11:03 <+SirCmpwn> anyway, sleep, bye 11:03 < dx> bye! 12:49 < Connor4898> Hi, can someone help me with a problem: My friend cannot connect to my lan world (Connection timed out), but I can connect to his. We're both in the same room, and on the same connection 12:52 < MrARM> Router problems? 12:52 < MrARM> Or you use wifi tethering? 12:52 < Flemmard> firewalls 12:52 < Flemmard> crappy antiviruses 12:52 < Flemmard> routes 12:52 < Flemmard> netmasks 12:52 < Flemmard> .. 12:53 < MrARM> Yeah, probably 12:53 < Connor4898> I tried opening up the ports on my firewall, still connection times out 12:53 < MrARM> Firewalls 12:54 < MrARM> Connor4898 Allow Minecraft in firewall 12:54 < Flemmard> ping answers? 12:54 < Flemmard> disable your antiviruses, and his also 12:54 < MrARM> nah, his is fine probably; it allows out coming so incoming should be ok too 12:54 < Flemmard> no 12:55 < Flemmard> generally firewalls are more restrictive when it comes to input than output 12:55 < MrARM> Really? 12:55 < Flemmard> sure, input is what can you get 'problems' 12:55 < Flemmard> e.g someone enters your shares, etc .. 12:57 < Flemmard> Connor4898: disable all the antiviruses you have, both of you, some antiviruses ahve some fuckin pissing fw's 12:59 < MrARM> It's the result of using Public rather than Private network in windows 13:00 < MrARM> and/or in firewall 13:01 < Flemmard> yeathat also 13:02 < Connor4898> Okay, I think I found the problem 13:02 < Connor4898> I was using Magic Launcher, and I had xray and zoom, that might have prevented it 13:02 < Connor4898> So I used the official launcher, and it works fine 13:03 < MrARM> heh 13:03 < Flemmard> lol 13:06 < Connor4898> Thanks anyway xD 14:04 < Connor4898> Okay, my friend is now going through a new problem xD 14:04 < Connor4898> Not to do with LAN worlds though 14:04 < Connor4898> Any server he joins, he gets kicked almost immediately 14:05 < Connor4898> Usually bad packet ids 14:05 < Connor4898> But the id number is quite random 14:06 < Connor4898> However, when I join the same servers, I don't get kicked 14:09 < Connor4898> o.o New reason for kick: Bad compressed data format 14:10 < MrARM> Connor4898: I really doubt anyone can help you with that 14:10 < Connor4898> \o/ A massive bad packet id: 257800281 14:11 < MrARM> Connor4898: it looks like a connectivity issue, is the server in same network? 14:11 < Connor4898> No 14:12 < Connor4898> It happens on any server 14:12 < Connor4898> Looks like a client issue 14:12 < MrARM> Connor4898: Fix your connection 14:12 < Connor4898> Me and my friend are on the same connection, I can join fine 14:12 < MrARM> Connor4898 what os he is running and RAM? 14:13 < Connor4898> He could join servers this morning though :/ 14:13 < MrARM> hmmm 14:13 < MrARM> Restart PC? :P 14:14 < Connor4898> Alright 14:16 < MrARM> Connor4898: I want to play the server you are on 14:26 < Connor4898> I think a restart works :D 14:26 < Not-001> [node-minecraft-protocol] roblabla pushed 1 commit to master [+0/-0/±1] http://git.io/DDsT1Q 14:26 < Not-001> [node-minecraft-protocol] roblabla 1943497 - Fix couple in protocol 18:04 < Not-001> [node-minecraft-protocol] roblabla pushed 1 commit to master [+0/-0/±1] http://git.io/98lTjQ 18:04 < Not-001> [node-minecraft-protocol] roblabla 19c252a - Another tiny mistake fixed 18:06 < Not-001> [node-minecraft-protocol] roblabla pushed 1 commit to master [+0/-0/±1] http://git.io/loCfvA 18:06 < Not-001> [node-minecraft-protocol] roblabla 1c4bced - Fix typo in type name of packet play.0x04 22:22 < dbdii407> I was wondering if anyone would be willing to help me with this problem I'm having. I keep getting "Server sent invalid player data." when sending SpawnPlayer. https://github.com/dbdii407/jumpywolf/blob/52408c53effa8f770f73eba822ca471368b6ae8f/lib/streams.js#L442 Would anyone be willing to take a look and tell me what I'm doing wrong? 22:24 < Thinkofdeath> dbdii407: That message happens when you spawn two players with the same uuid 22:28 < dbdii407> Thinkofdeath: That's a little odd as I only coded it to send once. https://github.com/dbdii407/jumpywolf/blob/master/lib/server.js#L88 22:28 < dbdii407> Am I missing something orrrr? 22:29 < Thinkofdeath> Are you sending spawn player to the player it belongs too? 22:30 < dbdii407> Yes. 22:30 < Thinkofdeath> Don't, only send it to other players 22:35 < codename_B_> You can also see that message when teleport a player sometimes 22:36 < dbdii407> Okay, so when a single player is connecting I don't need that at all? 22:36 < dbdii407> It's only when another client connects that they get it? 22:37 < dbdii407> That is, the other client's info. 22:40 < Thinkofdeath> yep 22:43 < dbdii407> Alright. That seems to solve the issue! 22:43 < dbdii407> That's weird since it didn't have a problem with that in 1.7.5 22:49 < dbdii407> Cool. Updated. https://github.com/dbdii407/jumpywolf/commit/7978d8466db21bd51bfda2c3852d06c369eb747f 22:49 < dbdii407> Thank you Thinkofdeath 22:49 < Thinkofdeath> dbdii407: 1.7.8 blocked it and np :) 22:53 < dbdii407> Now I just have to figure out how to do the chunks and stuff. :D 23:14 <+SirCmpwn> anyone got a beta 1.7.3 server jar lying around? What's the md5sum? 23:23 < dx> found one that says "Starting minecraft server version 0.2.4", wat 23:34 < dx> okay, that 0.2.4 is probably beta 1.4_01 23:35 <+SirCmpwn> trying to find a beta 1.7.3 server, it's quite difficult 23:35 <+SirCmpwn> I think I found the craftbukkit commit for b1.7.3, though, going to try compiling that 23:36 < dx> SirCmpwn: it's not in the mojang servers anymore? 23:36 < shoghicp> beta 1.7.3... 23:36 <+SirCmpwn> dx: if it is, I can't find it 23:36 < shoghicp> SirCmpwn: I might have that in an old archive 23:36 <+SirCmpwn> mojang has all the _clients_ up, but I can't find the servers 23:36 <+SirCmpwn> shoghicp: that'd be helpful 23:41 < shoghicp> SirCmpwn: It'll take a while, do you need it soon? 23:41 <+SirCmpwn> no 23:41 <+SirCmpwn> trying to build craftbukkit atm 23:42 <+SirCmpwn> not working well since they've moved the dependencies since 23:42 <+SirCmpwn> dl.bukkit.org only goes back to release 1.0 23:44 < dx> SirCmpwn: they used the maven repo before that 23:44 <+SirCmpwn> yeah, I think it's down 23:44 <+SirCmpwn> anyone know how to tell maven to use my local bukkit jar when compiling craftbukkit 23:46 < dx> SirCmpwn: first code block here http://blog.valdaris.com/post/custom-jar/ 23:46 <+SirCmpwn> you're the best, dx 23:48 <+SirCmpwn> bleh, didn't work 23:49 < dx> SirCmpwn: BAM http://repo.bukkit.org/index.html#view-repositories;legacy~browsestorage 23:49 < dx> it's one of the 0.0.1... 23:49 <+SirCmpwn> thanks! 23:50 <+SirCmpwn> let me see when it was tagged in git 23:50 <+SirCmpwn> 2011-10-30 23:51 < shoghicp> SirCmpwn: I've it on a HD 200km from here :S 23:51 < shoghicp> If you can't get it to compile, I can get it in 15 days or so when I get back 23:51 <+SirCmpwn> shoghicp: no worries, there's not a hurry 23:52 <+SirCmpwn> I'm just looking into other means 23:52 < shoghicp> ok 23:52 < shoghicp> I've an archive from b1.4, I think 23:52 < shoghicp> client & server jar 23:54 <+SirCmpwn> dx: the earliest file on that page is beta 1.8.1 :( 23:55 <+SirCmpwn> did craftbukkit actually go back to beta 1.7.3? I could have sworn it did 23:55 < dx> SirCmpwn: that's when they started to assign version numbers properly, prior to that every release was tagged 0.0.1 23:55 <+SirCmpwn> dx: yeah, I know, I downloaded the earliest 0.0.1 file and ran it and it's a 1.8.1 server 23:55 < dx> wat 23:55 < dx> impossibru 23:55 <+SirCmpwn> see for yourself 23:56 <+SirCmpwn> grab org/bukki/craftbukkit/craftbukkit20111011.221325-1.jar 23:56 <+SirCmpwn> run it 23:56 <+SirCmpwn> 15:54:22 [INFO] Starting minecraft server version Beta 1.8.1 23:59 < dx> 18:56:14 [INFO] This server is running Craftbukkit version git-Bukkit-0.0.0-945-g73697a4-b1000jnks (MC: 1.7.3) 23:59 < dx> BAM 23:59 < dx> uploading --- Day changed lun. avril 14 2014 00:00 < dx> keeping my server backups from 2011 was a good idea 00:01 <+SirCmpwn> woot 00:01 < shoghicp> SirCmpwn: found the recommended build 00:02 <+SirCmpwn> also, tip for aspiring minecraft server devs out there 00:02 <+SirCmpwn> use sensible version numbers from the start 00:02 < dx> well, it says b1000jnks 00:02 < dx> that's the RB for 1.7.3 00:02 < shoghicp> http://ge.tt/7P6LVcL 00:02 < shoghicp> build 1000 and 1060 is in there 00:03 < dx> ah, you beat me to it 00:03 <+SirCmpwn> what's the difference? 