23:58 < rom1504> it's just 2 arrays 23:58 < rom1504> of 16*16*16/2* 23:59 < rom1504> of 16*16*16/2 --- Day changed ven. janv. 08 2016 00:01 < OnlyQubes> Am i not supposed to read 2 varints here http://puu.sh/mnnCp/68abc0a245.png? :? 00:03 < OnlyQubes> Because when i read those 2 values i get 0, 0 00:03 < OnlyQubes> but there is nothing written about the value 0, there is only 4,8,16 00:19 < OnlyQubes> rom1504: nvm i think i figured it out, i didn't need to read those 2 values (http://puu.sh/mnnCp/68abc0a245.png) D: 02:16 < javaprophet> http://scr.javaprophet.com/171839.jpg 02:16 < javaprophet> What the heck is going on protocol-level to do this? This is over my reverse proxy. 02:17 < javaprophet> http://scr.javaprophet.com/171935.jpg 02:17 < javaprophet> http://scr.javaprophet.com/171951.jpg 02:18 < javaprophet> http://scr.javaprophet.com/172032.jpg 02:18 < javaprophet> This is very amusing and concerning. 02:18 < Xerxes1> something went horribly wrong 02:18 < javaprophet> Somehow the protocol has caused entities to render horribly wrong, yes. 02:23 < Gjum> javaprophet: can you confirm this is really the proxy? looks very much like client side 02:23 < javaprophet> Yes, it is in vanilla. 02:23 < javaprophet> I'm going to not spawn in non-players and see if it still happens. 02:26 < javaprophet> http://scr.javaprophet.com/172917.jpg 02:28 < javaprophet> Not spawning in any entities did not fix it. 02:28 < Gjum> so the protocol can glitch out rendering 02:28 < javaprophet> http://scr.javaprophet.com/173117.jpg 02:28 < Gjum> that's very disturbing 02:28 < javaprophet> Horribly glitch it out. 02:28 < javaprophet> And I have no idea how. 02:32 < javaprophet> http://scr.javaprophet.com/173449.jpg 02:33 < Xerxes1> http://i.imgur.com/RL1nfEb.png 02:39 < javaprophet> It was a corrupted Entity Equipment. 02:47 < Pangea> try using 1.8.8 client 02:49 < Xerxes1> same issue regardless of client version 03:00 < EqDev> When retreiving the x, y and z from a position how do we turn it into a world coordinate? 03:05 < Gjum> EqDev: what position do you mean? 03:06 < EqDev> Like PacketInSpawnPosition Gjum 03:06 < EqDev> Trying to decode the position 03:06 < EqDev> Ive used the method in wiki vg, but location does not match with one on server 03:06 < EqDev> double x = val >> 38;double y = (val >> 26) & 0xFFF;double z = val << 38 >> 38; 03:07 < Gjum> do you have your endianness right? 03:07 < EqDev> derp nvm 03:07 < EqDev> fixed 03:08 < EqDev> My server said logged in at locationhere 03:08 < EqDev> Was different from the packet the client recieved 03:09 < EqDev> when I went on the server, the location ingame matches what the client received but not what the server said in the console 03:09 < Gjum> lol 06:38 < Meeeh> http://imgur.com/YXHkdVY perfect inventory 06:38 < javaprophet> Nice :D 06:38 < javaprophet> I had my own perfection in rendering today. 06:38 < Meeeh> this is vanilla ;3 06:38 < javaprophet> The server? 06:39 < Meeeh> just single, I just wanted to test small thing, and I started like that :D 06:41 < Meeeh> javaprophet, idk if you solved that 06:41 < Meeeh> with mobs upside down 06:42 < javaprophet> I did, it was me sending Air (itemid=0) items in peoples hands, not no item. 06:42 < Meeeh> oh? o.O 06:42 < Meeeh> Last time that I send air to item my client crashed 06:42 < Meeeh> air to item.... xD 06:42 < Meeeh> air to player* 06:43 < javaprophet> :P 06:45 < Meeeh> that was on 1.9? 06:45 < javaprophet> 1.8 06:46 < Meeeh> ugh, weird ;/ I tested air for sure on 1.8, and it was always just crashing client 15:51 < OnlyQubes> Hey does this http://puu.sh/mo641/d9c44071b0.png mean when im reading bulk chunk packets i need to do a loop to read the metadata after i read the blocks? :? 15:52 < rom1504> OnlyQubes: well read this http://wiki.vg/Protocol#Map_Chunk_Bulk 15:52 <+Amaranth> You have to loop to read each chunk and each chunk contains the data they talk about below 15:52 < rom1504> although you might want to not handle map chunk bulk since it's going away in 1.9 anyway 15:53 < rom1504> oh 15:53 < rom1504> except if you're building a client of course 15:53 < rom1504> (then you have to handle it) 15:53 <+Amaranth> How can it be going away at the same time that clients have to handle it? 15:53 < OnlyQubes> Im doing a bot thing, it has everything else done, except chunks 15:54 < rom1504> ok you need it then 15:54 < OnlyQubes> oh okay i get the metadata thing 15:54 < javaprophet> Hey Qubes. 15:55 < OnlyQubes> Hey java did your server ip change? 15:55 < javaprophet> No 15:55 < OnlyQubes> is it always off? D: 15:55 < javaprophet> It's not always up, my friend is moving his server into a new case. 16:02 < OnlyQubes> Are Chunk bulk block sizes the same, ushort, as in Chunk packet? 16:03 < OnlyQubes> by block sizes i mean their ids and metadatas 16:09 < rom1504> yeah 17:25 < Bruqaj> I'm not receiving health update packets sometimes, which leads to my player not respawning 18:59 < Bruqaj> I really don't get why I don't receive Health Update packets sometimes, I send a Player position packet every 20 ticks and a Player packet every other tick 19:00 < Bruqaj> exactly like it says in the wiki and still sometimes I don't receive a Health Update packet 19:31 <+Amaranth> Bruqaj: Some sort of movement packet should be sent every tick 19:32 <+Amaranth> Player, Player Position, Player Look, Player Position and Look 19:32 <+Amaranth> One of those, every tick 19:32 <+Amaranth> Which one depends on if there was any movement and if so what kind 22:27 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±1] http://git.io/vu9VP 22:27 < Not-d54a> [flying-squid] rom1504 c861ac1 - fix posFromString --- Day changed sam. janv. 09 2016 00:17 < EqDev> Is it needed to send a player position packet every second? 00:18 < EqDev> Cause I am sending it to the server and my client isnt moving 00:18 < javaprophet> No, but you won't receive chunks(IIRC) and anticheats may go nuts. 00:18 < javaprophet> And it's every tick. 00:19 < EqDev> wiki vg " once every 20 ticks " 00:19 < javaprophet> May be 00:19 < EqDev> I dont have any anticheats 00:19 < EqDev> I dont even get kicked when I send the packet with a location that is more than 100 blocks away 00:29 < Meeeh> hyym, it isn't possible to force client to walk normally (without slowdown) when using bow? 00:30 < Meeeh> from server side ofc 00:30 < javaprophet> It multiplies the speed by 0.2 when using any item 00:30 < javaprophet> So if you want them to go faster, send a player abilities with a 5x walk speed. 00:31 < javaprophet> They might go super faster for a tick or two before you turn it off after they stop using the bow. 00:31 < Meeeh> ugh, may be hard to sync that enough good 00:31 < javaprophet> Perhaps reset their position if it's important. 00:31 < javaprophet> IE grab position from stop using item, and send that position again after sending the 1x walk speed. 00:32 < javaprophet> Past that, no, I don't think there is a way. 00:43 < rom1504> pretty sure you do need to send position packet every tick 00:44 < EqDev> really 00:44 < EqDev> when we send packet player position do we encode the x y and z? 00:45 < EqDev> like this: byteBuf.writeDouble(((int)x & 0x3FFFFFF) << 38); 00:45 < EqDev> or is it just x, the actual coordinate in the world 00:52 < EqDev> i tried fix point #, encoding, regular digits and no results 00:52 < javaprophet> Dude, read the wiki. 00:52 < javaprophet> There is zero reason to ask on IRC. 01:46 < javaprophet> How does the minecraft client know it's player has been attacked? 01:47 < javaprophet> I understand there is combat event, but the client doesn't use it. 01:59 < Meeeh> javaprophet, are you sure that client don't use it? 01:59 < Meeeh> handle method isn't empty as far as I see 02:00 < Meeeh> but I have only 1.9 code with some basic class names decompiled 02:05 < javaprophet> Okay, so I analyzed the protocol, it sends a entity living hurt via entity status, and updates the health. My concern is that it doesn't tell me the damage source. 02:05 < javaprophet> From the server, the client applies 0 damage of type generic to trigger the animation 02:26 < rom1504> javaprophet: "How does the minecraft client know it's player has been attacked?" health update + entity velocity 02:27 < rom1504> the client doesn't know what attacked him 02:27 < javaprophet> Yeah, I learned. 05:51 < EqDev> Is the X and Y in player position a fixed point or the raw coordinate. Wiki says a fixed point which is dividing my 32 but open sourced servers/clients say raw coordinate 14:45 < rom15043> Wiki is correct for all positions types 14:46 < rom15043> These open source client server probably hide the fixed point thing behind some abstraction 14:47 < rom15043> Now you need to be careful about whether this is server bound or client bound, that's what changes the position format 14:53 < Meeeh> TNT minecart don't have any fuse time metadata? 