19:06 < ZioCrocifisso> has anyone already thought of a distributed minecraft server based on the official one? 19:15 < dav1d> ด้้้้้็็็็็้้้้้็็ด้้้้้็็็็็้­­­­้้้้็็ด้้้้้็็็็็้้้้้็็ด้้­้­้­้­็็็็็้้้้้็็ด้้้้้็็็็็้­้้­้้­็็­ด้้้้้็็็็็้้้้้็็ด้้­้้้­็็็­็็้­้้้้็็ด้้้้้็็็็็้­้้้้ 19:16 < Eviltechie> ZioCrocifisso: like bukkit? 19:16 < ZioCrocifisso> no. 19:16 < ZioCrocifisso> distributed. 19:25 < ZioCrocifisso> crappy explanation: http://oi58.tinypic.com/zld7ch.jpg 20:23 < nightpool> ZioCrocifisso: Yeah, I saw it a little bit ago but I can't remember what its called 20:23 < nightpool> It was about 6 months ago 20:25 < nightpool> https://github.com/mappum/redstone 20:25 < nightpool> ZioCrocifisso: looks like its really old though 20:36 < ZioCrocifisso> thanks 20:40 < ZioCrocifisso> but it is different from my idea 20:40 < ZioCrocifisso> i don't think that it connects to a local minecraft server 20:41 < ZioCrocifisso> however I just wanted to know if something similiar already existed 20:41 < ZioCrocifisso> and it doesn't 20:41 < ZioCrocifisso> so maybe I will make it --- Day changed lun. avril 28 2014 01:33 <+SirCmpwn> someone who had reported a github issue 2 years ago closed it today on Craft.Net 01:33 <+SirCmpwn> kind of embarassed that I hadn't done it myself yet :x 01:44 <+SpaceManiac> the perils of long-term software development 05:28 < Falteckz> o/ andrewrk 05:28 < andrewrk> hi Falteckz 05:29 < Falteckz> msg andrewrk https://github.com/andrewrk/mineflayer/issues/182 05:29 < Falteckz> That.. was a fail 05:29 < Falteckz> I hate webchat 15:40 < MrARM2> shoghicp: Will look into it soon 17:05 < morfin> hm 17:05 < morfin> did not know some packets are being handled instantly 19:49 < Aragas__> Question about Client Settings packet (http://wiki.vg/Protocol#Client_Settings). Explanation is a bit incorrect. How many bits pair are there? For what are they responsible? 19:50 < Aragas__> i'm sorry. I mean Chat flags field 20:22 < Aragas__> And about that bug with corrupted chunks. It happens only in offline mode 20:24 < morfin> i think i should implement packets carefully 20:25 < morfin> because looks like if i want to proxify some traffic i'll need to play around with entity ids 20:27 < morfin> is that how bungee cord works? 20:29 < Thinkofdeath> morfin: yep 20:29 < morfin> dispatches packets from one of servers connected to it to client and back, but entity ids are being replaced to avoid conflicts 21:37 < Guest91646> [Glowstone] SpaceManiac pushed 2 commits [+0/-0/±4] http://git.io/s1T7kA 21:37 < Guest91646> [Glowstone] SpaceManiac 7c30e2e - Flush packets before setting protocol (fixes #91). 21:37 < Guest91646> [Glowstone] SpaceManiac ced07ad - Minor cleanup. --- Day changed mar. avril 29 2014 08:56 < nevercast> roblabla, Ohhey 18:01 < morfin> hmm 18:01 < morfin> Minecraft is using very strange protocol 18:03 < morfin> as example 0x00 can mean Handshake, LoginStart or ServerQuery and even Disconnect.. 18:04 < dx> uhm, what? 18:04 < dx> i'm pretty sure you're not new to the channel 18:06 < morfin> i am looking how proto is implemented 18:06 < dx> yep, confirmed, not new at all, first message in 2011, how the hell did you just notice that now? 18:06 < morfin> i did not dig very deep 18:06 < dx> heh 18:06 < dx> okay then 18:06 < morfin> but now i started digging and i see what i got into 18:07 < morfin> oh i forgot KeepAlive 18:08 < dx> you know what the pre-1.7 protocol was like, right? 18:08 < morfin> hmm i saw it 18:08 < dx> well, it was worse \o/ 18:08 < morfin> oh yes 18:09 < morfin> i saw 1.2.5 i think 18:09 < dx> with 1.8 i believe the last remaining inconsistencies will be gone 18:09 < dx> but having several meanings for a single packet id is by design 18:10 < dx> gotta switch packet handlers according to the current state 18:10 < morfin> so i will need to check what happens :) 18:10 < morfin> yes 18:15 < morfin> i am looking at architecture of vanilla 18:17 < morfin> and something is wrong with all that 19:32 < Aragas> Yep. Switching packets isn't wery cool. You now. 255 packets available 19:33 < Aragas> Very* 19:37 < morfin> hmmm 19:41 < Aragas> Nah, archtecture is fine 19:42 < morfin> relly? 19:42 < morfin> *really? 19:42 < morfin> so many unnesessary classes 19:42 < Aragas> Yea. Have ported to C#. Works good 19:42 < morfin> :D 19:43 < morfin> i am trying to do C++ 19:43 < morfin> (with boost) 19:44 < Aragas> I saw some cpp ports 19:44 < morfin> i saw too 19:45 < morfin> hCraft,MCServer, some another ports 19:45 < Aragas> Yep 19:45 < morfin> hCraft looks better than MCServer ) 19:46 < morfin> and maybe best of ports: at least because it have proper multicore support 19:46 < Aragas> Mcserver supports android 19:47 < morfin> but what for? 19:47 < Aragas> Android is very powerfull 19:47 < morfin> who is that sick man who will run server on Android device? 19:47 < morfin> i know but server is very heavy 19:48 < Aragas> Not so heavy 19:49 < morfin> lol boost can be compiled on Android.. 19:50 < morfin> wiht some fixes 19:50 < morfin> *with 19:52 < morfin> anyway MCServer is using own code for networking 19:53 < morfin> nothing bad in that but i don't like all that #ifdef WIN32_ lets_add_some_windows_shit_here #endif 19:53 < Aragas> Multiplstform stuff 19:54 < morfin> i do not like to reinvent wheels so just using boost :) 19:54 < morfin> for networking and some another stuff 19:55 < Aragas> Does it support encryption stuff? 19:55 < morfin> SSL? 19:55 < morfin> i think it should 19:55 < Aragas> No, just byte array key 19:55 <+SirCmpwn> dx: >pre-1.7 protocol was worse 19:55 <+SirCmpwn> dx: bullshit 19:56 < morfin> actually hm 19:56 < morfin> i heard 1.2.5 was mostly stable 19:56 < dx> SirCmpwn: heh 19:56 < Aragas> 16 byte key, yea? 19:56 < morfin> hm? 19:56 < Aragas> Encryption 19:57 < morfin> i think that can be implemented 19:58 < morfin> everything can be 19:58 < morfin> only matter is time 20:02 <+SirCmpwn> dav1d: what ever happened to your client 20:03 < dav1d> SirCmpwn: it is sleeping 20:03 < dav1d> deeply 20:06 < dx> rip 20:09 <+SirCmpwn> dav1d: it was looking really good :( 20:10 < dav1d> yeah, but got bored again^^ 20:10 <+SirCmpwn> integrate with Craft.Local to get singleplayer working :D 20:11 < dav1d> meh^^ 20:36 < dx> SirCmpwn: how would that even work? some weird kind of FFI from D to C#? 20:38 <+SirCmpwn> dx: Craft.Local provides a singleplayer server on localhost 20:38 < dx> SirCmpwn: oh derp. 20:38 <+SirCmpwn> dx: Craft.Local.exe path/to/level.dat 20:38 <+SirCmpwn> outputs the TCP port it ended up with to stdout and has some stuff exposed via plugin channels 20:38 < dx> i feel silly now 20:39 < dx> forgot that this is also the way mojang does singleplayer now 20:39 <+SirCmpwn> Craft.Local was there first :) 23:16 < belak> I've been messing with the mc protocol and I was wondering what format the short in the handshake needs to be in.. big or little endian 23:18 < dx> belak: all big endian, see http://wiki.vg/Data_types 23:21 < belak> Hm, I must be doing something wrong then 23:23 < belak> I'm trying to write a php script which will query a server for connected users... I have a working python version, but I'm having issues with socket crap in php 23:30 <+SirCmpwn> shell("python yourscript.py " + server_to_query) 23:30 <+SirCmpwn> <_< 23:33 < dx> belak: https://github.com/winny-/mcstat 23:35 < belak> dx: son of a... 23:35 < belak> Well, I'm almost done, I know what's wrong... 23:35 < belak> I sent the handshake but never the info request 23:36 < dx> belak: well tbh, this one uses the old style server list ping 23:36 < belak> Ah, the udp one? 23:36 < belak> Can you get usernames from that? 23:36 < dx> nah, i mean it changed with 1.7 23:37 < dx> udp query is a different thing 23:40 < dx> hmm 23:40 < dx> not sure if udp query returns the full player list. the wiki mentions it has a players section but no idea if that includes everything 23:52 < belak> Yeah, I'd assume there's no guarantee since udp packets have a limited size --- Day changed mer. avril 30 2014 00:03 < belak> dx: https://gist.github.com/belak/0cbe585dc8736800b6f4 00:04 < belak> Well, it's close... 