00:03 < dx> here's my build 1000 jar http://dump.dequis.org/_SY_-.jar 00:04 <+SirCmpwn> dx: worked ^_^ 00:04 <+SirCmpwn> in offline mode, though 00:04 <+SirCmpwn> auth servers for beta are down 00:05 <+SirCmpwn> I might mod them both to support the new auth system 00:05 < dx> sounds fun 00:06 < shoghicp> well, I think you don't need the old minecraft_server.jar 00:06 <+SirCmpwn> shoghicp: probably not, thanks though 00:06 < dx> SirCmpwn: i got a bunch of plugins in this backup too 00:06 < shoghicp> I'll get it on my laptop so it is more accessible 00:06 <+SirCmpwn> I just want to run it vanilla 00:07 <+SirCmpwn> thanks all the same 05:05 < morfin> hello 05:05 < morfin> what's minimal packet size? 05:06 < morfin> i calculated 3: packet length 1, packet id 1 and 1 byte(slot) but not sure 05:06 <+SpaceManiac> that seems accurate, but why do you ask? 05:09 < morfin> i need to copy data to buffer to read VarInt(length) but i do not know length of length :) 11:10 < libraryaddict> Dinner bone you there? 11:11 < libraryaddict> Just wanting to know if you will tell us how this bug was fixed. https://bugs.mojang.com/browse/MC-52817 11:12 < libraryaddict> Better question: Could you tell me how it was fixed? 11:20 < dx> oh, hey, Amaranth is a moderator in the mojang bugtracker, that's awesome 11:20 < dx> i thought that bugtracker only had moderators who didn't actually know anything about the code 11:20 <+Amaranth> heh 11:20 < libraryaddict> How dare you. Mojang carefully weighs all their options and only hire the best. 11:21 <+Amaranth> Minecraft version 1.7.9 Due:Today 11:21 <+Amaranth> shiny 11:21 < dx> libraryaddict: "the best" seems to be measured on how fast they can close tickets, regardless of how valid the issue actually is 11:22 < libraryaddict> I was going to make a jab at their asking the community about their thoughts about a new skin system where servers are screwed over 11:22 <+Amaranth> Well, when you get tickets that fast with that many duplicates such an attitude makes sense 11:22 < dx> hm, true 11:22 < libraryaddict> Yeah. Especially since most of them would be kids wanting shiny new feature or don't like this. plz remove 11:22 < SinZ> Thats when you should take into account who is submitting it 11:23 < dx> i guess people who submit valid issues are the minority 11:33 <+Amaranth> SinZ: They don't know who any of you are 12:47 < morfin> lol 16:02 < morfin> i assume i should just ignore stuff i do not want to handle 22:06 < nightpool> Hey, in the json chat standard, what the use of the "with" array? Is it exclusive to the other options ("text", "transalate" &c) or appened to the "main" message? 22:06 < Thinkofdeath> nightpool: Its for use with 'translate' 22:07 < nightpool> Thinkofdeath: So its like arguments to the translate string? 22:07 < Thinkofdeath> yep 22:08 < nightpool> And those could possibly be full json objects (with color, italics, clicks, stuff like that?) 22:08 < Thinkofdeath> {"translate":"commands.give.success","with":["Stone sword", "5", "thinkofdeath"]} for example 22:08 < Thinkofdeath> and yes 22:09 < Thinkofdeath> {"translate":"commands.give.success","with":[{"translate":"item.swordStone.name", "color":"red"}, "5", "thinkofdeath"]} for example 22:09 < nightpool> What about "extra"? That can have clickEvents, colors etc. too? 22:09 < Thinkofdeath> yep 22:10 < nightpool> sweet. do you know why they have bold and stuff as a "color" but also as an attribute? Why not one or another? 22:10 < Dinnerbone> It's not intentional for bold/etc to be a colour 22:11 < nightpool> Implementation detail? Or is it not a valid color and our docs should be updated? 22:12 < Dinnerbone> Not a valid colour, bug that it works. 22:12 < Dinnerbone> 'color' should only be, well, colours. 22:12 < nightpool> Sounds good. 22:14 < nightpool> I'm working on trying to implement a simpler text-based chat system for Bukkit, that supports all the new chat features. 22:14 < nightpool> onClick and stuff 22:15 < nightpool> (Text-based so server admins can edit it in configuration files easily, without having to deal with json and everything) --- Day changed mar. avril 15 2014 03:11 <+SirCmpwn> https://cdn.mediacru.sh/7K9donfqrJXl.png 03:11 <+SirCmpwn> is this a third party client? Does anyone know which one? 03:12 <+SpaceManiac> "Minetest"? 03:12 <+SpaceManiac> Name sounds familiar 03:12 <+SirCmpwn> oh, minetest is its own thing, I remember now 04:46 < Not-001> [Glowstone] SpaceManiac pushed 1 commit [+0/-0/±4] http://git.io/1dS28g 04:46 < Not-001> [Glowstone] SpaceManiac 60703e2 - Initial 1.7.6 protocol updates, spawn player packet not fixed yet 05:55 < Not-001> [node-minecraft-protocol] andrewrk pushed 1 commit to master [+0/-0/±1] http://git.io/o_JFGg 05:55 < Not-001> [node-minecraft-protocol] andrewrk 3e2f703 - readme: clean up installation instructions. closes #81 06:40 < morfin> guys can anybody explain one thing? 06:40 <+SpaceManiac> what's the thing? 06:40 < morfin> about NBT 06:40 < morfin> i am not sure does it add new tags in the end 06:41 < morfin> looking at this: http://minecraft.gamepedia.com/Development_resources/Example_NBT_Class 06:42 <+SpaceManiac> I'm not sure what you mean 06:44 < morfin> i can't understand how NBT writes\deletes tags 06:45 <+SpaceManiac> I don't know anything about that specific piece of code 06:46 <+SpaceManiac> Compound tags are a name->value mapping, lists are lists 06:47 < morfin> ok i will explain: how it writes new data in the middle of file? 06:49 < dx> are you interested in that particular implementation or nbt in general? 06:50 < morfin> nbt in general 06:53 < morfin> as example i need to write new data in chunk, i should move all data following nbt i change 06:55 < dx> i'm not sure if i get it. are you trying to do in-place editing? 06:56 < morfin> yes 06:57 < dx> any reason that prevents you from doing the usual deserialize / serialize cycle? 06:57 < morfin> i do not unserstand how NBT works 06:57 < dx> http://wiki.vg/NBT#Specification 06:58 < morfin> i should deserialize\serialize whole thing when need to change something? 06:58 < morfin> hmm 06:59 < dx> well, i guess you could manage to do some in-place editing to an extent but that's going to be harder than parsing the whole thing 06:59 < dx> even more considering that there are lots of libraries that do that for you already 07:00 < morfin> but i'll need to do that each time i send to user new chunk ) 07:00 < winny> i think serializing the entire thing is best if you're going to do a lot of edits -- here i kind of cheated. https://gist.github.com/winny-/6043044 07:02 < dx> morfin: if you're sending chunks then you need to have an in-memory parsed version of the nbt anyway 07:03 < dx> so if you have that already, serializing should be a matter of a single function call, unless you want to prematurely optimize 07:19 < morfin> which is evinl 07:19 < morfin> that woulld be like cache 08:59 < morfin> how do you think does packet order matter for endpoint? 09:00 < morfin> i think that should not matter 13:31 < morfin> hm minecraft just gzips whole nbt when sending\saving to file 13:32 < winny> if you want to be reliable in the impossible chance you are working with uncompressed nbt's, you may check for the magic number for gzip 13:33 < morfin> ok but about regions 13:33 < winny> 0x1F 0x8B 13:33 < morfin> to save one chunk i should save whole region? 13:33 < winny> ^ first two bytes if they match it's probably gzipped 13:33 < morfin> i know 13:34 < morfin> but region is 32x32 13:34 < morfin> looks like very non-optimal way to save world 13:38 < morfin> does all editors load region 32x32 ungzip and then when you save compress whole region and save to file? 13:39 < morfin> as example MCEdit 13:41 < winny> i wish i could contribute with knowledge -- never worked with chunks 13:42 < dividuum> did you have a look at http://minecraft.gamepedia.com/Region_file_format? 