IRC logs of Libera.Chat #BZFlag for Monday, 2024-02-19

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BZNotifybzflag: lars-vc synchronized pull request #340 "Lars addingsplit" (https://github.com/BZFlag-Dev/bzflag/pull/340)08:53
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BZNotifybzflag: lars-vc synchronized pull request #340 "Lars addingsplit" (https://github.com/BZFlag-Dev/bzflag/pull/340)13:13
BZNotifybzflag: bz-next commented on pull request #340 "Lars addingsplit" by lars-vc (https://github.com/BZFlag-Dev/bzflag/pull/340#issuecomment-1952433065): Is there some way to avoid having to call .val() on protected value...13:17
bz-nextA general call to map makers: I'd like to make a repository of both classic and new maps, but some maps don't have license details included. If you have made BZFlag maps and are OK with maps being included, please respond here or at https://forums.bzflag.org/viewtopic.php?t=2073713:28
bz-nextMaps would be indexed and available via both the bz-next.github.io map viewer, as well as desktop builds of the bz-next project.13:29
bz-nextLicense and attribution would be included for all maps.13:29
blast007it'd be more useful if map authors went back to their old releases and included the license info there13:36
blast007but a lot of them aren't active anymore13:36
blast007also, as for that PR #340, that's not something that's gonna get merged13:37
bz-nextanti-cheat with open source I think is just kinda hard13:40
bz-nextOne thing I was thinking would be some sort of reflective fingerprinting of clients, where a client computes the distance between some of its own symbols and stuff in the binary, and computes a hash or something. Then you could at least know if someone is running a dev client or modified client13:41
bz-nextCould still be faked of course13:41
blast007Their code is for protecting in-memory values.  It's probably some academic project, and doing it on an open-source game lets them modify the code to test that method of proection.13:41
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bz-nextthat makes sense. I guess someone could theoretically use one of those cheating apps to modify client variables13:42
blast007the binary hash idea has been mentioned multiple times over the years, and it wouldn't work13:42
blast007the client can just lie13:43
bz-nextI guess anything that is done would just be kinda pointless obfuscation and make the code more complicated for little gain13:43
blast007what needs to happen is for the server to have more knowledge and be cable of running the same calculations that the clients do, and be able to override the client's state13:44
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bz-nextWhat do you think of the idea of having servers collaborate to reduce lag by doing something peer-to-peer-y in the future?13:45
bz-nextDo you think that would help all that much if it was possible?13:46
blast007I don't think that would help except make things more complex13:46
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bz-nextMaybe in a distant future where everyone has IPv6 and NAT isn't such an issue, clients could just have a peer to peer aspect to them, but that's just a dream rn13:49
blast007instead of clients sending their position, velocity, and similar state, they could instead send their input states: https://www.gafferongames.com/post/deterministic_lockstep/13:49
blast007and then you'd have a shared library that the client and server use to calculate the state of the world based on those inputs13:49
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blast007the game *used* to be partially peer-to-peer, but that also exposed everyone's IP, and then players were DoS'ed13:50
bz-nextthat is... ughh13:51
blast007(I think the IP info was left in for a release of the game even after the peer-to-peer aspects were removed)13:51
blast007major release*13:51
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bz-nexthaving a shared physics between the game and the server sounds like it'd be a huge improvement in a lot of ways13:52
blast007yeah13:53
bz-nextit is a bit frustrating how little code the client and server share rn13:53
blast007right now the server only keeps track of the last state and the current state it's comparing it against13:53
bz-nextprobably it'd go hand in hand with reducing the amount of global state13:53
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blast007in 1.7, bzfs was mostly one big file13:53
bz-nextA solid minimal refactor imo would take all the various managers and DBs and such and wrap them up in a game state class or something13:54
bz-nextsince it's non-trivial to manage the state of all those objects rn13:54
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bz-nextthere are already existing bugs during init of bzfs where NULL pointers to objects have member functions called on them during init13:56
bz-nextbecause the state is just unweildly to manage13:56
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bz-nextI think after doing that it'd be a lot more manageable to rework state in general13:57
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BZNotifybzflag: lars-vc closed pull request #340 "Lars addingsplit" (https://github.com/BZFlag-Dev/bzflag/pull/340)14:31
BZNotifybzflag: lars-vc commented on pull request #340 (https://github.com/BZFlag-Dev/bzflag/pull/340#issuecomment-1952571076): Oh oops, I did not intend on this pr to be here. This was just for ...14:31
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bz-nextI am finding that building ImGui widgets that expose the state of the various resource managers in the game is really helpful for learning about how they work15:16
bz-nextEventually I'd like to use the ImGui docking branch and just make a nicer development UI with a default config that's not terrible15:18
bz-nextBeing able to see everything that's going on makes dev a lot easier15:18
bz-nextI'd also like to render to a texture by default for everything, so that you can just have the 3D view be another window. There could be some cool stuff there, like being able to obs every player at once (panopticon mode)15:20
bz-nextBecause I envision deferred rendering as a necessary feature, it'd be necessary to do that kind of infrastructure anyway, and that could be really cool15:21
bz-nextIt could be a really cool admin client before it's even playable15:21
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bz-nextThere should be a BZDB editor / viewer too, that would be really handy16:10
blast007bzadmin has one16:27
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bz-nextsweet, maybe that can be ripped16:32
bz-nextI think a server message log in general could be useful too16:35
bz-nextIt'd be a good first step towards structuring messages a bit more in the code, have each message result in a message object and toss those into a notifier where a UI element can pick them up16:37
bz-nextit could be done in parallel with the current stuff and then objects could be individually updated to use the notifier rather than being updated by the message parsing routine16:40
bz-nextthat way any new objects or UI would be able to be based on something more flexible, without breaking existing code16:41
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Juestnice18:09
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