00:05 < dx> i see words and numbers 00:05 < dx> and a few symbols 00:05 < belak> lol 00:06 < dx> belak: how far does this thing get? 00:06 < belak> Well, it works now 00:06 < belak> Just a small issue whenever there are no players connected 00:12 <+SirCmpwn> dx: I believe the udp protocol only returns a small number of the players 00:12 < Thinkofdeath> belak: Are you trying to get the player list from the ping? It only returns a max of 12 random players 00:12 <+SirCmpwn> the only way to get a full player list from a vanilla server is to log in, afaik 00:13 < belak> Really? That's annoying... 00:13 < Thinkofdeath> SirCmpwn: Using the tab list? 00:13 <+SirCmpwn> Thinkofdeath: correct 00:13 < Thinkofdeath> I'm pretty sure that has a limit 00:13 <+SirCmpwn> not one I know of 00:13 < Thinkofdeath> plus servers like to fake the info on that 00:13 <+SirCmpwn> >vanilla server 00:14 < belak> http://wiki.vg/Protocol#Status this has a limit? 00:14 < Thinkofdeath> belak: In vanilla its 12 random players 00:14 < belak> That seems odd... any way to test that 00:14 <+SirCmpwn> I guess you could ping it over and over until you have enough unique players to match the player count 00:14 < belak> lol 00:15 <+SirCmpwn> or you could just live with the fact that the protocol is limited and forget about getting the entire player list 00:15 < Thinkofdeath> I think bukkit returns the full list, spigot 12 random players (or what ever the config is set to) and bungee doesn't have a list and is normally contains infomation instead of players 00:15 < Thinkofdeath> So not really a good way for getting anything really 00:16 < belak> I was writing a replacement for a gaming clan's website so it would match their tf2 setup... :/ 00:16 <+SirCmpwn> hijack minecraft.net and keep track of auth requests 00:16 <+SirCmpwn> it's not illegal if you don't get caught 00:16 < belak> lol 00:16 < Thinkofdeath> If you control the server (and it runs bukkit) just have a plugin handle it instead 00:17 < belak> It's vanilla 00:17 <+SirCmpwn> proxy 00:17 <+SirCmpwn> I've known several people to proxy to vanilla servers through SMProxy to do things like dual-version support 00:17 < Thinkofdeath> SirCmpwn: Not so simple anymore (if you want skins) 00:18 < Thinkofdeath> Unless you start rewriting spawn player packets 00:18 <+SirCmpwn> rewriting spawn player packets is feasible with SMProxy 00:18 <+SirCmpwn> there's a simple plugin system that can support pretty much whatever 00:19 < belak> I mean, if I query like 10 times, there's a decent chance I'll get most of them on a 20 person server 00:19 < belak> lol 00:19 <+SirCmpwn> some people even run their vanilla servers in offline mode and let SMProxy handle auth, too (which is supported without plugins) 00:19 < belak> SMProxy doesn't support latest though, it looks like 00:20 < belak> Plus I'm not one of the admins 00:20 <+SirCmpwn> I'd get updated if I had motivation to update it ;) 00:20 <+SirCmpwn> It'd* 00:20 <+SirCmpwn> belak: it can proxy to servers you don't control, but bleh 00:21 < belak> Ah 00:21 < belak> Ah, it's windows only? 00:22 <+SirCmpwn> hell no 00:22 <+SirCmpwn> SMProxy is written on, runs on, and primarily designed for Linux 00:24 <+sadimusi> belak: if you want all the players, why not just use the udp query? 00:24 <+SirCmpwn> sadimusi: read the entire backlog, friend 00:24 <+sadimusi> I did 00:24 <+SirCmpwn> even the part where we mentioned that the udp query doesn't include all players? 00:25 <+sadimusi> I'm pretty sure it does include all of them 00:25 <+sadimusi> at least in vanilla 00:25 <+SirCmpwn> I'm pretty sure it doesn't 00:25 < dx> i'm pretty sure we didn't verify that yet 00:25 <+SirCmpwn> but pretty sure doesn't mean much from either of us, we should test it to find out 00:25 < belak> I don't have 20 accounts to test with 00:26 < belak> lol 00:26 <+SirCmpwn> offline mode 00:26 <+SirCmpwn> or just test it on someone else's big server 00:26 < belak> True 00:29 <+sadimusi> SirCmpwn: try play.phanaticmc.com 00:29 <+sadimusi> I get 785 players 00:29 < belak> sadimusi: in a UDP query? 00:29 <+sadimusi> yes 00:29 < belak> With all the names? 00:29 <+sadimusi> yes 00:29 < belak> Hm 00:30 < belak> Well, guess I get to rewrite this again 00:30 <+sadimusi> can't be sure if it's vanilla though 00:30 <+SirCmpwn> sadimusi: yeah, I'd test on both 00:31 <+sadimusi> I just searched minecraftservers.org for servers which have the udp query enabled 00:31 <+sadimusi> there are a lot of them with >12 players 00:31 <+sadimusi> of course most of the big servers don't have it enabled because of bungee 00:32 < belak> This looks sketchy: http://minecraft-server-list.com/sort/Vanilla/ 00:32 < belak> sadimusi: bungee? 00:32 <+sadimusi> in this case vanilla probably just means survival 00:32 < Thinkofdeath> sadimusi: Bungee supports query 00:32 <+sadimusi> bungee cord 00:33 <+sadimusi> Thinkofdeath: and it sends all the players? 00:33 < belak> :/ 00:33 < Thinkofdeath> sadimusi: yep 00:33 <+sadimusi> Thinkofdeath: then the big servers must be disabling it on purpose 00:33 <+sadimusi> maybe to hide their player count bumping :D 00:34 < Thinkofdeath> sadimusi: :P 00:34 < Thinkofdeath> I've seen people flood the udp query before trying to cause lag, I assume thats why most disable it 00:34 < belak> So, you have to be logged in to use query? 00:34 < Thinkofdeath> belak: nope 00:35 < belak> hm, I'll play with that later 00:36 < dx> belak: this does query https://github.com/winny-/mcstat 00:38 < belak> Alright, I'll be afk for a bit... thanks everyone 00:39 <+sadimusi> belak: protip: don't try to query the server with every page load ;) 00:41 <+SirCmpwn> you do know that you can make websites with python, right 00:41 <+sadimusi> SirCmpwn: who are you talking to? 00:41 < dx> shell("python yourscript.py") 00:42 <+SirCmpwn> oh, he's afk 00:42 <+SirCmpwn> I was trying to talk to belak 00:42 <+SirCmpwn> he said he already had a working script in python 01:03 < belak> SirCmpwn: I am aware. Usually I would. 01:03 < belak> SirCmpwn: I am aware. Usually I would. 01:03 < belak> However, I'm working on servers I don't have control over and they use php for everything 01:06 <+SirCmpwn> my condolances 01:08 < belak> Thanks 01:08 < belak> I'd normally use python though 05:07 < morfin> strange 05:07 < morfin> how i could send first message in 2011 05:08 < Guest91646> [Glowstone] SpaceManiac pushed 2 commits [+0/-0/±3] http://git.io/L8yhYw 05:08 < Guest91646> [Glowstone] SpaceManiac 97bda6f - Fixed incorrect world UUID saving. 05:08 < Guest91646> [Glowstone] SpaceManiac 423d1f8 - Cleanup and seralization fixes to GlowOfflinePlayer. 06:52 < belak> dx: mcstat is broken 06:52 < belak> dx: in multiple ways, I think... my php foo isn't perfect 06:53 < belak> winny: ping 06:53 < winny> hi 06:53 < belak> winny: did you write mcstat, or is it a different winny? 06:53 < winny> i wrote mcstat that lives here: https://github.com/winny-/mcstat and linked it to the wiki 06:54 < winny> is it broken? 06:54 < belak> winny: in a very small way 06:54 < belak> You unfortunately have to actually parse out the k-v portion of the query response 06:55 < belak> As an empty value causes an extra \0\0 but shouldn't terminate the loop 06:55 < belak> So, just looking for 3 \0\0 instances will break on an empty value 06:56 < belak> This is how I did it, but I'm sure there's a better way: https://gist.github.com/belak/0cbe585dc8736800b6f4 06:56 < belak> winny: ^^ 06:56 < belak> Sorry if it's unreadable... I'm used to working in C... :P 06:57 < belak> Does that make sense, or am I going crazy? 