15:32 < Not-5d64> [mineflayer] rom1504 pushed 2 commits to master [+0/-0/±2] http://git.io/vu5eD 15:32 < Not-5d64> [mineflayer] deathcap 87eac24 - Update to minecraft-data ~0.16.3 15:32 < Not-5d64> [mineflayer] rom1504 5e2e482 - Merge pull request #354 from deathcap/newdata Update to minecraft-data ~0.16.3 16:01 < Meeeh> in 1.9 you can remove pumpkin from snowman, but... how protcol handle that? wiki is missing metadata here? 16:06 < rom1504> pre-release is at 15w40b + some ids update, snapshots are at 15w51b 16:06 < rom1504> everything new between 15w40b and 15w51b is potentially missing from pre-release page 16:19 < Meeeh> ah yeach, I was even updating that packets ids xD nah, so I will need to test that later, and maybe try send some boolean metadata for snowman 20:35 < gurun> Is there a max on the PC entity ID's that can be used, lower than int.max? 22:27 < Not-5d64> [mineflayer] rom1504 pushed 1 commit to master [+0/-0/±2] http://git.io/vuddK 22:27 < Not-5d64> [mineflayer] rom1504 3f1e430 - node-mojangson -> mojangson 22:49 < pokechu22> If anyone's interested, I've tried to document the Minecraft Forge handshake here: http://wiki.vg/User:Pokechu22/Forge 22:49 < pokechu22> Not sure if it should be moved to the mainspace yet (or at all), though. 22:54 < rom1504> interesting. I thought it would probably belong in mainspace 22:55 < rom1504> *think 22:56 < rom1504> (in the same way as this http://wiki.vg/Classic_Protocol_Extension is in the mainspace) 23:06 < pokechu22> I'll move it to http://wiki.vg/Minecraft_Forge_Handshake. 23:07 < pokechu22> Moved. --- Day changed dim. janv. 10 2016 01:41 < gamingrobot> does anyone know of a python library for reading the minecraft region files? 01:44 < Not-5d64> [mineflayer] rom1504 pushed 1 commit to master [+0/-0/±1] http://git.io/vuFXw 01:44 < Not-5d64> [mineflayer] rom1504 2570e20 - 50 tps -> 20 tps because there's no reason to do 50 tps for physics (and things still work with 20 tps) 01:48 < rom1504> gamingrobot: https://github.com/wurstmineberg/python-anvil/blob/master/anvil.py but it only does reading 01:48 < rom1504> no saving 01:48 < gamingrobot> rom1504: thats all I need 01:49 < gamingrobot> thanks 01:50 < rom1504> (if you ever need more, look at the comments there https://github.com/PrismarineJS/prismarine-provider-anvil/pull/7 ) 01:50 < javaprophet> Is McEdit still a thing? 02:07 < rom1504> http://www.mcedit.net/ seems so 02:13 < Gjum> gamingrobot: https://github.com/mcedit/mcedit2/blob/master/src/mceditlib/pc/regionfile.py 02:13 < Gjum> mcedit2's region file implementation 02:14 < gamingrobot> Gjum: thanks, just need it for converting to another test format 02:14 < Gjum> ok 02:23 < rom1504> yeah apparently it's in python, fun 02:24 < rom1504> it even has some data that could be useful https://github.com/mcedit/mcedit2/tree/master/src/mceditlib/blocktypes 02:25 < rom1504> ah lol it seems they did the same as me for the anvil implementation 02:25 < rom1504> they copied/paste the java implem and translated it 02:26 < rom1504> https://github.com/mcedit/mcedit2/blob/master/src/mceditlib/pc/regionfile.py looks a lot like http://pastebin.com/niWTqLvk 02:26 < rom1504> (and hence https://github.com/PrismarineJS/prismarine-provider-anvil/blob/master/src/region.js ) 02:26 < rom1504> they even kept the debug messages, as I did 02:27 < rom1504> don't change something that work heh 02:29 < rom1504> lot of interesting code in that repo 03:56 < Not-d54a> [SpockBot] nickelpro pushed 19 commits to master [+0/-0/±48] http://git.io/vubfk 03:56 < Not-d54a> [SpockBot] Gjum 6125aa9 - AuthCore does not bitch anymore about setting an empty password 03:56 < Not-d54a> [SpockBot] Gjum 447d296 - Physics only sends pitch/yaw if they changed 03:56 < Not-d54a> [SpockBot] Gjum 742b526 - Chat every line separately 03:56 < Not-d54a> [SpockBot] ... and 16 more commits. 13:12 < Fenhl> gamingrobot: if you need any additional features in python-anvil feel free to open issues/PRs or ping me 13:17 < Fenhl> the current version is just the bare minimum needed for https://github.com/wurstmineberg/api.wurstmineberg.de 20:02 < Not-d54a> [minecraft-data] rom1504 pushed 6 commits to master [+0/-0/±10] http://git.io/vuxK8 20:02 < Not-d54a> [minecraft-data] rom1504 b66f846 - Merge pull request #90 from PrismarineJS/new_entities new entities.json file, extracted using node-minecraft-extractor 20:02 < Not-d54a> [minecraft-data] rom1504 deleted branch new_entities 20:55 < Not-d54a> [minecraft-data] rom1504 pushed 1 commit to master [+0/-0/±2] http://git.io/vux5z 20:55 < Not-d54a> [minecraft-data] rom1504 707f4cb - fix Zombie 21:22 < Not-d54a> [minecraft-data] rom1504 pushed 1 commit to master [+0/-0/±3] http://git.io/vuxAo 21:22 < Not-d54a> [minecraft-data] rom1504 d7672f2 - fix a few entities and wikiCategory -> category 21:23 < Not-d54a> [minecraft-data] rom1504 deleted branch wiki.vg_displayName 22:38 < Simple_zomb> any1 here? :D 22:38 < Simple_zomb> I need some help 22:39 < javaprophet> Ask your question, don't say you need help or ask if there are people here. 22:40 < Simple_zomb> ok :D So I want to spawn a Firework effect, via packets. I have come so far, that I created the Packet and spawned a few Particles, but they dont have the "Animation" or a Firework... Can any1 help me? 22:40 < Simple_zomb> of* 22:41 < javaprophet> Log the packets the vanilla client receives when a firework goes off, and then mirror them. 22:41 < Simple_zomb> k how can I log them? 22:41 < Simple_zomb> sorry Im a noob :/ 22:41 < javaprophet> Load up MCP and print out what you need from the packet classes' readPacket method. 22:42 < Simple_zomb> ok thx :) 22:42 < javaprophet> For the packets you'd like to see. --- Day changed lun. janv. 11 2016 00:02 < EqDev> To make the client walk to a tile we simply send the position packet correct? 00:02 < rom1504> yes 00:03 < EqDev> yeah didnt work for me. 00:03 < EqDev> I used your proxy thing as well to check it out 00:03 < EqDev> The packet gets sent with the coords. Same as a vanilla client walking to a tile 00:05 < EqDev> I'm completely confused on what could be wrong. The packet gets sent with the correct structure and data to the server. The server does not set the location on its side 00:05 < EqDev> No errors or anything 00:05 < rom1504> EqDev: do you send position packets every tick ? 00:05 < EqDev> no just once 00:06 <+Amaranth> If the server ever sends you a position packet you have to move there immediately 00:06 < EqDev> position look* 00:06 <+Amaranth> No walking, no ignoring it, teleport now 00:06 <+Amaranth> Otherwise it'll ignore all future movement packets until you do 00:06 < rom1504> just once won't do 00:07 < EqDev> Amaranth: arent position packets bound to server 00:07 < rom1504> if you don't send position packets every tick, weird things start to happen 00:07 < rom1504> and yes you need to resend the position packet it send you 00:07 <+Amaranth> http://wiki.vg/Protocol#Player_Position_And_Look 00:08 <+Amaranth> You get one of those your next action had better be moving to the position it said and sending a position packet to the server telling it you did 00:09 <+Amaranth> One of the first things the server sends you is one of those 00:09 <+Amaranth> So if you immediately started moving instead of telling it you were there it would just ignore you 00:10 < EqDev> Do I have to reply when the server sends this as well http://wiki.vg/Protocol#Spawn_Position 00:10 < rom1504> no 00:16 < EqDev> How do we get if there on the ground 00:16 < EqDev> since the packet we are sending requires that and the packet they gave us doesnt have that value 00:16 < Gjum> EqDev: have you read http://wiki.vg/How_to_Write_a_Client#Moving_around yet? 00:17 < EqDev> oh nope 00:17 < Gjum> some of that is outdated, but you should keep all those things in mind 00:21 < EqDev> sweet. it works. thanks Amaranth 00:22 < EqDev> rom1504 looks like you dont need to send it every tick 00:22 <+Amaranth> EqDev: The server doesn't tick the player server side unless you send it a movement packet 00:22 <+Amaranth> So if you don't send 20 a second things like potions work funky 00:22 < EqDev> right. ill do it reguardless 00:23 <+Amaranth> That's why there are four variants 00:23 < Fenhl> Amaranth: what about the Player packet? 00:23 <+Amaranth> If there is no change send the on ground only one 00:23 < Fenhl> you can send that if you don't move, right? 00:23 <+Amaranth> If there is only position change send that one, only look send that one, both send the full packet 00:24 <+Amaranth> Or just send the full one 20 times a second, the server doesn't actually care which one you send 00:24 < Fenhl> ok I was confused because I wouldn't call Player a “movement packet” 00:24 <+Amaranth> iirc at least at one point it was more like Player was a partial movement packet 00:25 <+Amaranth> Probably still like that in the code 00:26 < EqDev> would it be bad to send a positoon look even if the player didnt move the mouse 00:26 < Fenhl> it would use more bandwidth but other than that no 00:26 < EqDev> imo sending that without listending for mouse controls is easier 00:27 < EqDev> it only has two more fields + compressed if needed so not sure how much if an impact it would be on bandwidth 00:33 < Fenhl> javaprophet: you around? 00:35 < rom1504> sending position look always is ok 00:36 < rom1504> it's not completely optimal sure, but it doesn't matter too much 00:42 < Gjum> it might be optimal code complexity wise 00:43 < Fenhl> javaprophet: since you seem to be afk, here is a log from Thursday https://www.irccloud.com/pastebin/IS6Wleil/log.txt 00:51 < Fenhl> javaprophet: before you ask someone to check with IRC, it might be a good idea to check with IRC yourself. As you can see there was further discussion about this and simply reverting that is counterproductive to say the least. Also why did you revert my 1.5kB formatting change? 