13:43 < dividuum> the header tells you where to find the each chunk data within that file 13:43 < dividuum> so if you want to load only a single chunk, seek to that location, read and uncompress it 13:44 < dividuum> ok. forget what i said. that's the region format. anvil is different 13:45 < dividuum> oh. only the way chunks are encoded changed. so the basic idea is still the same 13:50 < morfin> but still 13:50 < morfin> there is one file for 32x32 chunks(mca as i know) 13:51 < morfin> so you decompress, read where is chunk located,read it, then change, then write and finally compress whole thing 13:52 < BizarreCake> You only compress the chunk you're modifying, not the whole 32x32 region. 13:53 < morfin> ow 13:53 < morfin> wait 13:54 < morfin> oh 14:04 < morfin> anyway 14:06 < morfin> wiki says empty sections do not save 14:37 < morfin> does that mean there no zeroes? 14:37 < morfin> in chunk 14:38 < morfin> or it means empty chunks are not being saved 14:52 < BizarreCake> morfin: It means that the chunk's location in the header will be set to zero, and its data will not be present. 14:53 < morfin> anyway i am not sure about changed chunks 14:53 < morfin> since there can be variable number of entities 14:53 < BizarreCake> What do you mean? 14:54 < morfin> http://minecraft.gamepedia.com/Chunk_format 14:54 < morfin> there is entities section 14:55 < BizarreCake> Okay, and? 15:00 < dividuum> if you want to change a chunk inside a region file, make sure the compressed size fits into the old space. If not, just append it to the end of the region file. Yes: There is potentially lost space in there. 15:01 < morfin> :O? 15:02 < morfin> that was what about i was not sure 15:05 < morfin> so just change chunk location and that's all? 15:07 < dividuum> yes. update the header accordingly 15:07 < morfin> oh 15:08 < morfin> lol 15:08 < morfin> is that how vanilla doing that? 15:08 < TheRay_> hey i wrote an proxy with netty for Minecraft but how i can extract the packet contens to get the username ? 15:11 <+sadimusi> TheRay_: wait for a login start packet http://wiki.vg/Protocol#Login_Start 15:11 < morfin> hmm 15:12 < morfin> that , 15:12 < TheRay_> okay and how i can read the content of the packet? 15:12 < morfin> that means theoretically i can "rollback" one chunk just modifying it's location 15:13 <+sadimusi> TheRay_: do you know how packets are structured? 15:13 < TheRay_> no i never worked with packets 15:13 <+sadimusi> I suggest you read this http://wiki.vg/Protocol#Packets and this http://wiki.vg/Data_types 15:14 < morfin> hehe so much problems i had 15:14 < morfin> with VarInt 15:14 < TheRay_> what the hell is a varint xD? 15:15 < morfin> read and you'll see 15:15 <+sadimusi> http://developers.google.com/protocol-buffers/docs/encoding#varints 15:15 < morfin> i still did not convert into big endian floats\doubles :( 15:55 < dividuum> Dinnerbone, Grum: not sure if that helps with skin delivery (i guess it's the request count, not the bandwidth), but i just tested 100k skins and optimized them using optipng and advdef. reduces size to 90.7% 16:00 < dx> dividuum: is that 90% less or 10% less? 16:01 < dividuum> 10% less 16:01 <+sadimusi> certainly 10% less 16:01 < dx> well maybe they were mspaint compressed pngs 16:01 < dividuum> i guess it can be more, if I use a 1bit alpha channel. but i didn't test that yet 16:02 <+sadimusi> many of those skins come from skin sites which already use optifine or similar 16:03 < morfin> intersting how many times chunks are being copied 16:03 < morfin> MCEdit shows "hidden" versions of chunk? 16:09 < TheRay_> sadimusi: how i can extract the name of the login packet ? 16:11 <+sadimusi> the packet should contain nothing but the name as a utf-8 string, prefixed with its lengh as a varint 16:12 < TheRay_> moment also the lenght of the string = varint = playername ? 16:12 <+sadimusi> you're german? :D 16:12 < TheRay_> yes xD 16:13 <+sadimusi> did you manage to extract the raw data from the packet? 16:13 < TheRay_> in an old project of me 16:14 < TheRay_> and the packet contains my ingame name but with a lot of unknown characters 16:14 < TheRay_> also like question marks 16:14 <+sadimusi> can I see your code? 16:15 < TheRay_> moment 16:16 < TheRay_> http://hastebin.com/wohufafaju.coffee 16:17 < TheRay_> my hopeless attempt to filter out the names with split etc 16:17 < TheRay_> xD 16:17 <+sadimusi> o.O 16:17 <+sadimusi> what do you use it for btw? 16:18 < TheRay_> http://prntscr.com/3a7vjp mean this question marks 16:19 < TheRay_> btw ? 16:20 <+sadimusi> by the way 16:20 < TheRay_> soory i don't understand teh question xD (bad english) 16:20 < TheRay_> *the 16:20 < morfin> that's UTF-8 ) 16:20 < morfin> lol 16:21 <+sadimusi> if you want we can continue this privately in german 16:21 < morfin> theray 16:21 < morfin> are you sure you properly readed data? 16:22 < morfin> first varint packet length second packet id, then data follows 16:22 < morfin> strings are prepended by varint(length) 16:32 < morfin> oh shi* 16:34 < morfin> reading packet 0x21 and that looks pretty scary 18:05 < TheRay_> how i can cast a UnpooledUnsafeDirectByteBuf to a bytebuffer ? 18:14 < conehead> In general the ByteBuf operations are preferred to those of ByteBuffer, but you can use ByteBuf#nioBuffer() if you *really* need a ByteBuffer --- Day changed mer. avril 16 2014 05:08 < Not-001> [Glowstone] SpaceManiac pushed 1 commit [+1/-0/±6] http://git.io/KtX4fQ 05:08 < Not-001> [Glowstone] SpaceManiac 9657fd5 - Updated spawn player packet, works for offline mode, online mode might work but untested 11:03 < morfin> hm 11:03 < morfin> i guess server sends Entity teleport even for endermans 17:26 < astradev> By the way, is damage from enchantments (Like a sword with sharpness V) calculated client side or server side? I'm assuming server side. 17:28 < shoghicp> astradev: the client only sends the packet that it has hit an entity 17:28 < shoghicp> nothing else 17:28 < shoghicp> so yes, server-side 17:29 < astradev> Mkay. Another question. Does anyone know the equation for calculating bow drop? I can't make heads nor tails of the source for it. 17:31 < shoghicp> bow drop? 17:31 < shoghicp> what do you mean? 17:31 < astradev> Arrow drop, sorry. 17:32 < shoghicp> hmm? 17:32 < shoghicp> for skeletons? 17:32 < astradev> As in, the curve of the arrow when it drops due to gravity and loss of momentum. 17:32 < astradev> I need to figure out that curve so I can figure out what blocks the arrow passes through. 17:32 < shoghicp> ah, it uses the same physics used for other entities 17:32 < shoghicp> but with different drag 17:33 < shoghicp> astradev: http://minecraft.gamepedia.com/Entity#Motion_of_entities 17:37 < astradev> So how do I use this? Heh. 17:38 < shoghicp> well, you will have to use those parameters to make the calculations 17:38 < shoghicp> I'll be implementing that next month 17:39 < astradev> Implementing what in what? 17:39 < morfin> hello 17:40 < morfin> is there any way to check how many unused chunks(not referenced) in region? 17:41 < shoghicp> morfin: you mean, not generated 17:41 < shoghicp> ? 17:41 < astradev> shoghicp: Implementing what in what? 17:41 < shoghicp> astradev: implementing physics and collision detection in my server 17:42 < morfin> no 17:42 < morfin> chunks which was written to the end of file and link was changed from old to new 17:42 < astradev> Ahh. I was going to calculate the blocks an arrow was passing through ahead of time so a player would basically avoid the arrow. 17:43 < shoghicp> morfin: sectors that are garbage? 17:43 < morfin> like that 17:43 < morfin> outdated chunks 17:43 < shoghicp> well, I did a GC for that :) 17:43 < morfin> lol? 17:44 < shoghicp> you just create a map of the used chunks using the location table 17:44 < morfin> :D 17:44 < morfin> so you recreate regions 17:44 < morfin> using only used stuff 17:44 < shoghicp> when closing them 17:44 < shoghicp> yep 17:44 < morfin> that can be a good idea) 17:44 < shoghicp> https://github.com/PocketMine/PocketMine-MP/blob/Core-Rewrite/src/pocketmine/level/format/anvil/RegionLoader.php#L156 17:44 < morfin> i am not sure what's wrong with my calculation 17:44 < shoghicp> that is not the latest version, but works 17:45 < shoghicp> lastSector is the last sector used (so it does things fatser) 17:45 < shoghicp> you can just skip that thing 17:46 < shoghicp> remember that if a chunk has 2 used sectors, you need to flag two ;D 17:46 < astradev> shoghicp: Could you direct me to some resources to help me understand what to do with that data? 17:47 < morfin> shit i forgot that there is 1024 chunks ) 17:48 < morfin> i was calculating how many chunks i can fit on 2TB hdd 17:48 < shoghicp> morfin: remember the last update sector 17:48 < shoghicp> astradev: acceleration = gravity, drag is proportional, I think 17:48 < morfin> if average size of region is ~3MB 17:48 < shoghicp> 90% 1 sector, 99% 2 sectors 17:49 < shoghicp> well 17:49 < morfin> i got like 715776516 17:49 < shoghicp> a bit bigger now 17:49 < morfin> wait what 17:49 < morfin> pocket version uses same format? 