06:57 < winny> i'm reacquainting myself with the parsing code i wrote 06:57 < belak> lol 07:00 < belak> What yours does, iirc, is reads until it finds 3 \0\0s, then splits it based on the padding 07:03 < belak> winny: The header setup in yours was amazingly invaluable in writing mine... 07:03 < winny> i'm glad it is helpful to you :-) 07:05 < winny> php wins the reward as write only language of the day in my book :) 07:09 < winny> belak: according to the wiki page double null indicate the end of a value section 07:09 < winny> indicates* 07:09 < belak> winny: it says 0 length key 07:09 < belak> I ran into an issue on the server I was testing on... mcstat does break on that 07:10 < belak> it has an empty value for plugins 07:10 < winny> so it'd have an extra double nul tacked on? 07:10 < winny> after the players section 07:11 < belak> winny: well, any value that's empty would cause an extra double null 07:11 < winny> can you give me the host and port? I'd like to collect a tcpdump 07:12 < belak> Yeah 07:12 < winny> thanks :) 07:12 < belak> winny: 66.240.202.11:25565 07:13 < belak> it's a whitelist server though 07:13 < belak> but query should still work 07:13 < winny> oh does whitelist affect who can query or ping? 07:14 < belak> No 07:14 < belak> winny: http://pastie.org/private/ycfgsh2svznvayq7mo4lwa 07:15 < winny> thanks 07:17 < belak> no problem 07:17 < belak> In that one you can see that plugins is empty and the players array is also empty, but there's 1 person online 07:19 < winny> ohhh 07:19 < winny> Gosh that's a fun little bug 07:20 < belak> Yeah, took me a while to figure out what was going on 07:20 < winny> so basically it should only terminate when a zero-length __key__ is parsed 07:20 < belak> yeah 07:20 < belak> Fun stuff 07:20 < belak> Makes it a heck of a lot more annoying to parse 07:22 < winny> roflmao 07:22 < winny> so one cannot easily know when the response is complete without parsing on the fly 07:23 * winny wonders if the UT Query proto (what minecraft query proto is modeled after) also allows for empty values 07:23 < belak> I think what dinnerbone does is read the whole packet and split on the magic padding 07:24 < winny> oh god 07:24 < winny> nevermind we can keep our minecraft query proto 07:24 < winny> http://wiki.beyondunreal.com/Legacy:UT_Server_Query "stop reading when \final\" is reached 07:24 < belak> Since each udp packet is a max size of 65535 bytes, it shouldn't be a huge memory hit 07:24 < winny> that is true 07:25 < belak> Or you can be silly like me and do parsing on the fly 07:25 < winny> this is a great time for me to break the dep on actual network sockets so i can write proper unit tests 07:25 < belak> winny: so, you use php a lot? 07:26 < winny> no not really i use it only to show that it can be useful 07:26 < belak> lol 07:26 < winny> lol 07:26 < winny> i use objc and python the most 07:26 < winny> you use C a lot? 07:26 < belak> C, Go and python 07:26 < belak> You can probably tell python based on the var names I used: https://gist.github.com/belak/0cbe585dc8736800b6f4 07:26 < belak> lol 07:26 < winny> Go-tastic :) 07:27 < winny> php has no real style so i didn't notice :D 07:27 < belak> haha 07:27 < belak> In that sample I posted, would it make sense for me to change $c === chr(0) to $c == chr(0) because I think fread returns false on a failed read 07:28 < belak> That's the one thing I wasn't sure on 07:30 < winny> that sounds implicit 07:31 < winny> $c === chr(0) || $c === false 07:32 < belak> I suppose that makes sense 07:36 < winny> so did you use mcstat as a cli tool, or in a cronjob? 07:38 < belak> I was honestly going to use it on a website to get the playerlist... as the gaming clan that runs that server has a list for all their TF2 servers but not MC 07:41 < winny> that sounds handy, i've been a bit dissatisfied with my munin graphs for minecraft because i think it'd be great to have player activity plotted (example of the munin script: https://bytesadism.org/munin/org/bytesadism.org/minecraft_users_mc_root__servers_org.html ) 07:43 < belak> You'e dissatisfied with that? 07:44 < winny> with my graphs yes, it'd be great to have something like what you're going to create 08:43 < belak> winny: munin just does cron, right? 08:44 < winny> partially, i believe 08:46 < winny> like this basically: munin-graph (cronjob) <-> munin-node 08:46 < winny> oops, meant to kill that line 08:47 < winny> the graph part is a cronjob, i believe, the data serving process listens for a process that collections information for the graph process 08:47 < winny> data serving process is named munin-node i believe 08:47 < winny> this way one only needs to run graphs one place 09:01 < belak> ah, right 09:49 < morfin> hm 09:50 < morfin> $c === chr(0) || $c === false what a strange 09:50 < morfin> when $c can be === FALSE? 09:56 < winny> morfin: from the fread php documentation page "Returns the read string or FALSE on failure." 09:56 < winny> http://www.php.net/manual/en/function.fread.php 10:08 < winny> there's a lot of room for improvement in my code 10:09 < winny> it's that feeling when you look at code written a year ago, and cringe because you've learned how to do it better 10:14 < winny> belak: my code for verifying handshake responses surprisingly works, but is wrong -- you might want to improve your script with the changes made in this commit https://github.com/winny-/mcstat/commit/a40d030c5d73e5815c6a58cfd4036603943697a1 10:15 < belak> winny: thanks... that did seem a little odd when I was looking at it earlier 10:15 < winny> i had multiple double takes as i scrolled past that section of the file 10:15 < belak> How the cuss does this work? $unpacked = unpack('ctype/NsessionId', $response); 10:15 < winny> lol 10:16 < winny> it's rather clever php's unpack() http://www.php.net/manual/en/function.unpack.php 10:16 < winny> the first arg is based off teh format described in pack() http://www.php.net/manual/en/function.pack.php 10:17 < winny> unpack()'s differences are basically that after each format specifier you add a key for an associative array followed by a forward slash 10:18 < winny> so the example above would return something like this: { ['type'] => 9, ['sessionId'] => 1 } 10:18 < belak> Ah, didn't know about that part 10:19 < winny> i get the feeling that php docs are written to troll everybody but web developers 10:19 < winny> or something like that (haha) 12:18 < Guest91646> [node-minecraft-protocol] roblabla pushed 2 commits to master [+0/-0/±2] https://github.com/andrewrk/node-minecraft-protocol/compare/3e2f7032bb43...a885ab9de243 12:18 < Guest91646> [node-minecraft-protocol] deathcap cda8847 - Emit a 'raw' event for all raw buffers (in addition to per-packet-type) 12:18 < Guest91646> [node-minecraft-protocol] roblabla a885ab9 - Merge pull request #83 from deathcap/more-raw Emit a 'raw' event for all raw buffers (in addition to per-packet-type) 12:38 < Guest91646> [mcprotocol] thinkofdeath pushed 1 commit to master [+0/-0/±9] http://git.io/91C7VA 12:38 < Guest91646> [mcprotocol] thinkofdeath c04b477 - 14w18a 15:14 <+sadimusi> winny: what exactly do you mean with "have player activity plotted"? 16:03 < morfin> he-he 16:04 < morfin> i always mess pack and unpack 16:08 < morfin> looks like writing php poller for MC server is simple 16:09 < morfin> i forgot is there way to fetch users list from server without plugins> 20:44 < morfin> what for minecraft uses hostname in Handshake? 20:44 < morfin> and port 20:45 < morfin> is that part of non-implemented functionality: load-balancing,proxifiyng etc? 20:46 < Thinkofdeath> I believe it was added to help with virtual hosting 20:47 < morfin> ow 20:47 < morfin> not sure what about virtual hosting 20:48 < morfin> btw it could be used not as expected 20:48 < morfin> like client sends to myhost.com hostname mcmmo.myhost.com 25565 and that "gate" proxify 20:49 < morfin> closest example is nginx i think 20:50 < morfin> and mostly funny thing you can just register *.myhost.com in NS server so all hostnames will point on same IP 20:51 < Thinkofdeath> Pretty sure that is how people currently use it, e.g. pvp.myserver.com skips the hub and goes straight to the pvp server 20:51 < morfin> i hate hubs 20:51 < morfin> because they lags sometimes(when server goes up after crashing) etc 20:53 < morfin> what about that stuff bungee cord 20:54 < Thinkofdeath> ? 20:55 < morfin> does it have that functionality? 