--- Log opened Sun Nov 15 00:00:41 2015 20151115 00:04:31-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20151115 00:06:04-!- Appleman1234 [~Appleman1@KD111239010220.au-net.ne.jp] has joined #wesnoth-dev 20151115 00:06:12-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20151115 00:16:34< mattsc> celticminstrel: yay — for the most part 20151115 00:19:45< mattsc> I thought the pango folder in Resources needed to be replaced as well, that’s what the second ’cp -pvr’ line is supposed to do, but you’re right cp does not seem to have a -r option. 20151115 00:19:50< mattsc> So why does it work for me? 20151115 00:20:24< mattsc> -prf, I mean 20151115 00:33:02< mattsc> As in, why does ‘cp -r’ work on my computer (OS X 10.10)? I just tried again and it does. I don’t seem to have an alias for it set up or anything… 20151115 00:40:57< shadowm> The GNU coreutils version of cp allows using -r as a synonym for -R. The latter is more portable and it's recognized by the FreeBSD version. 20151115 00:42:00< shadowm> Another GNUism is cp displaying its version number and vendor with --version. 20151115 00:44:32-!- Guest3039 [~cib@p5DD2361A.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20151115 00:44:54-!- cib0 [~cib@p5DD2361A.dip0.t-ipconnect.de] has joined #wesnoth-dev 20151115 01:01:16< celticminstrel> mattsc: The "recursive" option is -R, not -r, if that's what you intended. 20151115 01:02:18< celticminstrel> Maybe you used MacPorts to replace your coreutils? What does "which cp" show? 20151115 01:03:28< mattsc> celticminstrel: yes, I know and it is what I intended. But -r work for me. 20151115 01:03:38< mattsc> And I am using /bin/cp, I already checked that. 20151115 01:04:20< mattsc> That’s what I am confused about 20151115 01:04:30< celticminstrel> I dunno then. 20151115 01:04:34< mattsc> (and the fact that it works is why I did not notice the typo) 20151115 01:04:37< celticminstrel> Maybe Apple added it in a later version of the OS. 20151115 01:04:43< mattsc> maybe 20151115 01:04:44< shadowm> From what I've been told, OS X uses FreeBSD userland components like cp, so that's very suspicious. 20151115 01:04:56< mattsc> anyway, that’s very simple to fix 20151115 01:05:17-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 276 seconds] 20151115 01:05:44< mattsc> shadowm: the strange thing is that the built-in help when you use a wrong syntax also says -R 20151115 01:07:19< mattsc> “usage: cp [-R [-H | -L | -P]] [-fi | -n] [-apvX] source_file target_file” 20151115 01:22:15-!- trewe [~trewe@bl20-0-42.dsl.telepac.pt] has quit [Quit: quit] 20151115 01:25:21-!- CPPDevLearning [bb2c3c6a@gateway/web/freenode/ip.187.44.60.106] has joined #wesnoth-dev 20151115 01:25:30< CPPDevLearning> hello, is anybody there? 20151115 01:27:42-!- CPPDevLearning [bb2c3c6a@gateway/web/freenode/ip.187.44.60.106] has quit [Client Quit] 20151115 01:35:12-!- shadowm_desktop [ignacio@wesnoth/developer/shadowm] has quit [Ping timeout: 244 seconds] 20151115 01:37:43-!- shadowm_desktop [ignacio@wesnoth/developer/shadowm] has joined #wesnoth-dev 20151115 01:39:15-!- framling [~user@104.200.154.63] has joined #wesnoth-dev 20151115 01:44:17-!- Appleman1234 [~Appleman1@KD111239010220.au-net.ne.jp] has quit [Ping timeout: 276 seconds] 20151115 02:06:40-!- cib0 [~cib@p5DD2361A.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20151115 02:07:21-!- cib0 [~cib@p5DD2361A.dip0.t-ipconnect.de] has joined #wesnoth-dev 20151115 02:10:22-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: So long and thanks for all the fish.] 20151115 02:20:19-!- neverEnough [~nEnough@host50-12-dynamic.8-87-r.retail.telecomitalia.it] has quit [Remote host closed the connection] 20151115 02:35:58-!- louis94 [~~louis94@109.129.245.154] has quit [Quit: Konversation terminated!] 20151115 02:40:07-!- Appleman1234 [~Appleman1@KD111239030181.au-net.ne.jp] has joined #wesnoth-dev 20151115 02:56:10-!- cib0 [~cib@p5DD2361A.dip0.t-ipconnect.de] has quit [Ping timeout: 240 seconds] 20151115 03:12:14-!- shadowm_desktop [ignacio@wesnoth/developer/shadowm] has quit [Read error: Connection reset by peer] 20151115 03:17:44-!- shadowm_desktop [ignacio@wesnoth/developer/shadowm] has joined #wesnoth-dev 20151115 03:58:20-!- tomreyn [~tomreyn@megaglest/team/tomreyn] has quit [Quit: tomreyn] 20151115 04:06:46-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20151115 04:06:52-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20151115 04:20:25-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20151115 04:27:08-!- fabi [~quassel@176.6.52.225] has joined #wesnoth-dev 20151115 04:27:08-!- fabi [~quassel@176.6.52.225] has quit [Changing host] 20151115 04:27:08-!- fabi [~quassel@wesnoth/developer/fendrin] has joined #wesnoth-dev 20151115 04:45:12-!- Rhonda [~rhonda@anguilla.noreply.org] has quit [Ping timeout: 264 seconds] 20151115 04:45:48-!- loonycyborg [~loonycybo@wesnoth/developer/loonycyborg] has quit [Ping timeout: 264 seconds] 20151115 04:45:50-!- avtobiff [~avtobiff@c-503270d5.015-6-73746f28.cust.bredbandsbolaget.se] has quit [Ping timeout: 264 seconds] 20151115 04:46:34-!- Rhonda [~rhonda@anguilla.noreply.org] has joined #wesnoth-dev 20151115 04:51:03-!- loonycyborg [~loonycybo@wesnoth/developer/loonycyborg] has joined #wesnoth-dev 20151115 05:05:20-!- avtobiff [~avtobiff@c-503270d5.015-6-73746f28.cust.bredbandsbolaget.se] has joined #wesnoth-dev 20151115 05:11:01< wedge009> Wow, only waited two minutes and thirteen seconds. (: 20151115 05:12:01-!- Appleman1234 [~Appleman1@KD111239030181.au-net.ne.jp] has quit [Ping timeout: 265 seconds] 20151115 05:44:04-!- fabi [~quassel@wesnoth/developer/fendrin] has quit [Remote host closed the connection] 20151115 05:46:04-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20151115 06:23:36-!- Appleman1234 [~Appleman1@KD111239030181.au-net.ne.jp] has joined #wesnoth-dev 20151115 06:26:47-!- vincent_c [~bip@vcheng.org] has quit [Quit: Coyote finally caught me] 20151115 06:27:22-!- vincent_c [~bip@107.191.117.101] has joined #wesnoth-dev 20151115 06:29:06-!- Kwandulin [~Miranda@p200300760F3E3DB5E80304528BF137B0.dip0.t-ipconnect.de] has joined #wesnoth-dev 20151115 06:39:35-!- Appleman1234 [~Appleman1@KD111239030181.au-net.ne.jp] has quit [Ping timeout: 240 seconds] 20151115 06:50:01-!- fabi [~quassel@wesnoth/developer/fendrin] has joined #wesnoth-dev 20151115 07:24:06-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Ping timeout: 240 seconds] 20151115 07:24:49-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20151115 07:36:13-!- Appleman1234 [~Appleman1@KD118156245195.au-net.ne.jp] has joined #wesnoth-dev 20151115 07:39:39-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20151115 07:40:30-!- fendrin [~quassel@wesnoth/developer/fendrin] has joined #wesnoth-dev 20151115 07:42:44-!- vultraz_iOS [uid24821@wesnoth/developer/vultraz] has joined #wesnoth-dev 20151115 07:44:24-!- fabi [~quassel@wesnoth/developer/fendrin] has quit [Ping timeout: 250 seconds] 20151115 07:57:06-!- Ravana_ [~Ravana@unaffiliated/ravana/x-2327071] has quit [Read error: Connection reset by peer] 20151115 07:59:15-!- Ravana_ [~Ravana@unaffiliated/ravana/x-2327071] has joined #wesnoth-dev 20151115 08:26:14-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20151115 09:28:26-!- shadowm_desktop [ignacio@wesnoth/developer/shadowm] has quit [Ping timeout: 240 seconds] 20151115 09:34:59-!- framlinqp [~user@c-50-186-43-50.hsd1.or.comcast.net] has joined #wesnoth-dev 20151115 09:36:15-!- framling [~user@104.200.154.63] has quit [Ping timeout: 240 seconds] 20151115 09:40:36-!