IRC logs of Freenode #BZFlag for Tuesday, 2020-07-07

*** the_map <the_map!~the_map@unaffiliated/the-map/x-1795707> has joined #bzflag02:05
*** I_Died_Once <I_Died_Once!~I_Died_On@unaffiliated/idiedonce/x-1828535> has quit IRC (Ping timeout: 260 seconds)03:17
*** Flash <Flash!~flash@107.2.193.136> has quit IRC (Ping timeout: 246 seconds)07:59
*** FieldSobers <FieldSobers!~FieldSobe@unaffiliated/user49> has quit IRC (Read error: Connection reset by peer)09:17
*** I_Died_Once <I_Died_Once!~I_Died_On@unaffiliated/idiedonce/x-1828535> has joined #bzflag09:31
*** brlcad <brlcad!~sean@104.225.5.10> has quit IRC (Ping timeout: 244 seconds)09:31
*** brlcad <brlcad!~sean@104.225.5.10> has joined #bzflag09:32
*** disco- <disco-!~disco@unaffiliated/disco-> has quit IRC (Remote host closed the connection)10:10
*** FieldSobers <FieldSobers!~FieldSobe@unaffiliated/user49> has joined #bzflag10:26
*** disco- <disco-!~disco@unaffiliated/disco-> has joined #bzflag13:40
*** Flash <Flash!~flash@2601:280:c200:4e39:9d21:80ff:d552:8ae3> has joined #bzflag16:25
*** ChanServ sets mode: +v Flash16:25
*** alfa1 <alfa1!~alfa1@181.95.189.57> has joined #bzflag18:14
*** alfa1 <alfa1!~alfa1@181.95.189.57> has quit IRC (Remote host closed the connection)18:16
*** alfa1 <alfa1!~alfa1@181.95.189.57> has joined #bzflag18:16
alfa1blast007: I don't understand. You said "you moved the window with code and it got fullscreen" (instantaneously, I guess) but later "you moved it with code and you did other things with it" then it didn't get fullscreen instantaneously. That is contradictory.18:26
alfa1error: without quotation marks18:27
blast007alfa1: in summary, it only goes fullscreen on the desired monitor if the window is either created on the desired monitor from the start, or if I manually drag the window to the disired monitor before telling it to go fullscreen18:45
blast007if I create the window on monitor 1 and tell it to go fullscreen on monitor 2, it changes the resolution on monitor 2 but goes fullscreen on monitor 118:46
blast007if I create the window on monitor 1, manually drag the window over to monitor 2, and then tell it to go fullscreen on monitor 2, it correctly changes the resolution of monitor 2 and goes fullscreen on monitor 218:47
tuponeif (updated->lastState.status == eTeleporting &&  updated->lastState.status != eTeleporting)   what does this means ??18:57
Flashengage the infinite improbability engine?18:58
Flashtea and no tea?18:59
tuponeI also see some like cdr > 0 || cdr < 3218:59
the_mapto be, and not to be: that is the condition18:59
tuponebut the last I understand || -> &&19:00
alfa1analizing your second line, how can you have 2 windows? "it changes the resolution on monitor 2 but goes fullscreen on monitor 1"?19:02
blast007tupone: I imagine the check is *supposed* to be where the previous state was *not* teleporting and the current state *is* teleporting19:06
blast007alfa1: in this case, I'm talking about a single window but two monitors19:06
blast007alfa1: it drops the second monitor down to the requested resolution, but actually shows the OpenGL window fullscreen on the first monitor19:07
blast007tupone: as for the cidr one.. I'll have to review what that is supposed to do..  but yeah, that's wrong too19:08
alfa1then you moved first the window to the second monitor before set it to fullscreen? and it set the resolution there but got frozen  somewhat and returned to the first monitor and got fullscreen there?19:09
tuponeblast007: but I don't know where is the old and where is the new :(19:10
*** katelynn342[m] <katelynn342[m]!katelynn34@gateway/shell/matrix.org/x-dtomeyzayfgiwkcu> has joined #bzflag19:11
blast007tupone: yeah, I'll have to peek at that when I have more than an SSH terminal19:11
blast007okay, I think the cidr one is supposed to be && instead of ||, thought might also want it to be cidr >= 019:13
tuponecidr == 0 may means block all19:14
blast007it would19:14
tuponeI will make a PR for clang 10, without the old/new teleporting state19:15