20:55 < Thinkofdeath> yep, forced-hosts 20:55 < morfin> ow 20:55 < morfin> nice 21:07 < morfin> wait a second hmm 21:07 < morfin> if it's acting like a client for another server how premium accounts work? 21:08 <+SirCmpwn> I imagine the servers behind bungee cord are in offline mode 21:08 <+SirCmpwn> that's how it's done on SMProxy 21:08 < morfin> hmmm 21:09 <+SirCmpwn> and only allow connections from the proxy, not from anyone 21:09 < morfin> aw crap, i hate that retards who randomly closes access to websites... 21:10 < morfin> hm 21:10 < morfin> so servers are in offline mode 21:10 < morfin> but bungee-cord auth etc itself 21:11 < morfin> and it handles all encryption 21:11 < morfin> not sure how safe it is if server and bungee cord are not in same local networks.. 21:12 <+sadimusi> that is almost never the case 21:13 < morfin> i beleive so 21:49 < winny> sadimusi: this is what i have currently -- https://bytesadism.org/munin/org/bytesadism.org/index.html#minecraft it'd be pretty neat to figure out how to chart player activity on another plot (WIP) 21:50 <+sadimusi> winny: what's not good enough with munin? 21:51 < winny> i've read munin plugins can create multiple graphs so this is possible 21:51 <+sadimusi> what exactly do you mean with player activity? 21:53 < winny> show when players are logged in that kind of thing which is possible in Server List Ping 1.7 and later 21:53 <+sadimusi> so instead of the number of players currently online you want the number of players who joined in the last x minutes? 21:54 < winny> hmm 21:54 < winny> i haven't thought it through, but was thinking i could have a line per player, either it's 1 or 0 21:55 < winny> if that doesn't work i'd probably have to use a different tool 21:55 <+sadimusi> I'm assuming you don't have a lot of players on your server 21:55 < winny> that's true 21:55 < winny> (lol) 21:55 <+sadimusi> maybe a stacked line chart (with filled areas) would make sense for you then 21:56 < winny> yeah that might be neat-o 21:56 < winny> are you familiar with how to tell munin to fill lines? 21:57 <+sadimusi> I'm not familiar with munin at all, I plot my statistics myself 21:57 <+sadimusi> http://minecraftservers.org/stats 21:57 < winny> your own tool does the plotting? 21:57 < winny> that loos very pretty 21:57 <+sadimusi> it's flot 21:57 < winny> looks ** 21:58 <+sadimusi> very popular js plotting library 22:00 < winny> is it on github? 22:00 <+sadimusi> http://www.flotcharts.org 22:00 <+sadimusi> and yes: https://github.com/flot/flot 22:00 < winny> your minecraft data collecting tool that uses flot 22:01 <+sadimusi> no 22:02 < winny> so you run minecraftservers.org 22:03 <+sadimusi> I don't own it, I'm just a paid developer 22:03 <+sadimusi> which is also why I can't disclose any source code 22:03 < winny> that's neat, you got paid to work on minecraftservers.org --- Day changed jeu. mai 01 2014 01:19 < Guest91646> [Glowstone] SpaceManiac pushed 2 commits [+0/-0/±7] https://github.com/SpaceManiac/Glowstone/compare/423d1f86784b...1daa297d88df 01:19 < Guest91646> [Glowstone] SpaceManiac cdf1bbd - Avoid use of printStackTrace. 01:19 < Guest91646> [Glowstone] SpaceManiac 1daa297 - Fixed some world I/O incompatibilities with vanilla MC (see #78). 01:31 < winny> belak: according to my wireshark log your example server is sending a double nul in the players section 01:31 < winny> oh sorry xD 01:31 < winny> that's part of the constant padding 01:31 < winny> anyways, almost finished with a fix 01:38 < winny> thanks again for the help -- this should fix it https://github.com/winny-/mcstat/commit/48628fcb94242e89e88942b0e969bfbb05b00752 05:02 < Kiya> Hi 05:03 < Kiya> There's a clientside hack that makes your entity appear as if it was dead (fallen over sideways), but you can still walk around like that 05:03 < Kiya> Apparently it's called "ghost mode" 05:03 < Kiya> Can anyone tell me how that works on the protocol level..? I only see two ways to kill entities and both of them appear to destroy the entity in the renderer on the client 05:04 < Kiya> That would be 0x1A EntityStatus and simply setting their health to 0 with entity metadata or 0x06 UpdateHealth 05:04 < Kiya> (I'm trying to replicate this behavior with a serverside plugin) 05:06 <+SpaceManiac> I think there's a "die" animation 05:06 < Kiya> on 0x08 Animation? 05:06 < Kiya> if so it's not documented on the wiki, but I'll check the client 05:21 < Kiya> No joy, client only appears to have animations 0 through 5 05:22 < Kiya> SpaceManiac: Any other ideas? 05:22 <+SpaceManiac> Can't think of anything 05:44 < morfin> winny 05:44 < winny> evening 05:45 < morfin> you're writing PHP statistics? 05:45 < winny> more or less 05:46 < winny> :) 05:46 < winny> gunna write a 1.7 > server list ping first 05:46 < morfin> but Minecraft as i know does not allow to read users list without external plugins etc 05:46 < winny> server list ping 1.7 and later shows players i believe 05:46 < winny> otherwise query can do it 05:47 < morfin> usernames? 05:47 < morfin> i don't think so ) 05:47 < winny> do usernames differ from player names? 05:47 < morfin> no 05:47 < winny> see here http://wiki.vg/Server_List_Ping#Ping_Process 05:48 < morfin> ow 05:48 < morfin> shit =\ i'll need to implement all that later 05:48 < winny> query can also expose usernames 05:48 < winny> http://wiki.vg/Query#Response_3 05:48 < morfin> but first need to get it working(at least logging in) 05:49 < winny> i suggest modeling after an working implementation because varint and the other changes look confusing (at least to me!) 05:49 < winny> http://wiki.vg/Server_List_Ping#Examples 05:49 < winny> the Python link i found useful 05:49 < morfin> that's very first thing i had a problems with 05:50 < winny> me too 08:30 < Guest38653> I dropped earlier, but as mentioned earlier: Anyone know how to make an live entity look dead without "poofing"? 08:30 < Kiya> on the protocol level 09:21 < l4mRh4X0r> Kiya: you could try sending the client that they died and directly after that they have full health 09:25 < morfin> but that will show GUI? 09:29 < l4mRh4X0r> Unsure 09:31 < morfin> strange 09:32 < morfin> my reader does read packet_id but do not read port and next_state 09:32 < morfin> but hostname is being readed properly :D 09:52 < l4mRh4X0r> morfin: it will only show the GUI if it's not done within a tick 11:08 < morfin> lol 11:08 < morfin> port: э 11:09 < morfin> i think i am missing something when reading data because that's not supposed to happen 11:13 < winny> what proto are you implementing? 11:13 < winny> interestingly enough i don't see a port field on the response packets for 1.7 server list ping 11:15 < Aragas> That's a packet for server 11:16 < winny> handshake request packet 11:16 < morfin> handshake 11:16 < morfin> i do not know what did i break, because before it worked fine :D 11:16 < Aragas> you developing a server? 11:17 < morfin> something like that :D 11:18 < Aragas> you gonna have baaad time 11:19 < morfin> i know 11:19 < morfin> but even if so that's more interesting than my fucking work 12:26 < winny> Thinkofdeath: in this gist https://gist.github.com/thinkofdeath/e975ddee04e9c87faf22 how does java's DataOutputStream know how to write a byte (endianness)? 12:28 < Thinkofdeath> winny: A single byte isn't affected by endianness 12:28 < winny> ah I am due for a nap, this is too funny 12:28 < Thinkofdeath> Its the same for big and little endian 12:35 < morfin> and i forgot again about float\double 18:49 < Aragasas> I really can't understand that. I get chunk that are more than 1000 block away of me in offline mode. And the are corrupted - the don't have enough data. I'm *sure* that isn't reading error. 18:49 < Aragasas> chunks 18:50 < Aragasas> they*. Sorry for misspelling 19:13 < xPucTu4> can anyone help me to setup my ide for 1.6.4 19:14 <+sadimusi> Aragasas: did you confirm it with any protocol library other than your own? 19:17 < Aragasas> sadimusi: Can confirm: spigot, bukkit, vanilla. All with 1.7.9. I'm trying yet to calculate stuff and see if this in my error. But i think that my code is good, because it is from craft.Net :DD 19:17 < Aragasas> Wait one sec 19:18 < Aragasas> https://dl.dropboxusercontent.com/u/58476180/debug.png 19:18 <+sadimusi> did you try to run the traffic through SMProxy? 