- zookeeper_ [~lmsnie@37.35.27.57] has joined #wesnoth-dev 20151115 09:40:56-!- zookeeper_ is now known as zookeeper 20151115 09:41:00-!- zookeeper [~lmsnie@37.35.27.57] has quit [Changing host] 20151115 09:41:00-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20151115 09:45:36-!- aquileia [~chatzilla@HSI-KBW-078-042-007-104.hsi3.kabel-badenwuerttemberg.de] has joined #wesnoth-dev 20151115 09:49:25< aquileia> Ivanovic: shadowm suggested that I shouldn't commit changes th the German translation myself but run them by you as the translation manager... so should I issue a PR for 1.12 and master? 20151115 09:49:42< Ivanovic> you should send translation updates for the german translation to chrber 20151115 09:49:51 * Ivanovic does not handle PRs 20151115 09:50:16< Ivanovic> see http://wiki.wesnoth.org/GermanTranslation 20151115 09:50:43< aquileia> I don't think he has commit access... 20151115 09:50:55< Ivanovic> no, he does not, but he aggregates whatever comes in 20151115 09:51:17< Ivanovic> and i think someone else is currently starting to work on the translation 20151115 09:51:38< aquileia> If you mean Chewan, it's his changes I was sent 20151115 09:51:53< Ivanovic> i have no idea what his nickname is 20151115 09:52:02< Ivanovic> but i think he did not submit anything yet 20151115 09:54:43< aquileia> zookeeper: BTW, EI S10 uses three dots "..." instead of the UTF-8 ellipsis "…" 20151115 09:55:25-!- irker608 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20151115 09:55:25< irker608> wesnoth: Nils Kneuper wesnoth:master 9bdf63097ed3 / / (8 files in 7 dirs): updated Slovak translation http://git.io/v4Oj4 20151115 09:55:27< irker608> wesnoth: Nils Kneuper wesnoth:1.12 6ae013486fe8 / / (7 files in 6 dirs): updated Slovak translation http://git.io/v4OjB 20151115 09:59:42< zookeeper> aquileia, in fact, 63 matches for "..." in EI total :p 20151115 10:00:27< zookeeper> 1418 in all campaigns? i thought espreon OCD'd and converted all of them at some point? 20151115 10:17:31-!- Kwandulin [~Miranda@p200300760F3E3DB5E80304528BF137B0.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20151115 10:18:20-!- mjs-de [~mjs-de@f048236194.adsl.alicedsl.de] has joined #wesnoth-dev 20151115 10:36:40-!- vultraz_iOS [uid24821@wesnoth/developer/vultraz] has quit [Quit: Connection closed for inactivity] 20151115 11:05:45-!- Kwandulin [~Miranda@p200300760F3E3DB515019F11FBD33314.dip0.t-ipconnect.de] has joined #wesnoth-dev 20151115 11:23:20-!- tomreyn [~tomreyn@megaglest/team/tomreyn] has joined #wesnoth-dev 20151115 11:39:34-!- aquileia [~chatzilla@HSI-KBW-078-042-007-104.hsi3.kabel-badenwuerttemberg.de] has quit [Quit: ChatZilla 0.9.92 [Firefox 42.0/20151029151421]] 20151115 11:40:31-!- fabi [~quassel@176.2.33.1] has joined #wesnoth-dev 20151115 11:40:31-!- fabi [~quassel@176.2.33.1] has quit [Changing host] 20151115 11:40:31-!- fabi [~quassel@wesnoth/developer/fendrin] has joined #wesnoth-dev 20151115 11:42:39-!- fendrin [~quassel@wesnoth/developer/fendrin] has quit [Read error: Connection reset by peer] 20151115 11:54:54< loonycyborg> eh, log.cpp already uses boost.datetime, so I just need to figure out how to replace SDL_GetTicks with boost.datetime 20151115 12:00:39-!- INSANU [~jhonny@201.86.255.19.dynamic.adsl.gvt.net.br] has joined #wesnoth-dev 20151115 12:06:02-!- Necrosporus [~Necrospor@unaffiliated/necrosporus] has joined #wesnoth-dev 20151115 12:11:23-!- Appleman1234 [~Appleman1@KD118156245195.au-net.ne.jp] has quit [Ping timeout: 252 seconds] 20151115 12:55:42-!- irker608 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20151115 13:12:49-!- INSANU [~jhonny@201.86.255.19.dynamic.adsl.gvt.net.br] has quit [Quit: BitchX-1.2.1 -- just do it.] 20151115 13:25:04-!- Appleman1234 [~Appleman1@KD111239013135.au-net.ne.jp] has joined #wesnoth-dev 20151115 13:36:24-!- ejls [~ejls@esimon.eu] has joined #wesnoth-dev 20151115 13:36:37-!- ejls [~ejls@esimon.eu] has quit [Client Quit] 20151115 13:43:17-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20151115 14:16:35-!- irker067 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20151115 14:16:35< irker067> wesnoth: loonycyborg wesnoth:asio_wesnothd 5d4948950255 / src/ (buffered_istream.hpp game_config.hpp terrain_translation.hpp util.hpp): Use int types from stdint.h instead of SDL_Types.h http://git.io/v43hA 20151115 14:16:35< irker067> wesnoth: loonycyborg wesnoth:asio_wesnothd 78d51032e4f7 / src/ (log.cpp log.hpp): Replace SDL_GetTicks with boost.datetime http://git.io/v43hx 20151115 14:16:36< irker067> wesnoth: loonycyborg wesnoth:asio_wesnothd 879ab58e3925 / / (6 files in 3 dirs): Remove dependency on SDL from wesnothd http://git.io/v43hp 20151115 14:17:27-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth-dev 20151115 14:30:21-!- Kwandulin_2 [~Miranda@p200300760F3E3D4815019F11FBD33314.dip0.t-ipconnect.de] has joined #wesnoth-dev 20151115 14:31:08-!- Kwandulin [~Miranda@p200300760F3E3DB515019F11FBD33314.dip0.t-ipconnect.de] has quit [Ping timeout: 246 seconds] 20151115 14:55:23< irker067> wesnoth: loonycyborg wesnoth:master 627acb9b0bea / scons/sdl.py: scons: Add SDL calls to SDL test program http://git.io/v4sqW 20151115 14:57:09-!- gfgtdf [~chatzilla@f054174022.adsl.alicedsl.de] has joined #wesnoth-dev 20151115 14:58:02< gfgtdf> loonycyborg: did you check whether the log code is slower/faster than before https://github.com/wesnoth/wesnoth/commit/78d51032e4f7e0895cd99ad1a0edca934c7ca8f9 ? 20151115 14:58:52< loonycyborg> not sure how to even check that 20151115 14:59:02< loonycyborg> though I don't expect it to make much impact 20151115 14:59:41< loonycyborg> because both SDL_GetTicks and local_time are just using gettimeofday on unix 20151115 14:59:46< loonycyborg> and equivalent on windows 20151115 15:00:52< gfgtdf> loonycyborg: hmm ok maybe you are right. 20151115 15:02:04-!- travis-ci [~travis-ci@ec2-54-234-20-249.compute-1.amazonaws.com] has joined #wesnoth-dev 20151115 15:02:05< travis-ci> wesnoth/wesnoth#7801 (asio_wesnothd - 879ab58 : loonycyborg): The build is still failing. 20151115 15:02:05< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/91227149 20151115 15:02:05-!- travis-ci [~travis-ci@ec2-54-234-20-249.compute-1.amazonaws.com] has left #wesnoth-dev [] 20151115 15:02:37< gfgtdf> loonycyborg: i remebered that the boost microclock based implemetation that was previousoly in log.cpp (as alternative to the time(NULL) based implementation) made the program slower if activated. 20151115 15:04:19< loonycyborg> I wasn't replacing time(NULL) with that commit. 20151115 15:04:40< gfgtdf> loonycyborg: y i see 20151115 15:04:47< loonycyborg> But rather logger getting a time interval in some particular case 20151115 15:05:02< loonycyborg> which is not even used much as far as I can tell 20151115 15:09:59< loonycyborg> eh according to that travis I somehow managed to break unit tests, but only for C++98 :P 20151115 15:17:22< gfgtdf> loonycyborg: maybe the c++11 tests just don't do that test ? 20151115 15:23:33< gfgtdf> loonycyborg: the c++11 build si mean 20151115 15:23:36< gfgtdf> uilds 20151115 15:23:37< gfgtdf> builds 20151115 15:40:32-!- fendrin [~quassel@wesnoth/developer/fendrin] has joined #wesnoth-dev 20151115 15:43:48-!