i thought packet id 0 was for the handshake 09:48 < Thinkofdeath> Luqman: The same id can mean different packets depending on the current state ('handshaking', 'play' etc) 09:50 < Luqman> Thinkofdeath: yea thanks. finally realized that :P 09:50 < Luqman> got my simple client working 09:51 < Thinkofdeath> nice :) 12:30 < ellisvlad> Is there any documentation o the current map format? 12:30 < ellisvlad> Or does http://wiki.vg/Map_Format still apply? 12:31 < Thinkofdeath> ellisvlad: http://minecraft.gamepedia.com/Chunk_format might be more up to date 12:47 < anta> hi all 12:48 < Thinkofdeath> hey 12:48 < anta> i'm digging into mc network protocol, reading now http://wiki.vg/Protocol 12:48 < anta> havt a question, maybe some1 knows answer 12:48 < Thinkofdeath> ask away 12:49 < anta> where are real packet ids? i mean i can't find 0xFC packet for instance 12:49 < Thinkofdeath> They all changed in 1.7 12:50 < Thinkofdeath> They are the real ids now 12:50 <+ammar2> 0xFC no longer exists 12:50 < anta> ok a i see where can i find packets description for 1.6.x 12:51 < Thinkofdeath> 0xFC -> Login:Serverbound:0x01 12:51 < Thinkofdeath> http://wiki.vg/index.php?title=Protocol&oldid=4899 <- 1.6 12:51 < anta> cool dude, it seems the thing i was looking for 12:52 < anta> i've seen your nick out there somewere in hte forums by the way =) 12:54 < anta> maybe one more question then 12:55 < Thinkofdeath> ? 12:56 < anta> i get disconnected after succeseful FC command with response message "Failed to verify username!", while joinserver call responds with OK. 12:56 < anta> should be missing some command after FC? jr what? 12:56 < Thinkofdeath> Are you a client or server? 12:56 < anta> *or what? 12:57 < anta> client 12:57 < Thinkofdeath> what are you using as your serverID in the request to joinserver? 12:59 < anta> SHA'd ServerID + Public Key 12:59 < Thinkofdeath> + shared secret 13:00 < anta> yeah, missed that + shared secret of cos 13:02 < Thinkofdeath> Have you checked your sha1 method? 13:04 < Luqman> got my fake client to send/recv chat messages working it seems \o/ https://github.com/luqmana/mcchat 13:05 < anta> agrh!! man, thanks much. shame on my greyhaired head, a found some lines commented out 13:05 < Thinkofdeath> :) 13:05 < Thinkofdeath> Luqman: Nice 14:01 < Paprikachu> i wonder if the vanilla server of 1.7 is vulnerable to huge sized packets 14:02 < Paprikachu> let's suppose i send a size of 2GB, will it alloate 2GB of memory? 14:02 < Paprikachu> *allocate 14:06 < Thinkofdeath> Paprikachu: Its capped 14:08 < Paprikachu> what's the cap? 14:14 < Thinkofdeath> Something like 32768 I think 22:10 < wiley> quick protocol question 22:10 < wiley> is a VarInt represented as an int internally? 22:10 < wiley> (which would mean the length of the VarInt-serialized form would be bounded at 5 bytes?) 22:11 < Thinkofdeath> wiley: yes 22:12 < wiley> Thinkofdeath: thanks --- Day changed dim. nov. 10 2013 00:11 < Drainedsoul> the note at the top of the protocol page on the wiki is technically inaccurate. The UTF-16 strings were never prefixed with their length is characters, they were prefixed with their length in code units 00:12 < Drainedsoul> the UTF-8 implementation does exactly the same thing, except UTF-8 code units are a single byte, rather than two bytes 00:13 < Thinkofdeath> http://wiki.vg/index.php?title=Protocol&diff=5173&oldid=5171 00:18 < Drainedsoul> just didn't want to tread on toes by editing it directly because I know certain people have been maintaining it 00:18 < Drainedsoul> I'll just edit it. 00:23 < Drainedsoul> done 00:25 < Thinkofdeath> Drainedsoul: Its fine to edit it directly, just leave a messsage on the edit explaining why :) 00:25 < Thinkofdeath> (which I often forget to do) 00:26 < Drainedsoul> yeah I did. Normally on the smaller pages I just go ahead and edit, but something high profile like that I didn't want to get in some kind of war over it 00:27 < Thinkofdeath> Nah its fine 00:28 < Drainedsoul> what the heck does a NullPointerException with "Ticking screen" from the client mean 00:28 < Thinkofdeath> You broke the client :) 00:28 < Thinkofdeath> Does that happen on join? 00:29 < Drainedsoul> it happens when I sent the EncryptionRequest 00:29 < Drainedsoul> *send 00:29 < Thinkofdeath> Could you give the client stack trace? 00:29 < Thinkofdeath> I'll look 00:30 < Drainedsoul> https://gist.github.com/RobertLeahy/93d63d2856b5ea2ec780 00:31 < Thinkofdeath> return a("SHA-1", new byte[][] { paramString.getBytes("ISO_8859_1"), paramSecretKey.getEncoded(), paramPublicKey.getEncoded() }); 00:31 < Thinkofdeath> one of those is null 00:34 < Thinkofdeath> the public key can be null if you cause a InvalidKeySpecException 00:34 < Thinkofdeath> or a NoSuchAlgorithmException 00:34 < Thinkofdeath> If that happens then "Public key reconstitute failed!" should be in your client's console 00:34 < Thinkofdeath> Drainedsoul: ^ 00:35 < Drainedsoul> yeah the only thing I've changed about this code since it was last working is the way that the public key is serialized. Switched from using a function I rolled myself to something built into SSL 00:35 < Drainedsoul> unfortunately I've forgotten how to read DER encoded bytes, so I'm trying to relearn 00:41 < Drainedsoul> okay that was the problem, thanks 00:41 < Drainedsoul> used i2d_RSAPublicKey instead of i2d_RSA_PUBKEY 00:42 < Drainedsoul> in my defense OpenSSL is pretty poorly documented :( 00:48 < Thinkofdeath> :) 00:48 < Thinkofdeath> Glad it works 01:01 < skarlitz> Hm 01:02 < iBotPeaches> hmm 01:02 < skarlitz> Ohai der. :3 I didn't think I was voiced. 