IRC logs of Freenode #BZFlag for Monday, 2020-12-14

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routevegHi all02:06
routevegQuestion from a long-time lurker; did anything happen with the bzflag 2.99 branch?02:06
routevegLast I heard it was abandoned because stability probs02:06
blast0072.4 was released after we abandoned 2.99.  It was based on 2.0 and backported some of the lower risk stuff from 2.99, reworked some other 2.99 features, and had some new features.02:10
routevegAh k, so 2.4 has just been chugging along since then02:16
blast007yup.  We're close to a 2.4.22 release and that *might* be the last 2.4 release.02:24
JeffM[m]If 2020 won’t ever end, nether will 2.4.x02:25
blast007:)02:25
allejowe said there'd be a last 2.4.x release like at least 5 releases back :p02:28
blast0072.4.24 "This time we mean it, maybe"02:30
ZehraWhy not make it a living standard, like HTML5? (oO) 2.4.x "Releases are a thing of the past". XD02:33
JeffM[m]Because then you can never fix the bugs in the protocol02:34
ZehraThey're features. :p02:35
JeffM[m]Then give up on all that Api stuff you want02:36
spldartheh @ 'features' X)02:37
Zehrawell, hopefully nobody takes the idea of a live release seriously. ;)02:40
blast007I've been working on an extension for the forum that would an HTTP API, starting with the ability to register accounts and validate a login (username/password).  The intent is to then make an account management page so we can have registration on a custom page that blends with our site, and also in-game registration.02:54
routevegThis 'last 2.4.x release for realz srs' is giving me Brexit vibes :P03:03
blast007why?03:04
routeveg"last deadline srs for realz" has been quite a theme so far03:04
blast007I do want to start putting more focus on 2.603:04
routevegeg, last night the UK PM and the EU person met - there was a deadline for Sunday to know if they are going to stop negotiating or keep negotiating.... :P03:05
routevegThey chose to keep negotiating.03:05
routevegAnywho, don't wanna drag any more OT stuff in here03:05
blast007:)03:06
routevegI remember there was some neat server side scripting stuff, including a lua-powered turret, in 2.99.03:07
routevegIs that pencilled in for 2.6?03:07
blast007probably not03:09
routevegIt's quite likely i'll have some spare time in the new year to do contributing and stuff. If there's some kind of priority list of stuff that'd be cool to see. I checked the GH bug tracker and it looks like there really aren't that many bugs open03:11
blast007https://github.com/BZFlag-Dev/bzflag/projects/203:11
blast007also intending to support IPv6, which also needs changes to the authentication system (since currently we rely on restricting an authentication token to an IP address)03:12
blast007also another list of possible features/changes for 2.6: https://wiki.bzflag.org/DevelopmentPlans/2.6.003:14
blast007and there has been some work on migrating to a newer version of OpenGL03:14
blast0072.4 still currently targets OpenGL 1.4 or 1.503:15
routevegOh neat; thanks for all the info. Looks like there's a bit to do03:25
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blast007to be clear, there's not (yet) any formal plan for 2.6, just some ideas03:56
allejoin our defense, there's no formal plan for 2.4 releases, either. just some ideas04:01
blast007there was for 2.4.004:06
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routevegSerious question - is there a test suite?04:24
routevegBeen a while since I poked around and I can't remember04:25
blast007nope04:25
blast007the main things that I'm planning to work on for 2.6 is IPv6 support and some UI improvements04:28
routevegRighto; I guess it might not be trivial to usefully system-test an app like this04:28
blast007IPv6 support is a reasonably involved change since it also touches on the ban system and ban commands, and we have a lot of code all over the place that in some way makes uses of IP addresses04:29
blast007also, banning an IPv6 address via text entry is a bit.. "bleh"  :)04:29
blast007so a better UI could make it more clicky04:30
blast007and yeah, tests would probably be challenging to add04:31
routevegmhm, yes. Perhaps uniquely assign a dictionary word to every IPv6 address you see. So you would ban "sausage" or "elephant"04:31
blast007we can ban by name, but that currently only works if the player is still connected04:31
routevegI just mean as a shorthand to be used by server admins. Circular buffer of pairs: (IPv6 addr, name) , in order of connections.04:37
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AgathaVague sort of bug report: building dependencies fails on Windows if there is a space in the path to the directory.07:27
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blast007Agatha: I seem to recall the issue was actually in one of the dependencies, not in our build script11:20
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AgathaPossibly. In any case, the build process for the dependencies seems very fragile. Another issue was that the Windows SDK version is hardcoded for some dependencies as a command-line option.15:54
blast007yup15:55
AgathaAnother thing: for the main project, the debugged bzflag.exe executable is the direct output of the build, instead of the post-build-step copy. This means that the debugged version can't find DLLs or data. I think the debugged executable should point to the copied "final" output executable.15:56
blast007the debug target is stored in the user settings, not in the normal project files15:58
blast007that is covered in README.WINDOWS15:59
blast007regarding the dependencies, some of them may work better if built with cmake, but not all of them fully supported cmake (or at least, didn't support the build options we needed)16:00
AgathaYes; I saw the readme. The point is, regarding the statement "If you wish to debug the program, you must set the debug executable path and working directory inside VC to use this executable and path." that there doesn't seem to be any reason to require this? Why not just point the debugger to the application that can actually be debugged in the first place?16:04
blast007because we don't ship user settings with the repo16:07
blast007the debug target, just like the startup project, is not stored in the project files.  it is stored in the user settings file.16:08
AgathaHmmm you appear to be right. I guess it makes sense why it's this way, but it's still confusing, you ask me :/16:14
AgathaAnd finally: after I finally got the thing building, I made a few GUI improvements to help me get precise information in an effort to catalogue Two Tanks. Notice the finer tick marks and the tick marks on the interior of the mousebox here: https://postimg.cc/hh0VcCGr16:14
AgathaI feel like these GUI changes are more useful than just my experiment, and for fairness everyone should have access to them. I can't see a reason not to add it, perhaps as an optional feature to enable. What do we think about that?16:14
blast007what is the purpose of the tick marks inside the mousebox?16:18
AgathaThese divide the position of no movement and the position of full movement into 5% increments. This is useful primarily for calibrated jumps (e.g. on various obstacle courses you have to jump "40%", say; this allows precision in this, not a guess).16:30
blast007I believe you reach full reverse speed when you're halfway between the inner box and the bottom of the mousebox16:36
AgathaYes I think you're right. I think the clearest way to handle is just to drop those tick marks below halfway; I have done this.17:20
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