00:53 < Fenhl> javaprophet: as for the content changes, the way nickelpro and rom1504 explained the packet does not match with the way you word it on the wiki. People asked for a revert so that's what I did. Since you seem to insist that Object Data shouldn't be its own data type in the protocol and I don't really care either way, I'll try to fix the packet description on 00:53 < Fenhl> [[Protocol]] instead 01:16 < nickelpro> EqDev: you figure out the on_ground field by testing if you're colliding with the ground. Notchian server uses that field to determine fall damage (and maybe kick for flying?) 01:17 < EqDev> alright nickelpro 01:17 < Fenhl> I don't think it relies only on that field. Players can stand on client-side blocks and still be kicked for flying 01:27 < javaprophet> Fenhl, I changed it because as someone new coming into the wiki, the current definition did not make any sense. 01:27 < javaprophet> I modified to what seems to be a better way to phrase the same thing. 01:28 < Fenhl> could you have a look at the current version and see if it makes sense? 01:29 < javaprophet> Yes. I looked at 1.8, and on 1.9, my system makes even more sense as Velocity is then always sent. 01:29 < javaprophet> Oh, sorry, I thought you meant game version, I'll look at your change. 01:29 < Fenhl> I also updated [[Pre-release protocol]] 01:30 < javaprophet> Looks good :) 01:33 < Fenhl> alright 01:34 < Fenhl> I think what confused me was in part that I didn't quite understand how the packet works in 1.8 (the nonzero thing is pretty silly to be fair) 01:34 < Fenhl> and that you described the velocity fields as optional in the notes but didn't use Optional Short in the type field 01:35 < javaprophet> Yeah, the system before me made me spend several hours trying to figure out velocity. It was partially my fault, but I feel our changes will help prevent mistakes similar to my own. 01:35 < javaprophet> I had looked over the top section of Object Data. And thank you for your revisions, they make more sense. 02:03 < Fenhl> does the Entity Metadata packet http://wiki.vg/Protocol#Entity_Metadata always send all possible fields for the entity? If not, what is the client's expected behavior of omitted fields? Are they left unchanged or reset to a default value? 02:04 < javaprophet> I've found the client works fine with just sending health. 02:04 < javaprophet> So no, but you do need at least one. I think it defaults. 02:14 < EqDev> javaprophet what astar lib do you use for your ai? 02:14 < javaprophet> I wrote my own. 02:14 < EqDev> if it even is astar 02:14 < EqDev> is it astar? 02:14 < javaprophet> Yes. 02:15 < EqDev> Do you think its better than other implementations. like citizens 02:15 < javaprophet> Yes. It caches in a way optimized for MC. 02:16 < EqDev> that must be an interesting impl. Cant imagine a context for caching a unique path 02:17 < javaprophet> It caches nodes. 02:21 < EqDev> javaprophet your impl isnt open sourced right 02:21 < javaprophet> No, it's proprietary. 02:27 < rom1504> Fenhl: they are left unchanged 02:28 < Fenhl> thanks, will add that to the wiki 02:39 < EqDev> what wiki Fenhl 02:39 < Fenhl> http://wiki.vg/ 02:40 < EqDev> oh you maintain the wiki now 02:40 < Fenhl> specifically, http://wiki.vg/index.php?title=Protocol&diff=7249&oldid=7247 is the change I made 02:40 < Fenhl> lol no, I'm just a contributor, tktech is the admin 03:09 < Fenhl> in the Block Action packet http://wiki.vg/Protocol#Block_Action what is the Block Type field? `numeric_id << 4 | damage` like other packets or just numeric_id? 03:11 < rom1504> Fenhl: no, it seems it's just the blockid, without metadata/damage (https://github.com/PrismarineJS/mineflayer/blob/4895e4d54c406ce04d1a5cf0e678dcabcd42339b/lib/plugins/block_actions.js#L11) 03:12 < Fenhl> yay inconsistency 04:36 < Fenhl> I just updated http://wiki.vg/Pre-release_protocol with the new clientbound packets that were already in the TOC but not in the main article, but they're not documented yet (not even field types), could someone who knows how they look please add this info? 04:37 < Fenhl> I will do serverbound packets later 11:25 < rooisnoek> hi everyone, I'm working on a client emulator for Minecraft and I noticed that when I send the Client Settings packet (ID 0x15) to change the view distance I still only keep getting the default 10 chunk view distance (441 chunk columns). I'm using the Spigot server. I am correct that it is this packet you send to indicate to the server to send chunk data for a greater distance? 11:25 <+Amaranth> Server ignores that setting 11:25 <+Amaranth> I think it's for single player? But it's probably ignored there too 11:27 < rooisnoek> I see, do you know how to tell the server so send chunks from farther away? 11:35 < prplz> server.properties, spigot.yml 11:35 < prplz> (you can't) 11:37 < rooisnoek> But what happens if you set the view distance in the vanilla client to greater than 10 chunks? How can it render the chunks if the server does not send it data beyond 10 chunks? 11:42 < prplz> the server can send more than 10 if you configure it 11:42 < prplz> also singleplayer would render further, so there's that 11:46 < rooisnoek> thanks, I just tested it and saw that even the vanilla client can't bet se to get more chunks. Is this the "standard" behaviour of a minecraft server or is it just Spigot that works like this? 11:48 < prplz> standard 11:50 < rooisnoek> thanks, so the only reason to send the Client Settings packet to a standard server is basically to set up the chat settings? 11:52 < prplz> in 1.8 there's flags for skin display, i'm not sure if they do anything though 11:52 < prplz> http://wiki.vg/Protocol#Client_Settings 11:53 < prplz> you should decompile the default server with mcp and use the code to investigate what packets do 11:55 < rooisnoek> yeah, but my client emulator/bot is basically blind so chat and skin display aint high on the priority list... what's mcp? 11:55 < prplz> minecraft coder pack 11:56 < prplz> just a set of tools for decompiling/deobfuscating the game 11:57 < rooisnoek> cool, I'll give it a look. But isn't server implementations like Spigot open-source? Or are there stil parts that need to be decompiled to access it? 11:58 < prplz> i think mcp has more parts renamed to useful names 11:58 < prplz> but spigot renames a lot more now than bukkit did? i'm not sure 11:58 < prplz> i only work with 1.7 12:03 < rooisnoek> I started working on my client emulator as part of a university project. That was 6 months ago and you're the first place I heard of mcp. Would have made things a lot easier if I had heard of it sooner... 12:48 < rom1504> Amaranth: it doesn't ignore the settings. The view distance taken into account by the server is min(server_view_distance,client_view_distance) 12:49 < rom1504> well that's for vanilla anyway 12:49 <+Amaranth> rom1504: That's a change in 1.8 then 12:49 < rom1504> idk if spigot does things differently 12:50 <+Amaranth> It never did anything before and according to Grum it never would 12:50 < rom1504> hmm I'm pretty sure it did last I tried, but I'll check again tonight 12:51 < rom1504> (just got to look at the mulplayerchunkcache number, sqrt of that is ~= view distance) 12:51 < rom1504> (in f3) 12:51 < rom1504> hmm I mean sqrt of that is view distance * 2 12:53 <+Amaranth> view distance * 2 + 1 18:09 < rom1504> so I just checked, you're right Amaranth, it seems the server ignore that setting --- Day changed mar. janv. 12 2016 01:10 < Fenhl> prplz: btw the skin display tells the server that the player wants to be shown with/without hat/jacket/sleeve/pants layers 07:36 < morfin> i loked at Bukkit code, it seems to be pretty good ) 07:37 < morfin> writing smthing like Bukkit is from scratch seems to be nearly impossible task 07:37 < javaprophet> Nope, you can do it in a few hundred solid hours of work I think. 07:37 < morfin> i think it's mre like >year of work 07:38 < javaprophet> No, if you already know what you want, the work to build it protocol-up would probably be less than a thousand hours. 07:38 < morfin> with all features - NPC, redstne, command blocks etc 07:38 < javaprophet> Bukkit had to be original, and work with crappy obfuscated sources. 07:38 < javaprophet> Say 200 for core stuff, motion, physics, collision, protocol, etc. 07:39 < javaprophet> Just gotta be motivated, I've thought about doing it. 08:57 < Meeeh> maybe it is possible but without API/Core level... just simple server. 09:23 < Fenhl> there are quite a few active server projects 11:19 < rom1504> "writing smthing like Bukkit is from scratch seems to be nearly impossible task" AFAIK, bukkit is not at all "from scratch", so you mean building the vanilla server from scratch 11:20 < rom1504> glowstone try to do that in java for example 11:36 <+Fador> the development would be easier if they (at Mojang) would stop changing and adding stuff =) 11:38 <+Fador> I just started modifying my server software to support minecraft 1.8 protocol, everything seems to be changed from 1.5 =D 11:44 < Not-5d64> [mineflayer] rom1504 pushed 2 commits to master [+0/-0/±4] http://git.io/vzY8o 11:44 < Not-5d64> [mineflayer] deathcap 8119c61 - Remove requireindex, for browserify support 11:44 < Not-5d64> [mineflayer] rom1504 3d90455 - Merge pull request #356 from deathcap/staticrequires Remove requireindex, for browserify support 11:57 < rom1504> Fador: well that's part of the fun :p 11:58 < rom1504> if you want to target something dead, try minecraft classic 11:59 < barneygale> or beta 1.7.3 ;) 11:59 < rom1504> but I agree it would be nice if we were all targetting a standard voxel protocol instead of such an arbitrary protocol that is the minecraft one 12:18 < prplz> spout? 