IRC logs of Libera.Chat #BZFlag for Saturday, 2022-07-16

macsformehow do we need to test this? joining as player? alone or with others? shooting? sending chat? observer mode?01:01
macsformeI played for a bit and didn't notice any regressions01:32
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tuponemacsforme: Optic_Delusion: thanks, I think is enough. your test is for the nonblocking recv working or not. If not, you could not play06:43
tuponeI'll wait another day before pushing06:51
Optic_DelusionIt passes my little test08:36
Optic_Delusiontupone08:36
Optic_Delusionwith help, i was able to download the branch, and no crash on replay server while listing replays08:37
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blast007Optic_Delusion: did you test with the regular client too to see if that one had issues again?10:40
blast007and is it consistent?10:40
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tuponeI guess windows is not tested, my worst nightmare :)11:14
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Optic_Delusionthe crash does not happen at the listing of replay files. It happens just after that, at the loading of the replay file and the world file changes.  This means my test was completely meaningless, and that blast knows me all too well18:28
Optic_Delusionsorry tupone, i was actually no help18:29
blast007Optic_Delusion: do you reconnect after you load a replay?19:06
blast007tupone: do you know of a way to reproduce the problem that the PR fixes?19:07
blast007I had tried on my server that induces a lot of out of order packets and delays, but I didn't notice any stuttering on the client19:07
blast007I had a second client running that was in autopilot and had 10 bots19:08
tuponeI don't know a way to reproduce clearly, maybe a firewall that drop a tcp message at all.19:35
tuponemaybe disabling udp 19:36
tuponeOptic_Delusion: it is a crash or a lock of client? it happens to both standard and this new one19:37
blast007I think I'd have to set up a bridge system between the client and the server to induce packet loss, at least for TCP19:50
blast007or a router19:51
blast007set up a bridge or a router*19:51
tuponebut tcp messages are only a few, I think bzflag could work without udp19:55
tuponethe issue is difficult to raise, as the server try to send data as soon as they are ready. Maybe hacking the server and removing that setting :)19:58
tuponeIf someone could test that windows build continue to work as usual, for me is ok20:02
blast007tupone: The build fails on Windows. "identifier "ssize_t" is undefined"22:27
blast007elsewhere we just use an int22:28
blast007I'm not noticing any problem in-game, though I was only in observer22:44

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