19:19 < Aragasas> nope, never saw SMProxy :D 19:19 <+sadimusi> well, just any program other than your own 19:20 <+sadimusi> since you're already using craft.net anyway I suggest you try out SMProxy 19:20 < shoghicp> Aragasas: are you reading it using little-endian or big-endian packing? 19:22 < Aragasas> shighicp: dunno, but other packets are reading correctly 19:23 < Aragasas> shoghicp: dunno, but other packets are reading correctly 19:24 < shoghicp> my favorite name typo is shogchips, you won't win over that ;P 19:24 < shoghicp> well 19:24 < shoghicp> check that, I think it's big-endian 19:24 < Aragasas> sorry :D 19:24 < shoghicp> so long since I worked with the PC protocol 19:25 <+sadimusi> shoghicp: if he's using craft.net he doesn't have to worry about that 19:25 < shoghicp> ok then 19:26 < Aragasas> that is weird, this error is only in offline mode 19:26 < Aragasas> and not all packets damaged 19:26 < Aragasas> i mean map chunk bulk 19:27 < shoghicp> encryption thing, maybe? 19:27 < shoghicp> enabled by error? 19:28 < Aragasas> nope. Definitely not. 19:29 < shoghicp> <3 weird bugs 19:29 < Aragasas> true, true 19:31 < Aragasas> i think that this is something like packet length (reading?) error. My client get length and just cut the bytes from the stream. And then handle them 19:32 < Aragasas> nah, nope. 19:32 < Aragasas> then metadata must be broken 20:20 < TkTech> https://twitter.com/KrisJelbring/status/453573406341206016 20:20 < TkTech> That one tweet added 4000 uniques/day to wiki.vg 20:23 < shoghicp> heh 20:24 < shoghicp> how many unique users / pageviews in total? 20:24 < shoghicp> I'm curious 20:26 < Thinkofdeath> Also did the number of edits increase? 20:36 < morfin> hm 20:40 < Aragasas> Does a vanilla minecraft client use function that don't read chunks from packets that are too far from player? 20:41 < morfin> it send visibility limit as i know 20:42 < morfin> so it does not receive them i think 20:42 < shoghicp> Aragasas: do you send that limit? 20:45 < Aragasas> shoghicp: Have just sended. Didn't help. But, i have a problem with sending ChatFlags field. I think it can be wrong, to the server just ignore the whle packet 20:45 < Aragasas> so* 20:46 < morfin> on again i forgot about Proxifier :( 20:47 < morfin> was trying to catch my response from real server to server query 20:47 < Aragasas> I hope that this isn't the source of the bug. The online mode don't have this bug - and it confuses me. 20:48 < morfin> wait what? 20:49 < morfin> there no players list in server query response 20:50 <+Amaranth> The vanilla server ignores the view distance the client sends 20:50 <+Amaranth> It just always sends however many chunks it is configured to send in the server.properties and the client does whatever with ones it can't render 20:50 <+Amaranth> Dunno if it holds on to them or just drops them 20:51 < Aragasas> If it drops them - than this is the explanation why vanilla client don't have this bug. 20:52 < Thinkofdeath> Pretty sure it only drops them if the server tells it too 20:53 < Thinkofdeath> At least thats how it works back when I was working on my server, that may have changed recently 20:53 < Thinkofdeath> *worked 20:54 < TkTech> Thinkofdeath: I don't I can tell that without mixing in the DB 20:54 < morfin> Thinkofdeath vanilla does not send players list.. 20:54 < morfin> and Bukkit as well 20:55 < Thinkofdeath> morfin: ? 20:55 < TkTech> shoghicp: We got 58% more views than uniques on the day of the spike 20:55 < Thinkofdeath> You mean the tcp ping? 20:55 < morfin> no serverquery 20:56 < morfin> it sends only players number,description,server name, favicon(base64) but no players list :( 20:56 < Thinkofdeath> Thats the tcp ping, and it only sends a sample of 12 players 20:57 < Aragasas> I just can't believe that this bug is on my side. But i use here Craft.Net code, they would notice this bug 20:58 < morfin> oops 20:58 < morfin> can you tell me vanilla client would ignore all unused properties? 20:59 < Thinkofdeath> Some parts are optional, I believe if certain parts are missing it will show as an outdated server 21:03 < morfin> i think i can add some info 21:13 < Aragasas> I'm receving sometimes chunks with 0,0 coordinates. Player position is X: -1022 Z:350 . So it is, again, weird. Life is pain. 21:22 < qolund> Hello. 21:23 <+sadimusi> Aragasas: you should really verify that with another implementatio 21:23 <+sadimusi> *implementation 21:35 < Aragasas> sadimusi: See only one Python implementation that read map chunk bulk, except C# projects. And seems that it doesn't have this problem. I'll continue my research 21:36 < Aragasas> https://github.com/nickelpro/spock --- Day changed ven. mai 02 2014 09:56 < Guest91646> [Glowstone] SpaceManiac pushed 1 commit [+0/-0/±2] http://git.io/1g_-8Q 09:56 < Guest91646> [Glowstone] SpaceManiac 35e7c91 - Quieted world load messages and fixed ByteArrayTag toString. --- Day changed sam. mai 03 2014 02:55 < tagged> hey all! been a while since i installed a server, last time i went with FTB Unleashed server. I would love to do a pack with Applied Energistics 2, anything put together out there that might include that? 03:00 < shoghicp> tagged: this is a place for Minecraft internals development 03:01 < tagged> oh :) 03:01 < tagged> thanks 03:01 < shoghicp> try #FTB on irc.esper.net 04:02 < Ray__> hey anyone can help me with my plugin system 04:02 < Ray__> i'm tried to load plugins from an plugins folder 04:03 < Ray__> but it throws alway n c lass def found .. 04:03 < dx> plugin system of what 04:03 < Ray__> *no class def found 04:04 < Ray__> how of what ? 04:04 < dx> what are you developing? (if anything) 04:04 < Ray__> a loadbalancer 04:04 < Ray__> and i want a plugin system for it 04:05 < Ray__> but i throws me always no class def found... 04:05 < dx> what language? 04:05 < Ray__> java 04:07 < Ray__> any idea ? 04:08 < dx> well it doesn't seem like a minecraft specific question, and we don't have many java devs here (i wouldn't consider myself one), so you could try asking in ##java 04:10 <+SpaceManiac> Ray__: I know a bit about Java and plugin systems, maybe I could help? 04:10 < dx> a wild SpaceManiac appears 04:10 < Ray__> maybe 04:11 <+gicode> TkTech: steam is down? 04:12 < dx> http://steamstat.us/ rip --- Log opened sam. mai 03 17:24:39 2014 17:24 -!- Irssi: #mcdevs: Total of 132 nicks [1 ops, 0 halfops, 10 voices, 121 normal] 17:28 < morfin> how server is handling chat messages? i mean if you want to change color\add prefixes etc you have to split original message to pieces? 17:30 -!- Irssi: Join to #mcdevs was synced in 361 secs 17:32 < morfin> so you'll have some "basic" string and extra contentents 17:32 < morfin> *contents 17:33 < morfin> according to this format: https://gist.github.com/thinkofdeath/e882ce057ed83bac0a1c 17:35 < Thinkofdeath> Something like this: {"text":"", "extra":[{"color":"aqua","text":":"}, {"bold":true, "text": "Hello world"}]} 17:35 < morfin> yep 17:36 < Flemmard`> oh god that sounds heavy 17:38 < morfin> why? 17:39 < morfin> i can only guess how many 17:39 < morfin> *how many code i'll need to handle all that, including click events, hover events,colors and stuff 17:39 < Flemmard`> well it's json 17:39 < Flemmard`> then .. 17:40 < morfin> JSON is not that bad 17:40 < Flemmard`> yeah but for a simple text it seems 'heavy' but it's a choice ^^ 17:40 < morfin> lol XML could be heavier ) 17:41 < Flemmard`> sure lol 17:41 < morfin> i think they replaced old &1 format because added some stuff 17:41 < morfin> like hover\click events 17:41 < Flemmard`> i see 17:42 < morfin> don't forget you can remove all new lines\unnesessary spaces 17:45 < morfin> i want to try and turn off "pretty" output in my code 18:00 < morfin> Thinkofdeath what for version in response(to serverquery) is being used? 18:01 < morfin> i assume if it's not equeal to one i send server will be showed like unavalible for me in client correct? 