IRC logs of Libera.Chat #BZFlag for Monday, 2023-02-20

blast007what is the purpose behind adding that to 2.4?02:04
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TimRikerin case we do another release. If we don't no biggie, but if we do, it's there now. I've tested it against the current and dev list servers.05:03
TimRikerI want to insure that I don't break anything in the master so it works against old and new bzfls and so does 2.4.05:05
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BZNotifyfeature_nameport @ bzflag-bzfls: timriker pushed 1 commit (https://github.com/BZFlag-Dev/bzflag-bzfls/compare/5290964daa68...e07d0b478704):06:13
BZNotifyfeature_nameport @ bzflag-bzfls: timriker e07d0b: allow ip mismatch if matching key present on ADD/REMOVE (https://github.com/BZFlag-Dev/bzflag-bzfls/commit/e07d0b478704d26f4bcba61278931f2ad148df8e)06:13
BZNotifybzflag-bzfls: timriker synchronized pull request #1 "Token nameport support" (https://github.com/BZFlag-Dev/bzflag-bzfls/pull/1)06:13
BZNotifymaster @ bzflag-listkeymgr: timriker pushed 1 commit (https://github.com/BZFlag-Dev/bzflag-listkeymgr/compare/43808f39cc97...8cd2ed5d8c6a):06:37
BZNotifymaster @ bzflag-listkeymgr: timriker 8cd2ed: disallow duplicate keys for hostname (https://github.com/BZFlag-Dev/bzflag-listkeymgr/commit/8cd2ed5d8c6a1ace55b040cf7e9c7032c9c0f36a)06:37
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blast007but what problem is that helping to solve in 2.4?  CGNAT issues?13:15
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TimRikerwhen the list server has an ipv6 connection like my-dev.bzflag.org then the client and server may use the ipv6 interface instead of the ipv4 interface. This results in an unmatched ip. associating the client token with the nameport that the client is connecting to allows us to trust the token. getting the server key on REMOVE allows us to trust that command.21:27
TimRikerIt will also handle odd ipv4 outbound natting, but I don't know how many people are currently affected by that.21:28
TimRikerIf anyone here wants access to the dev box, just holler. Feel free to join https://forums-dev.bzflag.org/22:04
TimRikerhttps://my-dev.bzflag.org/db/?action=LIST two sample servers running at the moment.22:05
JunkoAkemi[m]This is for IPv6 testing? Can we use existing clients by updating the config?22:17
blast007client/server doesn't have IPv6 support yet22:22
blast007I'm currently modifying the 2.5 bzfs to see how much of a pain it is to support multiple bound interfaces.  The TCP side is more straight forward.  Still trying to figure out the UDP side.22:24
blast007our net code is... fun22:24
JunkoAkemi[m]Looks like I got ahead of myself. I did look a bit through some of the netcode, so I can partly imagine it22:32
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TimRikeryes, eventually the goal is to get ipv6 working. I setup a dev forum/list/key/db to test things out. These all have ipv4 and ipv6 addresses.22:35
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JunkoAkemi[m]Nice. I'm really looking forward to it.22:42
TimRikerblast has a lot of it working. I've been away for quite a while, so I'm still getting back up to speed.22:46
blast007I can't say I have a lot of it "working"  :)  I have a lot of example/simplified code that I've written that *might* end up being useful for implementing support in the actual game.23:00
blast007the big challenge with implementing it into the actual game is that it's hard to do it a part at a time since we deal with addresses in a bunch of areas in the code.23:02
blast007even things like the server list cache deal with IP addresses23:03
JunkoAkemi[m]I've done in small scale both update and a feature request/addition and it's tricky. Scaling it up and it's easy to understand both the challenge it is and the great respect it deserves for meeting it.23:42
JunkoAkemi[m]Client, server, list server/authentication..etc, while at the same time updating the game itself with new features+fixes.23:44
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