17:49 < morfin> anvil i mean 17:50 < shoghicp> morfin: no, but I'm going to use it 17:50 < morfin> oow 17:50 < shoghicp> 16x16 chunks in MCPE are 23MB 17:50 < shoghicp> also 17:50 < morfin> :D 17:50 < shoghicp> they are changing the format now 17:50 < shoghicp> to use a modified LevelDB library 17:50 < morfin> i am thinking maybe use own format :) 17:50 < shoghicp> (for infinite worlds) 17:50 < morfin> because i think anvil is a bit retarded 17:51 < shoghicp> I've a lib for the MCPE format, but things there don't work fine 17:51 < shoghicp> reads are ok, writes can corrupt it sometimes 17:51 < astradev> shoghicp: Huh? Not really that good with physics. 17:51 < shoghicp> also, Anvil is not finished, I'm implementing it now 17:51 < morfin> not sure 17:52 < morfin> use original format => compatibility or use own one comfortable for me 17:52 < shoghicp> astradev: well, learn about them 17:52 < shoghicp> morfin: I've converters from MCPE -> own format and own format -> MCPE 17:53 < morfin> i just thinked about convertor) 17:53 < astradev> Hm. 17:54 < morfin> anvil is non-optimal at least because 1. chunks have fixed size: so you have to store even nothing 17:54 < morfin> i mean air 17:54 < shoghicp> you don't have to store them :P 17:54 < morfin> wait 17:54 < shoghicp> Anvil removes air mini chunks, or non-existent chunks 17:55 < morfin> Data: 2048 bytes of block data additionally defining parts of the terrain. 4 bits per block. 17:55 < morfin> ow 17:55 < morfin> not that: Blocks: 4096 bytes of block IDs defining the terrain. 8 bits per block, plus the bits from the below Add tag. 17:55 < morfin> but that's being stored in sub-sections 17:56 < morfin> ok nothing do not store 17:56 < shoghicp> empty sections ;D 17:56 < shoghicp> those are not stored 17:56 < morfin> but .. 17:56 < morfin> as i said you have to append updated chunks to the end of file each time you can't fit data 17:57 < shoghicp> or I can use a global map and try to find empty spaces ;) 17:57 < shoghicp> but yeah 17:57 < shoghicp> just append them 17:57 < morfin> lol 17:57 < shoghicp> later, you can remove the garbage chunks 17:57 < morfin> that's a hack i think 17:58 < shoghicp> Minecraft does that, right? 17:58 < morfin> not sure about that 17:58 < shoghicp> oh. Then I'll write a tool to do that, and test 17:58 < morfin> i am not sure Minecraft cleanup 17:58 < shoghicp> read index, move things, remove unused data 17:58 < morfin> anyway 17:58 < shoghicp> I've some chunks right here, I'll test now 17:59 < morfin> ok but storing entities in chunk 18:00 < shoghicp> why not? that way if that chunk is loaded/unloaded, you can load/unload entities right away 18:01 < morfin> i was thinking about something raw btw 18:01 < morfin> like key=>value storage 18:01 < morfin> but then loading can be slow :( 18:01 < morfin> because of chaos 18:02 < shoghicp> LevelDB 18:02 < shoghicp> I think that is what they are going to do 18:02 < shoghicp> well, the format is not ready yet, so I don't have a test world 18:04 < shoghicp> also, reading/saving in sectors is faster for HDDs 18:04 < shoghicp> SDDs too 18:06 < morfin> leveldb? 18:06 < morfin> lol 18:07 < morfin> what about hm 18:07 < morfin> accessing random data 18:08 < shoghicp> https://code.google.com/p/leveldb/ 18:09 < morfin> i see it 18:09 < shoghicp> I don't know more than that :S 18:10 < shoghicp> Since they use a custom lib (better compression), and I can't get it to compile on all OS 18:10 < shoghicp> I'll have to implement a basic reader 18:10 < morfin> ? 18:10 < morfin> where you can't get it to compile 18:10 < shoghicp> Windows, with the PHP bindings 18:11 < morfin> what about without php 18:11 < shoghicp> also, iOS might fail too 18:11 < morfin> i am using C++ :) 18:11 < morfin> and that's C 18:12 < morfin> i guess they're using PODs for data 18:13 < morfin> oh that's C++ 18:17 < shoghicp> morfin: the cleanup script did something 18:20 < shoghicp> yeah, it works 18:20 < shoghicp> removed 38 sectors, 0.148 MB 18:27 < shoghicp> morfin: do you have a large enough region file? --- Day changed jeu. avril 17 2014 01:36 < CodyCody> Hey, is anyone here that could help me with the Minecraft Protocol? In the packets I want to send I require the datatype Slot. Is there any way I can get this data out of the slot's position? 01:38 < shoghicp> CodyCody: http://wiki.vg/Slot 01:39 < CodyCody> Yeah, I have read that before but I cannot use it. What I am trying to do is: Send a Packet to change the item currently held in the Player's hand, then place a block with that item 01:40 < CodyCody> Now in order to place the block I need to find the data saved in this Slot, can I somehow read that out via the number of the slot? 01:40 <+sadimusi> the server sends you the whole inventory when you log in 01:42 < CodyCody> Oh, thank you, totally forgot about that :O 02:13 < umby24> and there are tons of examples of how to read slot data as well :P 03:29 * md_5 pokes TkTech 14:07 < Brottweiler> dav1d: lol 14:08 < dav1d> Brottweiler: I am sorry 14:08 < Brottweiler> dav1d: what happened? xD 14:08 < dav1d> Brottweiler: I have no idea what happened, server just shut down yesterday evening for no reason 14:08 < Brottweiler> the server box? 14:08 < dav1d> everything is fine 14:08 < dav1d> yes 14:08 < Brottweiler> linode's fault? 14:08 < dav1d> and the logs stop 7 days before 14:08 < Brottweiler> :o 14:08 < dav1d> Brottweiler: maybe hetzner 14:09 < dav1d> gonna write a support ticket 14:09 < Brottweiler> okidoki 14:11 < dav1d> it definitly wasn't a clean shutdown, few leftover .pid files existed 15:11 < LambdaSix> Don't suppose if anyone knows if the minecraft protocol is actually protocol-buffer based or just borrows varint from there? :P 15:16 <+Fador> I haven't seen anything else from protocol buffer.. 15:16 < LambdaSix> I was going to write up some .proto's from the info on the vg wiki, but seems like that wouldn't work :P 15:24 < TkTech> md_5: What's up 15:45 < Batman_> Hey guys, I'm having trouble with reading the "Player Position and Look" Packet because I can't figure out how to read the doubles out of it. Can someone help me with that? 15:49 < LambdaSix> Just read 8 bytes? 16:03 < Batman_> It's giving me values that are extremely small when I do that, they are close to zero (3 * 10^-318) when they should be -5000 in reality 16:07 < LambdaSix> If you're using java, it's something like ByteBuffer.wrap(bytes).getDouble() 16:11 < Batman_> I'm using C#, I can read integers and strings just fine, but I cant read doubles :/ What I'm doing is I save the next 8 bytes from the stream into a byte[], then I am converting the byte[] to a double 16:12 < Batman_> nvm, I think I found the problem. Had to reverse the byte array <. 16:13 < Batman_> Sorry for that then and thank you anyway xD 16:14 < LambdaSix> Oh, yeah 16:14 < LambdaSix> Minecraft pushes everything across as big endian, forgot that. 16:25 < morfin> even float\double 16:30 <+Amaranth> Is it not normal for float and double to be in network byte order? 16:31 <+Amaranth> I mean Minecraft probably only uses it because it's what Java uses, not because it's what you should use on the network, but still 16:36 < TkTech> Amaranth: IEEE 754 doesn't specify, so realistically you can never assume it's big or little endian. 