18:01 < Thinkofdeath> yep 18:02 < Thinkofdeath> 1.7.9 = 5 18:02 < morfin> lol :D 18:03 < morfin> i am using 1.7.2 for testing 18:03 < Thinkofdeath> Thats 4 then 18:03 < morfin> i know 18:03 < morfin> shit i am afraid of changes will come in 1.8.0 18:03 < morfin> everything will be messed up 18:03 < Thinkofdeath> How so? 18:04 < morfin> i beleive protocol will be totally changed 18:04 < Thinkofdeath> http://wiki.vg/Pre-release_protocol It hasn't changed too much 18:04 < morfin> ow 18:10 < morfin> what about version name? 18:11 < morfin> as example i was playing 1.7.2 server on 1.7.4 and both use 4 so version name is unnesessary 18:11 < Thinkofdeath> The name is only displayed when the protocol versions don't match 18:12 < morfin> ow 18:12 < Thinkofdeath> Doesn't affect anything else 18:14 < morfin> funny i did not see that yet 20:41 < Aragas> morfin: everything will be perfect! You can now forget about different datatypes for one object. That is wonderful 20:43 < morfin> hm? 20:44 < Aragas> see entity id's. They can be Int or VarInt 20:45 < Aragas> That is not cool 20:45 < morfin> he-he 20:49 < morfin> does vanilla store prepared chunks(for sending) in memory cache? 20:49 < morfin> maybe even gzipped --- Day changed dim. mai 04 2014 00:03 < Freeway> Hello 06:11 < l00ps> hey all. I'm playing around with a server implementation. When I receive the handshake packet I get a length of 20, though the packet w/o the beginning lenght varint is 29. 06:11 < l00ps> I'm unsure what is going on. Any ideas? 06:30 < l00ps> nvm, i was parsing incorrectly 10:04 < morfin> hm is there a way to understand size of varint(when writing from int type)? 12:43 < morfin> hm 13:19 < morfin> anybody implemented big endian and little endian to varint conversions? 13:19 < morfin> big endian and little endian ints 15:36 < morfin> anybody here? 16:06 < Eyes> no 16:07 < Eyes> nobody is here 16:22 < morfin> ok then 18:20 < TkTech> fragmer: Do you know if Zaneo is still in here? I think he changed his nick at some point. 18:22 <+fragmer> He's still on EsperNet 18:23 <+fragmer> in #fCraft right now as Zaneo|Away 18:28 < morfin> hm funny 18:29 < morfin> Google already created stuff for things like Minecraft protocol 18:30 < morfin> i meant protobufs which looks compatible with protocol we got 18:34 < qolund> morfin which language ? 18:35 < morfin> C++ 18:35 < qolund> May this help you. 18:35 < qolund> def pack_varint(d): 18:35 < qolund> return bytes([(0x40*(i!=d.bit_length()//7))+((d>>(7*(i)))%128) for i in range(1+d.bit_length()//7)]) 18:35 < qolund> ;D 18:35 < morfin> what's that? 18:35 < morfin> looks like varint parser 18:35 < qolund> int to varint in python 18:35 < morfin> :D 18:36 < qolund> (used in the last entry of http://blog.brony.fr/one-liners.html : « Minecraft server status querying in 474 bytes » ) 18:38 < morfin> hm 18:38 < morfin> python have a strange syntax :) 18:48 < morfin> i always was wondering how all that [... for i in range(...)] works 18:49 < morfin> but Perl can be much more complicated 18:50 < qolund> Yep. perl guys always beat me (with ython) when we coutn chars. 18:53 < morfin> i saw oneliners on Perl and i can say that sometimes it's unreadable mess 18:53 < morfin> interesting is not Google who invented varints? 18:56 < morfin> i was looking at Minecraft protocol and it always use unsigned varints right? 18:57 < morfin> there no negative values in description 19:10 < Eyes> perl is the language that can be typed with no letter keys on your keyboard 19:11 < Eyes> if you smash your head on the keyboard, you often get valid perl 19:11 <+AndrewPH> it's the only language in which defacating on your keyboard is the proper process to write. 19:26 < dx> http://webcache.googleusercontent.com/search?q=cache:patriciopalladino.com/blog/2012/08/09/non-alphanumeric-javascript.html 19:33 < morfin> lol 19:34 < morfin> that's ugly --- Day changed lun. mai 05 2014 04:55 < Guest91646> [Glowstone] SpaceManiac pushed 1 commit [+0/-0/±3] http://git.io/b9u8aw 04:55 < Guest91646> [Glowstone] SpaceManiac ef85f89 - Switched to try-with-resources in a few places (for #83). 05:33 < Guest91646> [Glowstone] SpaceManiac pushed 1 commit [+0/-0/±1] http://git.io/tDq4GQ 05:33 < Guest91646> [Glowstone] SpaceManiac 6f42ff8 - Changed weather to only happen in normal world and handle case where no chunks are loaded (see #94). 06:09 < Guest91646> [Glowstone] SpaceManiac pushed 1 commit [+0/-0/±1] http://git.io/wqZiow 06:09 < Guest91646> [Glowstone] SpaceManiac a0ca01b - Changed world init sequence to match CraftBukkit more closely. 07:34 < morfin> can varint be readed as big endian? 07:35 <+SpaceManiac> varint doesn't have an endianness 07:35 < morfin> i know 07:37 < morfin> but i've got that code: which reads into LE https://gist.github.com/morfin60/73e708b3db1af6b20365 07:38 < morfin> was trying to change order then return ntohs(value); but it does not work 07:39 < morfin> google says nothing about reading into BE int 07:39 <+SpaceManiac> you shouldn't have to worry about endianness once it's already in an int since you're just performing math 07:40 <+SpaceManiac> regardless of system endianness you should have correct value without ntohs 07:40 <+SpaceManiac> or ntohl as the case may be 07:40 < morfin> that's why i wanted to run SPARC64 system ) 07:40 < morfin> in qemu 22:54 < Guest91646> [Glowstone] SpaceManiac pushed 2 commits [+0/-0/±36] http://git.io/oMUE_w 22:54 < Guest91646> [Glowstone] ewized 7a39f40 - Switched to Diamond Operator (for #83). 22:54 < Guest91646> [Glowstone] SpaceManiac b24743c - Switched to diamond operator in a few missed places (closes #83). --- Day changed mar. mai 06 2014 00:47 < TkTech> gicode: Learned something interesting today. While docked ships accelerate at the same rate, they still have their own intertia. 00:48 < TkTech> gicode: If you have a small ship like the Tick docked inside of a large ship (like mine) with insufficient pads/armor strength, and I suddenly reverse, your ship will literally get ripped to shreds 01:41 < nevercast> TkTech, What game is this ? 01:45 < TkTech> nevercast: Space Engineers. gicode, Zaneo, and myself have been playing for around a week. 01:45 < TkTech> Basically minecraft in space. 01:45 < nevercast> Ooh 01:45 < nevercast> So nothing like Kerbal then 01:45 < TkTech> Not at all outside of the physics model 01:45 < TkTech> Still pretty fun! 01:46 < nevercast> I do enjoy space games 01:46 < nevercast> Already ordered Star Citizen 01:47 < nevercast> TkTech, I need this game! 01:49 < TkTech> Looks fun right? All the videos are outdated by the way. 01:49 < nevercast> Off to paypal I go 01:49 < TkTech> The devs are active and release several small updates a week. 01:49 < TkTech> Just don't try public multiplayer. You will be very sad. 01:49 < TkTech> I tried. Once. Spawned in on a platform and there were hundreds of +1g gravity generators under the platform. 01:50 < TkTech> Slammed me into the platform until I died and turned into a pancake. 01:50 < nevercast> Wow -- 01:50 < nevercast> Troll server 01:51 < nevercast> Yeah I've been playing Kerbal Multiplayer a lot -- but you just can't build massive vessels without them falling apart when you attempt a manuvure 01:51 < nevercast> There is only so much strength to be gained from a docking port 01:51 < TkTech> Ah - the scale doesn't really compare between the two. 01:52 < TkTech> There are 3 classes of entities in SE. Stations (titanic, static), Large Ship (titanic, dynamic), and Small Ship (very small, dynamic). 01:52 < TkTech> Kerbal is on the small ship scale. 01:52 < nevercast> Indeed it is 01:53 < nevercast> Largest vessel that was flyable (At the expensive of tonnes of weight in monopropellant) was no more than 300 meters 01:53 < TkTech> The current ship I'm building with Zaneo, which is on the smaller side of large ships, is already 2.4 million kilograms. And that's just the shell. 01:53 < nevercast> And that damn thing always broke apart, so quick load was common 01:53 < nevercast> I'm looking forward to this game, even if it was $20 01:54 < nevercast> I notice Steam has remote install now, so it'll be available when I get home 01:54 < TkTech> Some of the Kerbal ships are pretty crazy. I noticed in all the videos I watched anything remotely large lagged something awful. 