22:15 < Sanqui> loopback i.e. singleplayer 22:16 < Dinnerbone> That doesn't even have a network layer to encrypt. 22:16 < Dinnerbone> There is no encryption, no compression, no bytes to even work on 22:17 < Sanqui> oh, neat 22:17 < Dinnerbone> It would be incredibly silly to do otherwise 22:17 < Sanqui> I was under the impression that it literally talked to a local server 22:17 < Dinnerbone> And incredibly difficult to do otherwie 22:17 < Dinnerbone> otherwise* 22:17 < Sanqui> I remember the switch to unified codebase between single and SMP 22:17 < Dinnerbone> You'd have an insane amount of downsides and absolutely no gains 22:17 < dx> yeah, no reason to specialcase localhost 22:18 < dx> wait 22:18 <+AndrewPH> db's laying down the lawwww 22:18 < dx> Sanqui meant singleplayer. derp. 22:18 * dx gets a brown paper bag 22:52 < Aragas> so, how then work single? it uses an alternative of network handler? I heard that single player uses a local server now 22:54 < Aragas> Like, im doin' only a network client that will connect to a server even in single player. Hehe, give all work to vanilla server and use like x2 memory, lol 22:55 < Aragas> Why implementing some logic? we have already a server for that :DDD 22:56 < clonejo> the vanilla client effectively does this. --- Day changed lun. nov. 10 2014 19:11 < xxmicloxx> Hello 19:11 < SopaXorzTaker> hi 22:19 < benbaptist> What changes to the SMP protocol does Forge 1.7.10 make? is there some sort of page that I could view the additional packets? 22:20 < benbaptist> I'm working on a proxy and it doesn't work with Forge 1.7.10, but it does work with vanilla 1.7.10. I skip packets that I don't know, so I don't see why Forge's additional packets would make any difference. 22:21 < benbaptist> I think maybe there's a change to the login sequence that messed it up. I don't really know, since there's never any real error - it just hangs on Logging in..., and it does actually successfully log into the Forge server. 22:28 < ryantheleach> They modify some packets in order to send the mod lists 22:29 < ryantheleach> so its not extra packets that is the problem, but modified packets 23:39 < benbaptist> ryantheleach, ah. do you happen to know if there's any documentation on these changed packets? 23:47 < ryantheleach> Not off the top of my head. --- Log closed mar. nov. 11 02:58:01 2014 --- Log opened mar. nov. 11 02:58:10 2014 02:58 -!- Irssi: #mcdevs: Total of 150 nicks [2 ops, 0 halfops, 8 voices, 140 normal] 03:01 -!- Irssi: Join to #mcdevs was synced in 199 secs 05:55 < RosalinaFan573> hi 05:55 < RosalinaFan573> does anyone here have Mac 06:51 < Spurlex> I do o/ 15:45 < NeatMonster> Hi. Does anyone know how is the player’s head/body rotation is calculated serverside? It’s seems that client is sending the head rotation and then the server deduces the body rotation and sends it to the other players. Is that right? 20:14 < Not-311d> [mineflayer] andrewrk pushed 1 commit to master [+0/-0/±1] http://git.io/Uz7XSw 20:14 < Not-311d> [mineflayer] andrewrk 3de8393 - readme notice about no maintainer 21:38 <@TkTech> > Note: This project is no longer maintained. 21:38 <@TkTech> ;-( 22:13 < rom1504> it's been some time --- Day changed mer. nov. 12 2014 04:25 < dx> hypothetical situation: a server OP, using vanilla server and vanilla client, sends a player a json chat message with /tellraw that crashes the client. is that something that counts as a bug for mojang? 05:29 < ackpacket> when another nearby client dies... does the server send an entity despawn? Or does it expect the client to handle that, "implied" by the death 08:13 < redstonehelper> dx: yes, that's a bug I'd say 08:58 < Not-311d> [fNbt] fragmer pushed 5 commits to master [+0/-0/±17] http://git.io/1Bs_mg 08:58 < Not-311d> [fNbt] fragmer 223d10e - Fixed a regression in NbtCompound that caused NullReferenceExceptions. 08:58 < Not-311d> [fNbt] fragmer 2fa7676 - Limited the maximum single-write size that NbtWriter can do to 512 MiB, to work around BufferedStream limitations. Previously, writing any array of size 1 GiB or more to BufferedStream-backed NbtWriter resulted in OverflowException. 08:58 < Not-311d> [fNbt] fragmer 6fbd3e1 - Expanded unit test coverage to 93%: now testing tags' Clone() methods and copy constructors, more NbtWriter.WriteByteArray edge cases, setting NbtFile buffer size, and various expected exceptions. 08:58 < Not-311d> [fNbt] ... and 2 more commits. 08:58 <+fragmer> fNbt v0.6.2 coming soon, with bugfixes. 09:13 < Not-311d> [Glowstone] SpaceManiac pushed 11 commits [+33/-4/±58] http://git.io/bXvg5w 09:13 < Not-311d> [Glowstone] SpaceManiac 6916962 - Removed UuidUtils.fetchUuid in favor of ProfileCache. 09:13 < Not-311d> [Glowstone] jimmikaelkael f8608d8 - Improved weather with thunder sounds and rain/cloud density. 09:13 < Not-311d> [Glowstone] ZephireNZ edbd3e0 - Added armor coloring with LeatherArmorMeta. 09:13 < Not-311d> [Glowstone] ... and 8 more commits. 11:00 < bgale> dx, I'd guess so 11:00 < bgale> in most games it would :P 11:02 < rom1504> that's just a "kill" functionnality :p 22:14 < ackpacket> how do i find the correct oldid for the wiki on 1.7.2 protocol? --- Day changed jeu. nov. 13 2014 10:09 < ackpacket> what encodings are the integer and mantissa portion of a fixed-point number stored as? 10:50 < ackpacket> The server is sending me this: 0xFFFFF931 for the x coordinate of another client. My decode algorithm returns -55.53125 as the value, is that right? 10:50 < ackpacket> Because I seem to be getting some off-by-one error... 11:31 < bgale_> ackpacket: Single-precision 32-bit IEEE 754 floating point 11:31 < bgale_> http://wiki.vg/Data_Types 11:31 < ackpacket> er... 11:31 < ackpacket> that's floating point 11:31 < ackpacket> this is a fixed point 11:31 < bgale_> I misread 11:31 < ackpacket> no worries 11:34 < bgale_> Does it use a sign bit or 2's complement or something? If you're getting off-by-one on negative numbers it might be using 1's complement? been a while since I've done this... 11:35 < bgale_> When you work it out do update the wiki :) 11:38 < ackpacket> ha! 11:38 < ackpacket> well 11:38 < ackpacket> might be difficult to work it out 11:38 < ackpacket> I need to know the server's intentions 11:59 < bgale_> ackpacket, couple of suggestions: you could check the code used in an up-to-date 3rd party server (Glowstone/CraftNet/others?), or you could enable verbose logging on the vanilla server which I *think* displays field values for every packet sent 17:49 < n11404> hi 17:51 < xJeremyCx> I can still a little bit confused about how packets are sent 17:52 < xJeremyCx> someone should write an article about how to send a packet properly : / 18:03 < TkTech> There are literally thousands. 18:03 < TkTech> And any Intro 101 classes. 18:16 < MrARM> Not really how to send one, but google doesn’t hurt 18:24 < bgale_> The wiki is reasonably clear, and you can look at the source of 3rd party things too 18:24 < bgale_> (if "packets" means "minecraft packets") 18:34 < MrARM> as I said Google doesn't hurt 19:05 < TkTech> Oh I'm sorry, did he mean an encrypted Minecraft packet specifically? 19:05 < TkTech> I thought he was talking about simple TCP sockets --- Day changed ven. nov. 14 2014 10:10 < Not-311d> [Glowstone] SpaceManiac pushed 2 commits [+0/-0/±3] http://git.io/mvW0hg 10:10 < Not-311d> [Glowstone] SpaceManiac edd6382 - Corrected formatting on new resource pack methods. 10:10 < Not-311d> [Glowstone] SpaceManiac 6fc57f9 - Added simple achievement message and fire event. 20:56 < ackpacket> a 20:56 < ackpacket> I'm looking at this slowdata for a diamond pickaxe, per the wiki: 01 16 01 00 00 ff ff 20:57 < ackpacket> Preceded by: If the block ID is not -1, three more fields follow. These fields are a byte (item count), a short (item damage) and another byte. If the byte is 0, there is no NBT data, and no further data follows. Otherwise the byte is the start of the nbt blob 20:57 < ackpacket> So according to that rule, the block ID is 01 16, the item count is 01, the item damage is 00 00.... does that mean ff is the start of an nbt blob? 20:58 < ackpacket> And if so, what does an nbt blob of ff ff mean? 21:12 < ackpacket> Also according to the same rule, this line should have no NBT data to follow, yet it does: 21:12 < ackpacket> 01 16 01 00 00 00 04 CA FE BA BE | a diamond pickaxe with (made-up) NBT data 21:19 < ackpacket> It seems like this version matches it's examples (http://wiki.vg/index.php?title=Slot_Data&oldid=3076) while the lastest version doesn't --- Day changed sam. nov. 15 2014 00:59 < nickelpro> Why does the wiki still talk about "HeadY" and "FeetY" in reference to player position in the protocol, when we only send FeetY now? Or is that just an overlooked mistake? 