- fabi [~quassel@wesnoth/developer/fendrin] has quit [Ping timeout: 240 seconds] 20151115 15:46:17< loonycyborg> there's a possibility that it runs a different set of tests 20151115 15:46:32< loonycyborg> but it definitely it runs at least some tests even for C++11 20151115 15:49:21< gfgtdf> loonycyborg: im quite sure the it runs adiffernt set of tests 20151115 15:49:47< gfgtdf> loonycyborg: i reccomend to do the mp test locally 20151115 15:52:01< gfgtdf> loonycyborg: i think the mp test are in this file: https://github.com/wesnoth/wesnoth/blob/master/mp_tests 20151115 15:52:14< gfgtdf> loonycyborg: but i dont know what type of file that is so i cannot help you in detail 20151115 15:53:23< loonycyborg> ok 20151115 16:05:46< irker067> wesnoth: gfgtdf wesnoth:gfgtdf-patch-2 49869aad8276 / src/server/game.cpp: Mute false positive OOS reports when recalling http://git.io/v4sus 20151115 16:25:23-!- travis-ci [~travis-ci@ec2-54-166-204-133.compute-1.amazonaws.com] has joined #wesnoth-dev 20151115 16:25:24< travis-ci> wesnoth/wesnoth#7803 (gfgtdf-patch-2 - 49869aa : gfgtdf): The build has errored. 20151115 16:25:24< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/91237991 20151115 16:25:24-!- travis-ci [~travis-ci@ec2-54-166-204-133.compute-1.amazonaws.com] has left #wesnoth-dev [] 20151115 16:27:51< irker067> wesnoth: gfgtdf wesnoth:gfgtdf-patch-2 08cd04f70968 / src/server/game.cpp: more detailed error message on illegal whiteboard data http://git.io/v4sVe 20151115 16:45:21< irker067> wesnoth: gfgtdf wesnoth:gfgtdf-patch-2 20c1ede07ace / src/server/game.cpp: fix compilation http://git.io/v4s6p 20151115 16:46:19-!- travis-ci [~travis-ci@ec2-54-166-204-133.compute-1.amazonaws.com] has joined #wesnoth-dev 20151115 16:46:20< travis-ci> wesnoth/wesnoth#7805 (gfgtdf-patch-2 - 08cd04f : gfgtdf): The build failed. 20151115 16:46:20< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/91239839 20151115 16:46:20-!- travis-ci [~travis-ci@ec2-54-166-204-133.compute-1.amazonaws.com] has left #wesnoth-dev [] 20151115 16:46:54-!- ancestral [~ancestral@184-100-99-25.mpls.qwest.net] has joined #wesnoth-dev 20151115 17:03:06-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20151115 17:05:27-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20151115 17:05:56-!- travis-ci [~travis-ci@ec2-54-234-20-249.compute-1.amazonaws.com] has joined #wesnoth-dev 20151115 17:05:57< travis-ci> wesnoth/wesnoth#7807 (gfgtdf-patch-2 - 20c1ede : gfgtdf): The build passed. 20151115 17:05:57< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/91241562 20151115 17:05:57-!- travis-ci [~travis-ci@ec2-54-234-20-249.compute-1.amazonaws.com] has left #wesnoth-dev [] 20151115 17:13:54< gfgtdf> shadowm: do you know about simple_wml? Specialy do you know whether node.remove_child does what one woudl think it does ? 20151115 17:30:33-!- neverEnough [~nEnough@host50-12-dynamic.8-87-r.retail.telecomitalia.it] has joined #wesnoth-dev 20151115 18:20:23-!- danni [~quassel@adsl-syd-1-23.ozonline.com.au] has quit [Ping timeout: 246 seconds] 20151115 18:22:13-!- danni [~quassel@adsl-syd-1-23.ozonline.com.au] has joined #wesnoth-dev 20151115 18:32:51< irker067> wesnoth: gfgtdf wesnoth:1.12 49869aad8276 / src/server/game.cpp: Mute false positive OOS reports when recalling http://git.io/v4sus 20151115 18:32:53< irker067> wesnoth: gfgtdf wesnoth:1.12 08cd04f70968 / src/server/game.cpp: more detailed error message on illegal whiteboard data http://git.io/v4sVe 20151115 18:32:55< irker067> wesnoth: gfgtdf wesnoth:1.12 20c1ede07ace / src/server/game.cpp: fix compilation http://git.io/v4s6p 20151115 18:32:57< irker067> wesnoth: gfgtdf wesnoth:1.12 9f967ff0d112 / src/server/game.cpp: Merge pull request #554 from wesnoth/gfgtdf-patch-2 http://git.io/v4Gq4 20151115 18:35:31< neverEnough> shadowm, populate ingame friendlist with only online users (and not the whole acquaintance list) is over a reasonable amount of work, as far i understand the code now and over my ability without messing it up 20151115 18:36:40< neverEnough> the issue is that lobby and ingame are different program states, with different server communicaions 20151115 18:37:45< gfgtdf> loonycyborg: you know whether it it possible to get a wesnothd.exe from 1.12 rform jenkins ? 20151115 18:38:07< neverEnough> the lobby client takes users from room's elements in a wml container, refreshed at some rate 20151115 18:38:34< gfgtdf> shadowm: or maybe you know ? 20151115 18:39:11< neverEnough> when game starts, the behaviour is completely different: game client parses just text messages (like JOIN/LEAVE) 20151115 18:39:22< neverEnough> in fact u don't belong any room anymore 20151115 18:40:44< neverEnough> so, i was checkin how to update the ingame variables when u belong to the lobby, but in fact there aren't proper objects instanced 20151115 18:40:50< gfgtdf> loonycyborg: in tis folder http://baldras.wesnoth.org:8080/job/Wesnoth/ws/branch/1.12/compiler/mingw32/label/Debian7-32/ i only see the wesnoth.exe but not wesnothd 20151115 18:41:11< neverEnough> the overall game design doesn't allow such a behaviour 20151115 18:41:27< gfgtdf> loonycyborg: but from the console output it seems liek it does build wesnothd 20151115 18:43:45< neverEnough> the reasonable solution would be to change the "room" design, i.e. to keep sending the complete online users list to clients (ignoring the filter-by-room code) and unify the wml parsing on any client state (lobby/ingame) 20151115 18:44:12< neverEnough> this would increase the server traffic though 20151115 18:44:29< neverEnough> shadowm, /end problem description 20151115 18:48:51< neverEnough> shadowm, let me know what do u think. The simplest solution was already merged, in case i'll delete my last buggy PR and leave tab-friendlist task as is 20151115 18:49:27-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20151115 18:50:47-!- Appleman1234 [~Appleman1@KD111239013135.au-net.ne.jp] has quit [Ping timeout: 265 seconds] 20151115 18:55:45< celticminstrel> gfgtdf: Do you remember this commit at all? https://github.com/CelticMinstrel/wesnoth/commit/73339b6c80fb6527530ac4e5705e7cc447d6eb3e 20151115 18:56:26< celticminstrel> I'm wondering if it was ever reviewed/tested. 20151115 18:56:30< celticminstrel> I can't remember. 20151115 18:56:54< gfgtdf> celticminstrel: i remember that you changed the put_unit function, but i dont remembery any commits in detail. 20151115 18:59:20-!- ancestral [~ancestral@184-100-99-25.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20151115 19:09:44< gfgtdf> loonycyborg: you know which gcc version jenkins uses ? 20151115 19:14:23< loonycyborg> gfgtdf: there are several vms with different installs of gcc 20151115 19:14:37< loonycyborg> also several gcc installed at once in gentoo vm :P 20151115 19:15:30< gfgtdf> loonycyborg: i wonder why the buidl fails (on master) but not on travis so my first thought was that travis has a newer gcc version. 20151115 19:15:39< gfgtdf> on master on jenkins i mean+ 20151115 19:17:12< loonycyborg> it seemed to be caused by some warning about signed vs unsigned 20151115 19:18:25< gfgtdf> loonycyborg: y i saw i wanted to know in which #idefver gcc version i have to put the #pragma ingore warning 20151115 19:18:34< gfgtdf> #ifdef 20151115 19:18:53< loonycyborg> I only need to remember which vm number is that 20151115 19:19:34< gfgtdf> loonycyborg: also you saw what i asked weralier? (http://baldras.wesnoth.org:8080/job/Wesnoth/ws/branch/1.12/compiler/mingw32/label/Debian7-32/ gives me wesnoth.exe but not wesnothd.exe) 20151115 19:20:24< loonycyborg> it copies only the wesnoth.exe to output dir 20151115 19:21:06< loonycyborg> it's not build dir itself, it's some other dir jenkins makes available 20151115 19:21:17< gfgtdf> loonycyborg: can you change it to also copy wesnothd ? 