01:03 < skarlitz> So, could someone explain the way Yggdrasil works? Or more specifically how I can implement that in Java? I'm stuck at SSL, really, the rest is cake. 01:03 < Thinkofdeath> minecraft has a library for it 01:04 < Thinkofdeath> which isn't obfuscated 01:04 < Drainedsoul> doesn't Java have built in facilities for making HTTP requests, with or without SSL? 01:04 < skarlitz> I wouldn't know, that's why I came here. 01:04 < nickelpro> Drainedsoul: Was about to say the same thing, implementing all of HTTP just for Ygg seems a bit much 01:05 < skarlitz> I'd like to write something to auth to MC with Ygg but I'm a bit stuck. :\ 01:05 < Thinkofdeath> skarlitz: go to .minecraft\libraries\com\mojang\authlib\1.3 that does it all 01:05 < Thinkofdeath> its a java library 01:05 < skarlitz> Alrighty, cool and thanks. 01:06 < Drainedsoul> is it a synchronous library? :( 01:06 < skarlitz> Oh god threading. 01:06 < Thinkofdeath> Drainedsoul: yes 01:06 < nickelpro> Question about Object Data http://wiki.vg/Object_Data are the int fields listed in addition to the initial int or are they the initial int itself 01:06 < Thinkofdeath> the int itself 01:07 < Drainedsoul> what's the use of an API that wraps HTTP calls if it's synchronous ;[ 01:07 < nickelpro> Thinkofdeath: thanks 01:09 < nickelpro> Drainedsoul: Would asynchronous calls to Ygg even be useful? You need to wait on it to move forward in authentication anyway 01:11 < Drainedsoul> sure, if you imagine a world wherein Yggdrasil authentication is the only thing you're doing 01:14 < skarlitz> Aha. 01:15 < umby24> Anyone know how respawning works? Whenever I do so with my bot it appears invisible to vanilla clients until it relogs 01:17 < nickelpro> umby24: Try sending a position update after you respawn 01:18 < umby24> it should send one quite shortly after I do so, as the server should provide a new location for the bot, and I send my location every time I receive one of those 01:29 < Thinkofdeath> umby24: https://gist.github.com/thinkofdeath/52270e0c01fd14cc1b1e 01:29 < Thinkofdeath> ^ that is from the client's console 01:30 < umby24> thank you, Thinkofdeath . Didn't know client had debugging too 01:31 < skarlitz> I love how so many people come here for botting help. cx 01:31 < skarlitz> Also, I think I'll just leave this here. http://voxeljs.com/ 01:34 < Thinkofdeath> umby24: https://gist.github.com/thinkofdeath/987367b5601af3b469d4 here is one from the server's side (basicly the same) but with all packet names 01:47 < umby24> im also not getting health updates :D 01:48 < umby24> followed that, still invisible, woo. 01:51 < Thinkofdeath> health updates are only sent on when a Player* packet is recived and its correct (last time I checked) 02:12 < Luqman> umby24: i seem to be running into the same issue 02:52 < skarlitz> So, does anyone know how to use authlib? 02:53 < skarlitz> I'd like to use it in my program to auth to the servers but I can't particularly... Figure it out. 02:56 < Luqman> Thinkofdeath: how do you get the debug output? 03:12 < iBotPeaches> Luqman: http://wiki.vg/Debugging 03:14 < skarlitz> Is there anything on Authlib? 17:43 < skarlitz> Hellooo 20:38 < dividuum> is it possible to reliably detect if a player died (and not just walked out of sigh) using only information available to the client? 20:38 < dividuum> here are the observed packets: https://gist.github.com/anonymous/d1c47efda579ee4d8a3d 20:39 < dividuum> I'm missing an Entity Status: dead or Health 0 packet. 20:43 < Thinkofdeath> dividuum: The animation packet? I think that is sent when a player/entity dies 20:43 < Thinkofdeath> Could work 20:45 < Thinkofdeath> Nevermind, the animation packet doesn't control that 20:49 < dividuum> hm 20:49 < dividuum> i expected a metadata update with health 0, but it doesn't seem to be sent every time 20:49 < dividuum> (from what i observed so far) 20:53 < Thinkofdeath> dividuum: Have you tested on a vanillia server? Maybe the protocol patched servers don't correctly send it 21:01 < dividuum> nope 21:01 < dividuum> that capture is from behind bungee 21:01 < dividuum> might be a reason. i'll look into it 23:19 < Luqman> dividuum: you can try parsing the chat messaages and looking for messages of type "death.*" 23:45 < dividuum> Luqman, i might do that as a fallback, but that feels unreliable