01:10 < Thinkofdeath> Most likely because I removed the fields without checking the description 01:37 < nickelpro> So how does stance work now? 01:50 < ackpacket> Thinkofdeath: still around? 01:51 < Thinkofdeath> nickelpro: animation packet I think? 01:51 < Thinkofdeath> ackpacket: yes 01:51 < ackpacket> Thinkofdeath: I think there are some issues with the slotdata page 01:51 < ackpacket> Thinkofdeath: Or it could just be that it doesn't indicate which protocl it's for 01:51 < nickelpro> Serverbound Animation packet is blank on proto page 01:52 < nickelpro> http://wiki.vg/Protocol#Animation_2 01:52 < Thinkofdeath> ackpacket: the examples may be out of date 01:52 < ackpacket> Thinkofdeath: actually, for me, on 1.7.2, the examples are proper 01:52 < Thinkofdeath> 1.8 changed the nbt part 01:52 < ackpacket> ah 01:53 < Thinkofdeath> nickelpro: oh then its entity action 02:34 < nickelpro> Compression starts once "Set Compression" is sent with a non-zero value, correct? 02:34 < nickelpro> Ah, not -1, nevermind 03:53 < nickelpro> Would anyone be willing to look at 6 lines of python and try to help me figure out why zlib is throwing errors decompressing packets? 03:53 < nickelpro> https://gist.github.com/nickelpro/6224d54fa3f0c24693e9 03:54 < nickelpro> I'm at a dead end 03:55 < nickelpro> nevermind, Something else is very wrong 03:56 < nickelpro> I'm reading a packet length of 0, so that's a problem 03:56 < dx> nickelpro: what are you doing this time? 03:56 < dx> what project? 03:56 < nickelpro> Still my little client bot 03:56 < nickelpro> I work on it to decompress from other projects, Minecraft is frustrating but fun 03:56 < dx> heheh 03:57 < dx> decompress. 03:57 < nickelpro> Everything works fine with compression off :-\ 03:57 < nickelpro> Pun unintentional 04:00 < nickelpro> I'm so lost on this bug, for some reason the packet length read on the first compressed packet is 0 04:00 < nickelpro> https://gist.github.com/nickelpro/98a19e405ceba950613d 04:01 < nickelpro> And then zlib predictably errors on a 0 length packet 04:02 < nickelpro> But the packet immediatly before it, the uncompressed Login Success, was parsed just fine. I haven't a clue why I'm breaking on the header of the next packet 04:02 < dx> is this pushed somewhere to a temp branch? 04:03 < nickelpro> >Implying I don't push broken code to main 04:04 < dx> hahaha 04:04 < dx> yolo 04:04 < dx> last commit 7 hours ago, tho 04:04 < nickelpro> https://github.com/nickelpro/spock 04:04 < nickelpro> Just pushed 04:04 < dx> now 5 hours ago 04:04 < dx> also lol commit message 04:05 < nickelpro> Also pushed a log file... 04:05 < nickelpro> I take commit cleanliness very seriously 04:05 < dx> ..with a password... 04:05 < nickelpro> huh 04:05 < nickelpro> That's problamatic 04:05 < dx> i shouldn't have pointed it out here. 04:05 < nickelpro> Time to nuke everything 04:05 < dx> hurry the fuck up 04:07 < dx> now change that password 04:07 < dx> seems pretty shitty tbh 04:07 < nickelpro> It's just a password for the bot, I forget how I even got it, but ya already done 04:08 < dx> awesome. 04:09 < nickelpro> Ok, NOW it's up 04:10 < dx> ok so how do i use this 04:10 < nickelpro> excellent question 04:11 < dx> hahah 04:11 < nickelpro> I find myself asking that question a lot 04:11 < dx> settings.py has a single tab character 04:11 < dx> the rest is spaces 04:11 < nickelpro> Serious answer: the DemoPlugin in the examples folder pretty much tells the whole story 04:11 < dx> i feel so offended by this 04:12 < nickelpro> heh 04:13 < nickelpro> Anyway, you make a plugin, a class, and register for events. Events are strings, or anything hashable that python can put in a dictionary 04:13 < nickelpro> You tell the "client" class to load your plugins, and whala, client 04:14 < nickelpro> By default the only events emitted are packets being received and transmitted, and a couple other things like socket events 04:14 < nickelpro> So ya pretty boring 04:15 < dx> zlib.error: Error -5 while decompressing data: incomplete or truncated stream 04:15 < dx> success 04:15 < nickelpro> Ya, but it's not zlib's fault 04:15 < nickelpro> I'm feeding it a zero length string 04:16 < dx> hmm, i'm not getting the same debug output as you 04:16 < dx> only packet printed seems to be [03:15:20] <<< (0x02, 0x02): Login Success 04:19 < nickelpro> place this in top level folder, demo is just there because, well, ya: https://gist.github.com/nickelpro/12751304bd4344243a7c 04:20 < nickelpro> Echoing every packet gets messy in when everything is actually working 04:27 < nickelpro> Hmmmm, set the compression threshold down to 30 to see what would happen if Login Success fell below the threshold 04:27 < nickelpro> And login success still works, decompresses fine. So something about that first packet decoding must break state somewhere 04:29 < dx> Attempting login with username: I_WONT_MAKE_THAT_MISTAKE_AGAIN and password: 04:29 < dx> Login Unsuccessful, Response: {'errorMessage': 'Invalid credentials. Invalid username or password.', 'error': 'ForbiddenOperationException'} 04:29 < dx> it's broken 04:29 < dx> and it's your fault 04:32 < nickelpro> Of course 04:34 < dx> this.. fails randomly 04:34 < nickelpro> Ya 04:34 < nickelpro> Disclaimer: I'm a bad programmer 04:34 < dx> lol 04:34 < nickelpro> I do this for fun 04:36 < nickelpro> According to the decoder, the bytes in the read buffer after the successful parsing of Login Success are '00 00 00 DB 01 00 01 14 07 64 65 66 61 75 6C 74 00' 04:36 < dx> did a quick grep to find catch-all excepts, but nothing too interesting 04:36 < nickelpro> So... fuck, maybe I'm not parsing login success correctly? 04:36 < nickelpro> shouldn't be a 00 00 there... 04:38 < dx> also i haven't looked too much into this but i disagree with the "bad programmer" thing already, this doesn't look like it was designed by a bad programmer 04:39 < dx> in other words: interesting way to do plugins 04:39 < nickelpro> My goal with any API/Framework is to get out of the way as much as possible 04:40 < nickelpro> I'm just providing an interface, you do what you want with it and you shouldn't have to care about how I do my thing 04:41 < dx> yes that's not how a bad programmer writes code :P 04:43 < nickelpro> So I basically understand the problem now, I just don't understand how I get there or why it happens or how to fix it 04:43 < nickelpro> Read Login Success -> Start reading next packet 04:43 < nickelpro> Encounter bytes 0x00 0x00 04:44 < nickelpro> Read a 0 length packet, everything explodes 04:44 < nickelpro> Encryption on/off, compression on/off, threshold doesn't matter 04:44 < nickelpro> Soooo, some footer I'm overlooking? bad parse? 04:45 < nickelpro> Well compression on, compression off works fine 04:45 < nickelpro> But it happens if I'm above or below the compression threshold 04:49 < dx> nickelpro: http://wiki.vg/Protocol#Post_compression 04:49 < dx> packet length is "Length of Data + length of Data Length" 04:49 < nickelpro> Aaaaaaaaand 04:49 < nickelpro> I'm dumb 04:49 < dx> you're reading varint packet length, reading varint data length, then reading the number of bytes specified in packet length 04:50 < nickelpro> Thank you dx 04:50 < dx> :D 04:51 < nickelpro> +1 rep 10/10 would debug with again 04:51 < dx> :3 04:54 < dx> nickelpro: so, how 'far' does this client get? 04:54 < dx> what's the most interesting thing it can do? 04:55 < nickelpro> dx: It can login, that always manages to impress me. The most impressive project that uses it is micropsi: https://github.com/joschabach/micropsi2 04:55 < dx> wait.. what 04:56 < nickelpro> Ya I don't even 04:56 < dx> "minecraft connectivity" 04:57 < dx> speaking of minecraft as if it was something as simple as listening in another tcp port 04:57 < dx> what is this even? 04:57 < nickelpro> Germans trying to take over the world through MC 04:58 < nickelpro> Artificial Intelligence framework that implements a couple interesting ideas about "Cognitive Intelligence" and demonstrates them through agents working in a Minecraft world 04:59 < nickelpro> It's over my head but it looks neat and I've kept a couple of their commit 04:59 < dx> yeah i think it's safe to say that it's something awesome 05:00 < dx> and certainly much more than what i expected when i asked about the most interesting thing spock can do 05:01 < nickelpro> It's mostly used to monitor snitches on Civcraft, but that's just logging, a little movement to trick the AFK kicker, and logging chat 05:01 < nickelpro> less interesting 05:02 < dx> i was considering using it to do 'unit tests' for glowstone, particularly in comparison with vanilla behavior. 