20151115 19:21:22< loonycyborg> yes 20151115 19:21:58< gfgtdf> loonycyborg: that would be nice. 20151115 19:24:10< loonycyborg> gcc (Debian 4.7.2-5) 4.7.2 20151115 19:27:20< loonycyborg> I changed build step on jenkins to copy wesnothd too 20151115 19:30:06< irker067> wesnoth: gfgtdf wesnoth:master 29ff7313273d / src/scripting/push_check.hpp: attempt to fix a compiler warning http://git.io/v4GRk 20151115 19:31:24< irker067> wesnoth: gfgtdf wesnoth:master c26e13909166 / src/scripting/push_check.hpp: attempt to fix a compiler warning 2 http://git.io/v4GRR 20151115 19:32:01< gfgtdf> loonycyborg: ok ty 20151115 19:32:59< gfgtdf> loonycyborg: is there a way for me tostart a certain single wesnoth build (like wesnoth 1.12 Debian7-32 mingw)? 20151115 19:33:01-!- iceiceice [~chris@wesnoth/developer/iceiceice] has joined #wesnoth-dev 20151115 19:34:11-!- fendrin [~quassel@wesnoth/developer/fendrin] has quit [Ping timeout: 276 seconds] 20151115 19:38:18-!- Kwandulin_2 [~Miranda@p200300760F3E3D4815019F11FBD33314.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20151115 19:47:25-!- Appleman1234 [~Appleman1@KD111239028215.au-net.ne.jp] has joined #wesnoth-dev 20151115 19:59:32< gfgtdf> shadowm: i made a patch to 1.12 wesnothd please rebuidl the 1.12 wesnothd server 20151115 20:02:04< loonycyborg> gfgtdf: there aren't a way to do it only for a single branch 20151115 20:02:17< loonycyborg> you can rebuild whole project for all variants and stuff 20151115 20:03:02< loonycyborg> and I think you should be able to start a build yourself if you're logged in to jenkins via github 20151115 20:03:22< loonycyborg> and your github acc has cotributor access to wesnoth repo 20151115 20:03:36< gfgtdf> loonycyborg: y i already did, i just thought it migth be faster to only rebuild the file that ia need but rebuilding all was fast enough. 20151115 20:05:39-!- gfgtdf [~chatzilla@f054174022.adsl.alicedsl.de] has quit [Read error: Connection reset by peer] 20151115 20:07:41-!- gfgtdf [~chatzilla@f054174022.adsl.alicedsl.de] has joined #wesnoth-dev 20151115 20:12:38-!- fabi [~quassel@wesnoth/developer/fendrin] has joined #wesnoth-dev 20151115 20:15:46-!- iceiceice [~chris@wesnoth/developer/iceiceice] has quit [Ping timeout: 276 seconds] 20151115 20:19:22-!- Appleman1234 [~Appleman1@KD111239028215.au-net.ne.jp] has quit [Ping timeout: 260 seconds] 20151115 20:23:07< gfgtdf> 20151109 08:07:10< Aginor> gfgtdf: I am really struggling to reproduce your crash. The behaviour your're reporting is exactly the behaviour I saw before commit https://github.com/wesnoth/wesnoth/commit/da98c62d4fd7ec0ddac324bd6b821fb912865bb3 . Would you be able to help me out with reproducing the crash on tip of sdl2 branch and provide me with a full stack trace again? I'd also expect it if... 20151115 20:23:09< gfgtdf> ...you could provide me with checks to see if src->pixels and dst->pixels map to valid 20151115 20:23:28< gfgtdf> Aginor_ Aginor : i tested at commit https://github.com/wesnoth/wesnoth/commit/55f7b28720f2749d543fabfbdd3037faa1f86c80 20151115 20:27:17-!- iceiceice [~chris@23.31.228.41] has joined #wesnoth-dev 20151115 20:27:17-!- iceiceice [~chris@23.31.228.41] has quit [Changing host] 20151115 20:27:17-!- iceiceice [~chris@wesnoth/developer/iceiceice] has joined #wesnoth-dev 20151115 20:38:57-!- louis94 [~~louis94@109.129.245.154] has joined #wesnoth-dev 20151115 20:47:53-!- louis94 [~~louis94@109.129.245.154] has quit [Ping timeout: 244 seconds] 20151115 20:56:40-!- horrowind1 [~Icedove@2a02:810a:8b00:1c54:21b:fcff:fee3:c3ff] has joined #wesnoth-dev 20151115 20:58:01< shadowm> gfgtdf: You made sure to test the patch beforehand, right? 20151115 20:58:24< shadowm> (No, I don't know anything about simple_wml.) 20151115 20:58:38< gfgtdf> shadowm: y i tested it using a wesnothd.exe downloaded from jenkins 20151115 20:58:56< shadowm> aquileia: I said translation maintainer-- why do you keep changing everything I say? :| 20151115 20:59:08< shadowm> 19:17:39 aquileia: Re http://forums.wesnoth.org/viewtopic.php?p=590667#p590667 , the proper procedure is to contact the translation maintainer and let them send the update to Ivanovic or a delegate instead. 20151115 20:59:46< Ivanovic> shadowm: i already asked aquileia to send the files to chrber 20151115 20:59:58< shadowm> I know, that's beside the point though. 20151115 21:00:02< gfgtdf> shadowm: i didnt test the whiteboard error message thouight since i don't know how to reproduce that error, i noticed that this error message is sees rather often in mp games 20151115 21:00:26< shadowm> gfgtdf: You can't build wesnothd with MSVC++? 20151115 21:01:22< gfgtdf> shadowm: i could but downladoing form jekins is easier then checking out 1.12 and recrating the projectfile. 20151115 21:02:00-!- shadowm_desktop [ignacio@wesnoth/developer/shadowm] has joined #wesnoth-dev 20151115 21:02:03< shadowm> Hm, it's a pity that the 1.12 project file for MSVC++ isn't maintained then. 20151115 21:03:01< shadowm> Because we'll continue to maintain 1.12 until 1.14.0 is released, and we can't always assume that a changeset in master applies cleanly to 1.12 even if it compiles. 20151115 21:03:36< gfgtdf> shadowm: well i dont think its undermaintained since there are only rareley projectgfile updaes. 20151115 21:03:37< shadowm> gfgtdf: So, I can't restart 1.12 right now, but I'll try to do so around 04:00 UTC. 20151115 21:03:57< shadowm> (I mean, I can, but it would inconvenience too many people.) 20151115 21:04:50< shadowm> (This many people.) 18:01:38 20151115 21:01:37 Statistics: number_of_games = 39 number_of_users = 124 lobby_users = 30 20151115 21:06:29< shadowm> I just rebuilt and restarted the trunk/redir server though. 20151115 21:08:21< gfgtdf> shadowm: that patch was only for 1.12, i dont know if there were still server commits not in offical 1.13 server. 20151115 21:16:47-!- Appleman1234 [~Appleman1@KD106161094036.au-net.ne.jp] has joined #wesnoth-dev 20151115 21:19:00-!- Ravana_ [~Ravana@unaffiliated/ravana/x-2327071] has quit [Read error: Connection reset by peer] 20151115 21:19:07-!- iceiceice [~chris@wesnoth/developer/iceiceice] has quit [Read error: Connection reset by peer] 20151115 21:19:45-!- iceiceice [~chris@wesnoth/developer/iceiceice] has joined #wesnoth-dev 20151115 21:22:34-!- louis94 [~~louis94@109.129.245.154] has joined #wesnoth-dev 20151115 21:23:25< neverEnough> gfgtdf, a small server patch from me got merged in 1.13 (add leave user notification.. or so) 20151115 21:24:02< gfgtdf> neverEnough: right now i see it 20151115 21:24:59< Necrosporus> by the way, does Wesnoth's GPL cover wesnoth addons? Or someone can in principle develop a proprietary addon? 20151115 21:26:31< celticminstrel> You can develop a proprietary addon. 20151115 21:26:43< celticminstrel> But if you do, you can't put it on the official addon server. 20151115 21:27:20< neverEnough> third party addons, wow are we getting rich like goole+android?? :D 20151115 21:27:23< celticminstrel> The GPL does not extend to addons, but the addon server requires anything uploaded to it to be under GPL. 20151115 21:28:02< Necrosporus> I know, I uploaded something 20151115 21:28:30< celticminstrel> Mind you, distributing an addon and distributing an addon's source code are exactly the same thing, so making one proprietary is probably pointless. 20151115 21:29:05 * neverEnough lost chances to replace his real life work 20151115 21:29:10< Necrosporus> celticminstrel, I can imagine a commercial company selling access to their addon 20151115 21:29:21< celticminstrel> Of course, it's possible. 