16:37 <+Amaranth> TkTech: In memory or on disk, sure. I'm talking about on the network though, RFC 1700 should rule there 16:38 < LambdaSix> Network order says BE, but some networks are LE :( 16:39 < LambdaSix> (Though yeah, IP is BE) 16:39 <+Amaranth> Sure sometimes people do little endian over the network but it seemed like morfin was surprised floats and doubles were big endian over the network or something 16:39 < LambdaSix> I guess it depends how you read it, most network librarys do BE=>LE for you automagically 16:40 < LambdaSix> Unless you're on a BE system, ntohs and nthol are no-ops on BE systems 16:40 < TkTech> Amaranth: "should" in a perfect world. It's entirely up to the application :) 16:40 < TkTech> LambdaSix: You can't just read floating point numbers in some languages, like C. 16:41 < TkTech> Doing it incorrectly will cause an FP fault and weird results 16:41 <+Amaranth> I could see using LE if you're working entirely privately on a network of x86 machines but if you can't afford the byte swap you should probably just get new hardware 21:37 < morfin> how do you think is that possible to make player travel around world 21:37 < morfin> i mean if you reach -15000 you go to the other side of map without teleportation 21:38 < shoghicp> morfin: wrap the world chunks 21:38 < morfin> hm? 21:39 < shoghicp> make a generator that wraps the world 21:39 < shoghicp> for example, an island 21:39 < shoghicp> and the borders are all water 21:39 < shoghicp> so they match 21:39 < morfin> lol 21:39 < morfin> i'll need to explicitly limit world 21:40 < morfin> and change generator not just wrapping 21:41 < shoghicp> it's just an idea :P 21:41 < morfin> i beleive it's possible with some hacks 21:41 < morfin> because teleporting is not good idea 21:46 <+Amaranth> You'll need to make chunks wrap and teleport them internally but maintain an offset to translate player coordinates to server coordinates 22:45 < dav1d> brottweiler, the Server running my vps had issues 22:56 < Brottweiler> dav1d: o 23:10 < Bane> Is there any way to send a normal click via packets? I tried sending the Player Digging packet but it has no effect :/ 23:33 < Cody_> Hmm, I'm sending packets to my own server, I do not get any errors on the server and the client when sending, indicating that the packets are correct. However any packet beyond the chat packet does not show any effect, my client can receive just fine. What am I doing wrong? 23:53 < Thinkofdeath> Cody_: If you don't respond to Player movement packets from the server it will ignore most packets you send (last time I checked anyway) 23:55 < Cody_> That could be the problem, thanks. How would I answer them though? Just send a packet with the same values? --- Day changed ven. avril 18 2014 00:01 < Thinkofdeath> Cody_: yep 00:02 < Cody_> Alright thanks, it was a major problem in my client xD 03:16 < Bane> I set my client to always answer the PlayerPositionAndLook Packets with the same values the server gives me, but the server keeps responding as if those values were wrong :O 03:18 < Bane> And now the Player that my client spawns seems to be invulnerable against every damage source but mobs, while he is also unable to interact with anything :/ 04:46 < umby24> Bane: Are you sending stance correctly? 04:50 < umby24> k 04:56 <+md_5> md_5: What's up 04:56 <+md_5> TkTech was gonna say you should voice TheUnnamedDude 04:56 <+md_5> blargh 04:56 <+md_5> TkTech I mean Thinkofdeath 04:57 <+md_5> voice Thinkofdeath 04:57 < morfin> he is devoiced? 05:10 < morfin> hmm 05:10 < morfin> there not so many packet types incoming from client 05:10 < morfin> but lots of padkes from server to client 05:14 <+SpaceManiac> this is an accurate assessment 06:12 < Eviltechie> 00:10 <@jamietech> at least joe.to doesn't use a forum portal plugin for the homepage 06:12 < Eviltechie> oops 09:29 < gre-> hey 09:30 < gre-> i got a problem with mc in fullscreen, mc window is displaying my wallpaper when i push f11 (fullscreen) 09:30 < gre-> [08:42:37] [Client thread/INFO]: LWJGL Version: 2.9.1 09:30 < gre-> [08:42:37] [Client thread/ERROR]: Couldn't initialize twitch stream 09:30 < gre-> any idea to fix it pls? ty 09:43 < dx> gre-: wrong channel for that, try #minecraft 09:53 < gre-> noob 09:54 < prplz> dx you noob! 09:54 < dx> lol 09:56 < prplz> :D 17:56 < Ben___> Can anyone help me? My Client can receive any packet just fine, but can only send ChatMessage Packets flawless; If I try to send a Player Held Item change packet however, the effect of it only takes place on reconnect. Further on, things like the PlayerDiggingPacket do not work at all. I keep sending position updates every 100 ms with position values I receive from the Server, but the Player my client spawns can not be moved at all ( --- Day changed sam. avril 19 2014 16:33 < Myreek> Hey, anyone knows which packets I have to send for a Server to acknowledge my Client? I keep sending the Server the PlayerPacket and the PlayerPositionAndLookPacket, but the server keeps spamming me with the latter :/ 17:01 < MrARM_> You have to get a spawn position packet before sensing your position 17:02 < MrARM_> *sending 17:18 < Myreek> Still not working, it keeps sending me the PlayerPosAndLook Packet, which I answer with the same values immediately 17:18 < MrARM> Probably you don't 17:20 < Myreek> Hmm, do I maybe have to apply gravity to the player? Could that be why the server is complaining about my position? 17:21 < Myreek> I checked the values multiple times, I'll see if anything's wrong there 17:22 < MrARM> Nope, you don't have to 17:24 < Myreek> Alright, so it's an issue with the way I send my values :/ 17:45 < Myreek> Nevermind, I think I found the problem: The X and Z values sent by the server are incredibly high while the Y coordinate is close to 0 <.< 17:45 < Myreek> Should have noticed that earlier xD 18:06 < foxyhunter> Has anyone here been able to get the 1.0.6 blood n bones server to work with mcpc today 18:08 < foxyhunter> was bored so i decide to make a server for the modpack because its hard--but mcpc seems to hate it--or vice versa 18:08 < foxyhunter> works fine without it --- Day changed dim. avril 20 2014 04:32 < Vijfhoek> Little question, http://wiki.vg/Protocol#Login states that I need to send a "Handshake State=2" package to join. Now I remember this handshake packet being a thing in the past, but apparently it doesn't exist anymore 04:32 < Vijfhoek> What do I send instead of that Handshake package? 04:38 < Vijfhoek> Or is http://wiki.vg/Protocol#Handshake meant to be clientbound 09:04 <+Amaranth> Vijfhoek: Clientbound means Server->Client. To join a server you need to send a packet Client->Server so Serverbound 11:01 < WizardCM> i'm looking at the Resource Pack documentation on the MC wiki, and the font properties section has a bit of json in it. anyone know where it's supposed to go? 12:04 <+Amaranth> Huh, I guess they got rid of glyph_sizes.bin 12:08 < Thinkofdeath> Amaranth: I still see it? 12:09 <+Amaranth> http://minecraft.gamepedia.com/Resource_pack#Font_Properties makes it sound like this is handled with json now 12:11 < Thinkofdeath> I guess it isn't used by mojang yet? I can't find it anywhere 12:11 <+Amaranth> Everything else I can find makes it sound like for a custom font you have to edit glyph_sizes.bin too and/or use mcpatcher 12:16 < Dinnerbone> I don't think we use it yet 13:51 < Vijfhoek> Amaranth: Oh right. Thanks 15:31 < Vijfhoek> "Note: With the death of cia.vc, we are seeking a viable replacement. Please offer your suggestion in the channel." There is a set of replacements on the bottom of http://cia.vc/ 15:31 < Vijfhoek> Notifico (http://n.tkte.ch/) looks pretty nice 15:36 < dx> lol 15:37 < dx> Vijfhoek: we're using notifico, and the guy who wrote notifico is the same guy who wrote the text you quoted from mcdevs.org, who happens to be an op of this channel 15:37 < Vijfhoek> Oh cool 15:38 < Vijfhoek> In that case, Tyler, nice job 15:40 < dx> he's TkTech here (i got stuck for a second thinking "who's tyler?") 15:41 < Vijfhoek> Got it from the copyright at the bottom 15:41 < Vijfhoek> What repos get shared here? 15:42 < dx> hmm good question, not sure if there's a way to lookup that 15:42 < dx> other than grepping my logs. i guess that could work 15:43 < dx> Vijfhoek: http://ix.io/bO1 15:44 < Vijfhoek> Cool 15:44 < Vijfhoek> Would be fun if Minecraft's repo got shared here 15:44 < dx> you're forgetting about the small detail that minecraft is closed source 15:45 < Vijfhoek> The bot doesn't share anything, does it? 15:45 < dx> share how? 15:45 < Vijfhoek> Just the commit messages 15:45 < Vijfhoek> Oh wait, cia.vc shared links too 15:45 < Vijfhoek> And of course it needs a hook, which is private 15:45 < Vijfhoek> Don't mind me 15:45 < dx> yeah it has diff links 15:45 < dx> and mojang doesn't publish commit messages either --- Day changed lun. avril 21 2014 03:08 < Not-001> [fCraft] fragmer * r2335 2 files : Updated version number to 0.644 (missed in previous commit). 