05:03 < dx> some things are just a pain to test manually 05:06 < dx> nickelpro: which part is the 'bot' which doesn't have 1.8 support yet? 05:07 < nickelpro> Until my "everything works except compression" commit, everything outside of spock/mcp (which is the base protocol implementation) didn't have any idea about 1.8. So no support for protocol compression really 05:07 < nickelpro> Once I finish this fix for compression I'll update the ReadMe 05:08 < dx> how is it looking now? 05:08 < nickelpro> And then maybe I'll finally write that AStar implemention I've always meant, or fix my WorldMap 05:08 < nickelpro> fine, I was just trying to figure out an elegant way to do it without creating Yet Another Buffer 05:09 < nickelpro> But the way Python spock works it wants to read from buffers, it doesn't have a mechanism to report how many bytes a given unpack read 05:09 < nickelpro> So, another temporary buffer 05:10 < dx> well, unpack_varint reads byte by byte 05:10 < dx> don't see what's stopping you from counting that 05:11 < nickelpro> Ya I could make it report that, but that would involve changing datautils.unpack to return the counted bytes 05:11 < nickelpro> which would involve changing its usage throughout the entire package 05:11 < dx> i see 05:11 < nickelpro> Not worth it for 2 lines of elegance 05:12 < dx> bbuff == BoundBuffer? 05:12 < nickelpro> ya, a hold over from Barney Gale's MCP 05:12 < dx> that's not even a real buffer 05:12 < nickelpro> No, just a quick hack so I don't have to worry about over reading 05:13 < nickelpro> Just try: except: until it works 05:13 < dx> file objects have a seek() method and track their position, maybe implement that? 05:13 < nickelpro> I'll check that out right now, thanks 05:16 < dx> wellll actually .seek() would be pointless to implement here, i was actually thinking about .tell() 05:16 < nickelpro> Ya, I was being polite ("dx that's a dumb idea but you've helped me too much for me to ignore it...") 05:17 < dx> hahahah 05:17 < dx> dammit nickelpro 05:17 < dx> don't do that with me 05:19 < dx> actually, .seek(0, 1) is equivalent to .tell() 05:19 < nickelpro> It's hard to do position on a stream that's constantly changing size, but a quick hack that says "remember how many bytes you have now" and then "calculate the difference" would work perfectly 05:20 < dx> all i'm saying is: put a counter in recv() 05:20 < nickelpro> huh, ya, alright that's smart 05:20 < nickelpro> You might be good at this 05:20 < dx> are you being 'polite' again 05:20 < dx> lol 05:21 < nickelpro> No that was genuine :D 05:22 < dx> hm, this is going to be kinda useless post-compression 05:22 < dx> good thing you're right before it 05:22 < nickelpro> Hmmm, but that counter would get very big very fast for the main read buffer 05:22 < dx> it's just an int 05:23 < dx> you'd have to transfer 4gb of minecraft traffic for it to be slightly annoying for python to handle 05:23 < nickelpro> ok good point, counter it is 05:32 < nickelpro> And bada-bing bada-boom we're in business 05:34 < dx> BSNS 05:34 < dx> "5 hours ago" 05:34 < dx> time travel 05:34 < nickelpro> Oh, heh, ya 05:35 < nickelpro> Hardware clock keeps getting changed by windows, too lazy to figure out how to fix that 05:35 < nickelpro> On my ToDo list 05:36 < dx> ah dual boot. 05:36 < dx> windows wants the clock to be in local time 05:36 < nickelpro> yep 05:36 < dx> linux (or anything else) wants utc 05:36 < nickelpro> linux wants the same thing 05:36 < nickelpro> sane* 05:36 < dx> heh 05:36 < dx> you can configure linux to use local time in the hardware clock 05:37 < nickelpro> Ya but the Arch wiki has big "NEVER GONNA FIX" bugs all over their wiki for doing that, and I know it's possible to coax windows into sanity 05:37 < dx> oh god really 05:38 < dx> it was 'easy' last time i checked (years ago) 05:39 < dx> uhh 05:39 < dx> "timedatectl set-local-rtc 1" 05:39 < dx> says that should be enough 05:39 < nickelpro> Oh hey it's changed since last time I checked 05:39 < dx> https://wiki.archlinux.org/index.php/Time#Time_standard 05:40 < dx> yeah this actually looks useful 05:40 < dx> doing a registry change on the windows side sounds saner too 05:40 < nickelpro> I'm going to change the hardware to UTC now and try the registry hack first, changing the hardware clock each time DLS rolls around doesn't sound awesome 05:40 < nickelpro> DST* or whatever acronym we use now 05:43 < nickelpro> and hey my time is correct now, no more time traveling commits 05:43 < nickelpro> Look at all the things you've fixed for me tonight 05:44 < nickelpro> Bahahahahahaha [23:41:44] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 17995995ms behind, skipping 359919 tick(s) 05:45 < dx> :D 05:47 < deltab> nickelpro: which version of windows? 05:47 < nickelpro> deltab: Windows 8, came with the machine, and rEFInd setup the dual boot automagically so I kept it 05:50 < deltab> hmm, I thought it had the option to use UTC, but seems that doesn't work properly: http://superuser.com/questions/494432/force-windows-8-to-use-utc-when-dealing-with-bios-clock 05:52 < nickelpro> All the other answers seem to indicate it works fine as long as syncing is turned off 11:16 < shaojie> ttt 11:17 < shaojie> hh 11:17 < shaojie> h 11:17 < shaojie> h 11:17 < shaojie> h 11:17 < shaojie> h 11:17 < shaojie> h 11:17 < shaojie> h 11:17 < shaojie> h 11:17 < shaojie> h 11:17 < shaojie> h 11:17 < shaojie> h 11:17 < shaojie> h 11:17 < shaojie> h 11:17 < shaojie> h 11:17 < shaojie> h 11:17 < shaojie> h 11:17 < shaojie> h 11:21 < SopaXorzTaker> stupid kids... 17:49 < ultralord_rulz> I can't seem to find Yggdrasil's public key to check its signatures with from the sessionserver API. Can anyone point me in the right direction? 17:57 < ultralord_rulz> Here's a gist to show you what I mean: https://gist.github.com/UltraFTW/8fd6831fb9d0d789331f 17:57 < ultralord_rulz> Thanks in advance for any answers. 18:19 <+sadimusi> ultralord_rulz: it should be somewhere in the authlib 18:19 < ultralord_rulz> Ok, I'll check there. Thanks. 18:20 <+sadimusi> yeah it's in the jar 18:20 <+sadimusi> http://d.pr/f/1fxod 18:45 < ultralord_rulz> Sadi: Thanks for the link. --- Day changed dim. nov. 16 2014 15:01 < ferrybig> Hello, I added a java class to intercept traffic to https://authserver.mojang.com at the page http://wiki.vg/Talk:Authentication . Using this class I discovered details like "requestUser":true that aren documented on the normal page, now we can update the page with more discovered details 16:22 < barneygale> ferrybig: yes 16:22 < barneygale> tis a wiki :) --- Day changed lun. nov. 17 2014 01:33 < dav1d> wow did anyone bring up BraLa recently? got 2 stars on github in one day, didnt get one in forever before 02:22 < nickelpro> dav1d: What protocol BraLa support nowadays? 02:36 < dav1d> nickelpro: didnt update it since 1.7 iirc 02:37 < dav1d> not even sure if it will compile with the latest version of the d compiler 11:17 < Not-311d> [fNbt] fragmer pushed 4 commits to master [+0/-0/±16] http://git.io/7I_18w 11:17 < Not-311d> [fNbt] fragmer 212ead5 - Fixed a mistake in NbtReader documentation, that claimed that Depth values starts with 0 at the root tag -- it actually always started at 1. 11:17 < Not-311d> [fNbt] fragmer 6ec084e - Fixed NbtByteArray(string) constructor not storing the given tagName. Added notes to NbtByteArray's and NbtIntArray's Value property about given value being used as-is, without cloning. 11:17 < Not-311d> [fNbt] fragmer 0af8067 - Microoptimizations in NbtReader and several NbtTags. 11:17 < Not-311d> [fNbt] ... and 1 more commits. 13:32 < Not-311d> [fNbt] fragmer pushed 2 commits to master [+0/-0/±3] http://git.io/PvwJ1w 13:32 < Not-311d> [fNbt] fragmer d34ab04 - Fixed a few spots where an OverflowException could be thrown if NBT was compiled with /checked compiler flag. We are now fully checked-mode-compatible. 13:32 < Not-311d> [fNbt] fragmer 3660e9e - Corrected phrasing of a ZLib-related error message in NbtFile.LoadFromStream 14:38 < Not-311d> [fNbt] fragmer pushed 2 commits to master [+0/-0/±8] http://git.io/rOBJYA 14:38 < Not-311d> [fNbt] fragmer 3919963 - Added HugeNbtWriterTest unit test, similar to HugeNbtFileTest. Covers working around that same .NET 4.0 BufferedStream bug. Fixed a couple edge cases in handling corrupt files in NbtReader and added corresponding unit tests. 