20151115 21:29:32< Necrosporus> The addon will be its source code 20151115 21:30:37< Necrosporus> Though maybe some other business model is preferable like using crowd-funding and releasing the addon under GPL finally 20151115 21:32:08< neverEnough> Necrosporus, does crowdfungind on games really work? (have u heard about real examples...) 20151115 21:32:26< Necrosporus> Yes, though they were proprietary mostly 20151115 21:32:30< celticminstrel> There's quite a few examples of crowd-funded games. 20151115 21:32:48< Necrosporus> 0ad was crowdfunded though, I'm not sure if it was success 20151115 21:33:03< Necrosporus> celticminstrel, do you know free software examples? 20151115 21:33:13< celticminstrel> I don't know any free software examples, no. 20151115 21:33:25< celticminstrel> It wouldn't surprise me if there are some though. 20151115 21:34:04< Necrosporus> I find it unfair when the game development was crowd-funded but the game went proprietary 20151115 21:34:11< celticminstrel> Why? 20151115 21:34:15< Necrosporus> But somehow it works 20151115 21:34:41< Necrosporus> celticminstrel, if People funded the game, the game must belong to People 20151115 21:35:01< Necrosporus> but they get nothing, just a copy of game, but not its source code 20151115 21:35:06< celticminstrel> That's not true. 20151115 21:35:29< celticminstrel> If they funded at a low level, they get a copy of the game, and you can think of it as a "pre-order". 20151115 21:35:44< celticminstrel> If they funded at a higher level, they get the game and a bunch of other stuff. 20151115 21:36:28< celticminstrel> So it's like pre-ordering and also buying limited-edition merchandise or something. 20151115 21:36:43< neverEnough> in this model, when work is done then newcomers will buy it or get it for free? 20151115 21:36:52< celticminstrel> ...though, there's also some cases where they get the privelege to contribute content to the game. 20151115 21:37:12< celticminstrel> Which is a bit different. 20151115 21:37:31< celticminstrel> People who didn't fund it would buy it normally after it's released. 20151115 21:37:48< neverEnough> k 20151115 21:38:24< neverEnough> contributing: when comes to games, and i think about real life people, anything more than just "use" it is geekery 20151115 21:38:35< celticminstrel> Huh? 20151115 21:38:35< shadowm> neverEnough: Re your problem earlier, but then how do friend join notifications work while you are in-game? 20151115 21:39:24< neverEnough> shadowm, server sends to all players the fixed text message "$user has logged into the lobby" 20151115 21:39:34< neverEnough> or has left, since i added it 20151115 21:40:26< neverEnough> when about rooms, server pushes a wml container with list of users 20151115 21:40:38< neverEnough> it's crazy, i know 20151115 21:41:07< neverEnough> that's why we have (about my early concerns) completely different code for lobby and games about messages 20151115 21:41:20< neverEnough> and standardization is pretty hard 20151115 21:41:32< shadowm> What were your concerns, again? I'm confused. :p 20151115 21:42:04< Necrosporus> by the way, is 1.12.5 fine or not? 20151115 21:42:12-!- legoktm is now known as legoktm[NE] 20151115 21:42:13< Necrosporus> I mean is it ready to play? 20151115 21:42:15< neverEnough> oh some time ago i was complaining there was totally different places that separately managed messages 20151115 21:42:25< Necrosporus> or there's some critical bug again? 20151115 21:42:38< Necrosporus> As multiplayer 20151115 21:42:47< neverEnough> i was thinkin it had to be merged to a single parser area. But i didn't know the protocol is... weird 20151115 21:44:43< iceiceice> celticminstrel: i think you could probably distribute proprietary add-ons on the add-on server by gpl'ing them, if you obfuscate the source code 20151115 21:44:51< iceiceice> but its not clear if that violates the GPL 20151115 21:45:11< neverEnough> display_chat_messages is ONLY for ingame (parsing "has logged into the lobby), while src/gui/dialogs/lobby_main.cpp (wtf this path for a game state??) 20151115 21:45:18< shadowm> Necrosporus: Read the last two posts here and draw your own conclusions: http://forums.wesnoth.org/viewtopic.php?f=5&t=43243 20151115 21:45:20< celticminstrel> Obfuscating WML would probably be kinda hard. 20151115 21:45:30< iceiceice> nah i dont think so 20151115 21:45:37< iceiceice> you have insert tag 20151115 21:45:39< celticminstrel> You can't really strip whitespace, so I suppose lots of macros would be needed or something. 20151115 21:45:40< iceiceice> you can do anything you want with that 20151115 21:46:00< celticminstrel> Insert tag isn't a universal thing though. It only works in variable substitution contexts. 20151115 21:46:24< Necrosporus> celticminstrel, because WML is obfuscated the way it is :) 20151115 21:46:27< iceiceice> hehe 20151115 21:46:29< neverEnough> sry, i meant /src/display_chat_manager.cpp , not _messages 20151115 21:46:31< celticminstrel> Huh? 20151115 21:47:01< iceiceice> celticminstrel: i guess it would be a decent exercise / forum challenge 20151115 21:47:08< shadowm> neverEnough: Okay, does this affect PR #552 in any way? I was going to review it later. 20151115 21:47:09< iceiceice> i * think * you could write a program that 20151115 21:47:17< iceiceice> takes the entire [event] body of your scenario 20151115 21:47:20< iceiceice> gzips it 20151115 21:47:25< iceiceice> to a string 20151115 21:47:34< iceiceice> then you make somethign that in a prestart event unzips it 20151115 21:47:43< iceiceice> and constructs your events using [insert_tag] 20151115 21:47:49< celticminstrel> Uhhhh... o.O 20151115 21:48:11< iceiceice> if you can gzip it you could definitely encrypt it also 20151115 21:48:27< celticminstrel> gzipping to a string probably won't work, since WML doesn't have escape sequences. 20151115 21:48:42< celticminstrel> Maybe if you represented it as a hex string though. Two characters per byte. 20151115 21:48:45< iceiceice> you can implement that manually 20151115 21:48:49< iceiceice> or do the hex thing 20151115 21:49:02< shadowm> [lua] code= << run("bigobfuscatedchunkofcode") >> [/lua] 20151115 21:49:07< celticminstrel> Or the thing that OSX plists do, base64 or something. 20151115 21:49:08< iceiceice> yeah i guess in lua its even easier 20151115 21:49:09< iceiceice> hehe 20151115 21:49:24< iceiceice> there is a complete gzip implementation from david manura somewhere... 20151115 21:49:40< shadowm> Only issue is that the deobfuscation logic still has to exist somewhere in your add-on. 20151115 21:49:43< iceiceice> https://github.com/davidm/lua-compress-deflatelua 20151115 21:50:01< iceiceice> shadowm: yeah i mean you would not compress / obfuscate hte top level tags 20151115 21:50:07< iceiceice> or the lua implementation fo gzip 20151115 21:50:16< shadowm> It can be written in such a way people will have a hard time figuring it out, but I'd not bet money on the effectiveness of it all. 20151115 21:50:23< celticminstrel> You could definitely obfuscate the Lua implementation of gzip. 20151115 21:50:38< iceiceice> thats not the part you need to conceal though 20151115 21:50:38< shadowm> (Even proprietary obfuscation gets cracked at some point after all...) 20151115 21:50:40< celticminstrel> I think Lua supports semicolon-terminated statements, right? 20151115 21:50:42< iceiceice> that can be like the public key stuff 20151115 21:50:48< celticminstrel> So insert semicolons and strip whitespace. 20151115 21:50:48-!