12:19 < prplz> :P 12:23 < rom1504> what is that ? 12:26 < prplz> not a thing any more 12:27 < prplz> https://github.com/SpoutDev/Spout 12:32 < rom1504> ah 12:33 < rom1504> there are a few 100% opensource (and having their own protocol) alternatives to mc 12:33 < rom1504> I think http://www.minetest.net/ is one of the bigger one 12:34 < rom1504> now its dev community is much smaller than minecraft one. afaik the only protocol implem of that is the official one 12:41 < barneygale> I remember spout being a massive waste of time 20:41 <+AndrewPH> rom1504: well, classic isn't *completely* dead 20:42 < rom1504> yeah yeah, I mostly meant dead in the sense that mojang doesn't do anything about it 20:42 < rom1504> classic won't change 20:43 < rom1504> also it's kind of dead relatively to the number of users, but that's not entirely true :p 20:43 <+AndrewPH> getting an average of 25 new accounts per day on CC 20:44 <+AndrewPH> which is .. surprising, I haven't looked at that metric in a while 20:44 < rom1504> ok :) --- Day changed mer. janv. 13 2016 03:47 < Aikar> Grum: just found some pretty big hopper improvements. private static ItemStack c(IInventory iinventory, ItemStack itemstack, int i, EnumDirection enumdirection) { this method that does the actual inventory manipulation for adding an item to a diff inventory. it calls inventory.update(); 1) This code has a duplicate .update() call for the TileEntityHopper block. 2) calling setItem on chests (when hopper moves item into an empty chest slot), also 03:47 < Aikar> triggers its own .update() call. - finally, hoppers are cloning every item stack in the hopper until it finds a potential operation, costing a good bit there too. I was just able to fix all of these issues w/o breaking hoppers through some patches 03:47 < Aikar> for me, this is going to result in about a 30% reduction in tick cost 03:47 < Aikar> as I have LOTS of hoppers 03:48 < Aikar> I've hit 40k TE's before :( 03:49 < Aikar> oh my, just noticed it was even worse than i thought 03:49 < Aikar> chest .splitStack is also triggering .update() calls 03:51 < Aikar> heres a view of the profiler results: http://screencloud.net/v/jnNn 03:55 < Fenhl> Aikar: nice 03:55 < Fenhl> hoppers badly need optimization, let's hope this makes it into 1.9 03:55 < Aikar> grums fed in lot of my fixes into 1.9 already, hope its not too late for this :) 03:55 < Aikar> this to me is like the holy grail of performance optimizations 03:55 < Fenhl> oh, interesting, what kind of fixes? 03:56 < Aikar> i dont remember what all i passed to him, I do so much lol 03:56 < Fenhl> do you have an example of something you found which is in the snapshots? 03:56 < Fenhl> ah okay 03:56 < Aikar> few perf fixes 03:56 < Aikar> I work in the spigot community 03:56 < Aikar> I dont mess with client stuff 03:57 < Aikar> but Im the author of quite a lot of the perf patches in spigot/paper heh 03:57 < Fenhl> it's nice to know that fixes suggested by the community are actually being incorporated, at least occasionally 03:57 < Aikar> grums been real good about it for this ver, is why I ping him here :) 03:57 < Aikar> (he told me to ping him :P) 03:57 < Fenhl> I had the opposite impression from some Mojira bug threads 03:58 < Aikar> but for the hoppers, ultimately, i hack patched it by a boolean to ignore updates during the setItem operation, maybe as a stopgap do the same for various other areas. 03:58 < Aikar> heres my patch: https://bitbucket.org/starlis/empirecraft/src/05f5bb0a3bb9576430e97ea6ef32a9785e8e6f6f/patches/craftbukkit/0097-Fix-Minecraft-Fix-Hoppers.patch?at=master&fileviewer=file-view-default 03:59 < Aikar> I removed the use of itemstack cloning until item is actually moved by juggling the .count on the current itemstack 03:59 < Aikar> by getting rid of .splitStack, that itself cuts out some update calls 04:00 < Fenhl> another think that would give hoppers a big performance boost would be fixing https://bugs.mojang.com/browse/MC-85728 04:00 < Fenhl> *thing 04:00 < Aikar> right, while my patch doesnt solve that on a technical level, i broke vanilla logic there 04:00 < Aikar> on my server, i'm only sucking in once per 5s 04:00 < Aikar> instead of once per tick 04:01 < Aikar> another person took a diff approach that im going to try to switch to myself, to make hoppers not suck in at all, and instead, make itemstacks hunt for hoppers 04:01 < Aikar> as you can avoid AABB lookups that way, and go with block lookups for TE's 04:01 < Fenhl> reducing the frequency of hoppers picking up items would break a lot of redstone 04:02 < Aikar> yeah it does somewhat, but they just adapt 04:02 < Aikar> its mainly hopper minecarts i think affected 04:02 < Fenhl> the other approach makes more sense, and has also already been suggested in the comments of my bug report 04:02 < Aikar> it also affected the auto villager farms but i patched villagers to simply wait 5s before picking up items 04:03 < Fenhl> heh 04:03 < Aikar> but yeah, my fork is stuff specific to my server 04:03 < Aikar> stuff that doesnt break vanilla I contribute upstream 04:03 < Aikar> namely to paper now 04:04 < Aikar> I've started a new IRC chan on spigots irc called #edgecraft where we discuss optimizations like this 15:49 < tktech> Why do you need another channel? oO 15:49 < tktech> And why does spigot have it's own IRCd, lol. 16:09 < yawkat> ircd? 16:09 < yawkat> Spigot has a network but not an ircd 16:13 < tktech> That's what I meant. I assumed it was a single server (an IRCd) and not a network. 16:13 < tktech> Because why would you setup multiple (or even one) server for a specific, unrelated-to-irc project. 16:21 < jast> paranoid explanation: to abuse the server-level abilities conveyed to an operator 16:25 < barneygale> correct answer 16:30 < edk> it's certainly hard to think of another one 17:27 < Aikar> tktech, well, the mc community was mainly on Esper, and Esper has its own faults. but ultimately - control. Spigot deals with a lot of spambots, its easier to get rid of them yourselves instead of trying to rely on the irc networks staff 17:27 < Aikar> and why not? 17:28 < Aikar> and channels are meant for breaking chat into relevant discussions 17:38 < Aikar> Grum, i've made a ticket: https://bugs.mojang.com/browse/MC-95535 17:41 < Aikar> thats a silly bot 17:42 < Aikar> mojang has too many bots that generate unneeded noise for jira on stuff that is not going to fix anything. 17:43 < Aikar> im sure tons of people will select 1.9 to represent snapshots and that bot spamming that comment isnt going to help the matter 17:51 <+SinZ> I don't see anything wrong with that 17:59 < barneygale> There was an article on HN about how bots are destroying wikipedia's community by jumping on noobs who make simple mistakes 17:59 < barneygale> sounds like a similar situation? 17:59 < ScruffyRules> barneygale, Don't mind if you fetch the link? 18:00 < barneygale> ScruffyRules, I wasn't on this machine at the time, sorry 18:00 < ScruffyRules> All good 18:00 < ScruffyRules> Also define HN? 18:00 < rom1504> hacker news https://news.ycombinator.com/ 18:28 < barneygale> ScruffyRules, I think this was it: http://governancexborders.com/2013/10/23/algorithmic-bureaucracy-as-an-explanation-for-wikipedias-editor-decline/ 18:28 < ScruffyRules> ty --- Day changed jeu. janv. 14 2016 01:09 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±3] https://github.com/PrismarineJS/flying-squid/compare/c861ac14b9e5...029c31fad658 01:09 < Not-d54a> [flying-squid] rom1504 029c31f - add player-list-text config option, and add missing options in the api.md, fix #180 01:14 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±3] https://github.com/PrismarineJS/flying-squid/compare/029c31fad658...678656e63195 01:14 < Not-d54a> [flying-squid] rom1504 678656e - add everybody-op option, fix #181 02:25 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±2] https://github.com/PrismarineJS/flying-squid/compare/678656e63195...a5823406ce97 02:25 < Not-d54a> [flying-squid] rom1504 a582340 - Release 0.4.0 02:25 < Not-d54a> [flying-squid] rom1504 tagged a582340 as 0.4.0 https://github.com/PrismarineJS/flying-squid/commit/a5823406ce979fdac42780fc35d7aceebbda1665 03:49 < javaprophet> Does anyone know how mob names are sent? 07:47 < morfin> i couted LOC in Bukkit fr fun - it's 60800 LOC now 07:47 < morfin> but that's including original source of course :) 07:51 < morfin> oh no, i were wrong 11:39 < rom15043> javaprophet: metadata http://wiki.vg/Entities#Living_Entity 11:41 < Meeeh> Aikar, about your hopper issue, are you sure that moving AABB lookups from hoppers to items is good idea? YOU have server with a lot of hoppers, but most of servers don't use many of them, but there is a lot of items on ground that will now try to find hoppers? (at leat finding TileEntites is simpler/faster) 11:57 < Byteflux> Meeeh: It wouldn't attempt to find hoppers if there are no hoppers in the relevant chunk sections. Checking whether there are hoppers in the relevant chunk sections should be a simple boolean flag. 12:00 < Byteflux> The same could also be said about hoppers checking for items though, it could be written to be more intelligent so that it doesn't always attempt to do a AABB lookup. 12:03 < rom15043> Oh, do you know when the server stop checking the entity colliding ? If they're on the ground and the block under them didn't change? 