14:38 < Not-311d> [fNbt] fragmer 3533c21 - Minor corrections in a couple unit tests and a comment in NbtWriter. 15:18 < Not-311d> [fNbt] fragmer pushed 1 commit to master [+0/-0/±5] http://git.io/nYQ_2A 15:18 < Not-311d> [fNbt] fragmer 6340f39 - Updated readme, changelog, doxyfile (to 1.8.8), and assembly versions. 15:20 < Not-311d> [fNbt] fragmer tagged 6340f39 as v0.6.2 http://git.io/_aLFfw 15:24 <+fragmer> fNbt 0.6.2 (maintenance release) is out: https://github.com/fragmer/fNbt/releases/tag/v0.6.2 15:25 <+fragmer> (fNbt is a C# library for working with NBT files and streams) 16:18 < dx> fNbt is an NBT library that is more actively developed than half of the projects of #mcdevs 16:25 < Fenhl> from the commit spam, I'd say more than any other project :P 16:26 <+fragmer> 20 commits in 2 months (8 of those today). Not thaaaat active :P 16:26 < shoghicp> Fenhl: I win :P 16:27 < shoghicp> 3792 commits, 173 on the last month (really inactive) 16:28 < dx> that's why i said half 16:28 < SinZ> half the projects are dead 16:28 < Fenhl> shoghicp: which project is that? 16:28 < dx> :D 16:28 <+fragmer> My fCraft used to be up there, 2355 commits over 5 years, but barely any in past year 16:29 <+fragmer> (got distracted by other projects and, uh, work) 16:29 < shoghicp> Fenhl: PocketMine-MP 16:30 < shoghicp> Minecraft: PE server software, implements Minecraft features by itself 16:30 < dx> Fenhl: a MCPE server that is better than the official one in every way except for the choice of programming language 16:30 < Fenhl> yeah I've heard of it 16:30 < shoghicp> ^ 16:30 < Fenhl> wait, which lang is the official one written in? 16:31 < shoghicp> C++ 16:31 < shoghicp> "official" => MCPE client 16:31 < shoghicp> no way to set up one without having a tablet/phone on all the time 16:31 < Fenhl> ah 16:31 < shoghicp> unless you get a server with a GPU and run it inside QEMU 16:32 < Fenhl> I've played PE once, and that was 2 years ago 16:32 < shoghicp> It has changed a lot :) 16:32 < dx> PE was terrible 2 years ago 16:32 < shoghicp> PocketMine-MP started two years ago :D 16:37 < Aragas> so, how to become a mcdev project? >:D 16:37 < shoghicp> just be here and do something useful :P 16:38 < Aragas> so, i'm here, doin' some stuff 16:40 < Aragas> writin' jokes 16:40 < Aragas> writin' shitcode as usual, lol 16:40 < shoghicp> LOLCODE 16:40 < Aragas> i should note that 16:42 < Not-311d> [fCraft] fragmer * r2356 4 files : ConfigGUI: Fixed map save errors getting suppressed in AddWorldPopup. MapConversion: Fixed saving maps containing 1024^3 or more blocks. Upgraded to fNbt 0.6.2. IBrush: Fixed mistake in comment. 16:44 < Aragas> [ezCode] Aragas * r0001 1 files: Fixed some shit 16:50 < dx> Aragas: if you have a project you can configure notifico hooks to point to this channel 16:51 < shoghicp> I won't do that ;D 16:51 < shoghicp> too many commits 16:52 < shoghicp> although that was worse when N! didn't limit the commits per push 16:55 < Aragas> nah i think here are childs 16:55 < Aragas> they better don't watch my commit history 16:59 < Not-311d> [fCraft] fragmer * r2357 9 files : Fixed saving maps with 1024^3 or more blocks in FCMv3, JTE, MCSharp, MinerCPP, and Raw formats. Also found and fixed an unrelated bug in MCSharp exporter, while I was at it. 16:59 <+fragmer> Last commit spam for a while :P --- Day changed mar. nov. 18 2014 18:25 < ItsLuke> People are in here :> 19:57 < TkTech> ItsLuke: ... people have been in here for the last 3 years and 50 weeks ... 19:57 < TkTech> Longer if you include the migration from Esper and the rename. 19:58 < ItsLuke> TkTech, Ik. Just kidding :> 22:47 <+fragmer> fNbt now available via NuGet: https://www.nuget.org/packages/fNbt/ --- Day changed mer. nov. 19 2014 05:36 < Not-311d> [Glowstone] SpaceManiac pushed 1 commit [+0/-0/±1] http://git.io/bxcQpQ 05:36 < Not-311d> [Glowstone] SpaceManiac c1aae5c - Fixed firework effects not storing fade colors correctly. --- Day changed jeu. nov. 20 2014 03:07 < Not-311d> [fNbt] fragmer pushed 1 commit to master [+0/-0/±1] http://git.io/sF5OYw 03:07 < Not-311d> [fNbt] fragmer 6fe4e96 - Updated download links Added NuGet package link, changed download links to HTTPS, added SHA1 sums. 18:15 < TkTech> fragmer: nuget is interesting; enjoyable or painful to use as a dev? 18:16 <+fragmer> No worse than other package managers! I have not had any pain yet. 18:17 <+fragmer> The infrastructure is pretty nice. It generated package file from my project file, including release/debug binaries, symbol file, and source files. Release binaries get uploaded to nuget.org, and debug stuff to symbolsource.org -- for people who want to be able to step through my library in debugger. 18:18 <+fragmer> The only manual work I did was register a nuget.org account and edit package metadata (description, project url, license, etc) 18:19 <+fragmer> Using packages is pretty easy too. VisualStudio has built-in package management (discover/download/deploy/update) 18:25 < TkTech> Doesn't sound bad at all, pretty similar to pypi --- Day changed sam. nov. 22 2014 01:43 < FredyJabe> Hi everyone! 01:44 < FredyJabe> got a small question for you, whats the current encoding for minecraft 1.8 data? (i mean the stuff being sent from client to server) 03:09 < deltab> did you see the wiki, listed in the topic? 11:04 < Fenhl> FredyJabe: it's documented at http://wiki.vg/Protocol 14:47 < Bibl> Been a while. 14:47 < Bibl> https://www.youtube.com/watch?v=8hWVSvzh9os 15:22 < Bibl> [13:37:01] dr gaspondo da5id sils dong; the painter: rit 15:22 < Bibl> [14:21:20] dr gaspondo da5id sils dong; the painter: hey i got a question 15:22 < Bibl> [14:21:26] dr gaspondo da5id sils dong; the painter: if i only open 1 connection to an mc server 15:22 < Bibl> [14:21:38] dr gaspondo da5id sils dong; the painter: but send information about different clients what happens 15:22 < Bibl> [14:21:40] dr gaspondo da5id sils dong; the painter: like 15:22 < Bibl> [14:21:51] dr gaspondo da5id sils dong; the painter: could i control 1000 bots from 1 socket 15:22 < Bibl> halp 15:26 < SinZ> wat 16:00 < shoghicp> ??? --- Day changed dim. nov. 23 2014 07:13 < Not-311d> [Glowstone] SpaceManiac pushed 2 commits [+0/-0/±4] http://git.io/nL4rlA 07:13 < Not-311d> [Glowstone] SpaceManiac d07e99d - Changed signs to use TextMessage for storage (fixes #528). 07:13 < Not-311d> [Glowstone] SpaceManiac 139fcd1 - Updated readme with forums link. --- Day changed lun. nov. 24 2014 10:16 < Not-311d> [Glowstone] SpaceManiac pushed 2 commits [+2/-0/±3] http://git.io/67tbQw 10:16 < Not-311d> [Glowstone] SpaceManiac 292f452 - Validate locations in teleport (fixes #475). 10:16 < Not-311d> [Glowstone] SpaceManiac 8bd7c73 - Added basic enchantment definitions (fixes #262). 22:56 < Not-311d> [fCraft] fragmer * r2358 6 files : Introduced 50th PlayerDB column "AltNames", to support merging several accounts into one. Added /PlayerDB command that combines several rarely-used maintenance commands: /InfoSwap, /PruneDB, and /Import. It will also be used for merging/splitting account names and exporting data. --- Day changed mar. nov. 25 2014 03:29 < Chibill3> Hello 03:30 < Chibill3> I am working on using a 1.8 Client to make a client for myself that works on 1.7.10 also. 03:51 < Chibill3> Hello --- Day changed mer. nov. 26 2014 08:28 < Not-311d> [Glowstone] SpaceManiac pushed 2 commits [+0/-0/±2] http://git.io/54z-Gg 08:28 < Not-311d> [Glowstone] SpaceManiac 35f6f25 - Minor tidying in GlowEnchantment. 08:28 < Not-311d> [Glowstone] Aaron1011 060ff74 - Fixed spectator mode noclip and added game mode event. 11:24 < Scruff> Glowchant. --- Day changed jeu. nov. 27 2014 00:33 < Corgano> Ok, so I am sending block place packets with some code. Same code on vanillia and on a spigot server 00:33 < Corgano> On the vanillia (open to lan) server it workes, on the spigot it doesn't 00:34 < Corgano> both servers are 1.7.10. Any ideas? 00:41 < Fenhl> sounds like a bug in spigot 00:45 < Corgano> I should click the top of the block below, to place a block where i want it (on top) 00:46 < Corgano> I tried something to debug it, so I replaced the block under it with a door 00:47 < Corgano> In vanillia, it would place the block, of if the door was there it would trigger the door 00:47 < Corgano> On the spigot, it would not place the block but it WOULD trigger the door 01:02 < Corgano> so I know the server is receiving the packet, and it is doing something, but for some reason spigot doesn't want to place the block 01:09 < Corgano> Anyone have any ideas? 