- framlinqp is now known as framling 20151115 21:50:53< iceiceice> no, if you use public key cryptography it will never be cracked 20151115 21:50:53< shadowm> *proprietary closed-source 20151115 21:51:01< celticminstrel> And substitute variable names with meaningless drivel. 20151115 21:51:04< iceiceice> you can put the public key in the decryption code 20151115 21:51:06< iceiceice> and keep the private key secret 20151115 21:51:21< iceiceice> and no one will ever be able to figure out your original add-on code 20151115 21:51:26< iceiceice> unless they brute force your rsa key 20151115 21:51:33< celticminstrel> I think you're wrong. 20151115 21:51:40< iceiceice> citation needed 20151115 21:51:48< shadowm> But your code needs to decrypt the obfuscated part in order to run it in Wesnoth. 20151115 21:51:56< iceiceice> yeah but that only has the public key. 20151115 21:52:00< shadowm> And anyone can inspect or run your loader code. 20151115 21:52:02< iceiceice> and the decryption logic can be public 20151115 21:52:10< neverEnough> shadowm, PR #552 populates friendlist (as in TAB completion) only with newcomers friend. The ones already only when u start a game wont get TAB-completed. So i think it shouldnt get merged. Atm tab completes ANY friend (both online or offline) and *i think* is preferable 20151115 21:52:25< iceiceice> hmm 20151115 21:52:26< iceiceice> well 20151115 21:52:32< celticminstrel> Wesnoth needs the unencrypted code, so you can't use an uncrackable encryption because the code needs to crack it in order for it to work. 20151115 21:52:41< iceiceice> yeah ok they way i described wont work, 20151115 21:52:56< neverEnough> shadowm, as i explained, the correct solution to this isn't easily reachable 20151115 21:53:43< neverEnough> sry typo: " The ones already only when u start a game" = "The ones already online" 20151115 21:53:53< shadowm> neverEnough: So you are concerned about having to do different logic for the lobby vs. ingame cases... 20151115 21:54:05< iceiceice> you could probably still do very well if you use homomorphic encryption 20151115 21:54:21< iceiceice> and keep most of the logic inside the homomorphic part 20151115 21:54:33< iceiceice> and don't try to decrypt the entire scenario in one shot, 20151115 21:54:38< iceiceice> instead you just spit out little bits based on the state 20151115 21:54:41< iceiceice> as needed 20151115 21:54:57< iceiceice> it would be extremely difficult for someone to decipher the logic then 20151115 21:55:08< neverEnough> shadowm, exactly. I tried to find a solution by update the ingame list even while in lobby, but the object ain't instanced since *u are in lobby* 20151115 21:55:09< shadowm> neverEnough: Personally, as I noted on the feature request itself, I don't feel filtering out offline friends is absolutely necessary; but I also don't think having to handle the lobby list differently from subsequent notifications is objectively a problem. 20151115 21:55:12< iceiceice> and wesnoth scenarios dont need to be fast anyways 20151115 21:55:29< iceiceice> imo its against the gpl though, at least the spirit if not the letter 20151115 21:56:22< shadowm> neverEnough: The game could keep track of online while in the lobby and pass that list on to the in-game controller code, though. 20151115 21:56:26< shadowm> online friends 20151115 21:58:06< neverEnough> shadowm, this would be a solution. I don't know where the code switches from one state to the other (lobby ~> game), i should find it and peek how to pass params in constructor or so 20151115 21:59:11< shadowm> neverEnough: Yeah, that I don't really know either, but perhaps gfgtdf can help. 20151115 21:59:27< shadowm> But again, is it really needed? 20151115 21:59:57< shadowm> The friends list won't ever be big enough for it to matter from a performance perspective. 20151115 22:00:45< neverEnough> surely not, also this change looked to me more a workaround than anything 20151115 22:00:52< shadowm> I _suppose_ someone may reasonably want to use tab-completion as some kind of poor man's in-game lobby list. 20151115 22:01:09-!- iceiceice [~chris@wesnoth/developer/iceiceice] has quit [Quit: Leaving] 20151115 22:01:11< shadowm> But that does not seem like a very discoverable feature. 20151115 22:01:39-!- iceiceice [~chris@wesnoth/developer/iceiceice] has joined #wesnoth-dev 20151115 22:01:46< shadowm> So it ultimately boils down to whether you feel it's worth your time working on it, really. 20151115 22:02:21< neverEnough> if anything has to be reworked, IMO surely the uniformity in communications, AKA push that wml with every user always. 20151115 22:02:47< neverEnough> But atm i don't see any other correlative task to get improved by such a change 20151115 22:03:11< shadowm> It sounds like it'd be better to rework the lobby user list logic rather than the other way around. 20151115 22:03:35< neverEnough> in which way? 20151115 22:03:50< shadowm> For example, we could have the game request the server the full lobby list as needed, so the game will only really do this once when first joining the lobby. 20151115 22:04:19< shadowm> The user list then continues to be updated based on the same notifications the client receives while in-game, rather than by requesting the full list again. 20151115 22:04:51< neverEnough> yay that's even better 20151115 22:05:16-!- iceiceice [~chris@wesnoth/developer/iceiceice] has quit [Client Quit] 20151115 22:05:26< shadowm> But of course, we don't have anyone who understands the MP protocol and code to that degree right now. :p 20151115 22:06:21< neverEnough> in my personal interest there is to learn networking. Atm i'm totally noob though. I may reserve next days by inspecting this point 20151115 22:06:55< shadowm> It sounds like some additional refactoring would be needed so that the MP user list sat somewhere _beside_ the lobby controller and in-game controller. 20151115 22:07:36< shadowm> Also, it's worth keeping in mind that the MP server is supposed to support multiple rooms right now. 20151115 22:07:54< shadowm> It's just a feature that goes unused because there is no GUI for it outside the (broken) experimental GUI2 lobby. 20151115 22:08:47< neverEnough> hmm if we consider just the notification issue, since lobby is network entry point you need only to request lobby 20151115 22:09:41< shadowm> Or the full server user list. 20151115 22:09:59< neverEnough> let's say a function should look like "request_room(string) {if (string.npos ==0){string = lobby}} 20151115 22:10:34< shadowm> Eh... I'm not sure what that is trying to say. 20151115 22:10:39< neverEnough> ahahaha :D 20151115 22:11:07< shadowm> Since STL has a static member field called npos in std::string (really std::basic_string). 20151115 22:11:11< neverEnough> i mean, you should be able to request a room. When no room is specified it will get lobby content as answer 20151115 22:11:30< neverEnough> that's what i meant, somehow :P 20151115 22:11:33< shadowm> And it's supposed to be a magic value that represents a nonexistent position, so it can't be 0. 20151115 22:11:56< neverEnough> hm i think i saw such a comparation often in bfw sources 20151115 22:11:58< shadowm> .empty then. 20151115 22:11:59< celticminstrel> npos is actually -1. 20151115 22:12:02< celticminstrel> Or rather, MAX_INT. 20151115 22:12:20< celticminstrel> Something like that. 20151115 22:12:23< shadowm> Isn't npos a size_type? 20151115 22:12:27< celticminstrel> Yes. 20151115 22:12:39< shadowm> Then it hopefully isn't MAX_INT. 20151115 22:13:19< neverEnough> https://github.com/wesnoth/wesnoth/blob/master/src/display_chat_manager.cpp 20151115 22:13:20< celticminstrel> I think it's usually initialized as -1, but since it's unsiged, that wraps around to the max value. 