11:05 < falteckz> What's the correct way of placing a block? 11:05 < falteckz> Are the x,y,z coords the space you wish to place it on ? 11:05 < falteckz> Or the block you're placing against ? 11:12 < falteckz> HeadY has been removed from latest packets, that's wonderful news 11:12 < falteckz> That packet was a nuisance today 11:21 < SinZ> iirc its the intended x,y,z 11:26 < falteckz> Oh Hey SinZ 11:26 < falteckz> Thanks 11:34 < falteckz> SinZ, https://github.com/Bukkit/mc-dev/blob/caad082debcee0be4758837af916ef808e55c182/net/minecraft/server/PlayerConnection.java#L366-L392 11:34 < falteckz> Probably the block you're interacting with 11:34 < falteckz> Not the destination 11:37 < falteckz> Still can't seem to get it to work 11:38 < falteckz> Wish I had a hacked client that made viewing packets clean 12:10 < bilde2910> Hello everyone :) 12:11 < bilde2910> I'm trying to make a program that will read Minecraft's Anvil format region files, to get information about which blocks, entities etc. the world consists of. I found the guide at http://wiki.vg/User:Sprenger120 , but I'm having a hard time understanding how it works. I'm just wondering if anyone has made a working implementation for reading the Anvil files? 12:12 < bilde2910> If they have, is there any chance I could look at their code to see how it's being done? I already tried studying Mojang's Region->Anvil converter, but it hasn't been of any help. 12:27 < falteckz> bilde2910, What are you coding this in ? 12:27 < bilde2910> Java 14:30 < Vijfhoek> Hm, with play packet 0x0C, does the server send multiple Data.Name, Data.Value and Data.Signatures? 14:30 < Vijfhoek> Clientbound 14:38 < Thinkofdeath> Vijfhoek: It can but currently doesn't 16:49 < winny> where can i read about VarInts? 16:55 < Flemmard> maybe google 16:56 < winny> anything one may recommend to me? 16:56 < Flemmard> https://developers.google.com/protocol-buffers/docs/encoding 16:56 < Flemmard> maybe something like that 16:56 < Flemmard> dunno 16:56 < Flemmard> it's probably linked on wiki 17:36 < Vijfhoek> It is 17:36 < Vijfhoek> http://wiki.vg/Data_types 17:41 < Vijfhoek> I don't see why VarInts are used for the handshake packet though 17:41 < Vijfhoek> The variable size shouldn't matter, considering it is only sent once 17:42 < Vijfhoek> And is an uint64_t really not enough for the protocol version? 17:43 < Vijfhoek> If there was a new protocol made every millisecond, it would last more than 580,000 millenia 17:45 < Vijfhoek> 17:55 < bilde2910> Argh... I don't get this... 17:56 < bilde2910> No one here has an implementation of the Anvil map format though? 18:00 < winny> i'll add a link from the serverlistping pag 18:38 -!- Irssi: #mcdevs: Total of 135 nicks [1 ops, 0 halfops, 10 voices, 124 normal] 18:39 < rom1504> roblabla: are you there ? I think it's still there https://github.com/nevercast/mineflayer/blob/feature-1.7/lib/plugins/chat.js#L20 18:39 < rom1504> but only for 1.6.2 it seems 18:39 < roblabla> hmm ? 18:39 < roblabla> yeah, I'm looking at it 18:40 < roblabla> I really want to remove this if check 18:40 < roblabla> and remove the whisper 18:40 < roblabla> because it's stupid, there's no way to reliably check if a message was a chat or a whisper 18:40 < roblabla> nor is there any reliable way to know who sent it, really 18:42 < rom1504> well pseudo don't contain spaces so the idea is if you remove what's before the space then you get the pseudo 18:42 < roblabla> My opinion is, we should just have our own internal ChatMessage class, which would act like minecraft's JSONs without the translate, and with a method to retrieve a string without the controls 18:42 < roblabla> doesn't work all the time 18:42 < roblabla> HeroChat and other plugins sometimes prefix the permission group 18:43 < roblabla> Essentials changes the username to a nick 18:43 < roblabla> I mean, if we were to only support minecraft_server, then sure we can get it reliably. But that's a bit ridiculous since the majority of the servers run bukkit/spigot 18:43 < rom1504> hum I see, the problem is the pseudo of the sender is sometimes needed, for example so that the bot take only the command of the owner 18:44 < roblabla> zuazo had a good alternative 18:44 < rom1504> worst cast even if the pseudo is not recognized then the message should at least pass through 18:44 < roblabla> https://github.com/andrewrk/mineflayer/pull/165 18:44 < roblabla> This is a good compromise IMO 18:44 < roblabla> I didn't check the implementation, but the idea is good 18:44 < rom1504> right now I don't even get bot.on('chat' on my spigot server 18:45 < roblabla> yeah, I saw 18:45 < roblabla> I didn't test the PR yet 18:46 < rom1504> yeah that make sense, basically one plugin by chat system 18:47 < roblabla> all fulfilling the same contract 18:48 < roblabla> Just wondering, anyone know what is the size of a player ? AKA, difference between feet and eye height ? 18:49 < roblabla> nevermind, it's 1.62 18:51 < rom1504> I was wondering whether craft problems in mineflayer (https://github.com/andrewrk/mineflayer/issues/144) could have been fixed by minecraft updates but can't test it without chat 18:52 < roblabla> well you could disable the chat plugin by moving it out :P 18:53 < roblabla> talk about long-standing bug 18:53 < roblabla> one year old issue 18:54 < roblabla> I think I'm going to pull the work nevercast did up 'till now, and try to integrate zuazo's PR. 18:54 < rom1504> yeah, that was a problem in my bot using mineflayer (I was trying to make a command get 1 diamond sword which work by crafting, getting basic ressources, ... and I got stuck because craft is broken) 18:55 < rom1504> that'd be nice 18:55 < rom1504> roblabla: moving out the chat plugin ? 18:56 < roblabla> rom1504, well, modularizing the chat. 18:56 < roblabla> I'm going over zuazo's implementation to see how it works; 18:56 < rom1504> oh yeah ok --- Day changed mar. avril 22 2014 01:12 -!- Irssi: #mcdevs: Total of 135 nicks [1 ops, 0 halfops, 10 voices, 124 normal] 04:41 < Not-001> [Glowstone] SpaceManiac pushed 2 commits [+0/-0/±4] http://git.io/WvXnzw 04:41 < Not-001> [Glowstone] SpaceManiac 722281c - Added and switched to using sendSignChange. 04:41 < Not-001> [Glowstone] SpaceManiac e206edb - Naive implementations of getPlayer/getOfflinePlayer with UUID. 20:07 < barneygale> Hi all. When doing a request to /session/minecraft/join, what should selectedProfile be? a dict with 'id' and 'name' members, or just a string? 20:07 < barneygale> Also I expect I should be getting an HTTP 200 back, right? 20:10 < Thinkofdeath> barneygale: string and yes 20:11 < barneygale> what should the string be? profile id or name? 20:11 < Thinkofdeath> id 20:11 < barneygale> thanks very much! 20:11 < Thinkofdeath> np :) 20:12 < barneygale> Kind of silly how on login, selectedProfile is a dict, and on join it's a string... 20:19 < barneygale> Thinkofdeath: is offline mode documented anywhere? 20:19 < Thinkofdeath> Don't think so 20:20 < barneygale> what's different? 20:20 < Thinkofdeath> They just skip the encryption part of the protocol 20:20 < barneygale> sweet 22:08 < Not-001> [Glowstone] SpaceManiac pushed 4 commits [+6/-3/±48] http://git.io/f7lB2Q 22:08 < Not-001> [Glowstone] SpaceManiac 530b77b - Changed tags to not include name, started adding helpers in CompoundTag. 22:08 < Not-001> [Glowstone] SpaceManiac 6ddd3db - Switched everything to use new NBT stuff, minor improvements. 22:08 < Not-001> [Glowstone] SpaceManiac b27b310 - Further improvements and cleanup, and complete unit tests. 22:08 < Not-001> [Glowstone] ... and 1 more commits. --- Day changed mer. avril 23 2014 02:39 < Not-001> [Glowstone] SpaceManiac pushed 1 commit [+0/-0/±3] http://git.io/xnVqng 02:39 < Not-001> [Glowstone] SpaceManiac 0e0fe39 - More fixes to world I/O for new NBT stuff. --- Day changed jeu. avril 24 2014 02:24 < Not-001> [mineflayer] nevercast tagged 3fa3141 as 1.1.0 http://git.io/CD_R7g 02:27 < Not-001> [mineflayer] nevercast deleted branch mc-1.6.2 18:00 < Not-001> [mcprotocol] thinkofdeath pushed 1 commit to master [+1/-0/±102] http://git.io/c9YOzg 18:00 < Not-001> [mcprotocol] thinkofdeath ebc074d - 14w17a --- Day changed sam. avril 26 2014 06:17 <+SirCmpwn> fragmer: you're scryptonite, right? 