01:54 < nevercast> Yeah it does 01:54 < TkTech> Hundreds of thrusters are the norm in SE. 01:54 < nevercast> Less lag during warp because physics are disabled 02:00 < nevercast> TkTech has a BNC 02:00 < nevercast> Good job :P 02:01 < TkTech> What, try to CTCP me or something? 02:01 < nevercast> CTCP and Whois yes, was trying to determine if you were in Canada as to add the correct TKTech on Steam 02:02 < TkTech> That's probably me 02:03 < nevercast> Added then 02:04 < TkTech> Munuching some pizza, I'll confirm it when I move to the desktop 02:04 < nevercast> Not a problem 02:05 < nevercast> If you're a member of Top Notch Clan, then it's you. 02:05 < TkTech> Sounds familiar 02:05 < nevercast> AFK Lunch. 16:48 < morfin> and i am back 16:49 < morfin> i failed to run Debian SPARC64 to test code i've posted because somebody said endianess does not matter.. 20:08 < TobiX> morfin: Sparc? People still use those? *gd&r* 20:09 < TobiX> (Says the one with the AlphaStation in the closet ;)) 20:49 < morfin> i wanted to check some stuff 20:50 < morfin> with big endian platform --- Day changed mer. mai 07 2014 01:38 < winny> i wish i still had my sparc64 box, would have been of help :) 06:13 < nevercast_> TkTech, http://i.imgur.com/WHC9G4w.png 06:13 < nevercast_> Dedicated SE :D 06:35 < TkTech> o; 06:38 < TkTech> Now can you actually load am ap 06:38 < TkTech> *a map 18:59 < morfin> shit i hate qemu already --- Day changed jeu. mai 08 2014 09:16 < morfin> how ticks works in Minecraft? 09:17 < morfin> so server sleeps between ticks? 09:17 < Flemmard> it's basically to get you some time referential 09:18 < morfin> it's for synchronization 09:18 < morfin> between client\server but 09:21 < morfin> i beleive that slow down server many times 09:28 < morfin> so i do nothing between ticks right? 13:00 < shoghicp> morfin: you can do whatever you want between ticks 13:00 < shoghicp> for example, receiving packets and processing them 13:00 < shoghicp> but ticks (for entity updates, random block updates, and more) will fire 20 times per second 13:01 < shoghicp> but player movements, block breaking/placing are not dependent on that 16:33 < Not-6d9> [mcprotocol] thinkofdeath pushed 1 commit to master [+1/-0/±103] http://git.io/iAyX0Q 16:33 < Not-6d9> [mcprotocol] thinkofdeath 61df2ab - 14w19a 17:04 < Not-6d9> [mcprotocol] thinkofdeath pushed 1 commit to master [+0/-0/±3] http://git.io/I9Dp-Q 17:04 < Not-6d9> [mcprotocol] thinkofdeath 8e02e26 - Handle the writeUUID method --- Day changed sam. mai 10 2014 07:57 < morfin> hello 08:36 < morfin> physics happens on tick? 14:24 < shoghicp> morfin: they do 14:43 < morfin> who? 15:18 < shoghicp> hello 15:18 < shoghicp> physics happens on tick? 15:18 < shoghicp> yes, they happen on a tick --- Day changed lun. mai 12 2014 04:16 < Not-6d9> [Glowstone] SpaceManiac pushed 2 commits [+0/-0/±8] http://git.io/Mt7v9g 04:16 < Not-6d9> [Glowstone] SpaceManiac 00c5347 - Cleanup to world storage system, minor ItemMeta/Entity storage fixes. 04:16 < Not-6d9> [Glowstone] SpaceManiac 937be61 - Experimental mitigation for #92. 20:19 < Acconut> Hello, anyone here? 20:19 <+sadimusi> o/ 20:19 < Acconut> Does varints have a maximum length (not max. value) or can they be infinite long? 20:21 < Acconut> Don't mind. I've found the answer. It seems to be 8. :D --- Day changed mar. mai 13 2014 01:26 < Not-6d9> [Glowstone] SpaceManiac deleted branch blocktype 23:34 < Brott> dav1d: im using zsh now lol 23:35 < dav1d> Brottweiler: fonally 23:35 < Brottweiler> dav1d: bugs me that there is no tab completion for powerpill but there is for pacman 23:35 < dav1d> Brottweiler: installed oh my zsh? 23:35 < Brottweiler> yes 23:36 < Brottweiler> dav1d: give me your secrets 23:36 < Brottweiler> :p 23:36 < dav1d> that's it 23:36 < dav1d> I am out 23:36 < dav1d> :> 23:36 < Brottweiler> haha 23:36 < dav1d> enable the archlinux completion in the config 23:36 < Brottweiler> just default otherwise? xD 23:36 < Brottweiler> i did that actually 23:36 < dav1d> ya, my own theme but that's it 23:36 < Brottweiler> i have git, archlinux, and some other of those plugins 23:37 < Brottweiler> its so cool that it has like 23:37 < Brottweiler> git "interface" in the prompt 23:37 < dav1d> ya, it helps 23:38 < Brottweiler> still bugs me that it doesnt have completion for powerpill --- Day changed mer. mai 14 2014 23:45 < Not-6d9> [node-minecraft-protocol] roblabla pushed 4 commits to master [+0/-0/±4] http://git.io/KSeBeg 23:45 < Not-6d9> [node-minecraft-protocol] innoying 95bacd4 - Fix team scoreboard Because the team scoreboard values are optional, they should not always be included in the written response. 23:45 < Not-6d9> [node-minecraft-protocol] Luke Young 5f349d3 - Revert "Fix team scoreboard" This reverts commit 95bacd4bfd2b68b0084c3e3b186e796838223a20. 23:45 < Not-6d9> [node-minecraft-protocol] Luke Young 61b7a0c - Better condition fix 23:45 < Not-6d9> [node-minecraft-protocol] ... and 1 more commits. 23:46 < Not-6d9> [node-minecraft-protocol] roblabla pushed 2 commits to master [+0/-0/±2] http://git.io/T030rA 23:46 < Not-6d9> [node-minecraft-protocol] innoying 97bf07b - Fix entityMetadata reads Seems to have been broken at some point. This pull request fixes it. 23:46 < Not-6d9> [node-minecraft-protocol] roblabla 2804fcd - Merge pull request #87 from innoying/patch-1 Fix entityMetadata reads 23:46 < Not-6d9> [node-minecraft-protocol] roblabla pushed 2 commits to master [+0/-0/±2] http://git.io/CLBeIw 23:46 < Not-6d9> [node-minecraft-protocol] innoying 833df20 - Fix Spawn Object Packet Parsing If read fails a pre-condition within a container, skip it 23:46 < Not-6d9> [node-minecraft-protocol] roblabla 9181fe9 - Merge pull request #89 from innoying/patch-3 Fix Spawn Object Packet Parsing 23:49 < Not-6d9> [node-minecraft-protocol] roblabla pushed 1 commit to master [+0/-0/±1] http://git.io/lY0OOQ 23:49 < Not-6d9> [node-minecraft-protocol] roblabla f80b2aa - Fix nullable state code not working. --- Day changed jeu. mai 15 2014 04:29 <+SpaceManiac> Do any tools for checking the validity of world files exist? 06:48 < Not-6d9> [Glowstone] SpaceManiac pushed 2 commits [+5/-0/±7] http://git.io/PrWlcg 06:48 < Not-6d9> [Glowstone] SpaceManiac 9b5721c - Basic chest inventory and I/O support (no double chests or facing directions). 06:48 < Not-6d9> [Glowstone] SpaceManiac 90c8c56 - Update to Bukkit for 1.7.9 18:47 < Not-6d9> [mcprotocol] thinkofdeath pushed 1 commit to master [+1/-0/±104] http://git.io/IxAECA 18:47 < Not-6d9> [mcprotocol] thinkofdeath 3b7e42d - 14w20a --- Day changed ven. mai 16 2014 04:39 < Not-6d9> [bravo] brutal-chaos pushed 3 commits to master [+0/-0/±3] http://git.io/dMbzAA 04:39 < Not-6d9> [bravo] Justin Noah 85e8c9d - Revert "Add PIL to requirements.txt, because web.py plugin needs it" This adds way moe than needed and includes a PIL that isn't on pypi which breaks tests on travis-ci and a dev can't just install the requirements.txt to ge the environment up. This reverts commit 48eb8507a131876590cc0e80981cd52368e384ac. 04:40 < Not-6d9> [bravo] Justin Noah bb96c01 - requirements: added Pillow removes the "No module named PIL" error 04:40 < Not-6d9> [bravo] Justin Noah 058dad3 - travis-ci: added notifications 17:53 < TkTech> SpaceManiac: Doing anything interesting with that fork? 19:29 <+SpaceManiac> TkTech: of Jawa, I'm guessing? Nothing super exciting yet, just fiddling about with it. I'm not entirely certain I clicked the fork button intentionally. 20:25 < TkTech> SpaceManiac: Do you just need writes or bytecode modification as well? 20:25 < TkTech> I've basically given up on writing/modifying the bytecode for newer releases of Java 20:27 <+SpaceManiac> Haven't needed to do anything there yet. Right now just rewriting my jar checker script from ages ago 20:27 < TkTech> Ah, righto. 20:28 < TkTech> The StackMapTable introduced by JSR 202 in SE 7 made life a lot more difficult when trying to modify bytecode. 20:28 < TkTech> It's not an optional attribute, since if you don't build it just right you fail verification. 