16:05 < ensirius> http://wiki.vg/Protocol#Entity_Equipment 16:06 < ensirius> do i need send this to client? 16:06 < ensirius> or only other players 16:17 < bgale> ensirius, iirc, only other players 16:17 < ensirius> kk thx 16:17 < bgale> client gets it via regular inventory packets --- Day changed ven. nov. 28 2014 00:17 <+AndrewPH> happy vitamins day everybody 00:30 < MCorgano> Hiah 00:35 <+AndrewPH> howdy 02:42 < MCorgano> Ok, back 02:42 < MCorgano> anyone here who can help me with an issue? 02:43 < MCorgano> I wrote a client, I am trying to place a block 02:44 < MCorgano> Clicking on top of the block under where I want my block DOES work on a vanilla server, If I replace this block I click on with a door, the door also opens. 02:45 < MCorgano> under the same circumstances on a SPIGOT server, clicking on the top of a block to place a block on it does not work 02:45 < MCorgano> But if I remove the block the client clicks on, and place a door, the client DOES flick the foor 02:46 < MCorgano> so why does the SAME code, activate a door on BOTH vanilla and spigot servers, but it does NOT place blocks on the spigot server? 02:47 < MCorgano> A regular 1.7.10 client can place blocks on both servers, using the same account, so it's not permissions. What is the vanillia client sending that my client isn't? 02:47 < MCorgano> Any ideas? 02:50 < MCorgano> that is, assuming someone IS here, and wants to help, and has the time.... 03:07 < Fenhl> …and has any knowledge of spigot whatsoever. 03:08 < Fenhl> does spigot not have its own channel? If it does, you might want to ask there instead. It doesn't look like anyone here can help you 03:17 < MCorgano> It does, but they wern't able to help 03:18 < MCorgano> The mojang client can place blocks on the server, but my client can't. That means the mojang client MUST be doming somethign mine's no 03:18 < MCorgano> So maybe someone familiar with what happens when a client places a block can help me 03:20 < MCorgano> I'm sending position update packets, changing my looking direction to look directly at the block I'm placing on top of, and sending block place packets... 03:21 < MCorgano> What is the vanillia client sending that I'm not? 03:28 <+sadimusi> MCorgano: I'd examine both item placement packets and look for any differences 03:37 < MCorgano> does anyone have a proxy that logs packets, and runs on windows with little fuss? 03:37 < MCorgano> I don't currently have any way to dump packets 04:35 <+sadimusi> SMProxy might work 18:32 < ensirius> why client can crush whan i send inventory? http://pastebin.com/WXEvqpJU 1.8.1 18:33 < dx> you know there's no way we can get any useful information out of that pastebin, right? 18:35 < dx> check the packets, item IDs and damage values you're sending 18:36 < ensirius> http://pastebin.com/x6irqi13 18:54 < dx> ensirius: #10, item id 10, flowing lava? that kills the client 18:55 < dx> 11 probably too 18:55 < ensirius> you can give yourself any item and it will be handled corretcly 18:56 < dx> well it's certainly not handling it correctly 18:56 < dx> and i've had client crashes giving it water/lava 18:57 < dx> well... more specifically you can still crash the client like that in glowstone... 18:57 < dx> vanilla probably has a blacklist of some kind 19:08 < mbaxter> Certain items cannot exist in the player's inventory. 19:09 < mbaxter> Or possibly on the ground? I forget. Basically certain things are no longer valid as 'items' 19:09 * dx pets mbaxter 19:09 < ensirius> will try test 19:09 < ensirius> thx 19:09 < ensirius> currently found major bug in my inventory system 19:10 < dx> the water/lava thing definitely changed in 1.8 19:10 < ensirius> kk thx 19:10 < ensirius> also , do i need know inventory names in my server? 20:35 < ensirius> oh ye! thx guys 20:35 < ensirius> http://i.imgur.com/ApWH0mb.png 21:31 < Not-311d> [fNbt] fragmer pushed 2 commits to master [+0/-0/±2] http://git.io/JxFEnw 21:31 < Not-311d> [fNbt] fragmer aae0c89 - Fixed NbtReader.ReadAsTag() failing to read Compound tags when SkipEndTag is false. 21:31 < Not-311d> [fNbt] fragmer 0ada05f - Expand NbtReader unit tests to cover a few more rare scenarios. 22:07 < Not-311d> [fNbt] fragmer pushed 3 commits to master [+0/-0/±10] http://git.io/80ksxA 22:07 < Not-311d> [fNbt] fragmer 45ab40d - Fixed HugeNbtFileTest taking up 2x as much memory as intended. Added NbtFileTests.RootTagTest to check a few rare interactions with NbtFile.RootTag 22:07 < Not-311d> [fNbt] fragmer fea1ea5 - Ok just a few more unit tests for edge cases. We're at 95% coverage now, woo. 22:07 < Not-311d> [fNbt] fragmer 3c13067 - Replaced a few nearly-impossible-to-trigger null checks with Debug.Assert(). Added [DebuggerStepThrough] attribute to NbtBinaryWriter's Swap methods. Got tired of stepping through them. Streamlined code responsible for tag renaming slightly. --- Day changed sam. nov. 29 2014 01:56 < Dhruv0> What packet decides what the player's name tag is? 14:23 < angal> Hello. Is there are a packet to change item on cursor (in opened inventory)? --- Day changed dim. nov. 30 2014 22:07 < belak> Does MC use tcp or udp? 22:08 < SinZ> Minecraft for PC uses tcp for everything except the query protocol which is disabled by default anyway 22:08 < belak> I've been having some huge issues connecting to one of the servers I frequent where it times out (after being in the game for a minute or so) and I'm just not sure where to start debugging 22:22 < ashka> hi, I have a question about 1.8 protocol.. when I do a server list ping, my custom server receives handshake, request, and then another connection kicks in and sends an empty packet. any idea why ? --- Day changed lun. déc. 01 2014 00:31 < Altenius> When the server sends the clients the encryption request packet on login start, what is the "verify token?" 07:29 < Fysac> why is Mojang fine with the MCP team providing tools to decompile their binaries? just trying to understand the situation legally. 07:45 <+AndrewPH> because without those tools, there'd probably be a portion of users less inclined to use minecraft (layman speculation) 08:49 < deltab> people still have to pay Mojang to get those binaries --- Log closed lun. déc. 01 11:23:01 2014 --- Log opened lun. déc. 01 11:23:09 2014 11:23 -!- Irssi: #mcdevs: Total of 151 nicks [1 ops, 0 halfops, 8 voices, 142 normal] 11:26 -!- Irssi: Join to #mcdevs was synced in 203 secs 17:02 < Fysac> would Mojang even have any authority to stop MCP? 17:08 < barneygale> not MCP itself, they could conceivably ban use of it. 17:08 < barneygale> (ianal) 17:09 < dx> barneygale: development/distribution seems easier to stop than usage. see: spigot 17:10 < barneygale> oh, definitely 17:11 < barneygale> I just meant from a legal standpoint, my understanding is that patches are legal, but distributing (and using?) the patched software is not 17:18 < Aragas> How spigot is doin'? --- Day changed mar. déc. 02 2014 13:24 < Bibl> le master fedora man 18:35 < Aragas> yay. just wanted to commit a huge update, but wait, russia blocked github. 18:41 < MrARM> seriously? 18:42 < Aragas> yup 18:42 < Aragas> this is the second time they do this 18:43 < Aragas> because of some suicidal pages somewhere in deeps of github 18:43 < dx> 'suicidal pages'? 18:43 < Aragas> Yep 18:43 < Aragas> "We don't like dat stuff" 18:43 < Scruff> Wow 18:44 < Aragas> Nah, they gonna unblock it in few hours\days 18:44 < Aragas> hard to say 18:45 < Aragas> hope so, at least 18:45 < Aragas> "we" demand that github should remove these pages. haha 18:46 < MrARM> idiots 18:48 < Aragas> Good reason to try tor 18:59 < MrARM> they are gonna be like China 19:00 < Aragas> Why not, at least Siberia will be filled with people, lol 21:51 < Altenius> Does anyone know anything about encryption request packets? --- Day changed mer. déc. 03 2014 03:12 < ensirius> why server can reject inventory update? 03:13 < ensirius> can somebody provide examples 03:13 < ensirius> something like if i place in craft result item server sends transaction with false result? 03:19 < ensirius> nvm, already see from glowstone src 03:28 < dx> ensirius: glowstone's window click handler is madness and full of bugs 03:29 < ensirius> ye i know 03:29 < ensirius> no copy pasterino 03:29 < dx> heheh 03:30 < ensirius> i did a great job to write inventory system..had some experience before.. 04:19 < c1yd3i> anyone work with node-mc-protocol? 