12:03 < rom15043> The vanilla server I mean 12:04 < rom15043> Ah except they move on vanilla hmm 12:05 < rom15043> Just trying to figure out how the vanilla server handle entity physics without using too much CPU for many entities 12:08 < Byteflux> As far as I know collisions are checked for in the entity's movement code. Whenever there is motion. 12:08 < Byteflux> It's actually not at all efficient. 12:11 < Byteflux> Depends on what you mean by "many entities" though :P ... it does well. 12:21 < rom15043> Okay only when there is motion then 12:22 < rom15043> Well I'm sure it can handle a few hundred of entities without problem, at least 12:28 < Byteflux> Yeah even a couple thousand is not really an issue. 13:10 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±1] https://github.com/PrismarineJS/flying-squid/compare/a5823406ce97...02eed8229f45 13:10 < Not-d54a> [flying-squid] rom1504 02eed82 - don't rely on ticks to remove effect : ticks slow down the server and should only be used if strictly necessary 13:13 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±1] https://github.com/PrismarineJS/flying-squid/compare/02eed8229f45...5940f91fce6c 13:13 < Not-d54a> [flying-squid] rom1504 5940f91 - add a /summonMany command, useful for testing 14:40 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±1] https://github.com/PrismarineJS/flying-squid/compare/5940f91fce6c...19b4c98608a0 14:40 < Not-d54a> [flying-squid] rom1504 19b4c98 - skip too long ticks and don't try to do 2 ticks at the same time 14:49 < rom1504> http://download.rom1504.fr/minecraft/mc-100-giants.png well good enough 14:49 < rom1504> I'll make it work for 1000 giants another day 15:04 < barneygale> you seem to have caught them during evening prayers ;) 15:05 < rom1504> :d 15:25 < rom1504> Byteflux: "entity's movement code. Whenever there is motion." do you know if this is executed every tick ? 16:25 < Aikar> Meeeh, there are multiple ways to optimize it on the implementation level, just meaning from a design perspective 16:26 < Aikar> Type X with count 15000 doing ExpensiveOp A to achieve result is harder to optimize than Type Z with 900 count doing SomeWhatCheapOp 16:26 < Aikar> thinking on what "scales" best 16:26 < Aikar> items scale well - they despawn 16:27 < Meeeh> yeach, just asking if you test how that will affect large amount of items 16:27 < Aikar> andi guess i shouldnt say harder to optimize 16:27 < Aikar> well vanilla isnt designed around large servers, and in spigot/paper we would just make the check slow down after X age 16:27 < Aikar> but the boolean as byte mentioned is best 16:27 < Aikar> on hopper tick, flag its chunk as hopper enabled 16:28 < Aikar> or even a quick opt to current imp, is on item tick, flag it (and if on chunk edge, the neighbor(s)s chunk as "has item in it", and make hoppers only check when boolean is set 16:29 < Aikar> thats a quick patch to current system 16:29 < Aikar> cause hoppers can bleed outside of a direct Y+1 for item suck in right? 16:29 < Aikar> dont recall the AABB size 16:29 < Aikar> but also good news is, my hopper changes are live in production w/ no complaints so far 16:30 < Aikar> my itemsuckin part of patch isnt new, the new stuff is the removal of cloning and the removal of .update calls 16:30 < Aikar> and hoppers have drastically dropped on profile 16:30 < Aikar> now repeaters are poking top 16:30 < Aikar> and namely due to BlockPhysicsEvent 16:31 < Meeeh> on server with a lot of hoppers that will help for sure, but nah, with some clever flags this should not affect items in any visible way for most of cases 16:31 < Aikar> though I can optimize that to never call BPE on Repeaters 16:31 < rom1504> what is paper ? 16:31 < Aikar> a fork of spigot 16:31 < Meeeh> PaperSpigot 16:31 < Aikar> paper and I are the ones leading the carge on server optimizations 16:32 < Aikar> charge* 16:32 < rom1504> ok 16:32 < Aikar> ive been pushing my findings to grum to get it in vanilla 16:32 < Aikar> 1.9 has some of them 16:33 < Aikar> I commonly get to 5-9k entities, and 30-45k tile entities 16:33 < Aikar> so I have to focus performance improvements around that 16:33 < Aikar> and thats just for 30-45 players 16:33 < Aikar> (i run 10 servers to distribute load) 16:34 < rom1504> what are distributed/split ? entities ? 16:35 < Aikar> no, just multiple options for players 16:35 < rom1504> (like 1/10 of entities on one server ?) 16:35 < Aikar> on their first login, they are sent to a random smp 16:35 < Aikar> all same gameplay 16:35 < Aikar> and forms mini communities 16:35 < rom1504> ah 16:35 < Aikar> so its like 10 single servers under 1 network, but not really a 'network' 16:35 < rom1504> hmm, so that means 3-4 players by server ? 16:35 < Aikar> no 30-45 each 16:35 < Aikar> 300~ total 16:35 < rom1504> ahh okay 16:36 < Aikar> then some people have homes on multiple servers 16:36 < Aikar> or switch to buy something, then transfer it back home 16:36 < Aikar> I have a vault system they can put items into to transfer between servers 16:37 < Aikar> currency shops (and atm even XP) is all linked between 16:37 < rom1504> that's cool. I wonder if we'll ever get to the point where it's possible to have a mmo minecraft 16:37 < rom1504> (like >100k players or something) 16:38 < Aikar> i dunno if mc community wants that type of gameplay 16:38 < Aikar> some servers have mmo style 16:38 < Aikar> they dont seem to be big 16:38 < Aikar> heck i have some sim elements 16:39 < rom1504> well if it's a lot of mini games server interconnected so that the network is big, that works too 16:39 < Aikar> I have new bosses, tons of custom items, different difficulty settings, grouping system. putting more attraction into the survival aspect of the game 16:40 < Aikar> but then we have the Town world for people who want to build safe w/o monsters or risk of griefing, with plot system (we call them Residences) 16:40 < Aikar> I go with the "Play Your Way" motto 16:40 < Aikar> something for multiple play styles 16:40 < rom1504> ok 16:41 < rom1504> I should try playing minecraft a bit someday, intead of just coding stuff around it ^^ 16:41 < Aikar> thats my problem haha 16:41 < Aikar> i never get to play 16:41 < Aikar> but recently I did play my own server 16:41 < Aikar> and saw many "much needed things" to do 16:41 < Aikar> which reminds me, crap, i forgot to get a change in for last nights deploy 16:41 < Aikar> i guess well have another tonight 16:42 < Aikar> I have to say im an evil person 16:42 < Aikar> this boss I created, fighting him on difficulty 7.... is HARD 16:42 < Aikar> i dont know how anyone would do it on 10 16:42 < Aikar> w/o like 6 people 16:43 < Aikar> 5 = Normal Mode vailla 16:43 < Aikar> vanilla* 16:43 < Aikar> I created a system that lets me scale combat difficuly on a per player basis 16:43 < barneygale> come play minigames with me folks ;) 16:43 < Aikar> so nerf (or boosting) damage out, and reduce dmg taken 16:43 < barneygale> it's like minecraft but without the grind we're all already acutely aware of 16:44 < edk> i'm sure everyone's probably seen this by now but if you haven't configured your ssh client today the time to do that was about an hour ago 16:44 < Aikar> sometimes the grind is what gives the satisfaction 16:44 < barneygale> edk, ? 16:44 < Aikar> edk, ? 16:44 < barneygale> http://undeadly.org/cgi?action=article&sid=20160114142733 16:44 < Aikar> i sleep until 9am 16:44 < barneygale> This, apparently 16:44 < edk> set UseRoaming no globally 16:45 < Aikar> how often do people connect to random untrusted servers lol 16:46 < Meeeh> sounds like nice server Aikar :P But I don't play minecraft now :D 16:46 < edk> random? i think quite a lot of people connect to specific untrusted servers 16:46 < edk> i.e. ones where another person has root 16:46 < edk> also, any given server might be compromised 16:47 < Aikar> next revelation of snowden, "NSA compromised openssh, has accessed many personal servers and setup an exploit to steal keys" 16:48 < rom1504> "NSA uses all the servers with ssh as a big botnet" 16:49 < barneygale> In 10 years time that joke might seem prescient 16:50 < Fenhl> Aikar: you fixed LAG? :o 16:51 < Fenhl> er, that is, the hopper dupe bug 16:52 < Fenhl> (the Wurstmineberg term for that bug is “latency-induced atomic genesis”) 16:55 < Aikar> "dupe"? I fixed hopper performance issues yes, but no duping issue 16:55 < Aikar> it was mainly a case of writing fundamentally logical code, but not realizing what was happening in some of the methods 16:55 < Fenhl> oh, then I misinterpreted “removal of cloning” in your message 16:56 < Aikar> or how the code affects the server at large scale 16:56 < Aikar> Fenhl, the code clones every item stack in the hopper/remote inventory its working on, regardless if its moved 16:56 < Aikar> so itll clone itemstack, cant move it, discard 16:56 < Aikar> repeat for next 16:57 < Aikar> and cloning isnt cheap 16:57 < Aikar> then 1 hopper connected to a full double chest.... now you have A LOT of cloning 16:57 < Fenhl> actually that's probably the cause of that bug as well 16:57 < Aikar> i couldnt see any case for a dupe bug unless it was caused by a plugin 16:58 < Aikar> CraftBukkits event for hoppers is fundamentally wrong 16:58 < Fenhl> it's in vanilla, and has been there ever since hoppers were introduced 16:58 < Aikar> never seen it talked about? 