blast007I honestly don't even know if anyone uses that ServerSidePlayer code19:16
alfa1does it annoy? it was/is a JeffM's big project ("big" as in it would take lot of time)19:17
blast0072.4 didn't have anywhere near complete SSP support.  the most I'm aware it's being used for is chat bots or running slash commands that lack an API19:17
alfa1AFAIK it worked just to join a SSP for now19:19
alfa1as observer I think19:19
alfa1he wanted to make people be able to make bots code by plugins19:20
blast007alfa1: yeah, for use a chat bot or for running slash commands19:20
alfa1and then quit "solo" and "autopilot" codes I think (maybe making them available as plugins again; which would help me keeping my bots project)19:21
alfa1keep*19:22
blast007alfa1: yeah, the goal with SSPs was always to make server-side bots19:22
blast007that's just a lot of work because all of the code that has the "how to be a player" behaviour is in the client, not the server19:22
alfa1but if it doesn't annoy, it should be kept in the code, for future work (AFAIK he keeps developing)19:23
alfa1(or other person)19:24
alfa1blast007: I worte you about the window problem again19:25
alfa1wrote19:25
blast007I'm not saying to remove it.  Just, that it might not be be something to worry about fixing it right now.19:26
alfa1ah, I see19:26
blast007if it differs in 2.5, I wouldn't fix it in 2.4, for instance19:27
blast007to get proper SSPs, we'd need to at minimum copy a bunch of code from the client.  Ideally we'd create a library that both the client and server shared that controls the game simulation.19:29
blast007then the server could do other useful stuff as well, like some better cheat detection19:29
BZNotifybzflag: atupone opened pull request #256 "clang-10 porting" (https://git.io/JJtP6)19:30
BZNotifybzflag: atupone review_requested pull request #256 "clang-10 porting" (https://git.io/JJtP6)19:31
BZNotifybzflag: atupone review_requested pull request #256 19:31
BZNotifybzflag: atupone review_requested pull request #256 19:31
alfa1hmm I'm not an expert but I don't like a lot prefering "smart server" over "silly server" idea; as mostly a player, I like the nowadays approach19:33
blast007alfa1: why?19:33
alfa1basically, because the client knows better how to behave; how can I exain it more?...19:34
alfa1explain*19:35
alfa1all the maths, without theserver-client lag in middle, ...19:35
alfa1maybe te 3D stuff together, ...19:35
blast007nah, this isn't about making the clients have to wait for the server to tell them they can move19:36
blast007both the client and server would be running the same simulation19:36
blast007the server would have the authority, though, so if the two states diverge, the client adjusts to match the server19:36
blast007so at most, you might see a slight correction in your client19:37
blast007how many games work is that you send *input* states, not "I moved here"19:37
alfa1I remember some of you and I discussed time ago somewhat about the "this project started as a LAN" and "it should be totally changed due to the WAN"; which I don't agree so much; for me a LAN could be projected as a WAN withouth major problmes; some reasons had the creator to make it this way19:38
blast007so both the client and the server process that input and run the simulation.  your client would keep a record of the unacknowleged input and/or state.  if the server disagrees with what happened, the client will rewind the state and run through the steps the server gave it19:38
allejoon LAN, you can go punch someone for cheating. on WAN, you'll have a harder time doing that19:39
blast007https://www.gafferongames.com/post/deterministic_lockstep/19:40
blast007Gaffer On Games is a great site for understanding how networked games can/do work19:41
alfa1an example of a good "deterministic" game? and a good non-deterministic one?19:42
alfa1"non-deterministic"*19:42
alfa1hehe allejo19:43
blast007I don't have examples of games19:46
alfa1I will read that and try to keep the chat sometime later, ty blast00719:47
the_maplol allejo19:51
blast007https://youtu.be/_Z0vyOx4imI  how you dealt with cheaters in the 2000's19:56