04:19 < c1yd3i> as silly as this sounds i can't figure out how to end a session permenantally -- client.end(); doesn't shut it down fully 16:03 < Aragas> So bad that we don't have any good classic documentation. At least googling couldn't help me with it. Can't even implement chunk reading because of it 16:05 < Aragas> We have many custom servers, but not clients 16:35 < TobiX> Aragas: Which is a shame, really. Personally, I'd really like a good Minecraft bot, but am currently not invested enough in Minecraft to start my own project... 16:37 < TobiX> Aragas: There seem to be at least 4 current client implementations: http://wiki.vg/Client_List 16:37 < TobiX> Aragas: Oh, classic, sorry :) 16:38 < Aragas> happens 16:38 < TobiX> Is anyone really still playing classic? *duck* 16:38 < Xor_Boole> classic is still relevant? 16:39 < Aragas> Still, would be nice to have it implemented 16:45 < SinZ> Aragas: there are a decent number of classic bots 16:46 < Aragas> SinZ: Don't think they implement level handling 16:46 < SinZ> I know 2 or 3 bots that knew where blocks were 16:49 < SinZ> https://github.com/umby24/ClassicBot/ might help you 16:49 < dx> i thought the point of classic was that it's so simple anyone could figure it out 17:04 < Aragas> nah nope 17:04 < Aragas> Say that so level stuff :D 17:04 < Aragas> to 18:43 < TkTech> fragmer single handidly keeps classic alive 18:53 < Aragas> I saw many custom level implementation, like 4 of them at minimum 18:55 < Aragas> By the way. Has someone done somethin' better than anvil format? 18:56 < Aragas> Nothing wrong with anvil, just interested 19:48 <+fragmer> Aragas, I'd be happy to help with any classic-related questions 19:49 < Aragas> fragmer: Oh, thank you! But first, do you know russian? 19:49 <+fragmer> I do 19:49 < Aragas> Nice 19:51 < Aragas> fragmer: I have pm'd you 20:02 < angal> lol 21:04 <+AndrewPH> TkTech: Well, it's more of a group effort, but he does most of the work :) 21:05 * techkid6 waves --- Day changed jeu. déc. 04 2014 02:32 < Fysac> s 04:56 < Not-311d> [Glowstone] SpaceManiac pushed 2 commits [+1/-0/±2] http://git.io/eFBZOA 04:56 < Not-311d> [Glowstone] SpaceManiac f9ed4a9 - Added missing deprecated scheduler methods. 04:56 < Not-311d> [Glowstone] SpaceManiac 23a4b82 - Check for and warn on lack of console (fixes #581). 20:17 < belak> Are there any frameworks for mods built for 1.8? 20:19 < SinZ> forge? 20:19 < belak> I didn't see a release for 1.8 yet... just 1.7 20:19 < belak> Unless it's just not stable yet? 20:19 < SinZ> http://files.minecraftforge.net/minecraftforge//1.8 20:22 < belak> Is it possible to do just a server side mod with forge? 20:23 < belak> Like, just messing with chat? 20:24 < SinZ> maybe 20:24 < SinZ> the 1.8 version of forge might allow that as sponge builds on it afaik 20:26 < belak> Hm, nifty --- Day changed ven. déc. 05 2014 03:02 < Not-311d> [Glowstone] SpaceManiac deleted branch console 17:33 < Aragas> Hm. AZm87 has sorted Protocol packets. Dunno, seems harder to read now 17:47 < dx> ugh, that diff is massive 17:47 < dx> should be reviewed for subtle changes 19:03 * Thinkofdeath looks at the changes 19:04 * Thinkofdeath quits 19:15 < TkTech> Holy smokes 19:16 < dx> revert and forget about it? :D 19:25 < TkTech> I like the idea of sorting them, not so much the massive single-commit change 19:26 < dx> yep 22:27 < Aragas__> yes, revert would be nice --- Day changed sam. déc. 06 2014 06:44 < Fysac> good night, boston 22:46 < Aragas> just curious. saw some minecaft api, interested in sponge. is it possible to write something like a C++ wrapper? so those plugins could be runned not only with java client/server. O_o 23:59 < Not-311d> [Glowstone] SpaceManiac pushed 1 commit [+0/-0/±1] http://git.io/2xdE7Q 23:59 < Not-311d> [Glowstone] SpaceManiac 87fa006 - Disabled console check for now (see #586). --- Day changed dim. déc. 07 2014 02:23 < barneygale_> Hi TkTech, do you still admin the "mcdevs" group on github? 02:25 < dx> barneygale_: https://github.com/orgs/mcdevs/people should show that 02:26 < barneygale_> right right 03:38 < TkTech> barneygale_: Wassup 19:06 < Bibl> keep getting a packet with the id 63 after handshaking and logging in on a server 19:06 < Bibl> anyone know why 19:06 < Aragas> encryption maybe 19:07 < Bibl> after encryption 19:07 < Aragas> compression 19:07 < Bibl> ahh ok 19:08 < Bibl> but wouldnt i receive 0x03 instead? 19:08 < Bibl> do i enable encryption before or after compression? 19:09 < Aragas> enable it after you get compression packet 19:09 < Aragas> same with encryption 19:19 < Bibl> if i dont enable packet encryption after sending the encryption response i get a packet with id 1629020 19:20 < Aragas> thats normal 19:20 < Bibl> wait what 19:20 < Aragas> because u need enabe enc 19:20 < Bibl> if i do enable encryption i dont get a compresssion packet 19:22 < Aragas> has sever enabled encryption? 19:22 < Aragas> maybe u don't have properly enabled encryption 19:22 < Bibl> has sever enabled encryption? 19:22 < Bibl> oops 19:22 < Bibl> http://hastebin.com/uxekozokun.avrasm 19:23 < Aragas> oh i mean has server enabled compression? 19:24 < Bibl> not sure im connecting to dungeon realms and shotbow 19:24 < Bibl> so it should be 19:24 < Aragas> better debug you program with a local server --- Day changed lun. déc. 08 2014 14:35 < DyHis> hi, there anyone online which understand minecraft 1.7.2 data packets? 14:56 < DyHis> ... 14:56 < DyHis> so boring 14:56 < DyHis> there is no one to help? 14:58 < dx> welcome to irc. some suggestions: 1. be patient, 2. ask a real question about the issue you're currently having 15:00 < DyHis> good to see someone. I'm making client. I completed packet implametions. But my bot doesn't collect items. I tried "/give" command also. It doesnt take items. 15:02 < DyHis> i thought taking items it automaticaly but it doesn't taking automatically. 15:04 < DyHis> you may dont know why causes this. I tried to sniff wireshark. but i failed. its so complicated for me. 15:07 < dx> got source code for that somewhere? 15:08 < DyHis> i used wiki.vg and github minecraft-protocol 15:08 < DyHis> *i used http://wiki.vg and github:minecraft-protocol@0.12.0 15:16 < DyHis> i think i found some ways to learn it. I'm upgrading versions and i'm going to use customized sniffer at github:Yogu/minecraft-sniffer 15:17 < DyHis> im going to use 1.7.10. and wish to they should same react. 15:57 < Aragas> use player packet 15:57 < Aragas> Is i remember correct, it bust be send every 20? ms 15:58 < Aragas> check how to write client page or something 15:58 < Aragas> on wiki.vg 15:58 < Aragas> DyHis: 123 15:58 < DyHis> i checking 18:31 < kvgeorge1> Got a question. I seem to get a bunch of Bad Packet IDs of various types (24, 42, 64, 25, etc.). Is there a list somewhere that I can get that explains what each these are? 18:32 < DyHis> hmm 18:32 < DyHis> according to wiki.vg 18:32 < DyHis> 24 is the block action 18:32 < DyHis> This packet is used for a number of things: 18:32 < DyHis> Chests opening and closing 18:32 < DyHis> Pistons pushing and pulling 18:32 < DyHis> Note blocks playing 18:32 < DyHis> Update Beacons 18:33 < DyHis> check this http://wiki.vg/Protocol 18:33 < DyHis> also 18:33 < DyHis> http://wiki.vg/Block_Actions 18:34 < kvgeorge1> awesome! So the Ids are the hex value, not a decimal value. This makes it easy for me to lookup. Thanks for the assistance 18:34 < DyHis> you are welcome 18:35 < DyHis> i can help anothers but i cannot solve my problem :P 19:34 < Aragas> a have said you what to do 19:34 < Aragas> when client send Player packet, server will handle pickin' up items near player 19:36 < Aragas> Oh. Ys. Send Player packet every 50 ms. You will also able to update you health and hunger, like, regenerating health --- Day changed mar. déc. 09 2014 02:30 < DyHis> Hi. I have a question. On http://wiki.vg/Protocol all informations for 1.8? 02:36 < DyHis> I dropped i'm asking again. Hi. I have a question. On http://wiki.vg/Protocol all informations for 1.8? 05:40 < deltab> DyHis: whatever the current stable version is; changes get recorded in Protocol_History 08:49 < DyHis> deltab: thanks a lot. 18:58 < Bibl> soo 18:58 < Bibl> http://hastebin.com/wapunojava.avrasm 18:58 < Bibl> is this normal? 18:59 < Bibl> getting packet first few bits after login success as 63? 19:00 < TkTech> 0x3F would be a plugin message. 19:00 < TkTech> http://wiki.vg/Protocol#Plugin_Message_2 19:01 < Bibl> would i not get a join game first? 