16:58 < Fenhl> my theory: item stack gets cloned into new hopper, chunk unloads before original stack gets deleted 16:58 < Aikar> oh the one with chunk lines 16:58 < Aikar> and unloaded chunks 16:58 < Aikar> spigot fixed that ages ago 16:59 < Fenhl> it's not exclusive to chunk borders 16:59 < Aikar> its from hoppers on unloaded chunk edges or so 16:59 < Fenhl> yeah no 16:59 < Aikar> a chunk cant unload while a hopper is pending op 16:59 < Aikar> those are sync operations 16:59 < Aikar> unless, a plugin forces a chunk load during the item move event in Bukkit 17:00 < Aikar> chunk unload* 17:00 < Aikar> but that would be silly 17:00 < Fenhl> again, this is in vanilla 17:00 < Aikar> got video of it happening? 17:00 < Aikar> cause i just studied the hell out of that code 17:00 < Aikar> and its fundamentally ok 17:00 < Fenhl> here's our wiki article on it http://wiki.wurstmineberg.de/Latency-induced_Atomic_Genesis 17:00 < Fenhl> also has a video link, sec 17:00 < Fenhl> https://www.youtube.com/watch?v=UWSZOeozJsI 17:01 < Fenhl> there's a better video as well but I don't have that saved anywhere 17:02 < Aikar> yeah ive seen that video, that one is the unloaded chunks bug 17:02 < Aikar> but its def patched in spigot 17:03 < Aikar> i could be wrong about edge of chunk, but its def fixed 17:03 < Aikar> it was a 1 line code change 17:04 < Aikar> in: public static IInventory b(World world, double d0, double d1, double d2) { 17:04 < Aikar> if ( !world.isLoaded( blockposition ) ) return null; // Spigot 17:08 < Aikar> wat, you allow players to dupe? or even put it to a poll? 17:09 < Fenhl> yeah, our server usually allows bug abusing, an exception was made for LAG specifically because enough people were against it 17:09 < Aikar> against banning people? 17:10 < Aikar> why not just give creative then :3 17:12 < Fenhl> we have a really small whitelist (only 33 people) and pretty much everyone is okay with bug using 17:12 < Fenhl> and no, I meant against LAG, not against banning people 17:13 < Aikar> but the wiki is advertising a dupe machine lol 17:13 < Aikar> but you could fix that if you want pretty easy 17:13 < Fenhl> we still allow duping some items 17:14 < Aikar> use jd-gui to get the hopper file (gl finding it with mojang obfuscation) 17:14 < Aikar> add the 1 line of code 17:14 < Aikar> javac to compile it with some crazy flags 17:14 < Aikar> then put the .class file back into jar 17:14 < Fenhl> yeah no, we're not going to mod our main world, even if it's just one line of code, that's kind of the entire point of Wurstmineberg 17:16 < Fenhl> we have custom tools like a web API that lets people look at world data etc but we're still a vanilla snapshot server 17:17 < Aikar> my server looked vanilla for a brief minute last night ._. http://imgur.com/a/9ZWh0 17:17 < Aikar> the deploy bugged out and the plugin failed to load. and then my failsafe code to shut the server down if the plugin has an error on initialize also failed.... 17:18 < Aikar> so i need a failsafe for my failsafe 17:18 < Aikar> server has to shutdown if my plugin doesnt load :/ 17:19 <+XorBoole> Grum feature request regarding models: can you make the parser ignore any non JsonObject elements in the 'elements' array? use-case is comments between element objects 17:19 < rom1504> make a recursive failsafe, and if the recursion fails, add a dimension and make a recursive recusive failsafe 17:19 < rom1504> -> [] 17:19 <+XorBoole> e.g., say I have a model with two complex components of several cuboids; for easy reading, I add a comment "comment": "component 2 starts here" between them 17:20 < Aikar> we had people pvp'ing which is suppose to be restricted to a small arena, so i have to turn the setting on to allow it there, people dieing in town where its suppose to be damage free, people dropping items that wasnt suppose to be dropped on death, and unprotected builds.... so yeah my plugin HAS to be loaded lol 17:23 * XorBoole purrs at Aikar 17:23 < Aikar> hes alive 17:23 < Aikar> havent seen you in a while 17:23 < Fenhl> oh no it's XorBoole! 17:23 * Fenhl runs 17:23 < Aikar> did you disappear to client land? 17:24 <+XorBoole> no, I have school you know 17:24 < Aikar> and? I have a job 17:24 <+XorBoole> if you ever need to find me I'm very active in #think on spigot 17:24 < Aikar> why think :P 17:24 < Aikar> we have edgecraft on spigot >_> join us there 17:24 <+XorBoole> because it's the spigot batcave, duh 17:24 <+XorBoole> > edgecraft 17:24 <+XorBoole> wut 17:25 < Aikar> place to discuss server optimizations 17:25 <+XorBoole> nah, I'm currently not very into minecraft 17:25 < Aikar> lol 17:25 < Aikar> slacker 17:25 <+XorBoole> waiting for 1.9, because spigot is semi-feature-frozen 17:25 < Aikar> give me your player base then? 17:25 <+XorBoole> nah 17:25 < Aikar> how many you averaging now? 17:26 < Aikar> and what the hell is your servers name lol 17:26 <+XorBoole> idk, ~100ish? 17:26 < Aikar> your probally like the closest competition to me lol 17:26 <+XorBoole> voting's been shitty lately 17:26 < Aikar> i dont know of anyone that really competes with me 17:26 < Aikar> so many servers are cookie cutter 17:26 <+XorBoole> yeah, beacuse survival+ is hard and easy to get wrong 17:26 <+XorBoole> we're literally the only people who both tried and succeeded 17:27 <+XorBoole> but yeah my server's stagnant atm 17:27 < Aikar> whats its name? 17:27 <+XorBoole> octagami's mayhem multiverse 17:27 <+XorBoole> we're moving towards a new branding tho 17:27 < Aikar> wat 17:27 <+XorBoole> "Eight Dimensional Gaming" 17:27 < Aikar> yah.... you need a simple name lol 17:28 <+XorBoole> aka 8dg.io 17:28 < Aikar> dat home page is slow 17:28 < Aikar> well the bg image 17:28 <+XorBoole> I'm not in charge of web developement 17:28 < Aikar> free tip: that bg image is hurting your SEO ranking 17:28 <+XorBoole> I'm on hiatus relative to the server during school times 17:29 <+XorBoole> sure, let me go bitch at my web dev 17:29 < Aikar> need to drastically reduce file size 17:29 < Aikar> as page load speed affects your ranking 17:29 < Fenhl> I only see a 403 17:29 < Aikar> and i have fast internet at work and i could see the image loading 17:30 <+XorBoole> I've never noticed it because cache 17:30 < Aikar> yeah but bots wont have the cache 17:31 <+XorBoole> I know how the internet works 17:31 < Aikar> scream at people until its fixed 17:31 <+XorBoole> I already dropped him a message on slack 17:31 <+XorBoole> now, I wait 17:31 <+XorBoole> also 17:32 <+XorBoole> > search engine opimization ranking 17:32 <+XorBoole> I can't be the only one that thinks that sounds fucky, semantically 17:32 <+XorBoole> right? 17:32 < Aikar> SERP is the official word 17:32 < Aikar> search engine results page ranking 17:32 <+XorBoole> oh, fun idea 17:33 <+XorBoole> take the string monoid (String, +, ""), and add inverse strings 17:33 <+XorBoole> today in Xor does too much category theory 17:48 < Meeeh> hyym, they changed some stuff with glowing in newest snapshot, now I need to test if my weird names still works :P http://imgur.com/a/s9D8I 17:49 < Aikar> whoa 17:49 < Aikar> howd you pull that off? 17:49 < Aikar> oh is that holograms? 17:49 < Aikar> thought it was title 17:51 < Gjum> Meeeh: they at least added a flag to the armor stand to only let its armor glow and not the stand itself 17:53 < Gjum> Meeeh: https://bugs.mojang.com/browse/MC-88268 17:53 < Meeeh> Aikar, it is mob name, but it works only on few eneties/objects, like boats, fireball, some other, and here it is a area effect entity 17:53 < Meeeh> with custom name, glowing effect and it is sneaking :P 17:53 < Aikar> has some border effect in 1.9? 17:53 < Meeeh> but it looks good only from 2-4 blocks away 17:54 < Meeeh> Aikar, http://imgur.com/a/d9XyJ few other object that I found working 17:54 < Aikar> what gives the text a bg, glowing flag? 17:55 < Aikar> hopefully will work on armor stands with marker? 17:55 < Meeeh> that is the worst part 17:55 < Meeeh> it didn't work with armorstands 17:56 < Aikar> .... 17:56 < Aikar> why... that was added as an official way to do floating text 17:56 < Meeeh> but Gjum said something about changes 17:56 < Meeeh> so maybe it will work with/without that flag 17:56 < Meeeh> but this text seems to be more like bug :P 17:57 < Meeeh> I will test that with new snapshot when I finish my dinner 17:58 < Meeeh> i hope they didn't changed protocol 17:59 < Meeeh> > what gives the text a bg, glowing flag? 17:59 < Meeeh> you mean 2 vs 3 photo? 18:00 < Meeeh> I don't even remember, but I think that was sneak flag effect. 18:00 < Gjum> Meeeh: the JIRA I linked confirms outlining text like you do as a bug if I understood correctly 18:00 < Meeeh> didn't open it yet :D 18:01 < Gjum> keep the tension for after dinner :D 18:02 < Meeeh> yeach, this is this bug :< 18:02 < Meeeh> so they may fix it 18:02 < Meeeh> for all objects 18:03 < Meeeh> letters are transparent when you add sneak flag, and you can still color them, and then it looks amazging, but only for small distances :< 18:05 < Gjum> attach your beautiful screenshots and request a flag to turn it back on xD 18:06 < Meeeh> nah, if someone want then go and add them, I'm too lazy to login, or even register, idk how thier jira works. 