20151115 22:13:22< neverEnough> line 62 20151115 22:13:23< neverEnough> :P 20151115 22:13:24< celticminstrel> ^unsigned 20151115 22:13:26< shadowm> MAX_INT is supposed to represent a signed int't max value, whereas size_type is supposed to be size_t, which is unsigned, and greater than or equal to unsigned int in size. 20151115 22:13:45< celticminstrel> Yeah, okay. 20151115 22:14:21< neverEnough> well there was a "find" involved 20151115 22:14:24< shadowm> neverEnough: Yes, but that's finding the position of a chunk of data in the string, not checking whether the string is empty. 20151115 22:14:37< neverEnough> ^^ 20151115 22:14:40< shadowm> The latter is much cheaper and cleaner to write. 20151115 22:16:45< neverEnough> back in topic, the server may support requests of rooms, and lobby considered as new joins finding 20151115 22:16:59< neverEnough> but leaving outside the lobby will be hide 20151115 22:17:34< neverEnough> i think sedning full user list is the safest way? 20151115 22:18:04< shadowm> Yeah, otherwise it becomes a very difficult question ("how private do we want rooms to be"). 20151115 22:18:20< shadowm> (And I think the correct answer is "not very".) 20151115 22:21:55< neverEnough> atm i'm not sure how often the lobby wml gets spread or what triggers it. Neither i know how good are we as in server bandwidth consumption. Do we have margins (regarting to server hosting) to add more transported data? 20151115 22:22:08< neverEnough> regarding* 20151115 22:22:38< shadowm> Somewhere in the terabytes range. 20151115 22:23:20< neverEnough> this is what wesnoth hosting is consuming right now? or how much it can use 20151115 22:23:28< shadowm> What it can use. 20151115 22:23:41< neverEnough> and we are somehow close to the limit? 20151115 22:23:49< shadowm> Doubt it. 20151115 22:24:00< neverEnough> ok nice. So let's add some data :) 20151115 22:24:01< shadowm> I don't remember exactly how much traffic we are allowed but I think a good rule of thumb is whether _you_ would have problems if you had to host a 50 people server from your home. 20151115 22:24:42< shadowm> And it's doubtful lobby traffic will ever be greater than the traffic generated by joining or playing a game. 20151115 22:25:18< shadowm> All WML traffic is also gzipped, which is worth keeping in mind. 20151115 22:25:41< Necrosporus> public key won't work in this case, because you can decrypt the code and then skip decryption part altogether. Only you can achieve that noone can make a modified version of your code keeping decryption part intact 20151115 22:27:11< shadowm> neverEnough: Apparently, since it was started, the 1.12 server has sent 22.4 MiB in [gamelist] blocks, 59.9 MiB in [gamelist_diff] blocks. 20151115 22:27:37< Necrosporus> shadowm, I don't get it, you fixed a bug in unit checksum code, but it leads to false OOS? 20151115 22:27:51< Necrosporus> or you introduced it? 20151115 22:27:57< shadowm> neverEnough: 21.93 MiB and 58.56 MiB, actually. 20151115 22:28:19< shadowm> neverEnough: I obtained this info with `/query netstats` in the loby. 20151115 22:28:22< neverEnough> since it was started.. 6 months or so i guess? 20151115 22:28:22< Necrosporus> if that's a bugfix, would it be OK if someone just sticks with 1.12.5? 20151115 22:28:44< Necrosporus> I mean everyone 20151115 22:29:02< shadowm> neverEnough: 20151014 14:15:10 20151115 22:29:18< shadowm> That's October 14th 14:15 UT.C 20151115 22:29:23< shadowm> UTC. 20151115 22:29:34< shadowm> So, there is a [gamelist_diff] message block apparently. 20151115 22:29:59< shadowm> Necrosporus: I introduced the false positive OOS, yes. 20151115 22:31:22< gfgtdf> Necrosporus: the unit checksum generation differs between 1.12.4 and 1.12.5. So when a 1.12.4 and a 1.12.5 compare their unit checksums they show a OOS message becasue of that missmatch (even if the unit is the same on both clients). 20151115 22:31:29< neverEnough> shadowm, your infos are very precious, thx Also, the game server doesn't really look relevant as bandwidth hosting limits. I'll proceed by inspecting the code 20151115 22:31:36-!- irker067 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20151115 22:32:37< shadowm> Necrosporus: We'll deploy a server-side patch later that'll solve the MP campaign aspect of it, it's otherwise irrelevant for MP. 20151115 22:33:04< neverEnough> also, previously i asked to start the task "host games with registered only players". Consider it free as for now (if someone else asks for it) till i get some conclusions here 20151115 22:33:05< Necrosporus> Was older checksum algo bugged? 20151115 22:33:51< shadowm> The 1.12.4 checksum generation didn't take into account unit resistances or jamming costs, meaning that somebody could purportedly cheat those in and cause real OOS later. 20151115 22:34:06< shadowm> But this is kind of irrelevant when you realize that the checksums aren't really used by the server in practice. 20151115 22:34:40< shadowm> neverEnough: Okay. 20151115 22:39:27< Necrosporus> Is it possible to cheat in MP without causing OOS not counting fog of war? 20151115 22:40:01< Necrosporus> I have read someone claiming that was possible and easy, but I do not believe them 20151115 22:40:16< Necrosporus> Money cheats 20151115 22:40:44< gfgtdf> Necrosporus: well if you host the game you can for example edit the scenario file to give your side more gold 20151115 22:41:02< gfgtdf> Necrosporus: If you don't host its muhc harder. 20151115 22:41:23< Necrosporus> you can give more gold if you set more gold in game creation 20151115 22:41:37< Necrosporus> in standard interface 20151115 22:41:42< Necrosporus> but it does not count cheating 20151115 22:41:55< gfgtdf> Necrosporus: well if other don't know that then it is cheating 20151115 22:42:20< Necrosporus> but it is displayed when you join the game 20151115 22:42:27< Necrosporus> and in info table 20151115 22:42:57< gfgtdf> Necrosporus: well if you edit the scenario file you can make an event that gives your side more gold at turn 2 for example. 20151115 22:43:38< shadowm> Only if you are the host, though. 20151115 22:43:51< Necrosporus> That's insidious 20151115 22:44:22< shadowm> And in that case, if someone else has the scenario installed they'll see it listed as "Remote scenario" in the lobby. 20151115 22:45:01-!- framling [~user@c-50-186-43-50.hsd1.or.comcast.net] has quit [Remote host closed the connection] 20151115 22:45:56-!- Ravana_ [~Ravana@unaffiliated/ravana/x-2327071] has joined #wesnoth-dev 20151115 22:46:16< gfgtdf> shadowm: well for example for random maps this check will not work. Also there are sure people who don't read "Remote scenario" or don't know what it means. 20151115 22:47:35< shadowm> True. 20151115 22:49:50< Necrosporus> but the scenario is downloaded somewhere, so the other party could check its source? 20151115 22:49:54< Necrosporus> where is it saved? 20151115 22:50:16< gfgtdf> Necrosporus: its saved the the replay savefile ([replay_start]) 20151115 22:50:50< shadowm> You can save the current game to your local saves dir any time you want. 20151115 22:51:08-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Ping timeout: 276 seconds] 20151115 22:51:46< shadowm> The game will also write turn start autosaves by default just like it does with SP games, in fact. 20151115 22:54:41< gfgtdf> Necrosporus: the saves contain all game relevant information that was received from the server. So its not possible to make a cheat (except information revealing like fog/shroud) that does not eigher casue OOS or that can be read in the savefiles, but usually you won't look at the savefiles unless the game was very suspicious of cheating. 