11:53 < Vijfhoek> Osst 11:54 < Vijfhoek> Psst* 11:54 < Vijfhoek> Wiki guys 11:54 < Vijfhoek> It's Markus Persson 11:54 < Vijfhoek> Not Perrson 11:57 < dx> peerson 11:58 < Flemmard> why not ppeerrssoonn 11:59 < dx> Vijfhoek: it would be helpful if you actually mentioned where you saw that "perrson" 11:59 < Vijfhoek> Oh 11:59 < Vijfhoek> The captcha 11:59 < Vijfhoek> Woops, meant to say that 12:00 < dx> ok cool 12:02 < dx> TkTech: please fix spelling of wiki registration textcha from «Markus "____" Perrson» to «Markus "____" Persson» 12:02 < dx> Vijfhoek: issue redirected to our great leader 12:03 < dx> also, damn, we still get a lot of spammers 12:05 < Vijfhoek> Are you by any chance French? 12:05 < dx> nope 12:05 < Vijfhoek> Hm 12:06 < Vijfhoek> France is the only country I know that uses «» 12:06 < dx> us-intl keyboard, i got it there, and it's better than nesting quotes in a confusing way 12:06 < Vijfhoek> Yeah okay 12:06 < dx> sometimes i even use 「...」 12:06 < dx> because it looks cool 12:06 < Vijfhoek> us-intl keyboard here too btw, it's standard here 12:07 < Vijfhoek> Alt Gr ftw 12:07 < dx> indeed 12:07 < Vijfhoek> Even though it's a software feature, really 12:07 < Flemmard> im on a french keyboard but uses us-intl .. 12:08 < Flemmard> confuses everyone that wants to use my computer, so they stop doing it :D 12:10 < dx> it would be mostly okay if it wasn't for shift+numbers 12:10 < dx> seems like every key layout i've used has different ordering of symbols in that row 12:11 < Flemmard> yeah, but q => z, m => ; etc 12:12 < Flemmard> but yeah symbols/numbers is kinda painful also XD 12:12 < Flemmard> the most annoying thing is to go from one to the other 12:13 < dx> also extremely common issue that probably affects anyone ever in the whole universe: "where's your @ key?" 12:13 < Flemmard> now it would be "WHER IZ UR HASHTAG KEYYY??" 12:13 < Flemmard> xD 12:56 < Vijfhoek> ^where ^is ^your ^hashtag ^key 12:58 < Flemmard> the crappy typing was made for the 'joke' 14:18 < Aragas> Hello guys! 14:22 < Aragas> I'm developing an online client for minecraft, have some troubles. 14:22 < Aragas> I'm receiving some 0x26 (Map Chunk Bulk) packets with strange coordinates: My spawn position is about 0,0 but these packets give me chunk coords about 1000, 1000 and i have some errors with reading these packets - something is wrong with them. 14:23 < Aragas> All metadata from packet have strange coordinates 14:28 < Aragas> My client doesn't send anything except 0x00 (KeepAlive) and 0x04 (PlayerPosition) with 0x05 (PlayerLook) packets 14:30 < Aragas> I don't think that the problem is on my side - i'm just gettin' packets length, id and then read it. 14:45 < Aragas> Still here, will be waiting for answer. Have registered 15:24 <+fragmer> SirCmpwn, I don't know what scryptonite, so I am probably not it 15:24 <+fragmer> *what scryptonite is 15:36 < dx> fragmer: probably someone who does scrypt mining 15:36 < dx> Aragas: what language? 15:40 < Aragas> dx: C# 15:40 < dx> Aragas: there's a wonderful implementation of it here https://github.com/SirCmpwn/Craft.Net 15:41 < dx> Aragas: you might want to take a look at it for inspiration, or just use it. 15:41 < Aragas> dx: yes, i use it a bit, i'm develipont my client for quite some times 15:43 < dx> Aragas: you mean your project is using Craft.Net.Client, or that you're already using that code for reference? 15:44 < Aragas> dx: Nope, i have done my own network stuff, i just use some part of other code. No references or something like this 15:47 < Aragas> dx: I need to go. I'll come back in an hour. If you are interested, here is my code: https://github.com/Aragas/MineLib.ClientWrapper 15:48 < dx> oh, neat. that helps 15:48 < Aragas> https://github.com/Aragas/MineLib.Network and that too 15:49 < Aragas> dx: Have uploaded my last version. Have fun :D 15:51 < dx> this is the point in which i realize i have no idea what to do with this code 15:51 < dx> halp 16:54 < Vijfhoek> Flemmard: I am aware 16:54 < Vijfhoek> And the ^s represented the user looking for the # button 16:54 < Vijfhoek> wanting to type #where #is #your #hashtag #key 16:54 < Vijfhoek> because they can only type like that 16:55 < Vijfhoek> (I'm not a grammar nazi) 17:00 < Flemmard> oh okay, sorry :D 17:01 < Flemmard> #allmakessensenow 17:01 < Flemmard> XD 17:31 < Vijfhoek> :D 17:59 < Aragas> dx: Did you like it? :D 18:00 < dx> Aragas: 10:51 < dx> this is the point in which i realize i have no idea what to do with this code 18:00 < dx> Aragas: 10:51 < dx> halp 18:01 < Aragas> dx: That's the spirit! 18:01 < dx> Aragas: \o/ 18:02 < Aragas> dx: Nah, it runs only is the server is online 18:02 < dx> huh? 18:02 < dx> the bug only happens with offline mode? 18:03 < Aragas> Nope. Client runs only if the server was started, i mean 18:04 < Aragas> Local server. Or change the adress. You can't run my client or you totally dunno what to do with it? 18:08 < dx> well i don't do C# so i can't compile it to test, and i'm not sure what part of the code would be relevant to your issue 18:09 < Aragas> Chunk data is not corrupted. First bytes are correct, i mean Zlib headers or what it uses 18:09 < Aragas> I can give u readed from packed data. It is fully stored 18:09 < Aragas> All metadata, chunk data array 18:13 < Aragas> I thought it was an error by my side, but if i skip reading that packet (gettin' information from byte array) and go to the next packets - they will be not corrupted. I'm receiving bad packets from server. That's for sure 18:14 < Aragas> And this is weird 18:23 < Aragas> I tried run vanilla with that xml debug mod. Packets were sended slower, and bugged packets were not so many. 47-49 without debug, 20-35 with debug. I'm reading packets too fast? I'm just confused. 23:27 <+SirCmpwn> look what I found https://github.com/JBou/McMetroLauncher 23:27 <+SirCmpwn> I hope they'll send some of their launcher stuff back to Craft.Net, I'd like to have some of that in the lib 23:32 < TkTech> SirCmpwn: Make a ticket about it? 23:32 <+SirCmpwn> I did so 23:33 < TkTech> Jesus, they're using 2MB pictures on their homepage and must have dialup upload 23:33 < dx> SirCmpwn: what parts of craft.net do they use right now? 23:33 <+SirCmpwn> the software looks pretty cool, though 23:33 <+SirCmpwn> dx: they extend a lot of the classes in Craft.Net that provide basic launcher functionality 23:33 <+SirCmpwn> dx: i.e. Session.cs 23:34 < dx> SirCmpwn: oh, extending classes, fun. 23:34 <+SirCmpwn> https://github.com/JBou/McMetroLauncher/search?q=Craft.Net&ref=cmdform 23:35 <+SirCmpwn> https://github.com/Conji/the-syhno-project 23:35 <+SirCmpwn> >SirCmPwn 23:35 <+SirCmpwn> :/ 23:35 < TkTech> Ego-search Saturday? :) 23:35 <+SirCmpwn> yeah, looking to see who's using it 23:35 < dx> sIRCmpWn 23:36 < dx> i never realized you had "irc" in your name 23:36 <+SirCmpwn> putting off fixing my kernel's header format while I do this instead :) 23:36 <+SirCmpwn> dx: neither did I 23:36 <+SirCmpwn> apparently there's an AUR package for Craft.Net 23:36 < dx> aur... why 23:36 <+SirCmpwn> <3 arch linux 23:37 < TkTech> Same here. Work to do so instead I'm making a library for the ArmAII/DayZ packfile format. http://w.tkte.ch/pypbo/pypbo.html#module-pypbo.cli 23:37 <+SirCmpwn> neato 23:37 < dx> craft.net-git depends on fnbt... and nothing else depends on either of them 23:38 < dx> is it actually useful to isntall craft.net system wide? dunno how C# libraries work 23:38 <+SirCmpwn> I suppose it could be useful 23:38 <+SirCmpwn> there's a centralized place for them, and you can reference stuff from that place 23:38 <+SirCmpwn> I generally don't bother 23:39 <+SirCmpwn> dude, like 8 people have credited me in their code for "blockY & 16" 23:39 <+SirCmpwn> dude 23:39 <+SirCmpwn> I thought maybe it was just one weird guy but no, it's several people 23:39 <+SirCmpwn> is that really difficult to figure out? 23:39 < dx> haha 23:40 < dx> we get people who use C# quite often, and we redirect all of them to the craft.net code as reference 23:40 <+SirCmpwn> i %= 10; // Credit to my 7th grade programming teacher for telling me how modulo works 23:41 < dx> it's not *that* surprising that you got 8 people that found that useful 23:45 <+SirCmpwn> https://github.com/Damgaard/TicTacToe/blob/master/.gitignore 23:45 < Aragas> Nah, nope. I think they just copy-past it without deleting this comment 23:45 < Aragas> I must have it too 23:46 <+SirCmpwn> I found my name in your repos, but for stuff that is reasonable to take 23:46 <+SirCmpwn> like cryptography 23:47 < Aragas> I'm often use your work. Really make life easy 23:47 <+SirCmpwn> glad to hear it could help 23:48 <+SirCmpwn> https://github.com/kria/TfsBot 23:48 <+SirCmpwn> should I tell him that ChatSharp is a massively overengineered, buggy piece of crap? 23:49 < dx> if he didn't notice, better not tell him 23:49 < dx> if he did, it's probably redundant to tell him 23:50 <+SirCmpwn> good point, he probably already knows 23:51 < Aragas> Looks funny 23:55 < Aragas> SirCmpwn, i wanted to ask you, you thought about graphic part for client? 