19:24 < Aragas> depends on server 19:25 < Aragas> not documented or somethin', so you can send first whatever you like to 19:56 < Bibl> im not sure if its actually a plugin msg packet 19:57 < Bibl> oh wait lmao 19:57 < Bibl> i was reading a varint for the length of the byte[] 19:57 < Bibl> turns out i just get the amount of bytes in the buffer --- Day changed mer. déc. 10 2014 01:46 < Not-311d> [bravo] brutal-chaos deleted branch feature/protocol-4 03:10 < Lukario45> Wow, Im glad Someone redirected me to here 03:11 < Lukario45> So I am working on a project, for MC, and I am getting an error http://puu.sh/dojLA/0a48919c62.png when I open a crafting table 03:11 < Lukario45> Does anyone know the possible causes to this error? Thanks 03:17 < Aaron1011> Lukario45: Let me see 03:17 < Aaron1011> You've got the packet structure wrong 03:17 < Lukario45> What do you mean? 03:17 < Aaron1011> and/or you're not handling compression properly 03:18 < Aaron1011> You don't have the format right for the packet your sending 03:19 < Aaron1011> Lukario45: Can I see the code you use to create the packet? 03:19 < Lukario45> github.com/MCThunder/Lukario45 Line 330 in MCThunder.java 03:19 < Lukario45> but 03:19 < Lukario45> I dont think thats the code you are talking about 03:19 < Lukario45> so give me one seccond 03:20 < Aaron1011> Lukario45: Okay 03:20 < Lukario45> here 03:20 < Lukario45> https://github.com/Steveice10/MCProtocolLib/blob/1.8/src/main/java/org/spacehq/mc/protocol/packet/ingame/server/window/ServerOpenWindowPacket.java 03:20 < Aaron1011> That link doesn't work, btw 03:20 < Aaron1011> The other one 03:20 < Aaron1011> Let me see. 03:20 < Lukario45> I think thats what you want 03:21 < Aaron1011> Lukario45: Found your problem 03:21 < Aaron1011> The useName field doesn't exist anymor 03:21 < Aaron1011> anymore^^ 03:21 < Lukario45> Oh ok 03:21 < Aaron1011> Here: http://wiki.vg/Protocol#Open_Window 03:21 < Lukario45> That makes sense 03:21 < Lukario45> Well lets hope I can update that packet myself 03:21 < Aaron1011> That corresponds to the extra byt 03:22 < Lukario45> because the creater of that library hasent spoken in oever a month 03:22 < Aaron1011> Lukario45: It looks like he's around 03:22 < Aaron1011> Based on his activity feed 03:22 < Aaron1011> a message from half an hour ago 03:23 < Lukario45> true 03:23 < Lukario45> Then Ill fix the packet myself and pullrequest 03:24 < Lukario45> He hasn't been responding on skype 03:24 < Aaron1011> Okay 03:24 < Aaron1011> In generaly, any packet-related error means you've got the format wrong 03:25 < Lukario45> Ok thanks 03:25 < Lukario45> oh 03:25 < Aaron1011> No problem! 03:25 < Lukario45> http://www.github.com/Lukario45/MCThunder 03:25 < Lukario45> if you wantyed to look lol 03:26 < Aaron1011> Nice! 03:26 < Aaron1011> Well, good luck with the project :) 03:26 < Aaron1011> Might contribute somtime 03:26 < Lukario45> Thanks :) 03:27 < Lukario45> Ill have to forcefully run the packet myself until he updates it on Maven, should be fine though 03:43 < Lukario45> Oh god 03:43 < Lukario45> I need to register the outgoing packet 04:06 < Lukario45> Just need to wait for him 05:52 < Lukario45> Im exploring a librarys code 05:52 < Lukario45> It has 'WindowTypes" 05:53 < Lukario45> For crafting table is "minecraft:crafting_table" correct? 12:05 < Not-311d> [fNbt] fragmer pushed 1 commit to master [+0/-0/±5] http://git.io/C_n1Aw 12:05 < Not-311d> [fNbt] fragmer 6186d56 - Major optimization! Avoided a bunch of temporary allocations and buffer-flushing by replacing inherited BinaryReader methods in NbtBinaryWriter with specialized, optimized ones. All unit tests still passing! Write performance can be increased over 20x in some edge cases. 12:05 <+fragmer> Hooray for bit-shifts and pointers. 12:08 < dx> holy shit, man, stop, it's just a nbt library 12:08 < dx> (i'm not serious, feel free to continue) 12:08 <+fragmer> You can't stop me from profiling everything I write :P 12:08 <+fragmer> I quite enjoy optimizing 12:42 < shoghicp> Optimizations \o/ 12:42 < shoghicp> some people: "I don't need more optimizations since I already have 20tps2 12:47 <+fragmer> Well, I had a 48 MB NBT file to save, with about 1.4 million strings, and the old version took 17 seconds 12:47 <+fragmer> After 3 hours of profiling/optimization/rewriting, it saves in 0.6 seconds 12:47 <+fragmer> I'm pretty happy :D 12:50 <+Amaranth> That's a heck of an improvement 12:52 <+Amaranth> Although looking at the diff if this was C++ the compiler would have done the optimization for you 12:54 < Not-311d> [fNbt] fragmer pushed 1 commit to master [+0/-0/±4] http://git.io/XBNZTA 12:54 < Not-311d> [fNbt] fragmer d47eaf5 - Fixed an oddly specific regression: saving a string of exactly 16 characters that each encode to 4 bytes in UTF-8 no longer causes an ArgumentException at write time. Also, fNbt compiled with /checked flag no longer throws OverflowExceptions. 12:55 < shoghicp> fragmer: which test is the 48MB nbt file? 12:56 <+fragmer> I had a database laying around, in a crummy proprietary format, that I thought of converting to NBT. So I did a test. 12:56 < shoghicp> haha 12:56 < shoghicp> I'll just build something big then 12:57 <+fragmer> I actually quite like the NBT format. Nicer to work with than binary XML / BSON. I've been using it all over :P 12:57 < shoghicp> since last day I found out that some users have chunks that are over 80MB after being uncompressed 12:57 <+fragmer> Amaranth: most of the savings come from avoiding temporary heap allocation, avoiding virtual calls, consolidating small writes, reusing buffers, etc 12:58 < shoghicp> and well... takes a while to decode 12:58 <+Amaranth> fragmer: The buffer in your Swap() method would have been on the stack in C++ and the function likely would have been inlined 12:58 <+fragmer> An aggressive C++ compiler would be able to do most of that work. C# can only do so much inlining though. 12:59 <+Amaranth> That's more or less what your optimizations are doing 12:59 <+Amaranth> I thought C# gave you the ability to stack allocate things 13:00 <+fragmer> Oh yeah it does. I forgot about that feature. I should see if it can be of use here... 13:00 <+fragmer> Could probably shave off a few more milliseconds 13:02 < jast> you like the NBT format? boo 13:03 <+Amaranth> Well, when you're comparing it to BSON it probably doesn't look bad 13:03 < jast> sure, but I don't compare vim and emacs to notepad to decide whether vim or emacs is better ;) 13:04 <+fragmer> or MC-NBFX 13:04 <+fragmer> (anyone remember that thing? No? Yeah, no one does :P) 13:04 < jast> my main beef with NBT is that the compound tag has no length info 13:05 <+Amaranth> I suppose the "best of breed" in this space is msgpack 13:05 <+fragmer> Yeah it's quite nice. 13:06 <+fragmer> Note to self: make a MessagePack-NBT converter 13:06 <+Amaranth> capnproto or SBE would be better but they don't encode the structure, you have to know it 13:07 <+Amaranth> Amusingly you're probably better off using compressed json over msgpack or bson 13:08 <+Amaranth> Unless you need to be able to do streaming reads 13:08 < jast> that's quite a bit of processing overhead 13:09 < jast> no big deal for many applications, but still 13:10 <+fragmer> Amaranth: alas, looks like I can't use stackalloc much -- I have to pass temporary buffers on to the underlying Stream, and the Steam interface only takes regular (heap) arrays 13:10 <+Amaranth> If you're using it as a serialization format aka decoding it entirely into a structure in memory then decompressing and parsing json is apparently about the same as parsing msgpack at least 13:52 < jast> do you have a source on json parsing faster than msgpack? I'm having trouble imagining how it would work out that way 14:19 <+Amaranth> jast: Apparently it was a javascript benchmark 14:19 <+Amaranth> So the JSON bit was in C++ of course 14:32 < jast> yeah, that'll do it 19:26 < kennyg> I have been seeing this error a lot on my 1.5.2 server: 2014-12-10 12:21:49 [INFO] [STDERR] java.io.IOException: Bad packet id 46 19:26 < kennyg> 2014-12-10 12:21:49 [INFO] [STDERR] at net.minecraft.network.packet.Packet.func_73272_a(Packet.java:153) 19:26 < kennyg> 2014-12-10 12:21:49 [INFO] [STDERR] at net.minecraft.network.TcpConnection.func_74447_i(TcpConnection.java:327) 19:26 < kennyg> 2014-12-10 12:21:49 [INFO] [STDERR] at net.minecraft.network.TcpConnection.func_74450_c(TcpConnection.java:547) 19:26 < kennyg> 2014-12-10 12:21:49 [INFO] [STDERR] at net.minecraft.network.TcpReaderThread.run(SourceFile:94) 19:26 < kennyg> 2014-12-10 12:21:49 [INFO] [Minecraft-Server] Disconnecting /73.6.114.96:58225: Protocol error 19:26 < kennyg> 2014-12-10 12:21:49 [INFO] [Minecraft-Server] /73.6.114.96:58225 lost connection 19:26 < kennyg> 2014-12-10 12:21:49 [INFO] [Minecraft-Server] /73.6.114.96:58229 lost connection 19:26 < kennyg> Is this normal or something to worry about? 