18:08 < Meeeh> but anyway, Aikar this will be very hard to use for floating text 18:18 < Meeeh> but ok, time to test if this still work for other objects 18:29 < Meeeh> ugh 18:29 < Meeeh> seems to be fixed 18:30 < Meeeh> yep, it don't work for any entites :< 18:33 < Gjum> aw 19:19 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+1/-1/±4] https://github.com/PrismarineJS/flying-squid/compare/19b4c98608a0...40aab303a2fc 19:19 < Not-d54a> [flying-squid] rom1504 40aab30 - use new prismarine-provider-anvil to read/write the seed, use a worldFolder option instead of regionFolder option, fix #178 19:28 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±2] https://github.com/PrismarineJS/flying-squid/compare/40aab303a2fc...1142174f9c70 19:28 < Not-d54a> [flying-squid] rom1504 1142174 - update gitignore and npmignore 19:28 <+Grum> Aikar: thanks btw but I'm not sure those hopper changes will be put into 1.9 19:30 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±2] https://github.com/PrismarineJS/flying-squid/compare/1142174f9c70...255791b57779 19:30 < Not-d54a> [flying-squid] rom1504 255791b - Release 0.5.0 19:30 < Not-d54a> [flying-squid] rom1504 tagged 255791b as 0.5.0 https://github.com/PrismarineJS/flying-squid/commit/255791b57779958b24d5a7926da10723f4b668f8 19:45 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±2] https://github.com/PrismarineJS/flying-squid/compare/255791b57779...1412722d8c5f 19:45 < Not-d54a> [flying-squid] rom1504 1412722 - make worldFolder optional, fix tests 19:49 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±2] https://github.com/PrismarineJS/flying-squid/compare/1412722d8c5f...1851c75b1f40 19:49 < Not-d54a> [flying-squid] rom1504 1851c75 - Release 0.5.1 19:49 < Not-d54a> [flying-squid] rom1504 tagged 1851c75 as 0.5.1 https://github.com/PrismarineJS/flying-squid/commit/1851c75b1f40f5a746b8a83cd01556e2b7a3281a 21:47 < Aikar> Grum, not enough time? 21:47 < Aikar> Grum, if its any consolation, ive had no reports of breakage of vanilla behavior 21:48 < Aikar> i kept it to the exact same behavior, just avoided cloning until an item was moved 21:48 < Aikar> and all redstone contraptions are still good 21:49 < Byteflux> Aikar: though your playerbase isn't a very large sample size, relatively speaking. 21:51 < Aikar> uh, when it comes to my player base, its an absolutely great sample 21:51 < Aikar> theres literlly multiple versions of like every redstone contraption 21:51 < Aikar> #'s mean nothing, its diversity that matters 21:52 < Byteflux> A week or two of testing across 300 active players? :P I guess, just seems like a very small sample. 21:52 < Aikar> finding those edge cases 21:52 < Aikar> those people with large contraptions, theyll make noise fast if somethings broke 21:52 < Aikar> and all standard hopper mechanics have passed so far 22:20 < rom1504> http://wiki.vg/NBT says TAG_Byte_Array contain signed bytes. Except often they are actually unsigned (in chunks in region file for example). Are they ever actually signed ? 22:20 <+XorBoole> Aikar what did you break this time? 22:28 < Meeeh> Byteflux, it is much better smaple for hoppers and items than 50k minigames servers, or some xK pvp server where there are 10 hoppers per server. 22:34 <+XorBoole> is there a way for the server to detect holding the mouse, i.e. holding right-air-click, such as when food is eaten? 22:35 < Meeeh> I don't think so, client sends only interact packet 22:35 <+XorBoole> I know food eating is a single packet, but is there a way to tell that the player is doing the same item with a non-edible? 22:35 <+XorBoole> well shit 22:35 <+XorBoole> I'll have to come up with something fancy 22:36 < Meeeh> you can still allow for eating other items 22:36 <+XorBoole> wut 22:36 <+XorBoole> since when is this a thing 22:36 <+XorBoole> plis gib enlightenment 22:37 <+XorBoole> other than the dumb right-click-check-then-decrement-held schtick 22:38 < Meeeh> hah, that may be problem :D but wait a bit 22:38 < Meeeh> maybe I will find something, as I think that I saw something like that some time ago 22:39 < Meeeh> yeach, there is metadata flag 22:39 < Meeeh> used for eating 22:40 < Meeeh> I can even test if it work 22:40 < Meeeh> as on my weird server I have command to switch flags of entites around me xD 22:44 < Meeeh> witcher 3, my server and 2 minecraft clients... ugh, my poor ram 22:49 <+XorBoole> Meeeh source? 22:49 < Meeeh> hah, seems that I broke something with my last tracker update. XorBoole sorry, can't test that now, but there is metadata flag, I will seend you link 22:49 <+XorBoole> gib 22:50 < Meeeh> http://wiki.vg/Entities#Entity 22:50 < Meeeh> index 0, with 0x10 mask 22:51 <+XorBoole> so what happens if I set this while the player is holding, say, paper? 22:51 < Meeeh> try it, I can't right now, I broke my player tracker code :D and it don't send updates 22:53 <+XorBoole> okie 22:53 < Gjum> pics pliz 22:53 * XorBoole slaps Gjum 22:53 < Meeeh> also test if it is visible by other players 22:54 < Gjum> what? has to look awesome to see a player eating paper 22:54 < Meeeh> it may be possible that ONLY other players will see that :< 22:54 <+XorBoole> Meeeh if that is the case, I can just add a simulation for the player themselves 22:57 < rom1504> "I broke my player tracker code", it's just a way of speaking right ? you are surely using a vcs ? 22:57 < Meeeh> yes, but I don't want go back, and I don't even know when I broke it :D 22:58 < Meeeh> whatever was changed, I don't want redo it, but fix current bug. 22:58 < Gjum> search yur commits for "lots of stuff" 22:59 < Gjum> that's when anything broeaks 23:20 < Meeeh> XorBoole, any effects? --- Day changed ven. janv. 15 2016 00:38 < Aikar> <XorBoole> Aikar what did you break this time 00:38 < Aikar> not break, fix :P 00:38 < Aikar> I found why hoppers caused so much lag and submitted fix to mojang 00:39 < Aikar> http://timings.aikar.co/dev/?id=df414879a6864a1fb5e331e9efb557a3&start=1452812932&end=1452814389 now to figure out why enderman are able to destroy servers 00:39 < Aikar> http://timings.aikar.co/dev/?id=df414879a6864a1fb5e331e9efb557a3&start=1452812932&end=1452814389#117_2 * 00:40 < Aikar> http://screencloud.net/v/ylt8 gotta love pathfinding 01:02 < rom1504> http://download.rom1504.fr/minecraft/mc-fs-schematic.png flying-squid can now load schematics :) 01:03 < Gjum> nice! 01:10 < rom1504> that was loading it at server start. Now to figure out what's the best packet to update a massive number of blocks like that, so I can load the schematic during execution 01:11 < rom1504> I'm not sure if the client likes it when you resend a chunk with chunk_data packet 01:26 < Aikar> rom1504: should rewrite it in Dart =P 01:27 < Aikar> I really wish Dart and node was the same thing. Dart solves my concerns with large scale nodejs, but nodejs has finally gotten to a pretty stable and healthy point 01:27 < Aikar> maturity 01:28 < Aikar> ah i see your least using babel with ES7 async/await 01:28 < rom1504> es2015 really looks like dart 01:28 < rom1504> minus the types 01:28 < Aikar> the package ecosystem is very diff 01:28 < Aikar> and... better classes 01:28 < Aikar> ES6 let me down so hard with classes 01:28 < Aikar> no properties?! really? 01:29 < Aikar> i dont understand how anyone thougth that was a good idea 01:29 < Aikar> (as in, defining properties on the class) 01:29 < rom1504> https://github.com/PrismarineJS/node-minecraft-protocol/blob/master/src/client.js#L86 properties 01:29 < rom1504> that's a es7 proposal though :d 01:29 < Aikar> you can do obj.foo yeah 01:30 < Aikar> but i meant like every other class syntax, class foo { var bar; // default constructor(bar) { this.bar = bar; } } 01:30 < rom1504> that's in es7 too https://github.com/PrismarineJS/node-minecraft-protocol/blob/master/src/client.js#L13 01:30 < Aikar> oh hmm 01:31 < Aikar> so that adds more to the "ES6 just wasnt good enough, the main things that matter are ES7" list :P 01:31 < rom1504> got to start somewhere 01:31 < rom1504> even es6 has a hard time being implemented by everyone 01:32 < Aikar> its not like its a difficult syntax to master lol 01:32 < Aikar> but you know how tech works, since it didnt make es6, itll now be 4 years before its in all browsers or more 01:33 < rom1504> I didn't mean to master, I meant to implement as in implemented by node, firefox, chrome, safari, ... 01:33 < Aikar> they could of waited another month to fianlize it 01:33 < Aikar> i tried using that co/bluebird stuff 01:33 < Aikar> just wasnt intuitive 01:33 < Aikar> old streamline was at least intuitive, back when everyone thought writing code in this style was a bad thing 01:34 < rom1504> streamline ? 01:34 < Aikar> https://github.com/Sage/streamlinejs 01:34 < Aikar> started the whole "writing async code in a sync style" thing 01:34 < Aikar> var foo = bar(_); 01:34 < rom1504> ah I see 01:34 < Aikar> anywhere _ was found, transpiled to be the callback there 01:35 < Aikar> with left hand side of = being the CB body 01:35 < Aikar> so it was a form of magic 01:35 < Aikar> so i def was happy to see more standard ways 01:35 < Aikar> es6 approach is still sloppy 01:35 < Aikar> but es7 is finally bliss 01:36 < rom1504> yeah async/await is cool 01:36 < Aikar> but im still gonna put new focus into dart though 01:36 < rom1504> it's not quite optimized yet, but it really looks good 01:36 < Aikar> coming from java.... dart is just so damn good looking 01:53 <+ammar2> no u 01:54 < javaprophet> Name any common noun, and then add JS. You've broken a trademark. 