23:56 <+SirCmpwn> every time I touch OpenGL, a kitten dies 23:56 <+SirCmpwn> bleh, he left 23:56 < Aragasas> Oops. Dunno what it was 23:56 <+SirCmpwn> every time I touch OpenGL, a kitten dies 23:57 <+SirCmpwn> that being said, I have an extremely half-assed attempt here: https://github.com/SirCmpwn/Crafty 23:57 < Aragasas> Why so hardcore? Why not unity or (oh yea) xna? 23:58 <+SirCmpwn> well, not Unity because I don't think it's well suited to interact with Craft.Net 23:58 <+SirCmpwn> and not XNA because XNA doesn't have great linux support 23:58 <+SirCmpwn> in any case, s/OpenGL/any 3D graphics/ 23:58 < Aragasas> Yea, good point 23:59 <+SirCmpwn> someone credited me with code that I wouldn't be caught dead writing --- Day changed dim. avril 27 2014 00:01 < Aragasas> If my work with chunks will be done, i'll try something. Have searched for some a-bit-ready code. So naive. 00:01 <+SirCmpwn> I would love to see a Craft.Net.Rendering library, if you're willing to help out 00:01 <+SirCmpwn> with OpenTK for graphics 00:03 <+SirCmpwn> Aragasas: if you do want to help out, by the way, it'd be best to hang out in #craft.net 00:03 < Aragasas> That would be nice. If it will work on my client, then i can easy port it to Craft.Net 00:05 < dx> SirCmpwn: XNA is pretty much deprecated and replaced by monogame, which seems to have great support of every platform ever 00:05 <+SirCmpwn> but not great coverage of the XNA API, dx 00:06 <+SirCmpwn> at least as of 8 or 9 months ago, when I last checked 00:06 <+SirCmpwn> it was particularly hurting for 3D support, though 2D was fairly mature 00:06 < dx> SirCmpwn: not sure about that, but you aren't going to start a new project basing it on the xna api anyway 00:06 < dx> oh, hmmm 00:07 < dx> yeah now that you mention it i don't think i've seen any monogame 3d projects... 00:07 < Aragasas> They have voxel engine on monogame 00:07 <+SirCmpwn> well, in any case, it wasn't great the last time I considered building a graphical client 00:07 <+SirCmpwn> which was a while ago 00:07 < Aragasas> It was called voxeliq i think 00:08 <+SirCmpwn> damn, look at all that bloom 00:08 <+SirCmpwn> https://voxeliq.codeplex.com/ 00:09 < Thinkofdeath> Dear god it burns 00:09 < Aragasas> Niiiiice 00:09 < dx> doesn't have enough lens flare though 00:09 < Aragasas> I want that on my client. Now. Like crysis 00:10 <+SirCmpwn> look up sonic's shaders 00:10 < Aragasas> Hm. They don't support andoid and ios 00:11 <+SirCmpwn> oh, man, I seriously doubt Craft.Net will work on any mobile platforms 00:11 < Aragasas> I don't want crysis 5. I need just some bloom :DD 00:11 <+SirCmpwn> I had a working chat client for WP7 years ago 00:11 <+SirCmpwn> but that's the last I tried 00:12 < dx> SirCmpwn: why not? some of those new phones have the same screen resolution as my desktop pc, and 4 times more cpu cores 00:12 <+SirCmpwn> because most phone APIs are async only 00:13 <+SirCmpwn> and craft.net does its own threading and uses the syncronous .NET APIs 00:13 < Aragasas> Keepin' it work on mobile is important. We can run some serious games yet on phones 00:14 < Aragasas> like that game flapping bird. So much graphic 00:15 < Aragasas> Does that mean it will work on mobile platforms? 00:15 <+SirCmpwn> no, that means it probably won't 00:15 <+SirCmpwn> unless you feel like overhauling the core networking 00:15 <+SirCmpwn> for a fifth time 00:16 < Aragasas> Ya now, my network stuff works, except this bug with chunks 00:17 <+SirCmpwn> I wouldn't even try to get Craft.Net.Server to run on mobile 00:17 < barneygale> woo, I have client and server implementations! 00:17 <+SirCmpwn> I'd make far too many sacrifices that would make it less fun on desktop 00:17 <+SirCmpwn> barneygale: link 00:17 < barneygale> been a while since I've had one working 00:17 < Aragasas> Specially keepin it on .net 2.0 00:17 < barneygale> SirCmpwn: not online yet! 00:17 < dx> barneygale: what are you making? 00:17 < barneygale> oh sorry I should say 00:17 < barneygale> it's just a protocol library 00:17 < dx> \o/ 00:17 < dx> language? 00:17 <+SirCmpwn> PHP 00:18 < dx> \o/ 00:18 < Aragasas> Lol 00:18 < dx> wait.. 00:18 < dx> /o\ 00:18 < barneygale> the idea is to have some good skeleton code people can write auth servers, bots, chat relays, proxies, etc 00:18 < barneygale> python 00:18 <+SirCmpwn> sounds like Craft.Net.Networking, eh 00:18 < dx> barneygale: \o/ 00:18 < barneygale> well, I won't pretend there aren't other libraries out there 00:18 < barneygale> heh 00:18 < Aragasas> Sounds like my stuff too :D 00:19 < barneygale> Aragasas: link? 00:19 < Aragasas> https://github.com/Aragas/MineLib.Network 00:19 < dx> barneygale: but i don't think we have any decent python libraries 00:20 < barneygale> another point is that I'm not maintaining structs for every packet 00:20 < barneygale> because I'm never going to maintain em :P 00:20 < dx> yay for packet lengths 00:20 < barneygale> yes! 00:20 < barneygale> thank fuck haha 00:21 < Aragasas> Handling packets is not that bad 00:21 < barneygale> but it should be a pretty tight, clean, easy-to-understand implementation 00:21 < barneygale> Aragasas: aye but getting login/auth in python is a pain in the arse 00:22 < Aragasas> barneygale: you mean http or crypto stuff? 00:22 < barneygale> both 00:22 < barneygale> well, mainly crypto 00:22 < dx> barneygale: that seems to be exactly the part you should prevent people from reimplementing 00:23 < barneygale> aye 00:23 < barneygale> it doesn't implement anything past auth, protocol-wise. You can add callbacks for whatever packets you're interested in 00:24 < barneygale> I might write more of the client so that it does enough to stay connected 00:24 < Aragasas> I was always wondering about Y coordinate format. Byte, short, int 00:24 < barneygale> eh its always been a mess 00:24 < Aragasas> That was *by the way* 00:24 < barneygale> I think it's better now right? 00:25 < Thinkofdeath> Yep 1.8 mostly fixes that 00:26 < Aragasas> Oh god thank for that a lot 00:26 < Thinkofdeath> http://wiki.vg/Pre-release_protocol#Position 00:28 < Aragasas> Looks good 00:28 < Aragasas> And entity id was changed too! 01:07 < dx> just saw this link in an old post http://getsatisfaction.com/mojang/topics/use_udp_instead_of_tcp --- Log closed dim. avril 27 01:11:57 2014 --- Log opened dim. avril 27 01:12:12 2014 01:12 -!- Irssi: #mcdevs: Total of 129 nicks [1 ops, 0 halfops, 10 voices, 118 normal] 01:17 -!- Irssi: Join to #mcdevs was synced in 348 secs 02:07 < Vijfhoek> http://wiki.vg/Protocol#Effects 02:08 < Vijfhoek> Shouldn't the second 2005 effect be 2006? 02:09 <+SpaceManiac> Probably 08:02 < Guest91646> [mineflayer] nevercast pushed 15 commits to master [+3/-0/±67] http://git.io/LDs7HA 08:02 < Guest91646> [mineflayer] roblabla 54b5920 - Preliminary work for 1.7 support 08:02 < Guest91646> [mineflayer] nevercast 2bf52ce - Update to 1.7 chat message, impl. ChatMessage class 08:02 < Guest91646> [mineflayer] nevercast 821a3c2 - Change packet id 08:02 < Guest91646> [mineflayer] ... and 12 more commits. 08:24 < Guest91646> [mineflayer] nevercast pushed 1 commit to master [+0/-0/±2] http://git.io/VVVTvQ 08:24 < Guest91646> [mineflayer] nevercast c471b5f - Fix digger, Make equip provide error to cb 09:03 < Aragas> Who is registering these weird accounts on wiki.vg? 09:58 < dx> Aragas: welcome to the internet, we have spambots 10:22 < Aragas> dx: Spambots on...mediawiki? 18:29 < shoghicp> MrARM2: https://github.com/PocketMine/PocketMine-Android/issues/3