CaptainRoberts[mrollback solves a lot of problems.19:57
alfa1very funny20:00
blast007alfa1: :)20:01
*** alfa1 <alfa1!~alfa1@181.95.189.57> has quit IRC (Remote host closed the connection)20:39
*** alfa1 <alfa1!~alfa1@181.95.190.80> has joined #bzflag22:15
alfa1blast007: have you checked that SDL_SetWindowPosition really allocates the window on the desired new postion?22:22
alfa1position*22:22
blast007yes22:25
alfa1if so, then add a pause (5 seconds) before setting fullscreen22:25
blast007nah, doesn't help22:25
blast007my demo app has a keybind to move the window to the other display.  even doing that, and THEN telling it to go fullscreen doesn't help.22:25
alfa1maybe another value needs to be set to make it equal to drag it by hand?22:26
blast007you basically just say "something needs to happen", which.. yeah.. of course  :)22:27
alfa1I don't understand that. I meant maybe another variable needs to be changed.22:28
alfa1but it's weird, yes; I'm reading all the text from today/yesterday22:29
alfa1when you say the window goes fullscreen at the first display, does you mean the window dissapears from the display 2 and appears on display 1?22:30
alfa1it has something to do with the parent display and with the dragging action; compare this with the code way to make it exactly the same. It can be also a code bug from SDL too.22:35
alfa1(since it does change the display resolution)22:36
alfa1yes, to me sounds like some variable still needs to be changed22:37
alfa1(by code)22:38
alfa1really, try to make a pause between both actions22:41
alfa1maybe the system needs it (to modify values automatically)22:42
alfa1try all the options22:42
allejobrute force. i like it22:49
alfa1maybe the fullscreen method has any default value on its arguments; or you are using a wrong overloaded one22:49
alfa1I have a tester soul :)22:50
alfa1(as well as the moving method)22:54
blast007alfa1: I *do* have a pause between actions.22:56
blast007I have a key that just moves the window.22:56
blast007So I can wait however long I want.22:56
blast007Does. Not. Matter.22:56
blast007and really, saying stuff like "maybe some variable still needs to be changed" says nothing.  Like, of COURSE *something* needs to happen.  You're just saying empty words.22:57
alfa1ok, the keybinding way was not very clear about that22:57
alfa1yes, I am not managing the real code, just giving general advices22:59
BZNotifybzflag: Ratfink commented on pull request #255 "Improved joystick support" by macsforme (https://git.io/JJt7x): The ramp options in the menu aren't named quite right, since they'r...23:08
allejooheyitsratfink23:08
allejohiratfink23:09
allejo(i know that's github)23:09
alfa1handling*23:21
*** Foo_man_choo <Foo_man_choo!~spldart@bzflag/contributor/spldart> has quit IRC (Remote host closed the connection)23:24
alfa1blast007: have you tried both SDL_WINDOW_FULLSCREEN and SDL_WINDOW_FULLSCREEN_DESKTOP flags for SDL_SetWindowFullscreen method? (even "0" to try coded windowed set?)23:27
blast007SDL_WINDOW_FULLSCREEN_DESKTOP is for when you don't want a mode change23:28
blast007I want a mode change, so I'm using SDL_WINDOW_FULLSCREEN23:28
alfa1I guessed that but trying all the values can give you an idea if it's a bug in example23:29
blast007SDL_SetWindowDisplayMode doesn't do anything unless the window mode is SDL_WINDOW_FULLSCREEN23:30
blast007https://hg.libsdl.org/SDL/file/2eec032757ce/src/video/SDL_video.c#l1121   https://hg.libsdl.org/SDL/file/2eec032757ce/src/video/SDL_sysvideo.h#l11723:31
blast007though, I can't recall if it worked any better (even without the mode change) when using SDL_WINDOW_FULLSCREEN_DESKTOP23:32
blast007I'd have to test later as there's a thunderstorm rolling through right now and I don't want to risk too many systems :)23:32
alfa1ok23:33
*** spldart <spldart!~spldart@bzflag/contributor/spldart> has joined #bzflag23:37
*** ChanServ sets mode: +v spldart23:37

Generated by irclog2html.py 2.17.3.dev0 by Marius Gedminas - find it at https://mg.pov.lt/irclog2html/!