01:55 < rom1504> :p 01:55 <+ammar2> doesn't matter if they you don't enforce it 02:25 < winny> TrademarkJS 03:16 < ecx86> javaprophetJS 03:16 < javaprophet> :P 03:17 < winny> CrapJS 03:48 < Gjum> worstJS 05:25 < Fenhl> wurstJS 06:37 < nickelpro> jsJS 10:25 < morfin> yu lve JS i see 10:29 < morfin> *you 12:00 < yawkat> notch has this skin http://textures.minecraft.net/texture/a116e69a845e227f7ca1fdde8c357c8c821ebd4ba619382ea4a1f87d4ae94 12:00 < yawkat> in this graphic, the head accessory stuff he has is appearently black http://minecraft.gamepedia.com/File:Skinzones.png 12:00 < yawkat> why does the client not render that as a black head? 17:05 < Meeeh> what is that Voice/Speech option in Music&Sounds in 16w02a? 17:42 < rom1504> oh snapshots are 16w now ? any reason ? they changed everything again ? 17:43 < rom1504> ah 17:43 < rom1504> 2016 17:43 < rom1504> duh 17:43 < Meeeh> bug fixes mosty, but I didn't check protocol, I can log-in etc 17:43 < Meeeh> https://twitter.com/SeargeDP/status/687741330995429376 nah 17:43 < Meeeh> (about this sound) 17:48 < Aikar> so far all good w/ hopper patch :D 17:48 < Aikar> no breakage of vanilla mechanics 20:09 < winny> rom1504: YYwWWR where R is a-z 20:09 < rom1504> yeah okay 20:56 < morfin> how much world generation changed 20:57 < morfin> in last versions? 20:57 < rom1504> last versions as in "last 1.9 snapshots" or as in "between classic and now" ? 20:57 < morfin> no of course not between classic and now 20:58 < morfin> last versions let's say 1.8.x --- Day changed sam. janv. 16 2016 09:03 < Fenhl> in the pre-release protocol, does Set Passengers http://wiki.vg/Pre-release_protocol#Set_Passengers really use an Array of VarInt without any count prefix? 09:05 < Fenhl> and is the Update Entity NBT packet really unused in 1.8.9? 12:56 < Meeeh> anyonw know something about new boolean in PacketPlayServerboundTabComplete packet? 13:22 <+Grum> 'hasLookPos' followed by a BlockPos if it is true 13:24 <+Grum> Meeeh: ^ 13:25 < Meeeh> no 13:25 < Meeeh> there is second boolean 13:26 < Meeeh> it is now string, some weird boolean, and optional block location. (boolean and location if boolean was true) 13:26 <+Grum> assumeCommand 13:26 < Meeeh> hyym, just that? force to assume it was a command? 13:27 <+Grum> yes so the '/' is assumed 13:27 < Meeeh> ok, thanks 13:38 < Meeeh> Grum, can you tell me when this is used? for command blocks? 13:38 < Meeeh> or there is something other? 13:38 < Meeeh> nah, but why command block will need this 13:38 <+Grum> yeah commandblocks autocompletion use it iirc 13:39 < Meeeh> ahhh, you can now use tab in command blocks too, ok this make sense 13:40 < Meeeh> thanks again :P 16:04 < Meeeh> interesting, client is able to render item that picked up a player 20:46 < Fenhl> Meeeh: the new “Assume Command” field appears between the “Text” and “Has Position” fields, correct? 20:54 < Meeeh> Fenhl, yes 20:55 < Fenhl> ok, added to the wiki 21:04 < Aikar> Grum: safe to say at this point my changes caused 0 breakage :) No complaints. 21:05 < Aikar> (outside of the item suck in portion of the patch - meaning specifically the cloning and update() fixes) --- Day changed dim. janv. 17 2016 00:27 < Aikar> Grum, another bug update that vanilla needs that CB added years ago was asynchronously loading chunks from disk. thats one of the biggest gains ever.... though of course thats not as small of a change as some the other stuff ive pushed to you D: Cant really file that on issue tracker since mods will close it since no 'bug' 00:29 < Meeeh> hah :D +1 for trying! 00:29 < Aikar> but, way cb does it is on player moving to load the chunk map for them, outside of the one they are standing on is to fire it off to an async executor to load chunk from disk and do the decompression into NBT., then fire a sync task to resume the final chunk loading of reading the nbt into game objects. so the heaviest portion is now off the main thread 00:29 < Aikar> the process has worked stable and great for years now and such a major improvement to server performance 00:30 < Aikar> and help take advantage of multiple cpu cores for heavy chunk loading times 00:31 < Aikar> ._. sadly i dont see wolv giving permission to use his code for that so would have to be a new implementation 00:48 < redstonehelper> Aikar: if you find a way to phrase it as a bug we can leave it open 00:49 < redstonehelper> bug and/or sufficiently complicated so we don't understand it 00:53 < Meeeh> "Chunk loading causes TPS drops" 00:56 < redstonehelper> there's one like that but for terrain generation 00:57 < redstonehelper> and there's tons of silly "my game is slow, I know this because chunks load really slowly" reports 01:06 < Aikar> lol redstonehelper 01:07 < Aikar> write the bug report in code? 01:07 < Aikar> S.o.println() a base64 decoded string? 01:07 < Aikar> encoded* 01:08 < Aikar> or i guess i had it right the first time but wrong order, println a decoded base64 string 01:09 < Aikar> Meeeh, then someone can very easily say "cant reproduce, loading chunks on my server stays at 20tps" 01:11 < Aikar> there needs to be some private "Code Bug" Related tracker that people known to work w/ the code on some level can report things to 01:11 < Aikar> or project i mean 01:12 < redstonehelper> make a post on r/mojira about it 01:12 < redstonehelper> doesn't seem like a bad idea in principle 01:13 < Aikar> gotta go for now D: been working at coffee shop, time to head out 01:30 < Meeeh> https://www.youtube.com/watch?v=t4e7PjRygt0 o.O 01:41 < Meeeh> > BASIC Programming Language in Minecraft 16:20 < Meeeh> Anyone know something about AreaEffectCloud? it use circle or square to apply effects? and what about radius in Y axis? 16:22 < Meeeh> seems be like only 1 block tall 16:22 < redstonehelper> might just be if you're in its collision box 16:23 < Meeeh> then it will be a square as far as I know? 16:23 < redstonehelper> f3+b 16:23 < redstonehelper> (yes) 16:24 < Meeeh> oh, thanks. 17:39 <+Dinnerbone> Circle. 17:44 < redstonehelper> sphere? 17:49 < Meeeh> Dinnerbone, it use circle? not aabb of entity? 17:49 <+Dinnerbone> Correct 17:49 < Gjum> with F3+B on, it shows a cuboid... 17:50 <+Dinnerbone> Because all entities have AABBs and all AABBs are, by definition, axis aligned bounding boxes. 17:50 <+Dinnerbone> But he asked about how it applies effects, and that's a circle (or, more correctly, a cylinder) 17:50 < Gjum> oh ok, good to know 17:52 < Meeeh> Dinnerbone, ok, thanks <3 18:01 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±2] https://github.com/PrismarineJS/flying-squid/compare/1851c75b1f40...756d3a8d1138 18:01 < Not-d54a> [flying-squid] rom1504 756d3a8 - add serv.reloadChunk and update prismarine-chunk and prismarine-world 18:07 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±1] https://github.com/PrismarineJS/flying-squid/compare/756d3a8d1138...287d5b39d554 18:07 < Not-d54a> [flying-squid] rom1504 287d5b3 - add flying-squid-schematic plugin to plugins list 18:35 < Not-d54a> [flying-squid] rom1504 pushed 1 commit to master [+0/-0/±1] https://github.com/PrismarineJS/flying-squid/compare/287d5b39d554...a8f925686d35 18:35 < Not-d54a> [flying-squid] rom1504 a8f9256 - caret everything 18:56 < rom1504> alright, it's now easy to load schematics in flying-squid, people can just upload them in an http api, and then /load is available. Wasn't so trivial to put the schematic at the right place in the chunks and all 18:56 < rom1504> http://download.rom1504.fr/minecraft/mc-fs-cow.png 23:12 < Not-5d64> [mineflayer] rom1504 pushed 1 commit to master [+2/-0/±3] https://github.com/PrismarineJS/mineflayer/compare/3d904557b72b...24f24349261c 23:12 < Not-5d64> [mineflayer] rom1504 24f2434 - add bot.setCommandBlock with a simple example 23:15 < Not-5d64> [mineflayer] rom1504 pushed 1 commit to master [+0/-0/±2] https://github.com/PrismarineJS/mineflayer/compare/24f24349261c...e01d9d9e1b7f 23:15 < Not-5d64> [mineflayer] rom1504 e01d9d9 - Release 1.6.0 23:15 < Not-5d64> [mineflayer] rom1504 tagged e01d9d9 as 1.6.0 https://github.com/PrismarineJS/mineflayer/commit/e01d9d9e1b7fe2107c4094c8367423c47a2bbff2 --- Day changed lun. janv. 18 2016 02:01 < ecx86> Question 02:03 < ecx86> Does Minecraft client network its position before or after updating it 02:26 <+Amaranth> The order shouldn't really matter as by the time the server sees it the position is updated either way 02:26 <+Amaranth> But as they only send position updates every 50ms it's always going to be after 03:18 < ecx86> No this is important for what i'm doing 03:19 < ecx86> i need to be able to predict a (vanilla) client's position (and thus velocity) 03:19 < ecx86> anyways, thanks. 07:52 < rom15043> Which you can without knowing that 23:03 < hansihe> Is there any easy to miss reason why all blocks would be transparent on the client? 23:03 < redstonehelper> we'll need more context 23:04 < hansihe> I am sending the client chunk data, i can see the outline of the block on hover, i can punch it, walk on it 23:04 < hansihe> but all blocks are transparent 23:04 < redstonehelper> does the same happen with a vanilla server? 23:04 < redstonehelper> it sounds like a client issue 23:04 < hansihe> it does not, just tried it again 23:05 < hansihe> can it have something to do with the lighting data or skylight data i'm sending? 23:05 < hansihe> it probably shouldnt 23:06 < rom1504> hansihe: what does f3 says about the nature of the block you are looking at ? 23:07 < hansihe> rom1504: https://usercontent.irccloud-cdn.com/file/NPds6VWV/f3 23:08 < rom1504> hansihe: "bedrock" 23:08 < hansihe> yes 23:08 < hansihe> that's what i'm sending 23:08 < redstonehelper> did you f3+a yet? 23:08 < rom1504> can you move hansihe ? 23:08 < hansihe> if i send stone blocks it shows as stone 23:08 < rom1504> oh and it's not transparent 23:08 < rom1504> it's black