20:31 <+SpaceManiac> Ah, I can see how that'd be annoying 20:34 <+SpaceManiac> Oh, I did spot something pretty minor - speed_freak, cf/__init__.py line 34, I think "self." can be removed 20:41 < TkTech> cf/__init__.py doesn't exist oO 20:41 < TkTech> Oh 20:41 < TkTech> That branch 20:41 < TkTech> Right 20:42 <+SpaceManiac> master preferred? 20:42 < TkTech> speed_freak does *nothing* beyond the basics of reading 20:42 < TkTech> It's much, much faster. 20:42 < TkTech> But incomplete. 20:43 < TkTech> You're right, that self can go 20:43 < TkTech> Which probably eliminates a LOCAL_LOOKUP 20:44 < TkTech> SpaceManiac: Feel free to use speed_freak, if you need anything missing I'll add it. 20:44 < TkTech> Someone actually using it does amazing things for motivation. 20:46 < TkTech> If you want to get rid of the object overhead from using ClassFile, you can using parsing.parse_classfile() directly, which just gives you JSON 20:56 < Not-3925> [Jawa] TkTech pushed 1 commit to speed_freak [+0/-0/±1] http://git.io/XicSQA 20:56 < Not-3925> [Jawa] TkTech cf13960 - Get rid of unneeded self access when loading interfaces (Thanks SpaceManiac) --- Day changed sam. mai 17 2014 23:55 <+AndrewPH> TkTech: you should be watching the dogepdx stream --- Day changed dim. mai 18 2014 10:16 < madcat1990> Quick Question, can someone provide me with a binary to brala? 10:21 < madcat1990> I'm running Debian x86, no matter how much I try, I keep running into an error with std.format : format using GDC to compile Brala. 10:22 < madcat1990> Any tips? --- Day changed lun. mai 19 2014 05:31 < Not-f074> [Glowstone] SpaceManiac pushed 1 commit [+0/-0/±1] http://git.io/CmnOwg 05:31 < Not-f074> [Glowstone] SpaceManiac 495959e - Some fixups to RegionFile to fix wildly incorrect structure on Linux. Chunks still sometimes broken. --- Day changed mar. mai 20 2014 18:12 < TkTech> Bleh, spam bots are creating pages again. 18:18 < umby24> oh fun 18:29 < TkTech> And nuke you! And you! And you, you, and you! 18:29 < TkTech> Should turn this into a minigame. 18:30 <+sadimusi> how about a minigame captcha instead? 18:32 < TkTech> I find it interesting that every once in awhile some $1/month slave-child in Indonesia answers the captcha's for the bots. 18:33 < TkTech> That last burst of spam was all from one IP 18:34 < TkTech> sadimusi: Probably with a minigame captcha is that to do it realistically, it has to be simple. There's one that comes with media wiki which is to arrange the puzzle to match the picture 18:34 < TkTech> Was broken almost instantly. 18:35 < TkTech> *Problem 18:35 <+sadimusi> i'm sure all the cpatchas that come with mediawiki are broken already 18:36 < TkTech> Right, and so the "most effective" one is the context-specific question - http://www.mediawiki.org/wiki/Extension:ConfirmEdit 18:36 < TkTech> With the caveat that it only works until some human answers it 18:37 < TkTech> (We're using the QuestyCaptcha from that table) 18:38 <+sadimusi> asirra sounds interesting 18:39 < TkTech> Already broken. 18:39 <+sadimusi> looks like a simplified version of confident 18:39 < TkTech> Turns out classifying cats is a fun hobby project for people. 18:39 <+sadimusi> :D 18:39 < dx> if questy failed, it's obvious they paid some human to """crack""" it 18:40 < dx> which makes me sad 18:40 < TkTech> That's what I meant by Indonesian slave-child 18:40 <+sadimusi> confident seems like the only popular one which can't be cracked for a fraction of a cent 18:40 < dx> yeah, i'd rather not be that specific :P 18:40 <+sadimusi> but it's a pita to solve 18:41 < TkTech> Which wasn't sarcasm, they actually have bunkhouses where they do nothing but do Amazon Turk jobs. Slave masters take the meager earnings. 18:41 < dx> yeah... 18:41 < TkTech> sadimusi: Got a link? 18:41 < shoghicp> "Come to the IRC and ask for the answer" 18:41 < dx> ^ 18:41 <+sadimusi> http://confidenttechnologies.com/Confident_CAPTCHA_Demo 18:42 < TkTech> shoghicp: Not everyone uses IRC that contributes 18:42 < dx> TkTech: mibbit link, problem solved 18:42 < shoghicp> yeah, I know 18:42 < TkTech> I think I banned mibbit 18:42 < dx> unban mibbit, problem solved 18:42 <+sadimusi> doesn't freenode block mibbit? 18:42 < shoghicp> it does 18:42 < dx> huh? why? 18:43 < shoghicp> only the freenode webchat works now 18:43 < TkTech> Probably. Quality of the network instantly drops. 18:43 <+sadimusi> but they have their own web client 18:43 < shoghicp> dx: abuse 18:43 < TkTech> I like IRC mostly because it requires the tiniest amount of problem solving to get on it. 18:43 < TkTech> Web clients defeat that. 18:44 < dx> shoghicp: but with the webchat protocol it doesn't work so much as a 'proxy', freenode gets the real IP 18:44 < shoghicp> that too 18:44 < shoghicp> well, they scan for open proxies 18:49 < dx> oh, apparently they couldn't trust the mibbit admins enough to keep it 18:49 < dx> http://blog.freenode.net/2009/06/new-freenode-webchat-and-why-to-use-it/ 19:16 < TkTech> Ouch, you think they'd have tried communicating a bit better with one of the largest networks. 19:17 < TkTech> Especially since, as devs, they probably spend time on here. 19:18 < TkTech> sadimusi: See, I feel like this would be too easy as well. 19:18 < TkTech> sadimusi: It just requires a fairly large collection of images and a basic tagger 19:18 <+sadimusi> that's what I thought as well 19:18 <+sadimusi> and there exist services to crack it 19:19 <+sadimusi> but they're much more expensive than those for recaptcha for example 19:25 <+sadimusi> (i'm using a confident captcha for user votes on minecraftservers.org where a context specific question doesn't do the trick) 19:58 < TkTech> Ah, hm. --- Day changed jeu. mai 22 2014 01:44 < jflory7> Hi everyone - I am trying to install a Minecraft server wrapper on my server, and I'm running into a few issues. Every time I try running the configuration command for the wrapper, it throws an error to me about Twisted. I know Twisted was updated a week ago, and this wrapper was last updated three months ago. Anyone have any recommendations for what to do? I'm a Linux novice. http://paste.md-5.net/coxepiwepa.avrasm 01:44 < jflory7> I was told I can bypass the deprecation, but I'm not quite sure how to do that. 01:48 <+SpaceManiac> the error doesn't look like it's coming from the deprecation, but from not being able to find an executable 01:52 <+sadimusi> yeah it's trying to launch your editor 01:53 <+sadimusi> do you have the $EDITOR env variable set? 01:54 <+sadimusi> jflory7: ^ 02:10 < winny> https://github.com/mcdevs/mark2/blob/d22b5d3520038f3dbfaac5640bfbf34a7d3acb10/mk2/launcher.py#L452-L485 02:30 < jflory7> sadimusi: How do I set the environment variable? I use vi for my editor. 02:30 <+sadimusi> export EDITOR="/usr/bin/vi" 02:32 < winny> what is the availability of the type builtin as a program? 02:33 < winny> https://github.com/mcdevs/mark2/blob/d22b5d3520038f3dbfaac5640bfbf34a7d3acb10/mk2/launcher.py#L410-L416 02:33 < jflory7> sadimusi: Done, but I'm still getting the same error, I think. 02:34 < jflory7> https://gist.github.com/anonymous/62b67239969b28da0d6f 02:34 < winny> if you type $EDITOR in the terminal, does it run your vi editor 02:34 < jflory7> winny: -bash: /usr/bin/vi: No such file or directory 02:35 < jflory7> Seems like the issue 02:35 < winny> maybe you mean that you use vim 02:35 < winny> what do you get when you type $ which vim 02:36 < jflory7> Probably, winny. I get /usr/bin/vim 02:36 < winny> try export EDITOR=vim 02:36 < jflory7> Alrighty. 02:36 < winny> out of curiosity what os are you on? 02:37 < jflory7> Bingo. Got it. I'm on CentOS. // I still get the Twisted error, but it's not having a problem loading the configuration file for mark2 02:37 <+sadimusi> winny: the shell=True makes the subprocess.call return 0 02:37 < winny> oh I see what you mean 02:38 < winny> was surprised to not see which used, but it looks like type is everywhere, as a stand alone and as a shell bulitin -- though csh doesn't have a type builtin 02:40 < winny> jflory7: you might want to configure the system default editor -- something like this should work (as root): echo 'export PATH=vim' > /etc/profile.d/custom-editor.sh && chmod 755 /etc/profile.d/custom-editor.sh 02:41 < winny> so you don't have this problem in future