20151115 22:55:57-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20151115 22:59:28< Necrosporus> So the remote scenario is not saved separately, only in save file? 20151115 22:59:29-!- AlexKlein [~AlexKlein@pool-108-31-182-11.washdc.fios.verizon.net] has joined #wesnoth-dev 20151115 22:59:56< AlexKlein> Greets, all! I hope I am not interrupting?... 20151115 23:00:32< Necrosporus> nope 20151115 23:00:39< gfgtdf> Necrosporus: every savefile contains a [replay_start] for how the [scenario]/[multiplayer] was ath the beginning and a [snaoshot] for the situation at the current turn 20151115 23:00:39< Necrosporus> hello 20151115 23:00:53-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20151115 23:00:59< AlexKlein> Hehe, heyo. How're you, Necrosporus? 20151115 23:01:08< Necrosporus> I'm fine 20151115 23:02:13< AlexKlein> Cool cool. So, I was recently reading a top 50 list of strategy games and was reminded about Wesnoth. Immediately hopped over to the homepage and saw the recent call for help. I am here to respond. 20151115 23:03:02< Necrosporus> AlexKlein, what are you willing to do? 20151115 23:03:06< Necrosporus> or able to do? 20151115 23:03:25< Necrosporus> Do you know C++? 20151115 23:03:32< Necrosporus> or any other programming? 20151115 23:03:50< AlexKlein> Well- I am probably strongest at C++ right now, but I'd only place myself at an intermediate skill level right now. 20151115 23:04:18< Necrosporus> AlexKlein, so you can download the game source code 20151115 23:04:26< Necrosporus> from git probably 20151115 23:04:40< AlexKlein> Yeah, am on that right now. 20151115 23:04:42< Necrosporus> and try to fix bugs or implement some of coding tasks 20151115 23:05:06< AlexKlein> Ok ,sure. 20151115 23:06:15< Necrosporus> there are design docs in the source, I guess them could help 20151115 23:06:23< AlexKlein> *nodnods*\ 20151115 23:06:30< Necrosporus> btw, I did not look in wesnot engine source myself 20151115 23:06:52< AlexKlein> Oh? What is it you're doing then, if I might ask? 20151115 23:07:05< Necrosporus> playing 20151115 23:07:18< Necrosporus> Though I happen to know some WML 20151115 23:07:24< AlexKlein> Understood. 20151115 23:10:03< shadowm> AlexKlein: On what kind of things have you worked using C++? 20151115 23:10:58< shadowm> Aginor_: I get the feeling the SDL devs don't want anybody using SDL_mixer, SDL_image, etc. :| 20151115 23:11:03< AlexKlein> Greets, shadowm. Recently- not too too much. I am going through Bjarne Stroustrup's Programming: Principles and Practice Using C++ book as a refresher and trainer. 20151115 23:11:42< shadowm> Aginor_: At least I seem unable to find a direct link to the libraries from the SDL site itself, good thing I have browser history/Google. 20151115 23:12:36< AlexKlein> Ahh ,crud. Green is whispers, isn't it? 20151115 23:12:47< shadowm> No, you are talking in the public channel. :) 20151115 23:12:47< AlexKlein> Lol, returning to IRC as well. >.< 20151115 23:13:06< AlexKlein> I know I am- but I believe you whispered me, yes? 20151115 23:13:28-!- Appleman1234 [~Appleman1@KD106161094036.au-net.ne.jp] has quit [Ping timeout: 250 seconds] 20151115 23:13:32< shadowm> Um, no, it wasn't me at least. 20151115 23:13:47< shadowm> AlexKlein: Perhaps your client displays highlights like this in green, though. 20151115 23:13:53< AlexKlein> Oh, so you asked me that... Yes, indeed. 20151115 23:14:27< AlexKlein> Sorry, I am a noob with HexChat IRC. 20151115 23:14:58< shadowm> Everyone starts somewhere. 20151115 23:15:05< AlexKlein> Lol, indeed. 20151115 23:15:46< AlexKlein> Brb- gotta feed my pups. 20151115 23:15:50< shadowm> It takes a while to get used to IRC or any specific IRC client, that's probably why I'm still running a client that was written last decade. 20151115 23:17:40< shadowm> Aginor_: I've downloaded all SDL 2 libraries for Mingw/Windows, now let's see if I can get Wesnoth to compile. 20151115 23:18:47< AlexKlein> Back. And lol, which one are you using? 20151115 23:19:09< shadowm> Irssi, it's a text terminal UI client. 20151115 23:19:51< AlexKlein> Ahh, ok. Cool cool- never used it. I have, however, played MU*s with telnet. :-p 20151115 23:20:13-!- Necrosporus_ [~Necrospor@unaffiliated/necrosporus] has joined #wesnoth-dev 20151115 23:22:15< AlexKlein> Am currently cloning the Git repository using git bash... Do you have any recommendations for first tasks? 20151115 23:23:12-!- Necrosporus [~Necrospor@unaffiliated/necrosporus] has quit [Ping timeout: 255 seconds] 20151115 23:23:42< shadowm> There are a few possibilities listed in http://wiki.wesnoth.org/EasyCoding and http://wiki.wesnoth.org/NotSoEasyCoding . You might also want to check the tracker at https://gna.org/bugs/?group=wesnoth for unassigned bugs or feature requests (it's possible to filter them with the Display Criteria options). 20151115 23:24:14< AlexKlein> Ahh, very good, my many thanks. 20151115 23:33:26< gfgtdf> AlexKlein: i still reccomend to ask before starting working on sonmething particular since its posible that these pages are not 100% up to date. 20151115 23:33:58< AlexKlein> Understood, gf. I shall indeed do so. 20151115 23:39:07< AlexKlein> I need to be off- I'll be on later or tomorrow. 20151115 23:39:12-!- AlexKlein [~AlexKlein@pool-108-31-182-11.washdc.fios.verizon.net] has quit [Quit: Leaving] 20151115 23:41:24< shadowm> Oh great, SDL2-devel-2.0.3-mingw.tar.gz contains three sets of files... 20151115 23:41:32< shadowm> And the root set isn't labeled at all. 20151115 23:41:43-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20151115 23:42:12< shadowm> I guess I'll use the i686-w64-mingw32 set. 20151115 23:45:48< shadowm> SDL2_image-devel-2.0.0-mingw.tar.gz only has two sets, one of which is i686-w64-mingw32. 20151115 23:45:54< shadowm> What is this insanity. 20151115 23:46:40< shadowm> Ditto for SDL2_mixer-devel-2.0.0-mingw.tar.gz. 20151115 23:47:03< shadowm> And SDL2_net-devel-2.0.0-mingw.tar.gz. 20151115 23:47:28< shadowm> So what the hell is the root set in SDL2-devel-2.0.3-mingw.tar.gz supposed to be? >_< 20151115 23:50:09< shadowm> Ugh, forgot SDL_ttf exists. 20151115 23:51:25< shadowm> Okay, building... 20151115 23:54:38-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 250 seconds] 20151115 23:55:08< shadowm> Waaaaaaaaaaaaait. 20151115 23:55:26< shadowm> Abort, abort! 20151115 23:55:50< shadowm> I forgot an important detail. 20151115 23:56:33< shadowm> Okay great. 20151115 23:57:11< shadowm> SDL2 won't build with the Mingw version we use. 20151115 23:57:22< shadowm> C:\src\sdk\sdl2-i686-w64-mingw32\include\SDL2\SDL_platform.h|121|fatal error: winapifamily.h: No such file or directory| 20151115 23:58:08< shadowm> vultraz: Remind me who built the Boost version we use with tdm-gcc? 20151115 23:58:13< gfgtdf> shadowm: why do you want to build sdl2 manually ? 20151115 23:58:15< shadowm> Was it you perhaps? 20151115 23:58:20< shadowm> gfgtdf: I don't want to build SDL 2. 20151115 23:58:35< gfgtdf> did you just say sdl2 won't build ? 20151115 23:58:40< shadowm> But the header in question is used by SDL 2 both internally and publicly. 20151115 23:59:31< shadowm> http://pastebin.com/CkXQzrqF 20151115 23:59:48< shadowm> Let's see if I have more luck with my crosscompiling setup. --- Log closed Mon Nov 16 00:00:14 2015