19:39 < kennyg> Bad packet id 46 - is this just someone trying to join without the proper client? 19:39 < Mathuin> On a scale of "easy peasy" to "wicked hard" with version 1.7 at the center of the scale, where does updating to version 1.8 rate? 19:40 < Weloxux> kennyg: sounds like someone is trying to join with a 1.8-pre3 client 19:41 < kennyg> got it. Thanks. 19:41 < Weloxux> np 19:46 < Aragas> Mathuin: somethin' like OMFG WHY SO MUCH VARINTS HATE IT I'M IN HELL 19:47 < Aragas> compression isn't too hard, but, still, new default feature hat must be implemented ASAP 19:56 < Mathuin> When I worked on version 1.7, I sorta fell in love with the varint nonsense, and I got encryption to almost work perfectly. 19:58 < Mathuin> version 1.7.2 was protocol 4, 1.7.6 was protocol 5, 1.8 is protocol _47_. 19:59 < Mathuin> Ah, minecraft. 20:04 < Aragas> no, varints are very good 20:04 < Aragas> they aren't still implemented everywhere in 1.8 20:07 < dx> Mathuin: snapshots between 1.7 and 1.8 20:08 < Bibl> runescape packet protocol is very neat 20:08 < Bibl> if you can deob and refactor the client enough to appreciate it 20:08 < Aragas> are they any sources \ documentation? 20:09 < Aragas> wanna see it, but too lazy to beob 20:09 < Aragas> deob 20:09 < Bibl> rebarg or something on github 20:09 < Bibl> has a refactored 317 i think 20:09 < Bibl> https://github.com/Rabrg/refactored-client 20:09 < Aragas> thx 20:10 < Bibl> https://github.com/Rabrg/refactored-client/blob/master/src/com/runescape/net/ISAACCipher.java 20:10 < Bibl> like who writes this 20:10 < Bibl> rs is mostly cache based 20:10 < Bibl> not played in a long time 20:10 < Bibl> only messed with oldschool about a year ago 20:11 < Bibl> but its mostly loaded from the encrypted cache, about 100 classes in the current oldschool client atm 20:15 < Mathuin> dx: ah, snapshots, smart. 20:28 < Aragas> ths 20:28 < Aragas> thx 20:32 < Aragas> uffer implementation is bad. They should use WriteByteArray function to do all that offset stuff 20:32 < Aragas> Buffer 20:32 < Aragas> putByteArray* 21:05 <+AndrewPH> Butter* 21:05 < Bibl> client is very fast 21:07 < Aragas> this son't affect performance, but make it not so readable 21:08 < Aragas> and, omg, like 500 if variables in gameclient 21:08 < Aragas> 500 variables 21:09 < Aragas> interesting, how it looks really 21:21 < Bibl> its normally obfuscated 21:21 < Bibl> pretty heavily 21:45 < Aragas> how they even support that 22:07 < Lukario45> Hi, so I am using the Open Window packet, when I hopen windows, like the crafting window, it is not showing the actual crafting window 22:09 < Lukario45> http://puu.sh/dpmeA/4a4ff7fcf1.jpg 22:11 < Aragas> check id 22:13 < Lukario45> What should the ID be? 22:13 < Lukario45> the windowID is am getting returned is 1 22:13 < Aragas> donno lol 22:14 < Lukario45> Know where it would be 22:21 < Lukario45> Ugh lol 22:41 < Lukario45> Does anyone have any other ideas of what may be going wrong? 22:41 < Bibl> damn my computer just freezes 22:41 < Bibl> no reason why 22:42 < Lukario45> Lol 22:42 < Bibl> screen still displays 22:42 < Bibl> no input works 22:42 < Lukario45> I know the feeling 22:42 < Bibl> sound stops 22:42 < Bibl> video stops 22:42 < Bibl> like the screen shows the colours 22:42 < Bibl> but its all frozen 22:42 < Bibl> and sometimes the file in eclipse corrupts 22:43 < Lukario45> Bibal, would you happen to know anything about crafting windows and related? 22:43 < Bibl> bibl lol 22:43 < Lukario45> Sorry 22:43 < Lukario45> bad eyes 22:43 < Bibl> what do you need to know 22:43 < Bibl> np 22:43 < Bibl> people have called me that irl lol 22:43 < Lukario45> Well when I open tyem 22:43 < Lukario45> they don't look right 22:43 < Lukario45> http://puu.sh/dpmeA/4a4ff7fcf1.jpg 22:43 < Bibl> what mods u installed 22:43 < Lukario45> Nothing 22:44 < Bibl> maybe texture pack needs patching (?) 22:44 < Lukario45> this is my own software 22:44 < Bibl> i havent actually played mc in a long time 22:44 < Lukario45> Its my own software I am working with 22:44 < Bibl> i think the text behind is rendering over 22:44 < Lukario45> ? 22:44 < Bibl> oh 22:44 < Bibl> you're missing 22:45 < Bibl> the crafting thing 22:45 < Bibl> you've not wrote the code then lol 22:45 < Bibl> or it's not correct 22:45 < Lukario45> Im not working client sidded 22:45 < Bibl> wait wat 22:45 < Bibl> im confused 22:45 < Lukario45> Im working server sided 22:46 < Lukario45> If you want 22:46 < Bibl> and it breaks the crafting screen? 22:46 < Lukario45> Crafting, Anvil, Enchant 22:46 < Lukario45> If you want 22:46 < Bibl> lmao 22:46 < Lukario45> I can have you join the server 22:46 < Bibl> you could really mess with people 22:46 < Bibl> sure 22:46 < Lukario45> 24.102.207.71:25565 22:46 < Bibl> ugh 1.8 broke my updater 22:46 < Lukario45> The server is the software, I can't think of what other code I would need 22:46 < Bibl> for identifying game classes and fields and methods 22:47 < Lukario45> other then the packet telling the cleint what window to open 22:47 < Aragas> Bibl has quit (Read error: Server broken computer) 22:47 < Aragas> lol 22:47 < Lukario45> Lol 22:47 < Bibl> ayy 22:48 < Bibl> tried sending http://λ.pw/fyy ? 22:48 < Bibl> damnit 22:48 < Bibl> why does hex not highlight that 22:48 < Bibl> copy paste it 22:52 < Lukario45> http://github.com/Lukario45/MCThunder 22:52 < Lukario45> MCThunder.java 23:02 < Bibl> gonna make a bot to traverse factions servers and find f mapped land 23:02 < Bibl> heheheh 23:02 < Bibl> feel evil like notch after he eats 2 packets of biscuits 23:15 < Lukario45> Bibl, http://puu.sh/dprFp/c882eee8ed.jpg --- Day changed jeu. déc. 11 2014 02:32 < Lukario45> Am I able to ask a java related question that has nothing to do with minecraft? 02:34 < Lukario45> Answered my own question, since there is nothing ontopic 02:35 < Lukario45> http://pastebin.com/qdsz63Ef Does anyone know how I could fix that error 02:36 < Lukario45> https://gist.github.com/Lukario45/1d10c3e1676629a3a6f8 02:36 < Lukario45> there is the code 02:40 < dx> google says https://confluence.atlassian.com/display/JIRAKB/Unable+to+Connect+to+SSL+Services+due+to+PKIX+Path+Building+Failed+sun.security.provider.certpath.SunCertPathBuilderException 02:40 < dx> also http://stackoverflow.com/questions/21076179/pkix-path-building-failed-and-unable-to-find-valid-certification-path-to-requ 02:41 < dx> also http://myshittycode.com/2014/06/05/java-https-unable-to-find-valid-certification-path-to-requested-target/ 02:41 < dx> i like that last one because of the domain name 02:42 < dx> also completely unrelated to your current issue but keep this in mind: http://googlesystem.blogspot.com/2014/07/more-secure-gmail-authentication.html 03:24 < Lukario45> derp 03:24 < Lukario45> thanks dx 03:24 < Lukario45> "The long story short here is to run java InstallCert server:1234 to generate a file called jssecacerts. Then, drop this file in ${JAVA_HOME}/lib/security directory." 03:25 < Lukario45> The think I found installcert didnt mention that 03:51 < Lukario45> this is unacceptable 03:51 < Lukario45> avast stamps the messages >.> 04:22 <+jnoah> hey all, are there docs specifically for different protocol versions of minecraft? The closest is http://wiki.vg/Protocol_version_numbers , but it is missing vast concrete details. for example: 1.3.2 just sort of blends together until 1.4.6. Are there any concrete protocol specs for say: 1.4.3? 04:22 <+jnoah> or any others that the linked page is missing? 04:34 < Mathuin> The protocol history page is pkay for that sort of thing. 20:26 < Bibl> connect to us.shotbow.net 20:26 < Bibl> Got packet: PacketPS3FC17PluginMessage 20:26 < Bibl> ABungeeCord (git:BungeeCord-Bootstrap:1.8-SNAPSHOT:"c21275b":1017) 23:17 < Bibl> trying to read slot data but when i wrap the bytes with GZIPInputStream it throws "Not in GZIP format" 23:19 < Bibl> windowId = in.readByte(); 23:19 < Bibl> short count = in.readShort(); 23:19 < Bibl> slots = new ItemStack[count]; 23:19 < Bibl> for (int i = 0; i < count; i++) 23:19 < Bibl> slots[i] = readItemStack(in); 23:19 < Bibl> short id = in.readShort(); 23:19 < Bibl> if (id >= 0) { 23:19 < Bibl> byte stackSize = in.readByte(); 23:19 < Bibl> short damage = in.readShort(); 23:19 < Bibl> item = new BasicItemStack(id, stackSize, damage); 23:19 < Bibl> item.setStackTagCompound(readNBTTagCompound(in)); 23:19 < Bibl> } 23:26 < Thinkofdeath> 1.8 doesn't compress nbt anymore 23:26 < Mathuin> Bug or feature? 23:29 < SinZ> probably feature as all the packets are compressed now, right?